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Game
Design and Game Culture
The
panel on "Game Design and Game Culture," brought together
designers like Warren Spector, Marc LeBlanc and Richard Garfield, along
with guests from academia like Katie Saling and Frank Lantz. Greg Costikyan, a game designer
and artist, opened the panel by stating that there is no game
culture, no shared critical vocabulary,
no artist's recognition, and no historical perspective (primarily
due to rapid changes in technology that remove older games from the
market).
I
see counterexamples to the alleged shortlivedness of games, in the form
of emulators, open source legacies (such as DOOM and Quake)
and public domain clones. It is today's rampant notion of intellectual
property that incarcerates games (see the Hasbro
lawsuit and its
implications as an example).
The
panel, from various viewpoints, touched upon the issue of turning games
into sports. This discussion covered the requirements and changes needed
to accommodate spectators (which could influence a design to the point
of interference with the game play), and some panel members like Greg
Costikyan were repulsed by the attempts to "turn shooters into
sport". Citing the example of Wing Commander 3, Marc LeBlanc
pointed out that spectators and players are antagonists, and that their
different objectives are hard to satisfy simultaneously. Warren Spector
emphasized that early single-player gaming was in fact a social event:
people gathered about a box, and there were fuzzy lines between
spectating and participating (I remember this well from my days playing
Elite on the C64). He stated that this aspect of gaming is sadly
missing even from the most massively multiplayer games today.
Katie Salen, from the University of Texas at Austin, pointing to hidden
audiences like the Machinima culture of Quake cinema, said we
are beginning to build cultures of spectatorship, and yet we lack a
vocabulary of perception and reception. Quake, with its minimal
but open design, has by means of recams of Quake matches (as
well as scripted performances) created a "culture of production."
Greg
Costikyan must have felt deja vu as he listened to everyone revisit
the issue of why games are not yet considered art/might not be art/should
be considered art/should become art... and any combination thereof.
He pointed out (in a different context, on the
effects of violence) that these discussions repeat themselves in
cycles. Little is to be gained by asking whether "game
is the right word" or by "debunking immersion." (I know
that science fiction writers have used the exact same words as this
panel to describe the perceived disinterest and rejection by mainstream
media, academia, and the general populace.)
For
me, Warren Spector's reassurance that "the real world is paying
attention" conjured the image of a shrink watching us with a guarded
expression. Spector stated that an expressive form is most interesting
only after its rules have been established; his main interest lies in
reaction against the established form, the subversion of it.
I suspect the time span between the pioneering and the "postmodernization"
of a medium has been cut down tremendously since the early days of motion
pictures, so the game industry may not have to wait as long as the film
industry for subversion of the form to outpace invention of the form.
Katie
Salen's question "who is the designer, and who isn't?" got
to the heart of interactive games. There is hubris in statements like
"the designer has to manage player contributions to ensure quality".
"Educating" and "training" the player are concepts with connotations
-- Gabe Newell's recent proposal to apply the lessons of behavioral
science to game design can be extended all the way to Pawlow and Skinner.
Personally, I much prefer Frank Lantz' reminder that "we have to acknowledge,
we have to celebrate gamer experimentation".
Marc
LeBlanc observed that game designers consider themselves authors that
have to deliver entertainment, and pronounced this a mistake. He cautioned
the audience that "deconstruction of a game is part of its creation,"
and moved on to list concepts overvalued by designers and gamers alike:
challenge, narrative, sensational aspects, player as foe, competitiveness.
He pointed out that such tunnel vision is the individual player's right
and privilege, but it's far less acceptable for a designer. In contradiction
to his presentation later at the GDC, LeBlanc recommended that game
designers stop using the language used in other media, like movies or
writing. Moderator Eric Zimmerman called this the "Matt LeBlanc
Manifesto": games should simply be viewed as vehicles of
self-expression.
Responding to this "manifesto," Warren Spector found himself
agreeing with its requests and recommendations, but said he had not
yet found a way to implement them. He felt the expressive tools available
to game designers, with the exception of the pure text adventures, have
been "pathetic" for the past twenty years. Spector described
Deus Ex as an attempt to create an RPG with the intricate complexity
of the real world, and stated that he "should have been kicked
in the ass" for attempting as much. He described how players first
confronted with Deus Ex perceived and played it as if it was
Quake, and pointed out that the hardest challenge is to find
ways of communicating to players the differences between superficially
similar first-person games. Spector also described his past work at
Steve Jackson Games and TSR. He cited the contrast between the former's
precision and the way TSR intentionally left gaps in the rules.
LeBlanc put forth that what designers decide to omit is as important
as what they include in their games. According to Greg Costykian,
players find it quite possible to immerse themselves in the minimalist
ASCII art of Nethack.
No
game is exempt from the need for consistency, Richard Garfield said,
and he used Magic: The Gathering as an example. He pointed out
that sharing the design experience with the player was a natural consequence
when small groups met to play, but this process requires painstaking
attention when players network in larger, more organized groups. Games
get "hacked" easily in local meetings and will be adapted
to accomodate short term needs. I was reminded of the interactive game-master
feature in Nihilistic's Vampire: The Masquerade Redemption. I
can picture cubicle rows full of full-time game masters for massively
multiplayer worlds, or the "artifical playwrights" predicted
with an echo of 1960 AI research arrogance.
In
the end, a conclusion might be just this: if games are about fun, then
capturing that elusive quality seems hard work indeed. Or,
as LeBlanc put it: "If we could pluck fun from the trees, we would."
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