Just hit the place to cite @the_darklorde‘s work on the Five Factor Model as applied to game preferences! Bye bye Myers-Briggs! #theoryoffun16 hours ago
The science on sex-linked cognitive differences has moved less in ten years than I expected. Anyone got any startling results? #theoryoffun17 hours ago
The conference will be in Los Angeles, November 5-7. This is the conference that is replacing GDC Austin; basically, it’s intended to be the most forward-looking of the GDCs, intentionally looking at what comes next, not what happened in the last year. Because of that, the tracks aren’t quite what one would expect:
The Future of Gaming is going to focus on things like second screen play, new kinds of play around mobility, episodic, and the like.
Next Generation Game Platforms will be digging into not just next-gen consoles but stuff like VR headsets, and glasses, microconsoles, motion tracking, smart TVs, watches, and whatever else looks like it is around the corner.
Smartphone and Tablet Games is a bit more here and now, but given the enormous worldwide growth that still remains ahead of these platforms, there’s plenty of cutting edge stuff to discuss, and current lessons to share
Cloud gaming will talk about game streaming — the tech, the business, the design
The Independent Games Track — we all know that indies are where the future lies. Lecture, postmortems, rants, covering design, business, and everything else.
We’ve got a mix of folks from the GDC Austin board plus a bunch of new advisors.
Today the press release went out announcing that I was selected to receive the Online Game Legend Award at the GDC Online Choice Awards. This award is voted on by fellow developers, and it’s basically a lifetime achievement award.
The Online Game Legend Award recognizes the career and achievements of one particular creator who has made an indelible impact on the craft of online game development.
This rather leaves one thinking, “Well, now what?”
This is one of three things that I’ll be doing at GDCO in Austin this October. I’ll let you know what the other two are as they get announced. Have you registered yet? Why not?
Description: At first, it was mostly a team of newbies. For a while, the office space was a few rooms on a floor that was gutted for construction — you could literally walk off the 5th floor of building and plunge to your death if you weren’t careful. The artists sat in the hallway. And the team was out to change everything. Ultima Online was not only one of the first graphical MMORPGs, it also set the standard for player vs player combat and sandbox/emergent gameplay in online titles for many years to come. Three of the UO team’s chief members — Raph Koster, Rich Vogel, and Starr Long (all of whom went on to shape the online gaming landscape) — will deliver a postmortem on the landmark title, reflecting on the challenges they faced from early development to maintaining the game well after its launch. Come learn how a combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people’s lives and the course of an industry.
Takeaway: Skunkworks development can actually work! Learn about the challenges in spinning up a service organization from scratch. And what exactly happened with that crazy dragons eating deer thing?
I’m on the Advisory Board again this year. Submit your talks!
GDC Online 2012 Call for Speakers Open through May 2
The call for submissions to present lectures, roundtables, full day tutorials and
panels at the Game Developers Conference (GDC) Online 2012 is
now open through Wednesday, May 2nd.
GDC Online focuses on the development of connected games including
social network titles, free-to-play web games, kid-friendly online
titles, large-scale MMOs, and beyond. The event returns to Austin, Texas
on October 9-11, 2012.
The advisory board is seeking submissions from social & online game
professionals with expertise in any of the following tracks: Business
& Marketing, Design, Production, Programming and Customer Experience.
We are also accepting submissions for the four summit programs; Game
Narrative Summit, Smartphone & Tablet Games Summit, Game Dev Start-Up
Summit and GDC Gamification Summit.
The art & the science are at least yelling at each other across a divide, if not talking.
Chris Crawford is more relevant than he has been in years. At least more discussed. People are now embracing things he said that they used to disdain. His face was put up on slides a bunch of times, and his spirit was invoked a lot. There were many calls for games to “grow up.”
On the flip side, the social/F2P model is clearly not just winning but dominant — but there were a lot of discussions about how to do it ethically, rather than just rejecting it out of hand or embracing the monetization.
There’s a little bit of an identity crisis. Some of this is from debates over terms (“is Dear Esther a game?” was a constant thread), which some feel to be exclusionary. Now that interactive art is burgeoning, it is either growing out of the rubric of “game” or expanding the definition. This is leading to people calling each other fundamentalist or clueless, which is not very productive.
In the process, that term definition exercise and the deeper analysis of the “science” of how games work has continued to make great strides, and many of the best talks were about understanding the audience psychology or understanding mechanics in greater depth. Game grammar-like diagrams popped up on many slides, and concrete game design exercises were showcased at great length — where we used to just get special-cases, we now get general principles.
A lot of the above was enabled by back-to-low-budget trends that enabled the indie and art game movements, and by the fact that mobile tech was easily accessible. The center of gravity has clearly shifted to mobile.
But there was also general agreement among business types that this Renaissance period is over. Budgets are about to skyrocket again, and we’re now at the start of a “mature” period akin to the early glory days of consoles, or the early glory days of PC gaming. Expect creativity to give way to conservatism again and the stakes get higher in terms of budgets and time.
Basically, it feels to me like we’re just about cresting the edge to a new plateau. We’ll see what happens to disrupt this one.
I seem to have neglected to mention that I am speaking at GDC next week!
I’ll be the last session of the Social and Online Games Summit, giving a quick half-hour session entitled “Good Design, Bad Design, Great Design” modelled after the blog post from a while back.
What makes a design good or bad? And more importantly, what makes it GREAT? And even more, does greatness even matter, when the goal is to make money? In this talk, industry veteran Raph Koster will look at an assortment of guidelines and aphorisms drawn from a variety of fields ranging from marketing to art theory, and see how they hold up. Raph will pay special attention to what they mean for the brave new world of social gaming. Hopefully you’ll leave inspired.
Takeaway: Learn why it makes sound financial sense to reach for greatness in your work, and discover some of the science behind classic design principles from other fields.
If you’re coming, see you Tuesday 5:05- 5:30 in Room 135, North Hall.
I have a brief precis of it here, if you don’t know what it is about. But hey, it’s only an hour of your life, right? So go check it out even if you don’t know what it is about.
At GDC, there was a Game Design Challenge (I’ve participated in one of these, in the distant past!). This year the topic was religion. And you’re going to need to know everything about what happened to make sense of this post.
Jason Rohrer won the challenge, with a game that was a Minecraft mod with very particular rules. The big rule to know about is that it’s a game played sequentially, with the world having persistence, so that each player gets to see the remnants of what the previous player left behind, but with no explanation. This is supposed to engender the sort of mystery that in real world leads to myths and thence religions.
Side note: I actually received a “miracle” during this process, and then it was taken from me for the purposes of keeping score, something which I felt was rather gamificationy.
Which then led to some tweeting back and forth about whether this was in the spirit of the idea, including heated remarks and comments from Jason himself. It even led to a Gamasutra article on it all.
And just now I stumbled across a blog post that links the arguments I make about authorial intent and games as art in A Theory of Fun for Game Design to the controversy:
This morning I found myself reading the tail-end of Raph Koster’s A Theory of Fun For Game Design. I found a lot to love about the book, but one of the things that persistently bothered me was his insistence on value and meaning being bestowed by authorial intent…
…It’s fascinating to me that with an extremely simple ruleset and a modded copy of someone else’s sandbox game, [Jason] managed to generate something that’s simultaneously a reflection on continuity (I’d actually dispute that the game OR its reception is much of a reflection on religion) and a medium in its own right…
…Jason Rohrer’s reaction was excellent. He has encouraged whoever ends up with Chain World to NOT pass it on to the next person in the chain… it’s more a declaration about what he feels is valuable about the whole project than an attempt to reassert authorial control on a ruleset that he created…
…To my mind, it’s that kind of thinking about author-ity that will lead games/videogames to fulfill their potential rather than the call-to-arms for authorial intention on which Koster closes his otherwise excellent book.
Most modern theories of art hold that all forms of art and all media are interactive, that there is an implicit conversation between any audience (despite the original roots of the word in just “listening”) and any creator — that the act of interpreting the work even in the most shallow way means that there is a collaborative construction of the work.
So I don’t actually hold with the idea that games are somehow special in that regard. They are more interactive than many. But frankly, they are less interactive than many forms of performance art. A concert where the audience sings back unpredictable stuff, or a comedy show being heckled, are arguably *more* interactive than a game.
That leads me to conclude that Jason, through his surrender of authorial intent, is actually imposing authorial intent. “Asserting what he feels is valuable about the project” is exactly expressing authorial intent, and is in fact often the worst-regarded form of it in many art circles: telling the audience HOW they are “properly” supposed to enjoy the art.
I don’t actually have any issue with telling people they are playing a game “wrong,” even though it is futile. Once it exists as an artifact, then the designer’s opinion shouldn’t be significantly more privileged than anyone else’s except insofar as it provides additional insights into ways to interact with the work. I only start to worry when the author(s) start getting obnoxious about it, which Jason is definitely not doing.
For what it’s worth, I think that authorial intent in games, and especially in art games or what Bogost calls proceduralist games, is expressed via the rule constructs that are conveyed and (usually) enforced by the code. Because of the unique nature of working in rulesets as a medium, we typically see two sorts of generalized approaches:
1) prescriptive rulesets, wherein the choice of what to leave out and what to include in the rules effectively conveys a message. SimCity was accused of this despite its goal of being descriptive, and September 12th is probably the canonical example. The Marriage is another good art game example; the dynamics that exist between the “husband” and “wife” certainly lean one towards specific ways of interpreting the meaning in the rulesets.
2) descriptive rulesets, which present the mathematical framework, and then leave the judgement up to the player as to how to approach the problem sets that the rules implicitly pose. I would put Chain World in this category, and Sleep is Death as well, but not Passage.
I would also say that MMOs and multiplayer games in general have a very natural affinity for this end of the spectrum, and I’ll go so far as to assert that all the virtual worlds I have worked on have explicitly had that quality of being a “medium” that the blog post suggests, because virtual worlds in general encourage a sort of player generativity far beyond what we see in single-player environments or even “team sport” style games.
Needless to say these are points on a spectrum. At the descriptive end, no author(s) can claim to truly have an unbiased and objective ruleset and still have a game, I suspect. Chain World includes some assumptions that convey to us some of how Jason thinks about the problem he is modeling — indeed, at the GDC session, he walked us through exactly those assumptions — and this leads to his having shaped perhaps not the possibility space of reactions, but certainly at least the probability space thereof.
On the other extreme, of course, the fact that the audience is a participant in the process means that prescriptive rulesets are just about always subverted in some fashion; a classic early example would be the pro-peace graffitti in Counterstrike mods, which were done as part of a guerrilla art project!
It is as yet early days for the art game movement (and I do term it a movement). Making prescriptive games *intentionally* is hard enough right now. I very much applaud those who set out intending to create provocative descriptive rulesets (though in the MMO world, we get called “ant farmers” for attempting to do so).
(Ironically, Jason has told me more than once that some of his own exploration of these issues was inspired by the very passages that the blog post author cites in my book, and I happen to know that Rod Humble got going in this direction also in part because of my prompting. Such a small community…)
In any case, I do think that people *set out* to create such rulesets, with intention. And whether they do it singly or as a team, I can’t help but call that an authorial impulse.
Funny how all the commentary has moved to Twitter and is no longer found on blogs these days! But here’s a few anyway [Edit: I keep adding them as I find them..]:
As promised in the talk itself, here are the slides for the talk I just gave on “Social Mechanics for Social Games” — an updated version of the talk I gave back at GDC Austin.