| | Moore’s WallJanuary 13th, 2006 |
A while ago I did a webcast talk for an IBM “Games on Demand” conference. I have laboriously transcribed what I said, and put up the slides on the site.
Some sample quotes, to whet your appetite for reading the truly lengthy text:
“You cannot plan a fun factor.”
“In twelve years, budgets have gone up by a factor of 22. This is a figure that is already adjusted for inflation. And it is not a figure that includes marketing money.”
“The amount of data that we have to create for the games has risen somewhere between 40 and 150 times [in twelve years].”
“If you look at many of the top-selling genres, you can literally take a game from ten years ago, and set it down in front of someone, and they won’t need to read the manual.”
“By and large technology tends to curtail creativity rather than assisting it.”
“Creativity is enhanced by limitations.”
“For as long as I’ve been making online games, 40% of our CPU load has gone to doing path-finding.”
“Very few of the massively multiplayer games focus on having a high degree of persistence, even though that is our key unique selling proposition.”
“Not all players want to be the same sort of hero.”
“We don’t want to make worlds that change too much because it cost us so much to build the static world in the first place.”
“We should remember that 90% of the online game players out there are playing a game that was not developed by a professional: they’re playing CounterStrike, which was user-created.”
“Procedural content is an implicit part of the ‘filmic language’ of computer games.”
“Right now, the kind of procedural content we tend to make tends to be the output of a very boring algorithm that makes generic and unsatisfying content. Let’s not kid ourselves, a fractal terrain landscape that repeats endlessly is still just hills going out to the horizon. We’re not going to happen across the Grand Canyon until we get much smarter about how we design our procedural algorithms.”
“Game designers, it’s painful to admit it, we’re not omniscient, we don’t think of everything that there is that the players might want to do.”
“A lot of the best-selling games out there are really hybrids between films and games. The interactive movie is here right now, and its name is Jak and Daxter.”
“In order to increase the amount of good quality user content, we have to push the whole pyramid up, enable more people to make bad user content by giving them easier tools.”
“Let’s make the right choices about the capabilities that technology offers us. It isn’t just more pretty pictures. The future lies in more interesting games.”
Read the whole speech here. Then post and let me know what you think. Some of you probably actually sat through the video version way back when in the long ago. I assure you that transcribing it was incredibly painful, given that the stream kept cutting out…!

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[...] Making the most of our wikis January 13th, 2006 I’ve been watching the way that some of our pioneering CoPs are approaching the “collection” of content in their wiki space. It’s been interesting to say the least. I’m of a mind that they should be encouraging people to put everything they have in the space. Why not? Instead, most are taking an approach that they are “building” a Web site, and are “a priori” deciding what it should contain. I came across this quote over at Ralph Koster’s blog and thought it had some relevance. He was talking about building better computer games, but I don’t see why it applies to just gaming software: In order to increase the amount of good quality user content, we have to push the whole pyramid up, enable more people to make bad user content by giving them easier tools. He’s arguing for an “a posteriri” approach. If you get more people involved, you will generate more content. True, a lot of it may not be the best quality, but somewhere in all that content, you will discover some real nuggets, and then the community can work to make it even better. [...]
[...] Raphael Koster: Moore’s Wall Some vaguely interesting comments about the computer games industry. [...]
[...] http://www.raphkoster.com/?p=257Some vaguely interesting comments about the computer games industry. (Leave a comment) [...]
[...] Bzzt! Rewind! I was wrong, Raph was right A while back, Raph Koster had an article going about Moore’s Law, which he referred to as Moore’s wall. In it he raised the opinion that games as a whole would not become more innovating (or rather, return to the days of innovation) until the medium was democratized with readily-available pro-quality tools at low (or zero) prices. I don’t know if i was just feeling particularly cynical that day, but i was using the argument that 100 million channels or a thousand brazillion do not make for better TV or better websites and to the casual obserber, the converse is actually true. I’ll stand by that sentiment, actually, but i was wrong to think that therefore nothing would improve. Although the situation is changing slowly, we currently have game designers who cannot write code. In the beginning, all game designers were coders. It becomes clear when you look at some of the technologies that gaming currently works with that the bar is too high for the creative individual who has not spent his life learning about those subsystems to write and release a game. I was going over my netwroking model for Faith and thinking about recovering from timeouts and linedrops (these happen a lot more over ADSL than you’d think, but the reconnect is so quick that most users don’t notice) and i also spent a while talking game theory with some people who do not write code and would not know an IP packet if it made them breakfast. But they have ideas, they kow narrative, they think in ways that i – with my codetrained brain – cannot. Unless they suddenly get a place like Warren Spector’s and have other people to take care of that for them, they’ll never write a game. And we all know how unlikely it is that they should. A pity. And i apologize, Raph. You were right. I was wrong. Put this on your calendar, it’s not a common occurrence Published Monday, February 13, 2006 7:15 AM by Cael [...]