{"id":104,"date":"2008-02-18T20:46:47","date_gmt":"2008-02-18T19:46:47","guid":{"rendered":"http:\/\/t-machine.org\/index.php\/2008\/02\/18\/gdc08-scattershots-of-play-potential-of-indie-games-2\/"},"modified":"2008-02-18T20:49:53","modified_gmt":"2008-02-18T19:49:53","slug":"gdc08-scattershots-of-play-potential-of-indie-games-2","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2008\/02\/18\/gdc08-scattershots-of-play-potential-of-indie-games-2\/","title":{"rendered":"GDC08: Scattershots of play &#8211; potential of indie games &#8211; 2"},"content":{"rendered":"<h4>Summary<\/h4>\n<p>A very broad range of ideas on what should shape game design at a fundamental level. I greatly enjoyed this for the way it jumped to a bunch of related but competing ideals and perspectives.<\/p>\n<p>Also very interesting for including a 20-minute section on How to Design for Alternate Reality Games (not billed as such, but that&#8217;s what it was: a theory on how to think when designing ARGs).<\/p>\n<h4>Sections<\/h4>\n<p><a href=\"http:\/\/t-machine.org\/index.php\/2008\/02\/18\/gdc08-scattershots-of-play-potential-of-indie-games-1\/\"><br \/>\nSection 1: Flow, and how to evaluate games<\/a><br \/>\nSection 2: Games break down into inputs and outputs<br \/>\n<a href=\"http:\/\/t-machine.org\/index.php\/2008\/02\/18\/gdc08-scattershots-of-play-potential-of-indie-games-3\/\">Section 3: Theories of design for Alternate Reality Games<\/a><\/p>\n<h4>Speakers<\/h4>\n<p>[1] Kellee Santiago<br \/>\n[2] John Mak<br \/>\n[3] Pekko Koskinen<\/p>\n<p>My own occasional commentary is in [ square brackets ]<\/p>\n<h4>Section 2: Games break down into inputs and outputs<\/h4>\n<p>Graphics over gameplay, AND gameplay over graphics don&#8217;t actually mean anything<\/p>\n<p>Games break down into inputs and outputs. The game doesn&#8217;t exist without outputs, nor without inputs, so it&#8217;s meaningless to ask which is &#8220;most important&#8221;.<\/p>\n<p>[Adam: I think you need to play ProgessQuest more&#8230; :P. Although I innately agree with this, or used to for many years, PQ eventually persuaded me that this was more of a personal self-delusion than a truism. Useful, but definitely NOT the full picture.]<\/p>\n<p>You need to recognise that it&#8217;s not a game if there&#8217;s no ownership of inputs; you see something happen, and feel that&#8217;s it because of something you did.<\/p>\n<p>Guitar Hero (GH) sucks because pressing a button when you have to isn&#8217;t owning any outputs, only owning an input. But &#8230; by giving you rock music when you press the butons, it DOES give you an output to own.<\/p>\n<p>I had a sucky game that I was prototyping, and thought it was just really boring, I&#8217;d never pay for it, and then I added some cool graphics, and suddenly &#8230;it actually became really enjoyable. So I realised that graphics are actually essential.<\/p>\n<p>I did a simple test where you could just jump high and low (small red ball on white bg).<\/p>\n<p>All I did next was map every interaction to some kind of output.<\/p>\n<p>Jumping made you squish narrowly, and when you move left and right a propeller on top rotates. Landing makes you squash out as you splat. Exponential decay on the animation of propeller.<\/p>\n<p>All the gameplay rules are EXACTLY the same, but somehow it&#8217;s suddenly more compelling, and that&#8217;s what&#8217;s been blowing my mind.<\/p>\n<p>[c.f. freecraft &#8211; try the early releases where no-one had created copyright-free art yet, so it was all just magenta blobs versus green blobs, and although the ruleset was standard Warcraft 2, the game itself sucked ass]<\/p>\n<p>[c.f. Pixar&#8217;s very earliest animation work, the mini-story of the angle-poise lamp &#8211; look at how much inferred meaning humans can get out of the simplest of graphics, but they need SOME clues as to intent; in the pixar animation, the angle of the lamp, the speed of movement, and the direction of the light beam give you just enough to anthropomorphise it]<\/p>\n<p>[1]<\/p>\n<p>Its interesitng because I&#8217;ve seen a lot of designers wrestling with this, they feel the publisher isn&#8217;t creative, and doesn&#8217;t &#8220;get&#8221; the vision, and it&#8217;s because they&#8217;re showing the plain simple boxes and lineart version.<\/p>\n<p>I think I see that there&#8217;s a certain amount of graphics that you need to even show your basic vision.<\/p>\n<p>[2]<\/p>\n<p>If you can&#8217;t see it, then it isn&#8217;t there.<\/p>\n<p>The game developers are sort of projecting the gameplay, the feedback especially into the game that they know is going to be there, but isn&#8217;t there yet, because they have a library of this stuff in their head and know what it will be.<\/p>\n<p>[1]<\/p>\n<p>I&#8217;m wondering what is the level at which skinning the same mechanics does lead to a different experience, a different game.<\/p>\n<p>What are we innovating on, how much is actually necessary innovation.<\/p>\n<p>[2]<\/p>\n<p>We talk about games as expression, and then go into the technical stuff. But I think a lot of the expression is simply &#8220;what you see and what you hear&#8221;.<\/p>\n<p>Rez has very simple gameplay, not much expression, but the expression in fact IS how the visuals and audios all come together.<\/p>\n<p>What if Call of Duty 3 (COD3) had Rez graphics? I realised that I would go from thinking it was boring and dull, to thinking that it was all about outputs, and that was when I started.<\/p>\n<p>[3]<\/p>\n<p>Much of the gameplay is seeing the difference between what you expected to happen when you did something, and what actually happened.<\/p>\n<p>If you see exactly what you expected, then it&#8217;s dull.<\/p>\n<p>If you see nothing like what you expected, then it&#8217;s ??? pointless??? [didnt hear this clearly]<\/p>\n<p>The audio-visual are part of this feedback, they actualise the feedback. That&#8217;s the only way we get to see into the [<a href=\"http:\/\/en.wikipedia.org\/wiki\/Finite_state_machine\">FSM<\/a>] of the game to see how it&#8217;s reacting to our actions, and to what extent.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Summary A very broad range of ideas on what should shape game design at a fundamental level. I greatly enjoyed this for the way it jumped to a bunch of related but competing ideals and perspectives. Also very interesting for including a 20-minute section on How to Design for Alternate Reality Games (not billed as [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7,9,26],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/104"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=104"}],"version-history":[{"count":0,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/104\/revisions"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=104"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=104"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=104"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}