I was looking around the web for some videos/info regarding that playful event i went to a few weeks ago (my last post was about this) and found a link for Kars Alfrink's whole transcript/speech, one of the speakers from the event: Here is the link if anyone is interested: http://leapfrog.nl/blog/archives/2008/11/17/a-playful-stance-my-game-design-london-2008-talk/ Here is good point he made in his speech if you don't fancy reading the whole thing:
“ The Z-Boys were trying to figure out what the limits were of the combination of their equipment, their bodies, and their environment. Why were they doing this? For the sheer enjoyment of it. They weren’t doing it because it had some outside purpose. In fact, in my opinion, they were doing it exactly for the sake of its uselessness. Play is an end in itself. Later on in the film you see how, for some of the Z-Boys, skateboarding looses its charm when competition and money get involved. (For those of you who are familiar with Roger Caillois’ classification of games — I think skateboarding started out firmly in ilinx territory, which is all about physical thrills, and only later moved towards agôn, which is about competition.)”
I think its interesting how something playful can become competitive leading it to become a type of sport. This is caused when a player has mastered and learned the rules of the game competing for mastery of skills not necessarily fun, although gaining pleasure via alternative means such as battling for status enhancement. In other words, these players have learned all lessons and patterns that game has to offer and play for game for test of their skill with pure concentration on the task at hand. Whereas when you look at the beginning of skateboarding, it was new unexplored activity where people were discovering and learning new patterns behind the use of the skateboard (tool of fun) and the fun of breaking the boundaries of velocity within our surroundings. You could argue that any game could be considered as a form of sport as its down to how individual players grasp the patterns of the game and their reasons for playing it, but certain games have certain factors that are more deemed as competitive or worthy of sportsmanship. For an example, American football could be considered just tactical as Chess but Chess wouldn't be deemed as a sport, why is this? Despite the obvious things such as the lack of physical activity, in terms of player psychology, does American Football provide fewer patterns so players can grasp the game easier, to truly master it as a sport than Chess? Or do the variables behind the patterns encourage a certain player's mentality and attitude towards the game deeming it competitive?
I think our perspectives and attitudes as players change to particular game variables as time goes on when we are exposed to new alternative aspects which itself creates new patterns and playing styles from old games. For an example, “Mario kart” on Nintendo DS, would anyone be using snaking if it wasn't for the online play? Or without other players exposing such exploits within previous popular online games, would this exploit be discovered? The video below is example or this:
Nintendo has underestimated players’ current knowledge and ability of breaking game systems and willingness to grasp the game fully, knowing every nook and cranny as players are learning patterns quicker than new patterns being developed. You could argue that “Mario Kart” hasn't changed with the times and wasn't designed with online competitive nature in mind as multiplayer gaming has enabled us gamers to learn gaming patterns at incredible rate, as we learn and share game tactics and exploits together, learning with other people is more fun and easier than doing it solo. Looking at Mario Kart's previous history 11 years ago with “Mario kart 64”, famed for it's split-screen, multiplayer never had such aspects of intervention, have people evolved the gaming infrastructure? In other words, are players changing the way how we interact with games and how we perceive or learn from them?
With this perspective in the future, as football is a sport with huge following, we may see it evolve as fans demand expansion becoming bored of the traditional rule set. Who knows maybe we will see football players with chainsaws within next 20 years becoming a “gladiator” sport. Maybe this is why Chess is considered trivial among competitive game players as Chess hasn't evolved to teach us new unexplored patterns that we currently seek. A good way to conclude this topic would be to quote from my favorite games design book “A Theory of Fun” written by “Raph Koster” which sums up this topic perfectly.
“The lesson for designers is simple: A game is destined to become boring, automated, cheated, and exploited. Your sole responsibility is to know what the game is about and to ensure that the game teaches that thing. That one thing, the theme, the core, the heart of the game, might require many systems or it might require few. But no system should be in the game that does not contribute toward that lesson. It is the cynosure of all the systems; it is the moral of the story; it is the point.”
This past week, I've been attending to lots of events during the “London Games Week” and It's a really exciting time to be part of the games industry seeing so much support and hard work invested into this upcoming growing games festival. I've attended this festival every year since 2006 and I have to say that it has come a long way with better organization and understanding of what people want from a games festival, bringing in gamers (consumers), industry people, students, etc. One event I went to which I thought was a perfect candidate for such festival was called “Playful” which is a whole day (of course my favorite subject) about games design where designers spoke about their design ideals and approaches from all different backgrounds ranging from web/graphic design to architecture. It was very inspiring and insightful and it's both challenging and interesting to hear different points of view and to clarity your beliefs on the subject, it certainly expands your horizons. Here is the link for the event; you should check it out next year: http://www.thisisplayful.com/welcome/ With this post I would like to go through my favorite speakers and briefly the points they made which I thought were most avid and important towards games design. I will go into further detail about these processes and approaches/theories in future posts.
Matthew Irvine Brown isn't a games designer but is interaction designer for a music website called Last.fm (Great site), his point of view towards design is a simple ideology of “Draw more dots. People like to connect them” in other words as designers we create tools for personal customizable interaction and people create their own reason/purpose for the interaction. He says this referring to his site which connects inspiration between music bands, a point of reference/ form of connection between the dots is a part of the experience and fun as people like to see conception and where things are from to form the final outcome. Say a trumpet, people automatically connect that instrument to Jazz music for an example, or someone makes assumption with black and white silent films like “Charlie Chaplin” (the ones made in the 30's with sound) with the cheeky trumpet sound. That's the beauty with music as the medium allows anyone to make their own connection with it, which is why some people believe that music is the most social interactive entertainment medium. Matthew demonstrates this approach with his puppet sock toy; here are some videos he showed on his talk:
Chris Delayhttp://www.introversion.co.uk/ Chris Delay is a lead games designer/artist for the company “Introversion” who made titles “Darwinia”, “Uplink” and “Defcon” which are unique stylized art house games within a small development team and budget. He talks about his design and technological method towards game technology called “Procedural Generation” to save money and time when you can’t afford an art team. In a nutshell, basically he defined simple rules and perimeters within his own game system/software which enables the software to automatically create game environments (an urban city landscape) via an organic process by following these rules for his new game “Subversion”. It's an innovative approach as many development studios build their game/design approach around their new technology rather use the technology to build the game. Also interesting he claims that he used these rules to game systems to quickly create prototypes for experimenting and I wonder if the final game will use these rules in regards of gameplay. This demonstrates how pre-planning basic core rules on paper goes a long way but seeing it in action within a game system where you see if ideals work.
Tom Armitage I actually don't know what he does, but by going by his talk, he knows his stuff. He has an interesting theory where he believes that all multimedia devices (computer games included of course) are multiplayer interlinked with other devices into a bonding social network via software. It is true to a certain extent which is also referred as “Supercontext” theory http://www.futurehi.net/archives/000172.html. He goes on saying how we are a part of social network and these exist to connect a person to shared objects that connects us together, for example, people connect to the site “Flickr” through photos, “Youtube” through videos, etc. He goes on to relate this topic to how Xbox Live only works as tool/service when millions of people connected to allow online gaming to coexist and function as social network. “Even single player games are played in a multiplayer context of persistent profiles” he quotes from Raph Koster ( Raph Koster wrote “Theory of fun” which is a great game design book) referring to games like “Fable 2” or “Geometry Wars 2”, (primary functional and designed as) single player games which use features of connectivity of other players without being online/multiplayer which he calls “Sync activity with shared context”. In other words, single player games aren't single player any more as they all share data/info with other players expanding the experience as part of a social network. He believes that all games will be like this which I think would make for interesting debate as I argue that certain games wouldn't benefit/work within such design ideal like say “survival horror games”.
Kars Alfrink is freelance interaction designer from Utrecht, the Netherlands who spoke about designing fun and what fun is? To explain his theory of fun he refers to the film “Dogtown and Z-Boys” which is about the beginning of skateboarding (before it become a sport) where they discover the use of empty swimming pools to create momentum to perform tricks. He used this example to demonstrate how people create fun by changing a tool's rigid useful normal form/function to invent their own useless function becoming playful. These tools allow users to create and communicate their own meaning/purpose, designers can't create meaning via tools, which I don't fully agree with to be honest. He backs up his point by quoting from Mitchel Resnick - Turtles, Termites and Traffic Jams (This is his book he wrote) “What’s needed are microworld construction kits, so that you can create your own microworlds, focusing on the domains you find most interesting” I agree with this statement which reflects the design approach of “Little Big Planet” but I believe tools have to be created with some form of connection/meaning towards the user to allow their interpretation to take place, this links to Matthew Irvine Brown's talk. In other words, the tools have to inspire the user to be playful with. For an example, “Little Big Planet” is nothing new in regards of its function of a level editor but it's the accessible in-game use of UI and charming cute visuals makes the game feel fresh and inspiring.
The last and my favorite talk (most inspiring as he was so passionate) was by “Eric Zimmerman” who is designer at “Gamelab” who made “Diner Dash” (which is hugely popular flash game) and wrote the book “Rules of Play” He spoke about three components of ‘game literacy’: System Play and Design, which are needed for any game to exist. “System” is series of perimeters/commands that a game world must follow to exist just like Chris Delay with his approach with “Procedural Generation”. “Play” is tools of interactivity within the game just like Kars Alfrink and Matthew Irvine Brown theory to design. Then there’s “Design” which is deciding on the rules/purpose of the game. So in other words “Play” needs “Design” and “Design” needs a “system” and “system” needs “play” as Design = Rules/purpose, Play = Tools/mechanics, System = technology/perimeters.
To conclude, this event was very insightful and I really enjoyed it, learning a lot. I will definitely come again next year, you should too! Anyways thanks for reading!
I've been playing "Bionic Commando Rearmed" recently, I'm loving it, if you haven't got it, get it now! Its a good example of blending old school gameplay inspired by the orignal's retro roots with modern conventions that we all have grown to be used making the whole experience feel modern and fresh. Anyway This is the reason,I started thinking about remakes I would to like to see in the future and how I would do them if I were to making them.
Final Fantasy VII
This is bound to happen but I can't wait for it even since seeing that tech demo of Final Fantasy 7 on PS3 and also with all these other Final Fantasy 7 spin-off games and the film referred as “Compilation of Final Fantasy VII” makes you wonder when are they going to finally produce the the remake of FF7 that everyone wants. During the development, I hear they had to cut out lot of story sections/villages they didn't have time to finalise/polish them cutting down the game from 4 discs to 3 discs. This would be interesting to see if they include these sections giving a player choice to play director's cut version or the orignal version to play it how you remember it. Let's face it, this remake would make “Square Enix” mountains of cash but the question remains “When will it happen?”.
Goldeneye/ Perfect Dark
“Goldeneye” was the first FPS on console that designed ground up with console in mind taking advantage of their aspect of the Nintendo 64 console especaily the console's abltly to split screen multiplayer featuring so many modes and ways of playing for hours of fun. Still to very day, both “Goldeneye” and “Perfect Dark” remain be very playable although obviously the graphics are so dated now. I hear rumours that Microsoft wanted to re-release/remake “Goldeneye” as Xbox Live Arcade game with online play but “Nintendo” and “Microsoft” couldn't agree on a deal as “Nintendo” wanted to release it too but “Microsoft” wanted to exclusive rights and obviously nintendo has the rights. I can't see why they can't come with up with some form of compromise where both can release “Goldeneye” on their consoles as these days, their markets they appeal to are very different it's not as if they would be confronting each other's interests and everyone wants to play “Goldeneye” is winner. Although who actually knows if this rumour is true, certainly like to think so gives us some hope that it will happen one day.
Alien Breed
“Alien Breed” is getting remake by the original development studio “Team 17” being released as Xbox Live Arcade game in 2009. The orignal classic was released in 1991 on the “Commodore Amiga” as its been a long wait for fans. Unfortunary there is no other details comfirmed yet but its good news that its actually making it.
Metal Gear – very 1st in the series
This is any Metal Gear fan's dream having the orignal “Metal Gear” remade. This would be great opportuntidy to link up the whole Metal Gear universe/story arch with modern filmic production values creating the link between “Metal Gear Solid: Portable” to “Metal Gear Solid” titles. “Metal Gear” is about how “Solid Snake” discovers who “Big Boss” is and of course defends him and from the most recent revelations of MGS plot within “MGS 4” (I'm going to reveal any spolters/details for anyone who haven't played it yet). I think it would proud to be very interesting to see this chapter of the story retold.
Half-life
There is actually a remake of “Half life” being made as mod called “Black Mesa” using the “Half life 2” engine and its been in production for 3 years now, check it out: http://en.wikipedia.org/wiki/Black_Mesa_(game_mod) It is very suprising that “Valve” don't make it themselves but I'm sure they have many other projects on their plate which will push the industry.
Shenmue 1 and 2
This is one of my favourite adventure and dreamcast games/series ever due to it's vast ambition of story telling, game design/mechanics, pushing the boundries of 3D environments. Shenmue was one of a kind series which was orignally planned as trilogy (at the time, this was unheard of) but sadly only able to produce two although they both did sell well for a dreamcast title (1.2 million sales) but it wasn't enough to make profit due to high production valuess of $70 million making the most expensive video game of all time. Shemue was too ahead for it's time and the market wasn't there, whereas today I believe there is such an market for such story driven/filmic game. I think as the whole foundations of the game are already there, it wouldn't cost too much to remake it with updated graphics and perforance. Also in today's market, there are many options how to approach a remake from such title, if I was Sega I would either: Market it towards the casual/non gamer releasing on “Wii” being people's first adventure game experince as people would be relate to it being set within realisation world. Release in episodes like “Siren” for PS3 or “Sam and Max” on pc. Release it on all three main consoles as one big game including the yet unmade “Shenmue 3” You never know they may do this with the success of the “Yakuza” games being more focused towards action than adventure/story.
Beyond Good and Evil I feel qulity saying this but I've never played this game which received critical acclaim with a underground cult following but typically was a commercial failure. It was designed by “Michel Ancel”who created Rayman who has creativity colorful flair to his games and certainly see that in this title. I think it was overshadowed by a lot of completion with many adventure games released at the time like “Persia of Prince: sands of time”, “Siren”, “Manhunt”, “Zelda: Wind Waker”, “Silent hill 3”. I think this game deserves another chance and especailly as the sequal is being made making it good reason to recap on the story.
Final Fantasy 5 and 6
This is another no brainer for “Square Enix”. Without a doubt it's going to happen, just the the question of when? As Final Fantasy 3 and 4 have already been remaked for Nintendo DS, so I can't see why they won't do the same for final fantasy 5 and 6 unless “Nintendo” or “Sony” releases a new portable console which I can't see happening anytime soon.
Earthbound series I've been very curtious about this niche nintendo RPG francshie even since I saw the character “Ness” in Smash Bros: Melee on gamecube and sadly none of the games in this series have been released in europe so I never played one. This series has a big cult following among nintendo fans and I hear it has very unique story and characters making something which you must experience and it has to have such a following for an reason and I would like to find out why. I think this warrents a remake for Nintendo DS which would be perfectly suitable console for this remake as it already filled with many old school RPGs.
Kid Icarus or Ice climber
These are “Nintendo Nes” classics have remained to be individual sole titles for years but I certainly would like to see some form of remake with an either 2D meets 3D approach like “Bionic Commando” or complete 3D makeover like mario with “Mario 64”. These are the only Nintendo classics games which haven't been remake yet for modern gaming even “Excitebike” been made again for Nintendo 64 although at the same time, I feel they shouldn't touch them, leave them as you remember them to keep that classic status.
My name is Chris Jones who loves designing games for fun and works within the computer games industry as QA lead working towards a games designer role. I write this blog to express my understanding and thinking of "game design" analyzing and detailing all aspects of this subject matter, which I hope will inspire people but also learn something new too.
This book is so crazy and funny! I love it! Anyone who works in games will certainly be able relate to this as its about lows and highs being game programmer working with crazy personalities!
Games that I've playing at the Moment
Uncharted 2 - Amazing game, I'm writting a blog post about this one, so you will hear what I think soon!
Batman Arkham Asylum - I just finished it recently. Its pretty polished and solid but I didn't think it was anything too spectacular though, little too casual for my liking but it did have some interesting design choices with the combat and health system which I digged
Trails HD - Great old skool score raker of a game! very simple but yet very playable and addictive
Still playing - PixelJunk Monsters as in the last two posts before - you have to play this game if you have PS3! NOW! Its so addictive!
What I'm listening to these days..
Fuck Buttons - Tarot Sport- This is their 2nd album it's actually pretty hardcore for my typical tastes but just haven't hear anything quite like these guys! They got a sense of timing of beats and rhythm. Just came out the other day!
Atlas sound - Most disturbing cover ever but musical engaging ozzing with style with similar sound of "Yeah Yeah Yeahs" or "Sonic Youth" in more ambinet subtle musical direction.