New series of interviews

Soon, we will start publishing a new series of interviews with designers and theorists about games. Focussing on aspects that we feel are often neglected: storytelling, new forms of interaction, realtime aesthetics, different audiences, etc. The idea is to break out of the typical narrow cycle that blog discussions often end up in and listen to what other people have to say about these things. We’ve already started these interviews and I can tell you there’s a lot of Good Stuff coming up!

The first in the series is an interview with American McGee about fairy tales, sacrifice and art.

Next we will be talking to Celia Pearce, Alex Mayhew and Maaike Lauwaert.

So watch this space!

If you have any suggestions of people we should interview, please leave a comment.

When the Fox preaches…

Everybody gets carried away with the technology. When the technology gets more usable… Then the story tellers get more to the forefront. My hope is, but I can’t tell you when it will be, that we reach the peak in perfection so that the consumer doesn’t see the difference in technology anymore – then it is a pure race for entertainment.

Chris Crawford Michael Samyn Gerhard Florin (Electronic Arts)
Source: News.com via Gamesindustry.biz

Indeed. I can’t wait for the arms race to be over. But Mr. Florin is smart to not put a date on this. The truth is that, despite the glossy pictures from the next gen consoles, the technology is actually still quite crude. In fact, it is still so primitive that it takes entire teams of engineers to make the hardware respond in an acceptable fashion. The technology needs to become excessively powerful so that everyone can experiment with it without the risk of bringing performance to a crawl or crashing the machines. We’re still a long way from that level.

And when we achieve such extreme hardware performance, we can finally start working properly on solving the real problems of interactive entertainment. I agree with Mr. Florin that things will get interesting then. But just making way for “the story tellers” is not enough. They need to learn how to work with this technology, how to tell stories in interactive media, how to make things look and feel and sound the way we want. There’s a lot of work to be done. I can’t wait for the builders to leave the kitchen, so we can finally start cooking!

First images from The Path

Click on the picture for a few screenshots.

These are screenshots of the first phase of the iterative design process we use for development. Basically what we did is create the environment in which most of the game will take place, a first version of the most essential characters, and the interaction systems we had designed beforehand and some that we came up with during development. As you may know from reading this blog or playing our games, we are not very interested in typical game-style interactivity. This is why we don’t simply execute and fine-tune an existing interaction design.

The demo we have now made is more a testbed for possibilities than a prototype for a game. It is used for figuring out which interactions work and which don’t. Which elements enhance the narrative and which don’t. Etcetera. As such it is a tool for internal use more than a public demo.

We have tried to achieve a certain level of polish that may be inappropriate for a pure prototype. We did this on the one hand because aesthetics are very important in the games that we make. But also because it helps us to critically evaluate our work before we move on. We’ve had bad experiences in the past with blocked-out worlds feeling really great and then being disappointed by the fleshed-out version. When the prototype is too symbolic and contains too much placeholder assets, our minds tend to make up too much for things that aren’t there.

Eye candy.

Magnetosphere is a plug-in visualizer for iTunes. It’s pretty wonderful actually. i would even call it mesmerizing. You can get it for free at barbarian software

On flight404, Robert Hogin’s blog, he talks about the mechanics, inspirations and shows some more wicked imagery.

He tells me that this is what a mode in verison 2.0 of the plug-in will look like.
Well, we all hope so :)

Just What Is It That Makes Today’s Games So Different, So Appealing?

Richard Hamilton, 1956A discussion about experimental gameplay or games as art, often deteriorates into a discussion of the definition of the word game. Many people insist on using a rather strict definition of the word to avoid having to form an opinion about different forms of play and interaction.

I get so tired of that.

Games have been around for thousands of years. I don’t see why we need to discuss them anymore. They are a known fact, a well-documented craft, a historical art form, etcetera. Everything there is to be known about games, is already known.

Or is it?

It seems to me that there’s actually very little books about games that were written before computers. There’s Huizinga, and there’s Callois. And probably one or two hippies. And that’s it. For an age-old artform that strikes me as very little.
But since computers, we’ve seen an explosion of books, guides and documentation. Is there perhaps something about computer games that is not covered by the age-old game-wisdom? Something that does need to be discussed?

I think so.

There is something about computer games that makes them infinitely more compelling than traditional games. At least for a part of the population. It is not the gameplay. Because gameplay can be found in many non-computer games, in much purer forms. Only a small fragment of the group of computer gamers also plays chess or board games. And very few of them play those with the same dedication as computer games.

So please. Stop nagging about goals and rules and missions and levels. They are clearly completely besides the point!

Let’s start discussing the things that make computer games different from traditional games! There’s a lot of things to be said and researched and discovered and discussed on that terrain. The ancient craft of game-making can take care of itself. Let’s talk about the things that really draw people to computer games.

It’s quite vital. We know next to nothing about those things. We don’t even know what they are.

Ico – speedrun – 1:45:25

by Kevin Juang (2006)
[kml_flashembed movie=”http://www.youtube.com/v/p5KfNJsx8hs” height=”300″ width=”375″ /]
[kml_flashembed movie=”http://www.youtube.com/v/wpdDTp3XUYg” height=”300″ width=”375″ /]

generally speaking, i don’t like speedruns
because they skip the cut scenes
which are sometimes the best part of a game
the parts that give all the action meaning.

but in this case
its amusing to see such a mellow game
played in such a goal oriented
relentless way.

and its always nice
to watch someone play ICO.

Next Gen games are NOT beautiful!!

It makes my hair curl to hear some macho-programmer say things like “Next Gen Games are beautiful but brainless“! I think they’re just saying these things to make a point but let it be known that I declare it an objective fact that Next Gen games are NOT beautiful! Their visuals may be “impressive” or “stunning” or “amazing”. But they are not, not by any means, “pretty” or “beautiful”. I’m not going to have Beauty dragged down with the industry’s obsession with photographic realism.

Yes: there is an extreme focus on graphics in games technology. And this does indeed seem to happen at the expense of evolution in A.I. and gameplay. But this is by no means a battle between looks and wits. Because these high-tech games are U-G-L-Y!! Technology does not make things beautiful.

There is a lot of research needed in the realm of realtime 3D aesthetics. This is indeed partly a technological problem but not one that can be solved by hair shaders (though I admit that these could be abused for good). To a large extent because it’s not simply about visual aesthetics but about the mostly unexplored aesthetics of an interactive/generative real-time multi-sensorial experience. But even in terms of pure visual aesthetics, technology can never be the solution. Especially since this technology only seems to be concerned with a recreation of factual reality. In other words: Next Gen technology is a scientific project, not an artistic one.

I agree with Steve Grand that as game characters start looking more and more realistic, the lack of sophistication in their behaviour becomes more and more of a problem. I realized this first when I saw Prince of Persia: Sands of Time in which the realistically rendered character of the prince bounces off the walls like a rubber ball in a pin ball machine. But the game went on to become a success nonetheless and spawned sequels that were so bad they made the “first” one look like an artistic masterpiece.

The truth is that as long as this technology is used for games, not many people will care much about the believability of the characters, with the possible exception of a desire for enemies that can dodge bullets creatively. Raph Koster has pointed this out painfully clearly in his Theory of Fun: once people start playing, all they see is the system. This often leads game designers to think of beauty as unnecessary icing on the cake. For me it totally invalidates games as a worthwhile use of this technology. If we cannot create something beautiful that people will just “play” for the enjoyment of that beauty, the technology does not even deserve to be called a medium.

Katamari Damacy wallpapers GET!

So, I was wondering if anyone had collected all those wonderful desktop wallpapers made by the Katamari Damacy team. The official website is gone now and I, unfortunately, lost them in the great computer switch of 2007 *ahem*
BUT
It seems one obviously cooler than thou Flickr person is posting them online again!
Get them here.

(link got via Wonderland where Alice doesn’t know what a treasure she’s found.)

Will Next Gen kill creativity?

The past years have been good for real-time 3D. The technology has become more accessible and more powerful. This has allowed many people to experiment with the medium, which lead to interesting experiences and stimulated creativity throughout the games industry.

The Next Generation of hardware threatens to put an end to this.

Why? Because rather than making the technology easier to use for normal people in small numbers, Next Gen makes it easier for the machines to crunch larger amounts of numbers, faster. So the humans need to keep up.
I’m not a fan of the current aesthetic per se but the results are impressive so far. It’s not just a matter of more polygons, but also simply of more stuff (large quantities of objects that are all different) and extreme polish. Everything is shiny in Next Gen…

Turok

And while all of this may not exactly be beautiful, it does put the bar a lot higher for everybody else. There is absolutely no way that an independent game developer can create anything even remotely next gen. They just don’t have the man power, money or time for this. As result they will be -and are- returning to, or sticking with, old technology. 2D Scrolling games are already making a come-back. Not to mention all the other retro-inclinations and -fads.

Some of these might be interesting in creative terms in and of themselves. But retro is not exactly where you want the avant garde to be!… The level of polish that a big company can achieve with next gen hardware turns the medium of realtime 3D into something that is only accessible for the rich and conservative. And that’s a shame. Not just for a wasted technology but also for the games industry itself which will bleed to death without lively experimentation.