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Dogma 2001: A Challenge to Game Designers Back in 1995, two Danish filmmakers named Lars von Trier and Thomas Vinterberg stepped back from their industry, took a hard look, and decided it was time for a change. The film business, they concluded, had become overly dependent on special effects, fancy camerawork, and other techniques of production. Rather than being built on the bedrock foundations of drama - actors playing real human beings in a story - movies were becoming more and more dependent on gratuitous action, special lighting, impressive sets, optical effects, audio engineering, and all the other gee-whiz paraphernalia of showbiz. The vital essence of film, dramatic narrative, was in danger of being submerged in glitz. And as if this weren't enough, they also concluded that the cult of personality surrounding the film director was detrimental to making good films. Movies are not the work of a single visionary, they argued, and too many directors spend time making "artistic statements" to gratify their own egos when they should be concentrating on characters and story.
Von Trier
and Vinterberg devised an outrageous challenge to the film business:
a set of ten rules, called the Vow of Chastity, which would place certain
limits on filmmaking technique. Directors who took the Vow of Chastity
would become "brothers" in a new movement called Dogme (the
Danish spelling of "dogma") 95 and their films could be certified
as "Dogme" films. The vow was as follows:
This vow
is clearly impossible to live by using conventional movie production
techniques. Hollywood, of course, completely ignored it - after all,
they've got money to make, and challenges from art-house film directors
contribute nothing to a studio's bottom line. Still, it did cause a
great deal of talk. The Dogme Manifesto was written in a very tongue-in-cheek
style, and it was difficult to tell whether the authors were serious
or just pulling the industry's leg. Is Dogme 95 a worthwhile exercise,
or merely a publicity stunt? Regardless of what you choose to believe,
nineteen Dogme movies have now been made and there are more in production.
Visit the Dogme 95 website for further
details. I believe it's time for a similar debate in the game industry. We, too, have an arsenal of production techniques, and they're getting more spectacular all the time. Yet how many games on the store shelves can genuinely claim to be innovative? They may have innovative algorithms, but very few of them have innovative gameplay. How many first-person shooters, how many war games, how many run-and-jump video games do we really need? We're depending so much on the hardware that we're starting to ignore the bedrock foundation of our business: creativity, especially in devising not merely new games, but new kinds of games.
This isn't
a graphics-versus-gameplay argument; it's a technology-versus-creativity
argument. Over the years I've observed a regular sine-wave progression:
every time a new generation of consoles comes along, creativity and
diversity drop through the floor as everybody scrambles to learn to
use it. Designers spend far too much time trying to figure out how to
take advantage of new machinery, adding gratuitous features just to
exercise the hardware. Even though implementing the technology is the
business of programmers, not designers, it still consumes attention
that the designer should be spending on the game's world, rules and
behavior. We're just entering another new generation of hardware, so
it's very likely to happen again. Thereore
I'm going to issue my own three-word manifesto: Technology Stifles
Creativity - at least temporarily. I'm also going to commit a colossal
act of hubris and propose my own outrageous challenge to the game industry,
Dogma 2001. Although the Dogme 95 rules don't translate directly to
interactive entertainment - film is, after all, a different medium -
my objective is similar: to reduce the process of game design to its
fundamentals, to encourage designers to concentrate on nothing but the
vital elements of a game. Dogme
95's goals were twofold: first, to uncouple filmmaking from technology
(by denying it its technological tools), and second, to remind the director
that he or she is not a demi-god (or demagogue), but part of a collaborative
process whose primary aim is drama, not the aesthetics of film itself.
Dogma
2001's goals are twofold also, but they're not exactly the same two.
There's much less of a cult of personality in the game industry than
there is in film. Although there are a small number of well-known designers,
I don't really believe that they distort their games in the name Art,
or to gratify their egos - or if they do, I don't think it hurts the
games that much.
The second
goal is quite simply to suppress derivative works. The game industry
has become hugely, horribly derivative. There are far too many games
on the shelves that play the same way, and there are far too many of
them that are set in the same kinds of worlds. Dogma 2001 explicitly
forbids certain kinds of games and certain kinds of worlds, forcing
game designers to design new kinds of games and to set them in new places. Herewith,
the rules of Dogma 2001, for the interactive entertainment industry.
After each rule I've included a justification to explain its presence. ________________________________________________________ |
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