Games: technical or creative? - PowerPoint PPT Presentation

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Games: technical or creative?

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Design patterns are collaboration middleware ...they just happen to be free (well: GoF = $49.95) ... An example: 'Crazy Quilt' AKA 'Texture Diarrhoea' ... – PowerPoint PPT presentation

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Title: Games: technical or creative?


1
Games 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

2
The 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!

3
Observations-
  • 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

4
Technical 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

5
Technical 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!

6
Technical 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?

7
Tales 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

8
Tales 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

9
Tales 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

10
Development 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.

11
Level 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!

12
Level 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.

13
1. 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

14
1. 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!

15
2. 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)

16
3. 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?

17
4. 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.

18
Level 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

19
Deep 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)

20
Summary (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!
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