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  Peter Molyneux: Everything's Changing
by Christian Nutt [Business/Marketing, Design, Interview]
14 comments Share on Twitter Share on Facebook RSS
 
 
September 28, 2012 Article Start Previous Page 2 of 4 Next
 

You alluded to using analytics not for just for monetization, but to actually improve the gameplay experience. Do you think there's a lot of work to be done there?

PM: A huge amount of work, yeah. Here's my thought, and it's quite a radical thought. This is my thought: at the moment I can see what analytics does for an awful lot of the games. It tries to get as much money from you as possible in the shortest amount of time. Fair enough. It will balance that level 19 just right so that you have to spend money to get to level 20. Fair enough. But what the developer is doing there is trying to think, "Right, we just know you're only going to play for a few hours, we just want to squeeze you for everything you've got."



Let's think in a different way. Imagine you had an experience; just imagine this insane idea. There will be a single day when I can give you examples of games in the past that are clues to this, but you will play for the same length of time that you watch [long-running British soap opera] EastEnders for.

EastEnders, people watched it for the whole of their life. They grew up with it, they got married with EastEnders, they had children with EastEnders, they'll probably die with EastEnders. We have nothing in the gaming experience which feels like it's more than just a 10, 15, 20 hour experience.

Imagine if we -- now, I'm just not giving you a clue that I'm going to create this -- we had something that was refined and curated just the right amount, to just the right number of people, to keep you engaged in the same way that you're engaged with a hobby? Why can't we have that?

Now maybe World of Warcraft, for some people, is what I'm talking about, but that's just for a small number of people. World of Warcraft wore me out. It just drained every piece of gaming life out of me. I didn't have anything left to give. So that was overcooked. But I think there's something in the middle. We have to surprise people. We have to shock people. Not by going into our ivory tower and thinking of another new game idea.

Tomorrow, for example, in the cube, I'm going to do this. We'll do this. On one of the surfaces of the cube, we'll have a really simple game with those little cubelets. We'll have, say, there's this mathematical thing called Life. One the surfaces will be Life. You tap on the right thing, and it will just all spread out. That will be a surprise. And that's done for the reason that we want to keep you engaged. Even if you just tap 20 times a day, if I can keep you engaged over a long period of time, that will be exciting.

Did I answer your question?

Yeah, you did. I get the sense that you see this massive potential, and other people have alluded to it, but it seems like, for one reason or another, people end up not realizing it. And maybe it's just a natural evolutionary process that games, as a new art form, have to get through.

PM: It's just a different way of thinking. I would love to have been in the kickoff meeting for [long-running British soap opera] Coronation Street, because it could have gone something like this:

The writers of Coronation Street come to the TV execs and say, "We thought of this television program. It will be number one or number two in the ratings every single day of the week for 40 years."

"Brilliant," say the TV executives, "that must be an amazing story. What, I can't imagine. What is it? It must be something like the works of Shakespeare?"

"No, no, no. There's no story."

"No story? How can anything last for 40 years without a story?"

"No, there's no story, It's just characters. It's just the same as the life outside people's windows."

I can imagine the TV executives were like, "No way it will work," because it was so new. It was so different to have a TV series about characters that lived -- were born, lived, and died in the street. It sounds the most boring thing in the world, but some people love and are entertained by that.

And if you think in that way -- if you think in a way that maybe there's one experience, in a way like Facebook, that I don't mind interacting with for years, and years, and years, that would be an amazing experience. It's just a different way of thinking. Don't think that I'm doing a cross between Coronation Street and Facebook.

That brings me to the question, actually -- is there a line between what's a game and what's not a game? There's a tremendous amount of debate, particularly on Gamasutra, about what constitutes a game, what that word means.

PM: The problem is, nowadays, saying "what's a game?" is like saying "what's a film?" or "what's a book?" I mean, if you were to look at the film industry and you only watched Saw movies -- Saw I, Saw II, Saw III -- and then I asked you to write an essay on what's a film, it'd probably be the most damning essay of human depravity.

On one end of the spectrum, you've got all the horrific nature of Saw, and on the other end of the spectrum you've got some of the wonderfully delightful sorts of movies like Star Wars that affected a whole generation. There's a whole huge range, and that's what this word "game" tries to encapsulate.

The trouble is, with "game", it's also what game people define games as, by a series of these cornerstones -- like a game has to have challenge, a game has to have story... And we have these colors, which we think we mix together to make a game. But now those colors are completely changing.

Because does a game, does a story, have to have an end? No it doesn't, if you're doing Coronation Street. It has a series of little stories. Does a story have to have a predefined beginning? Yes it does, but that leads to a boring film. And so I think a lot of those rules are changing.

 
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Comments

Christer Kaitila
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The games industry is lucky to have people like PM. With all the vitriol, cloning, monetization-obsessed bandwagoneers and doom-and-gloom out there, it is so wonderful to see examples of enthusiastic imagination and positivity.

Muir Freeland
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I love this quote: "But I think that these things now [taps iPad] are great pieces of hardware. There just aren't great pieces of software to match those pieces of hardware, and history proves that a vacuum is always filled. Something will fill that which really amazes us."

This is exactly how I feel about the mobile space. Just because we're accustomed to shoddy experiences doesn't mean it has to be that way.

Dan Eisenhower
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Not really. There are "great" pieces of software, they just don't meet a "hardcore gamers" conventional definition.

Scott Sheppard
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Unmitigated enthusiasm should permeate more of this industry. Enthusiasm for new untested things. I really like Peter.

Michael Joseph
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The future of games is in the past.

I view the AAA shooter era born with Wolfenstein & Doom and solidified with Half Life and Counter-Strike as a divergent path that is dead ending. We need to go back to before that divergence occurred. That doesn't mean we can't borrow concepts from that path, but that path on it's own is too narrow.

The future is the return to the old school focus on mechanics and focus on simulation that is itself mindful of mechanics. (as opposed to graphical & physical simulation that is mindful of eye candy).

I'm wary of folks like Peter Molyneux who can't clearly articulate his vision of a future. He's been in PR too long me thinks.

Louis-Felix Cauchon
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Totally agree. My current game has been designed in this optic. Focused more on the mechanics than eye-candy cloned gameplay.

http://steamcommunity.com/sharedfiles/filedetails/?id=92508820

Michael Pianta
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There's something about Molyneux that I find off putting... I respect him for trying different, creative ideas, but something about the way he talks about his games bothers me. Much like David Cage, he makes sweeping proclamations about things - for instance, he says that the days of presenting a finished product, charging a certain amount for it and leaving it be are "over". On the one hand, I doubt that, but on the other hand, even if he's right, it comes across as arrogant the way he says it. Like he has seen The Way, and The Way is to use analytics to constantly change and update the product forever, and anyone who doesn't start doing that is not on The Path to The Future. He could say, "I think we could do something new and interesting with this" and to be fair to him he does say that but he ties it to this sweeping condemnation of the rest of the industry for not being as forward thinking as he is (or thinks he is). I don't think he intends to sound that way, but that is how it comes across to me, nor is this the first interview of his where I've felt that way.

Jonathan Jennings
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i agree but I will say the man never lets anything break his stride . i will never forget the whole " project ego" pre-release stuff there's excitement and then there is over promising on a massive scale . still i am happy to see someone who constantly seems like he desires to push the boundaries of what we do , definitely a good figurehead to have if you want someone to be the driving force behind something exploratory

Ramin Shokrizade
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I don't have a problem with bravado when it is earned. Peter, as an elder in the gaming industry, is coming up against these external forces: one is tempting him to use his clout to get experimental and push the boundaries of art, the other is tempting him to play it safe and milk his existing franchises in a way that is guaranteed to generate profit. I see all the great masters come up against this dynamic. Some win, and most lose. I hope he wins, and he has the clout to get funding for risky projects no one else would get funding for.

He does not have to be very forward thinking to come across as more forward thinking than his peers or apprentices. Despite the astonishing rate of hardware development, software really is in a creative slump right now for a variety of reasons, one of them being the introduction of analytics.

Mike Griffin
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I enjoyed how Peter said Free-to-Play games are finally becoming "less greedy" now.
I feel the same way.

There's still an astounding quantity of in-app greed and garbage in software one can barely call a "game" in the free-to-play space, but we also have a lot of smart people and quality developers producing entertaining -- and intelligently valued -- F2P games now.

Ramin Shokrizade
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Mike, I think F2P can actually *improve* gameplay instead of destroy it, if done well. The problem is that right now it is not done well. It is such a new business model, and those that have experience with it are mostly from Asia where the culture of gameplay is very different. Blindly translating that experience to the West without understanding why the model works or does not work can have catastrophic effects.

Robert Swift
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Actually, Mods on the PC are a great way to prolong the life of games and improve steadily upon the original. A good example are the Total War or Elder Scrolls games.

And maybe there will be new ways of making money with Mods. Personally, I wouldn't mind to spend some money for constant improvements and new ways to play my favorite games.

Raymond Ortgiesen
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Molynouveaux

Finn Haverkamp
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Could anybody please clarify this quotation?

"And the number of taps required on the last surface will be the number of active users, so everyone will get one tap, and that's going to be frantic."

If I'm reading this correctly, I believe it means that at the center of the cube is one final, tiny cube. And the mystery item is inside that cube. To break that final cube, players must tap it as many times as there are players (e.g. 1,234,567 times). If a player has a diamond chisel, though, a single tap on that final cube is in fact 1,000 taps, or whatever. And, that player, and every other player, may tap the final cube as many times as he or she pleases. Whichever tap meets or exceeds the requisite number breaks the cube. The quotation does NOT mean that each player is limited to a single tap on the final cube, and a single tap is equivalent to exactly one tap, regardless of the chisel used or bonus accrued? This would mean every player who has every played curious would need to log on to give the cube their tap. So I think this second interpretation is unlikely. Correct?


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