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Doug Church has been designing PC games for over a decade, including participation in classic early 3D first-person title Ultima Underworld, for which he was project lead, as well as contributions to System Shock and Thief
at seminal developer Looking Glass. Over the last few years he has been
doing technical and creative design on a range of products for Eidos
Interactive. He's a self-styled industry philosopher, playing games,
designing games and imagining where the future for this medium lies in
between improvisation and expression.
But mirroring the momentum of the market, Church is now working
primarily on console-bound titles - among other things, he's credited
for 'Synth and Related Playstation 2 Voodoo' on Harmonix/Sony's
PlayStation 2 music game Frequency.
Yet, informed by his history in PC game development, Church has some
insights on the increasing shift away from the PC platform.
Church remarks on this shift: "In
North America it's become a self-fulfilling prophecy: consoles are
where people spend the money on marketing, and therefore that's where
the market goes. Frankly the console has advantages in terms of
accessibility, in terms of ease-of-install, and as such; that trend is
not going away any time soon unless the PC becomes a different piece of
hardware. PC gaming in the sense of 'I'm gonna go play this new racing
game on the PC' is likely to be gone for a while. The controls aren't
as good, it's just a different experience. You might as well crank it
on your home stereo, have the big screen and have your cars screaming
around the corner. It just works really well-- in a way that it doesn't
on a monitor with a mouse."
A Space for Small Design
But
the PC still has an important place in the game design ecology. These
last few years Church has been a participant and sometime-organizer
with the Indie Game Jam, an
effort to seed more independent game design efforts. He speaks of the
importance of the PC as a platform for experimental games: "The PC has
always been a better place for experiments and smaller projects, and I
think we're just seeing the beginning of what would almost be called
the real 'indiespace' in games. It's just incredibly basic, and I don't
mean that in a bad way; Tetris is incredibly basic, but
needless to say it's a rather impressive game and product. I think
you're seeing the downloadables, the PopCaps, the Zone.com, the zillion
little Macromedia Flash things all over the place. Plenty of people are
playing games on PCs, but they're playing a lot of free stuff,
shareware/trial-ware kind of stuff, or other little projects. Like 'oh
we did this crazy little blend of this and this' or 'for $15 bucks you
can get this wacky experience'... and it's not a big cinematic
experience, but they are playful and fun, often addictive, and even the
simplest ones may not be a full game, but you can play around and get a
feel. And maybe in 4, 5 years, as the tech basis gets better, that
space will have kept growing, and there will be a larger range of
things in it."
"And
that seems likely to remain a PC space. You're not gonna take your Xbox
or Xbox 2 home and start developing software for it, in the way that
you can hack together a little Java app. I don't think any of the
console people are pushing in that direction. Sony tried briefly with
NET Yaroze, and then Linux for PS2. While they're valiant efforts, I
assume that no one at Sony considers them huge successes. It's cool
that they tried it, and maybe someone will try it again, in another
round."
He
continues: "I think the PC remains valid in many ways. It's true that
if someone tells you 'Here's a movie property. Go develop an action
shooter or a racing game' the PC is not really where you go. Because of
console penetration -- I mean PS2s are what, 60-something million at
this point? And then you'll get things like Game Boy and stuff -- hey,
there's 90 million more. You've got a lot of market there you can
reach. And why not reach it? It ties into more marketing. It's a more
stable platform. It doesn't change every week. It doesn't have driver
issues. There's a lot of upside there."
Entertainment Versus Play
However,
it's hard to talk to Church for any length of time without receiving a
gentle earful on innovation. While Church is emphatically unbiased in
his approach to the industry, a few preferences leak out: his hope that
players will have higher stakes to play with in their video games, and
his feeling that higher stakes come not from higher production values,
but from choices, from agency, within gameplay.
In
particular, Church is concerned that momentum towards console game
development could mean an increasing emphasis on passive entertainment,
to the detriment of active play in game design. "At the most
fundamental level you play a console game on a TV, which is an
entertainment medium about linear sequences of highly non-interactive,
highly driven-at-the-consumer, somewhat passive experiences. On the
other hand, the computer is about typing and doing and moving your
mouse. Even when you're doing word processing, you're much more active.
The console always had both less reach and more reach. There are fewer
consoles than there are PCs, but they're all clearly for games. So I
think that did allow the marketing side to commit more as those numbers
went up. And it just sort of fits together: you see characters walking
around on your TV screen and you kind of expect a certain sort of
experience to happen. There's a different mental space between 'Let's
go sit on the couch and be entertained' and 'Let's go to the PC and do
some stuff.'"
"That
is the low-hanging fruit when you want to advertise more, when you want
to communicate to more people and get them involved -- entertainment is
the easy hook. Humans have had a long period of learning how to sell
two sentence high concepts and a lot of little cut scenes: an explosion
and someone running, the girl going "aaaaah!", and the guy riding off
into the sunset, or whatever. We know how to advertise that and we do
it a lot, whereas talking more deeply about the play experience isn't
something we seem to know how to do very much of at all. You start
trying to figure out how we get to a bigger space of non-enthusiasts:
people less steeped in the culture and the language. Which is fair
enough, the more people that get to play stuff, the better. I'm
certainly not against that. But until we can communicate more clearly
what experience they're getting I think the entertainment angle is
going to continue to dominate, because it's the thing that's easier to
explain in two sentences."
The
risk is that entertainment might crowd out play, Church argued, and he
explores this balance: "Certainly personally, as a designer and as a
player, I enjoy having more entertainment in the things I play with,
but I care more about the play. I'd rather find a game with great new
play stuff than great new entertainment stuff. And certainly I think
the focus on entertainment, the way it is now, means it's probably
crowding out some things. But you know, 10 years ago on the PC little
hex-based war games were probably crowding out more exploratory stuff
with characters, and no one was writing about 'the death of gaming.'"
Play Vocabulary
Amidst
this talk of shifting focus in the game industry, Church warms to the
topic of developing a vocabulary to define play: "So it's certainly
hard to think of this as all bad or anything or some unique moment
where we've killed something off. I do think if we continue to find it
impossible to explain play, and continue to rely on movie notions of
entertainment in particular and fail to develop any identity or
vocabulary of our own, then we miss the chance to be what we probably
should be. Because as the interactive media, not the passive media, if
the only way we can talk about ourselves is borrowing the language of a
non-interactive media, that strikes me as a bad sign."
"We
have a similar amount of development of random little arcade game
concepts that we always have; much of it's in Java and on the web as
opposed to in games that you pay for, bring home and put in your
console. I do wonder if being so entertainment-focused means we miss
out. If gaming becomes synonymous with characters and action such that
it means it's high entertainment, then we lose out on figuring out how
to do that in a more interactive, player-oriented way. Because then
play is relegated to little clever experiments, and all the big stuff
becomes all sort of movie-focused. I think that would be unfortunate. I
can see that happening, but I don't think that we're at the point where
that's happened yet."
"I
would just say that it feels like we're safer putting entertainment
into the play than play into the entertainment. However, it's probably
easier, right now, to explain putting play into the entertainment. And
that's the only real risk I see, that if we don't learn to do it in
both directions, it could get a little sad. We might start thinking
and doing only in the one direction, and lose some of the things that
make us unique, and end up missing a lot of opportunities to find new
play."
Communicating
play is as much a marketing task as it is a design task. Church
elaborates: "We need to give someone more of a sense of what they're
going to be getting: 'I want this product because it would be so cool
to have...' If a big part of play is expressing yourself and learning
and improvising and exploring, it seems we need a way to talk about
what we're going to let you improvise with. Or what sort of roles
you're going to be able to take on. Fable did a good job of
presenting this. Peter Molyneux has done that in a bunch of his games
that he's presented recently: you don't really know what the
minute-to-minute play is going to be like but you get the sense of 'I'm
going to make some choices about who I am.' You look at something like Fable: there's clearly some great ideas there, there's clearly some ideas which kind of work; it's also shallow in a lot of ways. Fable's
developers clearly tried to go after some big goals and even in the
little bit it worked, to the degree that it is pretty shallow and first
steps, you see how much response it's gotten -- people love it, people
talk about it, people talk about 'Oh, it so cool because you can do
this or this, and I can do it my way.' They managed to message that
pretty well, so the consumer thinks 'Oh, I want that because it's about
me.' But I don't think there are many examples you can point to where
you can look at a game's marketing and understand its play particularly
well."
Beyond Genre
The
game industry typically turns to genre as a shorthand for describing
play. Church discusses how genres are valuable until the point when we
start developing games that mix styles of play. "Here's an example;
I'll say 'you have two swords and you beat people up.' If I told you it
was a role playing game you'd assume you had a bunch of stats, and
you'd pick strategies and you'd watch it happening. If I told you it
was a real-time strategy game, that might be the cool animation that
your guys run, but you actually have nothing to do with it because all
you're doing is grabbing twenty guys on-screen and moving them left.
Whereas if I told you it was Soul Calibur III, you'd assume you'd have to master a set of crazy combos."
"Sometimes I think that genre is our shorthand to talk about play, and
that's about as specific as we'd get, because when I show you imagery
of a lot of games and the communication message, you know 'you're a
powerful wizard', or 'you're going to defeat terrorists' or 'you're
going to pilot planes', it doesn't really tell you anything about what
you're going to actually do. Like: What are the verbs you have? What
are the buttons you're going to use? What sort of mental action do you
get? Why are you even there? Why isn't it just a movie?"
"And so genre becomes sort of our word for play. When I tell you 'oh,
it's an arcade flying game,' you go 'oh, that means I'm not going to
actually have to use my instruments and the guys are gonna fly right at
me and try to try to get themselves killed, and I'm going to blow lots
of stuff up and it's exciting.' Whereas if I tell you it's a simulation
flying game you go 'Oh, OK, I'm going to have 5 million instruments.' I
mean, that's the only thing you really 'get it' from. And I think that
as we build more games that blend genres and that cut across them, then
we can begin to talk more about the play experience as opposed to just
the genre."
Agency
Church
talks about co-evolutionary literacy; designers, marketers and players
each learning to better speak about games. If we can understand play in
our games, we can have a better sense of ourselves as players. One of
Church's most significant interests involves agency; how games give
control over the user: "Agency is a big part of what play is. If you're
going to make the player part of the experience you need agency and the
need to be able to act and see reaction. If the world doesn't react to
the player, then why are they there? If all they're doing is fulfilling
a sort of pre-scripted thing, it could be fun, and it could be more
involving than just reading a book, but it's still sort of a 'why is
the player there?' experience."
"We'll
certainly continue to have a large section of games that aren't
necessarily about agency, and that's fine. I think when you talk about
play you talk about improvisation and exploring, and drive action
yourself. Like when two kids sit down in front of a TV to watch the new
episode of The Simpsons, they're waiting to have things happen to amuse
them. Whereas, if two kids go outside to play cowboys and indians,
they're using loose structure, and they're gonna go see what happens.
Something will evolve and they'll start improvising and exploring."
"Agency
is more important for playfulness than entertainment. We remain very
good at enabling and growing the amount of agency in the small, what
you can do, 'oh, I have better button clicks here, and I've got better
physics here.' This is great, and it's definitely a great toolset. But
as we strive to infuse more entertainment into the product, and to
drive more cinematic moments, more big, recognizable, driving,
emotionally hitting things, most of our agency is not involved with
emotion inside the story, it's almost exclusively in the realm of
controls and the cameras. So as we build more elaborate mechanics to
provide more agency of the small, while telling these sort of bigger
entertainment stories, we end of taking away a lot of the player's
agency at the top."
Scale of Risk
"If you're playing a Medal of Honor
game you have a lot of agency at the small. Like 'which of these six
guys to I shoot up first? Or do I go to cover? Or which button do I
use? What do I do?' You essentially have almost no agency beyond
that. The actual play is almost all at the micro level. That
micro-play is spiced up with variants (i.e. 'Oh, you have a turret' and
'Oh, you're on a boat.') and it is certainly compelling and quite fun.
All that micro-agency makes it involving in a way that reading or
watching it wouldn't be, so once again, I don't think it's necessarily
bad. But there must be larger scale or a more meaningful agency that
could still be compelling, and wouldn’t have to be so moderated and
constrained, so rote. But we have not yet developed solid tools for
doing agency, or even marginally accepted or understood tools for
building agency into the bigger picture. But we still want to develop
those more emotionally compelling elements, or have more of the
surprises and the unexpected -- like 'oh my god, that's really tense,
what do I do?' So I think for now we end up taking away agency at that
higher level in order to get the compelling bits, because to make sure
that stuff works we rely on lessons from the non-interactive medias, as
opposed to really learning how our media could best do it."
"It's
natural that design improvement often comes bottom-up, but here in
particular jumpstarting it from the other direction, i.e. on the bigger
picture, of player agency on a larger scale, would be a huge help.
Even if they don't work spectacularly, these experiments would still be
a big win because they would give us all a better understanding of how
it might work, and what there is to gain, as opposed to sort of
bubbling around down there and seeing where we end up. And I think a
few titles that have tried to go that direction, allowing agency in
player task focus, character definition (not just "what weapon do i
kill with" in the stats based RPG way, but a bit more character
oriented), that sort of thing, and these have resonated with a lot of
players."
But
giving over more agency involves taking bigger risks; a difficult bet
at a time when budgets are growing and established entertainment models
seem more immediately profitable than experimental play innovation
(games like Katamari Damacy notwithstanding). "In most
console, mass-market entertainment products at the moment, I think
there is some interest in providing more agency in the small and
providing more control for the player in how they go about doing
things, but there's not a lot of time and risk available to go after
the bigger agency. As I say, a few games have gone after some of it
and succeeded well, but we aren't to the point where it is easy to
explain why that risk is worth taking compared to other things you
could spend time on."
Church
describes some of his game ethic: "I like putting players in a
situation where they have to respond dynamically as opposed to
pre-built in a bottle. If you look at something like Tony Hawk,
what's nice is when you're on some rail and you're like 'what am I
doing to do, the rail's about to end?' I like the improvisation and
expression. I think we need more games where people can try things and
be like 'oops, that went wrong.' Then we're not just gonna reload,
because there's this specific thing to do, it's more like 'this thing
got thrown in in my way so now I have to act dynamically and sort of
surprise myself how I'd react.'"
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By far the greatest book on the subject of play I've ever read.
As for (ironically) injecting play into today's triple A experiences: maybe we shouldn't bow to the market's whim so much but just create games. Nothing more, nothing less.