The games industry is alright… maybe

Last week we attended the Game Connection. We were there to pitch The Path to games publishers to get an idea of the commercial viability of the project from their perspective and to see if we couldn’t find any help with publishing the game to retail (rather than exclusively online).

We had 30 minute meetings with both small and big games publishers and with representatives of the three console makers. Presenting a game like “The Path” to them was a very interesting experience indeed.

The Path is not a typical game. It is made very much from an artistic vision and is very uncompromising in terms of gameplay. In fact, there is hardly any. Simply because we didn’t feel such rule-based interactions helped to express our story. On top of that, it is an intensely sad and dark tale that perverts the player’s motivation to play.

Needless to say that some of the companies we met were freaked out by our demo (or FOBD’d as we started calling it). It was extremely amusing to see managers of these big companies go pale in the face.

But what was even more remarkable, and the reason for this post, was the incredible amount of positive response that we received. Contrary to the popular belief that this industry is conservative and risk-averse, we found many publishers to be quite open to what we were trying to do and willing to help us achieve it. In fact, they almost invariably made the same remark about how refreshing it was to meet designers who create out of artistic motivation. Apparently, these days, it is very common for developers to be mostly interested in sales.

We are not being naive about this. We know very well that the personal enthusiasm of the people that we met on the show, does not automatically translate to a business collaboration. But what has become very clear is that the industry is (getting) ready to publish all sorts of experiences. This is very different from our previous intensive encounters with publishers some 3 years ago. I guess it is the success of casual games, the Wii and the DS, MMOs and web 2.0 as a whole, that has made them see that the “games for gamers” dogma is not the only way to be commercially successful.

Now all they need is more developers who are able to meet this demand.

Jonathan Blow’s Design Reboot

If you’re a game designer, you should probably listen to the lecture Jonathan Blow gave at the Montreal International Games Summit.

Not only do the opinions expressed sound similar to our own. It’s refreshing to hear these points spoken out loud, and so eloquently illustrated.

Contrary to us, Mr. Blow still firmly believes in games as rule-based challenges to achieve a certain goal. But he posits that the learning required to engage in such an activity should be worthwhile. A game should teach us something interesting. And game designers should be aware of what their game is teaching players.

The latter could be a serious problem as the quality of games is currently almost exclusively judged by whether a game is fun or not. This is where Mr. Blow’s tremendously insightful analogy with drugs and fast food comes in. He advocates designing games with rewards that are intellectually nutritious and not simply addictive.

Doing so will not only improve the quality of life of the player. But it will also open up the interactive medium to being capable of addressing the many different types of content that have made cinema, literature and music into the dominant forms of entertainment and enlightment that they are today. Mr. Blow urges game designers to design with the intention of making something “worthwhile or deep or interesting”. Something that is oddly very rare today indeed.

A recording of the talk is available from his website.

Games and values, designers as authors

Mary Flanagan and Helen Nissenbaum have started a project that reminded us of things we have been saying in the past about the importance of authorship in games.

The “Values at Play” (VAP) research project assists and encourages designers to be mindful of what values their computer games promote. We would like to see a diversification of video game values to include positive principles like equity, creativity, diversity, and negotiation, along with the traditional tropes of violence and machismo.

I’m not sure what form this “assistance and encouragement” will take. I’m secretly hoping for some “violence and machismo” in this area. And I’m not sure if the current generation of fun-obsessed game designers will care (or will realize that they don’t). But I think it’s important to put this issue on the agenda. Perhaps in the past, it was ok to design games as if they were footballs, or pogo-sticks or ping pong tables. But, like it or not, with the advances of technology (and new forms of game appreciation in the public), games have become an expressive medium. And, as a designer, you better be aware of what your game is expressing!

Visit Values At Play!
I’d especially recommend the short snippets of interviews (from Tracy Fullerton and Celia Pearce amongst others). Hope we get to see and hear more of these.

Good games, bad games, ugly games

Reading through the avalanches of comments on the inappropriate appropriation of Jeff Minter’s recent Livejournal posts by video games news sites, makes me realize the extent of the immaturity of games as a medium and a culture.

Mr Minter made a personal statement in his journal about how he is saddened by the fact that remakes of old games sell better than new original games, based on sales figures he got from XBox Live Arcade; where his own Space Giraffe game is competing for some measly Dollars with age-old classics like Frogger. In any other subculture, the audience would sympathise with the underdog. Not so in the games industry. Most of the comments advise Mr Minter to “stop whining” and “make a good game instead”. The latter really bugs me.

I may not personally like Space Giraffe as a game any better than Frogger (I don’t know that because I don’t own an XBox). But does that mean it’s a bad game?
Gamers, in general, and often hand-in-hand with the games press, seem to think that there is an objective standard for games to be judged by. That there’s good games and bad games. And more importantly, that everybody better agree on what constitutes a good game. Because if you don’t, then you’re an idiot, a moron, somebody who knows nothing about games, etcetera.

Hey, I may have been guilty of this myself on occasion.

But it’s horrible, isn’t it?

Whatever happened to personal taste? Why can we not simply like or dislike a game? Instead calling it good or bad? And how about different people liking and disliking different types of games? That they don’t like to play a certain game, does not mean that they are illiterate idiots, does it? And even if they are not very knowledgable about games, don’t they still have the right to like or dislike a particular game?

Space Giraffe

I may like or dislike Space Giraffe as a game. But I have no end of admiration for what Jeff Minter is doing: to make a game from his own personal vision, to experiment with game structures and aesthetics, to make something that did not exist before! I wish that the games industry would be more supportive of that. If only because it is thanks to the work of people like Mr Minter that the medium grows and the industry expands.
Or is that exactly what those commenters are afraid of?

I don’t think we can do much about the trolls who comment to blogs. But we can support this work on a higher level. Microsoft, for a start, should realize that games like Space Giraffe require special attention. They need to create a custom-made marketing campaign that prepares the consumer for what the game is really like. And they probably need to create a special channel on their service for games like this. So that it doesn’t seem like they’re competing with games that fall in a completely different category. Next, the press should try to educate the audience about this. Instead of circling around people’s personal online journals like vultures waiting for a juicy bit to rise to the surface. Surely journalists have the experience and know-how to realize the importance of exploration and experimentation in the games industry. They should support this practice as much as they can!

I hope, in the future, releasing a game does not feel so much like taking an exam. As developers, we are interested in hearing people’s opinions. But they are only useful when we know where they are coming from. And nobody has the right to “grade” our work. Games are not right or wrong. Games are liked or disliked. By people. Different kinds of people like different kinds of things. There’s nothing wrong with that.

And game developers are only human. They don’t owe gamers a “good game”… Developers owe it to themselves to follow their vision and make games with love and care.

Worlds, not pictures

Envying the precision of the framing through which Almodovar tells the story of “Todo Sobre Mi Madre”, I was reminded of something a visitor of Vooruit’s birthday party said. She was wondering how come the image of The Endless Forest that was being projected large in the room was not the same as the image that was seen on the interactive consoles. I told her that it was different on every computer: the same world but seen from different angles.

I think this is very meaningful and often underestimated. Framing is a powerful technique but games are not about pictures. They are about worlds. And much like film tells its story through framing more than through acting, as theater did, games need to find the technique that tells their stories. And it’s not framing. It must be related to the worlds that games create. It probably has something to do with interaction, with agency. How does one call the technique that manipulates interaction, like framing manipulates vision?

Conflict and gender

Game developers and journalist often stress the importance of conflict as part of a story and (thus?) of a game. I have always questioned this claim. Mostly because they used it as an excuse for throwing more monsters and bigger guns at us. So I figure only men like conflict in their games.

But hearing the (predominantly female) players of The Endless Forest talk, has changed my mind somewhat. I think women like conflict in their entertainment just as much. Not conflict as such but also, just like men, because they get a kick out of resolving the conflict. It’s just that they tend to resolve conflicts in a different way.

I hope readers of this post don’t think I’m sexist for saying this. And please contradict me if I’m wrong. But from what I have seen, women tend to want to keep the peace, above all. They are quicker to apologize, consider other people’s arguments more deeply (or pretend to) and are generally happier when everybody gets along, sometimes even at the expense of their own status or pride.

I used to think that this type of behaviour meant that women (or men with similar tendencies) don’t like conflict in games. But seeing how much they enjoy the “peaceful resolution”, I have changed my mind about this. Perhaps they get as big a kick out of peacefully resolving a conflict as men get out of blasting the monster into oblivion.

Are there any games that cater to this desire?

Peaceful conflict resolution probably doesn’t lend itself well to spectacular visual effects (explosions etc) but it could perhaps introduce a new form of play. And open up a new audience.

Games as tools, as instruments, as theater

Some people are better at playing games than others. And they have more fun.

Sure, some are better at achieving high scores or figuring out puzzles in record times. But that’s not what I mean here. Other players are better at playing itself, playing along you might say. They use the game as a theater stage and they play their part. The response of the game is then interpreted as part of the story.

The reward is not an increase of a certain number or the acquisition of an item but the feeling of being part of the narrrative. This is a form of play that computer designers often seem to ignore. Computer games tend to be very goal oriented, even when it comes to narrative. Designers try and find all sorts of ways to make the players do exactly what they “should” be doing to bring the (still often linear) experience to a proper resolution.

But how about giving the player some freedom and some responsibility? How about creating a universe where the player is responsible for his own pleasure? No punishment and no reward. Simply play.

The game designer provides the tools and the setting. And the player manipulates those to play a story. A player who does well, will have a better experience than one who doesn’t do an effort to “get into” the story, to play along.

Playing as experience

In computer games, the focus of the experience often shifts from the purpose of an action to the action itself.

Older games tend to be highly symbolic. Any move you make on the board, if not entirely abstract, represents an event in an often highly abstracted manner. As a result, you make the move for the purpose of advancing in the game somewhat. Sliding a pawn over a board isn’t the world’s most exciting experience. Contemporary computer games tend to add a layer of simulation to “making a move” that can be a source of pleasure in and of itself, disregarding the outcome of the move as a result of the game’s rules.

Historically, these simulations have been nothing more than ways to dress up the game (either visually or narratively). But the technology and skills of the creators (and possibly the expectations of the audience) have evolved so much that the simulation layer is quickly becoming the thing that many people enjoy most in a computer game. Game rules design as such has not evolved much. As pure games, computer games have not delivered greater masterpieces than board games. But they have delivered something else, a new type of experience.

What I long to see is a computer game that is nothing but simulation. Not the sterile spreadsheet-based simulation of Sim City or Tycoon games. But a simulation painted by an artist: an sensual, expressive environment that focusses entirely on the (inter)action for its own sake, with no purpose other than pure experience.

The most hyped game since the previously most hyped game

Some quotes from the Eurogamer article.

the most convincing and elaborate and artistic game world ever conceived

the most staggeringly beautiful environments you’ve ever lain eyes on in a videogame

it’s got to the stage where you don’t even care about the tech so much as the creativity eked out of it all

I love this one:

But here’s BioShock in August 2007, looking for all the world like a game that’s landed fully formed from a couple of years in the future. It’s a game that’s going to make a lot of rival developers either very excited or very depressed indeed over the coming months as they come to terms with how far ahead this game is – not just in technical terms, but in practically every other angle as well.

And the conclusions:

this is the kind of game that people want

Seriously – if you don’t find something to love about BioShock, we’d recommend a trip to the nearest doctor to check if your heart’s still beating.

Luckily offset by the more sober comment by DjFlex52:

All I have to say is that if you don’t enjoy Bioshock ALOT then you’re not a true gamer.

Never mistake “people” with “gamers”, Eurogamer.
Thank you for clearing that up, DjFlex52.

possibly the most thrilling combat in any FPS you’ve ever experienced

Yawn…

But it’s not really a game, is it?

The key mistake made in the definition of “games” along traditional lines is that it ignores the major strength of the interactive medium.

“But it’s not really a game, is it?” is no longer an acceptable way to look at a piece of interactive entertainment; its value must be measured in terms of sociability, narrative and even education.

Interactive Entertainment isn’t just about “gameplay” – it has learned new tricks, and designers must now learn how to enthral people by creating social spaces and weaving compelling narratives.

YES, exactly.
Excerpt from “Telling Tales” by Rob Fahey

Read the entire article on GamesIndustry.biz.