I
don't play computer games. In fact, I feel kind of alienated by the
whole genre. It's not that I object to violence, puzzles, or role-playing,
or that I'm insufficiently awed by imaginative graphical worlds. On
the contrary, I enjoy a good search-and-destroy mission in an out-lying
galaxy as much as the next person. It's just that I'm more ambitious:
given the choice, I'd rather create the galaxy than hunt the creatures
in it.
What alienates me most about the computer games I've seen is that I'm
asked to find my place in someone else's world. As challenging, intriguing,
or beautiful as these worlds may be, I inevitably end up wishing I could
get inside and change things, manipulate the very structure of the game
to suit my taste. What bothers me, in other words, is that the player's
imagination is almost always subordinate to the game designer's. The
very success of the design provokes me. The better, more imaginative
the game, the more I want to escape the player's subordinate role and
play on equal terms with the designer-by redesigning the game.
Some current computer games allow players to customize the content or
to create alternative scenes. There are numerous user-created levels
for Quake and Doom, as well as personalized maps for Warcraft II and
Civilization II. This is a step in the direction I mean. But the idea
of incorporating the player's imaginative input in the functionality
of a game could be taken much further. I imagine a game in which, in
addition to customizing pre-existing content, the player could create
entirely new games.
A game that emphasized the player's imagination as much as the designer's
might be very different from what we are used to. At the same time,
however, a game that treated its players as designers, rather than as
"players," might appeal to the very large market of people alienated
by action games, but eager for creative activity enhanced by the computer.
Games And Instruments
I don't
play computer games. But I do play a musical instrument, and this kind
of playing provides, I think, a powerful example of the imaginative
freedom I'd like to experience when playing on the computer.
If we compare the computer to a musical instrument, then a computer
game is like a piece of music, the game designer is like a composer,
and the player is like a performer. As with a musical instrument, the
computer offers an enormous range of creative possibilities. Each computer
game, then, like a piece of music, takes advantage of this creative
range according to a particular style and genre. The more talented the
designer (composer), the more powerful and satisfying the game (composition).
For the player, both games and music can be highly demanding manual
and intellectual challenges. Playing a game, just like playing a piece
of music, requires practice and skill. In both cases, the dedicated
player is rewarded with the intense pleasure of immersion in a created
world.
But the analogy between a computer game and a piece of music begins
to break down for the player when we think about the expressive freedom
of interpretation and performance. A player of Quake "performs"
the game by devising unique combinations of moves within the fixed context
of what the game allows. A pianist may perform a piece of music in a
similar manner, creating a unique interpretation while still respecting
the correct notes of a composition. The piano player can go further,
improvising variations on existing music. Perhaps we could compare this
to user-created variations in Quake. But the pianist can go further
still, varying existing music so much that he or she really composes
a new piece or even invents a new style or genre. Currently, the game
player has very little to compare with this aspect of the piano player's
freedom. Only by leaving the game itself and working with an authoring
application can the player begin to make the transition from performer
to composer.
This current restriction on the player's freedom is, I believe, a significant
opportunity for game designers. Each limitation on the player's activity
is also a limitation of the game industry as a whole. By thinking of
the user as a potential composer, rather than simply as a performer,
game designers could vastly increase the kinds of computer games available
and, consequently, the kinds of people who buy them.
Activity Games
A computer
game that thought of its player as a composer, rather than as a "player,"
would have to blur the boundary between a game and an authoring application.
Once again, we can use the piano as a provocative example of what this
might be like.
As an "authoring application," the piano is astonishingly economical.
It creates infinite user interaction with an extremely limited range
of materials: 12 notes, repeated at octaves, plus dynamics (the loud-soft
or forte-piano that gives the instrument its name). Twelve notes, high
and low, loud and soft. That's it. All made possible through the action
of a single mechanical system: key-hammer-string-damper.
A computer game that took the piano as its model would probably have
the following features:
- a
limited number of "notes" or game elements ("gamesels");
- a
simple means of combining these elements;
- a
series of controls to modify the "dynamics" or inflection of these
elements;
- and
perhaps a repertoire of examples that players could use as starting
points for their own creative expression.
Several
games on the market already follow this basic model. Felix the Cat's
Cartoon Toolbox, issued by Big Top in 1995, is an activity game
that lets players create their own cartoons. In this game, Felix and
his friends each come with a library of short animated clips isolating
specific movements. By combining these clips, players create continuous
action. A large selection of props, sound effects, music clips, and
special effects makes the setting and mood infinitely variable.
A better known and more commercially successful example of the same
basic idea is Barbie Fashion Designer from Mattel. Barbie
Fashion Designer, which was the most popular CD-ROM game in 1996-97,
lets players design clothes for Barbie dolls. Like Felix the Cat, it
is a toolbox, a limited authoring environment in which the player combines
simple pieces to create complex results. By selecting from one of 7
general styles (party clothes, work clothes, etc.) and then choosing
different cuts, patterns, and ornaments, players can create an almost
unlimited variety of fashions. A virtual Barbie will then model the
clothes on a 3-D runway. Special fabric is included that works with
inkjet and laser printers, allowing girls to print out and put together
outfits without any sewing.
Both Felix the Cat and Barbie Fashion Designer are restricted
authoring applications, in which the cast members have been defined,
but their relations to each other are left open. Like a piano, these
games achieve an extraordinary degree of interactivity with a small
range of compositional elements. What characterizes both the piano and
this kind of game is responsiveness to the player's imagination and
skill. Like a musical instrument, they emphasize the user's creative
expression rather than the designer's. These games treat their players
as composers, rather than as contestants.
But when the user is given the role of composer in a computer game,
then the analogy with a musical instrument shifts significantly. The
game, instead of being like a self-contained piece of music, becomes
like an instrument itself. And the game designer, rather than resembling
the composer of a piece of music, now resembles an instrument maker.
If we think of Barbie Fashion Designer and Felix the Cat's
Cartoon Toolbox as instruments, rather than as games, then designing
and, above all, playing them takes on new meaning. And if we follow
the implications of this expanded idea of "play" in relation to computer
games, a new genre of "instrument-games" becomes possible.
Instrument Games
Both Felix
the Cat and Barbie Fashion Designer can be compared to musical
instruments because they let the user take the role of composer in relation
to the game. By arranging a limited set of game elements ("gamesels")
in endlessly new ways, the player uses the game as a medium of creative
expression. This approach to games could of course be extended to many
popular toys and fictional characters.
Favorite childhood toys like Tinker Toys, Lego, and even a chemistry
set are already varieties of instrument-games. This approach could be
easily carried over to other, more narrative forms. Letting the user
play Toy Story or this season's Godzilla by creating new
stories with these characters offers an alternative to the more conventional,
arcade-style game that now predictably accompanies action films. Indeed,
almost every popular book, film, television show, or traditional computer
game could give rise to similar, creative products in which the user
is invited to rearrange the characters and settings rather than follow
a pre-determined plot.
Pushing this basic idea further, the game designer who thought of him-
or herself as an instrument maker could explore the possibility of media
instruments whose product would be multimedia rather than music. Felix
the Cat's Cartoon Toolbox, for example, is a media instrument whose
"music" is cartoons. It is easy to imagine a similar music video game,
in which players could compose music or create videos for their favorite
songs from a library of sounds and images, plus effects and transitions.
Like a cartoon toolbox, this would function as a limited authoring application,
directed towards a specific genre. Music videos, soap operas, romance
novels-any conventionalized form could be material for a media instrument
that endlessly recombines modular "gamesels." And, as Barbie Fashion
Designer demonstrates, the "music" produced by these instruments
does not have to remain on the computer. If Barbie Fashion Designer
is an instrument whose product is clothes for Barbie dolls, other instruments
could create other objects, from paper dolls, houses, airplanes and
spaceships to puzzles, jewelry, and sculpture.
The essential distinction between a instrument-game and a full-scale
authoring application is the focus on a specific product or genre. Like
a piano, these games are designed to produce a specific kind of output.
The piano, in fact, is very restricted in this regard, since it physically
limits the player to the 12 notes of the Western well-tempered scale.
Here it is similar to Felix the Cat, since this game also limits
the player to very specific compositional elements. However, different
instruments have different degrees of limitation.
A violin is less restrictive than the piano because it has no fixed
keyboard; the violin can play many more notes than a piano. Yet both
piano and violin are more restrictive than a synthesizer, because they
each have a distinctive sound, while the synthesizer can produce the
sounds of most traditional instruments and many non-traditional ones,
like sirens or wind effects. The synthesizer, more than an instrument,
is a "sound processor." The synthesizer player has control over an enormous
palette of sound sources, in addition to the infinite range of combinations.
If we take the synthesizer rather than the piano as our example, then
the instrument-games we can imagine become far more complex and experimental.
Synthesizer-games would expand the idea of media instruments to include
multiple input and output options, focused on a specific product or
genre, but capable of a wide range of transformations. A cartoon toolbox
that acted like a synthesizer would include characters from several
different sources or in several different styles, perhaps even accepting
input from print or video, as well as have the basic tools to alter
these game elements. A Fashion Designer synthesizer might accept designs
from magazines, in addition to the ones provided, or might operate on
a larger scale, letting users create patterns for their own clothing
as well as for their dolls.
We could even imagine a fully scaleable synthesizer-game that, on the
simplest level, might resemble something as modest as Pac-Man
or Tetris, but which included a library of more complicated characters
with increasing orders of functionality, plus the ability to sample
new "gamesels" from external sources, and a basic suite of tools to
alter and recombine these elements. As with an instrument, users could
begin by learning the simple tasks of the basic game, then, as they
gain skill, move through levels of performance, until arriving at the
role of composer. At this level, creating new scenarios, new game objectives,
perhaps even new games altogether would be part of playing the game.
It would be a game, an instrument, a synthesizer, and a medium of creative
expression.
In this way, there is a progressive shift of emphasis from the game
designer's imagination to the user's. Game designers still get to indulge
themselves, and players still get the adrenaline rush of experiencing
a created world. But the game does not enforce this relationship through
its structure. Instead, it becomes an environment in which the designer
and the player meet on equal terms.
Allowing both designers and players to adopt the role of composer seems
to make sense as a business strategy as well. By offering a medium for
the creative expression of all of its players, the instrument-game invites
long-term imaginative engagement, beyond the one season of its initial
popularity. And by encouraging a repertoire of user-created compositions,
it promotes a community of players who compete by extending the scope
of the game.
The comparison between a musical instrument and a game is really just
an attempt to expand the meaning of "play" in relation to computers.
The industry is still in such an early stage that even slight changes
in how we define a "game" can have profound implications. The game designer
who redefines "play" to include new activities like composition creates
an entirely new branch of the business-and perhaps even a new art form.
That's the kind of computer game that I'd enjoy playing.
Glenn Kurtz is a writer and multimedia consultant. He teaches
Digital Media at Stanford University. (gkurtz@digitopia.com)