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Before
I begin, an announcement and request: next month's column will be
another in the annual "Bad Game Designer, No Twinkie!" series. I'm
always on the lookout for irritating design flaws in video games, but
nowadays I'm mostly learning about them from you, my faithful readers.
So if you know of a Twinkie Denial Condition that really hacks you off
- whether it's bad gameplay, user interface design, storytelling, or
something else entirely - send E-mail to notwinkie@designersnotebook.com and let me know about it. (And if you want to make sure I haven't already discussed it, drop by Gamasutra's index of Designer's Notebook columns and read the earlier "No Twinkie!" columns first.)
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As
game designers, we spend most of our effort on competitive play,
whether it's player-versus-machine, player-versus-player,
team-versus-team, or any of the other possible competition modes that
we can use. Many of our discussions about core mechanics and balancing
are essentially about the design problems of competitive play. We
concentrate on competition because that is the essence of the oldest
games, from Go to the Olympics of ancient Greece. It's also what our
traditional market, the hardcore gamer, likes most. But what about
creative play? It doesn't get as much attention.
There
are a few theorists who like to claim that all gameplay is creative. I
think this is based on an assertion that decision-making is
self-expressive, and that because the player is taking a hand in
constructing her own experience, she is necessarily creating something.
From a philosophical standpoint, there may be merit in that argument,
but I'm concerned with more practical considerations. The parent
standing in the game store, wondering which games will allow his child
to play creatively, probably doesn't think that deciding to shoot the
toxic headcrab first and then the zombie constitutes
"creativity." So, for my purposes, creative play means play that
enables you to point at something in the game and say, "Look - I made
that."
There's
no question that creative play is an important part of video gaming,
and its importance is only going to grow as our markets expand beyond
the hardcore gamer. Women and young children are less motivated by a
desire to compete (in the direct, gameplay sense) than boys and young
men; and girls in particular like to use the gaming experience as an
opportunity for self-expression. If we want to include creative play in
our products, what should we include, and how should we go about it?
I'm
going to propose a rudimentary taxonomy of types of creative videogame
play, with a few random thoughts about each category. This isn't an
exhaustive list, and I admit right from the beginning that the borders
of these categories are very fuzzy. Still, I think they might help to
guide our thinking about building creative play into our games.
Freeform Creative Play
This
is any kind of creative play that lets the player use the game as a
sandbox, largely without limitations. The player can do pretty much
whatever she likes in the context the game offers. (If the game doesn't
offer anything but freeform creative play, it's not really a
game at all, but a toy or a tool.) An example of freeform creative play
might include creating paint textures for your own car in a racing
game, so the car appears exactly the way you want it to during the
race. Pinball Construction Set, for you old-timers, offered
pretty nearly freeform creative play: you had to build a pinball table
within the general shape required, but you had unlimited numbers of
bumpers, flippers, drop targets and so on to do it with.
Constrained Creativity (Construction Play)
Most
construction and management simulations offer a form of constrained
creativity - that is, creation is not purely freeform, but restricted
by rules in some way. Sometimes they're economic rules: the player has
to manage limited resources. In other cases they're physical rules: the
player's constructions must make sense and must not fall down. Even
LEGO bricks impose some constraints. You only have a limited number of
them (unless you work for LEGO) and they only fit together in certain
ways.
Rollercoaster Tycoon, the Caesar series, Sim City, and
many, many more games offer construction play. In addition to
constraining the player through limited resources or physical
restrictions, you can also challenge her to keep ahead of a process of
entropy - to build and maintain things faster than events tend to wear
them out. In Theme Park, for example, the rides had a certain
probability of breaking down, and when they did, they needed people to
repair them. Roads in Sim City routinely wore out through use and had to be replaced, and of course natural disasters could wreak havoc at any time.
Another way to keep the player busy creating is to implement a creation/destruction cycle. In the old Activision game Castles, there
were two gameplay modes: building the castle, and then defending it
against besiegers. During the siege mode, the castle took damage that
had to be repaired in the next building cycle.
One of my favorite examples of construction play was Mind Rover from CogniToy. In Mind Rover,
you built and programmed a robot, and sent it out to do battle with
other robots. There were a number of physical constraints, because the
robots had to be built on a chassis with a limited number of attachment
points. But the programming could get quite intricate, and it was great
fun to set it loose and watch it go.
Self-Expressive Play
This
is a sort of subcategory of the preceding two categories of creative
play, in which the creativity is specifically directed at representing
one's self in some way. The typical example is character creation in a
role-playing game. Some of the decisions have specific consequences for
the gameplay itself (fighter or mage? good or evil?), while others are
purely cosmetic (designing a coat-of-arms for your shield). As the
former decisions interact with the game engine, they naturally have to
be constrained within certain limits. Purely cosmetic decisions can be
freeform and unconstrained.
I had a (very) small role in helping to persuade EA management to publish Michelle Kwan Figure Skating.
Although it was not my title, I did a certain amount of thinking about
the game design, and was chiefly concerned with the gameplay mechanics
- how do you make figure skating an enjoyable sports game, especially
since it needs to be for the younger, casual, female gamer? I was
mulling over issues of strength, timing, balance, and so on. When I
actually saw the prototype, I was surprised to see it included a
feature for designing your skating outfit, and putting your own face
into the game. I had been working on the Madden team, where designing your uniform was never an option; but of course Michelle Kwan was aimed at an entirely different audience with different priorities.
Self-expressive
play is critical in persistent online worlds, where the player may have
the same avatar character for years, and wants that avatar to reflect
their own fantasy self, and to be able to change it as time goes on.
Clothing, hair, accessories, weapons, and even body shape are all
options. People snigger about the "breast size" feature in Star Wars Galaxies, and
of course teenage boys playing as women usually max it out; but from
what I've heard, female players actually appreciate it. They can design
a body that genuinely looks like them, not some (usually male)
designer's notion of what a woman "ought" to look like.
Community Play
While
we're on the subject of persistent worlds, they offer a good many other
forms of creative play as well. Forming clans, organizing parties,
planning and staging events, and so on are forms of something we might
call community play - the ability to create with others. Although
they're not as directly visible, in the sense of "I made that," as
other forms of creative play, players can still take pride in them.
Perhaps the feeling is not so much "I made that" as "I made that
happen."
A Tale in the Desert is
a good example of a persistent world that is all about community play.
The whole object of the game is to create "the perfect society," and
the players experiment considerably with that means and how it may be
achieved.
I
think fan sites and forums are good example of community play as well.
You don't have to design them into your game, but as a company, you can
make a decision whether or not to support and encourage them.
Storytelling Facilities
The appeal of The Sims, in
my opinion, has very little to do with either its game world or its
gameplay - in the sense of trying to overcome the challenges that the
game sets. The Sims offers construction play, letting you build
your dream house and furnish it the way you like (if you can raise the
money), but even that is less interesting than the real point of the
game: "playing house" with imaginary characters, and especially,
telling stories with them. I think the single most important part of The Sims is
the on-line photo album feature. This free service lets you take screen
shots of the game, put captions under them, assemble them in sequence,
and upload them to the Sims website for all to see. In effect, you can
tell an illustrated story. Other people can vote on the stories, and
the site keeps a running count of the top scorers and lists the new
ones as they're uploaded.
Now,
most of the stories on the website are pretty dreadful, but that
doesn't matter. The point is that the game provides these facilities,
and the players enjoy using them. It adds value to the experience in a
way that is completely unrelated to the core mechanics or the
challenges that the game sets up.
The Sims is
not the first game to include a storytelling element. Other games,
especially role-playing games, can keep a log of everything you do and
let you read it afterwards. However, there's an important difference. A
flat recounting of events is not really a story. Furthermore, what you
get is necessarily the plot and characters that were built into the
game by the designers in the first place. The Sims doesn't
impose such things. It's up to the player to create and manipulate the
characters, take the pictures and write the text.
Game Modifications
It's
now almost routine for a game of any size to ship with a level editor,
a scripting language, and a means of importing art, animations, and
geometry into the game. This is the very opposite of what I once
thought of as the future of the game industry. Back in 1990 or so, I
believed that the business model of the future would be, "Give them the
razor and sell them the blades," i.e. distribute game engines very
cheaply or free, but sell players the content to go in them (without
which they are useless). After all, developing new art and other assets
is more predictable and less risky than developing new game engines.
What
I didn't count on was the incredible explosion in the cost of creating
those assets. As of 2005, the vast majority of the development cost of
a game is in producing the content, not the code. So it makes sense
that we should sell people game engines and let them build new assets
for themselves if they want to. Having all those mods out there helps
to create demand for the engine.
People love building mods - whether they're as simple as new skins for characters, new battlefields as in Warcraft III, new enemies (bots) as in Quake, or entire new games based on old engines, as in Counter-Strike. Computer
programming is itself a form of creative play; that's how many of us
got started with it in the first place. The second program I ever wrote
was a computer game. If you're doing it for your own enjoyment rather
than as a job, and you're not doing it on a deadline, programming a
computer is some of the most compelling entertainment that I know of.
People love it so much that they can become addicted: hackers, in the
original and proper sense of the word. Challenging, constructive, and
rewarding: who could ask for anything better?
Not
everybody likes programming, however, or has a flair for it.
Fortunately, games use so many media that you can offer modding tools
for many different talents: art, animation, music, sound effects, and
so on. The Sims has more company-supported mod tools than any other commercial game I've seen. Conversely, Strange Adventures in Infinite Space, which I wrote about a few columns back ("A Perfect Short Game")
doesn't include any mod tools at all, but it doesn't need them. The
whole game can be unpacked and every single piece of art, sound file,
and line of text replaced by something different that you can build
using ordinary graphics and audio editing tools.
Conclusion
I'm
sure there are more types of creative play that I haven't thought
about, and if you know of some, I would definitely like to hear about
them. Creative play adds tremendous enjoyment to many games, and at
this point in their evolution, I think a wise designer will look for
ways to include it in his product, whether for PC, console, or online.
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