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GDC: Chris Hecker Discusses User-Generated Content, Etcetera
by Chris Remo
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March 25, 2009
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In his GDC talk on Wednesday, Maxis' Chris Hecker split his talk into three sections: what user-generated content is, how to use it, and why to use it.
He began by setting up a partial taxonomy of axes for UGC, including aesthetic content versus behaviorial content, parameterization versus raw creation, as well as a more vague axis of accessibility.
As examples of UGC interfaces that demonstrate various combinations of these descriptions, Hecker went through a number of screenshots -- Wii Miis and City of Heroes for parameterization and aesthetics; Spore creatures and mods for aesthetics and creation; Final Fantasy XII's menu-driven battle queue system for behavior and parameterization; Banjo-Kazooie: Nuts & Bolts and the Flash game Fantastic Contraption for behavior and creation.
The "edit/test" cycle, Hecker says, is an ongoing loop that users cycle through when creating content -- which occurs in gameplay as well as players try different mechanics and approaches, but on a much faster scale. With user-generated content, that cycle can end up lengthening to the point that it approaches game development. That can limit accessibility and shrink the potential audience for such content.
It's a difficult problem: "There are a lot of companies out there trying to make this behavior/creation stuff more accessible," he noted, throwing out examples like Whirled and Second Life. "I hope that somebody succeeds, but at least people are trying."
When the edit/test cycle stretches out enough, however, it can also create new full-scale games -- Civilization IV and Half-Life were both released as finished products, but resultant user-made mods ended up being polished into commercial game releases in the form of Civilization IV: Beyond the Sword and Counter-Strike.
"But is that still user-generated content at this point?" asked Hecker. If so, is Diablo II's randomly-generated loot UGC? The line is blurry, he argued, citing other games like EVE Online as titles that can arguably be considered to rely heavily on user-generated content, even just in the form of behavior and social and economic conventions -- such as in the recent widely-reported conquest of a major in-game faction by another.
"It's hard to impress upon you how important this is," he said of the entirely player-driven event. "This is thousands of dollars and hours of thousands of hours of people's time vaporized."
After going through an impressive selection of Spore content, Hecker showed a picture of his young daughter: "Here's a piece of user-generated content I'm particularly proud of," he said, but also noted her shirt -- which was ordered from the website Threadless and which he also considers to be user-generated content.
Ventures like Threadless date back to business card-on-demand outfits, which have existed since the 1970s; the model now spreads to a huge range of consumer products, including competing t-shirt sites as well as Nike shoes and emerging services that "print" users' game characters in resin.
"This is the end result of where all this stuff is going," he said, showing a picture of an early version of a self-replicating robot. "This thing can print copies of itself."
The idea of self-replicating robots was considered by early computer pioneer John von Neumann, who imagined that such devices could be used to explore the universe, with robots "spawning" themselves and exploring further at exponential levels -- the entire galaxy could theoretically be explored in only a single-digit percentage of the time it took for the galaxy itself to form.
(Unannounced, industry legend Will Wright took the stage for one of his notorious "Russian Space Minutes." He explained that the space shuttle was developed as a reusable way to get into space. Although it ended up being about 100 times as expensive to reach orbit as was originally intended, the program continued.
Meanwhile, the Russians were watching the U.S. shuttle launch in 1981, and were convinced that the purpose of the shuttle was to steal Soviet spy satellites. The Russians ended up building their own shuttle -- but unlike its U.S. counterpart, it was an armed weapons platform. Though it had a successful launch, only a year later the Berlin wall fell, and the space program was shut down; the enormous cost of the shuttle may have been one factor that led to the bankruptcy.)
After returning to the stage, Hecker declared that the frequently-stated "1 percent rule" of user-generated content, which declares that for every one creator, there are ten "synthesizers" and 100 consumers, is actually a fallacy.
He pointed to Wikipedia as supporting evidence -- even though a tiny fraction of users provide the overwhelming bulk of edits to Wikipedia, it actually turns out that meaningful, substantial edits (as opposed to merely minor changes or grammar corrections) are spread across a much, much wider base of users who simply have particular interests in specific areas.
"I think the fundamental question for the next ten years of game design is the following: how do games mean?" Hecker said. That is, "How does meaning happen in our art form?"
Other forms have established the answer to that question more clearly, he said. Frank Lantz and Jonathan Blow have spoken against the message model of meaning, where the designer imbues the work with a meaning to be delivered to the player -- Hecker said this is possibly too prescriptive.
Then there is the model that focuses strongly on immersing players into a meaningful world, letting the player discover cues of meaning in a "travelogue" way, as advanced by Steve Gaynor (of the Fullbright blog) and the studio Tale of Tales. "I'm not so sure," Hecker said. "It still seems very top-down and authorial," because the player is still finding designed meaning that has been deposited into the world.
Then there is the model of abdicating authorship, as advanced by Mark LeBlanc and Doug Churg -- that "a three-second arc in Quake has more meaning than a full game of Myst," because the latter is completely authored and preset.
"I'm wondering if there's an interpretive model of meaning that might be better," Hecker offered. As designer Clint Hocking said during his own talk today, "We need to nurture players when they are trying to express themselves. ...It's a beautiful thing to master something, but it's also a beautiful thing to not have mastered something."
Referring to Kant's distinction between the beautiful and the sublime, with the latter having a certain amount of fear of the overwhelming, Hecker categorized Hocking calling a lack of mastery having the potential for beauty, as being sublime.
Rather than simply being a platform for making money or a platform for specific expression, games can be a "platform for meaning," Hecker submitted. By "giving up some of our attempting to do it, we can actually convey more meaning for the player."
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What does he say it is!? I NEED TO KNOW. ;)
You also might have missed a "t" in the next paragraph somewhere.
Although thinking about Farcry 2, I think I start to get what he means - by relinquishing authorship, but having systems that are naturally predisposed to evoke certain meanings, emotion and beauty when "prodded". The authorative nature of the game is gone, and the player is free to create her own narrative, but within the context that the game provides.
Ultimately, I don't think it really matters whether or not game developers attempt to author specific meanings into their work because audiences will experience the work in a very individual way. Of course, there may be overlap where an individual experiences a specific meaning that was intended by creators, but that's usually due to similar psychology, life experiences, etc. In such a case, there's a mutual communication route that occurs based on shared, similar experiences and thought patterns. It doesn't happen that way universally, though, because everyone's experiences are different.
-content/
Remo's otherwise great summary (he seems to have understood the end better than me, heh) is missing a few research studies Hecker mentioned in the middle.
Modern American journalism is all about displaying a set of facts and leaving the reader to draw their own conclusions. And it makes a certain amount of sense for journalism. But that mentality, frankly, makes NO sense for video games.
Just giving us a world with no authorial voice and leaving us to come up with our own meaning will not make for an interesting or--honestly--meaningful experience.
Instead I think game developers should strive towards the same sort of synthesis you see in other forms of art. It should be a meeting of the minds between the developer and the player. When an author writes a work, he leaves a lot up to the imagination of the reader both in terms of detail and also when it comes to theme. But that doesn't mean he leaves it all up to the reader. It's about having the right ratio.
One of my favorite games is Knytt, a tiny indie game developed by Nifflas. On the one hand this game sets the player on an alien world and tasks them to explore it and find all the parts of the ship. The game's focus is on exploring the environment and experiencing the scenery of the game. In this way much of the game is indeed left up to the player. There is no text. And there is no specified order in which you need to pick up the parts of the ship.
However that doesn't mean that Nifflas does not have an authorial presence in the game. Everything from art to sound design is carefully authored to invoke feelings in the player as they explore the world. And all sorts of elements of the game's design encourage the player to explore freely, meaning that the player is being subtly directed by Nifflas to play the game in a certain way.
I remember this striking moment in the game where I reached a long, crumbling bridge, going over a body of water. On the other side I discovered a crumbling castle. It struck feelings of loneliness and gave a sense of this immense sea of time that had worn what must have once been a mighty castle down to crumbling ruins. This is a moment of synthesis. I couldn't have arrived at such meaningful emotions without Nifflas bringing something of himself in the design of the castle and indeed the ENTIRE world of the game up to that point.
The choices he made as a developer helped to create that moment. If the game was filled with enemies I would probably have been too distracted to consider the history. If the game were filled with talking characters the world wouldn't have seemed so isolated and haunting. If the music wasn't so sparse or the environmental ambient sounds more friendly, bam! A different experience. If the game weren't so focused on encouraging exploration my attention might not have been so focused on the environment.
At the end of the day it is all the choices a developer makes that allow a player to come to meaning. Blow is certainly right that developers should avoid message games. But Hecker takes it too far when he says that the developer should try to somehow remove their authorial voice from game. It's the difference between message and theme. A message is a trite, simple, meaning that is preached to the reader, viewer, listener, player. A theme, on the other hand, is a complex meaning. It is a combination of everything that happens in a work and is often multifaceted and open-ended. A theme informs everything that happens, but does not pretend to be an answer or solution. And most important of all a theme invites the participant to bring their own thoughts and experiences to that theme. It invites conversation and debate. It creates a dialog between the participant and the author.
If game developers want to find a way to make meaningful games they should focus not on avoiding authorship, but instead focus on using their authorship to create games with underlying themes (and I'm not even talking story here).