August 2nd, 2006
Posted by Nabil at 2:24:38 pm in Op-Ed [ No Comments ]
Tags: [ critical games | game design ]
While I may go back and expand on this in the future, I wanted to mention this post about games, in particular role playing games, as a form of gestural narrative, which I found over at Roll the Bones. Rather than reinventing or reiterating the wheel, I would instead suggest you swing by the site and read it for yourself.
On an unrelated note, please be patient; we’ll be doing more with this site soon.
June 28th, 2006
Posted by Nabil at 6:24:53 am in Industry, Op-Ed [ No Comments ]
Tags: [ critical games | Essays | game industry ]
[Before I get into the specifics of what I'm talking about, I'd like to preface all this by saying that I am not a business analyst, nor an economist. I don't know the realities of how feasible this is, as I have not run any numbers to check that feasibility. More than anything, I am putting this out there as an idea, in the hopes that someone with the requisite expertise can actually run the numbers and (hopefully) put them into practice. -- Nabil]
As I’m sure most of you are already aware, games are generally no longer made in someone’s basement on a shoestring budget. They are developed by teams ranging in size but rarely under a dozen at this point, and for budgets that are quickly rivalling the most expensive Hollywood blockbusters. While the size and scope of game development is now on par with that of movie development, we haven’t bothered to adopt many of the business models that are used within this sister entertainment industry, and not because they couldn’t be successful, but simply because those holding the purse strings are leery of trying something new on a $20 million game. This is only going to become worse as budgets continue to escalate into the $100 million and even $200 million game. Put simply, the financiers of the industry are becoming more risk-averse, and are going to become more conservative as time continues. If we’re going to find alternative models for game development, it needs to be done now if at all. Personally, one avenue I’d like to see pursued is a royalties-based licensing model.
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Recently, Chris Crawford has been making waves by claiming that games are dead at the hands of an industry that has forgotten how to innovate. I certainly wouldn’t make so bold a claim as that– Alyx in Half-Life 2: Episode 1 demonstrates a remarkable piece of advancement in characterization, artificial intelligence, and narrotological methodolgy. His own Storytronics project, from my understanding of it, represents a particularly potent potential for innovation in storytelling within the medium of video games. On the level of pure design, Will Wright’s Spore represents huge leaps in applied computer science, just as The Sims expanded the very boundaries of gaming. Meanwhile you’ve got Guitar Hero proving that a unique controller can make all the difference in the world, and still there’s Katamari making perfectly clear whether voice acting and realistic graphics are universally important or not, and even within the realm of realism, Crysis has within it the closest thing to a living jungle ever seen in a game.
Clearly innovation still abounds. Though we aren’t seeing completely unique concepts of play exploding into one new genre after another, I think it would be foolhardy to conclude that we are therefore at the end of the road for gameplay concepts. Please remember, folks, that film as a medium existed for nearly half a century before Citizen Kane, and it was realistically 50 years before they came up with most of the technology still used today. Comic books were popular for 50 years before The Watchmen . Painting has been around for 10,000 years or more, and only in the last hundred years has there been a Picasso.
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Much like every other medium, there are really no hard and fast rules to making a good game. “Add nice graphics,” or “Make sure the gameplay is fun” is hardly a schematic for making a good game, and could be roughly equated with back seat driving, telling someone to be sure to remember to use their turn signal when their turn signal is already on. That said, there have certainly been some attempts to give a basic grounding in what design principles work or don’t work in game design, by a great many individuals. There are a fair number of similarities between these authors (which is unsurprising, since they all read each other and come from similar backgrounds in the industry), but what I personally find more interesting is the differences between different authors, and what metaphors different designers have found most effective for them.
One of the earliest books I read this semester was A Theory of Fun by Raph Koster. While not explicitly about game design per se so much as a discussion about the fundamental concepts of fun and play, Koster does also explore the method he finds most effective for game design. His metaphor is based around his theory that games are fun because the brain is constantly seeking patterns to process. With that in mind, he tries to find new patterns for the brain to process by thinking of a verb that would encapsulate an action or series of actions, and then designs the game mechanic around that verb (or if the game is expansive enough, verbs). From a ludological perspective, this is a very appealing method of design, since the game mechanic quite literally designs itself. This does not leave much room for a narrative-centric game, however.
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Video games are currently facing a slew of legislation attempting to ban or criminalize the representation or discussion of some topics within video games — effectively censoring what can be made in games, or even what can be defined as a game. This is hardly the first time this sort of action has come up, however, if you look back to other contemporary forms of media. In the early 20th century, photography had split into factions on the nature of photography as an art form. The division was between a style known as pictorialism, which allowed and encouraged image manipulation and pre-composition, and straight photography, which disallowed any pre or post-processing manipulation of the image. About the extent that was allowed in straight photography was some dodging and burning applied during the printing process. These two factions each had an advocate in the public fora, notably William Mortensen on the side of pictorialism, and Ansel Adams on the side of straight photography. The debates often became heated between the two, with Adams becoming the winner by default after Mortensen passed away. There was also some dirty pool played on the part of the straight photographers, who deliberately removed any but the most cursory mention of pictorialism as a photographic movement in Beaumont Newhall’s work, The History of Photography from 1839 to the Present.
My personal contention is that this turn of events has significantly marred the public view of photography as an artform, encouraging the mindset that photography is simply an objective view of what is or was (which is not the case even within straight photography). It has taken decades and a fundamental paradigm shift in the realm of photography (ie digital manipulation; Photoshop, Painter, et cetera) to even make a dent in this perception, with considerable inroads still needing to be made. This denial of the more expressive, authorial form of the medium encourages the public view of the medium as a sort of stepchild to more accepted forms of art.
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There has been a considerable uproar about Nintendo’s choice of name for their new system in the days following its announcement. I’m not going to get too much into the reasoning or opinions about the name, since those topics have already been addressed ad nauseam by most of the web. Instead, let’s look at some of the facts surrounding ‘Wii’. First of all, love it or hate it, everyone is talking about this new system, which is a marketing coup that is hard to ignore or downplay. This buzz is also mere days before the Electronic Entertainment Expo (E3), where they have scheduled a major press conference to announce further details about the console, meaning additional time in the media spotlight.
What’s particularly interesting, however, is that they also used this buzz to gloss over their announced release date, which is apparently not until Q4 of 2006, which was covered by only one major gaming news outlet. This will be confirmed and properly announced at the E3 press conference, but it’s still interesting. It is also worth noting that even amid all this attention, Nintendo has still remained tightlipped about the technical specifications of the system. They are, in essence, generating an unprecedented media buzz over a system that no one knows much about — we know that it uses an innnovative new controller, and that they’ve opted not to pursue High Definition with this console generation. That’s about it. There’s been no gameplay footage to speak of, though there have been several high profile companies signing on to develop for the Wii, and they even had a prototype mockup in a locked display case at their booth at the Game Developer’s Conference this past March. There has been a not insignificant amount of speculation about the specifications of the machine, but Nintendo themselves have been quite tightlipped about it.
I must say, I’m rather impressed by this little gambit. Satoru Iwata gave a keynote at the Game Developer’s Conference about disrupting the industry, and from the looks of things, that’s exactly what they’re aiming to do. My vote is more power to them: we need to shake things up a bit, and show that there is more breadth and depth to games and what games are than is commonly accepted today. There’s more to that than simply deconstructing what came before, just as there must be more than just a new marketing campaign. To borrow a trendy slogan, it is not enough to Think Different. We must also Do Different. Nintendo is certainly showing signs of putting deeds to their words, and I only hope that it proves to be true.
In a country of just under 300 million people, current statistics suggest that roughly 60% of the population plays games on a regular or semi-regular basis[1] — that games have taken a central role in how we occupy our time is undeniable. What is still under debate, however, is how these games affect our lives outside the game, and how we interact with others in society. There has been some indication that video games temporarily increase aggression, but no more than watching an action movie or even a particularly rousing football game, with no long term corollary showing up to date.[2] Additionally, the role video games have on aggression is a relatively small element in the larger role games have on the social tapestry. The question that most interests me in this field is “How do games bring people together?”
One of the most immediately apparent examples of games serving as a coagulant for community building is the Massively Multiplayer Online style of game, which places thousands of players together within a persistent virtual world, where relationships with other players must be formed to survive. The most popular of these games is Blizzard’s World of Warcraft (WoW), which recently passed the 6 million player mark, making it more than twice as large as its nearest competition. World of Warcraft has even been alluded to replacing golf as the networking tool of choice in the realm of technology oriented business.[3] The comparison continues to gather steam, with exclusive guilds replacing country club memberships, and a number of celebrities playing together (notably Dave Chappelle, comedian and star of The Chappelle Show, and rumors suggest that Jon Stewart of The Daily Show with Jon Stewart also plays[4]).
The more interesting question to ask, however, is not how World of Warcraft reached this position, but why it did. It clearly is filling a role that society felt was needed; the game has largely operated on grassroots advertising and gamer-centric marketing, so the fact that it has garnered a wider market appeal suggests that it is fulfilling a role that was lacking in society. In The Great Good Place, Ray Oldenburg discusses the essential role a “third space” that is neither home nor work plays in the health of a community, and decries the destruction and devaluation of these places with the growth of suburbia and a commuter culture. I have a strong suspicion that the appeal for WoW, and other online games, is in its ability to create a virtual third space, a place for people to have shared experiences and garner a sense of comradeship. While it is not necessarily a perfect marriage, since it still ultimately keeps individuals physically apart and isolated, it is a stopgap solution the larger social organism has created to fulfill this necessary role in culture.
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Video games are a category of creative work that deserves consideration and respect as an art form, and to be valued as literature. For nearly as long as there has been art or literature, there have been those who have tried to restrict the terms to only define the works that they have deemed worthy. This has become particularly prevalent in culture since the early Renaissance, with the sanctification and elevation of art and literature as the province of the refined and privileged, a method to further segregate the masses from the intellectual and social elite.[1] In modern society, however, there is no excuse for this segregation to continue. Art and literature can take many forms, and exist on a variety of levels throughout society, yet we continue to delineate only a few “classics” as qualifying for such a lofty term as literature or art. This needs to stop: art and literature are everywhere; art and literature are as varied and colorful as the individuals who create them; art and literature cannot be pigeonholed, categorized, or rigidly defined within a free society. We as individuals need to stand up for creative expression, and take back the language that has been subverted for so many years.
According to the Oxford American Dictionary, literature can be defined as, “written works, esp. those considered of superior or lasting artistic merit”. Given this definition, it is hardly a surprise that there is so much difficulty in defining what is or is not “literature”, and rightfully so: the definition is fluid, and ultimately subjective on what is of merit, as well as in what fashion it may be worthwhile. I believe that it is ultimately the individual’s decision on the merit or worthiness of any given work. Whether or not a work is considered “literature” by some arbitrary group should not dictate the social, intellectual, or legal value of that work. I believe that it’s possible to rephrase the current definition such that the intent of the term remains, but the terminology becomes less restrictive, and I feel that doing so is necessary towards doing away with segregational labels. I believe a better way to think about literature is that it is verbal art.
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As much as we might hate to admit it, a major element of social interaction is based around commerce; social hierarchy and structure has formed around it since the days of hunter/gatherer societies, and does not show any sign of changing any time soon. Whether capital based or commodity based, commerce is simply a part of the human social organism. It shouldn’t be surprising, then, that commerce has migrated into the online world as well. We are already familiar with using real world finances to purchase real world items via the internet (such as eBay and Amazon, among many others); what has become a hot topic for designers and scholars alike is the purchase of virtual goods with real or even virtual money through virtual worlds.
Virtual worlds is a term that has grown out of a need to describe the communal aspect of massively multiplayer online games (MMOG) in a manner that delineates it from the ludological elements of the game. “Virtual World” and MMOG are used relatively interchangeably at this time, though they will continue to diverge as more research and study is performed: a MMOG is by nature a virtual world, but a virtual world needn’t have any ludological element to succeed.
As virtual worlds have grown in complexity and popularity over the past several years, they have begun to take on more and more elements from daily life, including that of commerce. Most virtual worlds have methods for sale and trade of items and virtual currency between players, most often based around the auction house method of sale: you place an item up for bid with a minimum asking price; players bid on the item until the minimum asking price (or more) is offered, at which point the item is sold. Alternatively, player to player private transactions can also be performed. These capabilities have enabled a new type of commerce: trade of real world currency for in game currency or goods. This originated via eBay, with early MMOGs such as Ultima Online and Everquest. These prototypical sales tended to be either in-game currency, or a high level character, selling for anywhere between $100 and $700. As time went on, the trend gained popularity, until it reached a point that people were collecting in-game cash for real world sale as a profession, primarily in parts of Southeast Asia where the exchange value would be maximized. These individuals have become known as “gold farmers,” and are considered a nuisance to players as well as the designers. (According to most End User License Agreements, the sale of in game assets for real money is not allowed, and justification for denial of services.)
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[S]ince the games are generally about power, control, and those other primitive things, the stories tend to be so as well. This means they tend to be power fantasies. That’s generally considered to be a pretty juvenile sort of story.
The stories in most video games serve the same purpose as calling the über-checker a “king.” It adds an interesting shading to the game, but the game at its core is unchanged.
Remember – my background is as a writer, so this actually pisses me off. Story deserves better treatment than that. (Koster 86)
I would be hard pressed to state this thought in a more clear or concise fashion. Put simply, the stories in most games tend to be weak compared to their media counterparts (novels, comic books, movies, television). Over the years, there have been a few exceptional stories that span larger issues, or address the nature of power and control itself; a modest number of games have alternatively succeeded in refining the “power fantasy” into a more engaging telling, but the underlying principles have remained the same. Stories are tacked on, extraneous except in providing a context for player empowerment. While certainly not the sole issue, this is a fairly damning point when attempting to defend games as a valid form of creative expression.
So what can be done to improve the situation? The short answer is to hire professional writers. The vast majority of companies currently have their dialogue and story written and developed by the game designers, programmers, and artists themselves, rather than spending the money on a professional writer. Take the hint from the media that have come before: games are not that far different from comics, books, or movies, all of which have had significantly more time to develop techniques to tell a compelling and nuanced story, techniques that are effective across media.
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