Intelligent Artifice

A blog on interactive entertainment: design, production, industry and related topics.

 

Usability and accessibility July 13, 2008

Filed under: Game Design — Jurie @ 8:57

I have a certain reputation with my gaming friends - I am known as Jurie “Died 3 Times During The Tutorial” Horneman. My frustration threshold is extremely low. It can be measured in millimeters (Um. What is that in non-metric? “Toe-nails”. Right.) Not only do I fail comically so early that most people would say that the game hasn’t even started yet, I feel no qualms about publicly blaming my mishaps on some poor game designer somewhere. Thank Donald Norman for that: After he taught me to blame doors, I was completely liberated.

Cases in point:

  • Skate and Burnout Paradise, where I respectively got stuck in the tutorial and failed to find the game.
  • Mass Effect, where I instantly got lost in the first mission. I mean, be serious: Spawn the player in the first level and then point him in the wrong direction? Do you know how much trouble I went through to rotate the camera just so at the start of some of the Manhunt 2 levels I worked on? Maybe this was a glitch - I can’t believe this was left in the game.
  • Assassin’s Creed, which generally befuddled me.
  • Prince of Persia: Sands of Time. Don’t get me started on the first boss battle.
  • Halo 2. I literally got killed by the first enemy in the game. This is a mass-market shooter? I played it again a while later, but the streaming issues, blah graphics, AI problems and a ridiculous cut-scene meant I stopped before very long. (I was expecting a somewhat serious SF story, not some crappy schlock where someone drop-kicks bombs through space.)

Why should gamers put up with it when developers don’t take the time to polish the first 30 minutes or so of their games?

Anyway, I just discovered that Manveer Heir over at Design Rampage ran into a similar problem. He couldn’t even start Metal Gear Solid 3: Subsistence, and he rightly condemns the fabled design geniuses over at Konami for it. Right on!

 
 

Emotion Engineering in Videogames by Stephane Bura February 12, 2008

Filed under: Game Design — Jurie @ 16:03

Remember Stéphane Bura’s talk on game design I mentioned earlier? He just published a massive article detailing the theory he presented in his talk. It has graphs and tables and stuff.

This is a very exciting time to be a videogame designer.
Videogame design is evolving from a barely understood activity done by genius designers driven by their gut feelings to a craft with shared techniques and methodologies. A common vocabulary cobbled from various fields (interface design, psychology, complex systems, physics, etc.) is slowly emerging. Successes and failures are analyzed…
But it’s still a big mess, a large toolbox where any designer can find the right tool to confirm exactly what he believes in. There are no universally accepted truths, only opinions about what makes a great game, whether or not videogames are an art form or whether there is an effective method to teach videogame design.
We lack ways to compare games in an objective manner, ways to describe them in a shared language. Without proper description, there can be no true understanding. Success in videogames still hinges on applying traditional techniques, copying, marketing, luck or genius. And even if success is achieved, there’s no guarantee that we can know why it happened.

Arts and sciences have rules and laws, not just techniques. But what are the rules of videogame design?
Where is our redox law? Our perspective rule? Our theory of relativity?
Where are the formal tools we can use to better understand, analyze, and improve games?
How big is the game design space and can we identify its virgin territories?
What are the rules we can bend or break to create totally new experiences?

This article presents a theory of what videogame game design is and explains how to find such rules.

It’s very bold. It deserves to be read.

 
 

My progress in Assassin’s Creed January 29, 2008

Filed under: Game Design, Games — Jurie @ 11:14

So last night I played some more Assassin’s Creed. First I remembered I could climb stuff so I ran around and practised fleeing from guards. Then I did the pickpocketing mission again and it was, in fact, ridiculously easy. I guess I forgot to press LT the first time.

I then immediately failed the next mission: interrogation. I vaguely knew I had do something with some dude talking near a tree somewhere (NEAR A TREE - thanks Ubisoft). I could hear a dude talking quite clearly, but when I came near him and I was told to press LT to start the interrogation mission, the game targeted a guard standing right next to the talking guy. I tried multiple times. Little triangle over his head, funky cyberspace sparkles over his body: This was clearly my target. So I followed him and since I couldn’t find an ‘Interrogate’ button, I punched him. This annoyed him and his two dozen pals, so I ran off. I tried again in a quiet alley and hey presto! I killed him. Wait. Um. Press LT again. Another guard targeted. I figured this was not what the game wanted me to do.

So, you need to get close to a dude. Then when the game says: ‘Press LT to start the interrogation mission’, press LT. The game may tell you you are too far away. Or too close (too close to interrogate someone?). But once you’ve started the mission you can target the right dude instead of random guards. It’s a bit like GTA’s side missions, only awkward.

So it turns out that Assassin’s Creed is a brittle, tangled mess of interface modes. It also has a metric ton of different gameplay elements. Saveable Citizens. Scholars. Vigilantes. Viewpoints. I am not quite sure how to recognize all of these things. I do know that the legend of the map has something like 3 columns of symbols. Seriously. I can barely tell where what is due to the cool styling, but it sure has a lot of different symbols.

I am also having some trouble understanding the setting. I work for some organization in some country. It appears they have a creed. They also have a big honking castle, and get attacked early on, but they protect the citizens of the town outside the castle and repel the invaders. So I am guessing they are good guys and they sure aren’t secretive. So which organization do the guards in town belong to, and why do they try to kill me when I look at them funny? Either they are on my side in which I am totally not finding it funny that they’re messing with me, or they are not on my side, in which case: Dude! I am with the people that protect this town! Where were you when the Templars attacked? Cut me some slack! I am picking this guy’s pockets for a good cause! (Don’t ask me what it is, I have no clue why picking one guy’s pockets leads me to interrogating some random other guy.)

And why do some guards find me suspicious on sight (unless I walk slow) while others assume I am just a regular guy? I have absolutely no clue. And Ubisoft’s choice of frame story, while being cute in general, makes it hard for them to just have a narrator tell me what’s up.

Overall I have to say that so far in Assassin’s Creed I am having trouble figuring out exactly what situation I am in and which tools I can use to achieve my goals.

 
 

The usability testing on Halo 3 January 27, 2008

Filed under: Development, Game Design — Jurie @ 3:14

It’s time to close some tabs. This Wired article is about the usability testing that Microsoft and Bungie did on Halo 3.

People who know me know I am a big fan of quantified and/or empirical approaches to game design. I really truly think that if you’re not using these kind of methods, over time you will go out of business, as more and more of your competitors start using it (and publishers start demanding it), and the advantage they have starts canceling out any spark of genius you may have. It’s a statistical fact! :)

 
 

Balance of Power book by Chris Crawford finally available again December 19, 2007

Filed under: Game Design — Jurie @ 7:00

“Balance of Power - International Politics as the Ultimate Global Game”, Chris Crawford’s book about his hit game, is finally available again. It’s been out of print and hard to get for a long time. I asked him about it last December, and he said that although he had gotten quite a lot of requests, he didn’t want to break up one of his few remaining copies to get it scanned.

Well, it looks like someone called Kevin Nickel got their hands on a copy, because you can now download the book as a
400K text file. This is the most detailed book ever written about the design of a single game.

Oh, and Chris has started a blog on politics.

 
 

Three hundred mechanics, with comics on the side November 22, 2007

Filed under: Fun, Game Design — Jurie @ 13:54

Surprisingly, Three Hundred Mechanics has nothing to do with Seven Hundred Hoboes, although I see no good reason why not.

It is a web site by Sean Howard listing 300 game mechanics (well, currently about 60). I like them. It’s like the ideas one occasionally has about game design, only with a neat formal twist, not to mention nice old school pixel graphics to illustrate them. I think it’s a really good method for writing down ideas - it beats letting them moulder in notebooks or never writing them down in the first place. Making it a flat list of 300 and not claiming any kind of usefulness means you can judge the ideas in a different way than if someone said “Look look I have this cool idea that will make a million seller”. Many of the ideas are interesting or thought-provoking.

(I feel tempted to steal the meta-idea… with credit of course.)

I also highly recommend reading Mr. Howard’s webcomics. Especially IF Only…, a not-really-a-comic about interactive fiction (again). It has a running joke that had me in stitches. The other comics are fun too.

 
 

On Team Fortress 2 and Portal November 18, 2007

Filed under: Game Design, Games — Jurie @ 6:18

Let’s get the most important fact out of the way first: I don’t have the Orange Box yet. Regardless, here are some Team Fortress 2- and Portal-related items you might find interesting.

Rock Paper Shotgun has an interview with Erik Wolpaw, who is currently working at Valve and who was the writer of Portal. I think one reason why Portal resonates with a lot of people (with me, at least) is the surreal setting, and the writing is an important part of that. I knew Mr. Wolpaw was one of the people behind the amazing Old Man Murray, but I didn’t know he was also the co-author of Psychonauts. (Psychonauts didn’t spring fully-formed from the brow of Tim Schafer? I am shocked.)

Anyway, the interview is highly amusing but low on actionable intelligence. For that, I recommend Rock Paper Shotgun’s interview with Robin Walker and Charlie Brown (in two parts). They seem remarkably sane despite having worked on a game for, what, 10 years or so? Although it wasn’t all TF2:
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The forgotten genre of the submarine simulation October 29, 2007

Filed under: Game Design — Jurie @ 3:45

Falko Löffler has posted a mini-rant about the lost genre of submarine simulations. In German. Basically, he doesn’t see the point of simulating a submarine.

I do. I don’t like them or play them, but I do see the point. They have one quality which is fairly rare, and it has to do with immersion.

There is a very basic assumption in computer games, which is that the more immersed a player is, the better. (It is so basic it tends to be forgotten, and this has caused an industry blind spot that is having interesting consequences right now… but that’s another blog post.)

The more immersed a player is, the more the player feels he or she is ‘there’, and the stronger the emotions that can be evoked.

A lot of time and money and effort is invested in photorealistic graphics in order to facilitate immersion. But rather than pushing the player towards immersion, it is much more important to remove obstacles that keep the player from immersing herself. Consistency is much more important than photorealism, and much harder to achieve (because everything needs to be consistent, not just the graphics).

A single element that is ‘off’ can break the player’s suspension of disbelief and thus reduce immersion, and photorealism actually makes this problem harder. Realistic-looking characters create expectations of realistic physics and realistic behavior, and before you know it you’ve fallen into the Uncanny Valley.

But back to submarine sims. The most basic obstacle to immersion is the physical interface between player and game. You are holding an odd piece of plastic in your hand while staring at your TV, but we are asking you to forget all that (on some level) and believe you are a secret agent sneaking around a building. That’s a pretty large leap.

(Luckily, over time people manage to forget things like this. The physical interface becomes a part of the conventions of the medium. Holding a bunch of paper sheets glued together or sitting in a dark room staring at a glowing rectangle are no longer inhibiting people from immersing themselves. By now, seeing glowy, floating icons in otherwise realistic surroundings no longer confuses people either - consider the interfaces of GTA versus The Getaway. People ‘get’ glowy, floating icons now, and it’s starting to flow back into the world outside of games. I fully expect augmented reality to use game iconography.)

Now as it happens, a lot of the work of controlling a submarine involves sitting in the dark behind a screen, pushing buttons and listening to sounds. Sure, the captain is standing around shouting orders and looking through periscopes, but typically submarine sims simulate the various positions under the captain and the captain role is implicit.

So submarine sims, in their heyday, had an interesting advantage: they were able to provide much deeper immersion than most other genres. After all, it’s not hard to simulate sitting in the dark behind a screen, pushing buttons and listening to sounds. The entire physical interface barrier drops down to almost nothing. Assuming you are fascinated enough by submarines to want to pretend to control one, very little is going to spoil your illusion that you’re in a narrow metal tube, deep under water, hunting the enemy - or being hunted. This was pointed out to me years ago by my friend Mark Barrett.

The only genres I can think of that do this better than submarine sims (and air-traffic controller sims), are games like Hacker and Alternate Reality Games (ARGs). I would even go so far as to argue that Hacker is a proto-ARG. (If you like pondering this kind of stuff, consider the basic premise of the Dot Hack series. The player of these single-player console games is pretending to be the player of a massively-multiplayer online game… I haven’t played any of them, but I find it fascinating.)

The relationship between the player, as a physical person, and the fictional world of most computer games is quite complex and absolutely central to how games evoke emotions.

 
 

What to do if you don’t have a game designer on your team October 15, 2007

Filed under: Game Design, Production — Jurie @ 8:04

A while ago I explained why game design is important. A reader asked in the comments: What do you do if you don’t have a game designer on your team?

There are a number of reasons why you might be in this situation:

  1. You don’t have the budget for another person on your team.
  2. The people making recruitment decisions are not convinced you need a game designer (that’s why I wrote that essay).
  3. You were not capable of finding the right person, but you have to keep developing your game. (Bonus points if you had a game designer but he or she left.)
  4. You have a game designer, but he or she is not senior enough to really be effective. Kind of a special case, but keep reading anyway.

If you can’t have a full-time game designer on your team, you can still make sure game design happens. What counts is that the job gets done. Having a full-time game designer is typically the best solution for this, but producing a game is all about knowing what your risks are, where to allocate resources (whether that be the team’s, or your own) and how to make the best of situations that are not ideal, because situations are never ideal, and the best is the enemy of the good.

Here’s a very simple breakdown of what a game designer does on a typical game development project:

  • Generate the game’s design.
  • Maintain the game’s design.
  • Implement the game’s design

Let’s look at each in turn:
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Why game design is important October 1, 2007

Filed under: Development, Game Design — Jurie @ 10:06

A long, long time ago I worked at a company that did not have a game design position, and I wanted to convince the people there that, you know, maybe you should have game designers. Like, one per project, at least. Ah, the good old days.

So with the help of Mark Barrett I wrote a little essay and sent it around. And although I am not claiming a direct causal link, we did get a proper game design position after a while and game design was taken a bit more seriously.

This was a long time ago and I hope nobody nowadays has to convince people that maybe you need someone who is paid to think about exactly how this game will be fun. But you never know…

Here is the essay, unchanged from what I wrote around a decade ago:

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