A video game as playing cards

Would it be possible to design a video game like a deck of playing cards? A virtual world with characters, objects and artificial life but without an implied goal or ruleset. Perhaps, like many decks of cards, accompanied by a manual that proposes several different games that can be played within this environment. Somewhat similar to the way in which games like Quake and Halo allow for multiple types of multiplayer games with different objectives but set in the same environment and using the same characters and game objects. But without the application having to switch modes explicitly. Just like the pictures on the cards don’t change. The game to play would be entirely up to the player(s). Depending on how they act, the game would be different.

In a traditional computer game framework, one could think of a virtual world in which the player decides to play either an adventure game, an action game or a strategy game, depending on what they do in the world, perhaps on which studies their avatar takes and jobs they choose, for instance.

It would be even more interesting if the game itself would also have input so that somebody who sets out to be a soldier in the game ends up becoming a diplomat because the death of his wife made him allergic to aggression. The player of such a game would be required to actively suspend disbelief and really play his role in all earnesty, without trying to manipulate the game into becoming something pre-defined and expected. “Playing Cards Next Gen”: where the cards themselves can change the nature of the game.

Latent story

Perhaps, in an interactive piece, like a game, the story should be treated as if it is already there. And not as something that needs to be developed in a linear fashion. Interaction does not need to tell the story, it should merely support its existence, not contradict it. Perhaps the narrative purpose of a game is to create the effect of having read a book, the feeling that you get after finishing the book, not the one you experience while you are reading.

Is it art or is it horror?

Before we started working on The Path, we weren’t very familiar with the horror genre. And even now, after lots of research and so much work, it still feels odd to realize that we’re making a horror game.
It’s very comfortable to us to work with the strange and surreal elements in The Path. We have, in fact, always done this sort of thing. But in the past it was called art. And when people from outside the arts world happened upon our work, we invariably got the “what drugs were they on?” comments.

But if such “freaky and weird things” are put in a horror context, suddenly all objections disappear. It’s as if art, when confronted with popular culture, turns into horror. Or as if art is only acceptable in the mainstream when presented within the horror format.

The Cell or is it Damien Hirst?

Do art and horror have something in common?

I guess they both deal with the unknown. And they both contrast the familiar with the uncanny, or look at familiar things in a non-familiar way.

And if art turns into horror in a mainstream context, does horror turn into art in a museum context?

Survival Horror is (not) dead

So whatever happened to our imperfect, psychologically damaged heroes, our creepy little doll rooms, our feeble switchblades, our crawling dread? And why have they been replaced by gun-toting professionals and space marine types – as if gaming needed any more space marines?

Leigh Alexander answers this question in a very rational yet disappointing manner.

Perhaps the Silent Hill series might have attained still more widespread appeal if it had, to be blunt, made just a little more sense

Because contemporary games cost more to make, the size of the audience needs to grow and thus the content needs to be adapted to the tastes of a larger audience. And of course you choose the hardcore gun-toting-space-marine-loving crowd as your larger target audience, because they present the lowest risk factor.

There is another solution however: find a way to make these games cheaper. And stop compromising your vision. And don’t hide your lack of vision behind economic arguments.

This Is Indie!

A little video we made last year because Celia Pearce asked us to. 😉 Its about our thoughts on Independent game development, sort of. It was never used (I believe her response was “what did you make that with? a cell phone camera??” ha! little did she know we don’t HAVE mobile phones!) But we found it so delightfully silly that I’m posting it now in honor of the (first annual) IndieCade International Festival of Independent Games which starts today 10/10/2008. And in which The Graveyard is nominated for an award!

…see also…

Maximum age rating for games?

This is something that came up on our Game Design Forum when discussing age ratings for games. A lot of players of The Endless Forest are fairly young. But they are still excited about our upcoming new horror game The Path. Which worries us a bit, since we don’t think The Path will be suitable for a young audience.

As a parent I find age ratings useful for helping me decide whether a game would be suitable for my children. I don’t interpret the rating as a prohibition but as a recommendation. A game with an age rating of 3+ would be interpreted as not suitable for my 12 year old son, for instance. Because it would probably be too childish.

But for myself, as an adult gamer, the age ratings are mostly useless. If I would apply the same logic to myself, then a game rated 18+ would be too childish for me (I’m 40). But that isn’t always the case. In fact “18+” is considered “mature” by the industry. As a result, I often end up being treated by a game in a way that I find completely condescending. More often than not, games -even those rated “18+”-, are designed implicitly with a juvenile audience in mind. As a middle aged gamer, I take offense at being treated like a child.

So I would propose to add a maximum age rating to the current rating system. Again, not in any prohibitive sense (not to make it illegal for the elderly to play games, e.g.) but as a recommendation. Something along the lines of “this game is recommended for people older than 12 and younger than 25” for instance. That would be a major help and would prevent a lot of hostility towards the games industry from older gamers like me.

Bless me Father, for I have sinned.

I’m finally reading the lovely Chris Bateman‘s book “21st Century Game Design“. As always, I appreciate Chris’s uncanny ability to analyze games and their audience in a mercilessly dry way, illustrating the enormous gaps in its rethoric and practice. And apparently it’s not just the pseudo-biker-black-tshirt-weapons-fetishist type of game developers who are just wrong

The foundation of game design is in providing the right design work for the project, not in trying to dazzle with unfettered creativity. All game designers have a duty to the project that must always take precedence over their desires as players of games, and that duty is the core of the game designer’s role.

Oops!

The game barrel

So we used to use a metaphor: a barrel which holds water, a wooden barrel has all these pieces, and you use a frame to put them together. Each piece is for a different aspect of the game — one is for the graphics, one is for the sound, one is for design — and if any one of those is short, the water that you can hold is only up to the shortest part. And the water is the satisfaction of the player.

If you have terrible graphics, and everything else is great, the player will probably just keep saying, “Oh, the graphics suck!” But, meanwhile, if you have really wonderful graphics — like real graphics — but the gameplay sucks, they will still think the game is mediocre, because the gameplay sets the cap.

So, as a small team, there is no way that we can create a cap, a taller piece than a commercial game, but our goal is to keep every piece at the same height; so it could be even higher than some of the commercial games.

Wise words from Jenova Chen in a nice interview with Brandon Sheffield conducted at the Game Developers Conference where we met Mr. Chen for the first time. A very enlightening way of illustrating what we were trying to say in point 3 of our Realtime Art Manifesto, and a nice thing to keep in mind when working on a small budget and staring at those immense blockbusters in utter disbelief.

Programmers, move over! Already.

In a discussion of procedurally generated art in game production, the wonderful Brenda Brathwaite -whom we met at the last GDC during a very encouraging panel session about sex in games- said:

In my view, procedurally generated art doesn’t ask artists to leave the party. Rather, it invites programmers to it.

This sums up, in my opinion, to a large extent, what’s wrong with games as an artistic medium. On an aesthetic level, in most games, the people who are making the artistic decisions that matter are the programmers. Sure, the grunt work (3D models, textures, sound, music, etc) is done by actual artists. But that is just called “asset creation”, and correctly so. The real artists are the ones who create the normal mapping, the lighting systems, the shadow shaders, the physics effects, the water simulation, forest rendering systems, etc.

Without a common aesthetic vision, contemporary games quickly start looking like collages of different technologies. This doesn’t come as a surprise. All of these systems are built as solutions to problems, not as artistic statements. I’m sure a programmer wants his blur shader to look pretty. But that’s just not the same as an artist who really knows why he wants that shader and how he’s going to use it.

Games are an art form where the real artists are engineers. No wonder they fall apart, aesthetically! Engineers shouldn’t be making art. Just like artists shouldn’t be building engines. A bridge created by an artist without the help of an engineer, will fall down. The same is true for a painting created by a programmer. It will fall down like an empty house of cards that was never supposed to be meaningful in the first place.

So how can we solve this? The technology that we are using is very complicated. With all the work that it takes to make something even run on a computer, there’s hardly any time left for artistic decision making. Let alone a place for a global artistic vision in the production pipeline.
I guess one way is wait. Once the hardware gets so fast that it can do anything, there will be a lot less need for difficult programming. Because, let’s face it, most of the programming in games is transpiration, not inspiration: it’s creating software so that it can run on our feeble hardware.
But will that moment ever come? Will the hardware ever be powerful enough?
And isn’t there anything we can do in the mean time?

They want to play…

Michael Abbott reports on an interesting observation, illustrating something that we’ve been saying around here for years. That games, basically, are a terrible waste of a perfectly fine medium.

Talking about trying to get his non-gamer friends to play Braid, he says:

The tragic thing is they want to play. The music, the visuals, the opening text – all hook them and pique their curiosities. They didn’t know games aspire to explore the human psyche. They didn’t know games can look like paintings. They didn’t know game music can feature a cello. Braid invites them in, and they willingly enter. Then, just as quickly, Braid boots them out and slams the door in their faces. They discover that the game is as inaccessible to them as an unknown foreign language.

From “Is this what we want?” on The Brainy Gamer.