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The next bulletpoint on your site reads, "There is noone on the
planet more creative than the audience." In terms of the audience's
creativity, are you thinking you'll encourage user-generated content? Or were
you thinking more in terms of making a toy that unleashes the player's
creativity?
Well, without getting into too many
specifics, it's kind of an extension of the next level of [saying] that people
are the most engaging thing on earth. If you look at anything from role-playing
games to ARGs, to multiplayer Halo or
whatever, what the audience manages to create with the tools you've given them
far surpasses anything that a smaller design team can do. It's just the reality
of the world that a large number of minds working together are going to be
better at it than a small number.
Our job is to create an environment that
inspires them and a toolset that enables them. And in reality the majority of
the entertainment is being created by the audience, for the audience. Whether
that's new strategies in a game, whether it's actual new assets, or stories or
whatever, it's going to be different types of creative content based on the
property itself.
But I think the ability for the audience
to create that is key. Because you know, any time I'm at a convention, people
are going to come up and tell me their story -- the story of their games. And it's one of the most exciting things to
hear, because these people created by their actions and interactions with each
other, their own fiction.
Even ARGs have their puppetmasters -- so there's always someone in
charge. Their plans can get thwarted in interesting ways, but you still have
that hierarchy. Do you think you'll maintain that, where you've got people
moderating these worlds and these franchises, and players are definitely just
the players? Or are there ways to blur that line?
I think there are definitely ways to blur
the line. I think some of the products that we're conceiving of go along that
line. We're empowering the audience to generate more content and creativity for
each other. But ultimately, players don't want chaos. They want some structure
to the activity, and they want some structure to the rules of engagement with
each other.
I think if you look at something like Second Life, within that chaos, they go
in and carve out their own continuity. Because we all seek continuity, we all
seek some kind of environment where we can be successful, and we need that kind
of structure to allow us to be successful.
In the past you've said that as we get older, our imagination-muscles
get weak. How do games affect that?
As much as I've enjoyed being in the
industry and creating audio-visual stimulus, that takes less work from us than
a book. If you love a book, the movie is nothing but a disappointment, right?
Because it was so much more vibrant and so much more personal in the way you
envisioned it. And sometimes we can be coaxed into a situation where we've lost
some of those muscles.
And I also think another aspect that's
very disturbing to me, as an unintended outcome of the popularity of computer
games and video games, is that we have dramatically reduced the number of years
that kids engage in pure imagination-based play. It used to be, when I was a
kid, it would be normal to be engaged in imagination-based play at least up 'til
ten years old.
Make-believe is what you were playing
with your friends, because you had a very unstructured play environment, [and]
you had inanimate objects which you were animating to play with. The whole
concept of an "action figure" -- well what was that about? That was,
I'm going to play Medal of Honor with
my G. I. Joes. And you would do that when you were a kid.
But nowadays, imagination-based play
stops at... nine years old? Eight or nine? Because I think there's been this
perception because of more structured gaming activities, that if you're not
playing with rules, you're a baby.
And the last thing a kid wants to be is a
baby. Because only babies play baby play, which is, that whole free-form
imagination-based stuff. Big boys and girls play with rules, right? They play
card games, they play board games, they play computer games. They play things
that structure that environment.
We've also seen the ramifications in
sports, too. When I was growing up, if you were playing sports, odds are you
were playing just on the street with a bunch of friends. And it was just
streetball. It was very loose and informal. And now, kids are involved in
leagues and tournaments, and much more structured sports play.
And so I think that that's another force
that has crunched down and reduced this pure imagination-based play. And I find
that kind of sad.
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