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.

100,000 Nameless deer…

Stress test…

While we weren’t paying attention, the number of times that The Endless Forest has been downloaded jumped over the 100,000. The game has been downloaded 122,879 times to be precise. As far as we know, at least.

So far, some 17,000 players have named their deer (aka registered/joined). And lately, the number of active players per month exceeds 1,500.

This is reflected in increased activity on the game’s forum.

But we still have a few more copies available. So, if you haven’t already, download The Endless Forest now! (get the Phase 3 beta, it’s pretty stable on most machines)

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…

Tale of Tales on Austrian radio tonight

Tonight, Austrian national radio ORF 1 will be broadcasting a report on Belgian new media art, at 22.30, during the Matrix show. The half hour documentary was made by Armin Medosch after his visit to Belgium last Spring.

You can listen to it only during the time of the broadcast by going to the channels website http://oe1.orf.at/ and clicking on ‘webradio‘ on the top.

Simultaneously, a story about Tale of Tales has been published (in German).

Tale of Tales retrospective at Furtherfield

Furtherfield are featuring a retrospective of the legendary Net Art duo, Auriea Harvey and Michaël Samyn*, launching with a major two part interview with Maria Chatzichristodoulou (aka Maria X). This reflects upon their lives, artworks, ideas, creative histories and their journey from Entropy8Zuper! to their current incarnation as a games development studio with a different approach, Tale of Tales.

*that’s us 😉

Read!

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.

Interview with Alex Mayhew

Alex Mayhew Alex Mayhew is an artist. It is not often one gets to say this about somebody who works in interactive media. But he is one of those very few whom we can call an artist without ifs or buts. As such, the conceptual limitations of game design don’t mean much to him. He designs straight for the core of the matter: interactivity and you, the user. This doesn’t stop him from going on about fishing on the Wii or playing Loco Roco, though.

Alex is probably best known for the fabled Ceremony of Innocence CD-Rom, an interactive adaptation of Nick Bantock’s Griffin & Sabine saga, published by Peter Gabriel’s Real World in the nineties. But he hasn’t rested a single day since and never gave up on his dreams, hopes and desires. I have a feeling we’re in for quite a treat, soon!

For starters, enjoy the interview!