Nov 222013
 

Here is the full video of my talk at EVA13, entitled “El mundo de sistemas” (the world of systems). It’s in Spanish, and it’s an hour and a half long!

Sorry, no translated subtitles or anything. The talk starts out talking about systems and games, how there are many sorts of games but that a large proportion of them have what I call ludic systems underlying them. I talked a little bit about what some of the implications of systems are, how we learn from them and what sort of lessons they teach. And, of course, also how flaws in systems (or even emergent properties) can cause systems to really run amok, or enable players to really break everything.

That then leads to some anecdotes and postmortem thoughts from Ultima Online and Star Wars Galaxies. Most of these are probably ones that many of you have heard about before:

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Nov 052013
 

Here are the slides for my talk at EVA ’13 in Buenos Aires, Argentina, last week. They are in Spanish, of course.

If I had to summarize the talk, I would say that it covered a lot of the same sort of ground I have touched on before in terms of the ways in which games teach systems thinking. I open with some discussion of the wide range of stuff that we call “games” — something that is also discussed in the GDCNext talk I am posting shortly. I talk about what a ludic structure looks like (something that folks who read the blog will probably find familiar), and the way in which ludic structures arise naturally in the world, and thereby are playable even though they are not designed games.

And then I move into anecdotes on exploits and loopholes and other ways in which we didn’t grasp everything about the systems we ourselves had designed, in games such as Ultima Online and Star Wars Galaxies. The talk ends on speculation on what we’re doing to the world, as we create systems that break outside of games. Are we the most qualified to do this? We might be.

It likely loses a lot without the actual speech, compared to most of my slideshows, but hopefully the video will go up at some point. In the meantime, the PDF is here.

 

Sep 172012
 

On Saturday I met with the Omaha Game Developers Association in a Google Hangout for a couple of hours of interview-style questions. The whole thing was streamed live on YouTube and also captured afterwards, so here it is for those who have the patience.

Among the things we talked about:

And way more… vid after the break.

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Mar 202012
 

Once upon a time, there was a game set in a science fiction universe where the economy was very important. Its name was not Eve.

In this game, players could, if they so chose, run a business. They could

  • designate a building as a shop
  • hire an NPC bot to stand in it
  • give the bot items to hold for sale
  • specify the prices at which those items would sell
  • customize the bot in a variety of ways
  • make use of advertising facilities to market the shop
  • decorate the shop any way they pleased

With this basic facility, emergent gameplay tied to the way that the crafting system worked resulted in players who chose to run shops being able to do things Ike build supply chains, manage regular inventory, develop regular customer bases, build marketing campaigns, and in general, play a lemonade stand writ large.

The upshot was that at peak, fully half the players in Star Wars Galaxies ran a shop.
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SWG is shutting down

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Jun 242011
 

Star Wars Galaxies, a game I was the creative director on, is shutting down. It’s happening in mid-December. You can read an interview with John Smedley about it  on Massively. The short form, though, is that the contract with LucasArts is up.

I am sure there are plenty of people who are prepared to mourn; I went through my own emotional arc of moving on years and years ago at this point, so I am not going to dwell on it.

Instead, I’ll note that sandbox, worldy MMOs do not seem to have gone away despite the economic currents that run against them. It’s too big a dream, I suspect, and games like Arche Age, which isn’t out yet, Wurm which is, and of course EVE, show that there is a passionate audience for the sort of experience that lets you step into a more fully realized world and live there.

Some will say that SWG was a failure. They’ll cite the NGE, of course, and they’ll point out that it fared poorly against the juggernaut of WoW, despite the power of the license. My postmortem would be much like Smedley’s:

Here’s what I would have done differently. I would have made sure the ground and space games were launched all at once. I would have given the game another year to develop and really polish it quite a bit. I think we created one of the most unique and amazing games ever created in the MMO space. It is the sandbox game. Nothing else even comes close to what we did there. I would have really taken our time and polished combat right so we never had to do the NGE.

In the end, the game was quite profitable, it ran for eight years, and it entertained a few million people. I’ve been told it had a qualitatively different and more powerful community than other games, by objective metrics. It was built with some rickety tech — and some that won awards and led to patents (1, 2, 3). It was more casual and more broad appeal than what the license could even handle, in some ways, and many individual features that SWG had today power entire blockbuster giant companies in the social game space (hey look, farming where you come back the next day… where have I seen that before…?). And it gave us features that continue to amaze people who don’t realize what can be done: real economies complete with supply chains and wholesalers and shopkeepers, that amazing pet system, the moods and chat bubbles (anyone remember what chat in 3d MMOs looked like before SWG?), player cities, vehicles, spaceflight…

And dancing. Which everyone made fun of. But as far as I am concerned, it may have been the biggest and best contribution, the one that spawned a jillion YouTube videos and may well be the lasting influence the game leaves behind, an imprint on all the games since: a brief moment where you can stop saving the world or killing rats and realize the real scope and potential of the medium.

In the end, SWG may have been more potential and promise than fulfilled expectation. But I’d rather work on something with great potential than on fulfilling a promise of mediocrity. There’s a reason people are passionate about it all these years later. I’m proud to have worked on it.