Monday, 1 August 2011

Influences

Last time I wrote I was talking about some people that inspired me. It was about the creative people that make me want to make. Importantly those people didn't really include anyone from the games industry because I'm not sure of the virtues of canabalism.
This time I'd like to talk about my working life. I didn't leave school and start making games. I've had a couple of decent jobs before I got into the game industry and I think my experiences in those careers taught me something pretty valuable. Once again i'd say that bringing a varied experience to games is a benefit. New perspectives and ways of working help open up the future of making games and challenge our thinking.
When I left school I went away to train to be a teacher. Teaching is about getting information across to your pupils and ideally making it entertaining enough so that it sticks. In addition a teacher establishes the rules of their classroom so that the pupils feel secure and everyone has equal opportunity to learn. A teacher designs experiences for his class tailoring them to the needs of the set of individuals that happen to be in that group at that time.
I learned at Exeter University and one of the most important elements of the course was the 'reflective teacher'. What this meant was that instead of rushing headlong from day to day wondering why things weren't going as planned you'd sit down and look at some things to improve. Try them out the next day. Take a step forward, take a step back. Keep trying and keep pushing to improve. I really think that it's something that is built into me. Some people say that I think too much. The important thing is to think constructively, stop just reacting, make a plan, test it out. I am still amazed that a game takes anything between 9 months and a year to produce and yet there is so much that is decided on the spur of the moment. Planning is almost always a few days before you plunge in, and the biggest culprits are the guys with the most to lose. I'm sure they'd say it was reactine to the fast pace of the industry but it feels more like an excuse to dither and defer important decisions until the last minute. theadvantage here is that you can look descisive and dynamic where the truth is you wouldn't need to be if you'd made a robust plan and stuck to it. (Whoops, started ranting).
After teaching I worked for Toyota, on the factory line spraying cars. Toyota was a good experience for me. What can't be underestimated was that it was physical work and I worked shifts. I soon appreciated what a days work could be like. A car passed down the line every 185 seconds and even though the work was repetitive I was never short of anything to do. When I started work testing games I sat down all day and was genuinely terrified that someone would see me just playing and breaking games, then sack me. Took me over a year to stop looking over my shoulder. I learned to fill my time, and I learned to be frustrated when hard work didn't solve all the problems.
Toyota believed in a process of tiny improvements. They asked for these improvements from the people doing the job. The tiny improvements helped the people who worked on the line, they were cheap and were trialed before they were implemented. (Trialing new ideas to see if they work before you commit seems smart when the same mistake repeated every 185 seconds will give you almost 300 errors per shift per day). The improvements allowed the people working to be invested in their job and they benefitted from their interest. Seems there's something to be learned there.
Toyota was a factory making quality cars repeatedly. Because I could do my work automatically I could spend a decent portion of my shift thinking about games. After four years I was ready for a new challenge and at the time Toyota was full of very able staff. At this point I decided to apply for jobs that I'd like to do. A few months later Rare took me on as a tester.
Testing was a good base for a designer. As a tester you try to break games. There is a creative element to test to really try to do things wrong to cause problems. the important bit is that you get to see how those problems are fixed and often they are design choices. You can learn quite a lot about the way games are actually built and the thought processes behind them.
To be honest there isn't really a time when you can't learn. And it is important to learn how not to do things as well as the right way to do them.
Many young people who want to work in games apply for university courses. I'm not convinced that this is the best way to be what they want to be. It's more important to get a broader experience of life and bring that experience to bear on games. This will expand games. It will bring successful work practice from industry into the creative games industry. And all the time you can build games - games out of paper and dice, games with free software or modifications of games. It's really important to understand why games work, what mechanics are used to keep the playwrs interest and what appeals to a player. Also value your failures - there are lessons to be learned in failure if you can stand to look back and identify the mistakes.
These things are swirled through me like a slice of marble cake. They inform my design decisions and I hope they give my most ridiculous ideas a connection to practical considerations. It's nothing to imagine something fantastic, the real task is making it work.

Tuesday, 12 July 2011

Inspiration

Making games should be easy. Everyone knows how to have fum, you just need to put that stuff into a game and wait for the cash to roll in. It's the same for comedians too, everyone knows how to laugh so a comedians job should be simple. I mean the streets are clogged with great comedians, can't catch a bus without hearing a hilarious one liner.
But things aren't quite so simple, damn it.
Designing is about a ideas, a vision, an understanding of how to pin those two things down and some luck. I'm pretty sure that applies to all design not just games design.
So lots of you have played games and know what you like, and currently what you'd like is some more of the games that you enjoy the most. So maybe games design is as simple as grabbing the best games dismantling them and then rebuilding them 'better'. It's an analysts job.
The truth is that if you canabalise games and never reach beyond that, you just dig yourself into a hole. You'll keep the most hardcore of your fans but they will decrease over time as they realise that they are just buying the same thing time after time.
That said it's hard to ignore the way games are put together, and the way that they solve problems. A designer would be a fool to ignore well thought out solutions to common issues. It'd be like inventing a cart and deciding on square wheels because all the other vehicles have round wheels. Although I admit it's not always easy to see whether something is a timeless classic or a incredibly fashionable fad, without a few years of hindsight.
So where should games designers get their inspiration from? To be honest it doesn't matter but I'd strongly suggest other games shouldn't be the first port of call. As an example consider the phenomenom of Guitar Hero. The genesis of that game was a love of music and a desire to let the player feel as if they were playing their favourite rock songs. The designers identified the joy in the experience of playing a guitar and translated it into something that could be played and enjoyed by a wider audience.
Since i started making games for a living i can't stop looking at what people enjoy, try to prise it apart to find out what aspects of it makes it enjoyable and then see if I can impose a set of rules that might make the good experience into a compelling game idea.
On top of this unnatural habit of trying to pick 'fun' apart there are some people who inspire. These people are creative to the point where they change their chosen field forever, and more importantly cause ripples in the wider culture beyond their field.
My first is Alan Moore.
If you don't know who Alan Moore is I'd recommend you go look him up on wikipedia.
He is an inspiration to me because his work is always the highest quality. His work is important beyond the realm of comics where he is one of the legendary creators. He continues to work pushing the boundaries of comics as well and shunning the commercial side of his work in favour of trying something new. He recalls the comics from his childhood but he brought something more. He wasn't content to re-create what he loved, he pushed it further had the vision to see there was more to comics refused to believe that comics had stopped evolving. His work is powerful, it has integrity and it is still popular with a wide audience. This is a rare and incredible thing and I feel lucky to be around at the same time as Mr Moore, seeing what he will create next, as, it, happens.
My second is the Beatles.
Possibly the most successful band of all time. Obviously their music captured the hearts and minds of several generations. But that success could be a lucky break, or a set a of freak conditions that may never happen again. What makes the Beatles special for me is that they made brilliant records all through their career. What they didn't do was stand still. they didn't make the same records over and over again, they revelled in a huge variety of musical styles and they were given space to experiment and develop. They kept bringing new sounds to the public and the public went on a whirlwind ride of waves of new music for 9 years. It's something that wouldn't be allowed these days. Such a big commercial concern is controlled by the people who fund the business. they don't want risks they want to invest and guarantee a return (even in human entertainment, which is as unpredictable and fickle as a feather in a hurricane). The Beatles has touched western culture and has survived the test of time. their songs are as powerful a symbol of human endeavor as the Great Pyramids.
Whew!
Went a long way from games there but I think my point is:
If we believe that all that games have to offer already exists then we may as well finish now and find something else to keep us amused. If however we are at the beginning of games as culture then lets find our Alan Moores and Beatles and give them what they need to create something significant and enduring.

Tuesday, 21 June 2011

Size is important.

I am old enough to remember the first telephone being installed at my home. There was a day when the first colour TV arrived, the Christmas when a shiny new VCR arrived. We had piles of books, piles of VHSs tapes and piles of records. I owned piles of tapes; some with music, lots with games. I collect comic books and have a whole shed dedicated to their storage.
Stories and music and games and movies are valuable to me.
Digital media has happened. My tapes changed into CD's, my CD's became mp3's. My stereo shrunk to an i-pod on a dock. The VHS tapes have become recordings on a hard drive running under my TV. All those VHS movies changed into DVD's, some have morphed into Blu-rays. I'm pretty sure that soon they will vanish and the hard-drive will contain all the things I'll ever want to watch. Last birthday the Kindle appeared at our house and now I can foresee the bookshelves gradually emptying.
I've had games on casette tapes, games on discs, games on CD's, games on DVD's, games on Blu-Ray, games I've downloaded. You'll notice that the media for games has changed more than it has for other media. The games industry thrives on technology, it's hungry for the next thing to play with. Just like a spoilt child with a pile of chocolate it'll gobble down the latest tech and be ready for more.
Given that all my music is on one portable device, all my movies can be on the same device, all my books can be on my kindle I'm guessing that people want convenience and power. they want devices that fit into their lives, not that they have to build their lives around. Games ride the front of the technology wave but no-one in games can see that what we want is the same for our games?
Imagine one device that fits in your pocket, holds all the games you've ever bought. Can be hooked up to the TV for the big-screen experience. Imagine being able to buy a game once and being able to play it on any device that you own that can run it. Would be great huh? No more physical media just a hard drive full of all your games and their saves and you can play with anyone in the world at any time where-ever you are.
The big boys are all talking about cloud service and suddenly some of this could be just around the corner.
The thing is I have seen something even better. A way to make your handheld device a social experience. The equivalent of plopping the ipod ina dock and having all your friends dance to the music. Watch the clip.
Imagine being able to project your game onto a wall and you and friends play together in the open air. I know it's a way off but I think this is the future of consoles. Devices you can take and play anywhere. When I watched that clip the first time it was like a mini-revelation. When there is no barrier to when and where we play games, they will become an even more important part of our lives.

Wednesday, 1 June 2011

Gaming weakness.

I believe in variety in most entertainment. I don't just watch movie thrillers or romantic comedies, I like to choose a movie depending on my mood or the company I'm with. Music is the same, a spot of classical on a Sunday morning while I cook some breakfast, a bit of Prodigy as I put on a good shirt before I go out.
Full priced console games usually require more of a commitment, you start playing and keep re-visiting (like reading pages in a book). I often have several games on the go and choose depending on my mood. I like the variety and I'll play almost anything with one exception. Driving games.
It's almost definitely something in me that struggles with a racing game. I understand how a racing game works and I know how a game can appeal but it just leaves me cold. A long time ago I stopped playing games because they were worthy or critically acclaimed and instead chose to play games because I enjoy them. Simple as.
One of the reasons I might not enjoy racing is that I'm not great at driving myself. I'm safe but that's as far as it goes. So maybe this is one of the reasons I don't enjoy the thrill of virtual driving. But driving games don't really simulate the sensations of driving anyway. Cornering in a car you feel the vehicle lean feel the forces on your body. A game played in the comfort of your own room can't give you that.
A flying simulation doesn't feel like flying a plane, but I probably can never be a pilot so the experience is good enough to give me something I wouldn't normally get a chance to do.
But if you love cars and a game lets you drive the kind of cars you can only dream about then that's a good reason to play. But I was about fifteen when I stopped keeping an interest in the latest cars and their performance statistics. Once again, more of a flaw with me than of the great racing game makers.
A race is a very simple concept. Cover the distance as quickly as you can, do it quicker than your competitors or beat the clock. You win or lose, simple. But if that was all there was to racing games they wouldn't be so popular. I think the truth is that there is joy in mastering the control of something. In a race game that control is of the car you have. Like learning to play an instrument you play and practice and refine your skills controlling a car. When you race you pit your skill against the skill of your opponents.
The race begins and you use your control skill to drive the car as fast as you can but you don't know the course and the first tight bend and you skid off.
So not only do you need to master the control of the car but you must also spend time on the course learning the best lines and clipping the corners to get a fast time.
Now you have excellent control of your vehicle and you've prectised the course so you know it inside out, but when the race begins the other cars on the track bump you and knock you out. In fact even when you try to avoid hitting the other cars you can't help nudging a barrier and that's the end of your race.
Let's recap, to win you have to master control of your car, you need to know the course well enough to make the most of it, you need to have good judgement or pure luck to beat your opponents and you need to have the patience to re-try if any one of these things goes wrong. It's a pretty hardcore experience, and while most genres of games have softened race games are still this brutal.
And those are the main reasons that a new racing game announcement doesn't fill me with joy.
But I have played racing games and even bought some. the Mario Kart series always appeals. the ridiculous weapons to even up the skill levels of the opponents. I spent a long time playing Midtown Madness some time ago, the point to point races were a refreshing change from all those circuits. Most recently the brilliant Burnout Paradise, which gives you another option. You can master your car and know the course or you can drive your opponents into the walls. The driving area is a huge playground, open world and full of stuff to do so you can just enjoy zipping around and you don't need to beat ridiculously tough race after ridiculously tough race to progress.
So I guess I was lying. I will play racing games but they need to make me feel good rather than punishing me for every wrong twitch of the wheel. They need to be full of fun, not just be fun when you win against terrible odds. I guess there's hope for me yet.

Friday, 20 May 2011

Emotional support.

A recent family bereavement has left me feeling very low. I'm more than usually apathetic. nothing really keeps my attention and I just can't be bothered. Watching T.V. is dull, when I try to do something constructive I just can't see the point. I know it's part of my grief and things will improve but at the moment everything is too much trouble. It's not really my nature to nothing so I feel restless. The feeling is like when you catch a cold and all your food tastes bland. It supresses your appetite because nothing really tastes as it should.
What i have found is that I can play games. I can sit on the sofa and load in a game and play. I'm not especially engaged with the game it's a bit like music on the radio. I can play and appear to be doing something. It keeps be 'busy' but it's like listening to music on the radio, it's just running in the background.
I'm very grateful that games provide this experience for me. The games are alleviatying some of the symptoms and in this awful state I at least am able to feel kind of productive and more settled. Thanks gaming for your comfort.
When I realised that playing was the only thing I could do I was kind of suprised. At first I was genuinely happy that games could fill this function and that maybe this meant that they had more meaning to some people. But my brain wouldn't just stop there. Why was gaming OK and watching a movie not OK?
A part of the solution is the interactivity. Games make me move in response. Make me join in to progress, so if my brain wanders onto something else then the game stops moving and I'm pulled back into the interaction. But the same could be said for shelling peas or some other minor physical activity.
Maybe its the games ability to occupy me with a carefully crafted story. Maybe the virtual lives on screen are so interesting they literally transport me from my current situation into a fantasy world. But in actual fact I think that the opposite was happening. I could progress without full concentration and the game was just a wallpaper to my mental state.
There are some powerful film and TV experiences. They shake you to your core, you have to digest and come to terms with them. Take Schindlers List for example. I'm pretty sure that film would be unwatchable for me in my current state. It's such a powerful emotional experience that I'd really struggle to watch that. Then I tried to think of a game that was (currently) taboo to me for the same reason. There wasn't one.
It could be that because I make games and play games and have been around games since the early '80's that they have no mystery to me. Let's hope that is the case, because if not then we haven't made a single game with enough emotional power to upset a recently bereaved human.
When games become emotionally relevant we are a step closer to some more well accepted forms of media. Even the most basic of soap opera's attempts to stir the emotions of it's audience and not just with shallow thrills.

Saturday, 14 May 2011

Goes without saying...

Portal 2 is a wonderful game.
At it's heart the game is a set of logic puzzles. The player has a limited interaction with the world. They can move around the world in first person (including jumping and ducking) and they can shoot the portal gun which allows the play to move between the blue and orange portals. Using this limited interaction you are dropped into a series of challenges and you need to 'get out of that'. Limiting the players interaction is ideal for a puzzle game because you know the puzzle is possible and you have full power over the limited controls you have, so the solution is down to your ability to think laterally. And let me tell you, when you defeat a level you feel like some kind of genius, which is a neat trick to play on a player. Feeling good will always be compelling.
The biggest problem with logic puzzles is that they are a dry subject. Not only that but they are so contrived they seem faintly ridiculous. Consider those math puzzles where the man is running a leaky bath and the water is dripping out at one rate and the taps pour in at another rate. The whole notion is farcical. Valve understands this. The humour in the game is a great way to explain the foolish situations you find yourself in. Laughing at the situations you find yourself in softens the harsh brain twists you're about to solve.
Another thing that strikes me about the humour in the game is the nature of jokes. Many jokes are puns or twists on meaning. Interestingly that kind of flipping of perception is exactly the kind of thought process that you need to solve the puzzles in the game. So maybe the humour helps put you in the right frame of mind to solve the puzzles?
So here are a series of puzzles and although the first person view is fairly novel you have to wonder what this kind of game can offer a modern gamer. Well because the puzzles and the humour work on one level there s plenty of room to have a story layered on top. You could play this game with the sound turned down and it would be rewarding, but the story is just another attraction thrown in for the same price. The story provides greater meaning, it makes the whole experience richer. Like pepper sauce on an exquisitely cooked steak.
When you break the portal function down, it's a transportation device. The new uses of the portal tend to be things that project. Light bridges, tractor beams, and jets of fluid all appear. They have some unique features but most importantly you use them in the same way, projecting them into the portal and out in the place you want.
I also couldn't help noticing that the game really helps you with the puzzles. Your choices are reduced, you can't just use the portal gun anywhere. You can only put the portals where they are needed. And once again the game flatters you by concealing this. The story tells you that the portal labs are broken down and in dis-repair. The portal tolerant panels are hanging off the walls and it looks naturally ruined, but of course the layout is perfectly designed for the puzzle.
So portal is expertly put together and a great gaming experience. A successful formula is like a honey trap but no-one seemes to have cloned Portals success. Why?
Well it's not easy to copy. Apart from a set of crazy lab tests what other context would fit those logic puzzles. Thats a tough one before you really dig in. Would Portal work without the humour, would it work without the portal gun itself? Portal is complex and beautifully balanced, but more importantly it's risky. Valve could keep on making shooters and selling them year in year out. They aren't just interested in money, they use their success to push forward and try new things. This is vital for the industry at a time when studios are shrinking, and the number of game genres seems to be stagnating. If you are successful you shouldn't sit on your profit and wait to grow old, you should use it to push forward, break new ground and make games a better industry to be a part of.

Saturday, 7 May 2011

It is NOT a movie.

New media has to find some legitimacy. It has to prove it is part of the culture, it has to be an accepted part of society. The easiest way of doing that is to prove it's a good business. Almost anything is alright in a capitalist society, no matter how silly, or flimsy if you can prove that the people involved are making stacks of cash off it. Business is important, it allows talented people to be payed to do what they are good at, but there has to be more or you may as well be packing sardines for a living. Hey its a profitable business.
Games quickly hooked onto the movie industry as it's role model and competitor. Why movies? Well movies are creative forms of entertainment, they are created in studios. Games have spectacle like a blockbuster movie and.... well that's about it really.
What makes the comparison so appealing? Well movies are glamorous, the actors become superstars recognised globally. Movie profits are vast (when a movie is successful).
The truth is games and movies are very different beasts. A movie shoots in a few months and normally is completed in much less than 12 months. Games take much longer. You can make a game in a shorter time but if you compare a big blockbuster movie to an equivalent game the game takes much much longer. Gran Turismo 5 took five years! Duke Nukem Forever, well that's exceptional.
A movie is seen by tens or hundreds of millions of people. A best selling console game sells about 8 million copies. The difference here is the price of admission. A movie ticket is pretty cheap - approximately £5 compared to £35 for a game. This is why the game industry appears to make movie amounts of money.
The movie industry has a chain of outlets for it's product. Starting at the cinema, then DVD and BluRay sales, download, movie rental, satelite and terrestrial TV rights not to mention movie merchandise and licensing. It's no wonder so many people see movies, the movies reach out to them and play wherever they fit in a persons life. To play games you have to buy a console and sit in your room. It's a much more limited experience. Recent games on Facebook have shown that if games reach out to the audience the audience will respond. And the numbers of people playing those games is much closer to the movie experience, even if the content is not the epic content we expect from a blockbuster. As for games secondary market, it's a disaster. The problem with games is the hardware. The best we can do is sell the old games at a cheaper price with altered packaging. Even worse the retailers have started a secondhand trade that canabalise the market.
Movies are mainstream. There are few people in the world who haven't seen a movie. There are millions of people who have never played a videogame, and have no wish to do so.
Classic movies are still a vital part of human culture. An old movie isn't disposable like a game is, Citizen Kane is still hailed as the greatest movie of all time but it was made with old technology many years ago. This year Star Wars will be released again on Blu-Ray. People still care about it enough to consider buying it again. Can you name a game that's 35+ years old and is still relevant?
I think this list of differences could get pretty huge. The point is that games and movies are very different and so the way we do business needs to be very different. So I started thinking about other industries that Gaming is like and what their business models are.
My first comparison was to Whiskey production. I'm partial to a single malt, Scotch or Irish. Whiskey makers make a batch and sit on it for 5, 8, 10, 12, 18 or 25 years. They know that the time it takes to make a malt is X years so they line up batches and sit on them and as they mature they start the next btach and wait and eventually after the first (and longest) wait they can produce a malt every year. Could we create games like this? Well the time given to the process is important and games do benefit from time spent building, playing, re-building. So this is similar. But Whiskey gets laid down for most of it's maturing period. Labour is negligible whereas games require a team of people all the way through. But staggering game production is great if you can afford it because you get extra time to develop but you maintain shelf space as each game is produced on a regular cycle.
Then I thought about another showbiz example. Theatre productions often involve a committed team of talented people, working to create something incredible. The team often strats work at normal hours but as they get closer to the start of the show they work longer and longer perfecting their show. This is similar to a games development where the team enters crunch to get the huge amount of work done for release. But that's when things change. the theatre team then stay with the show and run it day after day for years. They have time to keep working on the show and honing it to keep the audience coming, even getting them to return and see the show again. A game gets released and the team move onto a new project. Lets have another go.
Architecture is a lot like games. The architect plans a building and then works closely with a specialised team of constructors and builders to get the work done. The construction may take years and the architect must stay with the project as unforseen consequences have an impact on the building. The architect may need to alter the design and priorities may change as the situation develops. This process does sound very similar to the game development process. But there is a fundemental difference. The building project begins with someone comissioning the building. The person who commisions it knows what they want the building to do, and when you create a new building the requirements are factual. For example 'this building must be the tallest in the world', or 'this building must be a home to 5000 people'. The requirements are not vague like they are in the world of entertainment 'people have to love the main character', or 'this has to be the coolest game in the genre'. When the builkding is complete it has a purpose and the design will serve the purpose. There is no chance that the building will fail because the person that comissioned it, did so knowing what they required from the building before they started. Games can be built to specifications but may not be successful for reasons other than the design and quality of the work. That's not specific to games - all entertainment is the same. There are very few sure-fire hits.
So maybe funding games is closest to horse racing. The people funding development just back a horse, and pay for feed and training and when it's ready they let it race and go home rich or sell it for glue.
It doesn't need to be like this.
This is our industry and it looks pretty bleak at the moment. For an industry that rides new techology like a surfer why can't we look ahead and choose how we want to run things? Sure we can chase dollars without looking forward and eventually we'll grab that last dollar and look up to see the paths led us to a cliff edge. Or we can choose to make our industry better than that.
Gaming is still a young industry. It has every chance to find new ways of doing business. It can nurture new talent and make money but we have to be bold enough to realise that we haven't got all the answers here, now. We need to decide what we want and have the courage to chase it.