Archive for the ‘Videogame Industry’ Category

Will You Create a World of Consumers or Contributors?

Sunday, February 21st, 2010

Honda Insight eco assistJesse Schell, author of the highly regarded The Art of Game Design: A Book of Lenses gave a presentation at D.I.C.E on February 18th, 2010, which was at times funny and at other times a scary picture of the future of games.

His main premise is that games of the future will continue the trend of all media becoming more relevant to or at least connected with reality. Current examples of this trend he cited are the virtual plant that grows in the Honda Insight (though he incorrectly said it was the Toyota Prius) when drivers are more fuel efficient. It’s a game to encourage better driving behavior. Facebook games frequently encourage players to connect with their friends, to share virtual items or challenge them. XBox has its public achievement system that can pressure someone to play more to get more points so they can brag to their friends in the real world, about something that doesn’t exist if there’s no electricity.

Schell says this trend started because people care about reconnecting with what is real. That in the past twenty to thirty years, technology has enabled us to gorge on fantasy and escapism and now we are finally awakening from our post-gorge-fest to realize it was a sham. A farce. Empty calories that aren’t delivering what is real and true to the experience of being human.

Flower  in handsWe now want real experiences, we want real change and to reconnect with nature. Partly why Avatar was so successful was because it reawakened a deeply muted and numbed core of the human experience, which is to be in tune with nature, life and your own body. Many are sick today because they aren’t awake; they don’t know what “real” feels like.

So that’s the now, which I’ve sort of emphasized a bit more than Jesse Schell did and put my own interpretation on what I’m seeing. What about the future? What did Jesse Schell have to say about where games will go?

I think this was the best part of his presentation because it aroused strong feelings of disgust within and will leave me thinking for days, if not weeks, until I can figure out how to deal with it, because I see what he predicts as a very real possibility. In summary, what he predicts is massively multiplayer advertising games through sharing of dynamic electronic tattoos that display brand advertisements, cereal boxes with leaderboards among friends ranking who has eaten the most and Amazon reviews that give bonus points if the Kindle detected your eyes read every single word. Massive, pervasive awareness of what you see, what you eat, what you drive, how you do it, why you do it, where and when.

It’s not a future I want to see. I don’t like advertising, I think it pollutes the mind. “You are ugly. You are fat. You are hungry. You are friendless, hairless and depressed. What you need, we have. What you want, we sell. To be better, buy now.” Now couple that with achievement systems for being a “better” consumer and we have an already ill western society built up on consumerism now on a fast track to even greater self-destruction.

I went to a town hall recently and several members of the city government gave presentations, including the mayor and commissioner, as well as citizens. The topic was on peak oil, climate change and what it can do to our local food supply, the citizens and the planet as a whole. One point that really struck me was that for generations we’ve been brought up to be consumers. We consume food, clothing, information, services, products, art and raw materials of the earth. If we are to not only survive, but thrive in the coming generations, we need to adapt our way of living away from consumers to instead being contributors. We’ll need to become contributors of local community services (carpool organizer), food (grow your own), clothing (sew your own), healthcare (be your own doctor) and information (teach others what you know).

globe with tire tracks on itThe question for us game designers as we move ahead to creating more reality infused game experiences is, are we going to create games that are leaderboards for how many calories players have consumed for McDonalds? Or are we going to create games that help people positively, to be more connected with nature, genuine and compassionate towards all life? Are we going to be creating generations of consumers, or generations of contributors? Which way will you contribute to the future of society?

Also posted on my Gamasutra blog.

© 2010, Reid Bryant Kimball. All rights reserved.

Breaking the Vicious Cycle

Monday, August 10th, 2009

I’m pissed. My problem doesn’t completely lie with players of videogames. They are free do as they please. Though, when one only cares about playing games to obsessive levels, I do get disappointed and want to kick them into realizing they are capable of so much more than following a list of orders and pushing the right buttons.

No, my problem is mainly with the fact that by and large the videogames industry prides itself on making the most addictive games possible. It’s become a selling point to claim just how addictive the game is. Or to a lesser degree, a developer will claim that someone can put in many hours because of its replayability just for the sake of replay rather than to learn something new.

I can’t think of any other media; theater, painting, music, film, novels or other, where the industry works extremely hard to create addictive works and then further encourages that practice by trying to create monetization schemes that benefit the most from addicted players.

I don’t like it. Not at all. I have a very different philosophical approach to game design. I want to create games that people only need to play once. They are certainly free to play more than that, but it’s not necessary because they get a satisfying experience the first time through.

As a social progressive game designer, I see so many people who are unknowingly victims, locked inside a vicious cycle, unable to escape because they don’t know any better. Games have the power to help free people from being victims in their daily lives. Whether it’s being a victim of prejudice, bullying, sexual harassment, social status, economic systems, disability, disease, or even their own mind, many people are trapped in a vicious cycle of victimization and can’t find ways to break away.

A game can do that though. It’s an idea that has yet to gain mainstream acceptance. Critics of the idea, without being able to see my vision with their own eyes, may call this a boring serious game, or a not so fun self-help game. It’s more than that. It’s an inspirational experience that one can relate to and gain valuable wisdom and knowledge to apply to their own lives. It’s the Erin Brockovich of videogames.

Erin Brockovich is a woman who fought against PG&E in court for polluting the drinking water of Hinkley, CA. The citizens had an abnormally high rate of cancer and sickness. Through her hard work and determination, she taught herself law to take on the powerful utility company, PG&E. The sick citizens whom she fought for were compensated $333 million after winning the suit. While money will never help them regain the health and lives lost, what she did was prove that one person can make a difference for a community by fighting for their ideals and justice.

Erin Brockovich’s story inspired millions and became a very successful film, nominated for several academy awards. Her story is one that can inspire someone to act in similar ways to fight against an injustice. It’s a story, no scratch that, it’s an experience that can be replicated in a game and give people not only the motivation but the real life tools and skills to apply in their daily lives.

In the United States, I look around and I see people who are victims of 24 hour news channels that lack news, victims of a food industry that lacks sustenance and victims of a health care industry that does not care.

It’s all shit and it’s all wrong. Everyone knows it, but few act. If only they knew their power. The games industry thrives on power fantasies, but not the kinds that can change a person’s life. Instead, it creates addictive escapist fantasies and many developers pride themselves in that. They pat each other on the back and tell one another they earned their pay by making people happy, by putting smiles on their faces. By helping them escape all shit that’s killing them.

No, they’re not doing that. Not at all. They’re only delaying the routine of victimization, if only for a few hours. But when players turn off the game and get back to their daily lives, the problems are still there. The media still controls what they think. The food still clogs their arteries and the drugs still create more problems than they solve, forcing them to take more drugs. The vicious cycle continues.

They don’t have to be victims though. My own battle with Crohn’s disease is proof of that. I was once a victim, of my own vanity. Of my own low self-esteem. My acne. I took all kinds of acne medications, one after another. From low grade to the motha-fuckin’ A-Bomb itself, Accutane. It destroyed my immune system. Years later, I was diagnosed with Crohn’s disease, an inflammatory bowel disease. Symptoms for people with Crohn’s can range from blood in the stool, fistulas, bowel obstructions and uncontrollable diarrhea.

It’s a shitty way to live… I can joke about it because my Crohn’s is now in remission. I learned how to break free from the vicious cycle by not listening to my pharmaceutical brainwashed doctors. Instead, I listened to my gut and changed my lifestyle and diet. It took a lot of hard work and dedication, but my story proves the benefits one can wield by refusing to be a victim.

I don’t think of Crohn’s as a curse. It’s a gift. I now eat healthier than ever before and love to cook. I don’t take life for granted. My experience proves people don’t have to be victims, not of their relationships, society, technology, corporations, government or of themselves.

However, people aren’t going to get there without a little help. A game can be the hammer that smashes the chains and breaks them free. But the kinds of games the industry strives to make aren’t going to help anyone get there any sooner. To help people realize their full potential and help improve the world, we can start by breaking the vicious cycle on addictive multi-play games. In this complex and increasingly dishonest world we live in, it’s time the videogame industry stepped up to the responsibility it has when wielding such a powerful yet largely untapped medium.

© 2009, Reid Bryant Kimball. All rights reserved.

Opinion: Costly Production Decisions

Monday, June 8th, 2009

Introduction
Throughout my career I have experienced and heard from others production decisions that negatively impacted the quality of a game. The problem is, they keep happening again and again when they are easy to identify and fix.

demotivation poster

These common production mistakes can be costly because they hurt production efficiencies, create low morale, guarantee the game will slip behind schedule and ultimately lower the shipping quality of the game. Here are the some costly production decisions that need to be avoided to ensure the highest quality game possible.

One Team for Both Single and Multiplayer
If a game has both single and multiplayer components, sometimes the developer/publisher will try to share resources between the two components, such as code, assets and personnel.

This often leads to compromises between the two teams and gameplay modes that prevent either mode from reaching their true potential. It’s done to save development costs, mostly by keeping the multiplayer team small since it’s expected they can use singleplayer assets easily. It’s never that simple if you want to make a top quality game with both singleplayer and multiplayer modes.

Clint Hocking wrote in Game Developer’s March 2009 issue a post-mortem on Far Cry 2. In the What Went Wrong section, under “Managing Single-player and Multiplayer Teams”, Clint specifically points out, “…the realities of a multiplayer versus single-player game are very different, and this creative vision in itself may have been fundamentally flawed.”

Farcry 2

Only later did they decide to split the multiplayer team off to be managed separately. From the article, it sounds like they weren’t properly staffed to handle this new structure of being separate from single-player. He further states, “This led to conflict, inevitable compromises, and ultimately cascading failure of the entire multiplayer design.” Later, they had to bring in a consultant to get the game back on track.

In my own previous experience, the multiplayer team was only six people, three designers and three engineers. The amount of work we had to do was overwhelming, in addition to working with a new engine and tools being built from scratch. It was expected that we would share gameplay code and art assets with little need for heavy modifications.

The singleplayer level designs were not built to suit our style of multiplayer. Repeated attempts to discuss this with the singleplayer designers resulted in no change in design of the levels. The level artists were stretched between providing art for both modes, though most of their time was dedicated to providing art for the singleplayer levels. This required the multiplayer team to base our designs around what was planned for singleplayer, however unsuitable they were.

For a quality multiplayer experience, we needed the addition of a blocking ability to introduce more skill and dynamic gameplay, otherwise whoever attacked first won due to the auto-targeting system. Because a change in multiplayer meant a change in singleplayer, the singleplayer system designers balked at the idea of a block ability. We felt so strongly about it that we fought for the addition for months.

Only after repeated playtests where players commented that both single and multiplayer would benefit from a block ability did the system designers approve it. In the end though, because our team had so few resources we were forced to cut over two years of our work from the game and move to helping singleplayer ship on time.

Employee hits computer monitor with his keyboard.

Singleplayer and multiplayer are vastly different games each with their own engineering and content requirements. It doesn’t make sense for one team to build an RTS and an RPG game at the same time, sharing the same resources, does it? If you’re going to do it right, do it separately.

Not Enough Time for Gameplay Pre-production
It’s absurd how often pre-production is given an arbitrary amount of time for exploring gameplay mechanics. A game will have a list of gameplay features and the team is given maybe six months to prototype them. Most teams probably need at least a year to prototype all the gameplay features planned.

But most production pipelines don’t allow proper pre-production time and when the date for entering production arrives, the managers expects everyone to be ready, assuming all the answers needed for a smooth and efficient production have been discovered.

Smooth and efficient production rarely happens because the game mechanics are not fully explored. During production, gameplay metrics such as jump heights are tweaked constantly. A programmer creates a bug that inadvertently creates a cool gameplay experience that according to the project lead now needs to be incorporated into every level.

These constant changes force level designers to play catch-up, modifying their collision geometry, which causes level artists to join in this ever-expanding game of catch-up. It’s so fun that the schedule often slips and the whole team is asked to join in by putting in lots of overtime. The deadlines don’t change, increasing stress on everyone to work faster or longer hours. Usually both.

Office Space scene spoof with WoW on the computer

Ideally pre-production is done independent of a games’ production schedule. Gameplay designers need to have the freedom to explore all kinds of ideas. The smallest change in the mechanics can have a huge cascading impact on the whole game. Once all the mechanics are set in stone, then production can begin and roll much more efficiently.

Developing Game and Tech Simultaneously
This is one of the worst offenders and it happens all the damn time. You are guaranteed a world of pain if you develop technology and the game at the same time. It’s a mind bogglingly stupid thing to do.

Here’s an apt analogy. Imagine you are the racecar driver and you and your team of mechanics must finish the race under a specified time to win. Now imagine that 5 minutes before race time you find out that you don’t even have a car to drive. It has to be built first.

All mechanics and engineers scramble to put together the bare necessities of a car to get you started. The owners and advertisers are made aware of the situation and they explain they can’t do anything to help. The required finish time will not change! You, in your mangled mess of a car, if it can even be called a car, can’t go top speed because doing so causes the airbags to inflate.

Instead, you drive as fast as possible, but no faster.

In the middle of the race the car breaks down and the mechanics have stop what they were doing to trod into the racetrack, pick up the car and carry you for the remainder of the laps. But then some clever engineer comes up with a miracle plan to build jet packs for the mechanics carrying your car so they can move faster! Heroically, the whole team pitches in and finishes the race on time.

Even though the team finished, money was lost, tempers flared and reputations burned.

Car crash when crossing finish line

To explain the above analogy, in game development production slows to a crawl because content creators are waiting for the game engine and development tools. The tech developers do an admirable, though naturally rushed job and release buggy tools.

This only adds to the already frustrated and stressed content creators. Producers put even more pressure on tech/tool developers to work faster and better because now the game is a month behind schedule.

Then features get cut or at least their scopes are drastically reduced. Open world? How about open city block? Morale is the hardest hit at this stage as developer’s dreams of making a great game are crushed because their favorite features are slaughtered by incompetence and a clusterfuck of circumstances. Such is the way of life for a game developer.

But it shouldn’t be. There are plenty of engines built for a variety of genres that can be licensed. If a brand-new engine needs to be developed, do it separately from trying to produce the actual game. During the pre-production phase might be the best time to build an engine so that it can be tailored for the game’s specific needs.

Hiring a Writer too Late
Story is becoming more and more important to the success of a game. A screen of text at the beginning and end of a game don’t measure up to the players’ expectations anymore.

Unfortunately, the people that know story best are often brought in much to late in the production cycle to shape the game into one that fuses the gameplay and narrative into a cohesive whole.

A game design director who came up with the game concept may flesh out some characters, mechanics, worlds, a basic plot and then design levels and art assets to flesh out their vision. When the writer joins, they are walking into a production that already has an existing world full of characters and locations and are told to improve on them.

There’s something deeply spiritual and personal about writing. It’s next to impossible to create cohesion on a game concept thought up by a game designer and then written by someone else. The writer may have a certain tone and themes they want to express through the gameplay, characters and art of the world, but because someone else designed those aspects, the expression may feel incompatible.

Additionally, the game may not have room for the writer to express the themes they want the player to explore. As the previous production decisions noted earlier are made, such as not enough pre-production time for gameplay maturation or simultaneous development of game and tech, level content gets cut and story elements bleed with it. No one likes blood, so band-aids (because it’s quick) are used instead of actual stitches. It’s messy and games ship with a scarred ludonarrative experience.

Hiring a writer earlier will make for a better game. In the near future we’ll see game designer/writer teams working together to create new games even before pre-production begins. The two will go on to create wonderful works of art because they treat each other with mutual respect. They understand that gameplay is story and story is gameplay. They are the Yin and the Yang, fighting against one another, feeding off one another, transforming each other to higher and higher levels of artistry. Their efforts emerge as a cohesive entity, one that stands alone with a reverberating soul that touches the lives of millions.

The Yin Yang

Conclusion
In the end, each of these production disasters harms the final quality of a game. With games costing millions to produce and the many millions of lives that invest dozens of hours into the fruits of our blood, sweat and tears, don’t we owe it to ourselves to eliminate these inexcusable production decisions? Don’t owe it to the very people we want to challenge and inspire, our players?

The industry is still struggling to enter a new age where games are respected by the public and mass media as an art form, capable of changing people’s lives for the better. But we can’t do that just yet. Not when boneheaded production decisions stand in our way time and time again, preventing our games from reaching their full potential.

Also posted at my Gamasutra blog.

© 2009, Reid Bryant Kimball. All rights reserved.

Forget Fun. Is It Engaging?

Saturday, April 4th, 2009

The word “fun” gets used often to describe games and many feel that a game lives and dies by whether or not it is fun.

However, the word fun has a very specific meaning that can’t possibly include art games. If it doesn’t include art games, then we ought to use another word besides fun when describing the goal of a game.

First, lets go over some quick definitions.

Fun –noun

“A source of enjoyment, amusement, or pleasure.”

If we take the root of enjoyment, we get enjoy.

Enjoy -verb

“To experience with joy; take pleasure in.”

If we’re going to be strict with definitions, it will be a tough sell to say an art game, like Passage is fun, that is, it provides us with a joyful experience that we take pleasure in. Instead, I found it to be cathartic (the purging of the emotions or relieving of emotional tensions, esp. through certain kinds of art, as tragedy or music.) and profoundly introspective experience.

In the past I’ve had difficulty justifying art games because it has been drilled into my head by reviewers, educators and colleagues that the only purpose of a game is to be fun. If that is true, more artful games that deal with rather painful adult themes cannot exist in this industry.

Yet, I believe games that deal with more adult themes, even painful ones can and should exist. But first we have to agree that fun is not the root purpose of games, but instead a distinct flavor of a type of quality that all games share; which is the quality of being compelling, engaging or engrossing (all used interchangeably).

Compelling –adjective

“Having a powerful and irresistible effect; requiring acute admiration, attention, or respect: a man of compelling integrity; a compelling drama”

Or… a compelling game.

Engaging/Engrossing –adjective

“Fully occupying the mind or attention; absorbing: I’m reading the most engrossing book.”

Or… I’m playing the most engrossing game.

Take note of the words, “Fully occupying the mind or attention.” What else does that remind you of? Flow, perhaps? Nearly all games have their foundation derived from the concept of flow. We achieve a state of flow when we set our own internal goals, receive feedback on how we are doing and achieve personal growth through the pursuit of those goals. Upon completion, we move on to more difficult goals and thus repeat the cycle, maintaining flow.

If we agree that all games have this concept of flow, and when implemented skillfully can induce the state of being engrossed within the experience or compelled to experience it, then we can also agree that both fun and serious adult themed games can coexist. Fun is one type of experience that can engross a player, while catharsis is another type of experience that can engross a player.

The next time you think to say that all games must be fun or hear someone else make that claim, try stating instead that games must be compelling or engaging. By saying that, you include all games that can be fun or cathartic. Eventually, this will broaden our acceptance of  which types of games can be created. We’ll get to a point where a designer can make a game about less pleasant aspects of the human condition without others dismissing it as a game because it’s not “fun”. The key question will not be, “Is it fun?” but “Is it engaging?”

© 2009, Reid Bryant Kimball. All rights reserved.

Opinion: Down with Ambition, Less is More

Friday, March 27th, 2009

Rod Fergusson – “I am a believer that if you’re going to make a great game, and there is that caveat, I believe that crunch is necessary. I believe it’s important because it means your ambition is greater than what you scheduled out. Crunch should be driven by the ambition of the team, and not the inaccuracy of the schedule.”

Rod’s argument is a terribly irresponsible one to make. His comments are sure to have an influence on execs and producers elsewhere in the industry given the success of Epic’s games.

Crunch is not a good thing and should never be “necessary”. Ambition on paper sounds like a great idea, but based on my own experience, ambition is never driven by the whole team.

Instead, certain individuals within a team drive it and more often than not, they don’t have to do the work to realize their own ambitions. The workload that comes from their ambitions is pushed onto someone who doesn’t feel comfortable expressing their concerns.

In fact, I’d argue that I see ambition hurt more than help. Games today are full of too many incongruous and poorly implemented ideas or mechanics that have overstayed their welcome.

We’ve all seen games advertise how many weapons, characters, locations, cinematics and endings they have, emphasizing it is bigger and more than their competitors, hoping to convince players that more means better.

Every game I’ve worked on has started out with ambitious goals, which were cut back repeatedly, while working hours increased. Cutting content doesn’t get as much benefit as it sounds like it should. In some areas of the game, more work may be created because content was cut from another area.

Instead of cutting content when crunch begins to creep around, why not just have more realistic goals for the game to begin with? Embrace the idea that your game can be even better by adopting a “less is more” approach. Ask, “Do we really need all this content? Can the story work with fewer this or that? Do players need all these choices? Does this mechanic serve to communicate the emotional essence of the game I want expressed?”

With an approach of “less is more”, everything in the game must serve a holistic purpose, not because it’s “badass” but because it serves the true essence of the game, whatever it may be. When you do less, the game will have focus, it will be tighter and stand out because it has a strong identity, rather than a bland personality that tries to be everything to everyone.

To that I say, down with ambition! Less is more.

© 2009, Reid Bryant Kimball. All rights reserved.

Bill Clinton Plays Videogames

Sunday, March 15th, 2009

I just turned on CNN’s Larry King Live and saw Dr. Sanjay Gupta interview former President Bill Clinton. Dr. Gupta asked Bill Clinton how his health was and inquired about his shaking hands.

Bill Clinton said it wasn’t Parkinsons, but that when he writes for a long time or plays videogames the tendons can act up or something. He even motioned with his hands out front, holding an imaginary controller, pushing buttons. From the shape of his hands, I think he’s an XBox 360 or PS3 fan.

© 2009, Reid Bryant Kimball. All rights reserved.

Opinion – Ethical Game Design (updated 12/11/08)

Wednesday, November 26th, 2008

I have updated this opinion piece with more accurate info regarding Gears of War 2 and other minor grammar and word order changes. I sent this to Gamasutra and initially I was told they were going to post and then today I was told they weren’t. Here’s the final version I had sent them.

World of War Craft’s Wrath of the Lich King has a quest called The Art of Persuasion. The quest requires the player to use torture to coerce an NPC to give up information the player needs to complete the quest. After reviewing the quest details, it’s clear to me as someone who has researched the topic of torture extensively that the designer has some knowledge of the issue, but unfortunately the execution of the quest and its treatment of the issue of torture is poor and disgustingly irresponsible. It is something the entire industry should take a hard look at and do some soul searching to find out if we’re in this business to be a positive influence on people or do we want to put ourselves in danger of irrelevancy by not giving proper respect to the issues we put into our games?

During the quest, the object the player uses on the prisoner is called a “Neural Needler” and its use description is, “Use: Inflects incredible pain to target, but does no permanent damage.” In one of my books on the history of torture, “A Question of Torture: CIA Interrogation, from the Cold War to the War on Terror” by Alfred McCoy, he writes, “As its most troubling legacy, the CIA’s psychological method, with its scientific patina and avoidance of obvious physical brutality, has created a pretext for the preservation of torture as an acceptable practice within the intelligence community.” The methods developed by the CIA in the 60’s and 70’s are being used today in the “war on terror”. Specifically, techniques such as sensory deprivation, sexual humiliation and self-inflicted pain are being used in Afghanistan, Iraq, Guantanamo Bay, Poland, Morocco and other secret locations around the world known as blacksites. Those three techniques do not use direct physical pain and evidence of their use can be seen in the Abu Ghraib photos.

Richard Bartle, designer of MUD is “not at all happy with this.” Neither am I and nor should you. We can’t just throw that kind of content into a game with little regard for the complexities of the issue. It’s very difficult to design and program gameplay around the issue of torture without sending a message that you may not want others to interpret as yours. It’s easy to interpret The Art of Persuasion as saying that torture works and more specifically, using techniques that don’t leave physical evidence is OK. Even the title of the quest glorifies the technique as an “art” rather than the barbaric thuggery it should be perceived as. This is wrong and in fact psychological torture can have even more damaging effects on someone than physical torture.

There have been other games that included the issue of torture, some have been indie productions dedicated exclusively to the topic, which were of mixed maturity. In the past I excused myself from taking them seriously because they were small, little known indie projects and do not represent the face of the game industry. With Wrath of the Lich King, it’s different. This time it’s the world’s biggest publisher, Activision Blizzard and one of the world’s most popular MMO franchises that have included a rather crude and amateur approach to torture gameplay.

They aren’t the only ones at fault recently. Gears of War 2, getting rave reviews from all the blind sheep of the game critic’s community for its story can’t even muster the balls to explore the issue of torture in depth. A couple characters suffer from the affects of torture, but in relation to the scope of the whole game, it’s only briefly mentioned. So briefly, it’s rendered trivial and the character you play as, Marcus Fenix, doesn’t seem to think torture is a big deal. After freeing a friend from a torture chamber, Marcus immediately hands him a shotgun hoping he’d get right back into the fight. Torture is not something you shake off. It’s maddening that the news media often describe waterboarding as “simulated drowning” when it’s not and trivializing torture in a game certainly doesn’t help the public’s perception of it either.

As our medium grows in popularity each year, we have to be more careful with our content and take full responsibility for the consequences of poorly designed controversial gameplay. No one else is going to do that but the people that design and program these kinds of gameplay experiences.

This particular situation makes me look at violent videogames as a whole and realize that I don’t have as strong as an opinion towards killing NPCs as I do towards torturing NPCs. I fully admit that’s messed up. It’s clear I and many others in this industry working on Mature themed games have become desensitized and complacent to the content we are creating and its inherent meaning, intended or not.

It’s time to change that. If we continue down this path it won’t be long before the media uses one of our videogames as a scapegoat for the brutal torture of a detainee somewhere in the world. With the US military devoting 50 million to games for combat training, we better hope the CIA isn’t getting ideas of their own.

We need to be much more aware and responsible for the content we put into our games because of their relationship to real world issues that are currently going on. It’s akin to creating a Virginia Tech Rampage game a month after the college shooting happened with little thought given to the complex issues involved. This current situation with torture in a game is slightly different than violence in games because the issue of torture is brand new to America. Never before in our history has the knowledge that government sanctioned torture as an official war policy been revealed. It stings like crazy, it’s painful and I sure as hell don’t want to see the issue of torture haphazardly implemented in any game. Especially, from industry powerhouses like Activision Blizzard and Epic Games. Yes, the issue of torture has been treated poorly in other games, but that’s no excuse for future productions.

This issue has more importance now because it’s a real issue that has damaged our reputation across the world since 2001 and will continue to do so for generations to come. We often tell ourselves that our games are escapism and “it’s just a game”. Sorry, that’s a falsehood because our games exist in a real world and the content of our games if they relate to real world issues could have real consequences. It’s time to take a hard look at ourselves and be more responsible for the content we’re putting into our games. Because our games and the inherent messages they contain do not exist in some alternate reality.

© 2008, Reid Bryant Kimball. All rights reserved.

Market Segmentation Ideas for Video Games

Sunday, November 16th, 2008

I recently read an article that sparked me to think about how video games could use better market segmentation strategies. The article defines segmentation as follows:

“separating your customers into different groups according to how much they are willing to pay, and extracting the maximal consumer surplus from each customer.”

The video game industry historically does not have the varied strategies of selling their products in the same way the movie industry or book industry does. For a given movie, they have theater sales, DVD, Pay-per view, rentals and so on. Books have the books itself and audio versions. For videogames we pretty much sell it once and that’s it. I don’t think we receive revenue from used game sales or rentals. I lump digital distribution and retail sales as one because the user experiences the game in the same way. In contrast with movies, people experience the content in vastly different ways with theater, DVD and broadcast delivery mechanisms.

I’m growing impatient with the industry continually creating games that are much to long for their own good, often damaging to the overall quality of the game experience because the game has to be padded with extra content to meet some arbitrary requirement for length of gameplay experience. I long for a game much like Full Throttle or Portal where it’s about 2hrs long to play through. Admittedly, Full Throttle and Portal took me at least 4 hours to play, but they are the closest example I have to what I’m looking for. My responsibilities and interests (such as writing articles like this one) do not allow me to sit for hours on end to play, let alone finish epic games of 10+ hours. These days, a game that is advertised as being more than 20+ hours really turns me off.

In an effort to introduce some ideas for market segmentation (focusing on singleplayer games) and satisfying my desire for much shorter games I propose the following various “packages” of games:

$30 – Core Experience Package

Contains the 2hr core gameplay experience package. No extra collectible items (t-shirt, art book, etc) or downloadable content access codes.

$60 – Extended Experience Package

This is more like the current offerings of games, like Halo3, GTA IV or Gears of War 2. The overall story and progression is the same, you even get to see all the same enemies, locations, characters, weapons, power-ups, etc that the Core Experience Package has but everything is longer. The battles are extended to include more waves. The cinematics may have extra scenes that provide extra context. Think of this as equivalent to a movies’ “Director’s Cut”. It’s the same overall experience but with more of it.

$80 – Collectors Extended Experience Package

Same as the $60 Extended Experience Package, but includes the extra collectible items, like the art book, toy figures, strategy guide, t-shirt, or access code for one piece of downloadable content.

$100 – Lifetime Collectors Extended Experience Package

Includes everything from the $80 Collectors Extended Experience Package plus lifetime access to ALL future downloadable content at no extra cost.

$20 – Lifetime DLC Package (Note: DLC = downloadable content)

Includes lifetime access to all DLC at no additional cost.

Players could combine packages, such as the Lifetime DLC Package and the Core Experience Package, totaling $50. Still cheaper than the $60 Extended Experience Package. Or if they are a light fan of the game they only have to pay $30 for the Core Experience and then maybe one or two DLC offerings, if that.

Personally, I don’t think I’d ever go pay for more than the $30 Core Experience but I do know people that I suspect would even go for the $100 package. Despite my confidence there are some important open questions I have:

1. In what ways can the Extended Experience game be different from the Core Experience game without Core players feeling like they are missing out on the overall experience? You can’t risk leaving out a cinematic or gameplay mission that core players feel would hurt their experience.

2. Do players see any value to the price points? How much could one person spend if they paid for all DLC separately? Does the Lifetime DLC package potentially save them money?

What about you, do you see potential for this idea or do prefer to see it die in a fiery death? Any suggestions for improvement?

© 2008, Reid Bryant Kimball. All rights reserved.

My Force Unleashed Box Autographed

Tuesday, October 14th, 2008

For almost every game I have worked on I have had my teammates sign a box with their autographs. With Star Wars: The Force Unleashed, it was no different, except for the fact that we were running out of room for people’s signatures. Check it out below, clicking the “thumb” will bring up a 200+KB (1280×866).jpg. If you want, check out the 3324×2249 large one (1MB .jpg) or ask me for the 20MB .tif version.

Thumb for larger pic of autographs on the Star Wars: The Force Unleashed game box

Starkiller Force Pushes autographs into your FACE!

The crazy thing is… this might be half of who worked on the game. It was great to be able to spend one last evening with many of the folks I worked with 2 years on the game. The following day the movers came and loaded all my furniture on to a truck. Now I am in Eugene, OR working for Buzz Monkey as a game designer on <censored>!

Cheers!

© 2008, Reid Bryant Kimball. All rights reserved.

Crediting Ones Work in the Games Industry

Monday, August 25th, 2008

There’s a problem with crediting standards in the videogames industry… we don’t have one. After reading about a recent situation I remembered I was left out of the credits of Sin Episodes. Officially, I wasn’t working on the project but I did contribute dialog for a phone message players can listen to in game. If I recall correctly, some panicked guy says he has stolen documents from a major pharmaceutical which implicates them in a big scandal related to deaths of their users. He says, that big pharma can’t be trusted and they aren’t in the business to help you get better but actually sicker so they can sell more drugs. Then you hear the door being busted in and he’s frantically screaming “they’re here”, oh no and then gun shots ring out and the line goes dead.

I thought this contribution to Sin Episodes fit really well within the fiction of the world and left an open hook for future episodes to latch on to. It was also really personal for me, as when I was younger, I took Accutane to help with my acne, which it did, but it destroyed my immune sys and in 1997 I was diagnosed with Crohn’s. Enough of that, my point is, I put something personal into a game and wasn’t credited for it. It’s partially my fault. I was upset when I didn’t see my name in the credits, but I didn’t speak up. Let this be a lesson to all you young game developers, if there’s a crediting problem, do speak up. You’ll be proud for standing up for yourself.

The other thing I want to mention is, as an industry, we need to band together and take credits more seriously. I mean the actual credits in a game. Take the time to read them in the manual or watch them scroll during the game. You might be surprised to see many old friends pop-up or new pals you met at GDC. Here’s another thought, why don’t we as an industry make achievements and trophies, etc, to reward people who do go through the credits… to the very end? I should be securing a new job soon and I’ll push for this at my new gig, who’s with me?

© 2008, Reid Bryant Kimball. All rights reserved.