Posts Tagged ‘gamedesign’

What Goes Around – An Experimental Anti-war Game

Sunday, December 13th, 2009

Designing What Goes Around
On December 2nd, 2009 I released an experimental anti-war video game called What Goes Around (download link) that features a procedural rhetoric. The game is for PC, lasting a few minutes and the download is about 7+MB. I encourage you to give it a try because in the rest of this article I will explain what inspired me to make it and why I made the design decisions I did.

Goals
I have a passion for creating games that explore more serious topics like health, the environment, human rights and war. I don’t get to make these kinds of games during my day job but I hope to one day because I believe games can provide very engaging and empowering experiences for people. I’ve written about how games can be used for good in several different articles; Using Games as a Dialog with Players, Infusing Games with a Moral Premise, and Breaking the Vicious Cycle.

Part of the reason I wanted to create What Goes Around was to challenge myself in creating a game that could communicate a specific message through gameplay mechanics (called procedural rhetoric) and combine it with other content that strengthens the message.

The term, “procedural rhetoric” comes from an article by Ian Bogost. In my experience, most games that attempt to have a procedural rhetoric tend to be void of context, such as The Marriage. Bare abstract mechanics are difficult for many players to interpret. It’s important for me to explore how to combine both contextual visual and aural elements with gameplay mechanics to say something specific and have it be easily understood.

Inspiration
I was inspired by an anti-war ad campaign titled “What Goes Around” made for Global Coalition for Peace by Big Ant International. The concept of the posters intrigued me because they were printed in wide format to be wrapped around a pole. On one of the posters, at one end was a soldier with his arm extended as if in the middle of throwing and at the other end was a grenade flying through the air. When the poster was wrapped around a pole, it looked like the grenade was being thrown at him.

Another poster with the same concept uses a fighter jet at one end having just fired a missile, which is at the opposite end. When wrapped around a pole, the missile is about to hit the back of the fighter jet.

When I saw the fighter jet poster it immediately reminded me of a video game side scrolling shooter. The concept for What Goes Around instantly came to me at that moment and I challenged myself to adapt the anti-war ad campaign to a video game format with a procedural rhetoric.

The other reason was to express my views about war, especially because at the time the concept came to me, it was August 29th, 2009 and President Obama was debating what to do in Afghanistan. To my disappointment, the night of completing this game, he announced plans to increase troop numbers by an additional 30,000 to be deployed to Afghanistan.

Designing the Procedural Rhetoric
Again, if you haven’t played the game, please do, it only takes a few minutes.

The player starts on the left side of the screen as a Predator drone that can fire one single Hellfire missile. The core mechanic that starts the procedural rhetoric is the player shooting at the target in front of them on the right side of the screen. The target, which is a Turban wearing UFO, which I like to call a Turbalien, disappears as soon as the missile gets near it.

The missile continues to move left to right and then when it reaches the right edge of the screen it wraps around to the left edge of the screen. It continues moving and looping, left to right. This establishes the message of “What goes around, comes around.”

But it needed to be more than simply having the missile loop left to right endlessly. The missile needed to destroy the player on impact to really drive home the idea that violence causes violence, that what goes around, comes around.

Iteration of Gameplay and Message
The first time I play tested it myself, I knew what would happen and moved my Predator drone out of the way so when it looped, it would pass by without incident. I realized that players could avoid the message easily and wanted to change that. I added random deviation to the Y axis of the missile’s path so that it randomly moved up or down. After a lot of iteration, I got it so that it’s impossible to survive after launching the missile. This further strengthened the message, since the delivery of the point was inevitable and also says that no matter what, past transgressions will always catch up to you, it’s just a matter of when.

During futher play testing with other people, they said they didn’t move their Predator avatar after firing the missile, and when it loops around to the left edge of the screen, they died immediately without much understanding of what happened because it was so quick. To fix this, upon launch of the missile initially, it moves down below the Predator avatar so that if the player doesn’t move their avatar, it will pass right by them.

On first pass at this new mechanic, when it was flying below the Predator avatar, the missile started to randomly move up or down, sometimes colliding with it and causing it to explode. I didn’t want that to happen so soon and had to delay the randomness of the flight path until it passed the Predator avatar. This allowed players to witness the behavior of the missile and hopefully understand what was happening.

I included images of civilians caught in war that looped right to left because I feel strongly that there is no good reason for anyone to die, especially civilians. I wanted to draw a connection to the player trying to fire at what they may perceive to be an enemy but have very little understanding of (UFO, alien) more often have unintended consequences for civilians, whether displaced, maimed, killed or losing someone they know. War is different in today’s modern times. Casualties of today’s war may grow up to be tomorrow’s Osama Bin Laden. That’s how I see it at least. It’s insanity to keep waging war and think it will lead to more peace.

The sound effects and music were done by Nikolas Sideris, who did an excellent job despite my not being able to provide him with specific direction. I was only able to communicate the kind of mood I wanted the music to evoke and he did a terrific job. I remarked to a friend that I was afraid the music might out class the whole game and I still wonder about that.

Challenging My Design Philosophy
When I began development of What Goes Around I didn’t foresee how much the game would challenge my views about game design and in the end it helped solidify my positions, their reasonings and discover new ideas.

I’m critical of lengthy single player narrative games. I think most games released are too long and overstay their welcome hours after their worth has run dry. Many games I play could easily be the same, if not better, experience in 2 – 4 hours of length. Most games don’t have mechanics with enough variety or depth to warrant more time than that and their simplistic plots get padded with busy-work objectives that do little to contribute to the heart of the story.

The goal of What Goes Around was to communicate a specific message and while I could have padded it with extra waves of targets to shoot at, I didn’t want to do that. I didn’t want to waste people’s time or insult them by repeating the procedural rhetoric over and over.

At one point I felt guilty that people would have to download the game but only play it for a few minutes. I realized the game should have been done in Flash. Unfortunately, I don’t have Flash and I’m not an accomplished programmer yet. Development would have slowed to a crawl and I’m sure the game would have never been released. Despite my worries and guilt, I had to ignore them and do what I felt was best for the game, making it short and to the point.

Another traditional design I chose not to implement was progression. Most shooters have the player collecting more powerful weapons and facing tougher enemies. I didn’t include that for two reasons. One, because it would unnecesarily lengthen the game. Second and more importantly it would have distracted from the message I was trying to communicate.

I see many examples of developers attempting to create “meaningful” games but they fail because they resort to mechanics that make the experience about acquiring meaningless points or achievements and it cheapens what they were trying to accomplish. Life isn’t about keeping score, it’s about the emotions we feel within and what we do with them.

One thing I didn’t realize I believed in until designing the game was the idea that it’s OK and even powerful for players not to act. That inaction is just as equally valid and acceptable a choice as acting. In the game, I try to challenge players with this by having a military commander order them to attack the Turbalien. In a way, that military commander is me talking to the player, daring them to attack. If players disregard the order and do nothing, that to me is significant. They reject the call to attack, the traditional gameplay of the genre to shoot anything and everything and instead want a peaceful resolution to war.

After demonstrating their ability to think for themselves and not blindly follow gameplay traditions, I think there is a crack in that moment where they are open to new ideas. After that, a short dialog occurs between the player’s CIA Predator drone and the Turbalien.

Finally, the most contentious part of the game is what happens after the dialog between player and Turbalien, which is nothing. Nothing new happens at all. During the dialog, the player is clued into how they can stop the war, but it’s up to the player do it. The Turbalien says to the player that they can “end the war”. Again, this is me talking to the player, trying to inspire them to act. In the main menu, there is a button labeled, “End War” which replaces the traditional “Quit Game” button. I hoped players would remember that and realize to end the war in the game, they must do what I consider to be a more powerful action, exiting the game, than an action within the game. Most play testers didn’t get that and wanted immediate closure, more ways to express themselves within the game world and not outside of it.

In a way, by quitting the game before any real reward event occurs I see it as a physical commitment to the cause of ending the actual Afghan and Iraq wars. My design goal was to transition players from game world to real world and motivate them to think about the game and its content after exiting. I wanted to motivate people and spark real action to end the wars. It may sound naive and silly, but other art forms are able to motivate people to act in various ways.

Final Thoughts
Designing What Goes Around taught me that a procedural rhetoric is fairly easy to put into games and yet we don’t see much of that, to my disappointment. There is no reason a game can’t. The Modern Warfare AC-130 mission can easily be about poor information and the inability to discern friend from foe from civilian, how one deals with inaccurate information in a war and whether following orders blindly still means doing ones duty. I hope to see more games that use mechanics as a procedural rhetoric coupled with traditional visual and aural content. While What Goes Around won’t win any awards, it proved to me there’s vast potential in this area to be explored.

Also posted on my Gamasutra blog.

© 2009, Reid Bryant Kimball. All rights reserved.

A Philosophical Riddle from a Game Designer

Saturday, June 27th, 2009

Does a falling tree in a forest make a sound if no one hears it?

Does a game create an experience if no one plays it?

Also posted on 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.

Key Questions for Choosing a Camera Perspective

Thursday, March 12th, 2009

As a level and game designer I have worked with many camera systems and their inherent perspectives. When trying to decide on the right perspective for your game, either 1st or 3rd, there are several questions you might ask yourself. I have found them to be helpful in my own work.

Choosing a camera perspective for your game should be settled on as early as possible in the game design process. If you begin production of the game and decide to change the camera perspective from 1st to 3rd, the repercussions can be deadly to your project. Changing a camera perspective also means changing the system, which includes programming changes, scripts to be updated, art requirements to change and level designs to be modified or scrapped entirely. This is months of work scrapped and more months to be added to the schedule and budget.

First Person Perspective

First Person Perspective

Quest for Glory III's third person perspective

Third Person Perspective

To avoid this unfortunate situation, here are some questions you can ask yourself during the beginning design phase to help decide on a camera perspective as early as possible.

Question 1 – “What kind of exploration is essential to my game?”

Games are about exploration; to explore your skills, explore the environment, explore the story and explore the game mechanics. Exploration is deeply rooted in gaming and your camera perspective is the gateway into the world of gaming. The type of gateway needed (camera perspective) could be decided upon by asking, “What kind of exploration is essential to my game?”

If your game requires exploring the environment, such as platform jumping, running and finding secret areas, then a 3rd person perspective may work best. With a 3rd person view, players can see more of the world and more options for navigating it. They also can see their character and better judge jumps. However, there are always exceptions and Mirror’s Edge is a great example of a game that is a platformer set in first person. However, it would probably still be easier to play in 3rd person so players can see more of the world and better decide which paths to take.

If there were a game based on exploring the psychology of characters and their relationships, a 1st person perspective would suit it best. This way, players can get up close to the raw emotions exhibited by facial expressions and body language conveyed by the characters.

Question 2 – “Does the core of the game experience feature anything important environmental wise, such as lots of destruction of the environment?”

Red Faction Guerrila

3rd person views help players see destruction better

Anytime a video of Red Faction Guerilla is released, many people ask why the change from the older games’ 1st person to the new 3rd person perspective? The reason is because the new Red Faction Guerilla features a lot of environmental destruction. If the game were in 1st person, much of the destruction would not be seen, thus devaluing all the work that goes into making the destruction possible.

I worked on a multiplayer component for a game and for much of its development we had a 3rd person follow cam system. After experimenting, we discovered that changing the camera position to an arena style, fixed or on a spline farther away from players provided the best view possible for multiplayer matches because players could see the total destruction of the environment while they played. It was incredibly cool to launch an attack and see your opponent slam into a computer console, causing it to explode, metal twist and glass shatter all around. In the fast paced nature of the game, if it was a follow cam, players would likely not be able to see the collateral damage as they had to continuously be on the move. The change we made required a lot of code, script and level changes. In the end, none of that mattered because multiplayer was axed and we only shipped singleplayer. If we had considered early on the relationship of the camera perspective to our core gameplay and environmental destruction, we could have skipped the painful changes we made late in development.

Question 3 – “Are the environments in the game wide open spaces or office hallways and alley corridors?”

Detailed Kitchens do not work well with 3rd person perspectives
Detailed Kitchens do not work well with 3rd person perspectives

Wide environments suit 3rd person perspectives better because the camera won’t get hung up on geometry as much or bounce around in tight spaces with a lot of corners. The 1st person view is in itself a limiting view point and matches claustrophobic spaces well.

Of course, with anything, there are always exceptions, but hopefully the above questions can help you decide much earlier in your games’ development which type of perspective suits your game best.

© 2009, Reid Bryant Kimball. All rights reserved.

Game Design for Accessibility

Tuesday, January 27th, 2009

I am attempting to start a new initiative within the new Game Design SIG and the Game Accessibility SIG. This initiative will focus on using game design to remove accessibility barriers for all types of players, no matter their age, experience or ability. Without accessibility barriers, players will have more fun, less frustration and more games completed because they didn’t get permanently stuck.

The proposal for the initiative is currently titled “Accessible Game Design”, however I am looking for a new name because people may confuse this with focusing on players with disabilities, which is not the case. It’s to help anyone who may be stuck in a game as you will see when you read the proposal. Here are some other names under consideration. Please read the proposal and offer other names you have.

  • Inclusive Game Design
  • Assistive Game Design
  • Barrier-Free Game Design

Proposal begins:

Barrier-Free Game Design Initiative

Vocabulary

  • Barrier-Free Game Design – a game design philosophy, which removes barriers that may frustrate players and prevent them from progressing through the game.
  • Barrier-Free – free from obstacles that prevent access.
  • Accessible – easy to approach, reach, enter, speak with, use, obtain or achieve.

Intended Audience

Game designers who want to make their games as accessible as possible to reduce frustration in players and potentially increase sales because more people can play.

The true beneficiaries of this initiative will be players that have difficulty with anything that stems from game design because they are stuck due to an inability to approach, reach, enter, speak with, use, obtain or achieve within a game.

Our Approach

Research past, present and future implementations of the following:

Player Tailoring

  • Players modify game variables to tweak the difficulty, essentially, becoming the game designer. Also includes customizable controls.

Contextual Gameplay Assistance

  • Players have access to gameplay mechanics that aid them in overcoming obstacles that they can’t overcome otherwise. Examples are using a magic power on a puzzle to solve it automatically. Or the Auto Hack Tool from BioShock to automatically solve hacking safe deposit boxes. These are in game, contextual gameplay mechanics that assist the player in progressing forward when stuck.

Dynamic Difficulty

  • The game uses player statistics to modify game variables that make sure difficulty of the game is never too easy or too hard for the player. Ideally, in perfect balance, even as player become more skilled at playing the game.

Subliminal Hint System

  • The game uses player statistics to determine when players are stuck on puzzles and offer what are called “subliminal hints” in an effort to help players create intuitive leaps of logic (logical insights) and solve the puzzle on their own.

Content Navigation System

  • Players use a VCR or Chapter based system that allows them to navigate through the entire game non-linearly, skipping to the very end if they desire or rewinding to 5 minutes previous.

Open Questions

Overall

  • Which types of players will use the proposed features?
    • Cheater

Player Tailoring

  • How do you minimize option overload?
  • Do not implement in-game costs, punishing players for using the system.
    • Less rewards for lower difficulty.
  • If players set the difficulty extremely low just to get past a boss fight, clearly they are extremely frustrated and essentially saying, “fuck this!”
  • Allow teaks in the middle of game sessions via the in-game menu.

Dynamic Difficulty

  • How do you prevent players from “gaming” the dynamic difficulty system?
  • Make Dynamic Difficulty an option. Provide it along with typical difficulty settings.

Participating Members

  • Michael Lubker
  • Reid Kimball
  • Teramis

© 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.

Will Wright and Jill Tarter Conversation

Sunday, September 7th, 2008

Very interesting conversation between Will Wright, designer of Spore and Jill Tarter, an astrobiologist. I think Jill asks some important questions that Will Wright for whatever reason glosses over. For instance:

NOTE: The following has other questions and responses removed for the sake of keeping this shorter.

JT: Okay, so now they’ve got a better idea. How do they put it into effect, if it’s not already built into the structure of the game?

WW: …they can now have an intelligent debate about how they think it differs from the way the world really works.

JT: I agree with you. But, again I’m eager to understand how learning to be good at a game makes you good at life, makes you good at changing the world, and gives you skills that are going to allow you to reinvent your environment. Because, in the game, you play against an environment that’s been given to you.

WW: I don’t think of games as something to replace traditional education… If you can spark an interest in a kid, then you just have to get out of the way.

JT: I keep thinking about the generation that’s getting exposed to all this wonderful, rich opportunity of game-playing as education, and that they expect to be able to manipulate the real world the way they do the game world. How do we bridge that? How do we turn them into socially functioning members of humanity on one planet?

WW: It’s funny, because I think they are able, more and more, to manipulate the real world like the game world. If you look at the tools that they have available on their cell phones, Google Maps, and such, the amount of formalized information that we can extract from the world around us is skyrocketing. And it’s very much based upon things like game interfaces.

Here he doesn’t answer the question. I think this is a very important question developers of social issue games are trying to answer. How do we make a game that motivates people to affect change in the real world?

JT: Right. But this takes me back to what we’re doing as we use games to study evolution. I mean, are you, Will, the great Pied Piper who is leading our kids into a future where they will accept enhanced attributes in, or on, their own bodies and give up some of the biological aspects of humans as we know them now? Are you leading the way to the singularity?

WW: Well, as I said, if there’s one aspect of humanity that I want to augment, it’s the imagination, which is probably our most powerful cognitive tool…

A different but equally important question Jill asks, is basically, what do our games say to people? It’s a bit of a stretch to assume Spore is trying to get people to buy into the idea of the Singularity. Yet, it is important to be aware of the possible ways our games can be interpreted by everyone. Something I don’t particularly enjoy is that most of the games I play and develop basically say that violence solves everything. I don’t personally believe in that and wish more games had a different message.

Back to how to get players to affect change in the real world. Without making games that are directly tied to our environmental, political and economic systems a game has to make players care about the issue and motivate them to get involved directly. There’s a five step process explained in Made to Stick that has influenced my approach to social issue games. Make players:

1. Pay attention

2. Understand and remember the issue

3. Agree/believe it

4. Care about it

5. Be able to act on it

Biggest challenge is getting players to care about it, step 4. That’s why I believe character driven games can help, because with relateable characters players can empathize with them and understand the situation more.

© 2008, Reid Bryant Kimball. All rights reserved.

Who Else Wants Narrative Sports Games?

Wednesday, August 20th, 2008

In cinema, there are many examples of excellent movies that tell a story using a sport as the context for the events that take place. I just watched American Pastime about Japanese in an internment camp who play baseball against many of the soldiers who ran the camp. Then there’s Escape to Victory and Rocky, both starring Slyvester Stallone. Miracle is about the 1980 Olympic ice hockey underdogs that take on and beat the vastly superior Russian elite hockey team and eventually go on to win the Gold medal. It is an amazing story about determination and love for one’s country based on a true sporting event. It’s so inspiring that Michael Phelps (USA Olympic swimming sensation) said he and his teammates watched it before a big meet in the 2004 Athens games.

There a many sports videogames, Skate, Madden, Need for Speed but few have engaging storylines. Why not create a story mode for Madden and give it an engaging narrative treatment that transcends the value we currently give to sports videogames?

Rudy! How could I forget Rudy.

© 2008, Reid Bryant Kimball. All rights reserved.

Braid, is it worth it?

Monday, August 18th, 2008

I’ve been playing Braid for about 4 days now and have probably put in over 12hrs. I bought it because someone said you can beat it 6 hrs. Even though I’ve put a lot of time into it, more than I hoped I would, I am enjoying the brain twisting puzzles, for the most part. Some are really frustrating, more than they should be.

The whole game is one big experiment in game design, from the game loading without any title screens to its game mechanics of manipulating time. In the game you collect pieces of a jig-saw puzzle after completing obstacles that deal with manipulating time. Some are easy, some are very hard. So far they are hard because you have to know very specific mechanics of how things work in the game, but the game doesn’t teach you these things. There are also other objects that make you immune to the manipulations of time for a brief moment. Basically, there’s a lot of shit you need to learn and apply to complete some of the puzzles, but the game doesn’t teach you. You are expected to experiment and learn about them as you play. This can take an extremely long time depending on how experimental you are. It’s hard to make this clear without specific examples but I don’t want to give anything away. I’ll just say that only by accident when I made a mistake did I learn about a new ability I had.

I wonder if that’s the whole point? Some of the writing in the game does speak about learning from past mistakes. Maybe that is the point, that by playing Braid you get life lessons, such as, it’s OK to make mistakes as long as you learn from them. Though, if someone tries hard enough they can get many life lessons from any game, “Super Mario Bros. teaches you to ‘look before you leap!’”

I’m very very eager to finish Braid with two pieces left to collect. Apparently, the ending makes the whole experience worth it. I’m skeptical.

© 2008, Reid Bryant Kimball. All rights reserved.

Feedback for Call to Arms: Entry 14 – Peace

Tuesday, July 29th, 2008

Over at FullBright blog, (which I wish I read more of) is a concept called “Peace” I really want to see work as a game. Not as a game that you win or lose but a game where you explore your views on the subject of violence. I was going to post a reply in the comments section but it got way to long. I recommend you read Christiaan’s proposal for “Peace” and then read below.

I love the concept and suggest checking out the movie, Rendition. It has a cyclical storytelling approach, where what you see in the beginning is what you see at the end, but from a different perspective. Everything else in the middle is learning a little bit why what you see at the beginning and end occurs.

I feel Peace needs more focus. Focus on the suicide bombing event itself and nothing else. You also need to say something with the interactions players can do. If I were making this game, I would say that violence begets violence, that we must take responsibility for our actions to stop the cycle of violence. Everything in the game must serve this.

I think the sequence of scenes is important. Here are my suggestions:

1. Mother with child caught in suicide bombing. In the café with the daughter, you pick up a newspaper, headlines read, “Increased security amid rumors of suicide bombing.” Daughter asks you, “What’s in the news mama?” Do you tell her that we live in a messed up world and must eliminate our enemies before they do the same to us? Do you smile and give her a kiss on the cheek? Do you try to explain to her the reality of the situation and that violence isn’t the answer?

Mood and pacing: Calm, foreboding, peaceful until the blast.

2. Soldier deals with the chaos afterwards, who’s a threat? Who do I protect? You are given orders to detain anyone you think is a possible suspect and to use any amount of force you deem necessary.

Mood and pacing: Frantic, violent, angry, hopelessness.

3. As someone else, you tell a young boy, 7 his mother died in the suicide bombing. How do you do this? Gently? Not at all? See his emotional reaction, cries, punches you in the legs.

Mood and pacing: Slow, sorrowful.

4. As a paramedic you grab someone injured, put him/her in the ambulance and then discover his/her chest is strapped with bombs. What do you do? Bomb’s disabled, your partner wants to kill the patient, do you stand by and let him/her do that? Do you try to save the patient? Do you join in?

Mood and pacing: Frantic, fearful, angry.

5. You are the suicide bomber. What might make it interesting, is that sometimes they force the bombers to press the activate button and then upon release it explodes. What if players are tricked into doing this and then, “Oh by the way, don’t release Right Trigger until we say so.” What do you, the player, the suicide bomber do then? No matter what, you are a dead man/woman. Do you try to run to an isolated area to not hurt anyone else or say, fuck it, if I’m going, then I’m bringing someone with me. Also, I think it would be very interesting if you see the other suicide bomber that you saw while as a paramedic in the same place as you. It will be interesting to be confronted with the possibilities of your actions and really hit home the idea of violence creates more violence.

Mood and pacing: Slow, fearful, sorrowful, or hopeful.

© 2008, Reid Bryant Kimball. All rights reserved.