Categories
Game Design Game Development Games Marketing/Business

Chicago Game Developer Gathering On March 26th

Since a Chicago Indie Game Developer Club meetup hasn’t happened in a long time, Shawn Recinto of Immersive Realms has taken it upon himself to organize one, but he apparently got a bit overzealous. Now it’s announced as a Chicago Game Developer Gathering, and it even has its own website at http://www.cgdg.org/. Go ahead. Check it out. It’s pretty snazzy!

But this meetup isn’t just a meetup anymore! It’s a panel of indies talking to budding game developers about how they got started, what they do on their projects, and what lessons to take away from it all.

Oh, and somehow I am on the panel, along with Mike Boeh of Retro64 and Shawn Recinto. The event will be moderated by DePaul University’s Joe Linhoff.

When:
Wednesday, March 26th 2008 from 6-8pm
Where:
924 at DePaul University’s CTI, 243 South Wabash Ave

Registration Ends Monday, March 17th 2008

The agenda on the website gives an overview of the topics we’ll be discussing but I have a feeling that Q&A time is going to be more interesting. Want to attend? Be sure to register soon!

[tags]indie, video games, business[/tags]

Categories
Game Design Game Development Games Marketing/Business

Music, Video Games, and the Supposed Problem of Piracy

I was thinking about writing about marketing and so I naturally wanted to look at what Seth Godin was saying. Well, Jay beat me to it and wrote about the future of the music business, which links to the PDF transcript of the music industry talk that Seth Godin did recently. You should go read it as it is a good talk, and it won’t take you very long, but I’ll summarize a few points:

Godin talked about how the music industry was perfect in the past. Technology, society, marketing: they all came together to create a perfect storm.

But things have changed. Music is digital now, and digital means that copying is easy and cheap. Music is no longer the primary form of entertainment for many people. Control no longer rests in the hands of a few major players, and people can go anywhere for music.

To continue to try to keep to the old business model is silly. People can get their music anywhere, they have varied tastes, and they aren’t happy with a few choices. They don’t want what they merely like. They want what they love. Sending out blast messages in the hopes that people take notice and buy your product isn’t going to cut it anymore. Adding DRM to make digital act like analog is the opposite of adding value. Suing your fans? Yeah, that’s exactly what you thought about when you were thinking about becoming a rock star. That’s how you know you made it. That’s sarcasm, by the way.

The market has changed, and if the industry wants to play, they have to play by new rules. At this point, Godin talked about everything he has ever talked about: permission marketing, turning the funnel over, giving people stories they want, etc.

Jay notes that the music industry is similar enough to the video game industry that such discussion is important. Times are changing for video games as well:

I believe that in a lot of ways, the PC gaming scene isn’t “dying” so much as it is “evolving.” Due to proprietary technology, the consoles have a little bit more grace period left in them before their business model goes the way of the dinosaur. The PC hasn’t had that luxury, and in many ways it has been blazing the painful trail. But the music biz has been even further in the front, and there are a lot of lessons we can learn from watching that particular industry getting its butt kicked a few times.

Piracy

And both industries have claimed that the ease of copying will be their respective ruin.

GameProducer.net has written recently about piracy in Brazil, something that was covered in The Escapist’s Console Clones article back in 2005. StampOutPiracy.com is a site that claims to have been formed to help crack down on the video game piracy out there. Gamasutra had an article on Reflexive’s piracy stats, and GameSetWatch posted a follow-up, which claimed that 92% of the people playing the full version were not paying customers. Ouch.

And of course, Cliffski’s been fuming about non-paying customers who have the audacity to make support requests!

For some reason, it seems as if the World Wide Web just blew up in discussing piracy and its effect on the video game industry. Was it a major talk or round table at GDC?

In any case, everyone is talking about it, and it seems that the use of the term “piracy” in the place of copyright infringement isn’t going to go away any time soon, but that’s just a pet peeve of mine that isn’t important to this post.

What about solutions? If people are making illegal copies of games rather than paying for them, what’s an industry to do? Well, this part is familiar to those of you paying attention to the music industry. The video game industry has tried to make reality change to how things used to be, and Reflexive’s DRM stats might indicate otherwise, but I believe that fighting against reality is folly.

Reality-based Business Models

The reality of the digital world is that it is a lot easier to copy things than it is to prevent them from being copied. If you insist on trying to keep to the old business models, you’ll fight a losing battle. Before networking infrastructure made mass distribution easy, you could sell physical copies of games and expect that illegal copies won’t go far. Trying to clamp down digital distribution through the use of DRM, CD keys, and requiring online access to play an offline game are just ways to give your customers excuses to not be your customers anymore. So far, people have accepted it, and a lot of them will claim that “if it wasn’t for the pirates” they wouldn’t have to deal with it. Fair enough, but if piracy is still such a problem in spite of these measures, then you are getting inconvenienced and frustrated by methods that don’t actually do anything but inconvenience and annoy paying customers like yourself. You’re paying for the privilege of being treated as a criminal, while the real criminals get to enjoy the game they didn’t pay for all the more.

And yet more and more infrastructure is being put in place to make your computer less and less useful so that the people who write the software can pretend that they’re preventing “the few bad apples” from spoiling things for everyone else.

Perhaps the idea of selling an individual game as you would a toaster is past its prime? This argument isn’t the same as saying “People don’t like to pay for things, so let them have it for free!” If you look at the link to Cliffski’s blog above, I think it is clear that a lot of people just don’t see making a copy of a game as wrong. Why isn’t it more obvious?

Well, copying files is what you DO in this brave new world called the World Wide Web. Giving someone your copy of a book and sending a copy of your audiobook aren’t seen as two separate actions governed by different aspects of copyright law. Similarly with lending someone a vinyl record or giving someone a cheap copy of a music CD. After all, you’re simply sharing with a friend! When Microsoft or Lars Ulrich come knocking on your door with either BSA or RIAA lawyers and accuse you of piracy, well all you’ve learned is that you need to make such sharing more private. It isn’t as if you are doing anything wrong! And copyright enforcement is now tougher because so many people see copyright as a confusing mass of laws that only large companies use to make money.

So what are the options? You could fund public service announcements to warn people not to copy that floppy, and try to get them to first understand and then obey the convoluted mess that is copyright law, and make them afraid to be your customer.

Or you could start looking into different business models, models that accept the customer’s ability to make infinite copies as a fact of life. Making copies and sharing them with friends is what they want to do, so why not capitalize on it? And no, I’m not telling you that all games of the future must be MMOs or require a subscription to play. No, I’m not suggesting that all games get supported by ads. I don’t have to be the creative one that tells you what new business models you can implement, but I can say that both the music and video game industries could stand to reinvent themselves as Godin suggests.

You can look at people willingly copying your games as a problem that causes lost sales from your old business model, or you could look at it as an opportunity for your new business model.

IS PC Piracy Really the Problem? is a fascinating run through of all of the other reasons why PC games aren’t selling as well as people might like. Reasons like increased competition from other sources of entertainment, higher prices than may be justified, and hardware requirements that actually match what most people have.

New Attempts

A friend of mine informed me that Trent Reznor has been experimenting with a different business model. Actually, my friend informed me that Reznor had accounts on The Pirate Bay and similar notorious sites, and I was curious about the reasons why a musician would support the very thing that the music industry claims is ruining it.

Well, Reznor believes that the music industry is ruining itself, specifically by exploiting their customers. When asked why a Nine Inch Nails album was selling for an obscene amount of money in Australia, a suit informed him that his fans would be willing to pay any amount. “As a reward for being a ‘true fan’, you get ripped-off.” So he followed Radiohead’s lead and set out to distribute an album without the backing of a major label.

Reznor teamed up with his friend Saul Williams and released such an album: The Inevitable Rise and Liberation of NiggyTardust. You could download the music for free, but you had the option to pay $5 to receive a higher quality download. Fewer than 1 in 5 people paid, and Reznor was shocked. You can read about his view on the lack of success of this album in Trent Reznor: Why won’t people pay $5?

You can also read Saul Williams’ take on it in Unlike Trent Reznor, Saul Williams isn’t disheartened. Williams sees an 18% conversion rate as a good thing.

I think Trent’s disappointment probably stems from being in the music business for over 20 years and remembering a time that was very different, when sales reflected something different, when there was no such thing as downloads. Trent is from another school. Even acts that prospered in the ’90s, you look at people like the Fugees or Lauren Hill selling 18 million copies. That sort of thing is unheard of today. But Trent comes from that world. So I think his disappointed stems from being heavily invested in the past. For modern times, for modern numbers we’re looking great, especially for being just two months into a project.

Anyone else remember reading about “disheartening” sales figures from people who think that a 1% conversion rate for a video game was a sign of doom? People on the Indie Gamer forums were scrambling to tell the hapless newbie that 1% was a decent conversion rate. Seemingly low conversion rates are the norm when the business model is similar to mail order catalogs. Reznor seems to have accepted such expectations since Nine Inch Nails has released Ghosts: I-IV online, this time with a multi-tiered sales model. There is still free content available, but the more you pay, the more you get. There are only 9 free tracks this time around, and $5 gives you access to all of the tracks. There are a few other options as you go up in price, and there is even a $300 option for the Ulta-Deluxe Limited Edition Package!

Currently the website has this notice in red text:

We are experiencing an extremely high volume of traffic and orders right now…

The emphasis is mine. When I clicked to download the free tracks, I found that the download site was down.

While the site is down, you can still purchase the complete Ghosts I-IV here from Amazon’s MP3 store for only $5. The MP3s are high quality and DRM-free. You can also order the deluxe and limited edition packages from Artist in Residence.

If you’re familiar with BitTorrent, you can download Ghosts I, the first of the four volumes, for free, from our official upload at The Pirate Bay.

Emphasis also mine. Note how NIN is actually USING a website that has a lot of venom thrown at it from the music and software industries. Reznor isn’t crying foul and complaining about how unfair piracy is. He’s just making use of the channels people already use.

It’s heartening to see Reznor experimenting with different business models, even if the first attempt wasn’t as successful as he had hoped.

Video Games and You

I’d like to hear similar stories in the video game industry. I already anticipate that people will read this post (or maybe only part of it, as it is quite long) and get upset at the idea that piracy is ok. I’m not saying that copyright infringement is great. I’m just saying that if the reality of the marketplace is that it is easier to copy than it is to prevent copying, then why insist that those who copy are criminals? Why not change your business model and make them customers? Why not get mad about the people who won’t copy and spread your game to a larger audience? With so much competition out there, can you afford to succeed in preventing copies? Maybe in the short term, but in the long term, you’re actively slowing the spread of your game.

Snood was a cheap-looking Puzzle Bobble/Bust a Move clone that took the college world by storm. Do you believe that better copy protection would have allowed it to proliferate throughout college dorms and become the 9th most played video game in 2001?

But what can you do to spread your game if you insist on locking it down? And if you insist on locking it down, can you complain about the lack of sales and the increase in the amount of piracy?

[tags]marketing, business, music, video games [/tags]

Categories
Game Design Games

Gender Portrayal and the Meaning of Game Elements

In any discussion about gender portrayal in games, someone will talk about how female characters are unrealistically hyper-sexualized. Many people argue that it may have a lot to do with the fact that most game game developers are male and so don’t have anyone to act as a check against their juvenile urges.

Regardless of the reason, I wonder why hyper-sexualized elements, or any elements of a game, end up in the finished product if they aren’t specifically called for by the game designers.

In many good films, every scene is planned out in painstaking detail. If it’s on screen, it’s probably there for a reason. I remember an art teacher in high school talking about a film about people getting into brawls. He said that as far as you can tell, it’s just mindless fighting, but then if you listen to the director’s commentary, he’s talking about the symbolism of the design in the carpet during an overhead shot. If you are paying attention, you might appreciate the parallels with Greek mythology or some modern-day conflict.

In good books, every piece of dialogue, every name of a character or town, every situation is absolutely needed to push the plot along. Nothing is there without a purpose. If the protagonist encounters a dog on the side of the road, it isn’t because the author just happens to like dogs or decided on a whim to add this encounter. There is some reason why this encounter exists in the finished text.

And so with good games, shouldn’t we also expect that the game designer will add elements to a game on purpose? If you’re going to create hyper-sexualized female characters, how much thought have you given to why? Does it add anything meaningful to the game, or was it thrown in without much more thought than, “Well, I’d prefer to see this sexy figure if I’m going to be playing this game, so why not?”

I recently watched Kim Swift’s Indie Games Summit 2007 talk about her team’s journey from student developers to Valve employers. Narbacular Drop is the precursor to the very popular game Portal. While the entire 32 minute video is a good for indie developers to watch, I found her comparisons of Narbacular Drop to Portal fascinating. She mentioned that Narbacular Drop‘s art design and theme wasn’t well thought out at all. The dungeon didn’t have much meaning besides being a place to host the game. The laboratory setting for Portal, on the other hand, was carefully thought out from the beginning.

A long time ago, character design was limited to what blocky pixels allowed. Today’s Mario has overalls, a hat, and a mustache because it made it easier to see him in his first games. Today’s technology removed such limits from developers. They could be more purposeful with their art direction. Is your own personal variation on the hyper-sexualized female character really adding anything meaningful to your game? Is its presence meant to say anything other than “FEMALE PLAYERS UNWELCOME”?

Categories
Game Design Game Development Games Politics/Government

Cloning is Ok? Absolutely!

GameSetWatch reposted an article by Dr. Colin Anderson of Denki, creator of Denki Blocks. The article appeared on Gamasutra first. Opinion: Denki’s Anderson On Why Casual Game Cloning Makes Sense argues exactly the opposite of what many indie developers would claim: that allowing games to be legally cloned actually fosters innovation and is good for the industry.

And after reading his arguments, I agree.

I have yet to publish my own game, so if you think that my opinion doesn’t matter, then feel free to ignore the rest of this post. Considering that I will be publishing a game (hopefully soon) and probably many more afterwards, I am planning on entering a business environment in which you may already sit. I also know that I am not alone in thinking this way.

Anyway, I want you to think back to 2000 when Hasbro was going crazy with lawsuits. GameDev.net had posted news item after news item about lawsuits by Hasbro against game developers. Diana Gruber wrote an article titled Why the Hasbro Lawsuit Should Terrify Game Developers And what we can do about it. It’s a short read, but a good one. Unfortunately the news item it links to is down, but good ol’ Archive.org saves us again.

Filed this morning at the US District Court in Boston, MA, the complaint seeks to require the defendants to cease production and distribution of, and to recall and destroy, the following games: Intergalactic Exterminator, 3D Astro Blaster, TetriMania, TetriMania Master, 3D Maze Man, Tunnel Blaster, UnderWorld, XTRIS, Patriot Command, HemiRoids, Bricklayer, 3D TetriMadness, Mac-Man, 3D Munch Man and 3D Munch Man II. Hasbro Interactive is also seeking damages.

So Hasbro, having obtained the rights to a number of classic games from Atari, decided to protect their copyrights. No biggie, right? How dare companies try to make games based off of Pac-man, Tetris, and other licensed properties. “Consumers should be aware that the companies named in this suit are making games based on properties they don’t own or control.”

What was the first game you created? Was it a clone of Tetris? Pac-man? Space Invaders? It was a learning experience, right? Did you know that it was copyright infringement? Did you know that even if you didn’t try to sell it like the defendants in the lawsuit, who were definitely making games for commercial gain, that you were still committing copyright infringement? If you need a refresher course on copyright (and considering how complicated it is, who doesn’t?), you can read through my article on copyright law and come back to this article. Now think about how copyright law, if enforced the way Hasbro wanted it enforced, would harm the game industry in terms of educating new developers.

When someone learns how to paint, they usually start with still lives of fruit in bowls. Writers learn how to write doing standard creative writing assignments. Musicians play standard pieces of music. Most everyone in the game industry understands that new game developers will need to work with simple, basic games before moving up to more complicated, original games. Almost everyone suggests that you start out by trying to make Tetris, Pong, or some similarly simple and classic game.

I remember reading the news about Hasbro’s lawsuits and becoming afraid. I made a Pac-man clone once. Will Hasbro come after me next? Maybe I shouldn’t work in the games industry if I don’t have the means to defend myself against a lawsuit.

If Hasbro had its way, the game industry would be made up of a handful of unique games, games in which there isn’t any overlap in gameplay and mechanics…or an industry in which only the owner of existing works can innovate off of those works. Imagine Capcom needing to license the rights to a side-scrolling platformer from Nintendo. Would MegaMan have been made?

Frankly, we don’t need any companies like Hasbro suing developers for copyright infringement simply because their games have the same game mechanics. Musicians don’t sue other musicians for making use of the same chords. Software patents are scary enough. Learning about those made me once again think that I should get out of the game industry. Software patents CAN and HAVE been used to legally prevent games with similar play mechanics from being made or published. Patent lawsuits, however, are expensive, and so they aren’t nearly as scary. Microsoft or IBM might sue someone for patent infringement, but it is unlikely that they will use their patents against indie game developers.

However, more than a few indie game developers hate clones enough that I can see them owning patents on their own games simply so that they can sue a supposed infringer to next Tuesday. Again, patent lawsuits are expensive, so they’ll need to be careful.

Another reason why I think that the ability to clone games isn’t a bad thing: I think copyright lasts too long. Again, see my copyright article. The life of the author plus 70 years? Do you know how many generations of video game consoles you’ll go through before someone can make a derivative work on an existing game? Being able to innovate based on existing games today means we’ll see more innovative games, and sooner.

And yes, that’s right. I think the ability to clone games will lead to innovation. Does it sound contradictory? How can cloning a game lead to innovative gameplay? Wouldn’t everyone be copying everyone else, leading to stagnation? Of course not! If you were making games, would you rather create another me-too product on the Internet shelf space, or would you try to create something that stood out and has a better opportunity of being noticed by customers? And if you’re worried about others cloning your game and stealing any potential sales, you’ll notice that Bejeweled isn’t suffering from having millions of clones available. Everyone knows Bejeweled. No one really knows the name of any of its clones.

If the judgement had gone the other way and the judges had decided that ideas could not be copied, then we’d be in trouble. The floodgates would have been opened for developers, publishers and patent trolls would end up mired in endless lawsuits, fighting over who created what first and what core mechanics, controls or ideas are at the heart of their games.

Instead we can all go out and innovate, polish and create, without having to worry that someone will land a lawsuit on us for using blocks, bricks, colours, tiles, or a similar control method to an existing title.

The comments following the article seem to indicate that people believe innovation will die simply because it is now easier to copy someone else’s successful work. And then there was the developer of Jewel Quest:

Without allowing for clones, the genre may not have had the fertile ground to produced a Puzzle Quest. I think the ruling was the correct decision despite the fact that I personally would never want to make a straight clone of another game and strongly dislike others that do.

Jewel Quest wasn’t simply a clone of Bejeweled, although it may look like it. It uses similar mechanics, but then, my car uses similar mechanics found in other cars. No one will claim that my Ford Contour is a clone of a Mustang or a Ferrari. There is plenty of room for innovation without having to fight over simple game mechanics.

Cloning will be a problem for some individuals, as it always has, but others will find ways to prosper BECAUSE they can innovate off of what came before. I don’t think a single company should be in charge of platformers, but if the ruling went the other way, that situation would be exactly what would happen. I’m sure a lot of people will whine about these rulings, but if they want to succeed, they’ll have to deal with reality. You can’t expect to do well by cloning someone else’s success. Legally barring someone from doing so is silly and dangerous because it adds unnecessary barriers to entry for people doing things slightly (yet significantly) differently from existing games. Imagine if your Sims-with-a-twist or Space Invaders-with-better-AI would land you in court simply because they were similar enough that the owner of the original game could bring about a lawsuit.

Now look back on the history of video games and tell me what it would look like if cloning was completely banned.

Categories
Game Design Game Development Games Personal Development

Video Games as High Art

If you’ve been paying attention in the past few weeks, Roger Ebert is back in the video game news again. I have talked about his position on games as art, but apparently he has amended his statement. Now instead of saying that games can’t be art, he says that games can’t be high art.

N’Gai Croal dissected Ebert’s arguments way better than I could.

If Ebert had done a bit more research–well, any research–he could have bolstered his argument by citing some notable game designers–e.g. Hideo Kojima, Shigeru Miyamoto and Keiji Inafune, each of whom has gone on record as saying that they don’t believe that videogames are art–and engaged what game creators themselves have said. Or he could have elaborated on the distinction that he’s drawn between high art and low art. No such luck. Instead, he’d rather dismiss videogames with the sarcastic magnanimousness of “Anything can be art. Even a can of Campbell’s soup,” as long as we vidigoths don’t attempt to desecrate the Temple of High Art, where presumably the gods of Cinema stand comfortably next to those of Theater, Dance, Painting, Sculpture, Opera and Literature.

As you read, you’ll find that Ebert’s writing is meant to persuade without letting the reader think too much about the topic. Ebert isn’t trying to engage anyone in a discussion about video games as art. When headlines are run as “EBERT VS THE GAMERS” for articles featuring everyone’s favorite film critic arguing against the sometimes incoherent arguments of 12-year-old Halo fans, how can a reader who isn’t familiar with video games not believe that “the things that make it a game” are “scoring, pointing and shooting, winning and losing, shallow characterizations, and action that is valued above motivation and ethical considerations.” Never mind that there are many counterexamples of games that are not about scoring, shooting, or winning.

My favorite part about the article was Croal’s well-researched point that I had guessed was the case in a previous post: when film was only thirty years old, there were plenty of critics who considered it a base form of entertainment for the lowest common denominator. There was no way that film could possibly aspire to anything greater.

And yet, here we are.

Ignoring Ebert’s opinion on video games (again), what are developers doing to create art out of games?

Last month, Warren Spector wrote about his frustration-driven creativity. After finishing Paper Mario for the Wii, he felt that it was fun but left him with nothing afterwards. What frustrates me is that Paper Mario is typical of so many platform games–nearly all games, when you get right down to it.

As developers, we almost never think about what games can do to enrich our players and, as players, we almost never encounter anything that informs us about the human condition. The audience certainly doesn’t seem to be clamoring for anything more than diversion. … There’s no other medium that routinely and without much self-reflection offers consumers so little.


For the most part, games are all surface, no subtext. They’re about doing–they have to be about doing–but rarely about the WHY that drives the doing and even more rarely about the consequences of doing whatever it is you’re doing in the game.

You know, he has a lot of the same arguments as Ebert…except when Spector talks about it, he’s analyzing. He’s thinking. He’s not dismissing the entire medium. He’s talking about the problem of games not being more than they currently are as something that can be solved.

It took about 60 years for “Citizen Kane” to arrive. I can see Spector wondering what the video game equivalent would be. When he talks about what games can be, I’m thinking about it, too. Ebert’s arguments only serve to shut down the thinking process. Thanks, but I get enough of that kind of talk in politics. Give us more thoughts like Spector’s, and we can figure things out for ourselves. We can’t help but actually think about the issue when the option is presented.

Categories
Game Design Game Development Games

Speaking of Richard Garriott

Since people are blogging about games, specifically the entire series of Ultima games, it seems only appropriate to hear from Richard Garriott, Lord British himself. Richard Garriott: The Escapist Interview reveals all!

Or maybe just a bit. Consider it a complement to your Lord British interview collection.

He refers to the games before Ultima 4 as essentially projects to learn the mechanics of making games. If you find that your first projects are frustratingly simple yet difficult to make, perhaps you’ll feel better to know that it was about par with one of the big names in game development. He spends a good deal of time talking about his philosophy behind his latest MMO, Tabula Rasa. If you missed his preview at GDC, check it out at GameAlmighty.com.

In the Escapist interview, he goes on to talk about his new project in a way that makes me think that he is a believer that games can be art:

The goal is not to evangelize about one side or the other of any of these issues; the goal is to make people sit back and notice the ramifications of these decisions and to provoke thought. I’m a big believer in challenging people’s assumptions.

Categories
Game Design Game Development Games

Indie Game Dev Podcast: Interview with Braid Developer and Experimental Gameplay Workshop Founder

Action has an interview with the founder of the Experimental Gameplay Workshop at GDC and developer of Braid, which won the 2006 IGF prize for Innovation in Game Design and was a finalist for the Slamdance Guerilla Gamemaker competition. Jonathan Blow talks about starting out as an indie fairly young, the difference in what is considered “cutting-edge” in games over the years, and tips on prototyping. He talks about the development of Braid, which I found really interesting, especially the way he took the time travel aspect and applied it differently from other games such as Prince of Persia: Sands of Time.

Near the end, he talks about story in games, specifically saying that games can tell a story without resorting to the methods used in media such as books and movies. He referenced Rod Humble’s games The Marriage and A Walk with Max which featured in this past year’s Experimental Gameplay Workshop.

You can check out Jonathan Blow’s home page and see some of the prototypes he has created.

Categories
Game Design Game Development Games

Stories Aren’t That Important…Well, Sorta

Regardless of their credentials, people like to give their opinions on all manner of things. From the best way to pick a password for your email account to what makes a video game good, you will hear a lot of opinions in your lifetime, and not all of them will be good. I once heard someone suggest in all seriousness that the best PIN to use at the ATM was your birthday. Yeah, because reducing your PIN to one of the 365 options is definitely going to make it harder for a crook to figure it out.

Similarly, there will be people who will tell you that the most important aspect of a video game is the graphics, or the interactivity, or the fun you might have, or the story. Graphics aren’t video games, no matter how much you may have liked Myst‘s environments. Interactivity is inherent in video games; otherwise you are left with a movie. Still, interactivity isn’t the only thing you need to make a game. Since serious games have come into their own, and since some games are meant to be art or commentary, fun is no longer inherently important to video games as it once was. That is, if a game isn’t fun, it is not necessarily a bad thing since it might not be the point. Super Columbine Massacre RPG is an example of a game that isn’t meant to be fun.

But what about story? Do all games need a story, even if the story is not explicitly told to the player? RPGs almost always have a story, and I do remember a time when almost everyone could agree that “a good story” was what made an RPG fun. Final Fantasy 7 is usually touted as a good example, but then there are games such as Rogue and NetHack that have the flimsiest of stories and drop you into the game. Yes, you know the goal is to retrieve the amulet, but how many times have you forgotten this goal as you died Yet Another Stupid Death? How much do you pay attention to the short bit of text that introduces your character and his/her god to the world?

Tetris didn’t need a story, although some people seem to enjoy applying their own abstract story to the game. There is no story inherent in Tetris, but Juuso claims that it has a survival aspect in common with Resident Evil 4. Since zombie movies have usually been used to be commentary on Communism, and Tetris was created by a Soviet, maybe there is more to Juuso’s line of thinking…

Still, abstract puzzle games don’t rely on story. Tetris, Bejeweled, Cubis, and Zuma don’t really offer stories. They may be themed, but stories aren’t the reason why you continue to play day after day. And then there is the poem/game hybrid game, game, game, and game again, which claims to rebel against the tyranny of clean design that rules the web. Somehow, I couldn’t help but finish the game even though it seemed like one large mess of random text, strange imagery, and standard video game constructs. Part of the point of the game is to come away with your own interpretation.

Do games need stories? I don’t think that games need stories any more than they need full motion video or real-time pixel shaders. Are stories important? Yes and no.

Yes, stories are important. Stories give you the why, where, and when of the game. You would not think about searching for a person unless you knew that she was the princess and your king has asked you to save her from the dragon in the abandoned castle across the continent. Mario had to travel across the Mushroom Kingdom to save Princess Toadstool, and Link needed to find the different triforce pieces in order to save Princess Zelda. Japan surprised the United States at Pearl Harbor, and the President and your country are depending upon you to fight back and secure the Pacific Theater. The Zerg, Protoss, and Terran have all come together because some higher ups in the Terran ranks thought they could control an entire alien species as a weapon. The Tiger’s Claw is positioned along the front lines of the war against the Kilrathi, and you are a newly-trained recruit.

Stories also give us context for talking about the games. You didn’t just hit a certain set of buttons in a sequence, timing it to some lights on the screen. You hit the afterburners, turned your ship around 180 degrees, and fired all of your missiles into your pursuers. You were down to one health point and nearly hit by Metalman’s gears before you fired off one last shot and defeated him, and then you took his weapon and went after the next of Dr. Wily’s creations. Heck, you even found that the blocks in Tetris were getting too high for your comfort, but you were lucky enough to receive the straight piece and dropped the entire level down to a manageable level. You lived to clear lines another day.

Still, I don’t think stories are what make for a good role-playing game. If I wanted a good story, I’d read a book. I need to play games. Occasionally I feel the need to create my own stories. While some RPGs (and games in other genres) allow a branching storyline, sometimes making things up on my own is fun. Maybe I don’t need or want the developer dictating what will happen every single time I play a game. NetHack is fun in this regard because it always feels like a different game. Everything is interactive, and you sometimes get surprised that a certain action triggered a certain response from the game, even if you’ve been playing for years. SimCity allows me to decide what kind of urban environment I want. Maybe this city is a bustling metropolis in which natural disasters occur often, but this small town by the river is tranquil and acts as a vacation spot for the SimCitizens. The Sims allows me to create a perfect family, or a completely dysfunctional one. Either way, it’s my story that I get to tell. And let’s not forget that Black & White‘s creatures were as fun to talk about as your real life pets. My cats may be adorable, but my ape was trying very hard to learn how to throw a rock, as evidenced by the horses strewn about the beach.

In general, I suppose stories are important for games. I just think that they don’t necessarily have to be dictated from within the game. There is nothing wrong with games that tell a story, but games that do tell stories shouldn’t let the story get in the way of the game. Some people might prefer games that let them figure out their own stories. When I play Flatspace, I like to be a trader, but I like to hunt pirates as well. I don’t have to fight the pirates, but I’m just taking the law into my own hands, hoping to get my hands on the pirate who destroyed my life in my made-up past. There is no actual support for the story in the game, but there isn’t anything that gets in the way of that story, either. I enjoy the act of creation, even if it is only in my mind.

Categories
Game Design Geek / Technical

300 Game Mechanics in 300 Days

While I’ve been fairly lax in coming up with 1000 game ideas for the Thousander Club, Sean Howard has set up a great challenge for himself. Three Hundred documents his attempt each day for 300 days to write about one original game mechanic that has never been used in a commercial game.

As of this writing, he is at mechanic #23, and I’ve found them all to be enjoyable to read. I love the ideas involving negative space and time splits. I think the easiest game to implement might be idea #21, Pellet Quest, which is a Pac-man as an RPG. Heck, he even created a map of the entire game world!

Unlike my game idea challenge in which I write one-liners, he is actually fleshing out details for each mechanic. You’ll probably find plenty to think about by visiting his page during these 300 days.

Categories
Game Design Game Development Games General

Game Complexity and Player Expectations

In the May posting of Culture Clash, Matt Sakey wrote about teaching players what they can do in a game. Specifically, how do you let your players know what is possible and what isn’t?

I found that there is a big difference between people who play video games regularly and people who do not. If you set Space Invaders in front of either group, you’ll see that the ones who play video games regularly already know how to play. They’ll move and shoot pretty much how you expect. The group that does not play video games regularly, on the other hand, will give a poor performance. Basic skills such as moving the ship and shooting appear to be difficult tasks.

The people who play video games regularly will ask about power-ups and extra reserve ships and different weapon types. The people who do not play video games regularly will probably continue to be concerned with the mechanics of the game rather than even think about anything else that could complicate the task of “playing”.

People who play games regularly understand how games are expected to work; unfortunately, this existing knowledge also means that changes in how your games work might not be readily understood. The author noted that technical limitations forced games to limit what the player could do in order to prevent the game from being played in a way different than the designer/developer expected. If you were playing a first person shooter, you might notice that your rocket launchers never seemed to have an effect on the walls of a building. Realistically, you should be able to blow holes through walls and taking the fight elsewhere, but games generally weren’t designed to let you do so. If you could escape through such a hole, the map wouldn’t have been created to account for it, and you might fall through nothingness to your death. It would be considered a bug.

But if a game is created in which you are able to do all sorts of terraforming as a designed-for feature, how do you let your players know? People who play video games regularly don’t expect rocket launchers to do anything to the environment. People who play role-playing games don’t normally expect that their avatars, while able to smite down giants, can destroy wooden doors blocking their path simply by kicking at them.

Games are increasingly complex, sure, but the complexity is offset by greater freedom. They are becoming more like reality, in that many of the old checks – like limited or nonexistent physics in game worlds – are beginning to vanish. So yeah, it’s great for newbies. But oldbies are about to enter a period when games seem less accessible. If we don’t de-chunk, the old guard might miss out on some great game content because it simply will not occur to us that it’s available.

While the article focuses on the potential of new games to offer realistic choices for the player, I think something should be said about games that continue to put arbitrary restrictions on your actions. In real life, if I run into a group of enemies, and one of them might be bribed, I would still have the option of fighting all of them. In a game I played recently, I am able to cast powerful spells that destroy everyone in my path, and yet the game stopped me from doing the same action and getting the same effect just because I was expected to talk with a specific character instead of fighting him. Even when I tried to attack him, walls of fire would simply pass through this enemy without any effect. I was pulled out of the immersion and conscious of the idea that I was playing a game.

I don’t need the ability to decide to play solitaire or knit sweaters in the middle of a war zone in order to mimic the realistic choices I would have in a real war zone. I don’t need the ability to do such arbitrary actions. I do expect that firing a tank shell or grenade into a barn should cause some damage to the foundation. If these things pierce armor plating and destroy tanks, they should easily do damage to a rundown wooden structure. If it doesn’t get outright destroyed, it should have a nice fire going to scare out any enemies.