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CN: I'm a fan of the offline
Final Fantasy games, but that hasn't resulted in interest in
any MMOs for me.
RK: So what you should do is try Three
Rings' Bang! Howdy, which is a cowboy-themed Final Fantasy
Tactics online. I'm trying to think of a better analogy, but it's
kind of in that ballpark. We haven't made enough different kinds of
games for some of those things to pop up, but they absolutely could
exist.
Me personally, I can't stand that kind
of... I love the stories in those console games, and I hate the combat.
I'm like, "You know, if I could play a Final Fantasy and
skip every random encounter, I would so do it!"
Are you concerned at all by the
potential privatization of the internet that's going on? That certainly
would prevent the whole Play Anywhere thing.
RK: I don't think the whole net is
going to get privatized. I think in the grand scheme of things, issues
like net neutrality -- which got dealt a big blow yesterday.
I didn't see that.
RK: Yeah, the DOJ essentially came
out saying, "Eh, it doesn't really matter. We don't really need
net neutrality." I think for people who are really, really close
to the problem, which includes game operators, of course it's a massively
big deal. On the grand, historical scale, I'm not sure that it is, because
I think to some degree, market forces will make it so that if we have
a non-neutral net, market forces are still going to push prices into
certain kinds of tiers, and it will have to be reasonable because the
ecology of business will demand it.
I would still prefer net neutrality
-- flat rate, much simpler for everybody -- but I recognize that it's
actually an uncommon business configuration to have a service or utility
that only offers a flat rate. That's really unusual, and honestly, internet
connectivity is a utility. It's increasingly acting like a utility.
I want net neutrality. I'm not sure if we're going to get it or keep
it. I think it will be disruptive, but I don't think it's the end of
the world. I think accommodations are reached, essentially. It might
be painful for a while, but far more worrisome to me would actually
be stuff like censorship or surveillance.
What do you think about the stuff
that MMOs have to go through to come out in China?
RK: That kind of stuff I find as being
far more worrisome. Imposing a surveillance burden because of Homeland
Security or the Chinese government or whatever will probably cost a
company far more than net non-neutrality. That kind of stuff is far
more worrisome on many more levels than the question of whether one
guy pays more for a byte than another guy.
I was talking with Sulka about your
game grammar stuff, and I was asking him if he thought there could be
some sort of global language for games -- not necessarily the words,
but the terms and the things we call them. He thought it was maybe impossible,
because of all the various differences that come up when you're entering
different countries and things like that. But we do have the same terms
for film and stuff, pretty much.
RK: Sort of. You kind of need to make
the distinction between the terms for film that are for tools -- like
"dolly shot" -- and terms that are of film grammar, which
is way vaguer and half in French.
Yeah, like "mise-en-scène."
RK: Right. I think a lot of people
will argue about "mise-en-scène", for example. I named the
first book "A Theory of Fun" very much on purpose,
and this one is "A Grammar of Gameplay" very much on
purpose, because again, I look at music and I go, "Huh." If
I play guitar, there's chord diagrams, there's harmonic analysis, there's
standard music notation, tablatures... there's a lot of different ways
to get at this stuff, and it's very much a good thing.
So I would expect and hope that we
would have variances in grammars and approaches and models and all the
rest, because the more tools the better. I think there will be commonalities.
Things like the definition of a boss monster probably does cross culturally
fairly well, but actually the definition of a character has turned out
to be something that shifts a bit when you cross.
CN: A very striking example, if
you look at the prominent developers of an ostensibly same-genre game,
is BioWare and Square Enix, if you're talking about character. That's
a vastly different concept.
RK: Vastly different definitions, right.
But you can get both groups together and they'll be able to use the
word "hit points" with no problem. It's very dependent on
the specific.
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