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Game
Design and Game Culture I see counterexamples to the alleged shortlivedness of games, in the form of emulators, open source legacies (such as DOOM and Quake) and public domain clones. It is today's rampant notion of intellectual property that incarcerates games (see the Hasbro lawsuit and its implications as an example). The
panel, from various viewpoints, touched upon the issue of turning games
into sports. This discussion covered the requirements and changes needed
to accommodate spectators (which could influence a design to the point
of interference with the game play), and some panel members like Greg
Costikyan were repulsed by the attempts to "turn shooters into
sport". Citing the example of Wing Commander 3, Marc LeBlanc
pointed out that spectators and players are antagonists, and that their
different objectives are hard to satisfy simultaneously. Warren Spector
emphasized that early single-player gaming was in fact a social event:
people gathered about a box, and there were fuzzy
Katie Salen, from the University of Texas at Austin, pointing to hidden
audiences like the Machinima culture of Quake cinema, said we
are beginning to build cultures of spectatorship, and yet we lack a
vocabulary of perception and reception. Quake, with its minimal
but open design, has by means of recams of Quake matches (as
well as scripted performances) created a "culture of production."
Greg
Costikyan must have felt deja vu as he listened to everyone revisit
the issue of why games are not yet considered art/might not be art/should
be considered art/should become art... and any combination thereof.
He pointed out (in a different context, on the
effects of violence) that these discussions repeat themselves in
cycles. Little is to be gained by asking Katie
Salen's question "who is the designer, and who isn't?" got
to the heart of interactive games. There is hubris in statements like
"the designer has to manage player contributions to ensure quality".
"Educating" and "training" the player are concepts with connotations
-- Gabe Newell's recent proposal to apply the lessons of behavioral
science to game design can be extended all the way to Pawlow and Skinner.
Personally, I much prefer Frank Lantz' reminder that "we have to acknowledge,
we have to celebrate gamer experimentation". LeBlanc put forth that what designers decide to omit is as important as what they include in their games. According to Greg Costykian, players find it quite possible to immerse themselves in the minimalist ASCII art of Nethack. No
game is exempt from the need for consistency, Richard Garfield said,
and he used Magic: The Gathering as an example. He pointed out
that sharing the design experience with the player was a natural consequence
when small groups met to play, but this process requires painstaking
attention when players network in larger, more organized groups. Games
get "hacked" easily in local meetings and will be adapted
to accomodate short term needs. I was reminded of the interactive game-master
feature in Nihilistic's Vampire: The Masquerade Redemption. I
can picture cubicle rows full of full-time game masters for massively
multiplayer worlds, or the "artifical playwrights" predicted
with an echo of 1960 AI research arrogance. |
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