Tuesday, March 06, 2007

What's my job?

I had a conversation with a friend this evening about game design jobs and what they actually mean any more. He came out with a line something along the lines of "Them coders and artists need someone to design for them". Which I pointed out was basically wrong. Many a coder founded the games that built this industry, and many an artist likewise. Hell, isn't Miyamoto an artist by trade? And what about that Will Wright fellow?

So, I asked him, what are we for?

There was (still is a bit) a period when designers were hired by companies largely on the basis of how much they could write, or whether they could wave their arms around a lot and be "passionate". This later devolved into requiring skills to place things, like triggers and objects, and check collision and basically be an implementer. Most of the "designers" that I know are actually implementers.

But going back to high ground for a second, I told him that I didn't think implementation was the be-all and end-all of what we are, and it tends to reflect nothing so much as a lack of street cred in developers and publishers. Nonetheless, I said, we do have a purpose in all this, and that purpose is?

Context.
Game designers (not implementers) provide context.
They do?

Simple really. In the old world of highly iterative, visually cheap game development, there was a lot of room to experiment, test and find out what worked and what didn't. Many games consisted of very simple structures played out in interesting scenarios. As projects grew, it became apparent that developers had to concentrate on specific areas of the project. Artists became divided into animators, character artists, landscape artists. We had coders who specialised in tools, rendering, UI and so on. A multiplicity of fields brought about a multiplicity of perspectives.

Seeing this, the gap was made for a designer, someone who would map out a vision or something. The problem was (and still is) that most of those people hired in those jobs had no basic idea how to do that, or what was required. So a lot of bad design happened that spawned a corporate culture that liked big documents and waffle about gameplay experience, but it rested the power of decision in the hands of the producer.

Which is like making an accountant the director of a show on Broadway.

So design's star rose and fell on a wave of incompetence, and today many designers are basically held in the esteem of those who are slightly above QA in the pecking order, or those who are basically in training to be producers. And yet the problems remain.

Look at many modern games that are now coming out. They are over-featured because coders always program features. They are over-visualised, using bloom all over the place and creating cling-film-o-vision or Uncanny Valley simulators. They are tedious, unadventurous and basically dull. Why? Because coders like features, artists like prettiness and producers like visions that can be sold. Nobody is saying "This just doesn't work" with the authority to change it.

That's where I come in to the equation.
What's my job? My job is to say no.

My job is to say "nice idea but it doesn't work". My job is to say "yes I understand that the desired visual effect is not being met, but no, you can't chop the levels into 1/10th their size". My job is to say "there are only 11 mechanics in this game and no more". My job is understand the gameplay of the desired game (whether it be my own or someone else's), define what the game is and what it is not, craft the design constraints of the project and then ram them down the throats of people who just want to exercise their discipline without consideration.

That's why I liken game designer to the role of film director more than anything else. What most people don't realise much of the time is that a film director's job is to say no. We have this image of them as creatively spoilt children, but often as not they are actually ringmasters of the circus. The actors all want to over-deliver lines, the cinematographers all want to make the film as beautiful as a snowflake. The director knows that he's making a simple action movie. His job is to say no.

My job is to say no.
If you intend to be a game designer, so is yours.

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Saturday, February 17, 2007

Guns, Germs and Videogames

Greg Costikyan wrote an interesting post on the pitfalls of digital distribution recently, citing a couple of major worries that he and others have over the possibility of console distribution becoming even more closed combined with a potential threat by Microsoft (in the form of Vista) to effectively turn the PC market into a console-like market via Vista's means of managing security of installs and parental controls.

I've recently been reading Guns, Germs and Steel, which offers a deterministic view of man's history, saying that because of prevailing geographical, economic, social and other considerations, certain outcomes of history are entirely predictable. Although the actions of individuals may help to precipitate or delay some historical consequences, they eventually come to pass. Of course the same sort of thinking can be applied to any sort of large scale system, and it's a basic foundation idea of evolution. Conditions change and the ecosystem filters and responds to that change. Back and forth it goes.

In this sense, I think that Greg is perfectly right to highlight his worries. As the interests of the mainstream game industry have tended to gravitate toward the bigger and the broader, the threat to the Long Tail companies becomes apparent. The console industry has been on this Hollywood-isation kick for some time, and it's likely to continue, but losing the PC's ability to be the indie arthouse for games is the more serious threat.

There are some possibilities, such as a move to the Mac, to Linux, or an attempt by a client such as Steam to automate or quietly circumvent Vista's roadblocks. The problem with all of these is that computer users like PCs and they are familiar enough with Windows to stick with it regardless of whether one release is better than another. Most PC consumers are not particularly enlightened consumers, which is why Macs always remain a distant second.
Steam has its fans of course, but the Steam client has had its critics and tends to only serve a particular segment of the games community.

So what's the solution?
You're looking at it.
No, not this blog.
Browsers.

Browser technology is ever expanding, and it has the advantage of not requiring any kind of installation process to use, any kind of platform dependence, or any kind of vetting process. Through a browser, you can (in theory) access and view any information, conduct any kind of data transaction, and basically forget the OS.

The big problem is that, to date, browser technology and games have never really seen eye to eye. This is the fault of game developers for the most part, and here's why: Most people who play PC games are now likely casual players. They don't really give a stuff about performance, or graphical whoosh. They just want to click and play. They play Poker. They play match 3. They play whatever it is that they want to play as long as it is convenient for them. Most game developers are still obsessed with a much more classical idea of gamers and so their priorities diverge from their markets' priorities.

Convenience is the real key here. Where a dinosaur game developer faps over Direct X, shaders, surround sound and more textures to make your eyes bleed even harder, a mammal developer is focussed on small scale convenient fun with a wide reach. Mammal developers want their games to look nice, but more importantly, they want people to be able to play them. Convenience trumps fidelity every time.

Basing games around a browser means a complete inversion of many of the game dev community's basic notions of what it is to make games. Browsers are more suited to strategy games and simple action games. They're unsuited to FPS, and likely will remain so for quite some time. They are probably great for point and click adventures, but likely rubbish for full real world or galaxy simulation jerkathons. They basically oblige the developers to think in terms of focussing on gameplay above oomph, because oomph isn't really their strong suit.

Most of all, they support sustainability. Mammal developers need their games to have long-term availability than short-term pizazz, and browsers offer some of the longest term viability there is. So, they offer a future where Windows may no longer, and that future is independent of any one company. There is a way to go, of course, but there is also a business opportunity here for an entrepreneur to bridge the gap between browser and game developers (possibly via a plug-in a la Shockwave or Flash).

Regardless, browsers are moving forward and determinism says that where there is opportunity, it will be taken. If not by you then someone else. Wanna miss the the boat?

Particleblog's comments have moved to The Play Room.

Monday, February 05, 2007

All Hail the Entrepreneur

Small business is the heart and soul of any market sector, and usually it is the seat of genius. Whether in the public eye of business to customer or behind the scenes, small businesses bring vitality and evolution to marketplaces grown stale or old. This is the primary effect of liberalisation of the marketplace, and one of the goals of free trade. In technology as much as any other industry, small business has its part to play, and so too in games.

This is because entrepreneurship is the spirit of having a go and seeing what happens. Take a risk. See what you can do, what you are made of etc. A novelist attempting to get published is essentially a sole trader looking for a client, every bit as much as an indie film-maker looking for distribution or a database developer looking for corporate customers.

When there is little or no entrepreneurship in an industry it's usually a sign that things have grown old. This is what I fear has happened to the games industry, and largely because of two things. One is ignorance and the other is hesitancy.

By ignorance I mean the amount of hard facts that many people who work in the industry actually know about their industry. It is surprising how many industry workers still believe in a lot of old-school illusions, from the idea that games are taking on movies to the one that Nintendo loves 3rd party developers and wants them on Wii. There's also the one about the guys who think that all they need is a great demo to take around to publishers and they'll seal the deal for sure.

What these beliefs amount to is an inexact picture of the industry as a liberal, expanding marketplace. This really couldn't be further from the truth. There are all manner of restrictions and constraints in the industry, many hoops to jump through and a highly top-down approach. Manufacturers don't want tonnes of indie developers, they want a few choice ones that feather their nest and make them look forward thinking. They know that the real meat and potatoes quality games for their platforms have to be internally made, but that plays badly in the press.

In reality, the console industry is claustrophobic. Publishers are uninterested in the team with the demo unless that team can prove that they can actually finish the game's production (a not unreasonable demand in this day and age) and they want the IP rights to the game because that's where the value is perceived to be. They also know that there are not too many places for teams to take their demo's and ideas, so deals tend to reflect that. They're not in the business of making other people wealthy.

Hesitancy is an even greater problem, because what it means is that many people in the industry have internalised the idea that risk is bad. It is hard not to internalise this idea when all around you the message is so negative on the one hand, and painting a very safe image on the other. Franchises are the very embodiment of this idea, and the game press's enthusiasm for them and their supposed heritage value drives the point home: Risk is bad. The familiar is good. Why fight it?

Except of course this isn't true at all. Many franchises fall in and out of favour, and companies that do take genuine entrepreneurial risks often reap the rewards. Entrepreneurship belongs in every part of the industry, and should be encouraged. From systems which challenge distribution methods to developers pioneering new genres, to tool makers, engine crafters, publications with a different spin than the usual fodder, all entrepreneurship deserves to be promoted, emphasised and accepted as how things should be. With some more presence in the industry's consciousness, we might encourage more people to take the risk themselves.

Do you have a story of entrepreneurial activities in games to share? Comment them here, or email me directly and I'll compile them. Maybe we might even make this a regular outing if enough people are interested.

Particleblog's comments have moved to The Play Room.

Sunday, February 04, 2007

The Greatest Show on Earth

My friend Cliff made an interesting post about large-scale creative projects versus small-scale lone wolf authors.

You're wrong Cliff.

Shakespeare did not work alone, neither did Austen or Tolstoy. All three (and this is true of most writers) had friends, editors, people who would read and comment. Shakespeare even had a theatre company to bounce his ideas off. JK Rowling has the editors at Bloomsbury.

You are also right to say that all movies, plays and so forth are imperfect, but what you're missing there is that they are also emergent, and that can be very powerful. Nobody really knows going into shooting a show like Galactica exactly how it's going to pan out, but that means that they can discover new ideas along the way and incorporate them.

What makes them work is strong direction, someone in the middle who makes consistent decisions from a creative standpoint. What make it difficult is when there is no strong direction, and games have no real tradition of doing that. Games have come from a collaborative sort of culture to where they are today, like a bunch of indie bands, and when looking to scale up, developers looked to software companies and their management techniques rather than entertainment companies, and that cultural choice is what makes modern games weak for the most part.

Particleblog's comments have moved to The Play Room.

Tuesday, January 30, 2007

Improvement

Just a short note to let the many of you who expressed concern at my last post know that I'm much better. I've started a personal blog (as particleblog is really supposed to be about games) instead by way of a means to talk, express and converse more generally on subjects that aren't just games games games. It's at tadhgk.com. Thanks again for your support.

Oh by the way, what do people think of this new layout for particleblog? I'm in two minds about it, as I switched it when I upgraded the blog to Blogger in Beta.

Particleblog's comments have moved to The Play Room.

Saturday, January 13, 2007

The Real Me

It's late at night, it's dark outside. I'm tired, depressed, and I have been for a while. I'm angry, in that quiet, bottling way that won't come out except in tirades, rants and bitterness. I watch a hell of a lot of television, seem to spend many of my waking hours trawling the internet for distraction, and I feel lonely. I miss my family, who visited for Christmas, and I miss home. I think my ladyfriend Jayne must wonder that I'm on the edge, or taking life way too seriously, but I don't seem to be able to do anything else any more.

I have ideas, projects, directions and notions, but I find that I have no energy for anything. I sleep fitfully, wake up in a bleak fugue and stare at the ceiling for too long before finally dragging myself to work. My friends all seem to do likewise. Christmas provided some kind of reprieve, but the prevailing forecast is not good. I am sinking.

I spend a lot of time in particular reading motivational literature, self help sites and the like, but nothing seems to help. I buy positive books that stay on the shelf. Control your life, be a new you, up-end yourself, get shit done, set goals, be positive. They make me angry. My mother, who is a counsellor and giver of sage advice in many areas, irritates by always talking about emotions and such. I am in deep rejection mode, I think, but I don't really know how to get out of it.

My life feels vacant much of the time, futile and pathetic. I find myself in an endless cycle of half-completed tasks and meetings with no real purpose beyond getting to the next meeting. I drink too much tea in the day and have stopped eating any kind of fruit.

I hate blogging, forums and posting opinions, though I seem to do it all the time. Nothing is ever said that amounts to a hill of beans and many of the sites that I regularly visit seem to have clocked score, meaning that they're having the same conversations that they always do.

I feel pain, but it's a sort of pain that won't come out. I want to cry to get some release, but the last time I cried was three years ago when I broke up from a long term relationship. Instead, I feel a lump in my throat, a sticky sort of feeling that won't shift no matter what I do. I have no equity, some debt, and a salary in a job of which many readers of this blog would be jealous. I can't drive.

I hate "the industry". I seem to talk about nothing else. Even with family I just babble on and on about "the industry", the latest moves made, the latest trends, shifts and dramas. I sometimes feel motivated to write about a fad or throw a letter to an esteemed publication, but I frequently know that I'm just adding gas to Jupiter. I used to be interested in more than this, but it seems lost to me now, hopefully only temporarily.

I hate games. The only game that I've played with any regularity in the last three months is Orsinal's Winterbells. I don't know why. My high score is in the septillions. I couldn't care less about what console said what to who, and all the HD splash in creation is simply uninteresting to me, and yet I discuss it all the same with the energy of the dead.

I feel that I have made some bad choices in my life and some good ones, but mostly that I have drifted into the industry and all of its mores without any great direction or choice. I don't know what my reason for being here is. I struggle with this question a lot, because I always find myself in the middle somewhere. I can write, I can design, I can even hold a camera and shoot a bit of a film, but nothing is really different after I do those things. Nothing seems to stick in my interests for very long. I miss the times when I used to write lots of bad poetry.

I hate that I whine. I feel like a child for doing so a lot of the time. It is only because I am in the dead of night and contemplating a journey in the morning for which I should have gone to bed hours ago that I am writing. I think to myself "Well maybe THIS will shift something" though I'm pretty sure it's just not that easy. My co-workers would call this being "emo".

And there it is, my latest blog bonanza. This is the real me right now. All I can wonder is whether this will continue and I am going to end up drinking like my Dad. My concerns seem so ridiculous and yet feel so vast that they overwhelm me. All I can do is hide. I see it on the faces of others too. They have the same internal battle. I'm just the one who happens to write about it.

So yeah, games and stuff.
Whatever.

Particleblog's comments have moved to The Play Room.

Monday, January 01, 2007

New Year, New Directions

(Hope you like the new site layout, it's all a part of converting to Blogger 2. Next stop: Labels, links and all that malarky.) (Also, apologies for having not written a thing method-wise for a while. It's been a very busy and somewhat demoralising time, but I hope to rejuvenate soon.)

Anyway. New Year. New ideas. 01-01-07.

I've recently had an idea for a game. It's called Exit Strategy, and the idea is this: A turn-based strategy game played for one to six players in which each player plays a faction within the Iraqi situation. One player plays the US, one plays the Mahdi Army, one plays the UK, one plays Al Qaida in Iraq and so on.

Each faction has a specific advantage and victory condition, and these victories are based broadly on winning the public opinion war. Players play across a series of regions and also suburbs within Baghdad, and they do with a set of pieces with different movement, attack and defence abilities, some special pieces such as journalists that they play against each other, and there is also some card-based event play. (This is all very rough, but you get the idea).

Now, what does that conjure in your mind? I imagine that it conjures a mix between typical video game satire (cartoony characters and old 80's and 90's in-jokes rehashed) or bravado gaming, as is the current vogue with PC action/war games.

Actually, this game is something serious. This isn't some September 12th-style interactive "artistic point", it is serious entertainment. Rather than the escapist fun epitomised by the retro-chic and innovation-happy fads, this is a game that you want to play again and again because of the strategy gameplay. Some may ask whether it's really gaming's place to do that, given the political sensitivity. Of course it is. Games are fundamentally educational, they teach skill, forethought and imagination.

The 80s saw many specialist boardgames like the 18XX train games, Squad Leader, Republic of Rome, Race to Berlin and others that actively explored history, politics and ideas by rendering them into scenarios of win or lose conditions. Often complicated, usually deep, these games bring some understanding to the table, and many of them are bone-faced serious studies of their subject. Some computer games do likewise, such as Shogun: Total War, or the Civilization games (and arguably The Sims).

The aesthetic of escapism divorces content from context to make all games non-threatening, This results in committee imagination, where the content becomes a series of checkboxes that the developers or publishers think will appeal to markets, demographics or whatever. The real use of imaginative fantasy of any stripe is to teach by providing a mirror on this world. Whether a fantasy is as far flung as Star Wars or as near as Trainspotting, all good fiction is a reflection, and gaming should be no different.

This is something that I've blogged about off and on for nearly three years, trying to convey that reflective imagination is more than something nice to stick in a game, it is in fact THE new direction. By taking sets of rules and mechanics and applying them to something larger, we create something larger than an escapist pass time. Such as Exit Strategy.

This is where I'd like to see gaming going. I want to see Exit Strategy made because of what it can teach people and what they can explore by playing it. It doesn't have to be swish, it doesn't have to be particularly pretty. What it has to be is good and serious and above all fair. Every side must have an opportunity to win.

If we ever plan to make gaming anything other than novelties at the carnival then reflection rather than escapism is the all-important next step. Games teach, people learn from them and that is what we give to the world.

Happy New Year,
Tadhg

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