Sex

Right, so MTV’s Multiplayer blog has been posting interviews with women in the game industry all week. Today, they interview Brenda Braithwaite. She’s awesome! She’s been working on games for 26 years. Interestingly, she has a very uncommon focus.

She’s written the book on Sex in Video Games.

….. (a) massive overview of everything there is to know about sex in games, from this whole detailed history of the “Hot Coffee” incident in “Grand Theft Auto: San Andreas,” to the detailed history of early sex games to the modern history of sex games.

from the interview:

…I want to make sure that we have the full range of the human experience to choose from. And the one that people go after the most is sex. That’s not true. I shouldn’t say that. That’s just in my experience because that’s what I’m always defending. People go after sex and violence in games, and while we may never need either extreme, we should have a right to have them. When our storytelling gets to the point where we can do our own “Sopranos,” we can do “The Godfather,” we can do “Sideways,” we can do a “Brokeback Mountain.” We should have the full range of human experience. It’s an art form like any other art form. For me, that’s the importance of preserving it.

Excellent 😉
A very long good read.

Entering the post-gameplay era…

The games medium is on the treshold of maturity. Maturity, for me, is defined by variety: variety in experiences, variety in the audience. When there’s a game out there for every single person on the planet looking to be entertained, the medium will be mature. I believe that the major thing standing in the way of this happening is what many consider to be the core of the medium: the high priority put on gameplay and fun. And I think we are about to abandon it.

The reason why I think so is because of the growing discrepancy between the narratives that games deal with and the things that their gameplay expresses. In the past, stories in games were simplistic. There were only so many pixels to paint a picture and children were the prime target audience. The gameplay was equally simplistic, so the whole thing felt together. This is why Mario and Zelda continue to convince.

How different are these really?

In the past years, however, we have seen an enormous growth in the kinds of stories games try to deal with. Gameplay, on the other hand, has not evolved (or it may have achieved its absolutely perfection and there is no room to evolve further). In fact, I would argue that in essence, the gameplay of virtually all AAA titles is the same, even though their stories are vastly diffferent. Tomb Raider plays the same as Bioshock plays the same as God of War plays the same as Gears of War plays the same as Assassin’s Creed. Gameplay has become a standardized formal layer on top of narrative worlds that vary greatly.
This is probably one of the reasons why the true hardcore gamers have turned away from commercial games in favour of independent games, where stories and gameplay often still form a consistent whole. One could definitely argue that, in terms of pure game design, independent games are often superior.

But pure gameplay holds very little appeal to the majority people. People don’t play Halo because it allows them to shoot things and score points. You can do this in any game. I believe that it is only a matter of time for game designers to understand that what their gameplay is expressing has nothing to do with what they are really trying to talk about. And then they will be forced to take the next logical step: to rid themselves from the archaic concept of gameplay and step into the broader realm of interactive entertainment. When this happens, the doors to the medium’s maturity will be wide open.

Subtractive vs additive game design

Arthur Schopenhauer (image from Wikpedia)

There’s something that has always stayed with me from my philosophy classes in high school. In my memory the idea is attributed to 19th century philosopher Arthur Schopenhauer, whose work I still admire. But it could have come from somewhere else too.
Anyway, they idea goes something like this:

Happiness does not exist. There is only suffering. Sometimes the suffering is reduced a little. When this happens, we call it happiness.

This idea often comes to mind when I’m playing a video game.

It seems like most game designers’ strategy works through the same principle: they start by making life hard for you, and then they remove the problem. The relief that you feel at that moment is experienced as “fun”, “joy”, or “happiness”. While in reality, all the game did was take away the misery it had caused to you in the first place.

It strikes me that this method, while effective, is very different from how Auriea and I design games. If one would call the method described above as subtractive, then our method could be called additive. At Tale of Tales, we try to start from wherever the player is at the moment when he or she starts playing. And we build up from there. We like to think of our games as things that add something to your life, that become a part of it, rather than replace it temporarily. We expect the player to bring something to the game. We expect a human being, who knows what it is to love and to desire, who knows how fresh sheets feel on skin and wet grass between bare toes. We need you to be somebody, not an empty shell, or a shadow without memories. But a strong core around which the game can wrap itself.

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.

The Path is an IGF finalist!

But, it’s official: I have bad taste.

Fez The Path World of Goo

Only 3 of the IGF entries that I found noteworthy made it into the finals. Not Penumbra, not The Night Journey, not even Venture Arctic or Virtual Villagers. Not Fatal Hearts. Not Masq. I truly suck.

The good news is that The Path, also on my list, did make it! We’re up for “Excellence in Visual Art”. The other two from my list are Fez and World of Goo. Congratulations!

Yippee!

Tale of Tales at Game Connection

Game ConnectionThe Shining

We’ll be at the Game Connection this week, in Lyon, talking to many many publishers. Mostly about The Path.

The concept behind the Game Connection is to create a business convention for publishers and developers in the video game industry, so that they can network and meet one another personally. We strive to create an environment for them that is comfortable and provides the best possible atmosphere for doing business.

This means two and a half days of back to back half hour meetings with almost 40 companies. Wish us luck!