Posts Tagged ‘videogames’

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.

Using Games as a Dialog with Players

Sunday, June 14th, 2009

Saying Nothing Gets Us Nowhere

Painting of Leo Tolstoy

Painting of Leo Tolstoy, famous Russian author.

My reading of Leo Tolstoy’s What is Art has greatly influenced my thinking on art and its application in the realm of videogames. Art of all forms (literature, music, painting, sculpture, theater and cinema) purposefully use their unique properties to communicate ideas and feelings of the artist to an audience.

These ideas and feelings, if conveyed by the tools of the medium with skill resonate with the audience. In a way, they are infected; they understand the same ideas and feel the same emotions of the artist. Audiences then reflect on what they think and feel in regards to their own lives and gain greater insight into their own humanity and the humanity of others.

Often during a conversation on videogames striving to be art, a point is made that to be considered art; games need to tackle more adult themes and content. Then someone chimes in that they would be OK with that, so long as the game isn’t didactic. That word has several meanings, one could be making a point too aggressively and another could be simply teaching a moral lesson.

Frequently people say they don’t want a game to point fingers and lecture to them an agenda. It seems many people want their games free of any sliver of teaching. Most of these people also think games should only provide them with pleasurable experiences and nothing else. Yet, if we are to make artistic games that mean something to players, some amount of teaching, i.e. expressing a point is necessary.

There’s a danger in avoiding any form of didactics. We’ll never make meaningful games if developers shy away from saying anything relevant and players aren’t willing to listen, even if developers have something to say. There needs to be a demand from the players and the developers need to confront their fears in delivering complex, deeply engaging and potentially uncomfortable, yet meaningful experiences.

Atomic Games’ president Peter Tamte recently spoke in defense of their new game, Six Days in Fallujah, “Every form of media has grown by producing content about current events, content that’s powerful because it’s relevant.” He continued, “Movies, music and TV have helped people make sense of the complex issues of our times.”

But apparently Tamte stressed that Six Days in Fallujah avoids sharing an opinion or comment on the morality of the Iraq war, “Six Days in Fallujah is not about whether the U.S. and its allies should have invaded Iraq,” Tamte said. “It’s an opportunity for the world to experience the true stories of the people who fought in one of the world’s largest urban battles of the past half-century.”

It’s not fair to say that Six Days in Fallujah won’t be art without having played it, but it is one example that developers frequently shy away from having something to say. Videogames will not become works of art without having the courage to make a point or sharing a challenging perspective. Otherwise, it’s pure escapism, a game to play and forget.

Six Days in Fallujah screenshot

Six Days in Fallujah screenshot

To have someone play videogames and then forget them is a tragic waste of the developer’s passion and effort. It’s not often that people have the opportunity to make art that infects others with their ideas and feelings. I want to seize the potential of my chosen art form and I think others have similar ambitions.

The question is how do we create more artistic games using the unique properties of our medium?

Games Asking Questions
I’ve heard developers talk about the idea of a game asking questions to the player, but anything can ask a question. A painting can ask, “What if people took care of the planet?” A song can ask, “Why do we hurt the ones we love?” A novel can ask, “Is exploiting the poor justified if it benefits the world’s economic growth?”

I’m not saying games shouldn’t ask questions; it’s fine if they do, but why stop there? The interactive nature of games enables them to pose questions to the player, give players the tools to answer and then interpret those answers and respond or ask deeper questions.

That is dialog. That is something unique to gaming. It’s worth exploring and it might be one path towards our own unique voice in the world of art.

A Path Towards Art: Games as Dialog
In an interview with Gamasutra’s Brandon Sheffield, Warren Spector said regarding narrative in games, “The end goal for me now isn’t for me to allow players to play a movie, ride a roller coaster ride or provide a sandbox so they can do what they want, but is to find the compromise where I can have a dialog with each player virtually. That’s what’s exciting to me.”

Frank Lantz of Area Code had this to say during a Micro Tralk at GDC 2009, “Games are not a medium. They do not carry an idea from one place to another. Instead, they are a conversation between developers and players and game systems. And that is what will propel gaming into an age of meaning”, he says.

Yes, an age of meaning. Games are about exploring. Whether it’s exploring 3D worlds, or gameplay mechanics and systems or exploring our own views about the world around us, videogames have an untapped potential to provide deep meaning for players. I think having a dialog between a designer’s game systems and the player is important. It’s powerful. It’s something that no other mass media art form can do. This could be how videogames can embrace their unique property of interactivity to enter a new age of meaning and art.

The Age of Meaningful Games
What kinds of discussions can designers have with players? How do you design such a game to be engaging and meaningful? One approach is to take a topic that you are passionate about and through the game ask the player their opinions on the topic. When the player responds, using NPCs or system events, you comment on their views. Depending on their response and your agenda, you might try to persuade them to change their opinions.

Ken Levine engages players in a dialog.

Ken Levine engages players in a dialog.

If this sounds all theoretical and useless, I’d argue that BioShock already attempts to engage players in a dialog through its gameplay. Though, the dialog isn’t particularly deep and doesn’t evolve to ask related questions.

BioShock uses characters that represent or oppose the philosophies of Ayn Rand to ask the player whether self-interest is good for people and societies. This question is posed every time the player is prompted whether they want to harvest or rescue the Little Sisters.

What’s unfortunate is that the game doesn’t challenge the players thoughts on the issue very much. If players rescue the Little Sisters, Dr. Bridgette Tenebaum gives them gifts and that’s pretty much it. If they harvest them instead, they get maximum ADAM. No new questions, characters or plot events are introduced to further question the player’s beliefs and values.

Speaking of Dr. Tenenbaum, she is contrasted with another character, Atlas. The two represent the two sides of the moral question related to self-interest. Dr. Tenebaum believes it is good to help others and Atlas believes that only the strong survive and if that means killing others, so be it.

If a game engages the player in a dialog on an issue, it’s key to use multiple characters that believe in one side or the other. This functions as a shortcut to educating the player about the issue if they are ignorant about it.

Conclusion
As the debate rages on and off like an inflammatory bowel disease, never knowing when or where it will flare up again and how long it will last, perhaps we should be talking less about if games can be art and instead about which paradigms can help us create art.

The various art forms all play to their unique strengths to communicate ideas and feelings that infect the audience. The unique aspect of games is that they are data driven and interactive. A game can ask the player a meaningful question and give players the opportunity to respond with what they believe in. By challenging the player’s beliefs, a dialog ensues. The player may question him or herself and become a more enlightened individual.

And that is what art does. It helps us to reflect on our experiences as human beings and the experiences of others so that we can create a more loving, empathetic and just world.

Also posted on my Gamasutra blog.

© 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.

Responses to The Interactive Montage

Wednesday, May 20th, 2009

Lots of great discussion was spawned after I published my article on the idea of using interactive montages in games to help with the passage of time. Ideally, it reduces the amount of repetitive gameplay and speeds up the narrative. I wanted to highlight a couple of the responses.

Kumar wrote a blog post
, expanding on the idea and thought of a character generation system for an RPG using a series of Wario Ware style mini-games. Players begin creating their character during an interactive montage while at a young age by choosing a favorite toy.

This toy might indicate their gender and personality type. As they grow older they make more important decisions related to clothing style, school subjects and extracurricular activities.

Kumar suggests after a finished interactive montage, a summary can be given of the results of each mini-game on the player’s character skills and stats. While we both thought it presented some tricky problems to solve, we agreed it would be more fun than traditional character creation methods in games.

The other response was done by the blog and podcast production called Experience Points. Jorge and Scott had a really interesting discussion about which games, such as BioShock, Far Cry 2, Fallout 3 and Majora’s Mask might benefit from using interactive montages.

They also talked about differences in how games handle the passage of time throughout the normal play and whether or not time impacts gameplay. Having not played Farcry 2, it was interesting to hear that it has day and night cycles and at night you might happen upon an enemy who is sleeping, but that is pretty much the only difference. He can easily wake up and start attacking you as if it were daylight.

Thanks for the responses everyone. It’s clear to me that this concept can have many applications in games:

  • Show time passing
  • Show character growth over time
  • A metaphor for player actions

The last one can be like what we see in the movie, The Godfather. There’s a famous scene at the end known as Baptism and Murder.

It serves to equate the character Michael being baptised into the life of crime. An interactive sequence like this could make for gameplay sequences that carry more emotional weight than typically conveyed.

Also posted at my Gamasutra blog.

© 2009, 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.

Positive African American Role Models in Videogames

Thursday, November 6th, 2008
xbox 360 achievement unlocked for president elect barack obama

xbox 360 achievement unlocked for president elect barack obama

A friend sent this image around and after I finished laughing, it made me wonder how many games have featured a positive African American role model as a playable character? My friend suggested two games, Shadow Man and Grand Theft Auto: San Andreas. I haven’t played either of them but after doing a bit of research on the less familiar game of Shadow Man, I’m not confident these are games that depict the kind of positive role model I am thinking of.

What about you? Can you name any playable characters that are African American and positive role models? I loosely define a positive role model as someone who inspires someone else to be a better person.

© 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.

Gameplay Suggestions for Dead Ends

Tuesday, July 1st, 2008

Here’s an excerpt from a press release on a new social issue game, Dead Ends.

“Dead Ends is a full 3D computer game commissioned by Channel 4 to support Disarming Britain, a major new season examining the effect of gun and knife crime on Britain’s streets.”

Overall, it is an impressive effort by student game developers who had an incredibly short amount of time to make the game, 6 weeks from initial approach to going live with public downloads. I think there are two kinds of social issue games. 1) An awareness building game and 2) a call to action game. Dead Ends succeeds as an awareness building game but I think would be more successful as a call to action game, which requires more resources. Overall I feel its biggest let down is that it doesn’t answer its own question, “why does this happen? Why do teens resort to gang life?”

The game allows you to play as a teenage gang member and a detective trying to find who murdered the teenager. I give big props to the developers for putting the player in the role of the gang member and the detective, rather than some outside observer, such as a journalist which many social issue games use. Yet, despite playing as people directly involved, the game has very little about the real life reasons for teens participating in gangs.

Again, I realize they had 6 weeks and for that it shows how important it is to give social issue games the time needed to develop a game that reaches its full potential by exploring the issues properly. Here are some ways the issue could have been explored further. As a teenager, you live in a low income home with only one parent. For gameplay, you struggle to take care of younger brothers and sisters while cooking dinner for them. You must race back and forth between the boiling pot on the stove and picking up your siblings to keep them from causing trouble. Your mother comes home from work, dead tired and expresses her concerns about paying the bills. Your family needs money quickly or else you will be forced to leave your home. You, the teenager must quit school and find work.

You go to school to hand in your papers notifying them you are leaving and run into a friend of yours. The friend mentions his gang is looking for people and they pay really well. You are free to choose whether to join or not. Pros – lots of fast money. Cons – risk going to jail. You can choose to get a job at a local fast food restaurant instead. Pros – stable, legal job. Cons – doesn’t pay enough and the family still can’t pay the bills. No matter what, due to the circumstances of your situation, you are forced to join the gang and hope for the best.

After joining the gang, you steal cars and earn a percentage on the price of the cars. The more expensive cars are more risky to steal but net you more income for your family. Soon drugs become an option and then turf wars erupt and finally the game ends tragically in the death of the player character.

As the mother, you play a short sequence where you try to do you job as best as possible, but are turned down for a promotion, possible due to a form of discrimination or your level of education.

The other component is to offer a solution. You play the part of someone who’s been sentenced to work with low income kids for a small crime they did. Your character, doesn’t respect the kids who come from low income homes but must learn to do so. You eventually help kids find suitable jobs and take skill building classes after school. The point here is to explore the issues of respect and fear and show the kids other options. The teenagers think fear is the way to get respect. They’ve never been respected in another way by an adult, especially by someone like you. Once your character learns to show them proper respect, they learn that there are other ways besides gang life to get the respect they desire.

With this approach, we see a bit more from multiple perspectives why a teenager may be driven to join a gang and ways to help them realize there are other options.

In closing, I think they could have been able to answer their own question if only more time and resources were allocated for development. Here’s hoping they get another shot at it soon.

© 2008, Reid Bryant Kimball. All rights reserved.

Death and Failure are Contrary to Videogaming

Thursday, June 26th, 2008

When I was younger, I used to play ice hockey and during practice once, I fell down trying to pass others. I thought my coach was going yell and scream about sloppy skating, but he didn’t. Coach said to the whole team, “It’s OK to fall down. It means you are challenging yourself, pushing your body to improve and strengthen your legs.” In other words, I was exploring the limits of my capabilities and fortunately, he did not punish me. I got back up and tried again. Then I fell down some more and it felt great.

After reading one of Clint Hocking’s presentations, it’s clear videogames allow players to explore. Players explore the game mechanics (rules and system dynamics), game space (world), and themselves. Just as when I was playing hockey, trying to explore the limits of my skills, games allow me to explore my skills and my perspectives about the world.

Games often use death and failure for various reasons such as to heighten anxiety/tension or to communicate incorrect choices by the player.

Yet, if games are about exploring and if we want games to encourage players to explore themselves, then using systems that punish players may actually prohibit exploration. Players may become frustrated and stop playing. They may seek out an approach that works and stick with that approach, without trying others in fear of more death and failure. Both of these hinder the freedom necessary to explore and learn from those explorations.

As an aside, not really related to the topic of games as an exploration, another reason to not use death and failure in a game design is because it simply destroys immersion. It breaks the fourth wall by reminding the player, “Hey, you’re playing a videogame! Go RELOAD your last SAVED GAME!”

It also breaks FLOW, the loop of players facing challenges, overcoming them via appropriate feedback loops and then facing increased challenges. Videogames that maintain the cycle of FLOW tend to be incredibly immersive. Players often note that they lost track of time and had no idea what else was going around them in the real world.

Whether you are looking to increase the immersiveness of your game or encourage players to explore the game and themselves, I suggest you think about what value using death and failure conditions adds to your game. You just might find you are better off without them.

© 2008, Reid Bryant Kimball. All rights reserved.