I think it's fair to question the motives behind striving for "immersion," sensory or otherwise. "To be immersed" shouldn't be an end unto itself; it's a means to achieving some specific mix of sensation, but what?
I think that, at its essence, traditional, sensory immersion imparts a feeling of wonder: wonder at being in a wholly different place and experiencing a context outside our everyday, to feel new in some way. It rekindles that feeling of endless possibility that surrounded us in childhood, which I feel is a very good thing indeed.
Big, expensive, sensorily-complete video games have spent decades pushing towards the sense of truly "being there" in a simulated space. The player is drawn into the fictional world, and is given the chance to exist there for some time before returning to our own. It gives us new places to visit, places that have never existed and that never will.
These experiences are most often solitary, shutting out the rest of our world so that we can exist wholly in the other. Is this isolating? Lonely? Escapist? Maybe it is, if too are the experiences of immersing one's self in a novel for hours, or sitting silent and still in a darkened movie theatre, or listening through a new album end-to-end, headphones on and eyes shut.
There is of course more than one way to achieve this sense of wonder. A new paradigm is emerging, one more connected, more plugged-in, more integrated into our own daily experience than the old model of immersing the player in a constructed world. Augmented reality games, driven by the explosion of smartphone adoption, point to a future where video games provide the wonder of the new and unexpected in a different way: by weaving fictional elements into our own world, infusing our everyday surroundings with the fantastical, teaching us to see our familiar world with new eyes. Your house, apartment, street, the nearby woods, populated now with fictional characters, mind-bending anomalies, cryptic glyphs-- all supported by your social network of friends and fellow players, experiencing these things together as a living community. A brave new world.
The question, I think, is whether these two paradigms inherently conflict with one another-- if one is ever set to supercede the other, leaving it a relic. The old paradigm may only be "old" inasmuch as it is universal, timeless: beyond being formally similar to nearly every form of popular entertainment in human history-- from staring into the flames as a story is told around the campfire, to the Greek theatre, to the novel, film, radio, television-- it also shares the key quality of the most vital examples of all the above forms: the ability to transport us to an entirely other realm of experience.
That is the difference between the two paradigms of immersion: one, the traditional, transports the player to another world; the other, newer paradigm, transports elements of otherness into our own. And so, while potentially powerful, the new paradigm cannot provide us with incredible, imagined places to explore. The city of Rapture could never have existed as augmented reality; the new paradigm cannot take us to Wonderland, only put the White Rabbit in our backyard. While it might be less of-the-moment, the old paradigm feels somehow that much more integral to the human condition.
And so when I see the traditional notion of immersion drawn along generational lines-- associated with Generation X, as the new paradigm is to Generation Y-- I can't help but feel it's short-sighted (perhaps a more accurate comparison would be Generation Y versus every prior generation.) The implication that the desire to immerse oneself in a new and unknown world is unhealthy, immature, self-destructive or even suicidal, feels reactionary and narrow: one need not assume that the urge to visit another world emerges from a desire to obliterate our own world or ourselves, to run as a coward from our real-world problems, our stresses and worries and all the grown-up stuff we deal with; perhaps, instead, we are running from just those things of which the new paradigm is built: endless chatter, meaningless noise, bombardment by ads and IMs and text messages. As opposed to being self-destructive, the desire to shut off the outside world might be meditative-- a respite; a temporary communion with a pure experience (and, indirectly, with its creators.)
This ability to transport the player to impossible worlds is what I love about video games, and it's what great art and entertainment has been achieving for thousands of years. It's also why I don't worry too much about the rise of Facebook and iPhone games turning these sorts of experiences into dinosaurs, rendering them obsolete and then extinct. As a species, we will always want to visit new places, born out of the imaginations of our most creative minds; we will always want to be immersed in worlds other than our own. Despite hailing from Generation Y, you'll have to call me old-fashioned: long live the old paradigm.
8.02.2010
On the old vs. the new
7.17.2010
Specific Violence
How does one refer to this discussion? It's the one we have all the time, in the blogs and in the design pits-- the one about maturity, about meaning, gravity, the medium mattering. About how all we do is let players shoot each other in the face and how we could be so much more. The one about our potential and how we fall short and what we can do about it. The one about how we're a bunch of little boys who want to grow up but don't know how. That one.
It strikes me that we discuss these things in vague and airy terms, but we don't know what we're looking for. Maybe we know what we're not looking for-- "I want a game where you don't have to kill things all the time"-- or what accolades we desire-- "for games to be considered art"-- but we don't have the concrete, mid-scale examples of what trips us up, or exactly what we need to achieve. We're missing a measuring stick.
Hold that thought.
It bothers me that people demonize violence in video games as a concept. I understand that it's because violence is so wildly overused, and often so luridly fetishized, that the instinct of those of us immersed in the medium is to swing 180 degrees to the other side of the spectrum: no killing! no guns! no blood! But violence-- and I'm not trying to be apologist here-- is an integral element of drama through the ages. The question is in its application. Violence can and should be powerful; I argue that video games rob violence of its power by making it lightweight, pedestrian, throwaway, meaningless-- by making it de rigeur, the violence no longer matters: it is made mundane.
Again, put that one on the back burner.
The comics author Alison Bechdel focuses on feminist and queer issues in her work, and is perhaps most widely known outside of alt-comics fandom for establishing "The Bechdel Test" for film. The criteria are:
I assume that this test followed a number of protracted discussions among friends regarding film presenting a largely male perspective, and failing to treat female characters as legitimate individuals; that mainstream film tended to dehumanize women in them, and that only certain movies were tolerable, but what exactly was the dividing line? And so the Bechdel test was born.
All together now:
Violence in film, literature or on stage can either be meaningful or meaningless. When it is meaningful, it resonates with the audience; when it is meaningless, it is largely (and rightly) derided. Consider the death of Shakespeare's Hamlet following a duel, or of Sonny Corleone in The Godfather, or of Evelyn Mulwray at the end of Chinatown, versus, say, the nameless mooks mown down in Rambo II or Commando or Hard Boiled. The killing by the protagonist of those without identity devalues human life in the work, and thereby robs the violence of meaning (it being perpetrated upon human forms with no value.)
And so a metric for games comes to mind: violence performed by the player in a video game is only legitimate if the victim is a unique and specific individual.
The metric becomes a constraint on content: don't remove the violence-- remove the faceless masses of "enemies." If every character the player interacts with is a unique and specific individual, then any act of violence committed by the player is invested with some amount of meaning: individuals have families, homes, jobs, friends, and most importantly, relationships with other characters in the game. The player's act spiders out from the individual to those that surround them, even if that social web is for the most part only implied. There are no more broad swaths of generic violence, then; there are only discrete acts of specific violence, each of which has the potential to matter.
The metric becomes a constraint on scale: if the player is able to commit violent acts, and they may only visit violence upon individuals, then every character the player meets must be unique, and therefore the approach to making the game-- the scale of environments, the construction of the cast, what the player does-- must be considered differently from the ground up. The end product cannot be the same.
At that point, maybe violence in games starts to mean differently.
______________________________________________
Notes and examples:
* This obviously shares some overlap with Warren Spector's theoretical "one city block" game. If a game took place entirely within one city block, then clearly every person in the game would be an individual with a face and name, and any violent act performed would instantly reverberate through the entire block (or have to be very carefully concealed.) Maybe this is an idea whose time has finally come.
* One extant example that takes a somewhat more abstract form would be Shadow of the Colossus. While they aren't human, there are only sixteen enemies in the entire game (no filler fodder to wade through between Colossi) and each has its own unique appearance, environment, and behaviors. When you kill one, you have killed the only one of its kind, and the act carries with it a sense of sorrow and regret. The killing is a transaction between the player and another individual; and so, the violence has meaning.
* SPOILER: Consider BioShock. At the climax of the story, Andrew Ryan is killed by the player. This follows the deaths of hundreds of Splicers, deranged freaks that attack the player on sight and are eradicated en masse ("it's the same guy!") And yet, despite the numbing effect that this shredding of fodder should have on the player, Andrew Ryan's death still means. And it means not because of the fact of the parentage twist, but because Andrew Ryan has been built up over the course of the game as an individual, with an intellect and a history and a set of ideals. Such is the power of violence against the individual, that its ability to mean survives despite any devaluation of human life that precedes or follows it.
* Similarly, embracing fodder in film generally relegates the work to genre status, but not always: think kung fu films. Masses of foes fall to the heroes, and the works are considered niche and lightweight. Then along comes a film like Crouching Tiger, Hidden Dragon, that wraps a compelling human melodrama around kung fu fighting at the height of its grace and theatricality, and it moves us as any great piece of human expression might. But it is the exception, not the rule. Alternately there is a whole genre of film-- the slasher film, like Friday the 13th or Saw-- that is composed of nothing but individual, named characters being killed, and these films are almost always dismissed as trash. The problem of course being that these individuals are introduced for no other purpose than to be killed in spectacular ways (and maybe to get naked.) Point being, removing fodder is no magic bullet.
* There are games now that are both character-based and have no generic fodder characters: games like The Sims, Animal Crossing, or most point-and-click adventure titles. Notably, they almost never feature any potential violent interaction at all (or if so, introduce more generic targets to the game for this express purpose: think of the bike duels in Full Throttle.) The mixing of the two seems to be largely taboo, possibly because it's really hard to support.
* A character doesn't have to be lavished with tons of backstory, a fully-fleshed-out family tree, or even a name to be a unique and specific individual: we might not know the name of the cop who's tortured and killed in Resevoir Dogs, or the men killed by Travis Bickle at the end of Taxi Driver, or the female Viet Cong killed at the end of Full Metal Jacket, but they are nonetheless individualized, and their deaths are meaningful in context. The specifics known about individuals are scalable, whereas fodder is only fodder.
1.30.2010
On pointlessness
If you've played through Mass Effect 2, you've met Thane. He's an assassin with morals: a stoic figure who only kills those that he believes are causing suffering to others. He has a deep belief in the old gods of his people's native religion; after completing each assignment, he retreats to his quarters for solemn meditation.
His characterization works well in the game; I found him to be the most interesting supporting character, anyway. It made me think, though: how much more interesting would an instance of "the assassin who prays after each assignment" be if it weren't a pre-baked, special case occurence? This is outside the expectations for Mass Effect obviously, but it got me thinking.
Consider a game in which a couple of elements exist: some method for being assigned assassination targets, and a church or altar at which characters are able to use the verb "pray." If both of these elements can be used by either the player or AI characters, the potential for self-expression and discovery are enormous: the player is able to roleplay the above "assassin who prays after each assignment" in a completely self-driven way, imbuing his avatar with a unique and specific character in the gameworld; alternately, the observant player could follow an AI to the mission assignment-dispensing element, observe them tracking down and killing their target, and then follow them to the church to see them pray. The discovery of this systemic characterization might be that much more memorable than encountering a pre-scripted story character.
For this sort general paradigm to be successful, a few things would have to be true about the gameworld:
- A plethora of unique interactive objects such as the above altar/church would need to be present.
- The majority of these objects would need to have absolutely no input into the game's central success mechanics.
- The objects would need to be interactable by both the player and AI.
Divorcing these expressive interactions from success-based systems is important, otherwise the player has a purely optimal reason to interact with them aside from expressivity. So if the player receives bonuses from a "Serenity" stat, and killing someone lowers that stat, but praying at the church raises it, then the designer is telling the player in a fairly straightforward way to pray after killing someone. This makes the chain of interaction less an autonomous player choice, and instead simply the most optimal reading of the game's numerical systems.
The third point is less essential, but preferable: if only the player can interact with the expressive elements in the world, their use feels less authentic, more special-case, more predestined in function. If only I can pray at the church, then this church has been put here for me to pray at, and I as the player am separated from the gameworld. But if an AI is able to perform the same actions I can, it confers not only the advantage of the above player integration into the gameworld, but hooks into discoverability: I can see someone walk into the church and kneel down to pray, which clues me in organically to the fact that this interaction is possible, without simply scrubbing the world for interactable objects.
Allowing NPCs and the player equal interactive access to these objects gives the designer the ability to script characters with specific cycles of expressive behavior: one could create an NPC named Thane (for instance,) then set him up so that he tended to take assassination missions, only accepted assignments for targets with certain traits ("criminal," "corrupt,") then always went straight to the church and prayed as soon as his assignment was completed.
Fostering this sort of "systemic characterization" would clearly require a lot of work in a game's development be put towards completely "pointless" interactions. This is already done with some frequency in certain aspects of mainstream games: for instance, visual avatar customization is completely pointless, but it's been acknowledged that many players see value in imprinting a specific appearance on their in-game cipher, and so the work is expended. Extending this kind of personalization into the interactivity of the gameworld, into not just how your avatar looks but who they are, seems that much more valuable. Broadly, it might help foster the feeling of a gameworld where "anything is possible," and the specific occurences played out or observed are authentic and unique expressions of that potential.
This entry was inspired in part by Alex Hutchinson's talk at GDC09.
1.23.2010
An obligation
Here's the typical internal exchange:
When something terrible happens in the world; when people are sick, hungry and dying, uneducated, unjustly treated and suffering, doesn't it seem like if everybody turned their efforts to those causes, the world would be a better place?
Maybe. But then who would take out the trash? Sell us groceries? Keep the phone lines connected and the trains running on time?
And what would any of us do when we're tired, bored, need to escape from mundanity, need to relax after our hard work, need something less concrete to stimulate and rejuvenate our minds?
And so it's alright to dedicate your life to creating entertainment. You're not curing cancer and you're not passing laws and you're not even keeping the streets swept or the shelves stocked. But diversion is important to everyone. And somebody has to make it.
I think, then, that there's some obligation one has in creating entertainment that is meaningful and enriching in whatever way their chosen medium can be.
Video games by their nature rely on the input of the player to mean anything. The fact that you can fail at your entertainment is in some ways a barrier to entry for video games. But it's also the medium's defining characteristic, and our one inherent hook for engaging the player and making them important.
It's our opportunity to make the player think. Not to encourage or invite players to in the way that challenging music, art or film might, but to absolutely require demonstrable logical reasoning from our audience. To immerse them in a world and motivate their progress through it with the promise of constantly evolving core interactions and intriguing fiction, then require them to engage their powers of visualization, abstract thinking and mental mapping to proceed. It's good for the health of the player's brain. I think of that as being meaningful and enriching entertainment.
This kind of on-the-fly problem solving is accomplished by activity in the player's prefrontal cortex, employing fluid intelligence and working memory. One's fluid intelligence decreases over their lifespan, making them less able to formulate new ways of thinking. However, some scientific and military studies have shown that engaging in interactive mental exercises that require us to make these kinds of connections can slow the decline of fluid intelligence, essentially keeping our brains younger and healthier as we age. They're the kinds of mental challenges that video games can ably provide-- creating and maintaining logical connections between new and abstract concepts and spaces to overcome obstacles-- that might confer this benefit to players, along with their escapist fun.
Not all games work this way, certainly. As blockbuster, spectacle-focused rollercoaster games rise in popularity, we seem to see less of these sorts of challenge structures in gaming's mainstream. When the game I'm playing doesn't need me-- when I can sleepwalk through it, when I can tune out and let it wash over me, when it doesn't make me think-- an opportunity has been wasted. Our work can be more than an empty waste of time for our players. We can entertain them while engaging their minds in ways beneficial to their cognitive wellbeing. I think that there is practically an obligation to do so, if we're going to dedicate ourselves to creating interactive entertainment at all.
11.22.2009
The middle child at peace
It's been close to two years now since I made a provocative wager on this blog. Most commenters at the time took me up on it. Recently, the underlying question seems to be on some people's minds.
Chris Hecker's recent IGDA keynote fretted about how video games might avoid ending up in the "cultural ghetto" along with comic books; Matt Burns wrote a piece, seemingly at least partly inspired by the keynote, on video games and cultural legitimacy. Harvey Smith (on twitter and facebook) took issue with games industry people for their tendency to denigrate the achievements of comics as a shorthand for highlighting video games' failings.
But the more I've thought about it, the more I wonder: what if this cultural ghetto isn't so bad after all?
There's danger in putting too much emphasis on an analogy. And while much is analogous between the history and state of video games and comics, people tend to get lost in the specifics, and wrapped up in the emotional investment they have in each medium. The point isn't to argue for the merits of either, but to recognize that most people just don't care.
And then I start to wonder, seriously, why do we care if the world at large cares about us? Why do we need the cultural legitimacy merit badge? And I start to wonder if it's not all just insecurity on our part. And if maybe we're not seeing the value and beauty of the space we're in because we're too busy looking over the fence at Stanley Kubrick and Orson Welles.
I'll reiterate that, despite my original argument's oversaturation of bile and dissatisfaction, I still stand behind the wager. Video games will not achieve the same cultural stature as film, television or the novel in our time. But I regret that everyone got too wrapped up in defending comics to note the more useful and relevant section of the argument: on investment versus passivity, and how video games' nature and inherent strength is also, in the quest for mass acceptance, their major weakness.
Passivity and disposability are the currency of popular media. Experientially, the value of film or television for most viewers is the ability to sit back, turn off, and consume. The most popular entertainment is the work that requires the least foreknowledge, the shortest attention span, that supplies the most instant gratification-- the entertainment that requires the lowest investment. This all translates to accessibility, which is the key to wide appeal: anyone-- ANYone-- can simply place themselves in front of the screen and watch. Great art may take mental investment to appreciate, but a film doesn't simply stop if you don't "get" it. Hence, the potential audience for any kind of expression in that medium is near-infinite, all viewers being equal in the watching of the thing.
Whereas games require comparatively enormous individual investment. The chosen input device (and there are many) must be learned and become natural to use. The inputs for the individual game you're playing must then be mentally mapped to the input device. The rules of each individual game must then be learned and internalized. And then, while the entertainment experience is ongoing, each player is actively judged for their performance: did you make that jump? Did you hit that note? Did you kill your enemy? Did you clear that map? Video games are the only popular entertainment that you can actually fail at. And so many potential players ask, what's the point? Why do I care whether I'm good enough to be entertained? And games have lost them.
The other issues of technical requirements, exorbitant prices, embarrassing content, weak public image and such do contribute, but distract from the core of the issue: that interactivity is itself a barrier to entry. And games are interactivity. The human mind will never change so much as to favor our work on the whole over the allure of the passive. Video games present interactivity as a language with the potential to say great, meaningful, important, timeless things. And it's a language many people simply aren't interested to learn.
This leaves us, then, as something of a middle child. I'd wager that we already mean more to more people than comics do (and if we don't, who cares?) and that conversely we'll never be a behemoth to match truly passive media. And maybe this is the best of both worlds. An audience that, having crossed the barriers to entry, is by its nature more invested in our work; a public profile by which we have the means to occasionally reach into the mass consciousness, but which affords us the freedom to continue experimenting with subject, form, and style; an industry which is truly international; which is capable of producing both multi-million dollar blockbusters and single-creator labors of love (and releasing both on the same platform); which manages to be neither too big nor too small, and is the more vital, unique and exhilarating for it. We are a medium for us, and while there are more and more of us every day, we'll never be for everyone. In a way, it's liberating: freedom to make incredible things, without being everything to everyone. It's why I still stand behind my wager that we won't be the next film, books, or TV. But I no longer look at it in terms of the qualitative. It's simply true. And possibly reason for celebration.
The urge to outgrow what is already our little brother is only a sign of insecurity; the urge to overtake our big brother, to destroy and subsume passive media, is vanity. The assumption of inherent value--that to be the biggest, the most dominant, the one new medium of the century, is in fact desirable at all--is perhaps natural, but also seems a fairly limited interpretation of the media landscape and our own role in it. We should be proud if anything that we are marginalized for the very thing that makes us great; that we are not less than what the mass audience wants, but different. In acknowledging the strengths of the lot we occupy, we might strive to accomplish those great, meaningful, important, timeless things within it, instead of looking always for a way out.
To be at peace with our identity as the middle child is to be comfortable in our skin, secure in our nature, and hopefully to one day fulfill our own potential, not anyone else's. We are what we are, and what we can be no one else can. If we make the most of it, we'll hopefully someday lose the urge to talk about ourselves in terms of what we aren't.
[This post continues in the comments below, wherein Chris Hecker helps me expand my thinking on the issue.]
9.06.2009
Play
As we age, we lose it: 0ur sense of constant wonderment, endless possibility, unfettered, carefree joy. Perhaps in rare moments we get it back. But it's not what we are anymore.
Why did we feel this way as children? The world was new and unknown-- we had no idea how it worked. We had no responsibilities to anyone else. We were new people in a new place.
Developers, academics and fans talk about the potential of video games: the potential for serious games to teach, the potential for independent games to be the 21st century's first new artform, the potential for mature games to rival film as a cultural force.
These may be potential meta-roles for interactive entertainment at large. But each individual video game holds its own potential: to turn back the clock of the player's psyche in a very real way. To reacquaint us experientially with the wonderment, joy, and endless possibility of youth. Each game is a new place for us to visit, and a new person for us to be.
Consider the experience of beginning a game you've never played before. The gameworld spreads out before you. Your role is undefined. You don't even know what the buttons do. The experience you've begun is nothing but potential-- you can only imagine what might happen next. It's as JP LeBreton describes:
Remember your first hour with Shadow of the Colossus, when you’d only fought maybe one of the beasts? The sparse loneliness of world seems to continue forever. What’s out there? What are you trying to accomplish? What are the limits? ... Other games have a story that stands out much more clearly from their gameplay dynamics. Even in these, there can be vectors that lead us to imagine – stories that are driven by mystery invite us to speculate, to dream up alternate possibilities – who is the G-Man? What happened to Rapture? We invite more of the game into our creative consciousness – we imagine.
These are sensations that no other mass entertainment can provide. Films, novels, comics give us glimpses into realities outside our own, but we are voyeurs. We lose ourselves in the exploits of others, we invest ourselves in their fates, we formulate our own interpretations, but we are not them. We approach the worlds of these static media with the same sort of wonder at first, but can only observe others' actions within their bounds. This lack of control creates drama. But it does not invite us to be new ourselves.
Maybe video games will be a new artform, a new tool for teaching, a new cultural tentpole. Maybe they won't. But they are regardless unique-- for being interactive, yes, but more specifically for the conduit which that interactivity provides, through which we may reawaken the faded sensations of youthful play in our adult lives. This is an incredible kind of restorative therapy, a unique and valuable service that video games provide for the time-battered psyches of their audience.
If adulthood familiarity with our own world leeches off wonderment and replaces it with cynicism, games offer us fresh worlds from which to derive the reinvigorating, electrifying wonder of the new. The saddest person is the world-weary, the seen-it-all, the joyless, the cynic. The imaginative, exploratory, carefree play of youth is what the cynic has forgotten. It's what video games provide.
We can give you back what you have lost.
This essay was inspired in part by Michael Chabon's elegy to the lost wilderness of childhood.
1.30.2009
Storymaking
"Storytelling in video games." It's a popular topic on a certain corner of the internet, at industry conferences, as sponsored panel sessions at film festivals (and one you'd be forgiven for tiring of by this point, if you pay attention to those kinds of things. Bear with me.) These discussions tend to take the traditional, imposed (Hollywood, literary) narrative form as their presumed ideal, and consider how storytelling in games might "improve" to match it. This approach is about as useful as considering how we might advance the art of pantomime in filmmaking. One should not ask a game designer to tell them a great story; rather, the game designed should be judged on the player's ability to make his own stories within its mechanical framework.
One question in this context is just what qualifies as a story in the first place. Taking established authored forms as the standard, one assumes a story must have an organized beginning, middle and end; a dramatic arc, a climax, a denouement; it must measure up to a screenplay or a manuscript in scope, structure and gravity.
But let's assume that no story is too modest for consideration. Let's assume that any series of events one might find worth conveying to a friend constitutes a story. A story is an interesting thing that happened to me on the way home from work yesterday; it's how you met your wife; it's the events of one person's life, starting with a single-parent childhood and leading to the election of America's first black president. Scope, structure and gravity aren't necessarily important, though they may arise from the events entailed. What's important is that the story holds meaning for the person involved in it and the audience observing it-- in a video game, that's the player, one and the same.
Different games allow the player to make his own stories out of the gameworld in a variety of ways. These stories range from the humblest anecdotes to the most sweeping historical sagas. One might organize this potential as a hierarchy of storymaking in games:
Micro-level storymaking: unique moment-to-moment chains of occurence built up from the game's base mechanics. Most games that supply the player with a limited palette of expressive verbs engender this level of storymaking: Far Cry 2's gunfights, the Grand Theft Auto series' vehicular mayhem, BioShock's plasmid and weapon play, Dead Rising's plethora of implements for taking on the zombie mob, and so forth.
Mid-level storymaking: exercising agency over which major fictional elements of the gameworld I experience, in what order. The gameworld is arranged at least in part as a web of potential experiences I may choose to engage with: exploring the wasteland in Fallout 3; deciding which missions to do in Grand Theft Auto; choosing how and whether to deal with civilians and the main plotline in Dead Rising; deciding whether to engage in Yakuza 2's side missions; choosing story branches in Deus Ex, etc.I decided I was going to be the savior of Willamette Mall. While I advanced the plot's mystery if it was convenient, I would always ignore it in favor of finding and rescuing trapped civilians. By the end of day three, I'd been through hell gathering up dozens of survivors. We climbed aboard the helicopter and escaped, though the cause of the zombie outbreak remained a mystery. I'd decided that the lives of this group of individuals was more important to me.

High-level storymaking: the player determines what elements are present in the gameworld, and any narrative that happens there is entirely a collaboration between the player and the game's systems. The only fiction determined by the designer is the broad premise of the game's setting, and individual building blocks for potential outcomes. The Civilization series, SimCity, and The Sims exemplify this type of storymaking.
Note that none of these examples involve epic, expertly-crafted storylines handed down to the player by an author, or emotionally manipulative plot points thought up by a genius writer. But they are the kinds of stories that stand out most strongly in the player's mind after a game is finished. This is because video games are driven by the player, experientially and emotionally. Fictional content--setting, characters, backstory-- is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place-- the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking.
11.21.2008
The immersion model of meaning
Being There was quoted in Jonathan Blow's revision of his talk "Conflicts in Game Design," which he recently presented as the keynote of this year's Montreal International Game Summit. I'm honored to have one of my essays, which stole most of its ideas from Doug Church, referenced by someone who drives so much discussion in the industry.
Though it was only touched on lightly in his keynote, Blow raised an interesting concern: does abdication of authorship have the potential to convey profundity or deep meaning?
The question begs a definition of "deep meaning." Can such meaning only be derived from a sender-receiver relationship, where the genius author cooks up deeply meaningful thought in his head and hands down his superior understanding to the waiting masses? This is the artistic mode which Ebert relies on to judge traditional media, disqualifying video games from consideration wholesale. And it is this very mode that Blow acknowledges as unsuited to our interactive medium, referring to it as the staid "message model of meaning." He notes that when games rely on linear, Hollywood-style stories, or when art games attempt to convey moralistic platitudes through systemic play, they are perpetuating the message model, and wonders aloud what valid alternatives might be.
I would argue that abdication of authorship, when paired with certain existing game forms, points toward such an alternative: a mode that trades painstakingly-paced plot points or densely symbolic mechanics for a matrix of unstructured potential personal revelations; one that trades grand, orchestrated received meaning for the encompassing sensation of visiting someplace outside the player's prior experience, with the potential to return deeply changed. The immersion model of meaning, as it might be called, takes the act of travel as its primary touchstone, instead of relying on traditional media such as film, the novel, or even sculpture, music or painting to inform the author's role.
Consider a trip you've taken to a faraway city or country. You leave your home, arriving in an unfamiliar place, and are set loose in this new context. You are unfamiliar with the layout of the streets or public transportation; the language and customs might be different from your own; even little things like signs indicating a bathroom or payphone may be alien to you. You begin to explore your new surroundings, perhaps guided by a tourist's handbook or a friend who knows the area, and begin mapping this new place into your mind. You meet new people and gain perspective by learning about someone who's known this place their entire life; you discover the history of the place and how it may have impacted the residents. You find out how the person you are changes when introduced to someplace new and strange. And then you return home, bringing a little bit of that changed person back with you.
Video games have the ability to provide these new contexts of experience, and maybe to change the people who visit their gameworlds in much the same way. The immersion model of meaning arises from design focus along two primary axes: providing a believable, populated, internally consistent, freely-navigable gameworld for the player's avatar to inhabit, and robust tools of interactivity that allow the player to build a personal identity within that gameworld through his own actions. Video games are already capable of doing these things; they are far less capable of providing the authored pacing, composed framing and predictable event flow of film to convey a linear narrative, and yet this is almost always a central focus in character-driven games. Embracing the immersion model of meaning requires the designer never think of the game as a story, but as a place filled with people and things that the player is free to engage with at his own pace and on his own terms.
Using three-dimensional space primarily to convey linear story constrains the high-level experience into two dimensions, and two directions-- forward and back. To paraphrase Blow, this dichotomy is inherently conflicted. Games have the potential to present experience that works like our own world-- where there's no one clear 'path' forward except the one we choose, and one's larger individual story is the sum of many smaller personal ones-- but video games' reliance on linear core narrative funnels the possibility space into one line, one story, that may twist and branch, but that nonetheless serves to homogenize the potential experience across all players who choose to visit your gameworld.
Under the immersion model, instead of relying on an authored message encoded in a single traditional narrative stream, meaning arises from the content developers' ambient characterization of the gameworld itself and the non-player characters who inhabit it. Instead of gaining perspective by seeing specific events through the eyes of a particular character, the player gains perspective by himself inhabiting a world apart from his own daily experience and coming away with a sense of meaningful displacement. Content creators still have the immense power to render interesting characters with engaging personalities, behaviors and desires, and to create unique locales with their own histories; the Hollywood screenwriter simply need not apply.
I've gained unique perspective by engaging with the fictional people and places of recent games: combing the starscape for descriptions of unexplored planets in Mass Effect painted a vision of the fantastic possibilities that might lay beyond our solar system; engaging with the outright gonzo civilians and unstructured side missions of the Yakuza games gave me the feeling of visiting modern Japan through a particularly twisted lens; traipsing about the savanna doing the increasingly grim dirty work of Far Cry 2's procedurally-generated faction representatives conveyed a unique sense of a place in the grip of nihilistic self-destruction; freely exploring the Capital Wasteland in Fallout 3 and choosing to complete unanchored quests like Agatha's Song illustrated just how much our world, and humanity's value systems, might change when faced with global catastrophe. The most memorable stories I recall from these games lay outside the narrative spine; the immersion model of meaning would be best served by a game that had no static central story weighing it down at all, just as our own lives have no predetermined single path.
The purest and most unassuming current example of the described approach must be Animal Crossing: it's a highly interactive other place filled with a loosely-arranged rotating cast of quirky personalities, which the player is invited to visit as often as he likes. Engagement with the game comes from the desire to visit this little world, see what it's like, see how it changes with the seasons, how the animals' child-like whims come and go, and how the player is able to craft his own identity within this wonderfully surreal and innocent context. There are elements of progression-- buying a bigger house, filling out the museum's collections, collecting sets of rare items-- but no authored story or mandatory participation of any sort; there is a beginning, when you first step into your town, but no "end" in a traditional sense. It is a pocket world that goes about its own business on its own time, but also responds to any presence the player may have in it. Its message is not inherently grand or profound-- but the experience of having been there creates genuine memories, and points toward a form that holds the potential to foster deep meaning in the individual who chooses to become immersed in it.
We already build incredible, vivid places, but feel the compulsion to pave over them with our attempts at compulsory pre-authored story structures. In embracing the immersion model of meaning, one's approach would shift away from building games around a core of Hollywood-style narrative, and toward building unique, convincing, open, integrally full gameworlds, populated by intriguing people to meet and things to do, and providing the player with tools of meaningful self-expression within that context that he might return changed by his experiences. Our attempts to bridle the player's freedom of movement and force our meaning onto him are misguided. Rather, it is that distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized.
[Michael Samyn of Tale of Tales has independently posted a piece that I would consider a sister essay to the above-- maybe long lost sisters that grew up on opposite sides of the world only to later meet one another and find out how much they have in common. Please take a few minutes to read this eloquent and concise examination of games, immersion and meaning.]
9.28.2008
On Invisibility
Thanks to friend Chris Remo for republishing this essay on the Gamasutra network.
When one is moved by an artist's work, it's sometimes said that the piece 'speaks' to you. Unlike art, games let you speak back to them, and in return, they reply. If the act of playing a video game is akin to carrying on a conversation, then it is the designer of the game with whom the player is conversing, via the game's systems.
In a strange way then, the designer of a video game is himself present as an entity within the work: as the "computer"-- the sum of the mechanics with which the player interacts. The designer is in the value of the shop items you barter for, the speed and cunning your rival racers exhibit, the accuracy of your opponent's guns and the resiliency with which they shrug off your shots, the order of operations with which you must complete a puzzle. The designer determines whether you win or lose, as well as how you play the game. In a sense, the designer resides within the inner workings of all the game's moving parts.
It's a wildly abstract and strangely mediated presence in the work: unlike a writer who puts his own views into words for the audience to read or hear, or the painter who visualizes an image, creates it and presents it to the world, a game designer's role is to express meaning and experiential tenor via potential: what the player may or may not do, as opposed to exactly what he will see, in what order, under which conditions. This potential creates opportunity-- the opportunity for the player to wield a palette of expressive inputs, in turn drawing out responses from the system, which finally results in an end-user experience that, while composed of a finite set of components, is nonetheless a unique snowflake, distinct from any other player's.
One overlapping consideration of games and the arts is the degree to which the artist or designer reveals evidence of his hand in the final work. In fine art, the role of the artist's hand has long been manipulated and debated: ancient Greek sculptors and Renaissance painters burnished their statuary and delicately glazed their oils to disguise any evidence of the creator's involvement, attempting to create idealized but naturalistic images-- windows to another moment in reality, realistic representations of things otherwise unseeable in an age before photography. Impressionist artists, followed by the Abstract Expressionists, embraced the artist's presence in the form of raw daubs and splashes of paint, drifting away from or outright opposing representational art in the age of photographic reproduction. Minimalists and Pop artists sought in response to remove the artist's hand from the equation through industrial fabrication techniques and impersonal commercial printing methods, returning the focus to the image itself, as a way of questioning the validity of personal and emotional artistic themes in the modern age.
The designer's presence in a video game might be similarly modulated, to a variety of ends. If a designer lives in the rules of the gameworld, then it is the player's conscious knowledge of the game's ruleset that exposes evidence of his hand.
Take for instance a game like Tetris. Tetris is almost nothing but its rules: its presentation is the starkest visualization of its current system state; it features no fictional wrapper or personified elements; any meaning it exudes or emotions it fosters are expressed entirely through the player's dialogue with its intensely spare ruleset. The game might speak to any number of themes-- anxiety, Sisyphisian futility, the randomness of an uncaring universe-- and it does so only through an abstract, concrete and wholly transparent set of rules. The player is fully conscious of the game's rules and is in dialogue only with them-- and thereby with the designer, Alexey Pajitnov-- at all times when playing Tetris. While the game's presentation is artistically minimalist, the design itself is integrally formalist. But whereas formalism in the fine arts is meant to exclude the artist's persona from interpretation of the work, a formalist video game consists only of its exposed ruleset, and thereby functions purely as a dialogue with the designer of those rules. Embracing this abstract formalist approach requires the designer to let go of naturalistic simulation, but allows the most direct connection between designer and player: a pure conduit for ideas to be expressed through rules and states.
Alternately, the designer's hand is least evident when players are wholly unconscious of the gameworld's underlying ruleset. I don't mean here abstract formalist designs wherein the mechanics are intentionally obscured-- in that case, "the player cannot easily obtain knowledge of the rules" is simply another rule. Rather, I refer to "immersive simulations"-- games that attempt to utilize the rules of our own world as fully as possible, presenting clearly discernible affordances and supplying the player with appropriate inputs to interact with the gameworld as he might the real world. Theoretically, the ultimate node on this design progression might be the experience of The Matrix or Star Trek's holodeck-- a simulated world that for all intents and purposes functions identically to our own, and with which the player may interact fludily and unconsciously. This approach to game design bears most in common with Renaissance artists' attempts to precisely model reality through painting, to much the same ends: an illusionistically convincing work which might 'trick' the viewer into mistaking the frame (of the painting or the monitor) for a window into an alternate viewpoint on our own reality.
However, where Renaissance artists needed to model our world visually, designers of immersive simulations strive to model our world functionally. This utilization of an underlying ruleset that is unconsciously understood by the player allows the work of the designer to remain invisible, setting up the game as a more perfect stage for others' endeavors-- the player's self-expression, and the writer's and visual artist's craft-- as well as presenting a more perfectly transparent lens through which the game's alternate reality may be viewed. Every time the player is confronted with overt rules that they must acknowledge consciously, the lens is smudged, the stage eroded; at every point that the functionality of a simulated experience deviates jarringly from the natural world's, the designer's hand is exposed to the player, drawing attention away from the world as a believable place, and onto the limitations of an artificial set of concrete rules dictated by the designer.
Clearly the theoretically ideal, VR version of 'being there' is impossible with current technology, and may never become a reality at all. But using the concept of perfectly invisible simulation as a lens for examining player immersion in current games, how do common design conventions of today unintentionally draw the designer's hand into the fore, resulting in more mediated or artificial experiences?
One common pitfall might be an over-reliance on a Hollywood-derived linear progression structure, which in turn confronts the player with a succession of mechanical conditions they must fulfill to proceed. If I, as a player, must defeat the boss, or pull the bathysphere lever, or slide down the flagpole to progress from level 1 to level 2, then I understand the world in a limited, artificial way. Space doesn't exist as a line, nor are our lives composed of a linear sequence of deterministic events; when our gameworlds are arranged this way, the player must be challenged to satisfy their arbitrary win conditions, which in turn requires that they understand the limited rules which constrain the experience. The designer's role is dictatorial, telling the player "here are the conditions that I've decided you must satisfy." The player's inputs test against these pre-determined conditions until they are fulfilled, at which point the designer allows the player to progress. Within this structure, the designer's hand looks something like the following:
Creating games without a linear progression structure, and therefore without overt, challenge-based gating goals, allows the player to inhabit the space with a rhythm that better mirrors their own life's than a movie's pacing, as opposed to focusing on artificial pinchpoints that cinch the gameworld's possibility space into a straight line.
Another offending convention might be a question of where the game's control scheme lives. In character-driven games, the player's inputs most commonly reside in the controller itself, requiring the player to memorize which button does what. The simple fact that the player can only perform actions which are mapped to controller buttons confronts them with the limitations of their role within the world; the player-character is not a 'real person' but a tiny bundle of verbs wandering around the world. Run, jump, punch, shoot, gas, brake, and occasionally a more nuanced context action when they stand in the right spot-- this is the extent of the player's agency. More pointedly, having to memorize button mapping is a ruleset itself, and one that pulls players out of the experience. "How do I jump?" "What does the B button do?" These are concerns that distract from the experience of being there.
Alternatively, the game's control scheme might live largely within the simulation itself. If the player's possible interactions lived within the objects in the gameworld instead of within the control pad, the player's range of interactions would only be limited by the extent to which the designer supported them, as opposed to the number of buttons on the controller. Likewise, the more interactions that are drawn out of the gameworld itself, as opposed to being fired into it by the player, the more immersed the player is in the experience of being there, as opposed to the mastery of an ornate control scheme. This control philosophy does not support many games that rely on quick reflexes and life-or-death situations, but perhaps that isn't such a bad thing. One need only look at the success of The Sims and extrapolate its control philosophy outward: each object in the world is filled with unique interactions, resulting in seemingly endless possibilities spread out before the player.
A related convention that unduly exposes a game's underlying mechanics results from our need to communicate the player-character's physical state to the player. In many genre games, the player must know his character's current level of health, stamina, and so forth. In real life, one is simply aware of their own physical state; however, since games must communicate relevant information almost entirely through the visuals, we end up with health bars, numerical hitpoint readouts, and pulsing red screen overlays to communicate physical state. The player then is less concerned with their character being 'hurt' or 'in pain' as with their being 'damaged,' like a car or a toy. The rules become transparent: when I lose all my hitpoints I die; when I use a health kit I recover a certain percentage of my hitpoints; I am a box of numbers, as opposed to a real person in a real place.
Similar to the prior point, the hitpoint problem presents a limitation native to game genres which rely on combat and life-or-death situations as their core conflicts, as opposed to implying an insurmountable limitation of the medium as a whole. If I am not in danger of being shot, stabbed, bitten or crushed, then I am free to relate to my player-character in human terms instead of numerical status, thus remaining unconscious of the designer's hand.
All this isn't to say that downplaying the designer's hand is an inherently superior design philosophy; clearly, many of us connect deeply with the conscious interaction between player and machine. But as our industry rides a wave of visual fidelity ever forward, our reliance on game genres tied to the assimilation of concrete rulesets only deepens the schism between player expectations and simulational veracity. It's been posited that games are poised to enter a golden age-- a renaissance, one might say-- and as designers, we might do well to step out of the spotlight, stop obscuring the lens into our simulated worlds, and embrace the virtues of invisibility.
[I'd like to thank Clint Hocking, whose presentation I-fi: Immersive Fidelity in Games informed my thinking.]
7.27.2008
Being There
I've been thinking a bit about the strengths of video games as a medium, as well as why I'm drawn to making them. One colors my perception of the other I suppose. But in my estimation every medium has its primary strength.
Literature excels at exploring the internal (psychological, subjective) aspects of a character's personal experiences and memories.
Film excels at conveying narrative via a precisely authored sequence of meaningful moments in time.
And video games excel at fostering the experience of being in a particular place via direct inhabitation of an autonomous agent.
Video games are able to render a place and put the player into it. The meaning of the experience arises from what's contained within the bounds of the gameworld, and the range of possible interactions the player may perform there-- the nouns and the verbs. Just like in real life, where we are and what we can do dictates our present, and our possible futures. Video games provide an alternative to both the where and the what of existence, resulting in simulated alternate life experiences.
It's a powerful thing, to be able to visit another place, to drive the drama onscreen yourself-- not to receive a personal account of someone else's experiences, or observe events as a detached spectator. A modern video game level is a navigable construction of three-dimensional geometry, populated with art and interactivity to convincingly lend it an identity as a believable, inhabitable, living place. At their best, video games transmit to the player the experience of actually being there.
Video games are not a traditional storytelling medium per se. The player is an agent of chaos, making the medium ill-equipped to convey a pre-authored narrative with anywhere near the effectiveness of books or film. Rather, a video game is a box of possibilities, and the best stories told are those that arise from the player expressing his own agency within a functional, believable gameworld. These are player stories, not author stories, and hence they belong to the player himself. Unlike a great film or piece of literature, they don't give the audience an admiration for the genius in someone else's work; they instead supply the potential for genuine personal experience, acts attempted and accomplished by the player as an individual, unique memories that are the player's to own and to pass on. This property is demonstrated when comparing play notes, book club style, with friends-- "what did you do?" versus "here's what I did." While discussing a film or piece of literature runs towards individual interpretation of an identical media artifact, the core experience of playing a video game is itself unique to each player-- an act of realtime media interpretation-- and the most powerful stories told are the ones the player is responsible for. To the player, video games are the most personally meaningful entertainment medium of them all. It is not about the other-- the author, the director. It is about you.
So, the game designer's role is to provide the player with an intriguing place to be, and then give them tools to perform interactions they'd logically be able to as a person in that place-- to fully express their agency within the gameworld that's been provided. In pursuit of these values, the game designer's highest ideal should be verisimilitude of potential experience. The "potential" here is key. Game design is a hands-off kind of shared authorship, and one that requires a lack of ego and a trust in your audience. It's an incredible opportunity we're given: to provide people with new places in which to have new experiences, to give our audience the kind of agency and autonomy they might not have in their daily lives; to create worlds and invite people to play in them.
Kojima has said that game development is a kind of "service industry," and I think I know what he means. It's the same service provided by Philip K. Dick's Rekal, Incorporated: to be transported to places you'd never otherwise visit, to be able to do things you'd never otherwise do. As Ebert says, "video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control." I'll not be the first to point out that this is an astute observation, and one that highlights their greatest strength: video games at their best abdicate authorial control to the player, and with it shift the locus of the experience from the raw potential onscreen to the hands and mind of the individual. At the end of the day, the play of the game belongs to you. The greatest aspiration of a game designer is merely to set the stage.
[This post was referenced in Jonathan Blow's talk "Games Need You" at this year's Games:EDU South conference in Brighton, England.]
4.29.2008
Credo
Reject genre
Genre is repetition
Genre is not design, it is mimicry
Genre is safety-- copying proven mechanics as a method of risk mitigation
Relying on genre is reiterating the experiences of an established archetype
Deconstruct genre and repurpose the relevant components to your own ends
Design toward the novel experiences of uncommon characters
Express feelings you've had in your own life; convey them to the player through interaction
Embrace adaptations; use an existing fictional character's arc of experience as an aesthetic target
Utilize the MDA framework; strive to achieve verisimilitude of player response through meaningful interaction
Simulate all facets of a character's experience, not just those that are easy or familiar
I do not want to continuously inhabit the role of the one-dimensional superhuman dynamo gunning down waves of enemies. I do not need more power fantasies, juvenile wish fulfillment, or violent catharsis.
Give me new roles, new worlds, new feelings. Design.
3.03.2008
Takeaway
My third year at GDC was as exhilarating, thought-provoking and completely exhausting as my prior visits; I wouldn't have it any other way. While most attendees I talked to were similarly enthused about the experience overall, a sentiment that frequently came up was that this year's conference 'lacked direction' compared to earlier years. People I talked with seemed to have trouble finding a thesis, and felt there was less overall excitement about making games than there had been in the past.
I won't say my reading of the conference is more correct than anyone else's, but I did attend a number of sessions that seemed to share a common thread. The message I got from GDC relates to thoughts I've been having on game design lately, so I may just be seeing it from my own skewed perspective. But GDC did at least help to push my thinking on these issues forward, for which I am grateful. It got me thinking about the character-driven "ungame."
The thread ran through the following sessions I attended: the Conflict Resolution Without Combat roundtable; Jonathan Blow's Design Reboot; Clint Hocking's I-fi: Immersive Fidelity in Games; Ray Kurzweil's Keynote, The Next 20 Years of Gaming; and the Are Games Essentially Superficial panel discussion.
I began the conference proper at the Conflict Resolution roundtable, which I simply observed. The intention of the session was right-headed: how do we stop making games that resolve conflict through killing and violence? Answers proposed by the attendees ranged from negotiation (talking your way out of a fight) to fleeing (the excitement of evading a fight) to bluffing and intimidation (scaring your opponent into surrendering from the fight.) What I wondered was, why is the fight presupposed? Why are we pitching ways to mitigate traditional, direct conflict between two parties? The value of this topic wouldn't seem to be in figuring out ways to extract the violence from the same old mano a mano, confrontation-and-domination style of conflict we're used to, but in finding entirely new ways to achieve the desired aesthetic response in the player-- tension, moment-to-moment investment, success. Someone brought up Sid Meier's Railroads, wherein conflict arises from a number of different railroad companies vying to buy up the same land and put each other out of business financially. Someone in the roundtable objected and said that the game described doesn't actually feature conflict then. I was bewildered; are we in the design discipline so fucking stunted that we can't classify anything but "kill or be killed" as conflict? Indirect conflict, like trying to succeed financially in Rollercoaster Tycoon, or emotional conflict like when you mistreat an NPC in an RPG (or hit an animal with your net in Animal Crossing) and then feel guilty about it, should enter our design vocabulary as easily as shooting, stabbing, or conquering an enemy nation through force.
Skipping ahead, I attended the Are Games Essentially Superficial panel, moderated by Rusel DeMaria and populated by Ken Levine, Chris Taylor, Peter Molyneux, and Louis Castle. DeMaria introduced the session by describing a game he'd worked on: it was set during the French Resistance of WW2. The player controlled Resistance fighters pushing back against the Nazi occupation. He described how he skinned the save/load screen with a calendar of the time period, and players could click on a date to read about an event that happened on that day in history if they so chose. However, he was quick to point out that the game itself was about fighting and explosions, so that it would "still be fun." Ken Levine talked about building a high-bodycount FPS then adding a small moral quandary on the side, of saving or killing the Little Sisters. Chris Taylor talked about making Total Annihilation, in which his goal was to create a "kickass RTS," but then tweaking the fiction of the game so that all the units on the battlefield were robots instead of people: a traditional war where technically no one died (he also noted that most likely "nobody but me" cared or even noticed this element of the game since it only really existed in the instruction manual.) Molyneux described the good/evil dichotomy which ran through his traditional combat-based hack-and-slash RPG, Fable.
All I wondered was, why was the approach to the "positive impact model" of game design taken by these industry luminaries simply to build familiar violent conflict and dress it up with a little side-order of moral intrigue or bloodlessness? I pictured someone ordering a Diet Coke with their bacon triple cheeseburger. I even took the mic during Q&A and asked, "Why are you pasting a history lesson on top of a game about fighting and explosions? Shouldn't the approach be to make the entertaining core interaction of the game be the positive thing itself, instead of having a little tiny positive thing off to the side of a standard commercial game? Can that be profitable?" I got shut down pretty harshly by DeMaria, who said "Yeah, but you just have to make it a really great game," and then announced that they were out of time. Thanks for that. The point stands that a true "positive impact model" of game design would come out of exploring entirely new, inherently positive core interactions, instead of dressing up the direct, violent conflicts we're used to with a little happy face button. Perhaps games like Animal Crossing, The Sims, Harvest Moon, or Chibi Robo are models we should work on applying to our mainstream, hardcore space.
In between, I attended Jonathan Blow's Design Reboot and Clint Hocking's I-fi talks.
Blow covered a lot of ground, but focused on the idea that both designers and players are guilty of taking the path of least resistance towards the feeling of easy validation: simply throwing tons of cannon fodder at the player and reveling in a false feeling of power as they're all mowed down, or a game like Peggle which is infused with so much randomness as to only be a step above Pachinko, then throws tons of flashing lights and fanfare at the player when they "win" largely by pure dumb luck. Blow pointed out that as games become higher budget, developers and publishers must attract the largest possible audience to recoup their investment. In the current paradigm, this means taking familiar, challenge-based genres like FPS or RPG, and making them wildly idiot-proof so that millions upon millions of players with little-to-no investment in the experience can plow through them without getting frustrated. This dilutes the core value of these experiences-- exploring the games' systems and using your own reasoning and understanding of the gamespace to legitimately prevail over your obstacles-- and leaves the player only with empty fanfare as they mindlessly mash through linear pathways, guided by the hand each step of the way so that their experience diverges as little as possible from any other player's. He suggested we needed to turn back the clock, scale back production scope, and begin exploring entirely new forms of interactive experience and challenge that might appeal to more people, as opposed to sucking the life out of interactions we've already charted to the nth degree over the last 10 years. We need to pretend our current understandings of shooters, brawlers, and RPGs don't exist; instead, we need to start shining lights down all those paths we've ignored in favor of safe territory that we know "works." We need a design reboot.
I strongly agree, though some of the thrust of his talk seemed misguided. He focused on how games should be legitimately challenging, or on the current crop being dumbed down. I agree that, with the current popular genres noted, overcoming mechanical or logical challenge is an important aspect of a satisfying experience. I just hope that he isn't discounting games where this sort of challenge-- the challenge of mastering an overt ruleset to avoid a failure state-- is foreign to deriving satisfaction from the experience. A true design reboot would wind back the tape all the way past the idea of binary winning and losing, of defeating or mastering a system whatsoever. What I'm talking about is coexistence with the system, instead of confrontation with it.
Hocking's I-fi talk described "immersion" as a binary state achievable by appealing to either the right brain or left brain-- either through fully engaging the senses via audiovisual output, or fully engaging the logic centers of the brain through elegant and satisfying interactive systems. He described the glorious failure Trespasser as an appeal to full systemic immersion: integrating what would traditionally be HUD elements into the gameworld itself, attempting to simulate a hunter/prey ecosystem, affecting a realistic physics system, procedural animation, and a player character that actually existed physically within the gameworld. On a different level, he described traditional games like chess as achieving mental immersion via outstandingly elegant overt rulesets which immerse the devoted player entirely within the possibility space of the pieces moving across the board. He said that while games like Bioshock successfully appeal to the senses, video games are regardless fighting Hollywood on their home turf when they try to out-audio/visual the movies. Games that concentrate on systemic immersion play to the strengths of our medium and draw the player into the game itself, as opposed to trying to keep their fickle attention with surface presentation elements.
The inherent conflict here is that games currently have a greater ability to present convincingly realistic visuals than convincingly realistic systems. Characters and worlds may look incredibly lifelike and appealing, but still behave in mechanically hollow ways-- a character like Alyx looks much more convincing than she acts. How can a game reconcile its ability to convince players to look without being able to convince them to feel? Aren't engaging systems inherently abstracted, like chess, whereas engaging audio/visual experiences inherently lifelike? Similarly, if we're talking about games as a mass medium looking to overthrow Hollywood, aren't "gamey" games which challenge the player to digest and master a unique formal ruleset the wrong way to go? Samyn's distinction states that "games are not what is interesting and new about this medium!" Games as we know them have been around for ages, and are occasional pastimes but never mass medium that is meaningful to people on a daily basis. Rules, winning and losing don't drive people to consume a creative work-- familiar human experience and emotional resonance are what speak to people, and overcoming a formal system is not expressive on these levels. I wonder if perhaps the most immersive systems are ones we aren't even aware of: the systems that invisibly govern our own world, like physics and biological processes, the ones Trespasser wrestled with, as opposed to the overt formal systems that govern a chess match.
Lastly, I'll mention Ray Kurzweil's rather astounding keynote address, titled The Next 20 Years of Gaming. Kurzweil presented a great deal of very convincing research showing how the efficiency and miniaturization of computing technology has increased at an exponential rate and will continue to do so on into the future; according to his examples and projections, within 30 years we will be able to fully simulate a human brain, transmit sensory information directly into a user's nervous system via non-invasive technology, and track a person's full range of bodily state and motion via internal nanomachines. We as players will be able to believably inhabit artificial worlds populated by fully-simulated human beings. Technology will allow us to virtually exist in places we've never been before.
In other words, technology is marching towards the personal holodeck-- one that takes place entirely within the individual user's perception, and is populated by fully simulated human minds. In this world, people will use simulated experience simply to be in a place they currently aren't-- to exist in another locale, real or imagined, populated by personalities they've never met before. The rules of these simulated worlds will be the rules of our world-- physics, light and shadow, human perception-- not the simplified and abstracted rulesets of today's video games. These simulated worlds will not themselves be games; if one wants to play a game in a simulated world, they will pick up a virtual chessboard or soccer ball and issue their virtual companions a challenge. Just being there will be what matters.
So, like many people were asking after GDC08 ended: where's the point?
What I derived was that we as designers need to take ourselves outside of our current understanding of mainstream game development: we need to reconsider our presumptions of direct confrontation and conflict, formal rulesets and mechanical challenge; we need to consider video games as something other than games since, considering Samyn's distinction, interactivity is what's so engaging about the medium, not winning or losing; we need to stop diluting our current understanding of games to appeal to a mass audience, and instead find new sorts of interactions that don't rely on memorization, reflexes, mechanical facility and frustration as core dynamics; we need to look toward the future when our machines will be powerful enough to fully simulate our own world, when the engaging aspect of virtual experience-- which video games are the first formative steps towards-- won't be learning rules or skillfully manipulating an input device, but rather exploring an intriguing location populated by interesting people and things-- interesting because they are new and different, not because they are a challenge we enjoy overcoming. We need to start futureproofing our discipline now by laying the groundwork for that non-confrontational, informal virtual experience we'll be having in a few decades time. We need to start leaning on interactivity itself as the means of immersion, as opposed to well-conceived formal rules or convincing surface presentation. We need to give our players inviting, populated worlds, and then simply allow them to explore and enjoy, instead of exploit and dominate-- the character-driven "ungame." We need to start building our own future, now.
That's what I got out of GDC.
2.09.2008
Wager
[Thank you to everyone who has added thoughtful response to this post:
Borut Pfeifer took my bet, as did my friend Marek Bronstring. Michael Samyn contributed an important distinction to the argument. N'Gai Croal was kind enough to lend his considerable insight to the issue in a pair of posts, working from a wide base of media criticism. John Walker lent his thoughts to my, Borut, and N'gai's pieces in an entry on Rock, Paper, Shotgun. It is heartening to see so much knowledge and passion enter into this debate.]
I'm not normally a gambling man, but I'm in a betting mood. Maybe a bit pessimistic, too. And I'll bet you that video games will never become a significant form of cultural discourse the way that novels and film have. I'll bet you that fifty years from now they'll be just as mature and well-respected as comic books are today.
I feel this way due partly to the inherent formal obstacles to video games' wide acceptance, and partly because of the uninspiring mindset prevalent among the developers and players of games. I make the comics comparison because I believe the two media have much in common at a high level.
Video games are hard for people to get into. The barrier for entry is higher than perhaps any other popular entertainment medium. To read a book, all you need to do is go to a library, pick one up, and start reading (which isn't usually an obstacle considering the high literacy rate in the modern world.) At the advent of popular film, you only needed to walk to a movie theatre and pay your nickel (or nowadays, ten bucks) to see the latest release. Processing the experience isn't an issue: sit, watch, and you've received an experience equal to anyone else in the audience.
Television brought moving pictures into the home, and presented a more significant obstacle: the large sum required to purchase a television set. But this was a one-time fee, and once installed, the viewer needed only tune in, sit down, and enjoy. Cable television, VHS, DVD, satellite, all required a nominal entry or recurring fee and specialized hardware, but the media received was passive and accessible. It required no physical investment or learned skill to enjoy.
Then came the internet; the fee for entry was highest of all, requiring a home computer, and the physical and skill investments were equally taxing: one had to frequently interact with a mouse and keyboard, know how to type, and understand the interface of their chosen operating system and the conventions of the internet well enough to get online and navigate effectively. But the received media itself was familiar-- static words, images and video-- and the required skills could be picked up from a suburban gradeschool or common office job. As the relative price of a home computer dropped and usability of the web increased, the internet became the new millennium's shared media experience of choice.
How do video games fit into this scheme? Their popular debut fell between television and home video, and was highly accessible: Pong, Pac Man and Centipede arrived in bars, movie theatres, bowling alleys and arcades, and one needed only drop in their quarter and try their hand. Sure, they were more like electronic carnival games than any sort of meaningful media experience, but they touched lots of people and indoctrinated them into the conventions of video games. Home games such as the Atari and NES came next, gradually overtaking the popularity of arcade games and putting standup cabinets out of business. These home consoles had major barriers to entry: the high financial cost of the unit itself as well as each game cartridge, the physical requirement that one constantly be manipulating a control pad or joystick while taking in the experience, and the skill investment of learning how to excel at them without failing. Home PC games became popular at this time as well, and only rebalanced the same barriers: PCs were significantly more expensive than home consoles but had less general usefulness than they do now, while still requiring constant input and mental investment in deciphering play mechanics to avoid failure.
Over time, the technical and systemic complexity of video games have increased, while the barriers to entry have largely remained undamaged. Taking inflation into account, the cost of a home console unit has stayed largely constant since the mid-80's (and the price of a competent gaming PC has similarly kept pace;) controllers have sprouted more buttons, gyroscopes, and analogue sticks than ever; and it's still extremely common for games of high quality to be too difficult for a non-gamer to play effectively.
In other words, the very nature of interactive games bars them from ever truly gaining mass acceptance, and therefore mass cultural relevance. The strength of video games, what makes them unique, interesting, and affecting, is that they engage in a dialogue with each individual player. They ask you to invest yourself in the experience, to explore and understand the logic of their gameworld, and to activate the experience by doing. Video games require you to be involved, to take responsibility for your actions onscreen. They expect more out of you than film, television, the internet or a book does. You get from video games what you're willing to put in. The audience at large only wants to take.
People don't want to enter into an agreement that requires them to be constantly fiddling with a complex input device. They don't want to expend effort understanding an interactive space. They don't want to face failure while trying to be entertained. They simply want to sit back and enjoy. They want media that will go on without them. They want received experience. Passiveness. They want to relax in front of the television set, doing not much of anything.
That is one aspect of why video games will never be a relevant cultural medium.
The second is the form of expression itself used by video games, and the pervasive attitude of the people who create and consume them.
The mode of expression in a video game is the interactive system. The simplest game would contain one system. Pong, for instance, is born out of the interplay of three systems: player input moves the paddles up and down; the ball bounces back and forth according to a simple physics simulation; a score increments based on the ball leaving one or the other side of the screen. So, you move your paddles to affect the ball, which affects the score. Fast forward to a popular contemporary game like Grand Theft Auto 3, Halo, or The Sims. The number of systems in constant interplay is countless. One must be systems-literate enough to process the outputs and required inputs of these webs of interactivity to gain any benefit from the experience. Compared to film, television and books, which all use plain talk and linear plot to express their meaning, video games speak to the audience in a completely different language. They are not an extension of normal everyday experience the way that popular, passive media is; the interactive system wields its own unique semiotic vocabulary and grammar. It is alien, unfamiliar, other. This isn't to say that film doesn't have its own grammar; but it's a grammar used for viewing the familiar and dramatic through a specific lens. Receiving meaning through personal dialogue with an interactive system is an altogether different beast.
This is one way in which comics are similar to video games. Comics speak to the viewer through their own complex set of symbols and conventions, born of a marriage between graphic design, illustration, and prose. At their best, comics exploit this mode of communication to its fullest, best demonstrated probably in the work of Chris Ware. He uses his incredibly deep understanding of the language of comics to express human experience in a way that no other medium could, instead of fighting against the constraints of the page. One could similarly say that games are at their best when they demonstrate a deep understanding of how interactive systems communicate with the player, and convey human experience in ways that no other medium could. Also like video games, Wares' comics require physical and mental investment by the reader: one often has to turn the entire book round in circles to view images or text that are oriented at 90 degree angles to one another, track panels that wind around and underneath one another, or lean into a page to decipher minuscule drawings and text.
But comics and video games are alike in another way: they both remain marginalized, infantilized media, where the Wares are the rarest exception and the medium in general holds little to no value outside of very specific circles. The highest ideal of the vast majority of creators is to force the medium into being something it's not, and the largest segment of the audience consists of juveniles, in age or mindset, who haven't "graduated" to more respected forms of entertainment.
Browse the racks of a standard comic shop, and the books on the mainstream shelves will be filled with flashy illustrations depicting laughable actions stories, absurdly-proportioned women, and superheroes. Likewise, browse the racks of an Electronics Boutique and you're bound to find mostly sports stars, Japanese children's cartoons, burly men with guns, and women in shameless, implausible dress. The medium infantalizes itself through its chosen subject matter. Based on surface alone, I can't blame the outside viewer for thinking little of the medium at large.
But content aside, the majority of both comics and games aim squarely at being something they're not-- movies-- and become less compelling experiences for the effort. Mainstream comics feature vaguely lifelike renderings of idealized humans in action-packed situations (sound familiar?); they are drawings of movies, instead of being comics for comics' sake. Clearly the same applies to mainstream games, aiming for "realism" in visuals and juvenile coolness in character and story, trying to be "cinematic" without understanding that the real value of a video game comes from being uncinematic, unrealistic; from embracing the otherness of the form and expressing human experience in ways that a movie never could.
Film and novels never had to overcome the stigma of starting out as children's distractions. They may not always have been respected artforms, but they were at least always seen as entertainment, if low-brow, aimed at adults. But like comics, video games are never going to grow up. Some sixty years after the wartime comic book boom, the vast majority of comics are still male wish fulfillment trash sold to children, poor drawings of stills from movies that no one would want to fund or film. A small subset, represented by the catalogues of publishers like Fantagraphics and Drawn & Quarterly, is mature and thoughtful, looking to express relateable human experience in a way unique to the medium, aimed at readers who have an appreciation for the form. And an even tinier sliver, zines and underground publications, embraces the experimental and avant garde, attempting to push the boundaries of the medium and catering only to those most passionate and inquisitive as to what the future of comics might be.
Likewise, the overwhelming majority of video games, the big 99 percent, are adolescent male fantasy or cheap cash-ins: army men, sports cars, cartoons and zombies and superheroes, trying (and failing) to reproduce the realistic rendering of film, trying (and failing) to be "cinematic" by inserting frail little fake movies throughout the experience; a small subset tries to exploit the medium in thoughtful ways and express something unique or meaningful through interactive systems-- maybe the The Sims systemically mirroring everyday life, or Ico expressing a tender relationship without words. And there's that tiny, marginalized sliver of experimentalism represented by The Marriage, Passage, or any number of other no-budget independent projects that toil in obscurity, trying to expand what games can be. And at this rate, that's all there will ever be.
As they are now, games will remain marginalized and juvenile like comics. I believe that only the rarest developers will be able to exploit what makes games unique and powerful, and the rest will remain flashy male power fantasies, selling but lacking significance. The development and publishing community at large are not trying to change this, and the audience does not seem to want it. Without addressing serious barriers to entry and core design philosophy issues, I do not believe that games will be accepted and respected as a valid medium of expression, ever. Video games have the potential to say great things, but they currently do not have the means to say them to very many.
The odds are stacked. I say games are never going to grow up. Care to make a wager?
[ADDENDUM: After receiving some comments, I expanded my point a bit. Below, I clarify a few issues.]
I'd like to clarify that I'm not talking about the ratio of good vs. crap product, or the ratio of "art" versus "non-art." I'm not talking about quality or artfulness at all. I'm talking about broad cultural relevance to the lives of the general population.
90% of all creative endeavor is crap, but at least with film, television or books it's culturally relevant crap. And the good stuff is rightly respected, because it can speak to anyone who might take it in.
The good 10% of comics and games are lost because the medium itself isn't relevant to the viewership at large. Even the games that are great, the ones that I can read as being valuable, are almost always hidden under the juvenile veneer of big guns, tanks, zombies, robots and so forth. Much like The Watchmen is a legitimately great comic, it's inaccessible to people outside the limited group that understand how it reworks the popular superhero context. To anyone outside the fanship, it's just a comic about guys in tights, just like Half-Life 2 is simply another game about shooting monsters.
Games could lower their barrier to entry: we've seen it in The Sims, where the only required input is clicking and then choosing an action. No memorization of keybinds, no reflex-based gameplay or required facility with a gamepad. Accessibility of interface doesn't translate to simplification of the range of expressable interactions. Why has no one taken the lessons from the Sims-- the ones that have made it one of the most successful and enduring franchises in video game history-- and applied them to other types of games? Direct input-- having a "jump button" and "shoot button," etc.-- limits accessibility.
Filling a game with explicit failure states requiring replay of level segments upon death limits accessibility. Why are the games we focus on so concerned with life-or-death situations? Why is violence the only kind of conflict we've refined to such a level of fidelity? It's easy and it sells to the established market. The situations and conflicts expressed in games don't relate to most people's lives. Games don't pursue the kinds of headings you see in a video rental store-- romance, drama, comedy. Our designs still hinge on simple actions-- "shoot gun," "drive car," "solve puzzle."
Suits and investors need to be concerned with this shit. Who do you want to be backing further down the line: an insular, stunted medium like comics, or a full-grown, culturally-relevant, and hey, PROFITABLE, medium like film? We aren't going to reach that point by catering to the current hardcore. And we're not doing ourselves any good by assaulting the casual gamer with the deluge of crap that's been thrown at the Wii audience so far. We're going to expand our customer base by trying to give them new, subtle, interesting approaches to interactive experiences that are universal and human. We need to give them access to this form that we already know is so great, and fill it with content that they can identify with, get something enriching out of.
I don't know if that's going to happen. My bet still stands.
[NOTE: On manga: After receiving a number of comments, I feel I should address this aspect.]
I am familiar with the cultural relevance of manga in Japan. It's a wonderful medium that grew up with Japan's baby boom following WW2, and has blossomed into an element of everyday life there. The variety of art styles and subject matter is unprecedented, depicting everything from young boys' adventure stories to soap opera-style dramas for housewives and niche volumes on playing the flute or cooking pasta, and everything in between. Manga is available at any newsstand in a wide variety of forms, and read by millions on trains, at cafes, and at home.
Which is why I don't say that video games are heading down the path of manga. I could make a post about how games should be more like manga, and in fact I think we're seeing some of that positive influence now, especially coming from, unsurprisingly, Japan: Cooking Mama, Phoenix Wright, Trauma Center, and more tackle interactions that games in the past have hardly touched. It's good.
Overall, the Japanese video game market is receding, and game development at large seems to be driven by the west. Manga is lovely, but this post is not about how games are or aren't like manga.
[NOTE: On box office: Many people have brought up sales numbers for games, and film adaptations]
I'm not arguing that games are going to "die" or that they don't make money; clearly games now make a lot of money. My note about fostering an industry that will be "profitable" is meant in the longterm-- I don't think that games in their current state have created an effective framework for a sustainable industry. If we only cater to the hardcore and the very casual, we create a revolving door when those groups start to lose interest, either by "growing out" of hardcore games or finding nothing interesting past Tetris and Zuma. We would do well to create a lifetime market.
Many have directly equated games' financial success with cultural relevance; someone even went to far as to say that Halo 3's retail release was "covered by every major news outlet," as if that seals the deal: video games must be just as important to people's lives as TV or movies are, right? I seem to remember 'every major news outlet' covering the death of Superman in the early 90's as well. It's a silly leap of logic to make.
The idea that film adaptations of comics being successful means that comics themselves are a "significant form of cultural discourse" is completely misguided. Films are co-opting comics to bolster their own success; movies are the significant form here, not comics. Do all those millions of people who watched Spider-Man the movie also read the comics they're based on, much less consider the broader comic form as something relevant to their everday life?
I'd wager not.