A Game Designer Think Tank
Late last year, a select group of experienced game designers, the unicorns of
the game development profession, gathered at a remote ranch in the dusty
hills of Texas. Their purpose? To solve the great game design issues
of the coming decade. The event? Project Horseshoe, organized by Game
Developer Hall of Famer George "Fatman" Sanger.
If you've been to GDC, some
of your best moments will have likely been those crazily intense impromptu
conversations that coalesce in the halls between sessions. The best
way I can describe the essence of Project Horseshoe is to imagine an entire weekend of
that sort of deep mind meld. Game designers, it turns out, love talking
with other game designers. Upon meeting sparks fly, instant friendships
are formed, and wildly dangerous ideas are discussed with great freedom
and vigor. Add to the mix fine liquors and a Reagan-esque arsenal of
projectile toys, and you have an ideal environment for brilliant discussions.
There is a structure. Groups
self-organize with the help of some talented facilitators around topics
of mutual interest. This year we saw one group form around creating
the next generation of designers and another focused on game designs
to yield alternative emotions. At the end, the groups are required to
generate human-readable reports that are posted on the Project Horseshoe
website for all to see.
The goal, despite the highfalutin
nature of the event, is to create some very practical steps for changing
the gaming world. The work of the attending designers will likely influence
millions of players over the coming years. Of all the groups in the
industry, senior game designers have a unique opportunity to promote
new ideas and set forth a vision of how future games will be played.
This year, I participated in
a session on that hoary old chestnut known as "story". Here's
a brief report on what we discussed behind closed doors. This was the
highly collaborative effort of about 10 different designers. We got
stuck, we argued, we stayed up until 2 AM hashing out differences perspectives.
What impressed me in the end was the passionate belief shared by everyone
at the table that games are just starting to come into their own as
a medium that has immense power to change the world, for both better
and for worse.
Our problem
statement
"Story." Now there
is a word with immense baggage. For tens of thousands of years, people
across the world have been telling stories to one another. The most
respected and vibrant arts across all of human history involve traditional
narrative storytelling. Our designers are steeped in the lore of movies,
novels and comics. Many of our earliest, most influential games, like
Zork or Adventure, are shown to the user as stories. Our
blossoming new field of game design constantly finds itself forced to
answer the question, "How do games and story intersect?"
Perhaps we are tackling the
wrong problem.
What was addressed
We believe that
game designers are in the business of experience creation rather than
that of storytelling. The story that is generated through gameplay
is the player's personal story that has been mediated by the game systems.
This is a rather substantial
shift from the concept of the auteur sitting down and penning a tale
of love and despair. Instead of writing about passion, our goal is to
help the user experience passion. Instead of describing fear, our goal
as game designers to is cause fear. We construct systems, whirling
social and mechanical environments that lead, poke, prod, react, connect
and encourage the player to reach, out of their own free will, a peak
physiological and mental state.
Out of this experience, the
player constructs their own very personal story. They digest the experience.
They link the pieces together with their past life lessons. In the end,
if the gelled memories of the game were rich with meaning, they'll share
their narrative with others. Hearing our players' stories burst forth
from our game is the clearest possible signal that we created a great
experience. And yet, we must never lose sight that these stories are
secondary effect. Story is the tail of what we do as designers, where
the mediated experience is the dog.