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Tuesday, April 28, 2009

Opinion: The Breadth Of Game Design

[In this new opinion piece, BioShock 2 lead level designer Jean-Paul LeBreton looks to the past, present and future of gameplay mechanics, and how designers may use them to adequately reflect true human experience.]

As of 2009, the game industry seems to want two fairly contradictory1 things:

- Make games, using proven mechanics from the last 20 years, that sell millions of copies.
- Give people a broad range of experiences that affect them as powerfully as those found in other forms of art.

Let's link to two visual aids to help with this:

- The Onion: Hot New Video Game Consists Solely Of Shooting People Point-Blank In The Face
- God Of War: Chains Of Olympus in-game video (Ignore the kid yammering over the video, until about 1:10 in, for the quicktime event sequence.2.)

We can debate whether encompassing a broader range of human experience is indeed a goal of importance, but if even a God of War game feels the need to have scenes that evoke strong emotions, you might at least concede that it’s something many developers seem interested in furthering.

To cut right to the heart of the conflict I see here, I don’t think we as developers can continue holding our breath and waiting for games that revolve around shooting, driving, running and jumping to someday make a great leap into expressing all kinds of things they were heretofore incapable of.

The problem is that the better versed you are in game conventions, the easier it is to separate the core mechanics of a game from its fiction and theme, and thus say that a game like BioShock is a meditation on free will, the dangers of ideological extremes, and whatever else… despite the fact that you spend about 90 percent of it shooting people in the face.

The world can see this disparity more clearly, ironically by virtue of being less game-literate. For many among the gaming literate, that sort of insight hits pretty close to home.

For a perspective from the other end, I was struck by this comment on io9, a non-gamer blog, from this post about BioShock 2:

"I can see how a first-person shooter would be interesting and entertaining, but I would have to fall short of “compelling” when you have to spend that much time, er, shooting."

This person wasn’t being an unreasonable jerk, or advocating the censorship of games. Shooting lots of insane people in a dark, weird place probably just isn’t their idea of a good time.

The common response to this from developers has been things like, “We just need to hire better writers”, “We need better technology”, “We need better artists”, “We need to spend more time planning out our stories”. However, we’ve been doing this for more than 10 years.

Whereas if you look at the points where this medium has made the most progress, whenever the expressive capabilities of games have expanded significantly, it’s actually been because new mechanics, or significant developments upon existing ones3, have emerged that enable new aesthetics. Those other things are quite important, but we seem to have them covered.

One problem is that, deep down, many designers view game mechanics more as structure (or “form”, if you prefer) than as content, when in fact they are both. If you treat them exclusively as structure when designing, you get all manner of unintended message and context… in a nutshell, ludonarrative dissonance. Which in 2009 means mashing the circle button to overcome an emotional inner conflict.

Another designer’s analysis accepts this completely at face value, which if anything demonstrates that this issue transcends our usual valuations of craft and art. It’s almost invisible to us, but quite apparent to outsiders.

So as developers, we need to deal more honestly with the disparity between our reach and our grasp - which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way.

I’m optimistic though, both because of the progress we’ve made in the first three decades or so of our medium, and because the solutions are right under our noses, deep in the fabric of all games. We must search out, and in some cases rediscover, core mechanics that engender new types of experiences - rediscover, because many have already been done at the fringes, promising yet underexplored. Here are some examples I find especially interesting:

holding hands in Ico
AI Companionship: Holding hands in Ico You reach out to a non-player character and become connected to them. Suddenly you’re no longer a lone entity; you must account and take responsibility for an Other. Sometimes they’re a hindrance, sometimes a help. Whether or not you buy into the designers’ attempts to make you sympathize, you have a real connection to something that’s reinforced by strong kinesthetics. In Ico, there was plenty of platformy adventuring to go along with this, but it seems inevitable that someday a game will make this its primary emphasis.
civ_rev_convert_sm.jpg

Victory via Self-Enrichment: Culture in Civilization
Sometimes you can triumph over an adversary simply by being better than them. Rivals come to view your achievements as an example to be followed. Each accomplishment that enriches you internally affords you expansion and encroachment via indirect force. Tend to your own garden and you will become powerful and influential without firing a shot.

civ_diplomacy.jpg

Social Reasoning: Diplomacy
The enemy of my enemy is my friend. Many wargames have a diplomacy component, which gets especially interesting when other humans are in the mix. However in a game where direct force isn’t possible, social standing would be its own capital. This is a large part of why character-driven TV shows are popular; humans enjoy exploring the workings and permutation spaces of social networks.

Hopefully this gives an idea of the breadth of directions available to us as designers. It’s equally fruitful to look to the past, at how certain ideas bubbled up from nowhere to expand the expressive range of games.

Circa 1997, before Thief and Metal Gear Solid, Stealth was one of those underexplored mechanics. Suddenly, as it caught on, there were new play sensations we’d never had before - being some combination of sneaky, clever, afraid, transgressive. It transformed players’ perspectives on familiar game environments. It even brought some new people into the medium.

These are basic changes that everyone feels deeply, from a jaded critic to someone completely new to games. They are interactively “true” in ways that a change in setting can only rarely be, no matter how beautifully realized.

As a medium, we’ve proven we can seek out novel settings, themes, art styles, characters and tropes. We have other media to learn from, after all. New mechanics, however, are uniquely difficult.

The only inspiration we can find for them is human experience itself, and then comes the struggle of synthesizing, systematizing and iterating. This is the central challenge of working in this medium, and it’s never been more important that we embrace it.


[1] While some of this could be explained as the disparity between what game publishers want and what developers want, that might be giving too little credit to the former and too much to the latter. If there were more proven game mechanics and styles that enabled new experiences, publishers would probably sell them. Past a certain point, the burden of proof is on us.

[2] I want to make it clear that I’m not disparaging GoW:CoO, or speaking in any sense other than constructive criticism. I haven’t played it; in all likelihood it’s a great action game. I’m simply holding it up as an unwitting example of a much more existential crisis in game design today, much as other designers have held up stuff I’ve worked on in a similar light.

[3] Movement is something that gets re-discovered every so often; Mirror’s Edge being the recent example. Flaws in execution aside, players recognized there was something unique there.

[Jean-Paul LeBreton is lead level designer at BioShock 2 developer 2K Marin.]

Comments

Nice opinion piece, and a good piece backing up what seems to be a growing 'indie' or 'art' idea. That gameplay and what reaction it causes needs to be gauged and work -with- your message. We need more games that know that they're games and not 'a movie with shooty bits.'

Mmmm Earthbound.

Mash X to leave your daughter. I think that pretty much wraps up the industry's approach to things about now. I'm glad that someone out there gets it though. There's a long road ahead of us, and we've barely started walking that way.

It's funny how you say that being well versed in gaming conventions makes people focus more on the dressing rather than the gameplay. For me, it has the precise opposite effect. I see most games as action/resource simulators with minor embellishments. Maybe that's because I design games as well as play them.

We need to focus on the VERBS and the CHOICES that people make. That's the core of our medium, not bump-mapping or realstic boob physics. If we want to have meaningful interactive works, we need meaningful things for player to do. A game about leaving your daughter would let you choose either way and then present you with the consequences. It's HARD and we've never ventured too far into that forest. However, if we don't want to be relegated into a corner of society, we MUST expand the range of topics that we can talk about.

I'm generally hostile/dismissive of the mainstream industry, but this article gives me a bit of hope. Maybe if there were more designers who thought like this, my pessimism would be unwarranted. I hope you manage to break through the corporate BS and add some of what you wrote about to BioShock 2.

It's funny how you say that being well versed in gaming conventions makes people focus more on the dressing rather than the gameplay. For me, it has the precise opposite effect.

Actually, I said that it makes people more able or likely to separate the two. There's a danger, if you focus on either too exclusively, that the other will sow dissonance into the gestalt. Regardless of any good intentions and strong focus, most game designers (myself included) have tended to be bipolar in either direction and we get disunity both ways.

I'm generally hostile/dismissive of the mainstream industry, but this article gives me a bit of hope.

Just to be clear, I'm not in any position to make promises regarding Bioshock 2. I'm speaking very generally about the future of our medium and what I'd like to see, and I can happily say that there are definitely others in the mainstream industry that are thinking about this. It's completely understandable to be frustrated by the seeming lack of progress. I've had more success lately trying to point towards solutions and engaging in some bottom-up indie experimentation. Progress will come from many directions.

Whoops, looks like my use of blockquote above got zapped. If the comment is confusing to read, just check the comment I'm responding to.

"There's a danger, if you focus on either too exclusively, that the other will sow dissonance into the gestalt"

That's true enough. Jonathan Blow talks about some of that in his lectures. I tend to think a lot about the interactive parts and not at all about the linear narrative, which I see as a crutch. That accounts for my perspective.

"Just to be clear, I'm not in any position to make promises regarding Bioshock 2. I'm speaking very generally about the future of our medium and what I'd like to see, and I can happily say that there are definitely others in the mainstream industry that are thinking about this."

Quite understandable, but in general I'm troubled by this. Take Ralph Koster's game design book, for example. Interesting ideas, but how do they translate into practice? I can't say that he's making drastically different games than anyone else. He has good reasons of course. There are significant technical, artistic and business obstacles. It seems that we know what needs to be done, but most aren't really doing it (something that frustrates me about my work as well, and I don't even get paid for this). Hopefully incremental change is possible in this case, otherwise the only alternatives are stagnation or some kind of revolution.

"It seems that we know what needs to be done, but most aren't really doing it"

In the mainstream industry at least, I'd attribute this primarily to the fact that truly new core mechanics come about only once in a great while. Partly because they're hard to do well, and partly because the idea of building the core of a big budget game around something unproven is scary to most people involved.

This is one reason all the non-mainstream sectors of the industry / medium are so important. There's less risk, or the risks are along different axes, and thus there's freedom to experiment with the low-level. Even the casual games market stumbles upon some new mechanics every year or so.

There's also the fact that talking is much easier than doing. Which is always the point where I realize I should shut up and keep working.

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