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Designer's
Notebook

The Best of the Game Design
Workshops
For the last several years, in addition to doing design
consulting and writing, I have also been giving game design workshops.
Most of them last one day, but recently I gave a five-day intensive
workshop on narrative games, with the help of Ragnar Tørnquist
of The Longest Journey fame. The workshops are set up in
such a way that the participants can't just clone existing games;
they have to think up something really new--to apply design principles
to a game idea that has never been released commercially before.
I give them the general topic, and it's up to them to find a way
to make it into a computer game.
The participants are sometimes industry professionals, often students,
and occasionally people from other fields entirely. Sometimes they've
hardly ever played any games at all. Of course, this occasionally
means that they have unrealistic expectations about what's possible,
but on the other hand, they don't have any preconceived notions
about what a computer game should be like, either. As a result,
I've heard some pretty amazing ideas over the years, and in this
column I'm going to share a few of the best.
Being an Archaeologist
Having grown up as the child of archaeologists, I've had hundreds
of people tell me, "That sounds fascinating, I've always wanted
to do that." Since it seems to be a common fantasy, I decided
to give it out as a game design challenge. The one rule is that
you can't be an Indiana Jones archaeologist; you actually have to
dig for stuff.
Unfortunately, the reality of being an archaeologist is rather
less exciting than the fantasy: it's dirty, painstaking, sometimes
tedious work unless you have a particularly rich location to dig
in. The design team--students at Michigan State--got around this
by creating a fascinating mechanic. You are digging in the ruins
of an ancient town, and you have to dig efficiently because excavation
costs money. When you find an object, the object itself actually
takes you back in time for a brief period, so that you can see how
it was being used. (Real archaeologists do this all the time, but
only in their imaginations.) Furthermore, if you pay attention while
you are in the past, you can observe other objects in use, and get
a clue as to where they could be unearthed once you're back in the
present. The more you find, the more often you go into the past
and the more you learn. The challenge is to use your observation
and logic skills to excavate efficiently and find more things. The
more you discover, the more money you get to carry on with your
work.
In essence, the team had taken the mental processes of an archaeologist--learning
about the past by reasoning from excavated objects, buildings, and
burials--and made them literal, so that you could actually see the
past. Even though it has a fantasy element that real archaeology
lacks, I thought it was a great way to approach the subject.
The Princess in Distress
What if you were so empathetic that you could literally see other
people's inner emotions, --know what they felt and what they wanted?
Suppose you were locked in an insane asylum, and the only way out
was by understanding the emotional needs and building the trust
of the other inmates? This was the basis of The Princess in Distress,
a game from the narrative workshop. Your avatar, Princess Mary,
has been locked away as part of a plot to seize the throne of England.
But Mary has a special gift that she thinks of as "Emoogles"--emotional
goggles--that allow her to see what others are feeling. In order
to escape from the asylum, she must learn to understand her fellow
inmates and help them emotionally. She also pieces together clues
to her own situation by talking to key people. She is, in effect,
a combination of therapist and detective.
One of the more interesting ideas in this game was the inventory
system. Instead of carrying around the traditional collection of
random objects, the princess collects memories: information, emotions,
relationships, and other things she learns in her interactions with
others. These memories can then be passed on to others, or used
in particular situations that call for them. I liked the idea of
a memory as a thing-in-itself, an item to be recalled at need.
Being a Child
This is one of the toughest design challenges I give out. The instructions
simply say, "Re-live the best things about being a child."
Obviously this is pretty vague, and the team has to spend a while
deciding what the best parts of being a child really were.
The best response that I ever got came at the first workshop that
I held, at the Art Futura art festival in Barcelona. The group--a
particularly heterogeneous one, as you might expect at an art festival--decided
that the best thing about being a child was playing practical jokes
on people. Their design was essentially a sort of puzzle game along
the lines of The Incredible Machine, but with more freedom
and lateral thinking allowed. You start off as a young adult, 18
or so, with a small number of objects that you can use to play practical
jokes: string, tape, coins, and so on. You set up the joke and then
run it on AI-driven NPCs. If it's successful, you get more gear
to work with and a new mission in a new location. But the real reward
is that you also get younger as you play. Every time a joke succeeds,
you lose three months off your age. The object of the game is to
work your way backwards to being a child again.
Corporate Camera
At the narrative games workshop, one of the design teams included
a French artist, Pascal Delage. Pascal was interested in a moral
conundrum: in the face of tyranny, do you quit (leave), or resist?
Fight, or flight? We've been raised on tales of the American Revolution,
and of the Resistance under the Nazis, to think that resistance
is honorable--the right choice. But what if you have a family to
protect? Don't you owe it to them to flee? A child can't fight,
and needs you in order to survive. But on the other hand, isn't
running away just leaving the problem for someone else to deal with?
This dilemma formed the basis of the Corporate Camera narrative.
In their story, the player's avatar--an employee of a security company
with a pregnant wife and a young child--discovers that the CCTV
cameras his company uses to protect property and deter crime actually
have a much more nefarious purpose: political control. The surveillance
system is being used to track dissenters. Our hero is determined
to put a stop to this, but he is afraid of the consequences for
his family.
The game takes place in three acts. Act One sets up the problem,
but then the storyline branches. The player is forced to decide
whether to fight or flee. In Act Two, the story moves along parallel
tracks depending on which choice the player made. In Act Three,
the two stories actually merge into one again--but the player's
understanding of the situation, and his opportunities for dealing
with it, are different depending on which choice he made. In effect,
although Act Three has only one narrative, the player's experience
of that narrative will depend on his earlier resolution to the moral
dilemma. This is not a new idea, of course, but I had never seen
it implemented in quite this way, with a storyline that branches
and then rejoins.
Be a Viking
I gave this challenge to a group of Swedes: be a Viking! Naturally,
they knew quite a lot about the subject. But the game they designed
surprised me extremely, and was one of the most fascinating I've
ever heard about.
The object of the game was to develop and maintain a strong Norse
community, and in that respect, it resembled a construction and
management simulation, --Sim Viking, in effect. You build a village,
raise grain and pigs, and go on raiding expeditions to other countries
for loot and slaves. (I never realized Vikings had slaves, but apparently
they did.) You also have an avatar, a Viking chieftain who leads
the raiding expeditions. Your avatar must engage in fierce personal
combat while on these raids--that increases your honor and strengthens
the village. Honor is a critical resource. It pleases the gods in
Valhalla, who bestow their favors on you.
The most interesting thing about the game is that it is multi-generational.
One of the objects of the game is actually to die--to die in as
bloody and violent a manner as possible, with your avatar surrounded
by the bodies of the enemies he has slain. He'll be buried in a
wooden longship, and his soul will go to Valhalla, where his honor
creates more strength and support for the Viking people.
When your avatar dies, you take on a new avatar, one of his children.
It is imperative, therefore, that you find a mate and have children
before you die. If you don't have a child, then you can't go on
to the next generation when your avatar dies. The game just ends.
Similarly, if you play conservatively, and hang on to your avatar
until he's old and feeble, eventually he'll be killed without much
honor, and the village will suffer. So for maximum benefit, you
should die in the prime of life, in true berserker fashion.
The game has one more twist. Christians keep coming to your village
and trying to baptize people. If someone is baptized, they're no
longer a Viking, and are lost to the community. If the Christians
baptize your own children, you can no longer carry on the game when
your avatar dies. And finally, the Christians bring influenza, which
kills your population and can even kill you--a most dishonorable
death. So part of the challenge is to kill off the Christians whenever
they appear. The problem is that, like an old arcade game, it's
unwinnable. More and more Christians keep coming into the village.
In the end, the Viking way of life is doomed.
As indeed it was.
Conclusion
It's a truism of the game industry that ideas are a dime a dozen--everybody's
got a brilliant game idea, and no publisher or developer will pay
you for an idea alone. Execution, not innovation, matters most if
you want to get your game published.
And yet... in spite of the vast number of ideas swirling around,
we do see an awful lot of them over and over again. The same gameplay
mechanics. The same plots. The same victory conditions: drive the
fastest, shoot the best, accumulate the most. I've never heard of
a game in which the object was to die in glory, or to soothe the
troubles of the mentally ill. That's one of the reasons that giving
these design workshops is such fun. I find it exhilarating and inspiring.
And I really hope, for the sake of the industry and even the medium
itself, that some of the people I've taught can get into the business
and bring some of these ideas to life.
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