Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
All of us are set in our own little
worldview.
We think we see the big picture, but we
all see a little slice of the world
through our own little lens.
I would like to imagine that people have
the opportunity to see a much wider set
of perspectives on the world and that
games might be the mechanism, the
vehicle that brings that to them.
You can take almost anything and make it
a fascinating interactive experience.
What I'm really doing is I'm giving the
player a toy and the player is turning
it into a game.
Every designer has the opportunity to
create something incredibly unique.
At the same time, every designer faces
the risk of creating something that no
one will be able to understand.
As a designer, you're actually dealing
with two computers. First, the
electronic one sitting on the table in
front of you, but more importantly, the
player's imagination, the player's
brain. And that one is far more complex,
and we have barely scratched the surface
of it.
during the course of this class. I'm
going to expose you to a number of kind
of fundamental concepts about game
design. uh basically psychology of the
player, the mental modeling that goes
on. Uh how to use game mechanics as part
of your tool set and how to develop your
tool set as a designer. How to think
about the overall structure of what's
going on underneath the hood. How to
build emergence, surprise, cool,
detailed worlds.
uh and to try to predict what's going to
motivate players of your games and pull
them in and get them emotionally
involved to the point to where they get
into communities that are built up
around these. And so there many
different levels of game design and
we're going to kind of start with the
fundamentals and work our way outwards
towards larger and larger more strategic
levels of thinking around it. Every
designer is unique in some way and my
games have tended to be very uh specific
in terms of real world simulations
generally. Games that tend to encourage
player creativity, player storytelling.
Uh there are a lot of other approaches
to game design, but I think a lot of the
fundamentals that I'll be talking about
in this class are going to be things
that could apply to any genre of game.
And I think by going down to that
fundamental level, it's going to give
you a lot more opportunities to kind of
come up with creative inspiration to
bring in new approaches, new ideas,
basically how to amplify your own
internal creativity in ways that are
coming from a fundamental level rather
than just the feature level. I'm Will
Wright and this is a simulation a
simulation a simulation of my master
class.
So, you're probably watching this
because you have an interest in games.
But what are games? We all know what
games are. We play games. Uh, more
recently with electronic devices, games
have taken a totally different kind of
turn and gotten much more elaborate,
more ubiquitous in our lives, I think.
But games really are something that have
been around for thousands of years.
Different cultures have played games,
board games, social games for a long,
long time for a lot of reasons. Games
really right now have different genres.
We have things like puzzle games,
first-person shooters, strategy games.
These are different subsets of the game
space, but games really are a subset of
a larger thing called play.
Play is just exploring. It's
experimenting. It's trying different
things, usually in some symbolic
representation, you know, some little
toy of the real world with a very low
cost for failure. In a lot of ways, I
think games have been somewhat
misaligned. Uh we've associated games
with violence, you know, something that
little kids play. But that's actually
been true of any kind of new media
that's come along in any kind of media.
You know, radio was actually looking
down on film when film became popular.
Film looked down on television.
Television looks down on games. So it's
really these you know games are the
upand cominging thing that in some sense
is breaking boundaries doing new things
and that's what makes games interesting
to me as kind of a topic as a medium.
Games borrow from so many other
different design fields, you know, not
just entertainment, you know,
storytelling, things like that, but also
things like architecture, product
design, fine art, mathematics, cognitive
psychology. Games incorporate all these
different design fields in an
interesting way. And the more you can
expose yourself to these different
design fields, the better designer
you'll be.
I think game design is probably one of
the most challenging design fields there
is. And I think to be a good game
designer, you first and foremost have to
be a good designer. And so I think just,
you know, getting into the idea, the
mode of thinking of, you know, how does
a designer think? Uh how do they learn?
Uh where do they pull inspiration from?
And don't close yourself into just the
gaming world. You know, look at all
sorts of things all over. I've learned
so much from weird fields like you know
Japanese gardening or biology or
economics whatever you know you can pull
all these things in you know and as a
designer use these as parts of your
creative pallet one of the things I
really would inspire try to inspire up
and coming game designers to do is think
how do I learn continually you know from
other people learn from myself my own
mistakes but then also just do it try it
you know you can do something as simple
as design a little game on a piece of
paper and go show your friend. Let's
play this game. Here are the rules. See,
you know, see how that works out. And
the more you're doing that, just always
inventing little games, you know, even
if it's with toothpicks on a tabletop,
uh you're going to learn a lot that way.
And that's much better than just, you
know, sitting in your head for two years
coming up with your master design and
then one day trying to realize it and
finding out that it's too complex to
realize. you'll be much better off
doing, you know, continual ubiquitous
everyday kind of local game design.
Any designer basically when they're
designing something has to look at a
number of factors. Uh you know,
basically you're trying to balance all
these things against each other. So
think about just a chair and all the
different things that you kind of would
like a chair, you know, different
properties you would like from a chair.
you want it to be, you know, cheap, easy
to move, easy to produce, comfortable.
Uh, and these functions can actually be
kind of broken down into a tree, you
know. So, games have very much the same
property. You know, there's certain
functional things about them. There's
certain things that are economic about
what does it take to produce the game,
how much does it cost, what kind of a
team do I have to build, uh, what kind
of skills do I have to have as designer?
And the designer needs to kind of
understand how to balance all these
different things against each other
because your final design is going to be
a balancing act. You're basically
balancing all these plates on top of
each other and it's the designer's job
to make them balance well. Now, as
you're exploring your design, you're
actually going through this very large
branching tree of possible designs. You
know, there infinite number of designs
that you could be building in your game,
and you're going to end up with one very
specific design. And when you start out,
you might have some sense of about where
you're going or kind of the area you
want to be, but you do not know exactly
how to get there, you know, and you're
basically exploring this branching path
of design decisions, you know, starting
with very fundamental design decisions.
You know, what kind of game am I making?
What's it about? What are the controls
down to very incremental design
decisions, you know, what color is this
button? You know, how tall is the
character? Very, very minor things. And
a lot of these decisions are distributed
throughout your team. And you need to
make sure that your team kind of
understands the vision so that as
they're balancing their little parts of
that tree that they are in line with the
creative vision for the whole product.
Basically, as you're exploring this
tree, there are a lot of different
methods you have as a designer for
figuring out which direction to go on
what branch. Now, you're really trying
to prune these branches as efficiently
as possible. That's why when we build a
prototype, we want an answer from that
prototype. We want to find out, you
know, do we go down path A or B? If the
prototype can't answer that, it's
basically failed as a prototype. So,
we're really trying to efficiently prune
the branches and continue down the right
path toward our final design. You know,
as I said, you don't know exactly where
you're going to end up on this tree, but
the designer also needs to kind of know
when you've gotten there. A lot of times
I've seen, you know, game designs or
even other designs where somebody went a
little bit too far. You know, they, you
know, some movies, you know, I think had
a perfect ending, went a little bit too
far. And the designer is going to know
you've hit the sweet spot.
One of my design heroes is Charles
Emmes. Charles Ray Emmes were design
team husband and wife. And he had a
great quote which was simply that design
is constraint. You know design really is
how do you you know work around
constraint and without constraint
there's no design. Uh you know it's just
pure imagination. So you know to be a
good designer you have to kind of
embrace that constraint and say okay
within this constraint what can I do
that's really cool and you know that
constraint is really going to become
your foundation it's going to be okay
here was my starting point and within
that constraint I was able to do this
the constraint could be you know the
technology in front of you how fast the
processor the graphics but the
constraint can also be you know what
does my player know what kind of skills
do they have uh where does their
imagination take them those are
constraints just as well and the more
you understand your constraints you know
the more you can now kind of use as your
starting point to go off and do
something really cool that nobody else
has done against those same constraints.
In a competitive game, you know, usually
with two players, uh there's a concept
of a zero sum game, which is that if a
player wins, he gets, you know, a
positive one. The losing player gets a
negative one. Uh if it's a tie, they
both get zero. So basically the sum of
the two players is always zero. You know
either I won, you lost, you know, and it
sums to zero or it was a tie, sums to
zero. That's a zero sum game. So you
can't have two winners or two losers,
you know, out of a two-player game. A
non-zero sum game, you can both people
can win. The kind of games I do uh are
not zero sum games at all. In fact, uh
most of the things I do don't even
really have a clear win state. when you
play something like Sim City or The
Sims, uh, what actually I found very
interesting was to leave it to the
player to define the goal state.
When a person sits down to play some
city, I don't tell them they have to
build the biggest city or have the
happiest people or the least crime.
Players in their own mind decide that,
you know, they think, okay, what is, you
know, my ideal city and they try to
build that. So, the player is actually
the one building the rule set and the
structure and the player is the one
scoring it. I'm really just kind of
giving them an open-ended toy. And then
you get a lot of kind of interesting
different play styles. You know, certain
players trying to achieve things. Other
players don't even really try to achieve
anything at all, but try to use it for
creative storytelling or creativity. A
lot of people were playing sport, not
really trying to get through all the
levels, but trying to just make really
cool things within the game that they
would then go out and share with other
players. So for them the win state was
more social. Can I make something really
cool in this game? Maybe even just tell
a story that other people really like
and to me that's the win state. So you
know I think games have the opportunity
to go you know way beyond just this kind
of zero sum approach.
You can take almost any uh technology
that we have and view it as an extension
of the human body. For instance, you
know, television, telescope, our eyes,
our vision, telephone, you know, our
speech, car really kind of extends our
legs. If somebody hits your car, you
know, you don't say that, you know, my
car was hit. You say somebody hit me
when I was driving, you know. So me, you
know, the car becomes me. It becomes an
extension of your body. I think the
computers and games and things that
we're dealing with on entertainment side
can extend a lot of these in a lot of
ways. When I was watching players play
the Sims, initially it was like he was
hungry, then he did this, then he did
that, and they very smoothly shifted to
then I got tired and I went to bed, and
then I woke up. So, they kind of shifted
from he to I very smoothly. We now with
these little micro worlds have the
ability to basically externalize what's
in our imagination and share it with
other people. You know, it used to be
that you had to have, you know, a very
rich skill set. Like you'd be a fine
artist to do that, you know, to paint
something in your imagination and then
share with other people. But now with
these tools, the creative leverage they
give us, uh, you know, average casual
game players have the ability to
externalize, you know, create things out
of their imagination, share it with
other players and actually have these
shared imaginary worlds. In sport, we
actually had all these editors where the
players were making cool things. And
some of the levels, the design of your
creature really influenced, you know,
the way you play that creature in the
world, its performance. Uh, other parts
of it, you know, like designing your
spaceship, didn't really have a whole
lot to do with the performance of the
spaceship. It was purely aesthetic. But
people would spend just as much time,
you know, crafting this very unique
thing that was part of their player
identity in the game. And as they were
playing in the space level, they were,
you know, it was front and foreground
all the time was your spaceship. And so
they really felt, you know, like that
was them. When you get to the space
phase, there are actually millions of
planets you can go to. And we could
never create millions of creatures. So
we decided that every time a player made
a creature, it would go up to our server
and we would use it to populate
everybody else's world. And we were
hoping to get, you know, maybe 100,000
of these creatures. you know, in the
first month, you know, after we had
uploaded the creature editor, uh,
instead it was so popular we got a
million uh, in the first week. In fact,
we passed, I think, five or six million
in the first month, which is more than
the number of species on Earth. So, uh,
it was, you know, kind of extraordinary
how much players embraced that.
Basically, we were turning the average
player into a Pixar artist. They were
able to create a, you know, a brand new
character out of their imagination and
have it come to life. uh and so I think
this is one of the uh examples of the
computer giving creative leverage a
creative amplifier and a lot of people
are using you know computers for
different creative fields but same thing
it's a creative amplifier for everything
they
I don't actually start by concepting a
new game. I read a lot. I like learning
new things and at some point I'll just
trip over a subject or some material
that I find particularly fascinating. So
it's not like I sit down and say, "Okay,
I'm going to come up with a new game
idea." It's more like I'm kind of just
exploring, browsing the world. Then it's
like, ooh, maybe I can make a game out
of this.
When I went to college, I studied all
these different things and, you know, I
don't want to become an architect or an
engineer or an artist, what you know,
and uh by being a game designer, I found
that I could study whatever I want, you
know, and my excuse is I'm making a game
about it. So for me, you know, being a
game designer, you know, turned into a
lifelong learning process where I can go
off in any subject I want to. And it's
taxdeductible. For me, it's usually, you
know, some kind of interesting thing
about the world or in the world that as
I dig deeper, it gets more interesting,
uh, not less. You know, that that didn't
sound that interesting to me, but as I
read about it a little bit more, it
actually sounded kind of fascinating. I
read some more and it actually really
grabbed me and pulled me in. A lot of
the games I've done actually were based
upon cool subjects, usually books that I
read. Sim City, you know, was very
influenced by the work of a guy named
Jay Forester who was the first person to
actually model cities on the early
computers back in the 50s. His models
were not spatial. They were just like
little numbers. How many people did the
city have, you know, how much land, how
many roads, you know, but uh he was
actually the father of what became known
as system dynamics, which I'll talk
about a little bit later. Uh Sam Ant was
very much inspired by the work of Edward
O. Wilson very famous or mmacologist
studies ants uh he wrote this great book
won the bullet surprise called the ants
but he actually in some sense was
reverse engineering the way ants work
you know little ants are almost like
little robots and it's pretty simple to
figure out in the presence of this
pheromone the ant does that in the
presence of that pheromone it does this
and he actually reverse engineered that
and discovered a whole level of
emergence you know an ant colony in fact
is incredibly smart it's about as smart
as a dog an individual ant is incredibly
stupid and so ant colonies are really
one of the few forms of intelligence
that we can deconstruct and understand
at that level. And he was the guy who
did it. These kind of subjects uh are
things that when you read about them,
they they're kind of dry and boring.
They're filled with technical jargon.
And what I always aspired to do was to
take these things and make them
approachable, turn them into a toy. How
can I turn an ant colony into a toy? So
other people come in and start
interacting with it. And when players
are actually manipulating these things
and building them, they take ownership
and they get so involved, so much more
emotionally connected to these and then
the subject becomes utterly fascinating.
As soon as I built the very first
prototypes of Sim City and I was running
a little simulation, it was very coarse,
very crude, but still my interest in
urban planning skyrocketed. All of a
sudden, you know, oh, this is really
cool. I want to find out about traffic
modeling. I want to find out about this,
that, and the other. You know, these
things that would have sounded
incredibly boring to me when I had a
little, you know, guinea pig in my room
to play with. uh became fascinating.
Likewise, you know, other games I did,
the Sims was very much influenced by
Christopher Alexander's work in
architecture. So for me personally, I
find a lot of inspiration in books also
in fields I think that are u
interdisciplinary, you know, or things
that are almost controversial. Sim was
very much inspired by James Lovelock's
Gaia hypothesis. It's about the earth
and the way it regulates itself. And you
know, usually that's where the areas of
science are moving the fastest and the
most interesting. And those are the
things I tended to gravitate toward.
This is me personally as a designer. I
think every designer is going to find
their own kind of pallet of inspiration,
their own direction, their own kind of
voice.
When I was starting out in game design,
there wasn't this thing around called
the internet. Uh um and actually I had
to go to this place they used to call
libraries where they had these things
called books and uh I would read these
books you know and learn about things
that way. Uh nowadays it's so low
friction to go on the web and find
anything you want to anything at all
about anything you want to. So I think
that now designers you know have so much
more uh so much less friction you know
to do research around an idea that you
know for me it's it's almost magical um
that I can kind of pick any topic and go
down any little weird path and find
material about it. On the simulation
side, it was really interesting to me to
kind of go back into the history of
simulation, you know, back into the 60s
and 50s and even all the way back to
Bonoyman and Turing and see what they
were trying to do with these super
primitive computers. And some of the
things they were trying to do were
amazing, you know, way way beyond
anything a computer could do. But they
would imagine that one day a computer
could do this, you know, and right now,
you know, my watch has, you know, much
more power than they ever envisioned.
you know, at least as a designer, I
don't feel like there are any meaningful
limitations beyond my own imagination.
And so I think to me that's, you know,
really the thing that, you know, I have
to kind of flex and exercise and push is
my own imagination. Uh, if I can do
that, it's actually pretty
straightforward and easy for me to
figure out, you know, the research, the
technology,
um, to do it. feels to me like so many
designers always think about and even
communicate their game idea relative to
other games. You know, it's going to be
World of Warcraft on the moon, it's
going to be whatever. Uh I think that,
you know, there's so much more
opportunity out in the world to take
things. You know, you can just take a
rock off the ground and look at it the
right way and it has little microbes
competing on the surface for territory
and there's sunlight and environmental
consideration. you know, you you could
turn that into something fascinating.
Um, you can take almost anything and
look at it the right way, make it a
fascinating interactive experience.
With The Sims, it wasn't really apparent
what I should be researching. But uh as
I started digging into the game design,
we started getting this thing with the
Sims motives and they had to go to work
and all this stuff, it became pretty
apparent that this is really kind of a
game about time management in some sense
on their side. You know, how do you
manage their time to maximize their
motives to make them happy? Uh and after
quite a bit of digging, I came across
the work of a guy named I think uh James
Robinson and he did all these time
studies of Americans, you know, how they
spent their time. He actually kept logs
every day. They spend 20 minutes of
time, you know, doing their stuff in the
morning to get ready, this amount of
time with their kids, this amount of
time in front of the TV, you know, and
he actually broke it down and it ended
up that we were matching those numbers
fairly closely. We took the simulation
and tried to match the real numbers, the
percentage of time that people actually
spend doing each of these activities in
the sims. So, that was something that
wasn't apparent that, you know,
something we could even research.
another area of research. I forgot the
name of the guy who did this, but he was
interviewing all these people about what
their most prized possessions were at
different ages. And it was actually
quite interesting stuff. Some of which
kind of made it into the game, some of
which didn't. It turned out that like
for kids and really old people, their
most prized possession was their bed,
you know, and in midlife, you know, and
TV was second. Midlife, it was like
their car, their house, all these other
things. But it was interesting that the
kids list of their top possessions was
almost the same as like an elderly
person's top possessions. But uh so some
of this stuff will kind of become part
of the game or not. But still as
designer if you kind of understand and
absorb all this stuff it helps you kind
of think about directions you might take
it or you could take it even if you
don't end up using it.
Even when I'm kind of initially
imagining okay I'm make a game about
this thing. Uh I don't start by thinking
what's the game going to be or what's
the game going to be like. I just dive
deeper and deeper into the subject and
the research and then I start trying to
kind of look at the components, you
know, what are the different aspects of
this that are interesting to me and it
might be the process, it might be the
structure, it might be um the science
behind it, uh whatever historical
context from those things I start
imagining, okay, you know, how would I
really like to kind of view this or
manipulate it or play with it or create
it? uh you know if this is a piece of
clay you know how do I want to sculpt it
what are my tools I started just
imagining 10 or 20 different
perspectives on that subject and uh I
think the perspectives are far more
valuable than particular um solutions or
approaches and so actually after kind of
rotating this thing around through 20 or
30 perspectives two or three usually
will start to kind of get traction in my
head and I'll start exploring those a
little bit further So I'm trying to
describe something that in my head is
really a much more kind of abstract
process, but that's how it kind of feels
to me. But I in some sense I'm kind of
circling the idea and slowly zeroing in
on it. I don't dive right at it, but I
sit there and just kind of let it turn
over my mind. I'll sit there and do like
this research thinking about it phase
for a year before I even think about
what, you know, what kind of game it
might be. And during that time, I will
even, you know, I'll build models of it
or draw pictures of it or try to
recreate it in different forms tangibly.
And that again just kind of puts my
brain in a little bit different spin, a
little bit different perspective. And
all new ideas will pop up, you know,
just as a result of me building a model
of something
spore. The original concept was based on
a couple of things. Uh I did a box
design, original box design. It was
actually I called it sim everything. Uh
but there were two things that really
fascinated me especially. Number one was
old uh film Charles Mames powers of 10.
We begin with a scene 1 meter wide. Now
every 10 seconds we will look from 10
times farther away and our field of view
will be 10 times wider.
It was the same thing starting with
atomic scale. everyone a powers of 10
bigger and bigger and bigger. I love
that idea of scale across the galaxy
across the universe and within that
dimension of scale that the most
interesting thing at every single scale
that we know of is life you know
everything else is fairly deterministic
fairly you know uh predictable dry but
life is the one unpredictable aspect in
every single skill you know starting at
the cellular level. The other big uh
inspiration was basically astrobiology.
The idea of you know how prevalent is
life out in the galaxy and what forms
might it take. And so it was those two
ideas that came together and I you know
was really thinking about can I tell a
story about the journey of life from the
cellular level up to you know galactic
expansion and make that kind of
game-like like a toy.
As a designer, I I I tend to of go with
my gut feel in terms of that's going to
be something cool and I can't always you
know express exactly on what dimensions
it's going to be cool but I hope that my
instincts will bring me to a place where
a wide range of people will enjoy it and
I wasn't always that way. It took me a
while to kind of to realize that when I
was first uh working on Sim City by
myself I showed it to a few people and
they thought it was kind of cool. I
showed it to my eventual partner Jeff
Braun and he was like, "Oh yes, we have
to do this. Let's start a company." We
started Maxis and did Sim City. But in
my mind, even at that point, I was
thinking, "Okay, this is a game that
maybe a few strategy gamers or
architects maybe might enjoy." It didn't
occur to me that a wide range of people
would enjoy that. To Jeff, it did. Jeff
kind of understood that, I think, more
than I did. After that, I started
learning to trust my instincts that if
if I really find this cool for some
reason, I'm gravitating toward that.
Just trust that we can find a way to
bring other people and they'll enjoy it
as well. Uh it's very hard as a designer
for me to design for somebody else. You
know, this is how that person thinks.
This is what they want. This is what
they believe. Uh it's easy to do for
myself and then figure out why am I
enjoying this? Why am I motivated? And
you know what about other people's
thought process will let them see this
and enjoy it and experience it the same
way I
Once I have an idea for a game, I start
making prototypes as soon as I can. The
early prototyping is probably the most
important stage. We're trying to imagine
different types of rules that might be
applied to the system that we're basing
the game on. You're basically trying
everything you can think of for how to
turn this concept into a game. Whatever
it takes for you to cheaply get a sense
of that's fun, that's not fun.
Well, a prototype is usually
interactive. Not always, but usually.
Uh, and we're taking like some little
bit or part of the game that we have a
question about. Should we go this way or
that way? And it might be an interaction
question. Is it better to have the
controls work like this or like that? It
might be a visualization or a graphics
question. Should we do this point of
view, that point of view? Should it be
this style, that style? Uh, but it's
something that we feel like we can't
answer unless we actually touch and play
with and interact with a little bit and
even it's just turning the the world
around and looking at different, you
know, camera angles. And that's when we
decide, okay, we're going to build a
prototype and we're going to build the
simplest possible thing we can that will
help us answer that question. As I'm
playing with this one little piece in
hand and imagining the rest of the
experience, can I answer that question?
Oh yeah, this would be much better top
down. This would be much better 3D. This
would be much better with that kind of
player control. Uh, but it, you know, it
really needs to be answering a question
as cheaply as possible. And you don't
want to go spend weeks and weeks
building this. you want to build the
cheapest, simplest little thing that you
can build that you can sit back and say,
"Okay, I'm pretty confident now that we
go this way." As we get further in down
the path, it's, you know, can somebody
learn how to use this interface? And we
can find out what the failure states
are, how we need to change it to make it
work better. And even further down the
road, it's how engaging is this to
players? And that's a much much more
open-ended question and a much broader
range of answers that for certain
people, this is very motivating. Most
people, it isn't. or it's somewhat
motivating for a lot of people but if we
did this it would be much more
motivating or you know the social
component is working well here but not
the individual. So those are much more
uh I'd say subjective in terms of
interpreting the results. the very
initial ones are very clear usually in
terms of okay we go with A instead of B
and uh I think you know we think of it
in those terms
prototyping can take different forms I
mean sometimes it's cutting up little
pieces of paper and these are now game
units and you have you know basically
rules and you can move your thing two
spaces every turn and you might have a
very simple you know turnbased
two-player game that you're moving
little pieces of paper round. Other
times it might be uh a more constructive
experience where you're actually drawing
something on a piece of paper and you
have rules about how much you can draw
and you add up how many things you've
drawn and what the cost is and you're
actually doing like your own little kind
of economic bookkeeping alongside of it.
Uh you know what we call paper pro paper
prototyping isn't so much it has to be
paper. It really more means that it's
off the computer. You know you're not
really programming but you're doing it
with tangible little objects. One of the
things I tried strong a long time ago
was when uh I was first coming up with
the game and starting to pitch it
around. I would actually make two or
three different box designs
myself. You know, I just put, you know,
printing the stuff out, glue it to the
side of a box, put them up there, and
show them to people. Which one of these
games would you like? It's all the same
game in my mind, but you know, these are
three different ways of kind of uh
informing, you know, what the game is
about and presenting it. Uh and in some
sense, that's a marketing prototype. uh
and I would see that oh people really
get box B but A and C they don't like it
all that would just tell me a little bit
about how somebody initially thinks
about this whole idea and which
direction I should go in terms of
communicating it so that's kind of in
some sense a communications prototype uh
you know later on as you start kind of
playing with how I present this to the
player or what's the interface you know
those are things that are fairly simple
and again sometimes these are things you
can just pull off the shelf and say you
know this game uses control scheme A
that one uses control scheme B and
they're both driving tanks which one
feels better as I'm imagining the rest
of my game, which might be completely
different than these off-the-shelf
games, but at least in terms of the
controls, I can sit there and imagine my
game with these controls. So, these
prototypes can take any form. It's
anytime you have a question answer and
you feel like if you could build
something, whether it's, you know, a
fake box or a control scheme prototype
or even two games off the shelf that
you're playing one little part of, uh,
will that help you figure out which
branch down that design tree that you
want to take?
I found that when I make games a lot of
times I it actually helps me to build
real tangible things uh from the game
before I actually build the game. When I
was actually working on the Sims at some
point I decided I wanted to have a
little neighborhood for the original
Sims and you would pick a house and
build a house and you eventually build
little houses in the neighborhood. I
actually first built a real model of a
little, you know, few houses and little
landscape. And this is the model I
actually built for the Sims. And this is
actually the original Sims, what it
looked like. So, it was actually a
fairly close representation for Sim Ant.
I built a giant ant. And for everything
I've made, I've tried to bring it to the
tangible, and it helps me think about it
in certain ways when I'm actually
touching it. And I wonder like in the
game, how can I make it feel tangible?
How can I make the player feel like
they're actually touching something real
here?
As we start building prototypes, we
might find, you know, kind of sweet
spots, really fun things. That's a
really cool dynamic, or I like that
tool, or it's really enjoyable making
this thing. Um, then we start figuring
out how can we, you know, take those
really good spots and spread it out
through the rest of design and make it
part of the spine. on a game like Spore,
you know, we started building some of
the editors very early on and it was so
fun building things in the creature
editor, we decided, hey, let's see if we
can do a building editor. Oh, that's
cool. Let's see if we can do a vehicle
editor. And so, we decided that the
editors would be, you know, consistent
across all the levels. They would
operate pretty much the same. Uh but
each one was its own special thing but
yet it was kind of a core activity that
kind of gave connection across the
different levels because sport really
you know otherwise was like five
different games that happened to be
connected. Uh but the editors you know
gave kind of thematic consistency across
there and player familiarity when I got
to the next level I already knew how to
use the editor. Uh so I think we look
for things like that or you know even
like the tools in Sim City you know when
you're laying down this you know that
tool operates pretty much the same like
you know roads operate almost the same
as the water pipes. You look for things
that you can kind of leverage across the
design so once the player learns one
thing they've learned five things uh but
also gives you know kind of a consistent
feel to the whole experience.
Well, as a designer, I'm going to look
at these prototypes, interact with them,
you know, and come up with some decision
about where we should go. I don't care
what they're built out of. Uh, so
typically, depending on the programmer I
was working with, we be they might be
very comfortable with their own little
codebase, and they could very rapidly
iterate that. So, from my point of view,
whatever was the least amount of
friction for the programmer creating
this uh because the end, I just want to
be able to interact with it for a few
hours and then make a decision. and
we're basically going to throw that code
away or the programmer might actually
take that codebase and evolve it into
the next prototype. There's so many
different programs. It could be, you
know, JavaScript, it could be Unity, it
could be, you know, hardcore C, I don't
care again, but uh that really depends a
lot on, you know, the programmer and
their familiarity, you know, again,
whatever is going to they can create the
fastest possible thing for you at the
least possible cost. So, I'm totally
agnostic in terms of what platform or
codebase it's built in. As a student,
you want to learn prototyping. You know,
again, I would say find some system that
you can program to some degree or script
uh whatever you're familiar with and
then imagine how you could actually
create some simple interactive
experience with that. Do that a few
times and now start imagining, okay, how
can I make that better? You know, what
questions do I need to answer? You know,
so basically this again is a navigation
instrument for you. It's a compass to
help you figure out I want to go this
way or that way. And just playing with
simple rule sets, uh, you can kind of
get a sense of how you navigate the kind
of a tree.
games uh in story I think have a very
interesting relationship with each other
and uh you know I see a lot of game
designers that really are aspiring to be
storytellers uh and I've always thought
that the coolest stories are always
coming from the players. I mean, it's
nice to have a backstory or here's the
world and all that, but really, you
know, you want every player to basically
encounter their own story, create their
own story by what they do in the game.
That's the really interesting story for
me. But as creatures, as organisms, we
are faced uh with this kind of
fundamental dilemma, which is that, you
know, we're here, the world's out there.
You know, basically, we have a limited
bubble of experience. Things that we,
you know, know about the world, will
experience directly about the world.
Basically we take this in through our
senses. We see the world. We perceive it
in certain ways. Uh it goes into our
imagination. You know we actually start
building little models of it. And you
know based upon how we interpret the
world around us, it influences our
behavior. You know how we act out there.
Now that limited bubble of experience uh
is not really enough to for us to build
very effective models of the world. And
it's that experience that we're building
these models of the world from. So over
time you know actually through evolution
I think we've discovered two other
methods. One is to have toy experiences
where we have symbolic experiences you
know and kind of abstract that back into
the real world. The other one is to
learn from other people's experiences.
If my friend the caveman comes back and
says a tiger almost ate me when I left
the cave. I didn't have that experience
but I know the next time I leave the
cave I'm going to look out for a tiger.
Uh I was able to learn from his
experience without having that
experience directly myself. Now over
time through our culture we've come to
call one of these things play these toy
experiences and the other one story. Uh
these are both though fundamentally
educational technologies. I think this
is why we enjoy consuming these things
um because they actually help us build
more elaborate more detailed world
models with a limited experience base.
Now story and play I think have a really
kind of interesting uh two sides of coin
relationship here. Some of the really
cool stories, the ones that really
capture your imagination, uh, you can
deconstruct into characters, you know,
worlds, locations, objects. I watch my
8-year-old playing, you know, with Star
Wars Legos, and he creates his own
stories with the Stormtroopers and this,
all the components from Star Wars, and
he kind of understands that universe,
but now becomes kind of a set of things
for him to play with. I think some of
the best games where players have a lot
of freedom, creativity, lead to really
cool stories. The games are actually
generating stories as the players play.
So in some sense I think you know really
good stories can generate play and
really good play can generate stories.
So I think the two are kind of
self-supporting but they are very very
different actually.
A lot of times you hear that you know
stories have such a deep emotional
connection uh whereas games are flat. Uh
I don't really think that's true. I
think the games really you know haven't
matured as much but I think what it is
is that they have very different
emotional pallets. The emotional pallet
of film is totally based upon empathy.
You know, you can look at characters
these actually simulations on the screen
which we call actors pretending to be
these characters and they're basically
pretending to have emotions and we're
empathizing with those emotions and so
when they feel sad we you know feel that
sadness. Uh when they're happy we feel
happy. Um games you know the emotional
pallet is based upon agency. the fact
that I did it, you know, that I'm
responsible, I have accountability, I'm
the one that pushed the joystick in that
direction. So, I think that the kind of
emotions that we can actually get out of
games are very different. Uh things like
guilt, pride, accomplishment,
um teamwork are things I've felt in
gaming I've never felt in linear media
because they were things that I was
actively involved with. You know, I
remember when I played black and white
the first time and you have this
creature you're doing, you know,
basically raising and you can discipline
it or reward it and I just started
slapping it to see what would happen and
it got really downtrodden and sad and
all that. I actually felt so bad even
though I knew it was a digital
character. Uh, but I felt so bad and I
felt guilty for having done that. Uh,
there was a much earlier game called
Choplifter where you flew this little
helicopter around. You were rescuing
these little tiny people which were
really like 10 pixels high and I'd pick
them up in the helicopter and bringing
them out. They'd get out after I rescued
them. They jump out the helicopter and
wave at me. And I felt so proud and it
was 10 white pixels I'd rescued, you
know, but it was just funny that it was
able to kind of tweak that circuit in my
head, you know, a feeling accomplishment
and pride. Uh, and again, this is
something I've never really felt, you
know, watching a movie. I felt
indirectly you know that some a
character in the movie felt proud or
accomplished or guilty but I didn't
directly feel you know I was responsible
for it. So I think that is the primary
distinguishing factor between the
emotional pallet and both.
As we were getting closer to finishing
the very first version of the Sims, we
were, of course, bringing people in,
watching them play it, just observing.
And uh, as designers, you know, we were
sitting back and watching them play the
game. And as they were playing the game,
they were telling each other the story
of what was happening. And it was
hilarious. I really enjoyed hearing the
stories, you know, and it was, you know,
based upon what was actually happening
in the game, but they would elaborate,
they would add details, and they gave it
almost, you know, themes. And it was
just fascinating to me how readily
people would build a story around this.
I think it's a fundamental way for us to
convey things to another person uh is
through story. And so we decided that
you know we should at the very last
minute we decided we wanted to put a
feature in so players could basically
capture screenshots, write text and
basically build a little comic book,
little illustrated comic book and then
upload it with one click. They didn't
have to know anything about the web. It
was just built into the game. You know
capture a story, write it uh under the
pictures, press a button, it goes on the
web. And so we had, you know, a section
of our website with player stories and
became uh immensely popular and
initially it was, you know, kind of
predictable silly stories about
superheroes or whatever. Um, but very
rapidly we started seeing these very uh
heartfelt deep real stories. You know,
there was one of the early ones was a
woman who got out of an abusive
relationship and she was trying to tell
that story to inspire other women in the
same position. Uh other ones were, you
know, how this guy had a horrible senior
year in high school. Some of these were
just like almost uh rants. One was a
rant about how they hated this one
particular Starbucks in New York City
because the homeless people would go in
there and drink the cream or I mean just
weird things like that. It was amazing
that these are people that probably
never would have written these things
down at all. You know, they didn't
really have a creative outlet. But once
they started playing the game and they
started actually kind of recreating
these things and they found how easy it
was to share. And also these people
would post these stories and other
people would comment on them, you know,
and rate them. And for all these people
who have never once been told they were
creative or done anything interesting to
just have five people, you know, random
people say that was really cool made
them tremendously motivated. They would
go back and do much more elaborate
stories after that. You know, it took
very little uh positive reinforcement um
or recognition for these people then to
dive in, you know, and obviously these
people, you know, had things they wanted
to express. So basically this game for
them turned into a creative tool, a tool
of self-expression and uh so we later
kind of developed that you know in the
Sims where you're capturing movies and
much more elaborate things and of course
alongside of games there's been this
really interesting field of machinima
where people are actually using game
engines to tell stories you know very
very cheaply and so that's something for
the same reason has been growing up
alongside of games and has turned into
its own kind of whole medium.
More than anything else, I found the
psychology to be the really tricky
challenging part of game design. The
technology is advancing every year. What
we can do on modern computers makes me
as a designer feel almost unlimited. You
know, you can do amazing things on these
electronics. Player psychology though,
human brains are not advancing. They're
kind of same they've been 100 years ago.
We have to learn how it works. What are
the inner workings of that computer and
how can we exploit it and use it, you
know, to our advantage.
There's actually a great book, I think
it's out of print now. It's called maps
of the mind. Each page was kind of a
visual representation of one
psychological theory. It might be
Maslo's pyramid or Freud and the id.
Each one of them was a different way, a
different perspective on the human mind
and human psychology and the way it
worked.
Each one is kind of a tool, you know,
and it has its particular purpose and
works well in certain situations and not
well in others. And none of them are
really, you know, the right approach
that I'm going to, you know, religiously
adhere to, but each one contains
something valuable that might be of use
to me in the future. You know, Maslo's
pyramid turned out to be very useful for
the Sims, for instance.
More
tweet tweet tweet. You la
planet planet.
Aha. Very base core of the Sims had to
do with feeding the uh the motives of
the Sims. Hunger, entertainment, sleep,
all those things. Uh we started building
very very simple little prototypes that
was just a set of sliders and buttons
like you know press a button for food,
sleep, you know, entertainment and
basically trying to balance these little
sliders.
At some point, you know, we decided,
okay, one of the major goals in the Sims
would be to have them actually go to
work and earn money so you can go out
and buy more junk for your house. Uh
now, you know, we basically had a reason
to get all these sliders up to some
state that, you know, they go to work in
a good state. The better their state is,
the more money they earn. So, we're
connecting kind of these base motives to
the larger aspirations, which is exactly
what Maslo's pyramid was all about.
The game designer is really kind of
playing with the player psychology, you
know, by giving them certain freedoms,
certain limitations, certain goal
states. you know, you're trying to get
them into a certain motivation within
this little world that you've crafted
and uh make them want to do things or
want to avoid things happening. You
know, you basically kind of want to set
up this structure in their head that
they're motivated to do this and avoid
that. But you want to have an
environment where they start feeling
strong motivations for their actions.
And then now it's up to them to kind of
start testing their model against your
model. and they start building that
mental model against your game. I think
it was PT Barnum that said something
like uh no entrepreneur ever went broke
uh overestimating the intelligence of
the American public.
So kind of my version of that is no game
designer ever went wrong by
overestimating the narcissism of their
players, you know. And so the more it is
about the player, the more the player
celebrated, the more the player is the
center of that universe, um generally
the more they like it.
At the very beginning, you know, one of
the
chief fundamental components of game
design, one of the skills that you
really want to master as a game designer
is the ability to build a mental model
in your player's head. And this is
really kind of an art form. Uh this is
something I've learned from magic
actually for magicians is that when a
magician is performing a trick. What
they're actually doing is they're
getting the viewers, the audience to
craft a mental model of what's going on,
but they're getting them to craft
exactly the wrong mental model. You
know, such that, you know, you think
this is in my hand, you think this is in
my hand, I pull the handkerchief back.
It's not. I've actually through a lot of
different techniques as a magician got
you to build an incorrect mental model.
And then when I do the reveal, you see
that, hey, my middle model was wrong. In
fact, what the magician was doing was
some other manipulation over here. And
as a game designer, we take that kind of
approach in some ways. You know, we were
actually having our players interact
with little pieces of computer memory
and code and interface buttons, but in
their head, they're building a entirely
different model. There's a world that
they're in with verbs and nouns and
affordances and agency and actions and
possibilities and goal states. that's
what we're actually building in our
player's head. And so, in some sense,
the game designer is a much more
elaborate magician uh doing this.
We're modeling things all the time. You
know, you're modeling other people all
the time. I'm imagining what my friend
is thinking about me. I'm imagining what
they know about me. And I try to be
consistent with that. So I'm not only
building a model of my friend, but I'm
building a model of their model of me.
You know, it's recursive. You know, I
can kind of remember what they have seen
me do, how they see me behave, and I
have a very rough sense of what their
model of me is. And I try to be
consistent with that. So this modeling
is pretty deep and recursive in that
sense. Uh you can put any kid in front
of a video game and right off the bat
they start mashing buttons looking at
what's happening they observe and it's
very much the scientific process you
know where they're doing hypothesis
experiment look at the result go back
refine the hypothesis experiment look at
the result and it's that iterative
scientific process that you know and
that is basically model building of a
different sort now you know in building
models we take in a lot of data a lot of
examples and from that we start looking
for patterns in that data and things
that you know are different, things that
are the same and after that we start
building abstractions out of that. These
we call schema and basically these are
patterns that we see in the world. Any
you know kid can tell you the difference
between a dog and a cat and that's a
schema that we have internally and it's
really a very fine set of features to
distinguish the difference between a dog
and a cat. But it's a schema that we
have and so we can look at any new dog
or cat say right off the bat is a dog or
cat against our schema. Now from that we
start building more elaborate things
called models. you know the schema these
patterns now become the components of
the models that we're building and that
now influences our behavior you know we
behave against these models you know
basically running scenarios that you
know should I do this or that should I
get this job or that job should I say A
or B and so all of our behavior really
is based against us playing these models
in our head about what we should do now
schema are really interesting in that we
have schema for so many different things
for instance in a restaurant we have
this rough idea of things that happen
when we go into a
Now, not all these things always happen,
but in general, that's a pretty good
schema for what to expect when I walk
into a restaurant. Some of the schema
that we are dealing with.
Classification, who are the good guys
and the bad guys? Causality. If you find
a pot of gold, you'll be rich. Empathy.
If you see a hungry dog, you feel bad
for it. Agency, if you have control, you
can command your fate. We have schema
for all of these different things. And
you're controlling the player schema in
some sense as a designer by what you
present them with, how it operates, how
it behaves. When I see five turtles
commit me in a row and all attack me, I
start saying, "Okay, turtles are a bad
thing in this game." You know, that's
the schema I'm building as I play the
game, part of the model building. And
games in some sense are generating these
worlds from the models. So a game is
really almost the reverse of science.
Science is really taking all this data
from the world, compressing it down into
a very concise, small rule set, laws of
physics. games take a very concise
codebase and try to expand it into a
wide range of possibilities that the
player is going to encounter in your
game and then the player is trying to
reverse engineer that process and now
build a concise representation of that.
So it's really kind of interesting the
way these models are coming and going
against the data and the operation of
the world. But again, these mental
models are key I think for a game
designer to realize that's what they're
building.
The middle model that we're trying to
create in the player is something that
uh may or may not have a purpose really
for you. You know, I might be building a
mental model for some player of Sim City
about how cities work. But I know as a
designer of Sim City that that model is
not going to be correct. You know, there
are things about Sim City that do not
match the real world.
uh you know a lot of times games and
filmmakers as well will actually uh
build a model that they know is
incorrect because that's what the
players expect. You know we uh since
2000 I know that if the nuclear power
plant caught on fire there'd be a giant
nuclear explosion which doesn't happen.
It doesn't happen that way. Uh there's
fallout but no nuclear explosion but all
the players expected that you know and
when it didn't happen there was like why
didn't it blow up you know so we made it
behave that way you know in movies you
know you see people shooting guns all
the time and never hitting each other or
cars always blow up and they crash you
know all these things that you know
you're building you know the wrong model
in the player's head compared to reality
but as an enjoyable experience you know
they kind of expected why didn't the car
blow up you know so I'd say that what is
correct is really the open question here
you know are you trying to build you
know if I'm trying to build a training
simulator
for an airline pilot, then yes, I want
that simulator to actually train them to
build a model of the way that plane
really behaves, you know, and that's my
target. Uh, as an entertainment designer
and if I'm designing a city simulator
and you know, most of these players are
not going to be designing a city like
this. In fact, real cities are not
designed with one person as the overlord
like that. You know, it's much more
political. So, I'm not that concerned
that we take liberties, you know, like
that.
As an interactive experience, we want
this whole thing to be centered on the
player and, you know, understanding that
every player is different is kind of key
to that. We want every player to be able
to take their own path, have some
freedom, agency within our games. Uh, so
we need to start thinking about, you
know, how the players see themselves,
you know, their identity. Now,
everybody, you know, kind of wraps a lot
of things around who they are. when you
present yourself to other people
depending on the context there's a place
where you live your neighbors you know
I'm from Ohio whatever it is your job
your profession your skill set hobbies
things that you do or brands products
that you you know maybe have some
allegiance to all these things
components of your identity and you know
when you're interacting with other
people you know these are ways in which
you kind of mark yourself you know you
kind of surround yourself with these
things saying you know this is part of
what defines who I am Now we actually
have you know a lot of very personal
aspects to our identity but also we have
communities that we live in you know
sometimes real geographic communities
other times online communities some of
these are based upon location some are
based upon interest profession uh and
then there's the world around us you
know that we all kind of share you know
what's going on in the wider world it's
almost like this target with successive
rings going outward the innermost ring
being the most personal the thing that
most defines me as most unique going to
the very general. We all live in the
same world. Now, we find that uh as
players get into games, you know, they
kind of all come in like in the same
way. They're all kind of casual players.
I'm going to check this out, see what
it's like. Some people really get into
it, you know. Uh other people might play
it for a little while, put it aside.
This game isn't for me. But the players
that kind of keep going down that path
into your game, uh have a trajectory and
depending on what kind of game it is,
you know, they can take different paths
into that. uh what a lot of times
becomes a community. For the Sims, we
actually had a lot of casual players
started to turn into what we called
collectors. They would go on the web and
they found a lot of other people had
made objects or characters that they
could download into their game. And so
they would start collecting specific
things. You know, some people would
actually kind of specialize their
collections. I want to do Wild West
stuff or Star Wars things or whatever it
is. Other people were actually the ones
starting to kind of build these
collections on their websites. And at
first they would make a few objects,
make a website, but then other people
would start contributing to their
website. Some of these websites grew
very large and even became subscription.
People were paying money just to
download content from that other players
had created and the core creators that
were doing the really cool stuff were
the ones kind of feeding these websites.
So there was kind of an ecology that was
happening here over time as the player
got more and more involved, you know,
and they became more and more part of
their identity. The ones that were
actually creating this stuff for the
sums, this was their hobby. They spent
many hours doing this stuff and you know
it's kind of how they saw themselves as
a creator of stuff for this game. In a
lot of ways it's kind of like an
ecological pyramid and the numbers kind
of decrease as you go up. But there's
also a base to that pyramid that's
supporting the upper people. The
creators the very skilled people who are
making cool things are supported by this
very wide base of casual players.
There's flow within this ecology of
recognition. the casual players are
saying, "Oh, that person's stuff is the
best, or this is the coolest website."
And that's what was fueling the people
building these things. They just liked
having that recognition.
That whole thing has given rise to
fairly large online communities around
games. And these communities, a lot of
times, the people involved these
communities don't even play the game
anymore. That's actually kind of
interesting to me is that the people
that were doing the Sims for instance,
some of them were running big websites,
creating all this stuff and they hadn't
played the game in, you know, months or
years, you know, but still these are
people they knew, they had
relationships, they had a place in this
community, they had a recognition, they
had uh reputation and for a lot of
people this, you know, these games
become kind of a hook into a social
network of sorts or different types of
social networks. And there are other
games that are more competitive where
they're actually playing, you know,
professional sports like in these games
and their whole leagues and things like
that. So these games for a lot of people
became a doorway into these communities
which now becomes a very integral part
of their identity, which is kind of a
different thing than having the game
just be focused on what the player's
doing in the game. But now the game is
kind of part of how they think about
themselves and how they present
themselves to the world.
I've heard a lot of stories from players
about how they've taken their game
experiences and how it's, you know,
changed their life. Uh for some people,
they became storytellers. You know, they
started making a few stories either
machinima or whatever, uploaded it and a
lot of people liked it and love their
style or the stories they told and so it
kind of really pushed them into creative
writing or filmm. Other people I've
talked to a lot of people actually who
played some city went into civil
engineering you know just because they
enjoyed dealing with that kind of
system. Other people that have gone into
biology because of you know semant
things like that. So sometimes it's
motivational and in fact in education I
think the fundamental issue we have in
education isn't so much how we teach
kids but it's how we motivate kids. If
you can get a kid motivated in a subject
they have plenty of resources you know
to go learn it on their own. Uh, in
fact, you know, I have three boys at
home and they're learning more on
YouTube right now than they are in
school by far. And they're following
their own interests. You know, once they
get motivated, you know, my 8-year-old
wants to learn about Minecraft and he
finds these Minecraft videos and he can
learn at his own pace exactly what he
wants to learn. So, once you can get
them motivated about something, uh, just
get out of the way, basically. Uh, I
think that's the key.
One thing that game designers really
should know is that, you know, it's
about the player. You know, it's a
player centered experience and the
player is the one driving that
experience. You know, it's the
difference between being on a roller
coaster and being in a car behind the
steering wheel. Uh, now that player,
because they're holding the steering
wheel, they're responsible for where
they go. they have choice, they have uh
decisions to make and because of that
they take ownership and that totally
changes their relationship to whatever
it is. You know, the fact that they were
the ones that decided to steer left or
right and because it went off the cliff,
it was their fault or because they, you
know, won the lottery, they did it
because they picked those numbers. So, I
think that uh that's the first and
foremost thing is that when somebody
feels like they're in control of a
process, um they own it and it now has a
fundamentally more personal connection
to them than something that's one
sizefits-all. Here's the ride. Get on
it. Hope you enjoy it.
Flow is kind of a state that the player
can get into. And I think of it as
basically something that's right at the
limit of your abilities. Uh it's pushing
you mentally, you know, but it's not too
easy, not too hard. If it's too hard, it
seems random. It seems arbitrary. It's
frustrating. Uh if it's too easy, it's
predictable. It's boring. Flow is
putting you right on that edge of your
abilities and really testing them. I
used to actually race cars and there was
kind of a rule of thumb in racing that
if you didn't crash 10% of the time, you
weren't trying hard enough. You need to
design the game such that failure is
interesting and understandable. so that
you go back and say, "Aha, now I need to
avoid the turtles or whatever it is in
the game. And then you kind of build and
grow that model, but also you're
building your ability to problem solve
and strategize. Every player is going to
be different. Different abilities,
different skill sets. Uh, in a lot of
ways, you want to make the game such
that the player is the one adjusting the
difficulty. You know, they can choose to
go a little bit further, try for this
harder thing or stick with the easy
stuff until they're more comfortable.
So, in some sense, a lot of it can be
kind of player paced. Uh, there are more
advanced systems that are called DDA or
dynamic difficulty adjustment where the
computer behind the scenes is kind of
watching what the player's doing, and if
they're failing too much, the computer
can actually lower the difficulty level
or increase it, you know, if they're not
being challenged enough. But in a lot of
games, you know, by giving the player
enough freedom, but also enticing them
to try for the hard things. You know, if
you try for this harder thing, you might
get this bigger reward. So, at that
point, the player can kind of choose
their own level and put themsel in the
flow state.
There is a whole topic known as
failure-based learning you know and you
know we have this you know failure is a
loaded term and that we think of no
failure is bad I don't want to fail uh
there was a great story I heard it was a
art teacher in an art class it was
actually a pottery class and at the
beginning of his class the beginning of
the year he did divided the class into
two halves
And the first half he said, "Okay, your
final grade is going to be based upon
one pot that you make. I want you to
make the best pot you can possibly make,
and your grade is going to be based upon
that." The other half of the class, he
said, "Okay, your grade is going to be
based on how many pots you make. I don't
care how bad they are, just the more you
make, the better your grade." At the end
of the year, of course, it turns out
that the half of the class that was
building the most pots were also
building the best ones by far. They had
built so many bad pots and had iterated
so many times. They learned very rapidly
and by the end of the class they were
building these amazing pots. Whereas the
other half that was spending all their
time thinking about the one pot that
they were going to build you know never
got anywhere. So it was the failure that
accelerated their learning on the other
half. You know when players play games
again they are failing most of the time.
And again, if you can make that
understandable, humorous, enjoyable in
some way,
then that can be an enjoyable process,
especially when you get past that first
failure to the next level.
pass it on.
So, as a designer, we're constructing
this middle model in the player, and
it's important that we ramp that model
up smoothly and gradually for the
player. You don't want to pile all this
complexity on them right at the
beginning of the game. It's
overwhelming. to actually present them a
simpler model. They can start building
from that simple model layers and layers
of complexity onto it in their head as
they encounter more and more things in
the game either through you know more
elaborate uh world items, monsters,
opponents, abilities, tools, whatever.
So the designer in some sense is
responsible for ramping that model in
the player's head. Now, when you're
playing an interactive experience,
you're actually going through this set
of kind of nested loops of success and
failure. When you first start playing
Mario, you start mashing the buttons and
you find out that that button makes him
jump. This control makes him move, you
know, side to side. Uh, about 10 seconds
for you to kind of figure that out. So,
there's a kind of 10 seconds I don't
know how to control Mario. Then, I
succeed and finally know how to control
him, which brings me kind of the next
level of interaction, which is maybe a
more a minute. I start encountering
objects in the world. Is that good? Is
that bad? I learned from that. And then
you go from kind of the very tactical,
very granular to longer and longer loops
of success and failure. Now, at every
level, you're probably going to
encounter failure. And the failure
actually is something that uh most
people are spending most of their time
in a game failing really uh at different
ways in different loops here. And it's
not that you don't want the player to
encounter failure, but you want them to
understand the failure and build a model
around that failure so that next time
they will succeed. That's part of the
motivation is now I understand that
that's good and that's bad. Next time I
will not get stuck by that. Let me uh
show you an example of that on the
whiteboard here
in a game like the Sims. You know,
basically you have little characters
that you're controlling here and uh
initially you need to understand first
of all just how to make them move and
walk around and interact with things,
you know. So in some sense that's kind
of like the very first game loop we're
dealing with here. Um on one side of
that you know is failure
and you know this is me not being able
to control my character and once I learn
how to make them walk around interact
with things you know then I've succeeded
and uh this is you know it's called
interaction loop you know after that you
know I start dealing with they have
these little needs they get hungry they
get tired they want social they want
entertainment and those things fail so
right off the bat you know they're
sitting there and they're crashing on
energy, they're bored, they're basically
unhappy. And so the next level loop I
really have to kind of do is figure out
how to bring their happiness up. So
that's kind of like the happy loop. And
that's a little bit longer time scale.
You know, that takes several minutes
within the Sims. And again, you know,
there's kind of a success side to that
and a failure side to that loop. Now,
there also things, you know, within
these loops and we kind of keep going.
You know, the next one might be
economic. at some point they want to
start improving their house, getting a
job, getting skills, you know, so let's
call that jobs, you know, and that's an
even longer loop here. Uh, but a lot of
games like the Sims or creative games,
you know, also involve uh basically
orthogonal creativity, you know, so in
addition to playing the game, in
addition to kind of dealing with all
these game loops, um, I'm doing just
weird stuff like telling a story with
this or trying to replicate my family or
just exploring, seeing, I wonder if my
Sim can do that. And so there are
probably, you know, other loops that are
uh in a different dimension really than
this, kind of more like there that don't
have a lot to do with me succeeding on
the overall game success curve, but have
more to do with the player exploring
their own creativity, their own
expressiveness. And some players, you
know, get totally invested in this uh
and eventually start ignoring that, you
know, but most games have some version
of these different loops, you know, and
it might be uh learn to shoot, then
learn to unlock the door, then learn to
defeat the evil boss at the end. You
know, this is pretty much, you know, the
same graph of the player building up
this mental model. So the players, you
know, model, the player is up here
controlling this game and, you know, in
their head, you know, they're basically
building this mental model, you know,
kind of one layer at a time
of your game. And those layers of that
model are very much aligned to these
interaction layers.
as players are going through these loops
and slowly building this model, you
know, uh, you know, again, really it's
that most of what they're going to
experience is failure again and again
and again, which doesn't sound very fun,
but it's the game designer's job to
present that in a way that it's
entertaining and informative and that
it's not frustrating. Uh, I don't want
to be failing on, you know, exactly the
same thing over and over and over,
especially when I know why I'm failing.
uh some games, you know, some platform
games, you have to time it exactly right
and it's really hard and those kind of
get very frustrating, you know, when you
know that you have to acquire the skill
and you can't quite acquire it. So,
you're not failing uh because you don't
know what you need to do. It's just that
it's so hard for you to kind of get into
that skill set, that sweet spot for some
people, it becomes frustrating. So, when
somebody fails in a game, you want it to
be understandable. You want to be
something that they can overcome once
they understand it. Uh also again humor
you know can be a great tool uh to
alleviate the frustration. You know when
somebody fails in a certain very basic
thing in the game. Uh sometimes you want
to actually have a variety of failure
states that become humorous. So at least
when they're failing again and again and
again um it's not exactly the same
repetition over and over. You know you
might just have different animations for
the same failure. Uh but again humor I
think can be a great tool here. But um
if presented right, you know, players
get very motivated when they understand
why they failed to then go back and do
it again.
The kind of games I tend to make uh tend
to be more system level games and you
know they frequently like you know Sim
City or the Sims involve you
constructing something that you know
gets more and more elaborate over time.
uh as you achieve success and your city
grows or your Sims, you know, get more
stuff in their house, uh you're adding
more complexity to their world, uh you
know, in the Sims, there's kind of this
promise that, oh, you buy this crap for
your Sims and it'll make them happy. Get
them a big screen TV here or better bed
there. But in some sense, as you acquire
more and more of these items, they
become time bombs. Each one of these
things has a failure state or some
maintenance requirement or whatever. So,
as you fill your house with all this
junk, what you're really doing is these
things are potential time syncs down the
road which add complexity to their world
and make it much more difficult to play
the game. Same in Sim City, you know,
first you're just, you know, zoning a
few little plots of land and building a
few roads and you see a few things pop
up and pretty soon they need power.
Okay, you give them power. Now they need
water. Now they want a school. Now they
want a hospital. Now, you know, and so
as they make progress in the game and
the system is growing, the complexity is
growing as well. And so it's a very
natural smooth ramp in complexity. It's
not like, okay, you finished level one,
now here's level two where we're adding
two more rules. It's, you know, very
smoothly based upon and in some sense
the player's asking for it. You know, as
the player, you know, gets their city to
that size, of course, they need a
hospital now. So it totally fits in. It
doesn't feel arbitrary either. It kind
of feels natural in that way.
It's not just how much difficulty is in
the path, but also how many paths are
there. You know, I think that the really
interesting games are ones that allow
different paths towards some kind of
success. And in particular, the kind of
games I do don't even make success that
explicit. You know, in the Sims, you can
decide you want them to have a good job
or want them to be happy. Same in Sim
City, you can want, you know, the
biggest city you can build or the
happiest residence or least crime. So in
some sense, the player is choosing the
goal state. Now, each one of these goal
states is going to have kind of a
different path of difficulty. And so for
me, it's more about there's a landscape
here of paths that the player can take.
And each one has different peaks, but
none of these have a cliff where you hit
the cliff and all a sudden, you know,
now it's really hard to get up. You
know, they all have kind of different
moderations of slope up those
achievement peaks. And that's something
that, you know, again, it's really hard.
It's an emergent property. So, it's very
hard to just say, "Okay, here's how we
code that." Uh, a lot of times players
will find exploits around it or it'll
turn out that, you know, again, pressing
the red button is not that obvious. So,
this is again something we actually will
capture metrics on. We will actually
have a lot of people as we start getting
more and more testers, we're capturing
metrics. How long is somebody spinning
in that stage or this stage? How many
people are failing on this point or that
point? And so, that's stuff that you all
want to make fairly parametric that you
can adjust fairly granularly in testing.
Rewards in the game can come in many
forms. Uh, you know, there's just the
advancement, how far did I get in the
game? Or there's special abilities that
you might gain that now allow you to
achieve things you could not achieve
before. Uh, I think sometimes rewards
are a little uh overly relied upon. You
know, when you have power-ups and stuff
in a game, it's just it gets, you know,
wrote, boring, a little too obvious. I
think a lot of the really interesting
player rewards are things that they
think they came up with themselves or
they discovered this thing in the game.
Uh and I think discovery is a huge part
of this is that if you leave areas of
the game uh that are maybe closed off to
the player, but at some point you just
open one of these little gates and let
them see that hey, there's a lot of
stuff hidden in here if you look a
little bit deeper or try a little bit
harder. And players love that. you see
things, you know, people playing Grand
Theft Auto or whatever, and they manage
to get on top of places they weren't
supposed to be able to or do things,
exploits. Uh then of course they they
make a movie of it and it becomes kind
of a machinimo of sorts. I remember back
in Sim City 2000, which was a very old
game, uh, we had, you know, of course,
landscape, terrain, rivers, you know,
uh, but we' actually programmed in that,
you know, once in a very very seldom
while, like if you were playing the game
for 100 hours, it might happen for, you
know, a few seconds in 100 hours. We
actually had this little monster appear
in the water, pop his head out. And
there was a kind of rumors amongst the
players that I think I saw a monster in
the water and no, no, no, I've never
seen that. Somebody once eventually got
a screenshot of it. It was like this
very hard to achieve reward just kind of
capturing a screenshot of this one
little thing and it didn't help them in
the game at all. But they were so
motivated to do this and capture it that
um it became actually a lot of players
were trying to discover and take a
picture of Loch Ness Monster.
Rewards are just a mechanism in a game
that you put in there, you know, maybe
to help guide a player in a certain
direction or achieve certain levels.
But the incentive in a game really is
coming from the process of the player
playing that game, whatever that is, you
know, and I think that's something
that's coming internally from the
player, not externally from the game
designer, but the process that they're
going through. And it might be a
creative process. It might be a
skill-based process. It might be a
social, you know, kind of challenging
process. That's something that the
player um kind of innately has a desire
to achieve. And that's a much much
broader thing. And it's a much deeper
thing, too. You know, I think that's why
people really will get really hooked on
a game is their own internal incentive.
You know, I want to get to level 30 in
Warcraft or this or that. They come up
with their own goals really for that. uh
rewards in a game are really like these
little mechanisms the you know game
designer puts in there to kind of
moderate the game play. So I'd say
they're very very different things and
the player incentive is really the much
more important one.
As a designer, you're putting a player
into this world of yours. And through
their interactions and freedom and
agency that you give them in your world,
you're actually kind of developing a
language with the player. The players
are basically learning this language and
playing the game. And it's the designer
that's creating the world that is
defined by that language.
There's kind of an interesting aspect to
games which is and this really this idea
was way before computer games of the
magic circle. And this is the idea
especially in social games that you
have, you know, kids come together and
they decide they're going to play
whatever hopscotch. And the players of
the game are basically now within this
thing we call the magic circle. they are
bound by the rules of that game. Other
people might be outside observing
watching the game and they're not in
that circle. In some sense, you're kind
of building a temporary community with
the players within that game and they're
all basically bound by the game rules
and living in that world together. Uh
this is in some sense one of the
fundamental parts of game language. You
know, are you playing or not? You know,
who's playing in that game right now?
as a language within games. You know, I
think that we do have the same types of
grammar that real language has. In the
world, things are basically kind of
nouns, verbs, and adjectives. Uh I might
go out the door and see this dog barking
at me. The dog, you know, is basically
the noun. It's the thing. The verb, you
know, might be bite. You know, I'm
afraid he's going to bite me. You know,
adjective is mad. He's a mad dog. He's,
you know, barking at me. based upon that
you know I will you know decide me run
fast away from the dog whatever but you
can come almost interpret everything in
the world according to these you know
parts of speech in a game players will
encounter the same thing you know what
is that what can it do what is my agency
allow me to do against it and so that's
the kind of language that the players
need to kind of learn in your game very
rapidly and feel very comfortable and
almost transparent in learning that when
you're designing you know what the
language of your game is the nouns verbs
adjectives uh of course it depends
entirely early on kind of the setting in
which you're placing a player into. Uh
you can kind of describe a setting or
show a player a screen and kind of tell
them, you know, what would you imagine
wanting to do here? You know, I think
that's a good starting point. As a
player, what are the things I think I
should be able to do? What things occur
to me, you know, right off the bat? And,
you know, you can actually just talk to
people and show them, you know, kind of
the setting and and see what they say.
See what, you know, the most common
answers are as they move through your
space, however that space is kind of
displayed. Um things will occur to them.
Oh, I wish I could do that. Can I move
this? Can I pick that up? Uh, can I put
something there? You know, and so for a
lot of people, it's just going to be,
you know, once they kind of immerse
themselves in this little world, they're
going to be a set of things that they
would like to try. And if you give them
a goal state, say, okay, you know, try
to do this, it's going to be much more
specific. Oh, okay. Well, in that case,
can I move? Can I open that door? Do I
need a key? That's where you're going to
start deciding, okay, how much freedom,
you know, or agency does the player have
in this world? Uh, what are the things
which are you going to manipulate? And
what kind of interface are we going to
basically give the player so they do
that very naturally and you know you
also need to present these things in the
world you know such that it's fairly
obvious that these are nouns they're you
can manipulate or part of the game world
you know part of the game actions and I
think that you're informing the player
about these things in a lot of different
ways sometimes it's just the art style
these things stand out a little bit
against the background and so they're
important a lot of times you'll have
like the background trees and landscape
is a little more muted whereas the
foreground ground things like maybe
tanks and jeeps are more uh saturated in
color. So it could just be artistic. It
could be the way you highlight these
things, you know, the way they animate,
you know. So in some sense, you're kind
of informing what are the important, you
know, nouns in a scene by the visuals.
And the verbs, you know, are going to be
very dependent upon the interface and
the point of view of the game, whether
it's first person, third person,
whatever. Um, for instance, you know, I
show somebody a terrain and say, okay,
you're going to build a city here, you
know, and ask them what's the very first
thing that would occur to you. People
might say, you know, I don't know, roads
or houses or whatever it is, but they'll
start telling you, you know, verbs that
they would, you know, expect to play
with in this playset. Uh, if it's a
first-person game, you know, and they're
trying to escape something, they're
going to be looking, you know, for
doors, keys, you know, a whole set of
things will occur to them and a whole
set of verbs will occur to them, you
know, and at some point you're going to
start developing this language, you
know, verbs, nouns, and adjectives.
Also part of the language uh metaphors
are very very useful uh as a tool for
designers so the player can come in and
have at least some grounding for what
kind of a system they're dealing with
you know and even if it's not direct uh
it can be an indirect metaphor command
and conquer which is one of the old
games I used to play a lot basically me
and my friend used to play with our
little model tanks and make up rules and
have these whole little battles with our
little toy tanks and it It was basically
Command and Conquer brought to life.
Game like Quake or Doom or one of these
first prison shooters. It's kind of like
kids running around playing Cowboys and
Indians. It's the same basic activity
and you know when you get in there, oh
yeah, this feels just like that.
The Sims I used to refer to as
dollhouse.
Really? That's the metaphor for the
Sims. When you see the Sims, okay, it's
a little house with little characters
and it pretty much is like kind of an
animated brought to life dollhouse. When
I was building Sim City, I really kind
of felt like in some sense it was a
digital train set. You know, people
these model train sets, these little
recreate little towns. And I had a
little train set, several train sets
when I was a kid. And I wanted Sim City
to kind of have that feel of crafting
this little world that came to life,
this little automa. But I designed it. I
built it. It had dynamics and it could,
you know, live or grow or die. Uh but
for me that that metaphor of the train
set was kind of like a guiding principle
you know for Sim City and even when it
came to how we visualize it and how we
the graphics look we try to kind of make
it look like a little train set. I
reference a lot these kind of childhood
experiences you know whether it's you
know cowboys and Indians or playing with
model trains. Uh these aren't things
that you know were invented during my
childhood. These are actually you know
activities that were probably around for
hundreds if not thousands of years.
people were building, you know, small
recreations of real spaces or playing
games where they ran around and, you
know, played tag or whatever. Uh, these
are kind of basic aspects of play. A lot
of these dynamics and activities and
thought processes that people are doing
in digital entertainment, digital games
are things that they've done before in
other formats, you know, before they had
computers and all that stuff. I'm
certainly not advocating that every idea
that you come up with, you know, has to
be have some precedent, you know, either
in your childhood or in history or
gaming in general. Uh in fact I'm sure
there are a lot of very cool unique
experiences that you know are totally
unique to this medium that we are have
yet to discover.
As you start to refine your prototypes,
you'll reach a stage where you need to
define an aesthetic. The visual
aesthetic is going to add a whole new
layer of meaning and depth to your game.
This is one of your primary ways of
communicating to the player. Finding
your own style is up to you as the
designer.
I would tend to
approach, you know, finding, discovering
an art style, I think, very much in the
same way that I would approach, you
know, game concept research. uh
basically go out and look, you know,
there are a million, you know,
references out there uh not just games
obviously, you know, back in historical
fine art or in whatever. You can just
imagine all these different areas to
grab visual inspiration from. You know,
we got a huge amount of material
inspiration from those comic book covers
from the ' 40s. And that was a really
rich body of work, you know, that had a
very cohesive style and feel to it.
uh you know sometimes it'll be something
that you find like that um that you kind
of reference and say we want to kind of
feel like that. Uh other times it might
be something kind of up and coming. It's
funny how even you know nowadays I see
kids playing these retro games or they
play Minecraft you know which is
incredibly you know basic visuals but
you know like Lego it has become a style
to them. you go and look at these Lego
movies which are great, you know, and
it's amazing that they make these
amazingly entertaining, very visually
rich movies, you know, out of a Lego
world, you know, rendered, of course,
animated, you know, much more
differently you can do with real Legos,
but yet uh as a style, it's um it's
delightful. So, I think that there are a
lot of things that may not obviously
right off the bat feel like, oh, that's
a good visual style, but uh if you think
about certain things a little more
deeply to the next level, you know, how
could that be a style? You know, what
would it look like? How would it
animate? Uh you might discover regions
that are very unique. I kind of like the
games that I work on to have almost a
toy- like feel to them. you know, like
bringing up a little bit more saturation
on the colors. Uh maybe things being a
little bit more abstracted,
feeling a little more again, you know,
kind of model train like uh to me that
kind of makes it feel more playful and
approachable. Uh one of the things I
really enjoy looking at is things like
tilt shift photography, you know, where
they're actually taking pictures of the
real world and now making it look like a
model by changing the depth of field
and, you know, saturation and a few
other things. It's funny how you can
take one of those photos, the original
photo, and it's of some downtown area,
do tilt shift version of it, and now it
looks like something that I want to
touch and grab and play with and
manipulate. Instantly, I have this
instinct to go in and start imagining
things that I would want to do with it.
In some sense, it's an invitation to
agency. You know, it's saying, "This is
a toy. This is a model. It's here for
you to manipulate, play with, go at it."
you know, so I think in a subtle way to
me by making it feel a little more
toy-like or modellike, um, you're kind
of getting the player into that mindset
that this is something for you to
interact with, not something for you to
just sit back and look at.
One of the things I did on Spore that I
really enjoyed, uh, and this is in the
fairly early stages, is I went back and
I was collecting, just downloading
hundreds of these images that were
appearing on the Pope comic books back
in the 50s and 40s, and these are like
science fiction stories or, you know,
whatever. And it was always like, you
know, some weird tentacled alien holding
a blonde who's passed out and spaceship
in the background. the things in those
images, not just the way they were
rendered, but even just the items. You
know, there was usually some kind of
alien, some kind of spacecraft, some
alien planet, some muscle clad
astronaut. But I loved looking at just
the style of those comic book covers,
you know, in fact, we printed them all
out, put them all over the office, and
it kind of became a guiding principle
for the entire game, and it gave it a
consistency, and almost, you know, I
don't even think it would be nostalgic
for any kid playing this. They probably
didn't even see those covers, but yet
there was almost a whimsy to it that it
brought into the game at a very subtle
level.
The visual style within my games, you
know, initially it was on these 8bit
computers and, you know, we were
counting how many pixels we had, how
many colors and it was really severely
limited. Over time, you know, those
limitations eased up more and more until
at some point we were getting high
powered graphics card with pixel shaders
and whatnot. Uh, in which case, you
know, we got to the point where we could
achieve pretty high levels of realism,
which I didn't really feel like I
needed. But on the other hand, we were
able to use these things in ways that
were kind of unexpected. Like for
instance, in Spora,
one of our programmers uh discovered
that um I think it was Kate Compton that
she could use the pixel shaders in the
graphics card to actually simulate
turbulence on a gas giant and she was
getting like these beautiful turbulence
patterns and it's just very simple
manipulations of the UV coordinates
within the graphics card. So I think
that those kind of opportunities, you
know, things that we never would have,
you know, if we had to just do that from
scratch, calculate it all out, uh we
never would have done it. uh but also
you know things more like getting the
player more involved and more creative.
So the fact that we could do procedural
animation in Spore was really a result
of the horsepower and the programming uh
and it reflected itself in the fact that
you know the graphics looked in the
style but the really important part was
the player created it you know and you
know at that point it doesn't even
really matter so much what style it is
if the player created it it's a whole
different ballgame and so I think I've
been uh on the art side you know kind of
more in the direction of what can we do
to have the player more responsible more
creative more uh involved olved in these
assets, you know, in a way that where
it's natural and fun.
Well, I've actually had uh the luck and
privilege to work with really great art
directors, you know, and generally for
me, it's more been a matter of their
vision bringing really good alternatives
to me, you know, so I usually have two
or three really good alternatives to
choose from. And I don't feel like I can
really take the responsibility for the
quality of how that ended up because I
really think it was my art director
that, you know, had a lot more to do
with it than I did. Uh, but in general,
you know, when confronted with
alternatives, you know, I would tend to
say, okay, which one of these feels more
playful to me? Which one of these feels
like something I would want to go in and
pick up and grab and manipulate? That's
the way I would just kind of view it as
a designer. When we started working on
the very early levels of the spore, the
very first level is microscopic, a
little creature swimming around in a
drop of water. My art director I worked
with for many years, Ocean Quigley,
Ocean and I both as kids had
microscopes. You know, I still have a
microscope and we started thinking,
okay, what would this look like under a
microscope, under a slide? And Ocean
would actually kind of prototype that.
And there's this thing when you have the
old microscopes that, you know, as you
move the focus lever just a little bit,
you know, things here were now going out
of focus and things deeper were going
into focus. You're actually manipulating
the Z plane where the focus was set. And
so you were actually able to move in
that third dimension, you know, through
a drop of water or whatever it was. And
uh we both thought about that. And the
notion went back and found a way to
render it such that he could take any of
the planes and focus or defocus it at,
you know, at his whim. And we could have
several of these in a row. So you could
have, you know, layers of this that were
out of focus, but only one layer that
was really in focus. That actually kind
of brought up the idea that, okay, maybe
as you're playing this cellular game
that you're actually getting larger and
larger, in which case you'd be moving
from one plane to the next. So as your
thing grew, we would now defocus the
layer that you were on and bring into
focus the layer that was above you,
which were much bigger things that you
just saw as fuzzy blobs before. Um, then
as soon as you grew to that size, they
became uh, you know, in focus and now
part of your game world, you know, so
you were only interacting with that
layer that was in focus. So that was
kind of a back and forth thing that
Ocean and I did for a few weeks, you
know, kind of coming up with and then
realizing that idea, but it became kind
of very fundamental to the way that part
of the game worked.
Finding a good art director is probably
going to be very similar to finding a
good sound director. Uh you want
somebody who listens first of all and
tries to understand you know your
vision. Um somebody who can uh come up
with ideas that you can't. you know,
maybe go off in creative areas that they
are aware of because of their specific
expertise, you know, whether it be sound
or art or whatever. Uh, bring them back
to you in a format, you know, to where
they offer you some choice. And, um, I
think that there's no, you know, one
sizefits-all. Sometimes, you know,
you'll want a very very particular style
as a designer and you don't really want
somebody giving you five other styles
when you know you want that style. In
which case, you might, you know, look
for somebody who specializes in that.
Uh, but other times, you know, you might
be a little more open to, you know,
should it be more like this or more like
that? Should it be more Twilight, more
realistic? Should it be darker? Should
it be more humorous? Uh, I think that if
you can speak in that kind of a
language, you know, to anybody on your
team, no matter what they're doing, you
know, that I really think we want to go
for humor and whimsy here or dark and
gothic here. Um, if they can now
interpret that and come back to you with
really good alternatives that feel right
to you, uh, I mean, that's how you know
you've got a good one. You know, if
you're telling them you want to go in
this style, but they keep pushing you to
Disney, uh, then, you know, they've kind
of got their own agenda. They've got
their own, you know, dogma. It also
depends on the size of your team. You
know, if it's a very small team, your
art director is also going to be one of
your artists, maybe your only artist.
Uh, if you're on a big team, the art
director is really going to be more
managing a team of artists. And so, your
art director will have the opportunity
to find the right artist to match that
style for you. Really, you want somebody
that's going to mesh with you in
particular. Uh, I think that somebody
who might be a great art director for me
might be a really bad choice for
somebody else. So, you know, first and
foremost, you have to have really kind
of enjoy collaborating with them. You
know, and I think that's true of, you
know, most of your team that these are
going to be people you're going to be
working alongside of for a long time.
You're going to be putting a lot of time
and passion and effort into this. And if
you don't actually really enjoy being
around these people and enjoy working
with them, uh it's going to be work, you
know, but if you really enjoy the
process of being with these people and
collaborating and creating something
with them, uh it's going to be something
that uh you do for free.
There are tools or mechanisms or
patterns of interaction that you can use
that you give the player this kind of
creativity, this kind of affordance, uh
this kind of agency underneath the hood.
you know, the game is actually doing
some causal connection between when the
player does that, this happens, or
here's the limitation. And it really
kind of comes down to an affordance or
an action that the player is allowed in
a game and how the game responds to that
action. And it kind of defines what the
challenge is.
If it's a locked door, what is the
puzzle or what are the items needed to
unlock that door?
If it's an exploration thing, what path
you have to take through this maze to
get to the exit? If it's a resource
allocation thing, it's what are the
basic resources? How are they being
consumed? How are they being earned?
Each one of these is kind of what we
call a game mechanic. They're like
little closed system uh of somehow
interaction, balance, uh economy that
you can connect together to make a
larger interactive experience.
mechanic is some kind of process going
on between the player and the game uh
that you might attach metrics to. You
might attach a leaderboard or scoring
system to that. Uh but once you have
that that process going on, you can now
use that process either to moderate the
player's progress. Uh you can use that
process to, you know, add difficulty. uh
you can use that process to make the
world more interesting, more mysterious,
more uh kind of tangible. You know,
there are a lot of ways to use these
kind of what I'd call like
microprocesses to build up that larger
process of here's what it feels like to
be in that world. Uh in some sense, I
think of this as the dynamics, you know,
as a player's doing things in the game,
how is that game responding to the
player? You know, what is the
conversation that the player's having
with the game system? And each one of
these mechanics is kind of one type of
uh phrase or interaction or you know uh
word the player can kind of express
within that system against the game and
the game will respond in certain ways
and the player is kind of learning to
kind of uh converse with the game system
through these mechanics.
When we talk about game mechanics, you
know, again, to me, these are parts,
okay? And, uh, you know, it could be a
part that's been used many, many times,
uh, or it could be, you know, a brand
new part that you've invented all on
your own. Um, and to me, you know, what
really matters is the whole that's built
out of these parts. uh you know so I
might have let's say you know a fuel
injection unit and an engine and a
differential and wheels and I start
putting these together to make some kind
of a car and maybe I decide I want a
flux converter you know and I'm going to
invent a flux converter and stick it in
there uh that's great you know uh but
what really matters is the entire car
you know how's that car going to drive
or not um you know with the existing
mechanics that we have right now uh
obviously we can build, you know, a huge
number of different kind of interactive
experiences. Uh, but every now and then,
you know, you might want that flux
converter. You might want some, you
know, brand new thing. I don't think
it's that, uh, you just kind of come up
with a cool mechanic and say, how do I
use it? I think it's more like, here's
an interactive experience that I want to
create now, what do I need to create it?
And if it turns out that, you know,
there's something brand new, you know,
there's basically something you need in
this that uh you cannot figure out an
existing mechanic that will provide
that, that's when you go off and make
your own. I am, you know, very uh happy
to go off and make my own mechanics if I
need to. Um I don't even really think
about it so much in terms of, you know,
this is a new mechanic or not. It's more
like this is the right mechanic, you
know, whether it was invented by me or
somebody else. You know, I just I think
there's always kind like the right part
to fill in that gap in your design.
If we talk about rules for a game, I
think that they're almost like two kinds
of rules. You know, they're the really
overt rules that you want to inform the
player about. You know, you need to
escape the dungeon or, you know, this is
a torch, you know, whatever it is. You
know, certain things you're very clear
with the player about right off the bat.
you're going to say, "Okay, to control
your character, use the WASDY keys or
this or that." Uh, so again, some things
you're very overt about. Other things
that they discovered, you know, a trend
that started 10-15 years ago was that
part of the gameplay, the early gameplay
is the tutorial and you encounter
objects, you know, as part of directed
gameplay early on. And the game itself
is kind of teaching you how to use a
sword in Zelda, how to do this, how to
do that, how to cast a spell. But then
there are a lot of other ones that you
want to hide from the player that are
under the hood that become mysterious.
In a lot of ways you want your game
world to be kind of a black box at some
level. Uh and this is actually kind of
gets to the idea of emergence that uh a
lot of times somebody will look at a
system when people look at the
simulation of Sim City they start
imagining you know this ungodly
collection of mathematics and things
calculating this incredibly complicated
city. In fact it's far far simpler than
that you know in fact we found a fairly
nice emergent system. So, it was a
fairly simple set of rules that kind of
emerge into the complexity of a city
simulation. Uh, if players, you know,
saw under the hood, in some sense, it
would kind of destroy a lot of the
illusion of complexity there, the
illusion of life. Uh, it's, you know,
very similar to the same reason why we
didn't have the Sims speak, you know, in
a known language because as soon as they
started repeating the same things over
and over, they would seem incredibly
simple and robotic. But when you
couldn't quite understand them, you tend
to read in a lot more. Uh there was this
thing that we started calling the
simulator effect uh after watching the
first, you know, kind of batch of
players playing Sim City a lot and then
some of our later games that they would
write letters to us. Oh, I love this
game. And they would describe stuff that
happened to them in the game and the
letters they were writing to us and they
would describe, you know, things like,
you know, the airplane crashed over here
and hit the power line and caused a
surge there and then this thing caught
on fire. And they would describe all
these causal linkages that did not exist
in the game. you know, I knew they did
not exist, but in the player's head,
they did, you know, and nothing about
the game uh dissuaded them from the
fact. And so, they were building up
their own models of the way this
simulator was working, you know, that
were very elaborate and interesting. And
that's when I kind of realized that
there's certain parts of a simulator
like that you want to keep a black box.
You know, the players, you know, can
actually imagine their own simulation
usually far more interesting than yours.
you know, as long as you present them
with enough scaffolding to build that in
their imagination. And so we ended up
calling that the simulator effect that
when players are imagining that your
your world, your simulation is more
detailed, more rich, more uh complicated
than it actually is, uh don't talk them
out of it. And so, you know, part of
exploring the world is in fact kind of
uncovering these loops of complexity and
these rules. And so part of learning the
rules of the game uh are actually
embedded in the game which is actually
very natural.
There's this thing called the Monte
Carlo method uh which is using chance
basically in the place of calculus. You
know a lot of things that would be
simulated in the natural world you know
we have established mathematics which is
linear calculus. Um, but it turns out
that for most of these things with a
computer, there's a whole another
approach that basically can solve the
same set of problems, which is basically
throwing darts at a dart board and you
have shapes on that dart board that are
about, you know, the right area. I'm
going to go to the whiteboard to kind of
give you a simple illustration of this.
And just to keep it very simple, you
know, let's assume that we have some
area and that we have within that area
some regions, you know, and maybe this
is the amount of area developed, you
know, in Sim City or the areas with
police coverage, whatever it is. Now,
um, normally if you wanted to measure
what percentage of this entire area is
occupied by these blobs, you know,
there's some very elaborate mathematics
kind of going down the calculus path
that you would use to measure that and
give you a pretty accurate answer. But
if you have a computer, you know, and
computers are very fast and good at just
doing simple things repetitively. It
turns out there's a much simpler
technique. And they call this the Monte
Carlo method, which is that we just sit
here and we just randomly throw darts at
this board, you know, and then we just
count over time how many of the darts
land inside of these areas and how many
land outside. And you know, you throw a
few hundred darts at there, you know,
and it turns out that, you know, let's
say out of a 100 darts, you know, 67
land outside of these zones and let's
say 33
land inside the zones. That's the basic
percentage. You basically that's 33% of
the area of that. This is the kind of,
you know, simple mathematics, you know,
that we use a lot in simulations. And so
this in fact is relying very much on
just probabilities. And it's uh the way
a lot of the emergence that we get out
of some of these systems works as well.
So from a design point of view, it's
amazing how you can build super simple
things like that in place of what used
to be very kind of elaborate
mathematics.
There's another kind of chance though
that I encounter as a designer which is
that a lot of times I'll be making
something doing prototypes whatever and
something just pops up unexpectedly you
know either we made a put a bug in the
program or it's not behaving the way I
thought or something uh happens that
surprises me and uh through pure chance
I might trip over some new mechanic or
some new feature or that reminds me of
this let's try that you And this is like
serendipity. This is me, you know, kind
of accidentally discovering something
very cool, you know, either in
prototyping or testing or just even on
paper as I'm kind of thinking through a
design that causes me to go off in a
totally different direction, you know,
tangent to where I was going initially.
Now, this is all from the designer's
point of view, you know, kind of how you
use probability to your advantage. Um,
you know, from the players point of
view, you know, again, uh, there'll be a
lot of things happening in your game
that might be purely random. You know,
and you know that they're random. The
players are always going to be trying to
assign causality to something. You know,
if all a sudden that torch goes out or
there's a sound over there, the player
in their head is going to be building
some model of, you know, what caused
that to happen. Was it something I did?
Is it some indicator? Is it
foreshadowing of some event? And I think
that um you actually want a kind of a
balance there a little bit, you know,
kind of signal the noise so that there's
some stuff happening in the world that
again remains kind of a black box to
them. whether you know from their point
of view it's random chance or it's some
elaborate deep you know behavior of your
you know your world um the player is
going to assume it's some deep behavior
of your world I think in most cases but
if it's something that the player did
and you want clear feedback that the
player did this and the door unlocked uh
that's where you have to make sure
you're getting above that that noise
level and it's totally signal to the
player and so you need to make sure that
the feedback you're giving to the player
is signal and not noise against this
kind of random world churning
Well, because my games don't have an
overt instinct,
uh, you know, I don't think it really
changes the nature of wanting to present
an interesting, challenging kind of
creative world. Uh, I don't think that,
you know, I think that's kind of almost
world building is almost a different
kind of uh level to that. uh the chance
and probability
um for a player, you know, again, it can
depend on the game. If you know, you're
playing casino games, you know, you're
kind of expecting these things to be
based around chance and probability. Uh
if you're playing something like a
first-person shooter, you're kind of
imagining that, you know, if I aim at
that guy, it's going to hit that guy
that, you know, I don't want a chance of
having a dud bullet or my bullet, you
know, going off target, you know, just
through random chance. So, I want my
actions to be clearly, you know, kind of
almost deterministic in that sense. Uh,
so I think it depends on the feature of
your world as to what you're talking
about. If it's something like Sim City
and you know when does a fire occur? You
know that actually is a little bit of a
combination. It's a combination of how
much have I done with my fire services,
but there's still a chance. It's
changing the probability of a fire
actually happening. It could still
happen even if I have good fire
coverage, but uh the chance is lower.
And you know, for the player, you know,
that's kind of the expectation coming
into a world like that. And so really, I
think at that point, you're really kind
of falling back into what feels like an
expectation on the player. You don't
want the world to feel like, you know,
arbitrary things are happening for
absolutely no reason. You know, so even
when a fire occurs in Sim City when
there's a low probability, the player
can imagine that occurring. You know,
it's not an unimaginable situation. What
you really don't want to do is you don't
want the game to feel capriccious in
terms of killing the player for no
obvious reason. You know, that, you
know, is really major no. The player
always wants to feel like their success
or failure is coming back to their
agency. You know, it's their fault. They
are the ones responsible for their own
fate.
depending on the kind of game you're
doing, you know, it does put the player
into a certain kind of mindset and they
build a certain kind of model whether
it's like a first-person kind of game
with exploration and combat or it's a
third person game with resource
management. Uh, you know, they all at
some level share a set of features,
share, you know, certain amounts of
player agency. Uh, they share world
dynamics, you know, so that's the level
which these things are all pretty common
across there. But uh you know I think
there are so many game mechanics that
have been used and so many more yet to
be discovered. I think the designer will
develop an intuition for which one of
these things they want to put into their
pallet of tools and which ones they want
to become a master at because I think
that certain game designers you know get
very specialized and very good you know
within certain kind of mechanics using
certain parts to build their games. And
over time you know you'll start
expanding that palette you'll start
trying other ones. you'll play other
games, games that you would not normally
play, and just to kind of get a sense of
what those mechanics feel like. Is that
a tool that I use, a part that I can use
next time I build, you know, one of my
game engines? I think for most
designers, you know, get familiar, get
some mastery and skill at, you know,
using certain kind of mechanics, but at
the same time, always be looking at new
ones and trying to imagine, you know,
could I bring these into my toolbox?
A lot of aspiring game designers come to
me with ideas and their designs, and I'm
very familiar with kind of looking at
them with fresh eyes and maybe giving
them a different perspective on where
they might go with it. So, we've invited
an aspiring game designer to come share
a game she's currently working on. I'll
be looking at her game, trying to get a
sense of where she wants to go with it,
and giving her feedback on it.
So my is a sidescrolling puzzle
platformer.
Okay.
And the premise is that uh you play as
this woman named Nina who has been uh
stranded on this abandoned space colony
and she's trying to find the equipment
she needs to get back home.
Okay.
Um so the game play is definitely like a
traditional Metroid Via game.
All right. And the premise of a lot of
the upgrades are you're changing around
gravity.
Changing gravity.
Yes. So you can change it up, down,
left, right.
So you're jumping and the gravity allows
you Oh, let's take a look at it.
Sure. We can take a look here. Um, so as
you can see
under this giant room and you can change
gravity around.
Oh, you're changing the angle of
gravity.
Yes. Yeah.
Oh, I see. Okay.
So if you fall too far, you can die. So
that's kind of like the main thing. But
the camera doesn't rotate, so you have
to turn in your head. Okay.
Right.
All right.
So, at this point, she's just
So, you're actually pressing something
on here to change gravity. And you can
pick one of the four directions.
Yes.
Exactly.
Okay. I mean, right off the bat,
Mhm.
looking at this game, it looks cooler to
me now than when you first pitched it to
me just a few seconds ago.
Uh, you started by saying it's a
sidescrolling duh. Immediately in my
head, I think Mario, whatever. It brings
a lot of baggage.
Sure. Um, I think and I don't really
care about the character's name, but if
you say she's stranded on this ship
exploring it, but she gets all for
gravity, all a sudden that sounds kind
of interesting, intriguing, something
I've never heard. I think maybe to start
with that and seeing it now, it looks
just so much cooler to me.
Okay.
And I like the style a lot, too.
Thank you. Um,
yeah. So, the idea is you are running
around trying to find like scrap that
you need.
It's a bit dark and that's part of the
game mechanics is that you really need a
light to kind of see Yes.
things. So, one of the mechanics or one
of the things you're upgrading is that
eventually you'll find a light. You
don't always start with it. So, there's
like a lot of danger of just kind of
wandering around in the darkness.
In the dark. Okay. Yeah.
Mhm.
Um, now I'm not hearing any sound. Is
that just part of the game you haven't
developed yet,
right? Exactly.
Because I think when you're dealing with
limited perception like this flashlight,
sound is going to be a huge part of
that. You hear something scary or
creaking. You don't know if it's good or
bad. It might be a door. It might be a
monster. Who knows what? But I think,
you know, the sound is going to be just
as important as the visuals for a game
like this.
Oh, yeah. Definitely. Especially when
you're running around in the dark like
Exactly. And that's, you know, one of
your primary senses now.
So, yeah, for this puzzle specifically,
uh, you're supposed to like go up and
these like boxes will fall upward and
then you have to like race to finish the
other side before they fall back down.
Okay.
Um, so that would be a huge part where
sound is going to be like a
and it feels like you should do that
fairly soon because you obviously pretty
established here on the visuals and some
of the game mechanics
and if you're lacking the sound, you're
lacking like 30% of the experience right
now. So, even if you're just going to
stub in some sound, I would stub it in
as quickly as possible.
Sure. Okay.
Um, yeah. So, that's like it's a pretty
short demo.
Okay.
Um, so if you want to play
What was the inspiration for this? Uh,
yeah. Move it around. Oh, I just moved
gravity way over there. Oh, I killed
myself. So, that's how you change
gravity, right?
Yeah. So, Wazda is supposed to move.
Oh, gotcha. Okay.
So, I I love games like Limbo and Inside
I forgot that I can go that way.
Oh jeez,
this is actually kind of fun. Failing
good.
That's excellent.
No, I think that's actually for me one
of the important parts is not just uh
that I'm failing, but it's presented in
a humorous way. I think humor is like
one of the
like really superpowers that game
designers have at their disposal. They
don't always use. Uh a lot of times
people will be looking for extremely
elaborate technical solutions
to something uh where in fact just a
little bit of humor can solve it.
There was a door there, right? Or maybe
not. So, if I change gravity,
if you can make it to the other side,
there's a door.
Oh, I see. Okay.
You will. Those boxes are deadly.
I really do like the look of the world.
I notice there's almost like a raster
scan quality to the graphics here. Is
that on purpose?
Yes. So, that is a a post uh processing
effect.
Yeah.
Um, so the idea is, and this will kind
of unfold in the story, that you're
being like watched by somebody.
Okay.
So, I wanted to do an effect that was
sort of subtle, like maybe you didn't
notice it at first, right? And uh the
story would kind of give you meaning to
it later.
All right. And uh so one of your primary
mechanics here is changing gravity, the
orientation of gravity.
Um which seems like a pretty rich thing
to explore. How much have you tried
different level designs against that?
I mean, do you have like a level editor
right now for this?
Um so yeah, the system is set up so I
can pretty easily build things out,
right?
And that's where I've just gotten. So,
I've just gotten to the point where like
the vertical slice is complete.
Because it kind of feels like you have a
fairly open-ended design space now of
how to play with that mechanic of
changing gravity. Exactly.
And now, as a designer, what you want to
be doing is trying a lot of different
level designs, just experimenting to
find out which ones really work with
that, which ones don't.
That's going to be a lot of learning on
your part, right? You know, and then
kind of leaning into the ones that work
well. So, you're really maximizing that
dynamic, the game mechanic.
Yeah. I you know I think that and the
sound design feel like to me the two
areas you should really be focusing on
right now as a designer. Have you put
this in front of other people?
Yes.
All right.
Yes.
And uh what is the most typical
confusing thing at first for a new
player?
Um so in my initial play test I think I
had puzzles that were probably more
complicated than a game like this needed
to be.
Okay.
So it was a lot of like struggle to get
through those uh mechanic wise. Like I
haven't found people being frustrated
with the gravity and stuff. So,
and is this basically kind of a puzzle
game where there's one solution? You
have to, you know, unlock that door,
unlock that door. Kind of a gated
experience,
right? And that's something I kind of
have to test out still because
part of the mechanic is you can jump
around to any part of the ship, right,
once you find these like checkpoints.
So, theoretically, you could run through
a puzzle backwards, all right? And so it
still has to be like solvable or right
to to get back.
Right. That makes the design thing a
little bit more tricky.
Right. Exactly.
Um and what just in your overall vision
of this as a product, how long do you
think an average player is going to
spend playing this all the way through?
Um I'm aiming for about three hours. So
three hours experience. Yeah.
Well, that's fairly long though. I mean,
for this kind of puzzle game.
Okay. you know, uh, do you have a sense
of how many levels or how big of a space
you're going to have to build out
for it to be a three-hour experience?
So, how I've been thinking about it is I
broke it down by each of the upgrades
that you're getting.
All right.
And based on the upgrade, I was my
thought is like, okay, well, how cool is
this upgrade and how much time do I
really want to make the player,
right, like to earn it, right?
Tell me what happens when you get these
upgrades. What do they do? They actually
change your abilities in the game like
you're talking about getting a better
flashlight and stuff like that. Uh they
will change your abilities like uh the
gravity ability itself is something that
you will unlock.
Oh, I see. Okay. So the as you move
forward through this ship, you get to
places where you have to have these
upgrades to complete the level. Exactly.
Okay.
Yeah.
And is it always going to be basically
kind of a linear I need this, then I
open B, then I need that, then I open C.
Or is there some combinations that can
give you shortcuts or different paths
through there?
Because that would make it a much more
replayable game, right? And that's kind
of a big question between how much time
do you want to spend opening more player
opportunities in this versus having it
be replayable, you know, and I'm not
sure if this is something you intend a
player just to sit down, play for three
hours, and then put away. That was fun.
Or if it's something, you know, where
you want them you're going back and
trying again, you know, and some of the
Mario games if you collect all the coins
on a level, you know, you get other
things unlocked, you know. So that's
something you can think of down the
road. You don't have to think of right
now, but in terms of the overall player
experience, I think you should be
thinking about. I have thought about at
least in the sense I do like the idea of
them like strategizing because when you
look at the map you can see where like
the scrap is that you need to collect
right so you can
like know that okay well this part of
the ship I'm being blocked because I
can't do this ability and there's all
that scrap there and then maybe this
part of the ship is also locked and
there's all this scrap so they have to
judge like what is the the best thing
for do for them to do at that moment.
Yeah. Yeah. Huh. Interesting idea. You
know, I think that And just one last
question. Is the gravity thing like your
primary game dynamic? Is that really
what you think distinguishes this game
versus other games like this?
Uh yeah. Yeah.
Okay. And you know, obviously you have
some backstory, but that's, you know,
the backstory that everybody's going to
have obviously, but uh I think that you
could do a whole lot with sound design
in this that I'm not seeing right now.
Uh, I think that you have the
opportunity to do a lot of really
interesting level design, but you're
going to have to explore that space as a
designer, you know, and whatever you're
using for a level editor, you want to
make as, you know, kind of seamless and
easy to use as possible. Even if it's
just a prototype, you don't have the
full rendering of the character. If you
have like a little toy prototype of
being able to do this in a very easy to
use level editor,
I think you could probably, you know,
explore that space much more efficiently
than getting it into the full game. You
know, maybe, maybe not. It's just a
thought.
Sure. But uh and just the very last
thing is, you know, I think that I would
refine your pitch a little bit more and
don't start with it's a sidescroller.
You know, start with something like it's
a game about gravity,
you know, or something like that that
right off the bat it's like, oh, okay,
gravity. It sounds kind of cool and
interesting. Uh and you know,
eventually, in fact, it's not
necessarily a sidescroller because
you're going up and down and you know,
all different directions, but uh it's a
cool idea. I love the uh the visuals on
it right now.
Thank you. Thank you.
As we get further down the development
process, the prototyping we're doing is
far more granular. There are a lot of
things that you can do and a very small
subset of that is what you should do for
the player. Scoping really is going to
come down to what is the right sweet
spot for complexity and interest. And so
you're trying to find that sweet spot
with scoping. And prototyping is one of
your tools for discovering that. For
spore, we did 50 or 60 prototypes of
different areas of science that we might
have included in Spore. And again, you
know, most of them were not included.
You know, after playing with the
prototypes, we decided either, you know,
didn't really fit in with the overall
concept or that system as a little toy
just wasn't a very fun toy to play with.
But the ones that were fun to play with,
we figured out, okay, which one of these
can we now, you know, put together and
build into a larger experience. And then
eventually they turn into gameplay
prototypes, you know, where actually
there is a game there.
A lot of the prototypes uh that we
developed for Spore had a scripting
language and in fact I could take the
same little codebase I as a designer
could go in and change the scripting of
it and change the rules within the
simple prototype. Uh, and so I in fact
was doing a lot of the programming on
these prototypes to explore different
rule sets. And in fact, I was able to
recreate like very simple versions of
Sim City and a few other games within
these four prototypes. Some of them were
using very interesting kind of systems
and topologies. Some were network based,
others were kind of grid cellular
automata based. And the fact that as a
designer, I could very quickly go in and
script over one evening. I could try
five or six different rule sets, play
with them for a while, gravitate toward
an area. Once I got roughly in some area
I liked, I could take it back to the
programmer and say, "Now build me a
better version of this." Uh, or maybe
had some limitation. I wanted to add a
little couple more commands to the
scripting language. But in fact, I was
doing some of the programming on the,
you know, the last half of the
prototype. The programmer would give me
like a little scripting engine and
codebase that I could script and change
the rules on. So again, it very rapidly
allowed me as a designer to explore
different rule sets.
A lot of times, you know, I would work
with design teams and, you know, every
week there would be kind of a triage
session and we would kind of say, okay,
what are the biggest risks of this
project? You know, they could be
technological risks, they could be
design risks, they could be production
risks. Um, and then we step back and
say, okay, how do we mitigate that most
effectively? Uh, you know, sometimes
it's technological risk. Can we actually
build this? Let's build a prototype and
see if it's a design risk. Let's see if
we can find some, you know, build a
prototype or find some other game that
shows us this will be fun. Uh, can the
production team, you know, manage these
assets in time, whatever it is. And
hopefully, you know, every week we're
trying to basically attack the top
things on that list to where they get
lower on the list. Now, something else
becomes the top design risk. So, I think
that as you're going through iteration,
you know, it's continually that process
of attacking the highest risk items. One
of the typical aspects of risk in this
kind of development is that the longer
you uh delay it uh the more expensive it
is. Okay, if I can mitigate that risk
this month, it's going to cost me, you
know, $10. If I wait 3 months to
mitigate it, it's going to cost me $100
because all these other things now have
to change around it. So, you know,
again, this is about efficiency. you
know, how efficiently can I prune that
design tree? You know, and I want every
pruning of every branch to be as
expedient as as efficient as possible.
And a lot of times you really want to
put it off. You really want to say, "Oh,
I know it's going to work. I know it's
going to work." But if you can mitigate
it early, it gives you more confidence
later on that you're on the right path.
There's so many times when you you're
developing something and it gets to some
point where it's really starting to
coales and starting to feel pretty good.
Uh but it feels that no matter where you
push it from that direction, it gets
worse. You know, this is you being stuck
on a local maxima. And at that point,
it's it can be kind of apparent
intellectually to you that what you
really need to do is, you know, again,
rip this thing out, add that thing, do
some major change to it. And you feel
like it's going to go here. you're not
sure, but you you you're pretty sure,
but you know that you're stuck here on
this peak. And that's a very hard thing
for you to kind of actually take that
hit and try it. And you know, maybe when
you do that, it's now worse. But with a
little bit of iteration around there,
you find that in fact, you are on a
taller slope. But that's a very kind of
stressful kind of process to go through,
especially with a team who's invested a
lot of time and effort to get you here.
Now, really, you always do have the
opportunity to kind of fall back. If
this is a total failure over here, come
back to this thing and try a different
direction. But that's incredibly
expensive. In my experience, all the
very best games and all the games I
worked on that ended up, you know, as
hits were things where we went through
that several times, you know, where we
really had to kind of take this hit and
say, "Okay, look, we're going to have to
do something pretty radically different
here." And I think it'll get us onto a
taller slope. And in most cases, it did.
A few cases it didn't, and we had to
kind of go back and do it twice. But,
uh, it's almost like you're kind of
dropping little paratroopers in to do
recon. Uh each one of these is very
expensive, but you know, if they land on
a slope, they can now tell you, oh, it's
a good slope or a bad slope. Uh but I
think, you know, that's really the
difference between making a really good
kind of mediocre game and a hit
tuning can be very very challenging. Um
and in fact, you know, it's really more
a process of discovery. uh and what I
was doing for a lot of the things like
for Sim City I would actually build test
patterns. I would say I would expect
with this you know pattern of roads or
buildings I would expect to see this
result on the traffic layer in my head
and I would actually draw these out.
This is kind of what I would expect and
then I would run the model and it would
be nothing like that. And it wasn't
apparent to me how I would change it to
make it like that. But instead what I
found was I had to make it easy to just
explore that space change the rules very
rapidly very quickly and look at the
result to zero in on the right rule set
and again because it's an emergent
system there's no really predictive way
to know which way to go it's more like
you have to learn to explore this space
very very rapidly and in more just kind
of typical parametric tuning uh Sidmer
had actually a really good rule of thumb
which is that uh whenever you're tuning
a variable in a game don't move it by
10% % 20% double it or half it, you
know, initially and usually it's going
to be way off. So you double it or half
it, you know, whichever direction you
need to go until you're in the region,
then you can do the tuning, you know,
but really you're probably way off to
begin with on almost everything. And
don't be afraid once you have it running
to try it. Just, you know, just for the
hell of it, try doubling some value and
see maybe this result might surprise
you. It might not be something you were
looking for, but it might be something
very cool that you discover that way.
Most of the prototypes that uh we've
created, you know, for the games I
worked on were failures, which is good,
you know, because again, they're helping
us prone design branches. Do we want to
go that way? No. Do we want to go that
way? No. You know, if you actually look,
you know, once I've taken this
branching, you know, decision tree all
the way down, most of the branches are
going to be pruned. They're failures.
You know, we don't want to go that way.
We did some really cool prototypes for
SPORE of the galactic dynamics. Uh the
balance between interstellar matter and
stars which I can spend quite a while
talking about it but is a very cool
dynamic of the way stars are formed. The
gas cools it coaleses again into
molecular clouds and starts more star
formation which propagates a wave around
the galaxy. Very very cool dynamics. But
uh as we started scoping the rest of the
game, we realized this really just had
no part in the context of the rest of
the game, you know, with the kind of
point of view the player had and the
tools and all that. So that was it would
have been a very cool part of sport. In
fact, would have been a very cool part
of a different game, not Spore. And
that's what we determined. That's a cool
game, but it's not Spore. It's really
hard when you've invested a lot of time
and effort into you know one of your
just you know kind of passionate
features or components and you know
either through prototyping testing
whatever it just doesn't have a place in
your eventual design emotionally I think
you need to kind of step back and
designer and say okay you know am I
designing something that you know for
myself aesthetically or something that I
really want to impact a large number of
people uh other times you know it'll
really surprise you the very First game
I did involved flying this little
helicopter around this world and bombing
things. Uh, one of the things I built as
part of that was this thing where I
could scroll around and create the
world, you know, to bomb, you know, and
that thing which was originally going to
be a throwaway. This is the editor I
built for bombing the world. Uh, later I
was so into that I had so much fun
playing with that little world builder.
I took that it turned into Sim City. So
what would have been a throwaway
prototype actually evolved into my first
big hit. So sometimes if that thing that
you really passionately care about
doesn't have a place in your design,
that doesn't mean it doesn't have a
place somewhere else in some other
design. It might be that's going to be
you know the thing that you eventually
turn into what it should have been or
maybe even you jump ship and you go with
that instead and throw away your
original idea. I mean there's no hard
and fast rule for this and you know
again that's a lot of times very hard
emotionally when you've invested that
much in a certain direction to throw it
away but uh that's something that's you
know I think every field you need to
kind of learn when to uh fail and
recognize that failure and some
celebrate it you know don't say oh my
gosh poor me I failed it's more like
okay I failed let's learn from this
let's you know kind of make it a
monument you know to learning
any design, you know, at some point
you're going to have to finish it,
finish building it. You know, you have
to scope your design. Uh it's important
to kind of not overreach, but at the
same time, you don't want to make it too
simple. you want to do achieve something
kind of cool, but uh you know it's
really kind of a sweet spot of
diminishing returns in some sense, but
also it's surprising how the simplest
little things in a game sometimes can be
the biggest features that people just
love that you spent no time at all. And
a lot of times you'll spend all this
time and effort on some elaborate thing
that you you think will be cool and it
turns out to just fall flat. Uh if you
can discover that in prototyping early
on, that's the best way to deal with it.
But overall in terms of scope, you know,
I think you want to put the player into
an experience where they have kind of an
understanding of the boundaries to some
degree, you know, and again, it's almost
like you can put uh a kid into any game
and within a few minutes they can kind
of intuit it uh how open-ended that game
is, you know, how much freedom, how much
uh agency they have in that game. You
put a tiger in a cage, first thing he
does is walk around the perimeter to
define his space. You know, how big is
my world? A lot of times people
overengineer things, you know, and
programmers tend to do that. You know,
what if you decide you want this later,
so I'm going to go ahead and put it in
now. And they'll build something twice
as complex as what you actually need for
the game. Uh, and this happens all the
time, especially on the programming
side. Uh, the artists, you know, I think
are a little bit better about that kind
of understanding, okay, here's the
resolution we're working at. Here's the
way the animation is going to behave.
and they're pretty good at like hitting
their mark in terms of the sweet spot,
amount of time and effort and budget
spent on it. I think the designer has to
have some understanding almost as a
psychology of the different components
of your game team. This is the way
programmers think. This is the way
artists think. This is the way the
writers or the sound people think. And
make sure that uh nobody no one side of
that is spinning way too much relative
to the others. So, I think a lot of it
really is more balancing act across the
different components of your game
design. So, players going to come to
your game with a certain expectation as
well. They're going to see, you know,
it's an open-ended game. I expect to be
able to do this, you know, many things.
I expect the world to be this big.
Especially if somebody says, "Oh, I like
your idea. I like your idea." And then
you ask them to describe it back to you
and see which parts of your idea that
they're actually repeating back to you.
And are they adding things to it or
removing stuff from it?
As we're going through this process in
game design, uh, one thing that I found
incredibly useful, and a lot of design
teams do this, is basically a form of
triage. Uh, the designers once they have
some handle around what this game might
be, will come up with a set of features.
It'd be cool if it had this, that, and
the other. Uh, designers will actually
put value judgments. You know, that
would be really cool. That's kind of
cool, that's so so. And so the designers
might go in and give to A, B, and C in
terms of, you know, this is what we
would like to have at the game. Then you
bring it to the engineers and the
engineers will assign a cost to each one
of these things. You know, that's, you
know, a seven, that's a one, that's a
10. That's really hard. And so then you
have to kind of look at the two
together. You have to say, you know, the
designers think that's an A, but the
engineers say it's 10 hard. Uh, you
know, this one, the designers say it's
an A, but the engineers say it's two. So
that's a much better kind of return on
investment, you know. So basically,
you're going for the low hanging fruit
here. And you use this to reorder a list
and say, "Okay, we're going to go for
the things the designers want the most
and the engineers say will cost the
least." And you reorder the list and now
imagine we just had those features. Is
that something, you know, viable?
Probably not. So, we keep going through
this over and over again. And but still,
you know, this might really influence
the order in which we build this because
we could have something playable much
more early, you know, if we pick the
things that are a little bit easier,
faster for the programmers to produce
even as just milestone prototypes.
There have been examples I mean
situations where it was so important to
the designers the cost was almost
irrelevant. You know it was really could
we do it or not and you know can we
afford that cost? Uh when we did Spore
we really wanted players to design the
creatures and we wanted to have a wide
variety of possible creatures and we
basically couldn't figure out how to
animate these things because we didn't
know what they were yet. Uh typically
animation is very data driven. You know
the skeleton, you know how it's moving,
has two feet, you know, a head. Um in
this case, we had no idea, you know, how
many legs does this creature have,
what's its shape, you know, where's the
spine go. Uh so we kind of realized
early on that, you know, we had to crack
this nut of procedural animation to make
it even viable. And uh you know, without
that, you know, we couldn't go down that
path at all. And so we kind of stopped
everything you know put got some very
skilled people very smart people working
on this problem for a few months and
after a few months they had actually
said we can do this and they were
actually showing us you know examples
you know prototypes they had built where
they were doing it and once we were
convinced that they could do it and it
was expensive thing to do we decided to
go down that design path. So that was
one where it was you know basically
imperative you know to have that feature
and we just had to find out if we could
do it. Other times, you know, there were
things in a game where like in Sim City,
we wanted to have, you know, boats and
water traffic in Sim City 2000. And
because the way we were doing the
telegraphics, you know, we would had to
go back and really change a lot of the
graphics system to do that. And the
value was very low for that version of
Sim City. We eventually added in later
versions. That was one where the, you
know, the design value of the feature uh
was really pretty low and the cost was
really high. And it depends also on all
the other features you currently have.
You can't take any one feature in
isolation. you have to say, okay, how
does that, you know, influence
everything else? You know, ideally,
every time you add something to a game,
it's a force multiplayer. It's making
the other stuff even cooler, making the
world seem even richer or more emergent.
So, uh, you know, it's it's important
that as a designer, you're always
keeping in mind the entire design, not
just one little set of it.
Inside of each of us, there's a
subconscious.
There's a whole region of who you are
that is in some sense inaccessible to
you, but drives your behavior.
The game I'm working on now, it's called
Proxy. And my core motivation there is
can I build a gameplay experience, an
entertainment experience where the
computer is actively trying to gain a
deeper understanding of the player
primarily through the player's past
experiences through their memories. Can
I kind of interpret the memories of your
life, the most important memories that
made you who you are? And from that come
to some understanding of how you think,
what makes you behave the way you
behave,
why you connect these certain things in
your mind that most people don't
connect,
what drives your interests, you know,
how much can I get a computer to learn
that about you? And then try to build a
representational avatar of your IT, of
your subconscious that you can now
interact with. And as it learns more and
more about you, it kind of in some sense
comes to life and can now interact with
other people's ids kind of
asynchronously, uh, it can go off in the
world and interact with your friends or
with, you know, real or historic or
fictional characters. You know, how does
your proxy get along with Homer
Simpson's proxy or, you know, the Pope's
proxy or Mother Teresa? I want to know,
can we build a map of that? Can we start
to understand it? We build, you know, a
structural description of how this thing
works and the connections it makes and
what makes you different from another
person. How is your id different than
that person's id? How does it make you
behave in a situation differently than
they behave? Uh if we can start getting
that level of understanding and we're,
you know, I think that analyzing
memories and life experience is the path
there. And I'm not sure about this. This
is just kind of my my theory. Um but
that's kind of what we're trying to do
with proxy.
Today we're going to walk through the
process of creating a game prototype.
Basically, we're always doing this to
answer some specific question about the
design that we're working on. Uh I'm
here with uh my programmer Zegmo and
we're working on this project here. And
in this project, the user is creating
memories that come into this world and
basically turn into this kind of
landscape. And this is what we have so
far. We're trying to figure out how
should these memories come into the
world. Right now, when I create a
memory, it just kind of pops randomly
into the world, right?
Yeah. Yeah.
Yeah. It feels like it should be more
tangible, though, like this world really
should have more rules and more specific
interactions.
Yeah.
So, uh I want to prototype something
where we try different ways to bring new
memories into the world here. I've been
kind of thinking about the idea of maybe
they come in on boats because it's
supposedly ocean here.
Yeah. And they can wander around and try
to find a good place to land or
something.
Yeah. We could actually maybe have when
I create a new memory, it actually is on
a little boat coming into the world and
it sails around kind of looking for a
place to live. You know, it I'm sitting
here, you know, seeing this little boat
and I want to put it somewhere
and as I'm looking at this world, I get
the opportunity, in fact, I have to
offload the memory and as I do, it will
actually kind of change the terrain.
It'll actually make continents bigger,
change the form, and then the boat just
kind of disappears. The boat's really
just kind of like the messenger, but
then it feels more tangible, right?
Yeah. Uh, so I think if we can kind of
prototype this, you know, this little
world with, you know, landscapes, but at
the same time have new memories come in
as boats and let me kind of manipulate
the memories off the boats. Let's just
see how that feels.
So, show me how this works.
Yeah. So, the players just created new
memory and they've come back and so
we're going to simulate this with a
simple button press.
All right.
And so, here's a new memory they just
made.
Okay. And what do I do with it?
Yeah. So, it's wondering around.
Hopefully, you want to touch it.
Do I grab it?
Yeah. So, there you go.
Oh, I see. So, I pulled the memory off.
Oh, it made it
terrain, right?
Okay. So, can I put more boats in there?
Yeah. So, they made a couple new
memories.
More. Oh, two boats.
Maybe they made two and then they came
back to this area.
And so, basically, I'm grabbing the
memory off the boat. Oh, I see. As I
move it around, I get a sense of the
landscape. Huh.
Yeah. Try some good feedback so you know
Yeah.
what the connections are.
Oh, and I actually get to see the train
before I release it. That's okay. That's
different. That's kind of cool. Um, I
like the tangibility of this. Uh, these
buds could have a lot more elaborate
rules if we wanted to.
Path finding. Sure.
Yeah. We could have shipwrecks. We could
have collisions. Uh, the buds, you know,
maybe have path finding and gravitate
towards certain areas where it thinks it
wants the memory to be.
I could tell you that in another
iteration. Sure.
Yeah. So, this is adding a certain level
of tangibility to our world. And, you
know, kind of going with that landscape
metaphor a little bit more heavily. Mhm.
I'm going to play with this a bit
longer, but I think this is actually a
good direction for us to go now. I think
maybe we're done with this prototype.
I'd like to play with it a little bit
longer and figure out, you know, do we
want to elaborate on this prototype or
maybe go to another one? But I think
right now this feels much Oh, I got to
turn all this stuff down.
Yeah, you know, I had some time. I
finished a little early. So, I'll throw
in a little fun thing like that.
Well, actually, I mean, that's an
interesting idea. It could be that the
memory type is somehow related to the
vessel. You know, I hadn't thought about
that, but just playing with this
prototype.
Just because you threw that in there
makes me think that, you know, somehow
the system could actually look at the
memory type you're doing, put it on a
sailing ship, on a motorboat, on a
turtle, whatever. Yeah.
Uh so it could have different kind of
classes of memory.
Yeah, I could definitely add that if we
want to iterate on this one more time.
That would not be hard to to test out.
Sure.
Okay. We might do one more iteration on
this prototype, but I think uh this
clearly kind of answers this feels a lot
better than it was before.
Yeah, definitely.
And it's a fairly simple code fix,
right? I mean to actually realize this.
Yeah, I could do another less than a
day. I could Okay.
What you're talking about?
Sure.
So, in this case, we've established
basically a resolution to this question
of how new memories come into the world.
And just playing with this for a few
minutes, I can clearly see that it feels
much better than what we were doing
before. And not only that, but it uh
based on just some things that Zegma
threw in there, it kind of inspired me
to think in a different design direction
slightly. So, I'd say this, you know,
was a very worthwhile prototype for the
amount of time spent. And again, it's
not like we spent a lot of time on this
prototype, but uh it gives us much more
clarity on going down the design branch.
So, I think the prototypes like this are
really helping us explore the space much
faster and more efficiently. Yeah.
Um, we're still basically in an overhead
world here.
And I think one of the other things
we're going to want to prototype is
different renderings of the world,
whether we go to 3D isometric.
Yeah.
Uh, where the full camera rotation and
all that. It's going to be a real
balance there, I think, between
legibility of the world and, you know,
the player being able to do interesting,
exciting things in there without having
to worry about the camera angle,
right? Uh,
well, if we're looking at doing a 3D
version, I could take another day or two
to a very simple version where just
simple objects, basic terrain
generation, and just dragging things
around and see how we like that.
Uh, if we can do it without the user
getting too involved in the c the camera
manipulation is the key. So perhaps just
lock it to like 90ยฐ 45ยฐ.
So freeze them from that constraint but
focuses on just where you placing in the
world,
right? But also this landscape, you
know, it's kind of a pneummonic. So as I
get a sense of that landscape, all a
sudden you rotate it looks different to
me. And I, you know, the memory that I
put in the upper right corner is now in
the lower left corner.
And so that's why I'm a little reticent
to go to full 3D or at least constrain
the camera direction, but we could still
kind of tilt it back. I got some pitch
on it.
Okay. So no rotation, just locked
orientation. I got you. and just had
that sort of gradual pitch that
and probably we're definitely going to
want some amount of zoom in. So the zoom
might be relative to the pitch of the
camera. So maybe one of the things we
might want to prototype is a world like
this where I can now, you know, zoom in,
have the camera pitch change with the
zoom, pull back out, get the overhead
map.
Uh then I think we've gone a long way
toward establishing kind of the user
interaction and the look and feel that
we now have to kind of produce, you
know, at a production level. Yeah, I
think those simple restrictions would
help me produce it faster. So that's
idea.
Yeah. Yeah. And again, we don't want to
spend more than a few days a week at the
most on, you know, prototyping that.
Yeah. And if we had that plus this
prototype,
now we're well on our way to kind of
knowing what's happening in that world,
what the affordances are,
how the users, you know, picking the uh
the camera angle and all that stuff.
And, you know, I think it won't take too
many more prototypes like this to get
pretty far down the design tree and we
can actually start committing real
resources to it.
Sounds good.
Well, as you work on a project, you
know, at early stages, you're going to
want to just get a sense of what does
this thing feel like for me to interact
with or the other people on my team. How
do we feel about interacting with this
very simple little system? Uh, sometimes
it might not even be a prototype that we
made or it might be a game we pulled off
the shelf. You know, what do we like
about that game or this game? Those are
the cheapest prototypes really. If you
can find some other game that has some
aspect of what you want to include, then
as you start building something, you'll
start building not just the system, but
also the interface, the player controls.
Typically, you'll want to bring in a few
people who play games but have never
seen this just to figure out the
interface. You know, can they understand
the control scheme you've got? Does that
make sense to them? Can they understand,
you know, reading the topography, the
landscape? You know, do they have some
sense of what they're supposed to do?
you know what occurs to them as you drop
them into this environment. So it's
actually u can become a fairly granular
process. It's not like you know we build
the game build the game now we start
play testing. It's really like we're
building prototypes from the very
beginning that we're testing ourselves
and then over time starting to test
little game parts with a few people you
know here and there and eventually we're
bringing in larger groups and maybe even
at some point hundreds of thousands of
capturing metrics and building these
fairly complex diagrams of them moving
through the game space.
This is the first time you really have a
little bit of a peak into the player's
mind about how they're going to interact
with this thing that you've built. You
know, as a designer, you kind of had
this idea all along that I'm going to
give them this. They're going to be able
to do A, B, and C. They're going to try
to get to D, whatever. You know, this is
what you're kind of imagining. And as I
am a designer, I'm trying to imagine,
you know, what would I enjoy? how would
I think about this? But I put it in
front of somebody else and right off
that you start learning things. You know
that maybe that wasn't as easy as you
thought or they're not even trying to
get to D, they're trying to get to F
over there for some reason. And you go
back and revisit your assumptions or
maybe ask them why, you know, what did
they see that caused them to think that
way or maybe there was just something
they thought of that you didn't that
would be really cool to try, you know,
and then again, you're learning. So I
think that uh this is you know we're for
the first time designers taking this
concept out of their head and trying to
put it into other people's heads and
seeing how it fits.
It's frequently very hard to kind of
imagine the way other people are going
to see or understand what you've made in
a game. Uh, and there's really no
replacement for actually testing it. Uh,
we did a lot of what we called Kleenex
testing where we'd bring people in who
had never seen the game before, put them
in front of it with absolutely no
instructions and just watch what they
start doing uh, and see where they fail.
See what's obvious. A lot of times, you
know, it's so obvious to you that they
should press the red button, but it will
not even occur to them to press the red
button. and you sit there and watch 10
people not press the red button and you
start realizing, okay, that's not the
typical person's understanding of the
way this thing works. One thing that was
very important is so we put two people
in front of one computer. Uh if you put
one person in front of a computer,
they'll sit there, but they don't talk.
They just get very quiet. You don't know
what they're thinking. If you take two
people and they have to know each other,
there might be friends or spouses or
whatever. Um they'll be talking
non-stop. You know, press the red
button. No, not the red one. That makes
that happen. Oh, no it doesn't. And
they'll be explaining to each other what
they think. And so those two people, you
just sit back and listen to what they're
saying and you understand how they
understand the game in front of them.
After we use these people and learn
these things, we go back, you know, we
make the red button more prominent or
whatever. Then we never use them again.
We bring in a whole different set of
people who again have never seen the
game before. So, you know, they're kind
of unpolluted. That's why we call it
Kleinex testing. We use the tester once
and throw them away. But, uh, there's
really no replacement for that. And it's
amazing as a designer how frustrating in
some ways it is to sit back and watch
these people not do the obvious thing
you were sure they were going to do.
Instead, they're all doing this other
thing. And you have to adapt to that and
start realizing, okay, well, the model
that they're coming to this game with is
different than what I was thinking. Uh,
so that's probably the most important
thing.
Play tests. Usually it's, you know, a
large room. The designers are sitting,
you know, kind of back a few feet away.
And there'll be five or six different
workstations set up. In front of each
workstation, we'll have two people,
again, people that know each other,
friends, spouses, whatever. We put, you
know, each group down. We give them
some, you know, very, very rough sense.
Oh, here's a game about controlling
little people or here's a game about
building cities. Um, and then we just
turn it on and from that point on, we
don't say a word unless they have some
technical problem. They'll sit there as
a pair and try to basically figure out
how the game works. What do we do here?
What does that do? You know, maybe
that'll make this happen. Uh, and the
designers will kind of rotate, you know,
and just be listening over their
shoulder to each group. The designers
also at that point are not interacting
with each other. You know, typically
this will be a design team of three or
four designers and we're all coming to
our own conclusions independently
observing this group. After it's all
over, the designers, you know, will sit
down, kind of collate their notes and
then we will come together as design
group and say, "What did you see?" You
know, what were our biggest issues? And
usually it's pretty clear that there'll
be one or two or three things that we
all agree on. We all agree that, you
know, that was not obvious. This was too
hard. They didn't enjoy this part. Uh,
and those are the things we focus on,
you know, for the next iteration, which
might be a few weeks from then. You
know, these become design risks for us.
You know, we're always mitigating and
triaging design risks. These are now the
top three design risks we've discovered
from our play testing. We will pick
action items. How can we basically
mitigate those risks effectively, very
rapidly do that, you know, and the next
time we bring in a group, we see if we
were right. And if we're right, the next
group is going to have three different
risks, you know, and we're repeating
that over and over. Always basically
looking at the top risk, you know, the
top thing that people were not getting,
not enjoying, getting confused about,
whatever it might be. Uh, and basically
attacking it.
to test the engagement, uh, you have to
have so much of this really kind of
coming together as a whole. And it's so
far down the path that, uh, the early
testing is really nothing to do with
that. You know, the early testing is, do
they know how to operate this windshield
wiper or that headlight control? That's
not going to tell you how well the car
drives. Uh as a designer though, this is
where I think your vision has to carry
you through. Not just your vision, but
your ability to communicate that vision
to the other stakeholders in the project
that you know I know that if we can get
the windshield wipers working and the
steering wheel and the brakes and all
that that way over here somewhere, this
is going to be a really cool car to
drive. And that really is going to be
more right now instinct, you know, and
salesmanship on your part as a designer.
as you get later on the process now you
know and you have your working
windshield wiper control and your
steering wheel and your brakes and all
that now you need to put those things
together and actually say okay now let's
start getting some sense that this
actually will be engaging and as soon as
possible try to get you know some set of
these things working together as a whole
such that you can sit back and see
another person actually enjoy it start
building the model and start trying to
head for the goals and get that flow
state that you're really trying to
achieve as a designer
When you put a tester in front of your
game, you know, they are not going to
sit there and tell you exactly what
you're hoping to hear. You know, they're
having an experience and you can, you
know, again, by putting them with
somebody else, have them verbalize their
experience. But as a designer, you have
to kind of decipher that. You know, you
have to understand they say, "I think
it's really frustrating doing this, but
what they might really mean is they wish
they had another option to do that
instead." You know, so a lot of times
what they will express directly and a
lot of times they'll come back and say,
"Oh, I want, you know, X, Y, and Z."
They'll start describing solutions to
you rather than the problem, you know, I
would love this game if I only had, you
know, a jetpack and a laser beam, you
know, but in fact, what they're really
mean is that they don't like getting
stuck on the ground level when they want
to climb that mountain. So you have to
distinguish them offering you solutions
and from you know what do those
solutions what problem does that
actually point back to and that's the
problem you need to solve as a designer
because probably their solutions suck
but the problem they're referencing
doesn't that problem is real
well when you're looking at a play test
uh the signal noise issue really is
going to be a matter in some sense of
data you You know, if you do enough
testing with enough people, you'll start
to be able to distinguish the signal
from the noise just because that's
consistent. You know, the noise is all
over the place random. But when the same
five people are all saying they didn't
know to press the red button, but then
they give you totally different feedback
on everything else, you know that the
red button is definitely signal. Uh, and
I think that signal comes in two
dimensions, which is why I was kind of
saying that you want to uh listen, you
know, to what all these groups have in
common. What problems and frustrations
are they all having in common? But also
as designers when you go back and
compare notes you know what problem do
all the designers agree that is pointing
to you know because this designer might
think oh that problem is you know their
character creator this problem is their
navigation system you know but if all
the designers can agree that those
results point to the same problem now
that signal for sure too often you know
you're expecting your players to be game
designers when a player is describing to
you that in their head if you added
garbage systems it would be so much
cooler they're imagining it a certain
way that's probably not the way it works
or the way you're thinking about it. But
if you can understand kind of why
they're saying that, what, you know,
what limitation or failure or flat sput
are they hitting that makes them think
that that addition would make it better.
Uh, then that's good, you know, and a
lot of times sometimes they're telling
you to add stuff and in fact it's about
removing stuff. Uh, a lot of times
you've got too much stuff, too much
noise from the player's point of view.
One of my favorite quotes uh about
Japanese gardening is that your garden
is not complete until there is nothing
else that you can remove.
Engagement is one of those things that
uh
has a very wide range. Uh when we
initially have prototypes and we bring
players in to try it out, uh it's more a
matter of getting them to stay there in
front of the computer, keep playing it,
keep playing it, keep playing it. Um
toward the end, if you're really kind of
starting to nail it, it's a matter of
you trying to pull them away from it.
Okay, time to stop. Time to stop. Uh I
think, you know, right off the bat,
there are a couple like very simple
little tricks. A lot of times, if I'm
showing somebody a game and I'm, you
know, actually playing it, explaining
how it works, if they all of a sudden
want to grab the mouse and say, "Let me
try. Let me try." or if I see a game
that somebody's showing me and all a
sudden I feel the urge to, hey, let me
see if I can do it. That's a great
measure right there. You know, right off
the bat, just by watching somebody play
it, I've understood enough to think
that, you know, I want to go in and try
something. You know, I have some of the
model. In fact, this starts even before
you see somebody playing it, it starts,
you know, maybe when you see the box or
see an ad for it, you know, at that
point you're starting to say, "Hey, that
sounds fun. That sounds kind of cool. I
want to try it." You know, so that's a
certain level of engagement right there.
And then later down the road, if you
have, you know, something really good,
you'll start having people writing you
back that I was up all night playing
this thing and I couldn't stop it. I
didn't realize it was 5 in the morning,
whatever. That means you really kind of
nailed it. Uh, but I think along the
way, you know, again, there going to be
uh certain players that maybe just love
what you've made, a few that hate it, or
maybe it's the other way around. most
people hate it, but if you love it and
you need to be willing to kind of
experiment by, you know, changing a few
rules or a few parameters or making the
game a little more dynamic in terms of
the player choosing to try and balance
that out. And there's really no
substitute for capturing, you know,
metrics. If you can capture metrics on a
large number of players, you can really
balance this out nicely, you know, over
a wide range of people. Uh it used to be
much more anecdotal. You know, we would
sit and watch 10 people do it and try to
go with our gut instinct in engagement
and difficulty. You know, some of it
could be player moderated. The player
chooses to go down this path, which is
more difficult. Uh or they choose to
just sit back here and enjoy this. If
they're enjoying it, again, you know,
that's engagement. Uh it doesn't have to
be challenging to be engaging. Some
people like to do creative weird
experiments. Uh and they find that very
engaging. You know, other players are
going to want continual challenge all
the time as fast as possible. letting
that be player moderated is probably the
best choice. Um there are things where
you actually see the players like trying
to make achievement and getting
frustrated. They're failing too often
and that's where I think the metrics
come in a little more heavily. You can
actually kind of measure you know how
many people are filling the first time,
the second time, the third time. Uh and
I think that's something where it's a
little more metric driven, but also it's
player kind of categorized. You know,
certain players are going to go down
that path, other ones are going to be
different. So the metrics will be very
different for those types of players.
And that's where as designer you have to
kind of sit back and say, okay, you
know, here we're dealing with the trophy
seekers, here we're dealing with the
socializers, whatever it is, however you
choose to categorize your different
players, um you need to understand that
they're going to have different metrics.
Sid Meer had a great quote is that uh
some games you design for the players
and some games you design for yourself.
And uh I experienced that I think with a
game I did way back called Sim Earth.
You know I got fascinated with building
this elaborate model of the planet earth
and the climate and the you know the
oceans and the life forms and everything
the geology and uh you know it was a
pretty cool little model for its time
running on a PC and it had all these
little controls where you could adjust
things about the planet. Uh, but it was
very complex, you know, as a model. And
I really enjoyed kind of playing with
that model. But, uh, later I realized as
we were putting this in front of
players, you know, it was kind of like
putting them in the cockpit of a 747
that's in a tail spin heading to the
ground and all the gauges are spinning.
No matter what they do, it's going to
crash. You know, they try everything
they they can think of and it still
crashes. You know, that's kind of what
it felt like to the players. I got so
caught up in the idea of building this
little, you know, planetary model on a
computer for myself. And uh I think that
you know kind of reinforces the idea of
testing but also as a game designer uh
you have to be able to kind of go back
to the drawing board when you see people
interpret what you've done uh in a
totally different direction. The Sims is
a better example of that where you know
I was so fixated on the architecture and
then we started putting in front of a
few people and saw how fascinated they
were and it makes sense that they were
fascinated basically messing with these
little Sims. um the house is a backdrop
for it and it was one of the kind of
challenges and became an integral part
of the gameplay. But the real focus of
the game that the average player came to
it with was on messing with the people.
And so as a game designer, I had to kind
of sit back and say, "Okay, look, you
know, I think that really, you know, is
the way I need to go with this," which I
did. So I think you need to kind of be
able to revisit your assumptions at the
very beginning. uh when you see the way
people are interpreting what you've done
I think in terms of the people we would
type to bring in initially it's going to
be a pretty wide range of people but
still we have some sense of this is a
game that you know older people will
enjoy younger once we get a sense of
like where it's really uh hitting the
mark we can get a little bit more
specific about the kind of people we
want to bring in maybe we want to bring
in more women or more younger players
whatever that is uh and get more
detailed in terms of, you know, also
maybe these are people that are really
creative. They're not so much achievers,
but they want to do creative stuff in
there. More storytelling, more
customization, more personalization. Uh
this other group might be more into, you
know, advancement and showing off in the
social, you know, groupings, whatever it
is. But, uh that's something that you
kind of again discover over time. And
then as a designer, you can kind of say,
okay, we're going to go down that path
or we're really going to focus on these
people or maybe we want to keep it
broad. we actually want to kind of bring
in those other people that weren't as
interested and try to keep these at the
same time. That's when you're making a
design decision as to which demographic
group you're going to be going after.
But even then, the demographics are
frequently uh very misleading with the
Sims. Again, you know, initially sold
this to gamers. The gamers thought, "Oh,
it's a weird new thing. I'll try it
out." They played it for a few weeks,
and what happened is these were mostly
teenage boys, and what happened is their
sisters were watching them play. Their
sisters for the very first time said,
"Hey, I want to try it." they bring it
to their hand-me-down computer and that
turned out to be our big hit, you know,
initially for the Sims was like
12-year-old girls. So, you can't always
predict and even if you can predict, you
might not hit that target demographic
right off the bat. There might be
actually kind of a viral component to
how it spreads to them. Cuz these
12-year-old girls were not going into
computer stores and buying computer
games. they just happen to see it on
their brother's computer.
In my experience, focus group testing
has been pretty close to useless. Uh,
you know, so many times, you know, we
had focus group many, many years ago and
we had like four game designs that we
were basically just describing to this
audience of gamers. And uh, one of those
four was The Sims. Uh, we described each
one of these game concepts, what it
would be like to play, would they be
interested, would they want to play it?
The other three they all liked, thought
was great. The Sims was the one idea
they all hated. No, I would never play
that. Never touch it. Uh, I don't even
remember the other three games, what
they ended up being, you know, but I
know they weren't a big hit at all. So
um you know in that sense you're kind of
expecting your your players to be
designers you know because when we were
describing the Sims to them I know they
could not unpack it in their head and be
playing in their imagination the game
that I was envisioning and there was no
easy way for us to communicate it to
them. So it doesn't surprise me they
hated it because the game that they
designed based on the description was
horrible. Uh and I think that's the you
know one of the real limits of focus
group testing. Play testing on the other
hand, you know, as soon as we brought a
few people in, the same type of people,
same demographic, and put them in front
of the system where they could
manipulate people and live their little
lives, they loved it. They really had
fun getting in and doing it. So, in that
case, you know, they weren't doing the
heavy lifting of imagining how this
would actually work. You know, we had
already done that. Now, they were
actually in the experience.
People have different definitions of
what beta test is. is, you know, in my
mind, I tend to think of, you know, beta
test is basically roughly your complete
game, you know, with all the components,
all the functionality in it that you're
handing over to people, you know,
usually a fairly large group of people,
and you're basically um confirming, you
know, that it has the right kind of
motivational hooks, the right player
agency involvement, uh, that you thought
it would. Uh, also, you know, a much
more mundane aspect is you're
discovering bugs. You know, where is it
crashing? what are people doing with it
that cause it to do things you didn't
intend, you know, and it might be, you
know, a hard crash or it might be they
just kind of got stuck in this game
space that you didn't never expected
they would get into. And a lot of times
you'll discover things in beta testing
that are, you know, serendipitous
upside. You know that, wow, you know, I
never thought players would do that and
it actually works and it's kind of cool.
So there might be things that you
actually decide to lean into as a result
of beta testing, but that's not the
primary purpose. I think the primary
purpose is making sure that you know in
general this thing is behaving the way
you thought it would at scale and that
you know the players might be fanning
out in different directions in there. At
this point you finally have an
opportunity to get a sense of how many
players are going this way versus that
way. You know maybe in play testing it
might have been five versus four and in
beta testing it turns out to be you know
5,000 versus 1,000. Maybe the ratios are
way off from what you thought.
Sound design is a huge potential force
multiplier. Sound design can, you know,
take a really good game and make it
great.
If you ask a player why the game is
great, they probably won't even tell you
it's because the sound design.
if it is really that good, it'll
probably be unconscious to the player,
but yet it's influencing their emotional
state. You know, they're actually
experiencing the graphics as being
better or the gameplay is being better.
Everything seems better to them because
the sound design is kind of putting them
in the right state of mind. So, the
sound design, I think, is kind of
queuing up the player's imagination in
the right state for everything else to
do its thing.
Sound design is usually the thing that
gets a short shrift in a lot of game
designs. It's kind of like, you know, we
know we have to do the programming, we
know we have to do the art, the UI, and
all that. Oh, by the way, we need to do
sound some point, you know. Uh, but more
and more, I think sound is becoming one
of the really primary, you know, upfront
components of a lot of games. You know,
more and more games are actually based
upon, you know, music or, you know,
that's the overt theme of the game. Uh I
think that um
sound design, you know, if I'm including
music as well, uh is at least as tricky
as the art side of things nowadays and
at least as rich.
I think the primary
indicator for me as to the quality of
sound design is whether I turn the sound
off or not.
You know, there are a lot of games where
it's just like that is annoying as hell
and I turn it off. You know, maybe the
game's fun and I enjoy the game, but uh
really great sound design is something
that I notice. Uh I mean, I'd say that,
you know, good sound design is something
that, you know, okay, it's tolerable.
It's nice. It informs me. It serves its
purpose. Um every now and then I play a
game where the sound design just blows
me away. Uh there was an old old game, I
think it's Clive Barker's Undying. It
was like a horror game and you're going
through this old house and it's dark and
it was a first person kind of scary game
and most of the sound design in there
was like the wind howling. Uh some of
the windows were open. You were seeing
drapes move, creaking, and it was done
so well. uh the blending between the
creaking of your footsteps and the
creaking of the wind and every now and
then a monster would pop out,
but it would be a little bit slightly
different creek and you were starting to
imagine all these things in the
soundsscape that you were about to
encounter. And so they were really
tweaking your imagination with the sound
design in a beautiful way. And every now
and then I see a game that does
something like that that really just
kind of uh the sound is really adding uh
a whole level of dynamics to what I'm
building in my imagination. And I think
that's an indicator of great sound
design.
Within sound design, there are a lot of
components to it. Uh you know, you'll
have sound effects within your world. Uh
typically you'll have music, you'll have
a lot of times user interface sound
effects which are very different from
the end world sound effects. Uh you know
voices, voice acting. Um
so you know across all these things
you're going to have to have somebody
that kind of understands all these
components at some level and brings them
together. Now from the design point of
view, you know, the designer can kind of
say, you know, I want these things to
sound realistic or deep and I want the
interface to be quiet or I want the
voice acting to be like this. That's
something where you really need almost a
jack of all trades, you know, for your
main or only sound person, you know,
somebody who's pretty comfortable at
doing a lot of different things. Uh,
again, I was lucky to work with guy
named Ken Jolly as my sound director.
Um, and you know, he would basically
oversee the music and the sound effects.
A lot of games, you know, the sound is
going to be very localized, very, you
know, in the world. You know, these are
the objects in the world making noise,
and as you move the camera around, they
need to kind of fade up and fade down.
You know, a lot of it's very kind of
tactical like that. Uh, other times it's
more global. It's like, I want to have
this zen experience and I want to hear
this soothing music as I play this and
all the sound effects are going to blend
into the music, you know? So there's
pretty wide variety of approaches
depending on what kind of game you're
doing that you would take to sound. But
uh I think that your sound director
probably has the opportunity to present
you with even more options than your art
director. Uh because it's pretty easy
and quick, you know, to prototype some
of these things on the sound side.
Well, I think for the sound to really
immerse the player effectively in a
game, it has to live alongside, you
know, the art and, you know, even the
player interactions, you know, but it
has to feel like it's part of the same
world. You know, the sound feels
cohesive with what you're seeing on the
screen. Then it comes together and
that's when all a sudden this becomes a
real tangible world and I can kind of
mentally displace myself into it. So, I
think that you can't just deal with the
sound apart from the art. The two
basically have to live in the same kind
of universe together. You know, what's
this world's made of? What's the scale
of this world? Is it, you know,
whimsical? Is it serious? Is it spooky?
Is it uh, you know, fantastical? So, I
think that there's like the style of the
sound, but there's also, you know, how
overt is it? You know, is this, you
know, a very foreground sound? Is it a
background ambience? Is it something
that um
sounds very consistent through the whole
world or is it something that indicates
something special here? That kind of
thing, you know, again, it's it's very
brittle in a way and that, you know,
it's a little bit too much and it
totally blows it. A little bit too
little and you don't hear it and there's
a very very narrow sweet spot I think
that you have to achieve on the sound
design, especially when you're putting
sounds against each other. on the music
side that is you know kind of a much
more subjective decision I think on the
designer's part but um one of the things
we want to do in sport again was to make
each one of these worlds seem unique and
special and uh you know we couldn't
really have music coming from these
little cities that were supposed to be
on different planets playing the same
tune so we decided we took a stab at it
uh and I'd say reasonably successful
We had a generative music system. We
actually had Brian Nino come in and help
us design the music system in uh he had
been actually doing generative music for
many years and he worked with my sound
director Ken Jolly. Kim was actually
coding up these systems that Brian had
been doing manually. And so in fact in
sport you could actually open the little
city hall building and adjust the
parameters of the procedural music. But
every city in fact has a different
little melody played because it's all
computer generated.
in sport. In fact, you know, depending
on where the camera is, how high it is
above the ground, you get kind of a
different layers of effects that would
come in and out. You know, way up high,
you'd get more environmental wind
effects. You know, like you're up in the
clouds. As you came in, you'd start
hearing the things, you know, creatures,
people, whatever, moving on the ground,
vehicles. Uh, if you came all the way
down to ground level, there was another
kind of ambience of almost like, you
know, gravel going blowing across the
terrain or, uh, wind, you know, going
through leaves, that kind of thing. But
it's actually a fairly technical system.
And I think more and more of sound
design in games is getting to that level
of sophistication.
And uh so you know I would kind of
describe to Kent, you know, oh I think
that should sound more like we're going
into space. What would it sound like?
You know, if I was going from the
atmosphere
with the camera all the way out into
space, what would the sound do at that
point, you know, and we basically had to
cut out all the environmental sound
effects and we actually went to music at
that point, you know, and there was a
whole different soundtrack for the music
depending on what scale you were at in
the space. So we kind of figure out you
know where does the music inhabit
different parts of the game and what is
the transition really the transition
between those is the trickier part uh
because especially if the player is
moving or move the camera between these
you want a very smooth seamless you know
sound design and that's why sound feels
kind of more brittle in a way. It's
pretty obvious that you know when this
object goes behind that object it is
oluded. You know the visuals are pretty
obvious in terms of where they should
appear and when they should appear. The
sound is a lot less obvious.
It seems like every game you kind of
expected to have some background song
playing. Uh, you know, I think that when
we watch film and somebody scores a
film, there there typically is, even at
a very very low ambient level, a little
bit of a film score kind of running
through the whole thing, you know. So, I
think part of this is maybe the
expectation we bring in from film. Uh, I
think that um there's maybe this thought
that, you know, more is always better.
So, the more music we have playing, the
longer it plays, the better the game is,
which isn't necessarily true. I think
it's in fact a delicate thing. I think
in terms of how you approach it and you
bring it in to a product. When I was
working on the Sims, one of the things I
really wanted to try and I did try and
it was a failed try, but it was fun to
try. I wanted to put a laugh track in.
And in fact, I put a laugh track in the
Sims during certain things. And I
actually started study I spent some
time, a few weeks researching laugh
tracks, which turns out to be this
amazingly secretive thing. There are
just a few people that really do most of
the laugh tracks. They're very secretive
about how they do it and the machines
they use are customuilt. I mean, it just
surprised me that it was such, you know,
a black box. But, uh, yeah, it just
didn't work, you know. But, and it was
because it was so abrupt, you know, cuz
people were building in their head these
whole little stories of these people
doing these things and the player
stories, it would be like, oh, her
grandmother just died because of this,
that, and the other all of a sudden
laugh kicks in, you know, and so it
would actually interrupt and conflict
with their stories. And so one of the
reasons why we never, you know, we took
it out forever was the fact that we
realized that it was stepping on the
player stories that seemed like the most
emotionally engaging part of the
product.
One of the general things I found as a
designer that's actually very useful is
that a lot of times we'll hit a problem
that's seems almost intractable or how
do we solve this? It's really messy
problem and so many times we just fall
back on humor and humor is so underused
in some ways. Some games, you know, are
trying to be comedies and all that, but
uh even just a little bit of humor every
now and then when you're dealing with a
hard design problem sometimes can make
it work okay, you know, in the Sims they
had to pull things out of drawers or
whatever, which is really hard to deal
with. So we had them always reach behind
their back and pull it out of their
butt, whatever it was that they needed
in their hand. Uh, and it became like
this humorous little kind of uh thing
cliche about the Sims and The Voice kind
of supported that a little bit. You
know, the way they talk, they sound like
a little teeny little, you know, strange
people speaking some weird language that
you never heard of before. So uh I think
that you know if you know kind of the
metaphor the unconscious metaphor we
were promoting was this was a dollhouse
then you know these wanted to be like
little tiny people and they want to have
high pitched little voices and sound
like little tiny people you know walking
around inside a little dollhouse. Uh
again this is kind of a little bit more
subconscious subtle but I think it kind
of supported the idea that you're
dealing with a little toy world in front
of you and little toy people that you're
manipulating.
friend of mine designed this game that
we published called Sim Life many years
ago and it was an evolution game, fairly
serious evolution game, you know,
actually tracking the genetics of these
little creatures and they could, you
know, mutate and evolve over time. One
thing he just threw in at the last
second before he shipped the game is
that whenever two creatures came and
mated, you know, at first they would
just kind of do this little mating uh
animation that was, you know, very PG.
He threw in the sound effect that uh he
made with his wife, I think, but
basically a little sound effect was like
la, you know, just a little silly little
thing.
And everybody who played that game, that
was the one thing they remembered about
it, you know, and every time they heard
that, they would just laugh
hysterically. And for a lot of players,
that was like 10% of the entertainment
value of that game was that one little
tiny sound effect, you know, that took
him five minutes to throw in there. Uh
so it's really funny you know and in
that case you know it was actually the
whole game was so serious that that one
little bit of humor really stood out to
people and surprise them
on a game like the Sims. You know we
obviously wanted to kind of hear the
Sims. You know initially we thought you
know do we want to record people saying
real things? No. That's going to get way
too repetitive. you know, it's going to
break the illusion because really the
idea was that, you know, if you were
watching people from a balcony and you
couldn't hear what they were saying, you
could still kind of get a sense of their
emotional state by the way they animate,
they gesture, their body language, and
the tone of their voice. Not what they
were actually saying, but the tone. Are
they excited? Are they sad? Are they
quiet? Loud. So, we basically wanted to
go in and record something that sounded
real, but was not understandable. Uh I
initially brought in a few voice actors
using languages that we just were not
very familiar with. Uh we first tried
Estonian because Estonian sounds very
strange. You know, it doesn't sound
Slavic. It doesn't sound European. Um
but we couldn't find enough Estonian
voice actors. Uh then we found actually
a few voice actors that actually spoke
Navajo. Um but that sounded actually a
little too American Indian. Uh
eventually we found these two voice
actors that were also improv comedians
uh that knew each other. uh a ma a man
and a woman and you know we tried to
describe to them you know what we wanted
and you know they just started kind of
speaking of this gibberish to each other
and you know we listened to it for a
while and we started actually giving
them a little bit of direction sound
direction and I was on the sound stage
with the other designer uh Claire
Curtain and we were kind of saying okay
can you do a little bit faster can you
make it a little bit more cartoonish and
we were kind of giving them a little bit
of direction but the whole time they
were kind of developing this whole
gibberish language. Um to the point
where they were kind of speaking the
same language. You know, the kind of
things he was saying sounded like the
things she was saying. They were kind of
basically meeting. They were both
starting with like random gibberish, but
they kind of met in this area where they
sounded like they were speaking the same
thing, you know, in a male and female
voice.
It was just through the talent of those
two actors that we kind of zeroed in on
what we ended up with. But that was very
much kind of a discovery and an
exploration that we were doing on the
sound stage.
Whenever I got to the point where I
decided, okay, I'm building a game about
this, I started imagining, how do I
present this idea to other people? What
am I kind of imagining the process to
feel like the activities, the agency I
have in this? I'm starting to actually
play that game in my own head at a more
and more detailed level while at the
same time trying to imagine, okay, how
do I offload or download that play
experience into somebody else
effectively? And that becomes kind of
the part of the pitch
whether you're trying to communicate
your design vision to your team or to
executives or to your audience.
uh you need to kind of remember why you
want to do it. What got you excited? You
know, what is the key thing that's
really motivating you? And then you kind
of step back and say, okay, how can I
recreate that process in that person's
head? You know, how can I make them, you
know, see or understand or feel the way
I feel about this design direction? And,
you know, maybe it's not the, you know,
explicit overt description of what your
game is going to be. you know, maybe
it's more a, you know, getting into
their head into the emotional motivation
that drives you and, you know, maybe
it's more about the creativ creativity
you'll have in this or the
expressiveness or what it's going to
feel like nostalgic to go back to your
childhood playing this thing that you
used to play. You know, there might be a
lot of direction you should kind of take
that, but in some sense, you know, like
game design itself, you're hacking
psychology. You know, you're trying to
imagine, you know, what does it take to
make that person feel the way I feel?
Uh, it's almost like reverse empathy,
you know, how do I push, you know, my
feelings into that person?
Interestingly, you know, most of the
hits I've had, the really big hits, Sim
City, The Sims, were the ideas that I
got amazing amount of, uh, push back
from with almost everybody I described
it to, uh, initially and, uh, at some
point I actually had to kind of
reformulate the way I was thinking about
it to then communicate it effectively.
Uh, and I did, you know, I kind of
thought, you know, okay, what is it
about the way I'm talking about this
thing that's not hitting the mark in
their head, the way it hits it in my
head? And eventually I found ways to
actually communicate what I was really
thinking. Um, which wasn't an explicit
description of the game design, but more
the feeling I was going to have playing
this game. And if I could now figure
out, okay, now how can I make them
imagine that feeling? And what do I say
to them to imagine that feeling that I
would imagine feeling playing this game?
So, it's like one step deeper really.
Right off the bat, as soon as you think,
"Oh, I have an idea for a game." Tell
your friends, see what they say. Tell
other people. Tell people you meet. Uh,
and you can just observe and learn from
the result of what they, you know, the
questions they ask you, what they seem
interested in or they want to know more
about it or they want to talk about
something else. You'll learn very
rapidly. And then when it comes to the
point of now you're pitching to team
members or executives, you will have,
you know, refined that idea quite a bit
up to that point already. You don't want
to wait until you're actually pitching
it to somebody who matters. Typically,
we try to go for what's called the
elevator pitch eventually. You know,
initially when I'm working on a game,
I'll sit there and I'll describe for 10
minutes. Oh, there's a game where you do
this, that, and the other, and it works
like that, da da da da. But eventually,
you want to get that down to like one
minute or 30 seconds. There's no easy
formula for that at all. Uh I think
repetition or trying, you know, 100
different things is probably the most
effective thing I found. Uh one thing
that we uh would do on the larger games,
you know, we would go to trade show like
E3 and a lot of times, you know, we
would be talking about a game before
release pretty early on to certain press
members. Uh a lot of times I would be in
there kind of giving a description, you
know, to interviewers. Uh but it would
be you know every five minutes a
different interviewer comes in and then
another one comes in another one comes
in another one comes in. So that
actually became a great opportunity for
me to figure out how to refine the
pitch. You know I would try a pitch with
this person. I would notice them getting
kind of bored looking at their thing
during that part of the pitch. They'd
get wideeyed and look at me attentively
during another part of the pitch. So the
next person that came in the room I
would kind of expand on those areas
prune the other ones try on that person.
So I was actually iteratively evolving
the pitch you know rapidly over the
course of one day and that I found
actually and we would also across team
members other designers or team members
might be there talking to people about
it and they would come back to me and
say oh they really got you know
interested when they heard this part but
they didn't seem to care about that part
and so we'd actually compare notes and
we'd actually together as a team try to
refine that pitch okay let's you know
talk more about this lean into that lean
away from there uh so The pitch is
something that, you know, I think will
be evolving over time. Initially, you're
going to come up with this idea and you
might, you know, tell somebody uh at
your company or a friend or whatever and
that's going to be the very first time
and it's going to be horrible. I mean,
you're just not going to convey it very
well. And maybe the idea in your head
isn't very well formulated either. Maybe
you just have a very fuzzy idea of the
kind of game you're thinking of. So in
your head as well, you're refining that
model and trying to make that thing more
and more fun. As you interact and tell
more and more people about it, uh I
think you will naturally evolve it,
naturally discover the most effective
way to communicate it. So I'd say
repetition is probably the best rule of
thumb.
frequently uh the game designer is also
the person that's starting to assemble
the team that's going to build this
product. And as you're building that
team, you know, one of the very first
things skills that you really have to
have is the ability to communicate your
design to your team. And continually,
even when you're refining your idea or
changing it, you need to make sure the
team is aware of that. And it's more
understanding the direction you're
going, not the destination. And you know
over time as they come to you with you
know should we do A or B and you start
saying you know BB B they'll start
learning you know to predict your
decisions and they'll start making more
and more of those decisions. Uh if
they're unclear they'll still come to
you. So in some sense you're educating
your entire team ongoingly about what
the design is and where it's going to
head. Uh this is a more granular version
of the same process you're going to use
to pitch your idea when you go out to
other people and try to sell them on the
idea to fund it or whatever. uh you're
going to basically try to communicate
very clearly to them what's in your
head, you know, what you're imagining.
When I did The Sims, uh it was a big
challenge for me, you know, and I was,
you know, within my own company, it was
rejected many times because I was
describing this game. First of all, I
never after the product uh was about
halfway done, I never once called it
this again, but I used to call it
Dollhouse. That was the initial name for
the game. And I found that it was such a
loaded term that you know any male gamer
you know they you hear a game called
dollhouse they're not going to play that
game. So that was uh one thing I
learned. Uh also as I pitched this to
executives and stuff you know I was
talking about this cool game where
you're managing these people and they
have limited time and all this stuff but
what they were hearing was here's a game
where you take out the trash and load
the dishwasher. Uh which didn't sound
very aspirational. So uh you know I
found that I had to kind of rethink the
way I was presenting the whole concept
and idea to somebody you know that now
it's little people you can mess with
them and they live lives in your
computer and it's up to you you know to
make them happy and that was kind of a
much more interesting rich kind of
metaphor for them to kind of wrap their
heads around. So you're not just
learning to pitch to your design team or
your production team but also to people
outside within your company and then
eventually to the end consumer. You
know, eventually you're gonna put an ad
on the web or in a box or whatever, but
you're g have to clearly and concisely
communicate to somebody, you know, what
this game is, why they want to play it,
because they're going to start playing
in their head as soon as they hear about
it. You know, before they even see the
game, as soon as somebody describes, oh,
you should check out this game. It's
about X, Y, and Z. They're going to
start imagining, okay, that sounds kind
of fun, you know, and they're actually
playing the game, a very simple version
of the game that they're imagining in
their head. And that game has to be fun.
That's the first game you're actually
designing is the pitch.
If you're pitching to your team members,
designers, whatnot, you know, they want
to know, they're going to want to hear
something that's unique and interesting.
They're going to be proud to build. Uh,
and something that's buildable because
they're going to be responsible for
actually having to build it. Uh, and
something that sounds creatively
challenging. you know, that's what
they're, you know, they're looking for.
And so, you have to pitch, you know,
here's something that's going to be
really cool to build, unique, people are
going to love it, uh, and we can make
it. When you're pitching to the
executives, you know, you know, it
depends on the company, how big it is,
and all this stuff, but basically, you
know, whatever the big hit was last
year, it's like that but better., you
know, that's kind of the the cliche.
Obviously, the the most successful genre
in any format almost is the sequel. So,
you know, if it's a sequel, they're just
going to want to know that you're going
to execute it well and not screw it up.
Uh, if it's an original thing, you know,
they're going to basically be measuring
against that. You know, should I invest
in this original thing or put more money
into the next version of this, you know,
popular franchise. And, you know, at
that point, you know, a lot of it's just
going to be based upon your track
record. Now, as you're pitching to an
audience, you know, of course, now
you're kind of saying, "Try my game
out." Or a journalist is a whole
different thing. You know, pitching to a
journalist, you know, they're going to
want to write an interesting story. Uh
something where they can actually
exhibit a fair amount of creativity in
their review or their writing of it. Um
so, if you give them something where
they can all a sudden take a creative
spin in their writing, that sounds more
attractive to them. There's actually a
pretty big distinction, I think, between
what I call game journalists and general
media. Uh when you're pitching to a game
journalist, they're gonna be very jaded.
Everybody's coming to them saying, "Oh,
I'm gonna build the next big hit and
it's gonna be duh duh duh duh, you know,
and they're gonna want to hear something
that to them actually sounds, you know,
like creative, unique, uh something that
really is fresh, you know, within the
game industry and because they hear all
these ideas within the game industry,
but also they want to uh believe that,
you know, whoever is pitching them can
actually execute this. You a lot of
people can give a great pitch, but they
can never build a product." Um, digital
media, you know, I think it's a little
bit different story. You know, for them
it's going to be more like, why does my
audience care? You know, it's a game.
Uh, so there almost has to be a hook
into them where, oh, you know, people
that don't even play games will be
interested in this because of X Y and Z.
Maybe it's topical or maybe, uh, it's
involving some new technology or
something, whatever it is. but they
almost need another hook to understand
why their wider audience is also going
to tune in to this thing that they kind
of think of as a niche product. So I
think you need to kind of understand the
motivations of each of these groups.
The pitching style I eventually
developed um which I'm not sure is even
that successful is trying to get people
back to the original topic. you know,
here's why I think ants are cool. Here's
why I think, you know, it's cool to, you
know, construct little buildings and put
little people in it. Here's why I think
evolution is cool. So, I try to usually
start kind of with the topic, why I
think I got motivated in that, and then
kind of back into and here's a game
where you get to make this and do that.
And I found that the more we could
reference, you know, the player in the
pitch, generally the better the pitch
went. You know, it's not like, you know,
here's a world in which this happens,
but here's a world in which you are the
mayor and you get to decide where to put
the roads and you get to do this, that,
and the other, you know. So, if you
start saying these are the things that
you can do in the game, uh, and make
that sound interesting. Uh, that kind of
reverses the whole thing rather than
here's this thing I want to sell to you.
One of the fundamental questions that
you're probably going to get um
especially if the pitch is very
unrefined is you know why is that going
to be fun you know which is a hard
question to answer because if your pitch
you know really conveyed what it needed
to convey they wouldn't be asking that
question you know it would already be
fun in their imagination they wouldn't
ask you that question so that that
really indicates you know a key part of
your picture missing people will try to
triangulate your idea against other
games and they'll say, "Oh, is it kind
of like this game but a little bit of
that or this game that's turnbased, you
know, instead of real time?" In their
mind, they're kind of looking landscape
of all the games they know about and
trying to figure out where yours falls
into that landscape, you know, by
finding landmarks nearby, saying it's
somewhere between there and there, you
know, and uh that's going to be very
common. And if your game is not in that
landscape at all, if it's an outlier
over here, um that's both good and bad.
It's hard for them to triangulate
because they've never seen anything like
that. But on the other hand, it can feel
fresh if you can pitch it the right way.
You can almost kind of take the outliers
in that direction and say, "Oh, it's
kind of like this, but we took it in a
totally different direction that
nobody's ever done before." Now, if it's
understandable, and you can basically
again download that it's totally
different in this way, so they can
actually start imagining why that's
good, why that's fun. That can be very
successful.
a lot of startup pitches, you know,
somebody says, "Okay, here's the cool
new trend that's just popped up, you
know, in social media or in platforms or
whatever it is, and we're going to, you
know, be right on it." You know, we're
going to be riding that wave. And so, I
think that the people that are really
involved in these industries, again,
they're kind of jaded. You know, they
know that every pitch coming this month
is going to involve Facebook or this or
that or whatever the hot thing of the
month is going to be. So, I think that
you have to be a little bit careful
about that. Uh, in particular, I think
you need to feel like your thing,
whatever it is, is standing on its own
legs, on its own merits, and it's not
just going to be successful because it's
part of this trend that's happening this
month. There's another actually really
important part to I think pitching,
which is that uh recognizing when you've
sold your idea, don't continue and
unsell it. Uh, a lot of times if you
give somebody a fairly brief explanation
of your idea, leave a lot of blanks in
there. Um, the person you're pitching to
will generally fill the blanks in in
your favor. You know, this is the way I
would fill in those blanks. They're
probably going to do it the way I would
want to. And so, if you leave those
blanks, they're going to imagine those
filled in the way they would want to
fill them in. If you keep going with
your pitch and start filling in those
blanks in a different direction that
they don't like, you've now unsold the
idea after you just sold it to them. So
I think you know it's very important to
kind of realize when to stop.
The one thing that I think um is the
biggest mistake that I see is when
people lead with genre, the first thing
they say is I want to build a firsterson
shooter that does da da d d d d d d d d
d d d d d d d d d d d d d d d d d d d d
d d d d d d d d d d d d d d d d d d d d
d d d d d d d d d d d d um you know to
me as soon as I hear genre you know in
my mind that they've already basically
compartmentalized you know how far
they're going to go they not even
willing to think of it outside of that
genre an expansion of the genre but
they've already put themselves in a box
you a fairly limited box that's been
very thoroughly explored. You know, now
it's okay if it's a first-person
shooter. That's fine. But maybe it's a
first-person shooter with relationships
and social networks and, you know, it
might be a lot of other things involved.
But when they say first-person shooter,
in my mind, I'm automatically putting it
in this very limited little box of
experience. I think other ones is people
tend to be too verbose. You know, they
tend to add way too many details way too
early. Uh there was that saying about,
you know, your garden is not complete
until there's nothing else you can
remove. you know, I think for your
pitch, you want to remove every possible
word, you know, that is unnecessary and
refine it down to that level of
conciseness. And uh those are, I think,
the two most common mistakes I hear when
people give pitches. The third probably
comes more down to energy. uh that if
the person giving you the pitch doesn't
really feel excited about it and it's
more like oh yeah I got this game idea
you know uh how can they expect me to be
excited about it you know but if
somebody comes up to me with a very
concise idea they you know lead with
kind of the topic or what's cool about
it to them they don't say anything
unnecessary and they're really into it
that's an effective pitch
Now, let's check out another game from a
different aspiring designer.
So, my game is Flooded Market. It's a
multiplayer strategy game where you're
going to enter the cutthroat real estate
market of the sinking city of San
Francisco.
Yeah. So, you're going to be out bidding
other players. You're going to be
renting. You're going to be renovating
these properties. And all the while,
turn by turn, climate change is going to
cause the sea level to rise as it is in
our starting screen.
This is fast global warming.
Yeah. Accelerated global warming. And as
it moves up, it's going to transform
these properties from their their
regular selves into pristine highquality
beachfront property and then destroy
them right afterwards. And so you're
trying to catch that that wave of
inflated prices and uh that along with
paying off the right politicians will
let
multiplayer
it's multiplayer up to 50 players can
play in a game.
Uh we haven't tested it with 50 players
but the the system is there to support
it. Uh and the notion is that you have
all these players creating an economy uh
that you're then going to try to
optimize and act inside of. And ideally
all the player actions are driving the
simulation while the simulation drives.
Right off the bat, I love your intro
screen. I mean, it looks fun already.
Just look at the intro screen.
Yeah, the intro screen is supposed to to
make that that striking first
impression.
Okay, so let's see the game.
Yeah, let's get into it.
So, you're playing. We're going to
create a game here.
I like the pitch, by the way. I mean,
it's very succinct, concise, and it
sounds fun.
This Will's game. So, we can launch in
here.
So, right now, we're going to kind of
get the gist, the lay of the land.
There's San Francisco for those who
recognize it. And
so, you have a real map of the real
city,
right? Yeah. We pulled from map data to
help get elevations and and um locations
and also house prices to start off with.
So we have a house in downtown. It's
worth 1.3 million. It's five stars.
Are these all things for sale?
These are all things for sale. Yeah.
So I have a budget and I'm choosing how
to spend invest in real estate here.
That's right. Yeah. You have $3.8
million up here. And let's say we can
even select this house. We can bid on
it.
Uh this one we can take a look at and
say, "Okay, it's got some nice views.
It's got decent quality. We can upgrade
that later if we want. It's kind of
getting close to the water. 20% water
level. Yeah, we can check its
elevation's at 50 m. The water right now
is at 0 m, but that'll change as soon as
the turn ends, which is fast approach.
So, it's turn based.
Turnbased game.
Okay.
Uh, so we can also place a bid here. And
then our first property, what are you
thinking? You want to list it? Get rid
of it? You want to upgrade it? You want
to start renting?
Let's upgrade deals. Okay. So, we're
going to put that up to six stars. And
now it jumped to 1.4 million. So,
I really want to go one turn to see how
far up the water is going to go.
Oh, yeah. Yeah. So, we can zoom out. If
I can zoom out here. So, the water only
went up 2 meters. So, we got some time
that will increase uh as the game goes
on. So, it will be kind of this
building.
So, I'm guessing it's kind of like a
sweet spot I want to get in here where I
hold it long enough for it to appreciate
before it's inundated.
Yeah, exactly. Yeah. And it takes a
couple turns to kind of do the actions
you want to to kind of flip these
houses. And so,
now am I buying and selling these houses
to other players or from the computer?
So, you're doing both. Uh if no one bids
on it, the computer will pick up the
slack and buy it. There's kind of this
secret economy guy who's making sure
that everyone gets paid, right? Uh, but
other players can buy your house once
you list it. Okay.
And so right now we have, if we zoom
out, we have all these different player
icons and those are all the 49 other AI
players that are playing with us. Okay.
And so if I hit the end turn, you'll see
them actually kind of run around. So
they'll all move around the map buying
and selling properties. We can also do
that. Uh, these green properties are the
properties we can move to. They're
adjacent to downtown. So we can hop over
here to Civic Center. And now we have
new properties that we can buy in, new
neighborhoods we can buy in, and new
properties or new neighborhoods.
Oh, so we have a location in this world.
Yeah, we have this tiny little
bing stuff from near me,
right?
Okay.
So, right now we're we're trying to
incorporate as much player to player
interaction as possible. Right now,
they're kind of uh using this middleman.
That's the simulation. So, I buy and
sell properties. I can upgrade and
affect properties and then other players
can interact with those properties, but
I can't interact with players so much. I
can outbid them,
right?
And if we
I presume you played mule.
I have played mule
way way back. I mean, that cool auction
interaction.
Yeah. Yeah. No, that was
almost expecting, you know, some kind of
like exciting point here where I'm
trying to bid with other players for a
property that's very desirable.
I I think showcasing that might be might
be a good direction to go or creating
some sort of moment where everyone's
throwing money at each other.
Dramatic tension. Yeah.
Yeah. Yeah. And that might that could be
broadcasted out to other players where
they get to watch this this battle of of
bucks and dollars go go back and forth,
right? It was actually also an
interesting combination of kind of
turnbased and real time. Yeah.
Because that part of the auction was
real time. Rest was
turn based. Yeah. Yeah. Yeah. So you had
this constant uh tension between whether
or not you were paying attention to the
real time component of the game.
Yeah. So if I'm playing this online
against other players and you would be
playing this,
how long is a turn?
So a turn is an average of about 35
seconds. The early turns you have more
time.
Oh, so it's fast.
It's fast. Yeah. The early turns you
have more time. You have 45 seconds and
then near the end of the game you have
about 25 seconds.
So that's a lot of your dramatic tension
is how much you can accomplish in 35 40
seconds,
right? I'm not sure how much of the game
I want to be about time management,
right? I would like players to feel
comfortable enough with the time they're
given to make the decisions and choices
they have. So that was one of the
reasons why we limited it to five
properties. Right now we have two of
five max.
Much easier to Yeah.
Yeah. Previously you didn't have a limit
and I got up to 40 properties and so I
had 45 seconds to make decisions on 40
properties and I was having a very
stressful time of it.
Tell me a little bit about what you've
learned in testing.
So we've learned uh that people really
like they see houses as almost like
people.
Okay. They see houses as having
identities and having stories and
locations as having those identities and
stories. They see this as a tragedy
playing out before them, right? This is
a train wreck happening and they're
trying to profit from it, which is
uncomfortable for some people.
You know, I think it's going to have a
whole lot to do with the pacing of it.
Uh, you know, 35 seconds is a new player
going to feel like it's overwhelming.
All the other people are know exactly
what they're doing and I haven't even
started in 35 seconds.
Yeah, exactly.
Is there some way to kind of moderate
that?
Yeah. some some delicate onboarding is
probably a good next step because
that'll also let us get to new testers
without having to sit them all down like
this and walk them through all the
steps.
I almost wonder I've never really seen a
game like this. I could almost imagine
something where you're interle players
are in certain zones where they get a
minute and one of their turns is equal
to two turns of an experienced player.
Oh.
And so you keep it in lock step, but the
new players actually get longer and
they're on the same time cycle, but it's
kind of a interled.
Yeah. Yeah. Yeah. And maybe they're
okay. I can certainly see some really
interesting balance point being reached
there. We could even use them as the
generators of content for the players
who are playing faster games. So instead
of having that invisible economic agent
behind the
maybe they're buying the cheaper
properties, maybe the residential
properties are on this every other time
scale, you have a minute, when you get
into the more expensive commercial
properties, it's every 30 seconds and
that's experienced player.
Yeah. Yeah. And so we have a way for
them to play together but also at their
own
at their own pace and they don't feel
like they you know it doesn't feel too
fast for the beginning player or too
slow for the experienced player.
I hadn't thought of that.
I grew up playing turn-based games and
some of these like you know turn-based
war games I'd spend an hour sitting
there playing every little thing. You
know other times they go a lot faster
but when you're having to wait for other
players and I've done all my stuff in 30
seconds and I'm waiting for the
fiveminute turn to end. Yeah.
You know it's incredibly boring.
Absolutely. So, I think figuring out
some way to where players can kind of
select the time uh scale at which
they're comfortable, which also might be
the level of experience or risk, you
know, that they're encountering.
Can I zoom into the visuals like where
the water's coming up? I just want to
Let's get in there.
Oh, yeah. That's cool. I like this.
Yeah. So, we can look around.
Can you rotate the map or is it
Right now it's staying north to west to
southeast. Um, it's staying kind of
locked.
You can kind of zoom in and see this is
where I live. All the water. Um,
you know, you mentioned it right at the
beginning that some players found it uh
little macob or uh
a little distressing.
Distressing.
Yeah.
I find that interesting and actually I
think that's kind of cool because that
in indicates a level of emotional
involvement that they're emotionally
involved in what this is.
Back when uh Kubric did Dr. Strange Love
way back
a lot of people criticized him for
making fun of nuclear war,
but at the same time he actually got a
whole generation of kids, you know,
aware of how stupid nuclear war was. by
making a dark comedy about it, you know,
and uh I think that is one of the things
that really attracts me to this concept.
I think that the turnbased thing is kind
of old school,
but has a lot of cool opportunities. I
really enjoy turn-based gaming.
And I think that uh there might be some
opportunities to kind of do things with
turn-based gaming that haven't been done
before.
And I think in some sense you might be
able to attract a lot more players to it
if I have a spin on that kind of thing.
They're expecting
but and keep it approachable like this.
But uh I think it's a very cool unique
idea and I think that you know the
biggest challenge I would see right off
the bat is going to be um moderating the
player involvement and skill level such
that new players don't feel overwhelmed
by the pace of the game. Yeah. Or the
opportunities that the other players are
taking from them, you know, that you
don't have the new experienced players
preying on the the newbies, you know.
But I I really like the idea and I think
uh your pitch was very effective and
intriguing as well because right off the
bat you didn't really uh talk about
genre. You just kind of talked about
here's the topic, here's how it plays
and in my mind I was starting to play
the game and it sounded fun. So I think
it's a a great idea and I I think you'll
learn a lot you know watching the
players as you scale up.
As I think about platforms, you know,
and maybe I think about them in a
different way than most people, but uh I
think of the technology as just one part
of the platform. Um I think just as
important is the cultural platform. What
kind of culture is this being played in
China, in America? Is it being played by
serious gamers in Germany? And the third
being the actual demographic, the
person. Is this being played by young
girls, by older men, by a whole family
together? Is it a very social
experience? So really there almost like
three platforms we're dealing with here.
There's the technological platform, the
cultural platform, and the kind of
demographic platform. Understanding all
three is totally important. You know, I
think that we are getting a lot of
freedom on the technological platform
that we did not have before. If it's a,
you know, really big game, you can
eventually put it on any platform you
want to really. you know, it's a matter
of where you start. You know, the other
ones, you know, are really going to be
much more constrained over time. You
know, if this game is really targeting
12-year-old girls, it doesn't matter
whether it's on an iPad or a PC. You
know, that's kind of what the game's DNA
is about. So, I tend to think of all
three together as the platform.
The whole world has changed so much you
know in terms of you know app markets,
mobile tablets uh online and you know it
looked you know with console development
and really big PC game development you
know the teams were getting larger and
larger the budgets in the tens of
millions of dollars and uh all of a
sudden you know it looked like you know
we were doomed that you know you had to
have $50 million and a team of you know
100 people to design a game. Now it's
totally reversed. Now, you know, we're
back to where a small group of
passionate people can create a cool game
on an iPad or whatever and release it
pretty effectively on the app store.
Now, it's a matter of, you know, press
and marketing and how you actually get
people to download it and try it out,
but at least you have the ability to
create and have it available to people
and also to learn about it, you know,
very quickly and iterate on it. So the
dynamics have changed dramatically and I
like that idea just as a design point of
view that um now I have the opportunity
to learn much more effectively and much
faster for our players and shift
directions you know pivot very easily
whereas before pivots were incredibly
expensive. So to me and you know also
the fact that it's now kind of more
ubiquitous in terms of I might have my
you know my laptop my laptop my uh iPad
or my phone with me in my pocket. I can
have, you know, parts of the game that
are very interstitial. I can pull out of
my pocket, my phone, and play for a
minute or two, go home, pick up my iPad,
do something else, but still play it,
you know, in a browser on my PC if I
want to. So, the fact that the game is
becoming kind of more platform
independent, uh, is very attractive to
me as a designer.
I think nowadays we actually have a much
wider range of potential business models
than we used to. You know, it used to be
that you basically had to put this in a
box and sell it for $40. You know,
unless it was something that people
would pay $40 for and go to the store
and buy off the shelf, you know, it
wasn't going to make sense. Now we have
a wide range of ways, freeto play,
monetize incrementally, you know,
whatever it is. But uh I think from the
designer point of view, you
fundamentally have to create a
compelling
uh excellent unique experience. And if
you really hit that mark now, you have
all number of opportunities for
monetizing. You know, I I don't really
think in terms of let's first decide how
we're going to monetize this and now
let's design it. I think in terms of
let's design something that's going to
be just so damn cool that people are
going to want it. And now we have this
whole range of ways in which we can
choose to monetize it, you know, and
over time as we're developing the game
and the world around us is changing very
rapidly as well. And look at the
platforms we're on, we can zero in on
the right monetary model or we might
even offer several different monetary
models. It didn't have to be just one.
We have this wide range of economic
models now, how to monetize your game.
Uh, and a lot of that's going to be
relative to your player base. You know,
who who are expecting to buy this game
or play this game. And these people,
depending on who they are, are going to
be have certain comfort zones and
certain kind of uncomfort zones. And
some people, they were coming from World
of Warcraft and they're used to, you
know, subscription. Other people aren't.
You know, for them, they have to
download it for free and be able to play
it for 5 hours before they will spend a
dime on it. Uh, that's going to depend a
lot on that. So, I think once you start
zeroing in and getting a sense of who's
playing this game, what their prior
experience is, and how they are used to
monetizing their entertainment, then you
can figure out I think it's easier to
now adapt your game design to that
monetary model than it is to pick a
monetary model and then force it on
people that are uncomfortable with it.
I tend to not want to get too uh
dependent on specific affordances, you
know, through interface or otherwise in
a platform, but uh if they're there,
happily use them, you know, and again,
the goal being that the interface and my
agency through into this game should be
transparent. So, if anything actually
makes that, you know, agency feel more
transparent and disappear in my head,
fine, I'll use it. uh whether it's VR,
whether it's an accelerometer, my phone,
or a joystick on my desktop, I'd say
that I would not want to build a game
concept that's just built around the
accelerometer for instance. I mean,
maybe parts of the game could be used
that uh but not a critical part. You
know, if I have to have the phone, but
maybe I'm using my iPad, I don't want to
tilt the screen, whatever it might be.
So, I'd say I would use these things as
kind of like upside or um affordance uh
should I say lower the friction of the
interaction with the player, but not
something that the game features are
totally dependent upon. But, uh
occasionally, you know, I'll find things
like that that change the way I feel
about a game. I played a lot of racing
games on the PC and they're kind of fun,
you know, and all that. And first time I
played a racing game on my iPad, I was
actually holding it and just turning the
whole iPad. And it felt so much more
natural to me than using a joystick or
the keyboard. I really enjoyed it. I
found that I actually enjoyed racing
games on my iPad more just because it
felt so natural tilting it back and
forth. So sometimes these things will uh
zero you in on something that gets you
into a different dynamic than you had
before.
I always preferred PC development just
because it was in some ways a lot more
malleable. It was easier to iterate,
easier to kind of try out and go
different directions. You know, the
consoles, you know, were in this very
kind of lockstep uh generation release
cycles. You know, every 5 years it'd be
the next Xbox or the next PlayStation.
Uh the PC was something that was kind of
slowly ramping the whole time. And uh
also the PC initially was a much better
platform for social sharing and things
like that. People on their PCs were
connected to the network uh much more
readily until the consoles were and even
the consoles typically was like these
walled gardens where if you did on this
platform you couldn't really cross over
to that platform and a lot of licensing
restrictions and things like that. So
the PC just you know to me was always
kind of a more free open-ended design
platform. to become a console developer,
you also needed to buy an expensive
console system and so many workstations
and you know there's a lot of expense to
it you know and you know we started my
first company Maxis on a shoestring and
you know it was we can always just buy
PCs cheap get programmers you know so
economically it was much uh easier entry
but uh also you know in the early days
we were actually developing most of our
stuff on the Macintosh first and we
would convert to the PC later uh the
Macintosh was just kind of a joy to
program it was very clean system didn't
have all the different, you know, video
card and configuration issues. But there
turned out to be something else that was
actually really to our benefit, which is
that in the early days, most of the
journalists out there had Macs, not PCs.
And since our games were released on the
Mac first, they were some of the very
first decent games on the Mac. And so
writers that were writing for these
different magazines, you know, they
would tend to, you know, see our games
as one of the few they could actually
kind of try. And uh then if they liked
it a lot, they would write about it
because that's what they wrote on was
the Mac, you know. So our first big
break was I think it was in Newsweek
magazine. You know the first full page
review of a computer game was in
Newsweek and it was because the writer
happened to have a Mac and our game was
available on the Mac, one of the few
games and he loved it and he wrote about
it. know the Mac was kind of in a sense
a hidden advantage for us and that we
tended to get more press because of
Within these games, within these worlds,
there are a lot of moving parts, you
know, a lot of dynamics. You want this
to be a rich, interesting environment
for the player to explore. My approach
has always been to kind of step back and
think of this whole thing as a system.
You know, what is the system that's
happening here? And actually, when you
get down to the engineering of things
like simulations, you really do need to
think of it as a system. And you need to
kind of think about, you know, what is
my paradigm? What is the way in which
I'm going to structure the world? How is
it going to operate? What are the parts?
How do they interact with each other?
Systems are interesting. Uh, in some
sense, what they're going to lead us to
is this idea that everybody in a game is
going to be exploring the possibility
space of that game. What are all the
possible states that that world could be
in? uh for something like chess uh it's
fairly obvious although it's a fairly
big branching tree it's a you know it's
a branching tree every move in chess
leads to another set of possible moves
and you unfold that branching tree of
all the possible moves of chess and you
come up with an astronomical number but
it's still finite there are finite
number of kind of possible states in
chess um the very early games had very
simple branching trees you know very
much like chess basically structured
branching trees that were explicitly put
there by the designer And this is very
much like one of those old choose your
own adventure books. You know, if you're
going to go into the cave, go to page
seven. If you're going to go to the top
of the hill, go to page 20. But
basically, the writers having to fill
out every possible branch of that book.
So, it's a very limited kind of
structure, a very limited world to
explore. Later, games started doing what
I call gated experiences. uh a game like
let's say Quake or Doom, you're within a
level and you have all this kind of
agency and freedom within that level,
but until you get through the level and
get to that locked door at the end, uh
you basically you're in this little
room, this little small regional
possibility space. Once you get through
that, it opens another regional
possibility space. So, you basically
have these like little islands of
possibility space with gates between
them. Uh and then there have been basic
hybrids of these two models over time.
But then as players and designers
started building more open-ended
simulations, it opened up a lot more,
you know. So as we start building
open-ended games, uh, sandbox games,
Grand Theft Auto, The Sims, we're
actually looking at a possibility space
that's vast, large. And this is when we
really have to now view it as a system,
not as a branching tree of poss. You
know, we're not going to map out every
possibility. What we're going to do is
we're going to build a set of things
that interact in a way to basically
generate these possibilities for us. For
the Sims, the way I visualized it was
that basically you had kind of two
directions you could go for achievement.
You could go for social achievement or
material achievement. You know, you
could try try to make a lot of friends
in the Sims, build a big family, have
people like you, or you could try to
make a lot of money, buy things for your
house, grow, acquire that. Uh, and
really the way I visualized it was
almost like a bowling alley here. and
that if I went down one path or the
other, it was like getting stuck in a
gutter. To achieve maximum success, you
had to balance the two achievements
together to get the highest level of
achievement, which is right down the
middle. If you went too far to one side
or the other, you would actually get
stuck on a local maximum on either side.
So, this is basically the way I was
visualizing a certain region of the
possibility space within the Sims the
players would encounter. And we use that
as kind of a guideline for tuning the
game. uh after we actually were really
in deep tuning of the game and we had
thousands of players playing it, we in
fact were actually mapping the real
possibility space that they were going
through and we were actually looking at
how the players would fan out across
these dimensions. These are graphs here
of the way players were actually fanning
out. At first we saw them, you know, too
many on this side, not enough on that
side. We changed the parameters of the
game a little bit and actually kind of
evened out so that these were equally
attractive, you know, to a wide group of
players that whole space.
going a little bit deeper into you know
actually how do we build this how do we
think about it how do we engineer it uh
I need to define two things here the way
I think about them you know one is
structure what is something made of you
know what are its parts uh structure of
a tree it has a trunk it has branches it
has leaves uh then there are dynamics uh
and this is process this is what happens
over time in this case it's you know
what can happen to a tree how does it
Oh, what happens? Can you cut it down?
Can you turn it into firewood? What
happens over the seasons? So, those are
all the dynamics that can happen to a
tree which are very different than the
structure of a tree. From that, uh, I
started imagining the different things I
use as a designer to build these
systems. And structurally, I basically
think in terms of three types of
structure. One is what I call agents.
These are objects, you know, that can
move around, interact in a world
somehow. Next is networks. These are
things that are connected through some
type of relationship uh formally. And it
could be relationships, it could be
economic, it could be biological, it
could be anything. And the last one is
layers. Uh and this tends to be more
spatial. Something like Sim City, you
know, there's basically the pollution
layer. Uh there's the traffic layer.
These are things that are spatialized.
Um and everything in the game like Sim
City is one of these three things. It's
either an agent, a network, or layer.
The road basically is kind of a network
of you know intersections connecting
areas something like pollution crime are
layers uh cars moving around people
moving around even buildings are agents
you know sitting on the landscape with
some identity and some parameters now so
that's kind of the topologies or the
structure of games the way I think of
systems
Next when we get into dynamics you know
across any of these topologies
any one of these dynamics can occur
things like propagation how something
spread through that uh growth grouping
order allocation mapping specialization
all these are dynamics that occur within
these topologies in some sense these are
now the verbs the topologies These are
the nouns that we're building the game
out of. These dynamics are the verbs.
And lastly, how do we think about this?
You know, what is our underlying
metaphor for bringing these things
together? And that's what I call
paradigms. Initially, there were things
way back in the 40s called it
cybernetics, but really it was very
simple systems like a thermostat. And
originally, this was developed for
things like autopilots or very simple
machine control. Governors on steam
engines even are an example of a
cybernetic system. But in essence, it's
a very simple little system trying to
seek a behavior, seek some set point. It
might be a temperature, might be the
speed of an engine, whatever. Uh it was
only in the 50s when the very first
primitive computers started coming
around that the idea of system dynamics
came out. A guy name Jay Forester kind
of came up with this concept and it's
almost uh hydraological. It's it's
almost based upon like a chemical
refinery. And that in system dynamics,
you just basically have valves and flows
in containers. A container might be
population or it might be number of
cars. You know, a flow might be birth
rate or death rate. And you have little
algorithms that will adjust the flows,
you know, for the birth rate, death
rate. You can see what the population
does over time. and he would build these
very elaborate models of very
complicated systems. You know, things
like the world, you know, food
production or in fact he was the first
person to actually build a city model
using this kind of paradigm. The next
one I'm going to talk about is cellular
automa which really kind of came to its
own uh when PCs were really starting to
come out and people had access to
cheaper computers although in fact
cellular automter were predated system
dynamics. So automa are basically the
idea that there's a grid and cells and
these cells can have you know either be
on or off or have quantities in them but
basically all the dynamics within that
are based upon the neighbors and the
behavior of neighbors. The simplest
example of this is a game called life.
Uh John Conway mathematician came up
with this very simple system and it's a
grid. Actually I'm going to go to the
whiteboard uh just to explain this
because it's actually quite simple.
So in Conway's life, you basically have
a little world. It's a grid. Uh within
this grid, every cell
can either have one of two states. It's
either alive and it's full or it's dead
and it's off. Now, the rules for life
basically say that, you know, if one
cell right here has exactly three
neighbors, and we're counting all the
neighbors like that. If there are
exactly three cells alive around it like
so, this empty cell now comes to life.
On the next turn, a new cell appears
here. Now, if a given cell is already
alive and it has
three or two neighbors, it stays there.
If it has less than two or more than
three, it dies. So, this one only has
one neighbor, so it dies. So basically
that's the whole rule set for Conway's
life. Now it sounds very simple you know
you're just counting whether it has two
or three rule you know neighbors and
whether it comes to life or dies. Turns
out that when you turn this on and you
put a few cells in there's an explosion
of complexity. All this stuff starts
happening really unpredictable uh
surprising stuff and people have studied
this thing for years. I spent months
studying you know in fact I taught
myself programming trying to program
life and make it faster and faster and
faster. So uh and you can take something
in as an example
if you put this shape into life at the
very beginning and just start it, it
will explode into this whole set of
hundreds of things that start moving
around and have behavior and it's always
exactly the same every time. It's
deterministic. Uh but it's all a result
of that two simple little rules. And
this is, you know, one of the best
examples of emergence that, uh, Conway,
who programmed this, discovered it. Uh,
there was no way he could have predicted
the elaborate behaviors that were going
to happen in this little world based
upon those two rules. Uh, it just
emerges as a result of that. And it's
emergent complexity. So, you have this
amazingly complex little world that's
emerging out of this incredibly simple
little rule set. Somebody asked me just
recently what my favorite game was, and
it's Go. And the reason Go is my
favorite game is because Go has very
much the same property. Go has two very
simple rules, one of which almost never
happens, but yet the strategy of Go is
incredibly complex relative to the rule
set. And for me, that's a wonderful
aesthetic for game design. What is the
simplest set of rules that you can
create that leads to the widest range of
complexity and the most interesting
world that you can explore with strategy
and behavior? Sell automa actually
became a key part of sim city and the
way it operates. Uh basically a lot of
the complexity of sim city comes from
this connected to a system dynamics
model like J forester had. Again, Jay
Forester's, you know, model was kind of
basically containers, you know, with
whatever, let's say, population and
then, you know, little valves that would
control, you know, this might be birth
rate,
this might be death rate, you know,
later on we might have uh another one
that we add for migration, whatever we
want to. Um now
Jay Forester came up with this model
system dynamics and people started
trying to model a lot of different
things with it. Uh back in the late 60s
early 70s there was a group that started
building what they called the world
dynamic model and they actually started
modeling the world economy food
production population growth all this
stuff to get some sense of where the
world was headed. uh in fact they
started a group called the club of Rome
and there was a very famous book
published called the limits to growth
and in that book they were basically
showing the results of their world
simulation they were running around 1970
and it was showing that the world you
know economy would collapse around 1985
to 1990 and food production people would
starve and it didn't happen uh what
turned out is they looked back at the
model and they found that they were off
on a few little factors they didn't
foresee the green revolution for
instance that you know the efficiency of
food production per land area was going
to go up a little bit more than they
thought. And what was surprising was
that that little bit that they were off
led to an incredibly different result
than what really happened. And that was
really our first inkling into what
became known as chaos theory. The idea
that, you know, sometimes the initial,
you know, starting position of something
can lead to a totally different outcome
if it's just a little bit displaced. You
know, a good kind of way to think about
chaos theory. We have basically what we
call chaotic systems and stable systems.
If I take a a bowl, for instance, like
that, and I drop a marble into it, you
know, it might land here, or I might
drop it there. Uh either way, it's going
to roll around a little bit. It's going
to pretty much end up at the bottom.
Okay, that's a stable system. uh a
chaotic system. If we take that ball and
we invert it like so and we drop a ball
and displace it a little bit, you know,
if it lands here, it might roll way off
over here. If it lands right there, it
might roll way off over there. So, this
is really a chaotic system where a very
small change in the initial position can
lead to a wildly different outcome. And
that's kind of what they discovered in
uh the world dynamic model and all of a
sudden chaos theory started putting real
limits on things that we could predict
with simulations. You know, it turns out
that things like weather uh and even
other things like economies tend to be
chaotic. So that uh even if we have a
very detailed simulation and we put a
lot of horsepower behind it, there's
still going to be a very deep level of
unpredictability to these kind of a
system. Another direction that these
paradigms have taken is what we call
network theory. And you know a network
is just anything kind of containing
nodes and links like that. Uh turns out
you can visualize so many things as a
network. You know you can visualize you
know biological systems, metabolic
systems, you know things within your
body, the way chemicals and proteins
flow through your body, economics,
uh social systems, all these things can
be visualized as a network and of course
you know including the internet. Now it
turns out that these networks have some
surprising properties things that are
just not obvious. One of those things is
that if you have a disconnected network
like this
and you start randomly
connecting these things like just
randomly
it turns out that all you need is the
average of about one connection per node
to have a fully connected network
basically for any size network. Uh so
over time if I just do like one
connection per node I almost always end
up with almost a fully connected
network. Another kind of surprising
result is that you know for any size
network above a very simple one like
this that the distance what they call
the graph width between any two points
in this network is almost never more
than six steps you know so from point
there to point there one two three four
and this is of course you know the six
degrees of Kevin Bacon thing that uh you
know even across the earth they've shown
that you know I can find any other
person on earth through you know six
steps of people that I know what this
person that person knows that person
that person knows that person I can
connect myself to almost any other
person on the planet uh so these are
very kind of non-intuitive things but
actually as a designer this is part of
your language that you can use within
your game to build these systems uh you
can represent you know any kind of
system in your game using multiple
paradigms you can kind of choose which
paradigm is best suited for my game when
I'm building a system and this occurs
you know both kind of at the conceptual
level but also at the engineering level
as well.
So these become a lot of things that I
think of as a designer of systems that I
use to build games. On top of this,
there are also certain properties that I
find interesting to think in terms of
dimensions within a system. One is local
to global. How much are local effects
versus global effects? And you know
where do they meet in sub city? you
know, something like uh traffic is very
local to that one spot on the road. Uh
the overall tax rate of the city is
global, you know, and there's some
things that are kind of in between. You
know, what's the police effectiveness
within the city? Uh order to disorder.
Uh things that are, you know, very very
ordered become, you know, very
predictable and sometimes you want that
in a game. Other things are totally
disordered, random, chaotic. And even
things like cooperation to competition,
you know, is a dimension within a game.
You know, you can have some games that
are very competitive, others that are
very cooperative, but there are also a
lot of spot spots in between those two
and sometimes the game can actually
shift where one moment you're playing
cooperatively, another time you're
playing competitively. One of my
favorite old games is Mule. And Mule had
that beautifully done where you're kind
of competing with the other players, but
at some sense if you don't cooperate
with them to some degree, the entire
colony collapses and so you all lose.
And so I love the fact that that game
actually had cooperation and competition
in the same game structure.
I tend to be a very visual person. Uh
you know in school I didn't think math
was that interesting at all until at
some point I started realizing that I
could basically turn almost all of math
into geometry and I could take almost
any branch of math and as soon as I can
imagine it as geometry I love it and it
makes sense and it's totally intuitive
to me. So that's just kind of the way I
think about things is I tend to try to
bring it into the visual realm in
essence. You know there's a certain part
of my mind that you know I think does
very good spatial uh
reasoning. Other people tend to do
better I think you know with audio
reasoning or something else. But uh as a
game designer you know I'm imagining
even as a game player when I come into a
game I'm trying to imagine you know what
are the things I could do in this game
you know how far can I go? Uh, how hard
is that? You know, in some sense, I'm
building a map, not a, you know, an
explicit overt map of the terrain, but a
map of, you know, my abilities, my
agency, my freedom. I always tend to
visualize that as some type of topology.
You know, if it's a gated experience,
you know, maybe with rooms, you know, I
see these as nodes with connectors, you
know, and that's just a way for me to
visualize the topology of that, you
know, structure. It might be more free
floating you know agents moving around
or it might be something you know very
rigid like a cube or layers but um even
the behavior the the what we call phase
space in mathematics you know can be
viewed as a topology. A lot of the
really cool work in chaos theory has
come by visualizing these systems you
know collapsing you know fairly complex
system down into something that you can
now look at as a picture. You take
something as simple as a pendulum, you
know, swinging back and forth. And in a
chaotic system, you know, basically it's
going from, you know, zero movement,
fast movement at the bottom back to zero
movement. One dimension is, let's say,
the kinetic energy, and the other one is
the potential energy. So the potential
energy is how high it is. Kinetic energy
is how fast it's going. If you imagine
these drawings of curved spaceime, you
know, you put a planet on spaceime and
it bends it down here. Okay? So you're
actually bending space there. Turns out
time bends exactly the same way. So if
something is going past that planet
through that bent spaceime, the timeline
for that is a lot longer than if the
planet weren't there. And that's a
really clear way of visualizing time
dilation and relativity. So I love the
fact that you can just take things like
that as soon as you make them visual.
It's so instinctual and intuitive. Uh
which is actually kind of a good lesson
I think you know for your players if you
can take things in your game that seem
overly complex at first and make them
more visual. So the player can inter,
you know, interpret it with their
intuition rather than, you know, having
to do some more abstract reasoning. Uh
you can make something that's very
complex actually seem much more
approachable.
Just to recap, you know, basically we
have these things that we can build our
systems out of. Agents, networks,
layers. Layers tend to be more rigid.
Agents tend to be more flexible.
topologies that we can kind of structure
from these things. And these networks
also are not just within the systems of
our games. You know, the overall context
of what we're dealing with, the players,
the world, the way we distribute market
games can also be viewed as networks. We
have the technology networks of our
computers being connected to the
internet. We have, you know, platform
networks of different types of platforms
that our games might play on this or
that or iPad or PC. We have the formats,
you know, networks, the kind of games
that we're playing, brain networks that
we're dealing with in the player, and
the social networks that we're dealing
with in the communities of the players.
So all these things really these
topologies and systems aren't just
things that we're going to use to
construct our simulations and our games
but these are also things that we can
use to represent and understand the
overall world in which these games are
being played
A design leader on a team, you know, can
take a number of different roles. You
know, they can start the vision for
design. This is where I think we should
go. They can be the one initially
pitching the team members, you know,
hey, doesn't this sound cool? Don't you
want to come build this with me?
uh at some point you know I think if
things are running kind of nicely you
know that's when I start feeling like a
traffic cop like you know all the ideas
are pretty good and you know it's more
just me matter of saying you know let's
do that one now this one later let's see
if these two let's build a prototype for
that you know it's more a matter of that
sometimes you do have to get dictatorial
you know and you have to just kind of
put your foot down you know a lot of
times you'll get stuck in this kind of
standoff stalemate and you just have to
make a decision and that's where you
just have to go with your gut your
intuition your instinct and say Okay,
look, I'm just going to resolve this
now. Uh you try to avoid that if you
can, but um at the same time, you're
also you're not just uh leading the
design of your product, but you're
leading the process of your design team.
You know, you're telling your design
team, okay, look, this is how I want us
to resolve uh disputes or this is how I
want us to make creative decisions. And
so you basically establish a process on
etiquette uh some kind of rules of the
road for how these design decisions can
get made how you want them to work on
your team what you want the team's uh
basically philosophy to be for design
you know I've always wanted to have
design spread out through the entire
team if possible and so that's a
philosophy that you try to instill in
the team so I think that's probably one
of the more important roles the designer
plays that's kind of separate from the
actual
I've been talking about kind of like the
design team, you know, almost like it's
separate from the rest of the team,
which it's not. Um, and, you know, on a
lot of the larger games I've worked on,
you know, we had, you know, several
people that were purely designers, but
yet everybody on the team was
contributing to the design, you know,
all the way down, uh, at some level. you
know, any idea could bubble up from
anywhere, you know. So, really, ideally,
you want to start actually distributing
a lot of the design tasks to the entire
team because somebody working down here
on the sound system or that guy on the
graphic system might have some really
creative ideas and they probably know a
lot more about the way that thing
actually works and what you could do
with it than you as a designer might
know. uh as a designer you want to have
a rough idea of the way all these things
worked but you're not going to have
necessarily the specialized knowledge of
the way that particular you know cell
shader works or something like that.
Ideally, you want to find the design
talent within your team. Um, learn to
rely on it. You know, basically make it
visible to other members. So, it's not
just that person going around, you know,
somebody's back, but you know, you
really respect that person's idea. Uh,
you want to go with it. Um, a lot of
times people will enter a game team as a
programmer, an artist or whatever, but
their real aspiration is to be a
designer. You know, that's where they
really want to go. And so if you can
help nurture that and help them down
that path, uh, you know, one day you
might end up with a great designer
alongside of you. We're competing with
you.
I usually think when I hear the word
document, I think of something that you
you write down and then you print it out
and get ready to copy of it. Um, you
know what I think is typically much more
useful in game development is something
like a wiki. you know where it's
changing all the time to show you know
the current thinking because I think you
know even a game designer is going to be
changing you know if not daily at least
weekly you know aspects of your games
are going to always be changing and you
don't want to have everybody on your
team have to come back to you and say
what's the plan this week but as you're
making these incremental or iterative
changes you're updating it on the wiki
you know pretty consistently everybody
can always go back there and find out
okay what's the current plan for our
animation system or this or that uh and
we found that to be pretty uh effective
you know just in terms of time
management and all that. One thing I
noticed you know when I started doing
games I was doing almost everything. I
was writing the manual doing the art
sound and all that. Uh then I started
working in small teams you know four or
five people eventually it was like 10 20
people. When I was teams are around 10
or 20 people I found that we would spend
about three hours actually doing work
for every hour we spent in meetings
together. As I started working on larger
and larger teams up toward 80 people,
90, 100, uh it was the inverse. We were
spending actually three hours in
meetings for every 1 hour we spent at
our desk working, you know, and that is,
you know, obviously
topheavy and you know, you're wasting
way too much time on communication
there. But now we have more and more
tools coming online that allow us to
collaborate more effectively with a lot
less effort. We don't all have to sit in
a room at the same time for an hour
having a meeting about something all the
time, you know, we can actually
eliminate most of those meetings. So
these documents really I think it's more
a matter of uh group memory, you know,
and that's what a wiki for me kind of is
is like, you know, me and two other
designers decided we're going to do
this. We put on the wiki. If you know,
somebody wants to find out what we're
doing, they look at that or if they have
an issue with that and they look at it
and they come to us and say, "Hey,
there's a problem with what you
decided." You know, then we kind of
revisit it. But you kind of wait for
these things to happen and you basically
try to get everybody on the team to
respect that mode of communication.
Well, criticism uh actually depends a
lot kind of on your background. You
know, we find that you the artists on
our team are very familiar with the idea
of criticism because they go through art
critiques and art school and stuff like
that. You know, they're very comfortable
with that idea. Programmers are not.
programmers hate other people looking at
their code and criticizing it. Uh, you
know, designers tend to be uh somewhere
in between really, but um I'd much
rather feel like an idea was tested
against criticism and survived it than
feel like it sailed through, you know,
unchallenged. Uh, and if somebody comes
to me with a criticism of my design, you
know, at first I will try to, you know,
just kind of say, okay, well, I'm glad
that you're at least speaking up and I
might disagree and but I will, you know,
in the back of my head it might just sit
there for a while, sit there for a
while, you know, everybody's going to
have an initial kind of defensive
reaction, I think, to criticism. And if
you can just kind of take a deep breath,
get past that defensive reaction, even
to yourself, and you imagine, okay,
well, what if that is a good idea, you
know, let me just try to blank my mind,
live in a different world where that's a
great idea. um and imagine it that way.
If somebody comes to me with uh creative
criticism, you know, real constructive
criticism um and I really eventually do
think it's a good idea or they sell me
on it. And that's a big process. You a
big part of it is when somebody's
criticizing it, can they present an
alternative? You know, it's not okay to
just say that's bad. I don't like that.
But if they say, I think this would be
better than that. and they can really
sell me that this is better than that or
maybe even sell other members of the
team you know so maybe I don't agree but
maybe the other designers start thinking
hey I think that is maybe a better idea
uh and I'm trying to sell my idea
against that you know now it's in a
Darwinian process and I think that's you
know a place I would like it to be you
know I'd like you know you don't want an
idea that you know is getting through
nepotism or favoritism or you know will
set it so it has to be um but if you
feel like your idea went out there in
you know in the thunder drrome and
battled the other ideas and came out the
victor. Uh then I think that's that's a
nice way to approach it as long as you
just don't end up with a blood bath of
ideas fighting forever. You know, at
some point you do have to kind of make a
decision, move forward with some path,
but you want the whole team to feel good
about that path too. You don't want to
feel like everybody on the team thought
we should do this, but the designer said
that.
In any type of collaborative
uh endeavor, you want somebody who is
not going to be too dogmatic, but at the
same time uh is going to have a very
clear strong voice for what they
believe. And it's going to be pretty
they need to be pretty clear about what
they believe. You know, not just they
say everything is great or I love all
that or that, you know, if they really
don't like something, they just get
quiet and don't say anything. I would
rather them, even if I think they're
wrong, I would much rather them speak up
and clearly say what they think. That's
the thing that I think is missing kind
of the most on the teams I built is
enough constructive criticism. Uh you
don't want people just saying, "Okay,
we'll do whatever you say and go do it."
You know, I'd love to have people push
back on me and do things like that. Um
and not just on the design, you know,
also just on the team dynamics and
everything. My art director I worked
with for many years, Ocean Quigley, uh
he became what we call the canary. And
that, you know, we would have these big
team meetings all the time and at some
point, you know, the meeting would just
kind of drag on and on and there'd
always be some point in the meeting at
which Ocean would put up saying, "Can I
leave now? Can I leave now?" And that
basically we knew that the meeting had
hit the mission returns at that point.
Whenever Ocean left, it was like the
canary died in the coal mine. And so,
uh, but actually it turned out to be a
very valuable dynamic. As soon as Ocean
left the meeting, everybody, oh, Ocean
left, all right, let's we're we're
wasting our time here. And we usually
stop the meeting. And it ended up being
very valuable actually.
I think recently we've seen games evolve
in an area that was kind of unexpected,
let's say, 15 years ago when we had the
rise of the app market and tablets and
smartphones. We're seeing a lot of what
I would call interstitial gaming now.
These are very short consumable game
experiences on a small screen that I can
do in a few minutes on my smartphone.
I've seen some of the most creative
games I've ever seen appearing on
tablets. Uh, you know, it's actually a
really nice format for gaming wherever
you want to be. And, uh, it's, you know,
something that's not doesn't have the
stigma of I'm carrying around a game
machine everywhere because they're using
tablets for everything now. So, I think
those have allowed games to reach a much
wider audience. Um but uh and it's also
allowed diversification and exploration
of kind of indie games and new
experimental gameplay that uh probably
would not have been economically viable
on the older platforms.
Going into the future, I think uh you
know we have VR starting to become more
and more accessible. You know, I've
played a lot of the VR games, which I
enjoy, and it's interesting. As
immersive as VR is, though, it's not the
type of thing where I'm going to be up
all night like I was playing Doom in a
dark room for 5 hours, you know. Uh
there seems to be for almost everybody a
limited time that you can kind of be in
that box, in that world, uh and you
know, without starting to feel really
uncomfortable. You know, I think part of
it is the fact that you're totally
blocked off from the world around you.
And there's something, you know, kind of
inherently disconcerting about that. Uh,
and for that reason and a few others, I
really think that um there's a much
bigger potential, you know, for gaming
and augmented reality games that now are
I'm consuming, you know, without closing
off the world around me and in fact are
occurring placed in the world around me
that have maybe some context even to
where I am and what I'm doing. I think
that the technology there that I've seen
is still several years off, but that
stuff is coming at us so rapidly. You
know, I wouldn't be surprised if I was
seeing some really cool creative stuff
in about 5 years from now, you know, as
the headsets get lighter, more
transparent, less uh kind of social
stigma with Google glasses and whatnot.
Alongside of augmented reality, I think
that uh AI in fact really is going to
make the biggest impact by far. I think
that um and when I mean say AI, I don't
mean, you know, intelligent opponents,
but I mean an intelligent game system
that is understanding the player, you
know, that is watching what the player
is doing and understanding what
motivates the player, what they enjoy,
what they don't like, topics they find
interesting, things that it can pull in,
other people they might want to meet or
interact with on certain topics. I think
that uh AI as a moderating either as a
game master or even as a game designer
uh can fundamentally alter the landscape
you know of game design. If you can
imagine an AI that could actually craft
a game uniquely for you. You know it
might be that we all start with the same
kind of generic game as we start playing
it starts learning more about us. Uh
there's a great book by Neil Stevenson,
Diamond Age, and he describes this, you
know, magical book, which is in fact a
supercomput that understands this little
girl, understands the world she lives
in, the context of her uh day-to-day
life, and starts teaching her very
effectively the things that she needs to
know to survive. She's like actually a
homeless girl on the streets, but I can
imagine a gaming system very much like
that that sits there and starts
customizing itself to you. This is
extreme personalization. Basically, if
you had a master game designer sitting
over your shoulder very quickly and
rapidly uh iterating, reprogramming the
game around you to make it more
interesting to you. If an AI could
understand you to that degree, it could
also find other people that are that
similar to you and put you in a shared
experience, you know. So it could be
that it finds, you know, what other
people have had their game world evolve
to fit them in exactly the same way that
you've had your game world evolve to fit
you and, you know, all a sudden put you
in this, you know, together in the same
world. Uh there might also be, you know,
collaborative experiences based upon
this kind of an idea where the AI is
trying to moderate, you know, based
upon, you know, different people their
shared vision or which parts they share,
which parts they don't. And it might be
this would be a very interesting way to
kind of figure out which parts of the
vision we share, which ones we don't.
And maybe the parts we don't become ripe
for gameplay, you know. So there are a
lot of different things this could lead
to. Uh but step one is can we build an
AI that really is starting to understand
the player at a deeply fundamental level
the same way a game designer tries to.
In some sense it scares me. I mean it
almost sounds dangerous that you know
something like that could be so
addictive you know if it was effective.
I almost um wonder you know if we should
somehow avoid it but I know we won't. I
know that you know if it's possible we
will build it but I think that more than
anything else that is going to be um the
most interesting uh disruptive
fundamentally uh gamechanging thing
that's probably going to happen in our
field and I think that could happen
within 15 years or less.
The most fundamental aspect of the
future of game design is it like almost
everything else it's becoming more and
more unpredictable.
You know if you went back a 100 years
ago and asked people what's the world
going to be like in 50 years I think
they would have given you a pretty
reasonable description of the world you
know in 50 years later. If you, you
know, went back, let's say, to 1950s and
said, "What's the world going to be like
in 2000?" I think they would have been
quite a bit farther off. It's still in
the ballpark. You go to 2000 and ask
what's the world be like in 2050? I
don't think we have a clue, you know, or
maybe we have a little bit of a clue,
but basically the future is increasingly
becoming less and less predictable. Uh,
and this ties into this kind of basic
idea known as the singularity that all
in almost any dimension we measure
humans. you know it could be energy
consumption it could be population it
could be intelligence whatever it is you
know technology it's uh accelerating to
this asmtopic curve and so there these
transformative technologies approaching
us and it might be biotechnology
nanotechnology AI any one of these
things could radically alter the world
around us pretty rapidly over a few
decades um and that's an indication that
our future is becoming less and less
predictable
Games design is one of these fields
where you know you're basically
committing yourself to lifelong learning
you know because it's not only so
rapidly advancing but also you have such
a wide pallet of things you can do
within that field. Uh I think that you
know don't get too dogmatic about any
approach any platform any philosophy.
Uh, it's really about being adaptable
and flexible and open-minded and looking
ahead, you know, not too far, but far
enough ahead to get some sense of, okay,
I think in three years we're going to be
going there or there. And assume that
you're standing on shaky ground. You
know, you're not standing. We used to
live in this world where every four or
five years predictably there would be
another platform coming out on the
console side and then we would know that
five years later would be another one
and it was like very predictable almost
deterministic world that we lived in as
game designers. Uh that's not so
anymore. You know now you know five
years from now there could be some
platform we're not even aware of right
now that's the big fad. You know things
are moving that fast. So that's probably
the best advice I can give to up
andcoming game designers right now.
Well, thank you for going through this
entire course. And I hope that from this
point on, you'll go out into your field,
whatever that is, and use these new
tools in your toolbox to do something
maybe a little bit more outside your own
box and create things that even surprise
yourself. Really, more than anything
else, I'm looking forward to seeing the
games that you'll create. The generation
that's creating games now has so many
opportunities and the things I'm seeing
come out right now are amazing. And I
really want to sit back, have
comfortable retirement, and play these
cool games that I only right now can
imagine, but I know that one day you
will make as designers.
The possibility space for your next game
is huge. So find something you're
passionate about and start exploring.
Remember, look around you. Your next
idea might be lurking somewhere nearby.
Go out and catch it.
I'll be here anxiously waiting, ready to
play.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.