I'm never on the side of censorship, but that does not mean that I have no sense of taste. It's the difference between saying that some forms of self-expression should not be, versus saying that I personally find something crass, tacky or offensive. So in that vein the issue of violent content at this year's E3 is one of personal taste for me: It puts me off wanting to buy some of those games.
However there's one game whose whole pitch is actually disturbing me. I'm not talking about the typically desensitising headshot shenanigans of yet another shooter, nor the roustabout splashing bloodiness of a God of War. I'm not even thinking of the somewhat more personal-yet-understandable tone of the forthcoming 'Last of Us', which while heavy still feels appropriate.
You need a good yarn to weave a dream (to steal a quote from Paul), and in a game you need solid fun to weave a world. However fun opens the door to many other joys.
Triple Town is about matching objects, but also the joy of city building. Rez is about targeting and shooting objects, but also the joy of synesthesia and uncovering a story. The Sims is about organising time and space, but also the joys and frustrations of living.
Fun is merely where we start. What could we build on top of it?
E3, trailers and previews mostly sell games based on potential experience. Look at the haunting graphics of Journey or listen to a podcast about the epic scope of Skyrim, and the promise of experience is there. Come into our worlds, they say, they are thaumatic.
Sometimes they are, however those worlds which are successfully so are based on more than just experiences. Experient design’s goal may be to take the player on an emotional journey, but it’s the games that pay attention to what happens in between emotional events that truly are magical. Experiential highs are just one tool in the making of games, not what they are.
When designing games we often describe interactivity in terms of actions and verbs. We do so casually and interchangeably, but there is actually a difference between the two. It’s the difference between causing change within a game versus the physical inputs you use to make that happen.
For years it’s been apparent that interpreting games and their makers through the opposed lenses of gameplay or story is inadequate. Such a one-dimensional spectrum breeds false oppositions (fun-or-art?) while either ignoring many games that don’t fit or reinterpreting them so they fit badly. The spectrum is too reductive and, while it is easy to summarise, it leaves out too much context.
Rather than talking about games in terms of two lenses, I use four (potentially five, but I’ll come back to that). Each represents a common set of assumptions and predispositions that I often see in makers, and there are correlations between them which makes for an interesting (though perhaps deceptively symmetric) diagram.
This post is long, but I’d like to take you through each in turn. I think you’ll find it useful.
I had the pleasure of attending a talk by the founders of Bioware at BAFTA. It was about whether games are an art and if so, how. Starting with a definition from Tolstoy, they explained that the ability to create key choices and moments within games to evoke emotion is what they consider art. They then invited members of the audience to share their own emotional play experiences.
However something bothered me about the definition and its application. Both speakers and audience were equating art with player emotion, beauty and experience and that’s not really what Tolstoy meant. It can’t be denied that many players of roleplaying games feel that their play experience should be regarded as art, but is it? Or are they actually searching for validation?
This is a post about definitions of art, emotional validation, the duality of play, Iain McGilchrist and whether roleplaying really is what its proponents think it is.
I often say that videogames are not a storytelling medium. They can’t tell tightly structured tales because the player gets in the way, and this is why there are no great game stories.
However I also often say that videogames are a great medium for storysense. An excellent example is the new Call of Duty game, Modern Warfare 3. This article looks at how Modern Warfare 3 conveys its sense of story, and how it sometimes gets it wrong, as a lesson for what you might do in your game.
It’s somewhat fashionable to label any number in a game a currency. In practise, however, it gets a little confusing.
Anyone can grasp the idea that in-game gold is a currency, but what about your character’s health or experience points? Advocates might say that the player is trading health for damage or progress during the course of the game. But to most people that’s pretty tenuous.
I prefer to think of currency as one type of resource instead. This is a post about different types of resources that you could use in your game (including currency) and some guidelines on how to use them well.
Games are an art, but what kind? They are created worlds where people can go to have fun and spend time winning in a way that the real world rarely offers. That makes them an art, but can they be more than just fun graphics and toys? Absolutely.
Think of a game world as a modern art gallery: There are walls and space all around you. What could you hang on those walls? What installations could you place in the space? What interactive elements could you put there? What people or machines could populate it? And how could you use those numina to inspire belief so the game becomes thaumatic?
Consider Rez. To the play brain it is just a shooter on rails. Look beyond that, however, at the iconography, the digitised plants and ancient monuments. Listen to the music. Watch how your doll transforms through various evolutionary states. It’s all a living gallery and the art is on the walls.
The question is: As a game maker, do you see that? Or do you just see the shooter?
Games have their own visual rules which are often contrary to other kinds of camera. Camera design dictates how players see into the game world, and ultimately how they play, so without good camera design your whole game may end up unplayable.
It’s very difficult (read: expensive) to change a poorly designed camera without rewriting a game entirely. This is why I consider gamatography (like photography, but for games) to be the first design task on any project, the first spec to be written and the first code that needs to be prototyped.
There need to be clear rules that will govern the camera throughout the whole of the game, sooner rather than later. Do it right and camera acts as a foundation on which you can build. Do it wrong and you’ll create a user experience nightmare.
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