Title: Games: technical or creative?
1Games technical or creative?
- 1 Games are technical
- Technical support costs everyone money
- Many games platforms have technical standards
- Same development tools as everyone else
- Development logistics inevitably gets technical
- 2 Games are creative
- Duplicate an existing game, and youll sell 0
copies - Like books/films/music, constant need to innovate
- Layout of a game forms an implicit language
2The Technical-Creative Hinterland
- 3 Games are technical-creative
- Devise solutions to hard technical problems
- Consoles arent expandable, so have hard
constraints - but games need to improve year on year!
- PCs arent much better - a viciously competitive
market - So a constant supply of technical innovations
needed! - 4 Games are creative-technical
- Technical constraints restrict creative
expression - memory, speed, tools all act as glass ceilings
- 3d modelling needs to work with existing tools
- These limitations do not kill us, they make us
strong!
3Observations-
- So, Creative and Technical are not either/or...
- ...but are separate interacting dimensions.
- Many other dimensions of expression, including-
- Tactile/Input
- Interactivity/Responsiveness
- Story/Backstory
- Milieu/Genre
- Licence/Brand - using or originating
- Financial
- Publicity/Promotional
- etc
4Technical reuse vs Creative reuse 1
- Technical reuse Design Pattern!
- Pros-
- Excellent for team-working - teams are larger now
- Our previous project needed 5 core, now needs 10
- Best for new architecture - reengineering is
painful - Some Antipatterns you cant fix, regardless of
resources - Cons-
- Not a magic bullet!
- Needs collaborative framework good
communication - Only a short-term fix 0-5years, then will be
orthodoxy - Long-term complexity curve will kill us all all
our tools - Engines need to be reinvented every few years
- Techniques have appropriate life-spans
- We should be sensitive to the time-scale of reuse
5Technical reuse vs Creative reuse 2
- Creative reuse quotation/cliché/plagiarism!
- Pros-
- Developing an implicit visual language is a major
issue! - Visual expression help make games a rich
experience - Cons-
- Seen it / Done it biggest criticism of games
- 1 Antipattern!
- Using someone elses visual language is
plagiarism!
6Technical reuse vs Creative reuse 3
- Conclusions-
- Engineering and innovation interact
- ...often bringing conflicting interests to the
table - The two overlap in a technical/creative
hinterland - where reuse is a very double-edged sword
- The two need managing in separate ways
- Different type of risks, different type of
activities - Where they overlap, what is your strategy?
- Prioritise? Integrate? Infight? Thrash?
7Tales from the Hinterland 1
- Design Patterns aggressively anti-innovation
- So are they applicable to content integration?
- Users know when media reuse content
- Films are often the worst offenders
- Music too has ultra-short-term bandwagons
- Games take longer than most CDs and films!
- Was 9 months, now is 18 months and rising
- Difficult to build in innovation over long period
- Long-term development, but short-term sales
- Development lengthening, shelf-life shortening
- Obviously theres a bit of a paradox going on
here
8Tales from the Hinterland 2
- Similar structural problem with middleware
- (My company sells a middleware movie player)
- You pay licence fees for technical reuse
- But this locks you into a particular process
- So youre paying money not to innovate
- High risk when innovation is part of your
business! - Antipathy towards middleware is natural
- Design patterns are collaboration middleware
- they just happen to be free (well GoF
49.95). - Less development risk ! less publishing risk
9Tales from the Hinterland 3
- Innovation ! Perceived Innovation
- Innovation can be promoted, regardless of size
- A small innovation is now as saleable as a large
one - Many end up as bullet-points on unsold boxes
- The illusion of novelty is the story of the 90s
- See 95 of Internet companies, for example
- Overlap of technical and promotional dimensions
- Spin is the new rocknroll, allegedly
- Games have become areas of dense spin
10Development perspective...
- Games are becoming like movies
- Comparable budgets and time-scales
- Involving the work of many professions/talents
- Art/Music/Design/Animation... Content, for
short - Integrate well to get more than the sum of the
parts - Integration used to be the programmers work
- Back then, it was assembly rather than
integration - Integration is the same, but with more bugs
- Now we have specialist jobs devoted to
integration - Producers, Content Engineers, and Level Designers
- Content engineering is as risky as software
engineering - The rest of this is about Level Designers.
11Level Design Patterns 1
- (and about time too)
- 3d Level Design is halfway between-
- software development (GoF territory) and
- architecture (Christopher Alexander territory)
- so (like me) youd think it would benefit from
Design Patterns. I have three words for this- - Wrong
- Dead wrong!
12Level Design Patterns 2
- Most Design Patterns we identified were-
- 1. Deep storytelling patterns (AKA Heros
Journey) - Allegedly deriving from myths and legends
- Joseph Campbell The Hero With A Thousand Faces
- 2. Overused pre-existent motifs (AKA cliches)
- 3. Pre-existent structural problems (AKA gotchas)
- 4. Ways to get it really wrong (AKA bad design)
- The Heros Journey is as close to a Design
Pattern as we got. - All the others are basically Antipatterns.
131. Storytelling Design Patterns 1
- Some well-known examples-
- Hero / Shadow / Threshold Guardian
- Functions played by people/elements within the
story - Roles can be duplicated, overlapped, or shared
- Character Arcs
- The idea that each participant should develop
- Should be comprehensible from each point of view
- Call to Adventure / Return With The Prize
- Functions for the overall arc of the story
- Again, lots of overlap possible
141. Storytelling Design Patterns 2
- The Hero With A Thousand Faces set of ideas has
now virtually taken over Hollywood - Many similarities with Design Patterns
- Disney were (supposedly) first to use this
- cf Christopher Voglers The Writers Journey
- However-
- Screenplays are now utterly formalised
- a lot like 3-Act 120-page haiku
- Just as many bad films coming out as ever!
- Many analogies to spread of Design Patterns!
152. Overused motifs...
- An example Crate Puzzles
- You need to give the player an item...
- A self-timed goo bomb, or whatever
- but you dont want to make it too obvious...
- Sitting around on the floor is a bit cheesy
- ie, thats what we were doing two years ago
- so you stick it in a crate for them to blow up
- This puzzle has been done to death
- Games will still use crate puzzles in 200 years
time - because all the alternatives are time-consuming
- We used a few! (not too many, though)
163. Structural problems-
- An example Kill The Scientist
- The game Half-Life is where this came up in
- which has many similarities to our current game
- If a character dies who shouldnt, what to do?
- how to reconcile narrative continuity with free
movement - Half-Life solution stop the game and fade out
- irritating, but theres no easy fix for the
problem - Usually a manifestation of a deeper problem
- Here, the problem is really how to build
top-down narrative with bottom-up design tools?
174. Ways to get it really wrong-
- An example Crazy Quilt
- AKA Texture Diarrhoea
- Too many different textures in close proximity
- Quake is full of this! (IMHO)
- Its not a victimless crime - my eyes hurt!
- Too many other perpetrators to name
- Underlying problem no clear stylistic lead
- Similar to when programmers design levels
- Often happens with programmers websites
- Many portals exhibit the same symptoms
- Its not brashness, its just bad design.
18Level Design Patterns Conclusions...
- Level design is-
- an expression of ideas via a novel visual
language - a frozen moment of time in the evolution of games
- In level design (and in creative projects)-
- If you can identify design patterns really
early... - youre probably doing something wrong.
- Design patterns should be your target...
- ...not the starting point!
- The lifetime of a set of creative design patterns
should be exactly 10 minutes! - the 10 minutes after you complete it, before it
becomes a set of cliches for other people to avoid
19Deep structure-
- Structure of Patterns
- Design Pattern a pattern that works
- Antipattern a pattern to avoid
- Structure of Ideas
- Cliché Last years idea
- Anti-cliché Cliché, with a fresh coat of paint
- Ironic cliché Two year-old idea, freshened up
- Novelty Todays idea (next years cliché)
- (Similar to patterns, but with a time dimension)
20Summary (Ill be brief)...
- Did we identify Level Design Patterns?
- Not really - but we gained a lot from looking.
- The underlying story is that projects - of all
types - are getting larger and more complex. - So the future is increasingly one of
collaboration. - IMHO, design patterns are simply one way of
coordinating effort and language to improve
teamworking on such large projects - Many other technologies and ideas will emerge
- Using patterns as a target helps team coherency
- Absence of patterns ! lack of communication!