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GDC 2001 Game Design Keynote: Will Wright's "Design Plunder"
Wright
discussed the two ways that designers approach a design problem with
the use of a tree model -- the designer will approach it top-down, with
many different options and requirements (including aesthetics and design)
while the craftsman is more interested in the bottom of the tree, answering
more simplistic requirements such as functionality and economics. But
many times design can become disconnected from its purpose, as was the
case with the Bronx Development Center for handicapped children, a sparse,
aluminum structure that was initially intended to be a warm, inviting
environment for the children to visit. Although the building won numerous
design awards, it had to be continually upgraded to meet safety standards
with its windows and railings. "The same sort of disconnection
often happens in game design," Wright said. He advocated
a somewhat "in the middle of the tree" approach to game design,
balancing economic and functional needs with aesthetics and artistic
one. "But the designer has many more places where things can go
wrong," Wright said. Aesthetics will mean nothing if the thing
doesn't load properly." Wright encouraged designers to work in
other mediums besides games to spark their creativity. As an example,
he showed the robots he constructs with his daughters, and his designs
toy construction sets.Wright went on to discuss the fact that there
are multiple feedback cycles of increasing time increments (10 seconds,
10 minutes, one hour) for people, with successes and failures for each
cycle. These cycles are vital for game designers.
"If
the game isn't interesting and engaging in the first 10 seconds, then
it's not going to be fun," Wright said. "That's why console
designers spend so much time on the controllers." Wright
went on to say that he thought that the failures were the most interesting
aspect of the game, and responsible for the mutation of gameplay that
has appeared. There was originally a bug in the game that caused characters
to burst into flames - and people loved the fact that spontaneous human
combustion existed in the game. Wright called the beginning of the modifications
to The Sims environment the "Calvin factor," referring to
the comic strip "Calvin and Hobbes" where Calvin has created
hundreds of tiny snowmen, only to imagine himself as a large dinosaur
devouring them all. "Put in a bulldozer, and people started attacking
the town with it," Wright said. "Subversion is a big part
of the game's success. That's why we put in the natural disasters." Wright
charted The Sims' word-of-mouth spread, jokingly referring to
it as a sexually transmitted disease, beginning with hardcore game players
who told their girlfriends, friends, and families about the game, and
who in turn boosted knowledge of the game to the point where the mainstream
media picked up on it, bringing in casual game players. He discussed
evolution, and the creation of The Sims with various evolutionary
landscapes in mind - happiness, gameplay, and marketing. In these landscapes,
the peaks are the goals that users are working towards standing for
their successes. These landscapes came to be the deciding factors of
The Sims' characters' behaviors in terms of what the players would ultimately
be working towards, and repeat playability. Wright
claimed that he learned a lot of lessons from Japanese gardens in terms
of their design, and said that game designers should be looking towards
them for design lessons. "At first, (the gardens) were created
for the geography of the land," Wright said. "They were designed
to simulate nature, and warp time and space for the observer. Over time,
the design submerged until it was unrecognizable - like any good user
interface should." Wright
said that his favorite quote was, "Your garden is not complete
until there is nothing left to remove." He changed the interface
to The Sims over 10 times, making it as simple as possible. Wright
spoke at length about abstraction, and how important he thought it was
to The Sims' replayability. The characters in the game speak
to one another in iconic work balloons, allowing continual interpretation
from player to player, where actual dialogue would have become stale. Wright
said that up to eight months before The Sims shipped, the developers
began planning events to create both a fan and developer base. Live
web cam events where players could watch gameplay and make requests
of the Sim characters was one of the more successful tactics used to
generate buzz about the game, until on release day, there were 50 fan
sites devoted to the game, and a mountain of content ready to be downloaded
by fans. Wright
discussed the diversity of what players do with their simulated characters
-- players have crafted complicated relationships among The Sims,
created elaborate homes, futuristic towns, and even given them super
powers. There are over 600 Sims sites on the Internet, with an avalanche
of content that allows players to customize their worlds from the wallpaper
of the homes, to making the characters nude, to changing the tiny wine
bottle labels in their kitchens. Every week a particular Sims fan site
is spotlighted, which Wright said draws away up to 90% of web traffic
from the official Sims site. Wright
went on to talk about the next step for The Sims brand -- Sims Online,
where the players goals and the measure of their success will involve
how much time other players spend on each others' lots. "Players
can construct elaborate homes, businesses, and nightclubs," Wright
said. "Of course, we're expecting bordellos and the like as well."
In Sims Online, cliques and social circles will be the hub of
game play, and it will feature a "six degrees of separation"
feature that will allow players to see immediately who their closest
friends and enemies are. "It
really meant something to me that a player had used this medium to tell
their story, and share it with others," Wright said. Wright
finished his talk with encouragement to the attendees to ignore the
advice of others, and trust their own instincts."Self-confidence
and determination are the most important things in game design,"
Wright said. "There were only two ideas I had that people told
they thought sucked, and that was Sim City and The Sims.
Every other idea I had they all thought was great, so that should tell
you who you should listen to."
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