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What about the stories that exist between the players, versus top-down narrative?
RG: So, the analogy I would give you is the early days of Dungeons & Dragons on paper. I was one of the earliest adopters of Dungeons & Dragons on paper, and every Friday and Saturday night throughout my high school time, we would have a group of 30 to 40 people that would play at my house, my parents' house, usually in two or three or four games at once in different rooms for years.
But as the game gained popularity, an interesting thing changed. Early Dungeons & Dragons, no one cared about the rules. No one cared about what your +2 or +3 sword was because it was irrelevant. What really mattered is if you had a great gamemaster who was weaving a great story you all got to play your part in.
And if your team did something that was fun and clever and would not have worked, the guy would roll some dice back here, but it worked because it was fun and clever.
If you were doing something really stupid or boring, it didn't work, funny thing. And so what it became is a dialogue discourse between a great gamemaster and engaged players.
Well, once D&D became more and more popular and you ran out of good storytellers for gamemasters, it devolved, in my mind, into the [talks with a lisp] "Well, I'm standing behind you and I've got a +3 sword, and I've got a slight advantage because my dexterity is a little higher", and they do complicated calculations, then once every five minutes, roll die, and say you win. Which I think it not roleplaying.
It might be a fun game... This is my personal definition; most people don't adhere to this. Diablo, great game. Loved it. For me, I use the term "RPG" for it because it is a stats game. It's a "Do I have the best armor equipment compared to the creature I'm facing?" There's not really any story for it. It's a great challenge reward cycle game. Blizzard, by the way, does the best challenge reward cycle games I've seen.
On the other hand, Thief or Ultima are role-playing games versus RPG -- which I know stands for role-playing game. When I think of a role-playing game, it is now where you are charged with playing an actual role and qualitative aspects of how you play are every bit as important as what equipment you use. That's what I find most interesting. It's a lot easier to do stories there.
And while I think your question really came from what about the story that has naturally evolved between players, clearly that's what's profoundly important about any shared experience.
But if you only rely on that, if you just create a sandbox and say, "You guys make your own stories," it goes back to D&D. There's no context. There's no guidance. There's no showcasing. A good game should constantly lead you over the next hill to see what's on the other side, and it's got to be something of wonder that you and your friends all get to share.
The interactive dialogue in Fallout 3 is not amazing, but it has great scenario design. I feel like as an industry we're better at doing that than delivering actual narrative, written story.
RG: While I think narrative, written story is an important component of good narrative -- which doesn't have to have written story. I think as an art form, we need them all [to be] strong, like they are well-developed in the cinematic industry.
But there's no question. I think often, just what I call "ad hoc" -- what feels to you is ad hoc discovery -- but in fact was the designer put it there near enough for you to bump into and then made each of those encounters have some special response based on the context of where you've been and who you are, I think is very powerful. And I agree, we have some examples, like apparently Fallout 3 has, that begin to showcase that.
One idea that I had for how to make interactive dialogue better -- I'm just curious to bounce this idea off of you -- is iterative dialogue writing, wherein you write it to the best of your ability, and then you play through it properly in the game and then do a re-write based on how it works contextually.
RG: Well, I think as a process that absolutely is necessary. I think that would absolutely give benefit. I would add to that and go, you know the experience you described in Fallout? What was so positive about that -- and again remove from your mind whether it was a text interaction or an event interaction -- because in my mind, both of them advance your state of belief about yourself and your state of belief about the world and where you are and the Joseph Campbell hero's journey arc, so it could be any of those processes.
But the things that almost all games do so poorly that you've uncovered with your example of Fallout [having interesting events but poor dialogue] is most dialogue in most games are you're told to go to location A, you might find some monsters on the way to location A, but there's nothing relevant story-wise to your growth as an individual is going to happen on your way to location A, and when you get to location A, there's generally one real outcome, which is go to location B.
And I don't care how good a storyteller you are, that's never going to be very interesting. You're never going to feel like you've really participated in a truly meaningful way unless you discover things on the journey from A to B, and also when you do get to A and meet that person and have dialogue with, some form of discourse with, that it again has some outcome that for you will be unexpected, as often is not.
If you think about it in the real world, when you research a problem, you might know, "Gee, to find some information, I might need to go to France, where she lives," but you might not know exactly who to talk to, exactly what question to ask, and exactly what company to go and investigate. That's the joy of discovery. You have a general indicator, France, but you don't know what you're going to do when you get there. And that's the joy and excitement of being there. You're like, "Wow, I'm going to have to figure out what it is."
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Good morning, Remo. :)
So true, but I wonder how that compares to, say, aspiring movie director & producers? On the one hand they do the same thing to an extent. On the other, many are research-oriented and those are usually the ones that make the biggest contributions because they draw from outside the industry.
'And so designers have no job qualifications really, if you know what I mean. And so everybody wants to be one and nobody's skilled at it. '
I'm not sure about this. I think this is a conflation of production skill with game design skill. It seems to be me core game design skill is just that - the art of designing core activities for players to do, which are fun/interesting/compelling. And then being able to communicate these activity-sets to the team in a way that they work with existing art and technology. It's a soft, nearly intangible skill. But just because it's soft and intangible doesn't mean it doesn't exist.
The state of Facebook games is such that they're indirectly interactive. I do nice things for you, you do nice things for me, but even if we're both interacting with the same Farm at the same time, we don't see each other and can't talk.
Closing the gap, giving people things to do together, and still keeping the game casual, now that would be a design challenge.
It is nice to hear someone like Garriott affirming the importance of research. Now I feel my tendancy to obsess about fully knowing something I wish to design around has more weight than my own conjecture.
John, isnt it even more of a design challenge to come up with gameplay thats fun for friends *despite* having only asynchronous communication?
Theres nothing wrong with designing games around friends interacting in real-time. Im just not sure that capability is right for the architecture of social networks like Facebook.
It seems to me that if social nets like FB are to become the Next Big Thing in gaming as Richard Garriott predicts, its the very asynchronous nature of friends casually communicating with each other -- as distinct from single-player or massively-multiplayer architectures -- that will enable this result. So thats probably where design creativity needs to be directed.
Speaking of which, its nice to hear an Industry Figure sticking up for designers as people who have a unique gift of understanding how systems fit together to achieve an overall purpose.
IMO (and since my opinion is free, take it for what it's worth) is as follows.
VGA Planets. Trade Wars.
In comtemplating Facebook games, we also step back in time to the days of dialup services and BBSes. Gaming occurred in these enviornments (VGA Planets being one of the most notable) and ought to have some wisdom for us to take forward into Facebook.
I don't want to excessively downplay the challenges of developing asynchronous multiplayer games for Facebook. The challenges ARE there. If nothing else the potential scale of the world is many orders of magnitude larger than any BBS game. How do you keep an asynchronous story straight when you and a friend happen to be playing at the same time? Farmville doesn't have the sort of story progression that can be thrown off by multiple players stirring the pot at once.
It's just not totally unexplored territory.
That Facebook presents such a limited platform for synchronous activity is *why* such content is the greater challenge in my mind. Clearly any Facebook game that accomodated synchonous multiplayer play would also have to handle the asycnhronous case. Keeping the two modes straight and complemntary in a story-format is also a challenge.
Me, I gave up on FarmVille and I am just about ready to jump Café World (friends who want to play with me be damned). Why? Zynga, as much as I like these guys, are FLOODING you with spam. The first Minute of FarmVille these days is clicking away pop-ups. If you're not careful, you click on more ads in the playing field. And Café World is nearly there, too.
I do understand and respect that they need to maintain a business and micro transactions is what they live from. However, all it has done for me so far was drive me away from their games.
Once you introduce sync games, casual play becomes more difficult to maintain. In particular, if we look at the MMO model, players become dependent on other players to get some content done and they need to invest a lot of time in the game as well.
Is there a middle ground? There sure is! I have a lot of ideas and some include sync play.
@Andrew. I think there is going to be a lot of competition in this space and that will/should cause companies to back off on the amount of spam.
@Bob. The game/entertainment industry is evolving as it always has. So, imo its not a fad, simply another step in evolution. Keep in mind the majority of folks playing these social games would never bother with a PC or console game, so there is no 'everyone to get back to regular games'. This is why this space is pulling is so much crazy money, its expanded the player base dramatically.
I don't think I'm the only one who know at least a couple hundred people playing these games that either use their work PC to play or have a PC at home that could not handle a game created within the past 3 years.
@John Trauger "could be so good at design that he doesn't need to play Farmville to figure it out. "
With that approach you are missing 90% of features that make a game social: virality & retention & events that you couldn't "figure out" unless you'll play it.
@Gesine You'll come back to the game as soon as it will provide enough of new content and meta-game layers. Or you'll see new beautiful pics in news feed :)
What I would say to you is this: What things have you done outside of the game industry? What outside world experience can you bring that will let you make something meaningful and interesting?
The article sez RG has been playing a lot of phone games. He may be assuming that Facebook games are similar. Now I don't play games on my phone, but it strikes me that phone games are more like games from the pre-internet days of desktop computer games. I don't know (or not know) that phone games play to the social/viral aspects of Facebook that Farmville does. Based on some fo RG's comments, he's thinking of essentially moving casual internet gaming portals to a facebook app.
If true --and it may or may not be, my telepathy is down today--RG would be missing what makes Facebook unique and sometimes annoying (Farmville does indeed want to put a whole lot of sheer carp on your wall if you let it. I only publicized opportunities for myself or other players like lost animals barn-raisings or when I levelled to a number divisble by 5).
I'm about due to check in with Farmville and see if the server has erased my farm yet. I'm about 3 months clean and sober, now. :)
I don't "play" Farmville myself but I have in the past.
That said, if he hasn't studied it and doesn't have intentions to it is in direct violation of his own statement of how essential extensive research is.
But from a guy who did Ultima 4 in early eighties, one of the first real moral games at least (what makes Bioshock and Mass Effect decisions system a kid's play) and foresee in Ultima 7 a living world that would take place in the pioneering Ultima Online, i can really expect from him something more than Farmville's watching and copying from the others.
Being a failure or a sucess, he doesn't have to knock on the door to ask for permissions.