Hotel California

 Posted by (Visited 11731 times)  Game talk, Music
Oct 292005
 

AGC day two… a busy day.

Richard Bartle’s keynote–it coulda been me up there, basically. Yep, what he said. I think the tone of the conference as a whole is “change the world”–a phrase I heard used in at least four different sessions, and Richard’s presentation basically argued both that we do it whether we want to or not, and that there’s a specific culture that we are spreading, the hacker ethic, and that it’s a calling. So many people stuck around to ask questions and discuss the keynote that virtually every panel after it started 5 minutes late.

The user content panel has been discussed a few places already; it was entertaining. I thought that defining the spectrum of practices as “Vegas to Burning Man” was apt; the answer lies somewhere in between, of course. The audience was split evenly when DanielJames called for a voice vote at the end. I ended up choosing Burning Man, myself.

The panel I was on, regarding “who owns my lightsaber,” was entertaining to us panelists, at least. We were worried that we’d all just say “it’s the EULA, stupid,” but we moved past that to discussions that were interesting, I think.

The MMO rant panel once again echoed the “change the world” sentiment. Keep an eye out for Brian ‘Psychochild’ Green posting his rant, which was hysterically funny.

The presentation by the guys from PARC on key things that would improve social contact in MMOs was very useful and interesting. Eye contact, torso torque, looking where people are pointing, not staring, anims for interface actions so you can tell when someone is checking inventory, display of typed characters in real-time rather than when ENTER is hit, emphatic gestures automatically, pointing gestures and other emotes that you can hold, exaggerated faces anime super-deformed style or zoomed in inset displays of faces, so that the facial anims can be seen at a distance… the list was long, and all of it would make the worlds seem more real.

The dinner with far too many friends to mention, and then… off to jam with The Fat Man. My rendition of ‘Hotel California’ was well received, but once the classic rock segment ended when most folks had to leave, we got down to the real jamming. And as you see, here I am back at the hotel room blogging at 2:30am–that’s what a good jam will do to you.

Damion Schubert’s talk at AGC…

 Posted by (Visited 16709 times)  Game talk
Oct 272005
 

…was really good. It was one of those talks that doesn’t necessarily bring something majorly new to the table, but instead crystallizes a bunch of things you sort of knew but didn’t have organized in your head.

Broadly speaking, he was talking about lessons we can learn from casino design and practice and apply to MMO design and practice.Some of those things were straightforward (harshness in dealing with cheaters; listen to mavericks because even if they are wrong, they will shake you out of established thinking) but the core of the talk was about a wonderful new phrase: Cozy Worlds.

In a nutshell, he advocated that our worlds be designed for proper population density and segmentation. We often overbuild terrain, or emphasize seamlessness, or encourage instancing, to the degree that we lose the ability to easily group players by locale for purposes of chat, and fail to provide the feeling of “playing alongside each other” that is so critical to a sense of massive multiplayerness.

I’m not really doing the presentation justice with that sort of summary; suffice it to say that it made me look at mapbuilding in a somewhat different way than previously. I have already been very much thinking in terms of neighborhoods even though I am a firm believer that seamlessness is the default technology we need to employ from now on; it was startling to hear his analysis of WoW zones as being the equivalent to a small town square, which i exactly the analogy I used for SWG player towns…

Looking forward to the PARC talk on socialization tomorrow.

A Marxist critique of MMOs??

 Posted by (Visited 5829 times)  Game talk
Oct 262005
 

How on earth can I have missed this? I guess I tend to click through to the forums and not stop at the front page.

There’s nothing inherently wrong with the idea of state-owned property in a classless, representative democracy with a magnanimous government providing for all the basic needs of its populace. That is a noble goal for government. But when mixed with the conflicting desires of a power-hungry man with influence like Joseph Stalin, you end up with the creation of a manufactured class system of elites who have everything and proletariat who have nothing, including the ability to choose their own religion or way of life.

There’s some priceless stuff in the comments thread too. Keep an eye out for the diagnosis of sociopathy of every online character in an MMO.

2004’s version of the future

 Posted by (Visited 11869 times)  Game talk
Oct 262005
 

I was going through presentations and materials that were destined for this website but never made it up during the two years that it didn’t get updated. One of the things I found was this gem, for Gordon Walton’s panel on “what is the next generation MMO?” that took place at GDC 2004. It was exactly one slide, so there’s not much point in putting it up as a presentation–but it’s still fun to look at, and then ponder in light of where the industry actually went for its next gen games.

Raph’s take on the next generation, March 2004

  • Embrace user content–if the law and our own fears let us
  • Distributed servers
  • Dynamic content in all measures
    • Algorithmic models, textures, worlds
    • Artificial life models for AI
  • Stop being called games

Is this still the future? Was it ever? You tell me.

The End of the Game

 Posted by (Visited 7409 times)  Game talk
Oct 262005
 

A Technorati link led me to the Only a Game blog, where there’s interesting discussion surrounding Clive Thompson’s article. I hadn’t come across this blog before, but it looks like the authors are very into doing cluster analysis of players, and determining play patterns based on that, and then tailoring games to target those identified markets. They certainly like Myers-Briggs types. 🙂 Looks like they have a book out called 21st Century Game Design as well.

Right off the bat I want to quibble with them on the book title, of course. I’ll have to read it, naturally, before passing any judgements, but to say that design should be aware of market segments and possible audiences is hardly a radical revelation. On the other hand, it’s good to see more awareness of the myriad possibilities inherent in approaching gamers more scientifically. Danc over at Lost Garden offers up a pretty positive review, but it’s pointed out in the comments that the clusters identified by the book bear substantial similarities to theoretical models not arrived at with that degree of empiricism, such as Gamist-Narrativist-Simulationist theory from pen-and-paper RPGs, or Bartle’s types from muds.

In fact, when Danc says that serious attention to audience models is needed, it could be argued my MMO aficionados (and has been at length, actually) that there has been too much attention paid thus far, and design distortions resulting from bending over backwards to accomodate a given type.

The real bone I have to pick with the post, however, is similar to the comments I would have regarding Dave Rickey’s take on AToF, where he described my definition of fun as being solely neophilia.

This looks to me to be a ludic fallacy – which is to say, an assertion made by someone with a strong affinity for ludic (structured) play, without taking into account other approaches to play. There is a tendency for people who enjoy agonistic ludic play to forget or overlook players who prefer other styles of play.

FWIW, I’m not an agonistic player by their definition, so I don’t think that I’m simply falling into the trap of generalizing my own experiences onto everyone. As you walk down the list of player types they identify, the defining characteristics end up being:

  • The end of the game may be when everything is known or can be anticipated.
  • the game is probably up when there is nothing new to experience.
  • When the game has no tasks to complete, or the player has become unable to carry out their assigned tasks, the game will no longer sustain.
  • the game is up for someone fitting this archetype when they no longer have the capacity to personally affect the game world.

I’d argue (and one other commenter does as well) that all of these are fundamentally very similar. “Everything known” and “nothing new to experience” certainly seem to have tremendous overlap both with each other, and with the neophiliac take on the Theory of Fun. But the other two are also signs of having sufficient knowledge of a possibility space, of having grasped the permutations. They do reflect different learning styles as regards that possibility space, however.

I certainly agree that “there [do] appear to be issues of personality to take into account when considering how and why people stop playing games.” But I suggest that those personality differences lie principally in approaches to the issue of mastering a possibility space, and in one’s affinity for given learning styles, and whether a given game accomodates that learning style. In other words, I’ll quit some sorts of games early because they don’t mesh well with my learning style, and I’ll quit others because I have exhausted them–and with different games, I may well exhaust them in different ways.

(I also disagree with the equation of continued interest and Cziksentmihalyi’s concept of “flow,” but I cover that enough in the book).

I’ll definitely be picking up the book, though; for one, Lost Garden always has very insightful things to say, so if Danc liked it, it’s probably very good. And for another, there’s a lot of very thought-provoking posts throughout the Only A Game blog; it looks like a subject and people worth engaging with. if you get it and read it, let me know what you think.