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GDC 2012 – The Rise of Games, the Birth of a Universe

What are games?

For many years now, that question has driven me to learn everything I can about the medium, to travel and meet as many people as I could find who shared my passion, and to refine my own ideas so that I could express them more clearly.  This has been my passion, my dream, ever since I was a kid: to see games mature and fulfill the tremendous potential that I could sense even in the early days, when I was still too afraid of losing to do anything but watch my friends play.  Last year, I went to the GDC to try and find others who shared this vision–and, more importantly, to find others who shared my vision of what games could become, what the miraculous technology of computers could make them.  I came away impressed and inspired, but also let down–what I saw was a commercial world where even those trying to break out of the mold were still thinking in limited terms.  They saw games as systems, collections of rules to be built and exploited.  They saw the advances of science and wondered how we could use them to make our games more popular, more engaging, more fun.  They saw other media and wondered how we could incorporate them into ours in order to strengthen it, to make it more than itself.  But few were asking the questions that I felt most deeply, and fewer still had any answers.  None were to my satisfaction.  True, there were some saying we shouldn’t emulate other media, that games’ strengths stand on their own.  And there were some saying that games could tell stories, that they could be artistic, that they could be used as a tool to comment on important issues and enhance the way we live.  But it didn’t seem to have occurred to anyone that maybe games were the art form we shouldn’t be emulating.  No one was saying that maybe, perhaps, video games could be meaningful without telling stories, that they could be beautiful without being artistic, that they could be useful without being treated as mere tools.

This year, I saw much of that change.  The industry, and those who work in it, are beginning to realize that games can be beautiful, useful, meaningful, and inspirational for their own sake, not in service to some other medium or purpose.  We are coming into our own as a medium of expression and power, and we are doing it not by becoming better at incorporating other media into our own, but by becoming more confident in the knowledge that our medium can stand on its own, without help from any other.  That is a marvelous thing, and if that was all I got to see in my lifetime I would be a very lucky man.

As it happens, however, that is not all.  We, today, are witnessing the rise of not one, but two art forms.  The first is a medium that has existed for millennia, that has shaped and sustained cultures the world over, that helps define who we are as living and learning creatures.  This is the medium of games, and it is a wonderful medium, and it deserves to be recognized.

But.

There is a second medium that is coming into its own, and this medium is so new and confusing it does not yet even have a name.  This medium is strange and wonderful and huge–it is a medium with at once more power and more scope than the medium of games, capable of infinite expression.  It is a medium so broad, in fact, that all others ultimately fall under its shadow–just as the seas flow into the ocean, just as all mountains are rooted in the earth.    It is a medium conceived by the algorithm, birthed by computers, and now being raised by game designers.  This is the medium that gives me shivers and permeates my dreams; this is my passion, this is what I wish to see.  I don’t want to be a game designer, really–there are already thousands of wonderful games in the world, and millions of people making them, most of them far better than me.  What draws me is the vast, uncharted places beyond games, the places that the computer has only recently made visible, has just barely made traversable.  I want to design for this new medium, where there are no precedents and no expectations.  After all, a poor path through the wilderness may nevertheless be remembered if it is the first–and this wilderness is so frighteningly vast, one almost cannot help but be the first simply by taking a few steps in.

So that’s where I’m going.  With a handful of other brave explorers, I’m going to start making tracks into this wilderness, searching for secrets in the jungle.  Care to join us?

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GDC 2012: Day Five

Congratulations!  You’ve completed level five of the GDC!  Here are the secrets you discovered:

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GDC 2012: Day Four

Today was the most fascinating and inspirational day yet! Unfortunaltely, I don’t have the time or the energy right now to cover everything I’d like. Instead, I’ll give you some bare-bones notes on what happened now, then come back and fill them in later.

Congratulations!  You’ve completed level four of the GDC!  Here are the secrets you discovered:

  • You heard Will Wright and Cliff Bleszinski talk about their inspirations, and realized they’re not that different from yours
  • You saw how the art in Dear Esther told a story through use of environment, and how realism can actually be detrimental to immersion
  • You realized that all your favorite games share the common element of strong “atmosphere”, and that having this quality in a game ultimately boils down to nothing more than having a strong, unique, and cohesive identity
  • GDC Microtalks 2012:
    • You witnessed David Sirlin discuss how giving the player less time to think can actually lead to deeper strategy
    • You felt the subtle yet powerful difference between competitive victory and cooperative victory during Mary Flanagan’s talk
    • You learned six things Dan Pinchbeck thinks we need to stop discussing about games
  • You learned several ways in which Pinchbeck told a story through the environment, music, and narrative of Dear Esther
  • You noted several games, books, and movies speakers mentioned that you should check out for inspiration

You’ve unlocked the final level!  Continue?  (Y/N)

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GDC 2012: Day Three

Congratulations! You’ve completed level three of the GDC!  Here are the secrets you discovered:

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GDC 2012: Day Two

Congratulations! You’ve completed level two of the GDC! Here are the secrets you discovered:

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GDC 2012: Day One

Congratulations! You’ve completed level one of the GDC! Here are the secrets you discovered:

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GDC 2012

So here I am in San Francisco again, getting ready for the first day of the 26th annual Game Developer’s Conference.  Registration isn’t cheap, and neither were the plane tickets and hotel reservations.  I don’t actually work for a game company, and the number of games I’ve made can be counted on a single finger.  So why am I here?

The GDC represents all that I love and hate about the current state of video game design.  It’s big, it’s loud, it’s crass, it’s commercial.  It’s juvenile and gaudy and shallow.  But there are moments of real beauty here, too: talks that inspire and uplift, people looking for a deeper meaning, developers striving to make games into something more than merely a form of entertainment.  That’s why I’m here; to be reminded of the fact that there are other people in the world just as passionate about games as I am, and just as determined to see them become something greater than they are now.  To make new friends, find new ideas, and become inspired to create something new and radical and marvelous.  If you like, you can come along with me on my search for secrets, here in the heart of the video game industry.  Let’s go exploring!

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Day Five of the GDC, Part Two: An Apology for Roger Ebert

Professor Brian Moriarty‘s talk was not, he explained, an apology in the sense of an expression of regret, but rather in the sense of a defense. Many months ago, film critic and author Roger Ebert sparked a firestorm of controversy when he commented in a blog post that he was not, and would never be, interested in playing video games. The debate reached its peak when, in a follow-up post, Ebert (rather rashly) claimed that “video games can never be art”. Needless to say, many in the gaming community were incensed at this claim. Ebert’s comment produced such an explosion of criticism, in fact, that he ultimately retracted his position and said he wished he’d never brought it up. Though he still says he will never play a video game himself, he no longer maintains that they can never be art.

So what’s to defend? Moriarty’s defense is not of this retracted claim, but of one made in support of it: the fact that no one has been able to cite a single game “worthy of comparison” to the great works of composers, filmmakers, novelists, and painters. And it’s true–I’ve played and loved games most of my life, and even I have trouble thinking of such a game. Why is this? Why have games failed to produce what Moriarty refers to as “sublime art”? There are several reasons, he thinks, but there is one excuse we cannot use, and that is the excuse that games are a new art form. Games, in fact, have been around for millennia; they are almost certainly older than all other art forms, and quite probably older than language itself–even rats play games. Computers are new; games are very, very old. What’s more, the idea of great art is actually relatively recent–art used to be considered on purely practical terms. Now that the concept has become part of our culture, however, we need to distinguish it somehow from so-called “low” art. Moriarty uses the term “kitsch” to describe this kind of art. What distinguishes kitsch, he says, is that it is unambiguous, conventional, and never challenging. With kitsch, you are never in any doubt as to what you’re supposed to feel. Kitsch is all surface, “pop” art. Unfortunately, he argues, kitsch is so pervasive in our culture that an enormous number of people never experience any other kind! Why is this? Simply put, it’s because “entertainment”, and games in particular, are an industry. Industries are profit-driven and hence risk-averse. Kitsch, for these companies, is a risk reduction strategy. Kitsch, unlike sublime art, is durable–blockbuster films like Avatar won’t suffer if the dialogue is awkward in a scene or two, but painstaking attention to detail is crucial for sublime art. Even independent game developers, who unlike public companies are not legally obligated to make a profit, are ultimately subject to the same commercial pressures. They have slightly more room for innovation and experimentation, but in the end, if no one buys their games they will go out of business and have to do something else. Hence, most games tend to be shallow and escapist. “True art”, Moriarty points out, “is not an escape from life, it’s a way to deal with life as it is”.

All that said, is there reason to think that games might someday become an art form? Moriarty isn’t so sure. As a Romantic, he cites Schopenhauer’s art theory and contrasts it with games. Schopenhauer claimed that misery, pain and struggle are born from the “will to live” that drives all living things, and that the only way to escape this misery is by subverting the will through the contemplation of sublime art. Games, however, are about choices, and choice is a fundamental expression of will–how can will be used to transcend will? Art, Moriarty says, has no goal, no purpose, no winning condition. Games, in his opinion, are anathema to sublime art, which he elegantly describes as “the still evocation of the inexpressible”.

What do I think of all this? On the whole, I agree with Moriarty; I think he makes excellent points. However, I think it is a mistake to assume that games must fundamentally be about an exercise of will on the part of the player. Many of the best, most expressive games actually put severe and deliberate restrictions on the player’s choices: games like Silent Hill 2 and Shadow of the Colossus move us because we feel complicit, not because we feel powerful or free. Moreover, games do not necessarily need to have a goal, a purpose, or a winning condition. It is possible, I think, to create games that are beautiful strictly for their own sake. Industry, of course, is always a difficult barrier to overcome–and as Moriarty points out, even those who set out to make art games entirely in disregard of industry run the risk of making “arty” games instead, which are simply traditional games disguised with quirky graphics and pretentious narratives. However, I think the bigger issue is one he didn’t address at all–the fact that we are still unsure what games really are.

Summary:

If I had to sum up the most important takeaway from this entire conference in one sentence, it would be this: what are video games? Nearly every speaker I heard that addressed the topic of artistic expression in games touched on this point, directly or indirectly, at some point during their talk. Not only is it an open question, most developers don’t even seem to be aware that there’s a problem–Frank Lantz, in his talk on day three, was the only developer I saw speak who addressed the question directly, and he only touched on it. Does a game need goals? Competition? Rules? Interaction? All of the above? None of the above? This confusion makes trying to be expressive in games very difficult, because you have no pre-established conventions upon which you can rely; you have no idea what works or why, so you basically have to shoot in the dark and hope you hit something. The issue is further confused by the fact that video games may not necessarily be games–for instance, traditional games are abstract, defined by their rules alone, whereas video games are aesthetically rich, and their rules tend to be implicit. As far as I’m concerned, the question of what games are is the most important in the field. If we can answer that question, then the question of how to use games as a tool for creative expression will be almost easy.

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Day Five of the GDC: What’s Next?

There were a couple of really exceptional talks today; a perfect end to an amazing week. Here’s a brief overview of the sessions I attended:

The Story of Cave Story

Daisuke “Pixel” Amaya, the one-man team behind the retro cult hit Cave Story, is really adorable in person. In his talk he presented a retrospective of the process of creating Cave Story, and his philosophy of design. It all seemed very interesting. Unfortunately, Pixel doesn’t speak English, and I somehow missed the fact that there were handheld translators available, so I had to sit through the entire lecture listening to it in Japanese. My Japanese is just good enough that I could sometimes tell when he was talking about one of the items on his slides (which were in English). Oops.

The Game Design Challenge: Bigger Than Jesus

The Game Design Challenge is an annual competition between a few leading designers in the industry; this year’s combatants were returning champion Jenova Chen, industry legend John Romero, and independent upstart Jason Rohrer. This year’s design challenge was to design a game that was in some way also a religion, or a religion that was in some way also a game. Jason, the first contestant, presented a really interesting idea called “Chain World.” Chain World is a Minecraft mod; there is only one copy of Chain World on Earth. The rules are basic Minecraft, with a couple of additions. The first additional rule is that you can only play once–if you die even once while playing, that’s it, you’re done for life. The second rule is that the game ends when you die–for this reason, suicide is allowed if you decide to finish playing at a certain point. Third, signs with text on them are not allowed, nor are you allowed to talk with others about what you’ve done. Finally, once you have played Chain World, you must pass it on to someone else who wants to play it. In this game, Jason was trying to communicate the sacred feeling of being a small, anonymous part of a long chain of history. He related a story to the audience of his first (and only) playthrough of the game with his daughter; the two of them were both excited, hoping to build many things that later players would be able to come across and explore. However, early on he encountered an unexpected dangerous situation (in accordance with the no-discussion rule, he didn’t say what) and was killed. It was, he said, the most poignant death he has ever experienced. His daughter burst into tears, and was so frustrated that she wanted to smash the flash drive containing the game. After his talk, Jason gave the flash drive to a member of the audience, so that they could be the second person to play it. Next was John Romero, who engaged the audience in a Twitter game. The first twelve people to follow the messiah (@messiah6502, the son of @god6502) became his apostles. Each apostle was then given a stack of sticky notes and encouraged to try to convert members of the audience by giving them the notes; they had only two minutes in which to do this. Once the two minutes were up, converts were asked to look at their notes to see if they had stars (representing miracles) on them. The apostle who had given out the most miracles was the winner. Last came Jenova Chen, who outlined his proposal for making TED into a game/idea-propagating religion. Essentially, this meant redesigning the TED website so that popular ideas (that is, ideas that have influenced the most people) are easily visible and more heavily promoted, so that speakers have their own pages and can list other speakers who have influenced them, and adding feedback loops so that the more influential your ideas are, the easier it becomes to spread them. At the end of the session, by audience vote, Jason Rohrer won a decisive victory.

An Apology for Roger Ebert

Professor Brian Moriarty (yes, his name really is “professor Moriarty”) gave what was probably my favorite talk of the entire week. I liked it so much, in fact, that I’m not going to talk about it here, as I’m too tired and it would take too long to give it the treatment it deserves. Instead, I will write my summary and reactions tomorrow and post them separately.

Classic Game Postmortem: Raid on Bungeling Bay

Will Wright is one of the most famous and influential designers in the game industry today. His contributions to the game development community include such landmark titles as Spore, The Sims, and Sim City. To date, The Sims is the best-selling computer game franchise of all time. Raid on Bungeling Bay, released in 1984, was one of the first games that Wright created, and the editor for the game went on to evolve into the original Sim City. The structure of the presentation was a fairly typical coverage of the game’s genesis, design, and production, though presented with Wright’s particularly clear and humorous style. There was an interlude in the middle of the talk, where he spent some time talking about the Soviet space program, which was a bit of a non sequitur although plenty interesting. Not a whole lot to say here; look up RoBB if you care to know more about it. One thing did interest me about his talk, however, and that was when he mentioned that one of his goals in making the game was to create a (relatively) large, “clocklike” toy world for the player to explore. That was something that really appealed to him in earlier games, he said, and he wanted to expand that idea and make a game “with a world big enough to get lost in”. This comment, though only mentioned in passing, really resonated with me because my favorite moments in games tend to involve that sense of place, of being lost in a self-contained world. During Q&A I asked him if he had ever thought of making a game that consisted solely of a world to explore–no objectives, score, or rules–and he replied that there are some games that already do this to a large degree. Myst, for instance, has puzzles and a plot, but it is not exaggeration to say that they exist almost as an excuse to give the player this world to explore. Some of the other games made by the Miller brothers go even further in this direction–one of Wright’s favorite moments in gaming, he said, was in just such a game, where he was standing outside at night, listening to the chirping of crickets. I wonder why we don’t see more of these kinds of experiences in games, given the profound impact they can have on a player.

General Impressions:

Overall, an outstanding end to a spectacular week. I’ve heard a lot of talks by some brilliant people and they’ve given me a lot to think about. Tomorrow I’ll finish off the week with a description of professor Moriarty’s talk and a summary of all I’ve learned so far.

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Day Four of the GDC: Old and New

Best talks yet today! Here’s a rundown:

Classic Game Postmortem: Out of This World

Out of This World is a 1991 action-adventure game made by developer Eric Chahi, known for its cinematic style and dreamy, contemplative mood. In this talk, Chahi discussed the process behind the creation of the game, some of the obstacles he faced, and what he considers to be some of its successes and failures. Some good anecdotes in this talk, too, for example: sending his publisher an infinite fax (consisting of a single long sheet of paper taped to itself) to try to get them to keep the original title sequence music (they did).

In Days of Yore

Chris Crawford is a living legend in the video game industry and the founder of the GDC. His talk covered the evolution and history of the medium, from its humble origins on punchcard computers to the whizz-bang cinematic extravaganzas of today. A lot of things have changed between then and now, he noted: computers have gotten vastly more powerful, developers have become more specialized, and the market has become much less diverse. For all that’s different, however, the basic underlying structures of our games–shooter, platformer, puzzler, dungeon-crawler, etc.–have hardly changed at all in 30 years. Games, Crawford argued, will never be taken seriously as a medium as long as they insist on being about things rather than people. I asked him what he thought of the idea that games might be beautiful for their own sake (much in the way that a painting or poem can be beautiful without being about people), and he replied that although he believed it is possible, he thinks it’s a harder problem because no one has even come close to figuring out how to do this yet. On the other hand, developers are coming closer to solving the problem of simulating interpersonal interaction every day. While I agree that no one has really figured out yet what it might mean for a game to be beautiful in and of itself, I don’t think that necessarily makes it a harder problem–it just makes it a more uncertain problem, because no one’s sure where to start. But the arts and sciences are filled with examples of problems that seemed like they would persist indefinitely, only to suddenly be solved once someone hits upon the right solution at last. The problem, as he put it, is that no one really knows what the “essence” of games is–he suggested that whatever it is, it will feel sort of like a conversation when we find it, and I completely agree. No one will deny that interactivity is the defining characteristic of games, and interaction seems to imply a sort of conversation, but no one is sure what that conversation should look like. Conversations don’t have to be with people only…what might it mean to have a conversation with something other than a person?

Experimental Gameplay Sessions

The ninth annual Experimental Gameplay Workshop presented eight different experimental games through a combination of lecture and demo. The first game was Hanford Lemoore‘s Maquette, a recursive first-person puzzle game. The only mechanic the player has is the ability to pick up objects and move them around. However, in one section of the level that was demoed, there was a miniature version of the level, and manipulating the objects in the miniature moved them around in the larger world as well. So, an obstacle that was too big to move in the normal level could be moved with ease in the miniature, thereby opening a path to the next section of the level. What’s more, objects can be moved in and out of the miniature to make them smaller or bigger–so, for example, you might use a key to open a locked door, then place the key in the miniature in order to create a bridge to the next section. The second game was Michael Brough‘s The Sense of Connectedness–a game where you explore an abstract representation of the human brain and try to determine the rules by which it functions–followed by Nicolai Troshinsky‘s Loop Raccord, which was a finalist for the Nuovo Award at this year’s Independent Games Festival. In Loop Raccord, your objective is to manipulate a series of short film clips playing on loop to create a sense of fluid motion between them, as if the clips were passing an invisible ball around. Next up was Stephen Lavelle‘s fascinating Opera Omnia. In this game, your job is to revise history to satisfy certain conditions, but keeping the present the same. The game consists of several cities on a screen, each with its own population. At the bottom of the screen is a slider that allows you to move back and forward in time–your goal is to change the past (say, make it so that city A had more people living in it than city B when the opposite used to be true) without affecting the future. It’s a difficult game to explain without seeing in action, so I suggest you go play it. After Opera Omnia came Jason Rohrer‘s Inside a Star-FIlled Sky, which is a recursive, procedurally generated shooter. Everything you see in the game is unique because it was created algorithmically, and every object in the game can be recursed upon. So, for instance, if you are critically injured you recurse inside your own body, which then becomes the level. The goal is to reach points in the level which allow you to go to a higher “zoom level”, and there is no final level so you can do this as long as you like. What’s more, at any time you can recurse within any of the enemies or power-ups on the screen in order to change them, and you can collect power-ups to change your “next-up” incarnation. Rohrer said that the goal of his game was to recreate that sense of disorientation that comes from forgetting why you’re doing something–getting yourself so deep into the chain of cause and effect, of recursive diving-down, that you lose sight of the original goal. (For you programmers out there, playing the game feels very much like working with a stack, except you have to keep track of all the contents yourself. If you’ve programmed at all seriously, this should be a familiar sensation.) After Rohrer’s presentation came Mantra, a game about meditation by Argentinian designer Augustin Perez Fernendez. The player moves a line in a circle, trying to match the rhythm of a rotating spiral, while a mantra is chanted in the background and the graphics slowly shift and change. The Longer you can go without hitting the spiral, the more the graphics change and disappear, encouraging you to keep rhythm without the visual feedback. Very cool stuff. Finally, Andy Schatz presented three online games that incorporate user-generated content: The Abrupt Goodbye, which is basically a collaborative conversation tree; Playpen, which is sort of the video game equivalent of Wikipedia in that it allows anyone to edit anything; and Infinite Blank, which is similar to Playpen except that each player is given their own section of the world to build upon, rather than being given free reign over everything. All neat stuff, but Maquette, Mantra, and Opera Omnia looked the most interesting.

One Falls for Each of Us: The Prototyping of Tragedy

As for this talk, WOW. Brenda Brathwaite is quite possibly the most inspirational game designer alive. Her non-digital (i.e., board) game One Falls for Each of Us is the latest in a series called “The Mechanic Is the Message”. Earlier games in the series included games about the slave trade and the Cromwellian massacre in Ireland. Her most well-known game, Train, is a game where several players take turns moving model train cars filled with small wooden pawns. When one of them reaches the end of the line, they pick up and turn over a card that says something like “Auschwitz” or “Dachau”. One Falls for Each of Us is about the Indian Removal Act of 1830 and the resultant Trail of Tears. Four players acting as the white men enforcing the new legislation take turns relocating five indian tribes. There is one pawn for each indian, all hand-painted, and once the game is complete there will be 50,000 of them. During the talk, she showed us some pictures of the pawns sitting on newspaper on her kitchen floor while the dye dries. Each picture contained only about 1,000 pawns, but looking at even that many took my breath away. This is not meant to be an easy game to play.

After talking about her design process and the other games in the series (two of which are still in the design phases), Brathwaite’s talk took a personal turn. In fall 2006, she was attacked in a horrific way. For a long time, she laid in bed, unable to function. She thought about making a level in a game about the experience, trying to make the pain she felt into a system that could be communicated to others. She made the game in her head, trying to explore it. Then she played The Path; a horror game based on older versions of the Red Riding Hood fable. It was in the moment that she met the Wolf–represented in the game as a young man–that she felt a major catharsis, because it was an experience that spoke to her directly. That was the moment when she realized that “games can do anything, they are a magic medium.” She teared up at this point, and–quite frankly–so did I.

General Impressions:

It’s a damn shame that Crawford and Brathwaite’s talks weren’t better attended. They should have packed the house; instead, they were the least crowded of any talk I’ve yet seen. Yet they were also the most worthwhile–Crawford’s because his understanding of the medium is so expansive and solid, and Brathwaite because her artistic passion–her drive to express herself through games–is unparalleled. Brathwaite, I think, understands on some intuitive level what games are really about, and that gives her a creative edge and a drive that many other developers are missing. In her talk, she discussed finding “the system of tragedy” in order to distill that system into a game. This, I think, strikes at the heart of the issue of what games are about. Games, fundamentally, are systems, and the act of playing a game is an act of exploration, of finding out what exists in that system and how it functions. What Brathwaite understands is that emotions–like tragedy and pain–are systems, too, and that you can therefore express them using games. That notion of exploration also supports, I think, Crawford’s intuition that games are about conversations. What is exploration but the process of having a conversation with a system? Even physical exploration is a sort of conversation with a concrete system. Brathwaite has shown us how to create art using abstract systems–the “mechanic” of her message–could we create art using concrete systems as well? What might those be like?

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