Archive for the ‘Videogame Industry’ Category

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.

Engine Tech Talk

Sunday, August 24th, 2008

I wonder about the value of selling a game to your audience via the technology it uses. I’ve been reading feedback on the Force Unleashed demo and many people confuse the middleware technologies we used in the game. They’ll call Euphoria the “Euphoria Engine” that handles AI and material physics. Not entirely true. Euphoria only handles a small part of AI behaviors, it doesn’t deal with attacking, defending or pathfinding. It’s used mostly to react to damage and physical forces inflicted on them or to jump out of the way of oncoming hazards for example.

I don’t blame the players for being incorrect, it’s really difficult to keep all of this technical information straight. Is it worthwhile to include technology related information in communications with players? What might be better is to describe and show the experiences possible in a game but leave out the technology that makes this happen. I think at the end of the day, while players may get some satisfaction from being able to talk the talk, what they ultimately care about is walking the walk, i.e. playing the game and enjoying it for what it is.

© 2008, Reid Bryant Kimball. All rights reserved.

Star Wars: The Force Unleashed Demo is Out

Thursday, August 21st, 2008

Gold members of XBox Live can download the XBox 360 version of Star Wars: The Force Unleashed. This is the game I worked on for two years while at LucasArts. I am quite happy with how the demo turned out, proud of my contributions as well as everyone else’s. We all had lots of challenges to overcome but the demo speaks for itself that some amazingly talented and dedicated people helped make it happen.

I didn’t expect to see the Grip Tutorial in it, but it makes sense. I contributed significantly to the gamepay scripting for that, along with another gameplay programmer, game designer, artists, voice actors, sound designers and… yeah, it’s amazing the amount of work and collaboration that goes into a tightly focused tutorial level like that.

Here’s hoping SW:TFU brings lots of joy and excitement to others when the full game comes out this September 16th, 2008.

© 2008, Reid Bryant Kimball. All rights reserved.

Star Wars: The Force Unleashed Demo…

Monday, August 18th, 2008

Star Wars: The Force Unleashed demo will hit Xbox Live and Playstation Network this Thursday, August 21st. I and everyone else that worked on it are proud of what we accomplished. Here’s hoping everyone else enjoys it.

© 2008, Reid Bryant Kimball. All rights reserved.

So, About That Torture Simulator

Thursday, June 26th, 2008

I learned about a series of torture flash simulators from watercoolergames.com and read the MSNBC article linked from there. The last line of the 2 page article says, “I think it’s merely a reflection of our sick, sick, sick times.”

While it is true that we do live in sick times full of sick people in power who spin the truth and pretend that they aren’t torturing when they are… I have to wonder if a simulator like this could have been just as popular in any other time in our history. You know the saying, “boys will be boys” meaning that there are certain things boys have always liked or ways they will always behave. When I talk to young boys, violence and blood are “COOL!” and that’s it. They aren’t sick people, I’m sure when I was younger, I was enthused by violence, decapitations and water fountains of blood. I remember playing Space Quest III, cutting myself on some metal and blood sprung from my character like a powerful water fountain. That was “COOl!” I thought at the time. Now, I’ll chuckle about it for the cartoony-absurdity of it all, but it isn’t cool in the same way.

I guess what I’m trying to say is, that even though we’ve never seen a torture simulator before it shouldn’t be surprising that people actually want to experience it.

© 2008, Reid Bryant Kimball. All rights reserved.

Videogames for Social Change

Saturday, March 1st, 2008

There was a lot of interest at the 2008 Game Developers Conference regarding creating videogames for social good, explore human themes or that at least are embedded with something important to say. I’m really happy to see this because it’s a goal of mine to create games around social issues that inspire people to take action.

Related to that, Philip Zimbardo (social psychologist of the 1971 Stanford Prison Experiment) is interviewed on Wired.com about his work and his theories as to why good people can become evil and treat others inhumanely. He says during the interview, “But once I switched to being the prison superintendent, I was a different person. It’s hard to believe that, but I was transformed.”

Here’s something to think about. I do believe videogames can be used to transform people, help them to be more open to different ideas and possibilities, to be more tolerant, and accepting of others. That’s all fine and dandy, but if I believe that to be true for the positive side of videogames, shouldn’t I be able to admit that videogames can do the same for the negative side? If videogames can make people more tolerant of others, can’t they also have the power to make people less tolerant?

It’s a scary thought, because, as creators of the most immersive and potentially most influential medium yet, we have a great responsibility not to screw things up for everyone else.

© 2008, Reid Bryant Kimball. All rights reserved.