-
"I remember when Ajax was getting popular, all the problems associated with frames rose from the grave: bookmarking, breaking the back button, etc. Now that we’re in a time of small-screen devices on low-bandwidth networks, we’re rediscovering a lot of the same issues we had when we were developing for 640 pixel wide screens with 28K or 56K modems." This is the thing.
Two days, two talks
26 January 2012
Very last minute notice about two talks that are going on!
On Friday 27th January – tomorrow – I’ll be talking about Games Design for Designers – or rather, talking to designers about games design, at The Design of Understanding. It should be a marvellous event – it’s a great line-up, and I’m looking forward to the whole day (especially following last year’s excellent day).
Then, on Saturday 28th, I’ll be talking as part of “Death Bites” at the Southbank Centre Festival of Death. There, I’ll be giving a short, fifteen minute essay, perhaps with illustration:
A short, personal history of dying in videogames: a medium where death is common, and lives are plural but rationed. Why is it that “dying” such a common metaphor in games – even supposedly non-violent ones? Does it have any meaningful significance compared to the process of death in the real world? Tom will present a short exploration, based on a life in which he’s died thousands of times.
Bit last minute, but wanted to document these before they popped up online. And then: next week, another speaking announcement with a bit more notice!
Testing Chambers
22 January 2012
Robert Yang recently did a series of interview with game designers over at Rock, Paper Shotgun. Entitled “Level With Me”, it examined designers’ approach to their work, whilst culminating in them adding elements to a Portal 2 level that Yang was designing with them.
Having realised the completed level in a mod – bookended by two of his own – Yang has written up some commentary on the reaction to it. He’s a bit frustrated and sad. And I think I would be too, if I were him.
I was shocked, then, by the most common line of criticism I saw: a refusal to read, an insistence that a level without a puzzle-y Portal puzzle is a bad level. It’s like the rhetorical equivalent of donkeyspace. I literally can’t go through the mental gymnastics required to conclude that challenge is the only interesting thing about first person single player games. Comments like that make me miss all the people who said it was pretentious; I want a higher level of criticism.
That’d be a nice enough quotation in Pinboard, but the whole piece is great, and had enough meaty thought in it that I had to break it out a bit more. It especially chimed with my beliefs around games as mechanical systems, and a literacy in those systems being what emerges from learning how to read them.
I don’t think I’m demanding much of players because we all already have the ability to read just by virtue of playing. Frank Lloyd Wright could read houses; as Portal players, you know how to read Portal levels, and you know when Portal levels don’t make sense. What if we used the “words” of a Portal level in different ways, to say different things? What if we used the “words” that form video games, and used them in different ways?
I think I agree with that. And Yang goes on to talk about materials a bit:
Puzzles and mechanics (like narrative, graphics, or sound) are just different materials you can use. (I think Dan Pinchbeck said something like that.) It’s the house you build in the end that counts. If that house uses wood but not concrete, that’s okay.
But if you want to argue that the resulting house isn’t actually a house, by your narrow reductionist definition of “house,” and it’s “totalitarian and unamerican” like Frank Lloyd Wright said about the Farnsworth House, then just know that history, if it remembers any of us at all, will think you were a silly person. Or you can ignore how architecture had the same debate we’re having right now.
One of Yang’s great disappointments is one of literacy. At the end of the mod, you walk into another Test Chamber. Not one of the many Test Chambers in the Aperture complex – but the Black Mesa Test Chamber, from the very beginning of Half-Life. And so many players just didn’t notice; didn’t get the reference; didn’t see the point being made. They were illiterate in the medium they enjoy.
…maybe it’s a problem of education. We force kids to read Shakespeare; we should also force kids to play Myst, Fallout 2, Half-Life 1, Planescape: Torment, etc. and their ability to read and ask questions will be much richer for it. A “Game Studies AP” class might assign System Shock 1 and X-Com. I mean, if you play Battlefield 3 for hours every day, shouldn’t you, at the very least, know that its core design is practically untouched from the original Quake Team Fortress mod nearly 15 years ago?
Or, you know, I guess we could just keep letting those players get upset when a game calls them out for thinking / studying so little about this thing that they invest so much time into.
And I think that’s important. In the comments on Yang’s post, readers have pointed out the “difficulty” of doing that – that the medium restarts itself every n years or so in a “hardware generation”, that only players “actively engaged in critical play” care about that sort of thing.
I don’t think that matters. Very few works are solely referential: they may call out to history, but by dint of existence they are also their own thing. So some players are, of course, going to miss the Black Mesa reference. Level With Me still exists, still has something to say, but those players will have a different – perhaps, lesser – reading of it. But that doesn’t mean Yang should stop trying to make the point he believes players can read; he’s right to assume the level of literacy he does.
We have to fight the “forgetting every seven years” a little. We need to make sure that somehow, we talk about old games, educate one another on things they haven’t played. Fifty-odd years into electronic gaming, we shouldn’t already be at the Fahrenheit 451 point of having to each take it upon ourselves to memorise particular works, particular publishers. This isn’t retro fetishism; this is basic history – and basic historiography. And that’s important to a work.
So, you know, keep on reading games. Keep on reading games that didn’t come out this year. It’s all useful.
-
"Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams – and, as Chris points out, when they do, it's for seams between all their own products.
-
"As amazing as it was to find the disk, the file was corrupt and couldn’t be read; all attempts to view the now 20 year old animation failed. It was part one of a science fiction saga titled “Porth” that our friend Cory had made by stretching the animation tool to the absolute limits. To say the least it was worth putting some effort into saving this file." Data archaeology.
-
Two-player game designed to encourage awkward/fun bodily contact. Well, finger-contact. Really lovely idea: the sort of thing shared screens are designed for.
-
Interesting list; worth spending some time staring at, for sure.
-
"This December, in a surprisingly simple yet ridiculously amazing installation for the Gallery of Modern Art in Brisbane, artist Yayoi Kusama constructed a large domestic environment, painting every wall, chair, table, piano, and household decoration a brilliant white, effectively serving as a giant white canvas. Over the course of two weeks, the museum’s smallest visitors were given thousands upon thousands of colored dot stickers and were invited to collaborate in the transformation of the space, turning the house into a vibrantly mottled explosion of color." Lovely. I really like Kusama.
Kill Screen: To Shape The Future
20 December 2011
My latest Game Design of Everyday Things column is now up at Kill Screen. It’s about the relevance of landscape gardening to game design.
We talk a lot about the influence of architecture on game design. Indeed, it’s something Kill Screen asked me about in the original formulations for this column. We can all see the influence on games of a medium in which geometric form and structure is used to influence behavior and manipulate the movement of people through space. It feels like there’s an obvious comparison between architecture and the design of three-dimensional game levels.
But I think landscape gardening is perhaps a much more interesting comparison point for the structure of game spaces, and one that is oft-neglected.
Landscape architecture shapes the behavior and intent of its observers without walls or markers. Instead, it focuses on surprise and delight: as your eye follows the gentle slope of a path down to a lake, it should feel like you discovered this. It feels like a coincidence of marvellous proportions, a secret that you discovered, that the eye is led so gracefully. In fact, it’s a carefully designed experience.
Also, it’s been illustrated by Trip Carroll with an illustration of John Marston in front of Broadway Tower, which is really quite something.
Anyhow: rather pleased with this. You can read the full column at Kill Screen.
-
"There are 1868 cars on the highway right now. You can watch them drive by, or draw your own and it will join the front of the line. Where are they going? The journey is yours." Progressive's annual report is done vy an artist each year; this year's is a lovely Aaron Koblin piece.
-
"The choice for light as a medium is the result of a systematic exploration of what kinds of stimuli pigs respond to. We were aware of some evidence indicating pigs enjoy light. But when we saw how they reacted to a laser pointer, we knew we were on to something." Kars' frankly crazy game for pigs and people is in video form now, but he's deadly serious about it existing. I'm quite excited for him.
The point of Twitter
09 December 2011
John Gruber on the new Twitter iPhone app:
What also worries me is that these changes suggest not only a difference in opinion regarding how a Twitter client should work, but also regarding just what the point is of Twitter as a service. The Twitter service I signed up for is one where people tweet 140-character posts, you follow those people whose tweets you tend to enjoy, and that’s it. The Twitter service this new UI presents is about a whole lot more — mass-market spoonfed “trending topics” and sponsored content. It’s trying to make Twitter work for people who don’t see the appeal of what Twitter was supposed to be.
Yes, that. It increasingly turns out that the Twitter I signed up for – the Twitter in my head, as it were – is the MVP of something else. And now, the MVP is fading away and the something else is taking over. Which is fine for acquiring new users – after all, by and large, it’s a given that most people don’t use your product. But my mental model is stuck around five years ago, when I signed up.
I signed up for this product because it made mass-texting people when I was in town easy, and led to lots of serendipitous drinking and hanging out when I was in the city. On the radio last year, I heard someone explain Twitter as “a tool for following famous people and seeing what they’re up to“. It’s interesting how the product described in the new app feels like the product described by that radio pundit: a consumption tool.
For me, it was always about the permanent backchannel with my friends. I guess I’m looking for a new mobile client now.
-
Attractive styleguide for a personal site. Might resort to these one day soon.