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Imagining New Game Styles

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Title: Imagining New Game Styles


1
Imagining New Game Styles
  • Greg Costikyan
  • CEO, Manifesto Games
  • greg_at_manifestogames.com

2
Game Design is
  • Specification of
  • UI
  • Player verbs
  • Underlying gameplay algorithms
  • But normally concerned with implementing a game
    of an existing game style

3
What is a Game Style?
  • to game genre...
  • But in games, genre is not thematic (science
    fiction, the action movie) but tied to a set of
    gameplay dynamics (FPS, RTS, platformer, etc.)...
  • A game style is a collection of a set of game
    mechanics that together make for engaging play.

4
For example
  • The RTS is characterized by
  • Resource gathering
  • Building construction
  • Tech trees
  • Buildings create units and/or improve tech
  • Diverse unit capability
  • Realtime combat with multiple units on each side

5
Game Styles are Ancient
  • Per Parlett (Oxford History of Boardgames),
    virtually all classic games belong to categories
    that are definable not only by mechanics, but
    also by historical derivation

6
ExampleThe Chess Family
  • Shared mechanics
  • Capture by replacement
  • Bilateral symmetry and equality of material
  • Functionally differentiated pieces
  • Play by movement capture, not placement
  • Victory through capture of a single piece

7
Chess Family (cont)
  • Shared history
  • Chess, Shogi, Chinese chess, etc., all derive
    from the Indian game of Chaturanga (approx. 600
    A.D.
  • In other words, these are game styles in the
    same sense as modern ones.

8
The last 30 years
  • Have seen an enormous surge in new game styles,
    in both digital and paper media wargames, RPGs,
    TCGs, platformers, RTS, FPS, LARP, etc., etc.,
    etc.
  • The rise of the game industry is not just a
    story of new enabling technologyits also the
    story of a ferment of creativity

9
Creation of New Game Styles...
  • Is vital to the growth of the field.
  • Each new style creates a new audience
  • By contrast, games in existing styles mostly sell
    to existing fans of that genre.
  • For the field to continue to grow, we need to
    continue to find new game styles

10
The Space of All Possible Games
  • Most will be uninteresting.
  • But there are local maxima, where some fruitful
    combination of mechanics breeds interesting
    gameplay
  • Once a local maxima is discovered, many games
    exploring the possibilities of that set of
    mechanics can be designed

11
Innovation is Driven by Finding New Maxima
  • c. 2000BC Track game with blocking (Royal Game
    of Ur gt Backgammon)
  • c. 800AD Game of Replacement Capture (Shaturanga
    gt Chess, Shogi)
  • c. 1200AD Game of Leaping Capture (Alquerque gt
    Checkers)
  • 1756 Thematic track game (A Journey Through
    Europe gt Candyland)

12
New Game Styles (cont)
  • c. 1850 Trivia Game (Grandmamas Game of Useful
    Knowledge gt Trivial Pursuit)
  • 1856 Word Interpolation Game (Komikal
    Konversation Kards gt Mad Libs)
  • c. 1890 Fishing Game (Fish Pond gt Operation)
  • 1910 Military Miniatures (Little Wars gt
    Warhammer)

13
New Game Styles
  • 1953 Board Wargame (Tactics)
  • 1973 Adventure Game (Colossal Cave gt Myst)
  • 1973 Tabletop Roleplaying (Dungeons Dragons)
  • 1974 Vehicle Sim (Atari Tank)
  • 1977 LARP (Dragohir)
  • 1978 MUD

14
New Game Styles (cont)
  • 1979 Flight Sim (Sub-Logic Flight Simulator)
  • 1981 Platformer (Donkey Kong)
  • 1981 Computer RPG (Ultima 1)
  • 1984 Graphic Adventure (Kings Quest)
  • 1985 Dynamic Puzzle (Tetris)
  • 1991 First MMOG (Neverwinter Nights)
  • 1992 RTS (Dune II)

15
New Game Styles (cont)
  • 1993 FPS (Doom)
  • 1996 Rhythm Game (Parappa the Rapper)
  • 2000 Autonomous Agent Game (The Sims)
  • 2001 Collectible Miniatures Game (Hero Clix)

16
Slowdown Since the 80s
  • Possibly because the videogame is more mature
  • But, IMO, because the increasing conservatism of
    publishers makes it harder to get funding for
    anything novel (unless your name is Will Wright)

17
How Do We Go About Trying to Invent a New Game
Style?
  • Doubtless many ways to do it. As Kipling says,
    There are four and twenty ways of writing tribal
    lays, and every single one of them is right.
  • Perhaps looking at some historical examples

18
Doom The FPS
  • Attempts to do 3D even from early home computer
    days (e.g., wireframe dungeons in Ultima III)
  • Plenty of 2D, third-person shooting games (e.g.,
    Castle Wolfenstein)
  • Licensed by id for Wolfenstein 3Dessentially
    wireframe graphics with 2D textures...

19
Doom (cont)
  • Wolfenstein 3D opponents as 2D sprites, limited
    variety, choice of weapons, 1st person
    perspective...
  • Doom nails it wide variety of opponents,
    textures give better illusion of truly being in a
    3D space (though still not true 3D)
  • Often the case that it takes several tries to
    really find the sweet spot in terms of
    mechanics and gameplay.

20
Doom (cont)
  • Fundamentally, the FPS results from technical
    improvements with 286 machines, we finally have
    enough processing power to get decent-looking 3D
  • Technical improvements often contribute to the
    establishment of new game styles e.g., color
    printing gt the commercial boardgame cheap
    die-cuttinng gt the board wargame

21
Looking to Technology
  • So one approach is to look at emerging technology
    and ask How can this be used to create
    interesting gameplay?
  • Physics
  • Location
  • Social networking
  • Mobility/Ubiquity/Pervasiveness
  • Procedurally-generated content

22
SimCity
  • Will Wright wanted todo a game about city
    planning
  • Spent over a year doing research
  • Mid-80s machines barely able to keep up with the
    necessary processing to provide the simulation
  • Successful despite technical limitations.

23
SimCity (cont)
  • In other words, Wright looked to a subject matter
    no one else was addressing, and figured how to
    treat it in a game context
  • And it turned out some the same techniques were
    applicable to other subjects (e.g., railroads,
    theme parks)

24
Looking to Subject Material
  • A difficult approach, because often the existing
    techniques dont work
  • Can sometimes be commercially very
    successfule.g., Deer Hunter
  • May be hard to work through the retail channel,
    but an obvious approach for games aiming to fill
    a nichee.g., Short Hike, a space station
    simulator

25
Looking to Subject Material
  • But there are scads of things no one is doing
  • Macroeconomic simulations
  • Social interactions
  • Making roleplaying meaningful in digital games
  • Games-as-theater
  • Geopolitics
  • The love story

26
Magic The Gathering
  • In the late 80s/early 90s, tabletop RPGs began to
    sell through comic stores as well as specialty
    game shops and book stores
  • Collectible card sets are also often sold through
    comic shopsthe know how to stock and sell them.

27
Magic (cont)
  • Garfield reasoned that a game build on
    collectible cards would work through this
    distribution channel
  • And that an exceptions game approach, whereby
    the base rules set is simple but extended by
    rules on other game components would work (an
    idea drawn from Cosmic Encounter)

28
Magic (cont)
  • Thus Magic was bornnot out of a technical
    advance or an approach to a themebut from a
    business idea
  • Of course it helped that Garfield is a superb
    designer
  • Deer Hunter another exampleWal-Mart figured they
    could sell a game that appealed to hunters (they
    sell a lot of guns) and went to Vivendi with the
    idea.

29
Looking to a Business Channel
  • Today, doing something innovative almost demands
    distribution not through the conventional channel
  • What alternative channels can you find?
  • Assume that you cannot simply force an existing
    game style down that channelthat it must be
    tailored to the specifics of that environment

30
Business Channel (cont)
  • What kind of game could you sell through music
    outlets? (A CD-ROM is packaged like a music CD.)
    What would get White Stripes fans excited?
  • What game would get warbloggers excited?
  • What about evangelicals?
  • LL Bean Wilderness Explorer?

31
EyeToy
  • Webcams had beenaround for a while, and some PC
    peripheral manufacturers had tried offering games
    with a camera.
  • And configuring a PC with drivers and such is
    difficult
  • Ron Festajo at Sony in the UK wanted to make it
    as simple as possible

32
EyeToy
  • His insight was to view EyeToy as a UI input
    device, not a camera
  • And devise a series of simple games built around
    different UI ideaswiping the screen, batting at
    objects, etc.

33
Starting from UI
  • In other words, the germ of the idea was in a
    different UI element
  • A more elaborate example Journey into Wild
    Divine, controlled by heart rate and sweat
    sensors
  • Of course, its expensive to bundle hardware with
    software

34
Starting from UI
  • But it isnt always necessary
  • Katamari Damacy How do I use a PS controller to
    roll a ball.
  • Oasis I have a limited number of clicks, and
    every click must count.
  • Loop Use the mouse to circle moving objects

35
Starting from UI
  • One approach Imagine a novel gameplay activity,
    and figure out how to map it onto existing
    controls (Katamari Damacy)
  • Another Figure out some way to use existing
    controls that games dont normally use (Loop)
  • A third Provide a new input device (EyeToy)

36
Four and Twenty Ways
  • Doubtless there are other ways to approach the
    problem, but these four are worth thinking about
    as a start
  • How can new technology be used to create gameplay
    no one has ever seen before?
  • How can we create a game on a subject no one has
    touched (or touched recently)?

37
Approaches
  • Where and how else can we sell games, and what
    kind of games would work there?
  • How does a different approach to UI give us new
    opportunities?

38
We Know What Works
  • or so publishers say.
  • But the game is a highly plastic medium.
  • So is software.
  • Weve only skirted the coast of a vast virgin
    continent.
  • 30 years of dynamic creativity must not come to
    an end.

39
Whole cloth innovation is risky
  • Most experiments will fail.
  • The ones that work have the potential to be
    vastly more successful than the average game.
  • And the designers we admire most are those who
    have pulled this offWill Wright, Richard
    Garriott, Richard Garfield, Gygax Arneson.

40
Duty Now for the Future
  • If you dont fail from tGime to time, youre not
    taking enough risks Woody Allen
  • As an industry, we need to take more risks.
  • The potential payoff is big.
  • Go do something cool.
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