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« September 2007 | Main | November 2007 »

October 22, 2007

My New Avatar

Wicked.

For those who know me, you will probably think I either got some friends at Valve to put me in Half-Life or that I found a way to swap out one of their character heads with on I made myself, but in fact, that is just a stock character from Half-Life 2: Episode 2, who happens to bear a chillingly uncanny resemblance to me. It looks more like me by coincidence than the golfer I created spending a couple hours with Tiger Woods Game Face, to say nothing of how generic my Mii is given my total lack of distinct features....

So the story goes, one of the designers on my project was playing HL2E2 during lunch the other day and came across this medic as one of the incidental members of the resistance fighting against the Combine and said "Holy shit it's Clint", and I got him to snap this screenshot - which I will henceforth use as my picture anytime anyone wants one.

Immortalized in Half-Life 2... accidentally... sweet.

October 21, 2007

Festival du Nouveau Cinema Presentation

So I had the opportunity to give a presentation at the Festival du Nouveau Cinema here in Montreal yesterday. The theme of this years Festival was 'Immersion' and much of the Festival was devoted to exploring new techniques in displaying film (360 degree projection, 3d, etc), and as a component of the Festival they did a full day that featured presentations and panels with game designers.

I did a short (25 minute) presentation called 'The Game Designer's Toobox' which is now posted over on the right. It is a kind of 'intro the the highest level concepts of game design' and is intended for a general audience. Game dev professionals probably won't get a lot out of it, and most of the material is stuff I have talked about in much greater depth in other presentations, but for those who know little about games as a medium, maybe you'll find it interesting. For game developers, maybe you will find it useful as a reference if you are ever called on to speak in front of a more general audience.

October 13, 2007

Portal - The Cliff's Notes Version

Finally got Guitar Hero 2 a couple months ago, and now Guitar Hero 3 is out. Then came Bioshock. I grabbed Battlestations: Midway and DiRT (someone has to play games that aren't getting 10/10), and also grabbed Halo 3. Assassins is next week. Call of Duty 4, Mass Effect and Crysis are less than a month out. Waiting anxiously for Blacksite. GTA IV, Mercs 2, and my game are coming in spring. R6:Vegas and Viva Pinata are still in the plastic on my shelf... how the fuck am I going to find time to play HL2: Episode 2. Or Episode 1 for that matter?? Nevermind Team Fortress 2.

And shit... Portal. Now here is a game that is coming totally out of the blue (from the yellow?). I expected it would be a clever little puzzle game not worth spending my time on (with apologies to the crew at Valve - I should have known better). Turns out there is this odd industry wide shockwave of people saying "holy fuck I can't believe it, but this is the game of the year...". You're kidding me?! Leave me alone. I don't have time for this. Will just ONE of the twenty games due to ship between September 2007 and March 2008 please, please, please just suck so I can have a rest?

For those looking to get the feel for what Portal is about, but who just don't have time to play it, here's the Cliff's Notes version in Flash... I'm having a blast with this. And sadly, unless someone, somewhere, drops the ball and one of these games turns out to be crap, this is all the Portal I might have time for.

October 12, 2007

NY Times Disses Halo 3?

Okay, not really.

Jurie, over at Intelligent Artifice linked off this op-ed piece from the NY Times last week that I only got around to reading yesterday. I was honestly surprised at how insightful the article is. Normally games coverage in the mass media is dull and lifeless at best, or part of a blind witchhunt at worst, but this article really cuts to the core of important standing challenges in game development that people in the game industry are working hard to solve (even the guys at Bungie, whether Daniel Radosh knows it or not).

Radosh lines 'em up and knockes 'em down: Halo 3 is the Pong of of 2007. Cinematics undermine feelings of agency. Games are 'backward looking', and we game designers have still failed to fully formalize the language of our medium. "Transformers" is not art, Bioshock's reach exceeds it's grasp....

While any one of these statements is worthy of thousands of hours of debate, what's important here is that these ideas are starting to creep out of the pages of game design blogs, out of the post-lecture corridors of GDC, and into the popular press. There's not much in Radosh's article that I haven't said myself (and I'm not typically being original when I say this stuff) - but my 100 hits a day is insignificant compared to the Times. More people probably read that article on the day it ran than will ever read this one in the entire time it sits here.

You should read it to. 

October 10, 2007

Harvey Smith Interview

Last month there was a short interview with Harvey Smith in Game Developer that I really enjoyed, though I thought it was pretty short. Fortunately - it was short - as in a condensed version of a much longer (and much more interesting) interview on Gamasutra.

Kudos to Harvey for making a game that says some things that he's feeling, and kudos to Midway for giving him the leeway to say things like that. I think it is critically important - if we want the industry to reach broader audiences - that we let our top creators (and Harvey is one) not only make games about challenging things, but also let them talk about it.

Frankly I'm getting really fucking bored of reading about how many weapons and vehicles there are in next month's AAA FPS mega-hit.

Also - I hope if I ever end up in a position overseeing creative at an entire studio as Harvey does, that I would still have the humility to get my hands dirty if it was needed. That boy's got character.

October 07, 2007

Ludonarrative Dissonance in Bioshock

The problem of what the game is about

About a year ago, I praised Ian Bogost's critique of Bully and lamented the unfortunate lack of game criticism, as distinct from game reviews. Roughly speaking, we could say game criticism is for game developers and professionals who want to think about the nature of games and what they mean. Game reviews are for the public – for people who play games – and they are intended to help those people make decisions about which games they should buy. Both are valuable and important contributions, but sadly, we seem to only have one.

So this is not going to be a review of Bioshock. If you want a review of Bioshock go here. This is going to be a critique of Bioshock – a limited one perhaps, because I don’t have the time to really give this game the 50,000 plus word critical examination I think it deserves, but it will be a critique nonetheless.

Before I tear into it though, I want to apologize to the folks who worked on the game. If this was a review, it would be glowing, but as a critique it’s going to be pretty rough. I mostly really enjoyed this game, and aside from a few minor quibbles that are inevitable coming from a guy who lists System Shock 2 as his favorite game of all time, I basically think the game is great. In a very important sense Bioshock lives up the expectations created by its ancestor by inviting us to ask important and compelling questions, which is wonderful. But unfortunately, in most cases, I think the answers Bioshock provides to those questions are confused, frustrating, deceptive and unsatisfactory.

To cut straight to the heart of it, Bioshock seems to suffer from a powerful dissonance between what it is about as a game, and what it is about as a story. By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all. The leveraging of the game’s narrative structure against its ludic structure all but destroys the player’s ability to feel connected to either, forcing the player to either abandon the game in protest (which I almost did) or simply accept that the game cannot be enjoyed as both a game and a story, and to then finish it for the mere sake of finishing it.

So what is the form of this dissonance and why does it shatter the internal consistency of the work so totally?

Bioshock is a game about the relationship between freedom and power. It is at once (and among other things) an examination and a criticism of Randian Objectivism. It says, rather explicitly, that the notion that rational self-interest is moral or good is a trap, and that the ‘power’ we derive from complete and unchecked freedom necessarily corrupts, and ultimately destroys us.

The game begins by offering the player two contracts.

One is a ludic contract – literally ‘seek power and you will progress’. This ludic contract is in line with the values underlying Randian rational self-interest. The rules of the game say ‘it is best if I do what is best for me without consideration for others’. This is a pretty standard value in single player games where all the other characters in the game world (or at very least all of the characters in play in the game world) tend to be in direct conflict with the player. However, it must be pointed out that Bioshock goes the extra mile and ties this game mechanical contract back to the narrative in spectacular fashion through the use of the Little Sisters. By ‘dressing up’ the mechanics of this contract in well realized content I literally experience what it means to gain by doing what is best for me (I get more Adam) without consideration for others (by harvesting Little Sisters).

Thus, the ludic contract works in the sense that I actually feel the themes of the game being expressed through mechanics. The game literally made me feel a cold detachment from the fate of the Little Sisters, who I assumed could not be saved (or even if they could, would suffer some worse fate at the hands of Tenenbaum). Harvesting them in pursuit of my own self-interest seems not only the best choice mechanically, but also the right choice. This is exactly what this game needed to do – make me experience – feel – what it means to embrace a social philosophy that I would not under normal circumstances consider.

To be successful, the game would need to not only make me somehow adopt this difficult philosophy, but then put me in a pressure-cooker where the systems and content slowly transform the game landscape until I find myself caught in the aforementioned ‘trap’. Unfortunately, when we take the first, ludic contract and map it to the game’s second contract, the game falls apart.

The game’s second contract is a narrative contract – ‘help Atlas and you will progress’. There are three fundamental problems with this being the narrative contract of the game.

First, this contract is not in line with the values underlying Randian rational self-interest; ‘helping someone else’ is presented as the right thing to do by the story, yet the opposite proposition appears to be true under the mechanics.

Second, Atlas is openly opposed to Ryan, yet again, as mentioned above, I am philosophically aligned with Ryan by my acceptance of the mechanics. Why do I want to stop Ryan, or kill him, or listen to Atlas at all? Ryan’s philosophy is in fact the guiding principle of the mechanics that I am experiencing through play.

Thirdly, I don’t have a choice with regards to the proposition of the contract. I am constrained by the design of the game to help Atlas, even if I am opposed to the principle of helping someone else. In order to go forward in the game, I must do as Atlas says because the game does not offer me the freedom to choose sides in the conflict between Ryan and Atlas.

This is a serious problem. In the game’s mechanics, I am offered the freedom to choose to adopt an Objectivist approach, but I also have the freedom to reject that approach and to rescue the Little Sisters, even though it is not in my own (net) best interest to do so (even over time according to this fascinating data).

Yet in the game’s fiction on the other hand, I do not have that freedom to choose between helping Atlas or not. Under the ludic contract, if I accept to adopt an Objectivist approach, I can harvest Little Sisters. If I reject that approach, I can rescue them. Under the story, if I reject an Objectivist approach, I can help Atlas and oppose Ryan, and if I choose to adopt an Objectivist approach – well too bad… I can stop playing the game, but that’s about it.

That’s the dissonance I am talking about, and it is disturbing. Now, disturbing is one thing, but let’s just accept for a moment that we forgive that. Let’s imagine that we say ‘well, it’s a game, and the mechanics are great, so I will overlook the fact that the story is kind of forcing me to do something out of character…’. That’s far from the end of the world. Many games impose a narrative on the player. But when it is revealed that the rationale for why the player helps Atlas is not a ludic constraint that we graciously accept in order to enjoy the game, but rather is a narrative one that is dictated to us, what was once disturbing becomes insulting. The game openly mocks us for having willingly suspended our disbelief in order to enjoy it.

The feeling is reminiscent of the Ikea commercial where we are mocked for feeling sorry for the lamp. But instead of being tricked by a quirky 60 second ad, we are mocked after a 20 hour commitment for having sympathy for the limitations of a medium. The ‘twist’ in the plot is a dues ex machina built upon the very weaknesses of game stories that we – as players – agree to accept in order to have some sort of narrative framework to flavor our fiddling about with mechanics. To mock us for accepting the weaknesses of the medium not only insults the player, but it’s really kind of ‘out of bounds’ (except as comedy or as a meta element – of which it appears to be neither).

Now, I understand the above criticism is harsh, and also that it is built upon complex arguments, so let me clarify a few things.

First, this is not a review. If it was, I would be raving (mostly) about the interesting abilities, fun weapons, beautiful environments, engaging enemy ‘eco-system’, freedom of choice, openness to explore, and a mountain of other fantastic things. But I’m not talking about all of the reasons players should play this game and all of the reasons they will certainly enjoy it. I am talking about the fabric of the game. I am talking about the nature of the game at the most fundamental levels that I can perceive. I am talking about weaknesses that I see (or more importantly that I feel) when I become deeply drawn into the game and really experience what is being expressed in its systems and content.

Second, the points I am making may seem trivial or bizarre to a lot of people, and certainly the arguments the points are built on are complicated. I am sure they are hard for many game developers to understand and impossible for laymen. Honestly – I only partially understand what I am experiencing when I play a game as thoroughly as I played BioShock, and frankly I only half understand what I am saying as I write this. With the ‘language of games’ being as limited as it is, understanding what I am ‘reading’ is hard, and trying to articulate it back to people in a useful way is a full order of magnitude harder.

So take this criticism for what it is worth. It is the complaint of a semi-literate, half-blind Neanderthal, trying to comprehend the sandblasted hieroglyphic poetry of a one-armed Egyptian mason.

Not long ago – in my rebuttal to Ebert – I asserted that GTA: San Andreas was a more important work of art than Crash. Now, I’m not going to bother to announce that BioShock is a work of art. I will, however, point to another often used film-game comparison… the one that states that games do not yet have their Citizen Kane. Similarities between Orson Welles and Andrew Ryan aside, BioShock is not our Citizen Kane. But it does – more than any game I have ever played – show us how close we are to achieving that milestone. BioShock reaches for it, and slips. But we leave our deepest footprints when we pick ourselves up from a fall. It seems to me that it will take us several years to learn from BioShock’s mistakes and create a new generation of games that do manage to successful marry their ludic and narrative themes into a consistent and fully realized whole. From that new generation of games, perhaps the one that is to BioShock as BioShock is to System Shock 2 will be our Citizen Kane.

October 06, 2007

BioShock Presentation Video - IGDA Montreal

A month or so ago I blogged about Chris Kline coming to talk about BioShock for the Montreal IGDA Chapter. Well, we recorded the presentation, and it's now available here for anyone interested in watching it.

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