Showing posts with label festival. Show all posts
Showing posts with label festival. Show all posts

Monday, 1 November 2010

GameCity 5 and Jonathan Blow's commentary on Braid

So like I said I was in Nottingham last week for a couple of things, as well as the ITAG conference there was the GameCity 5. I went along last year too, so had a better idea what to expect this time. The festival had the usual marquee in Market Square though one half of the arena was devoted to EA and the Nottingham Primary Care Trust who partnered up to "bring you the Best Health club in the WORLD" (according to the GameCity website anyway). That was a bit weird to be honest - games promoting fitness... still not sure I've got my head around all that though that doesn't mean I think it's a bad thing, just different. The other side was much closer to home though, as it was full of couches and TVs so people could comfortably try out different games:


Like the new Lego Universe - a massively multiplayer experience that has just been launched. It looked cute and funny, though I got the impression it's being aimed at younger players.


And Confetti Carnival, developed by Spiky Snail which was a lot of fun. The designers were kind enough to answer my questions about the platform and release date - apparently while they would like it to be multi-platform, that really depends on what deal they get, and it should be ready for release by the second half of 2011. 



The main highlight of the festival for me though was hearing Jonathan Blow do a sort of directors commentary on Braid:



It was seriously interesting, not just because it made me want to give Braid another go but because of what he said about game design. He first demoed the original prototype which he threw together in about 8 days to show his friends. The final game took about three years and looks a lot better, but it was quite interesting to see a lot of the main concepts (including the time reversal mechanic) in what was essentially a retro Marioesque platformer with crude graphics. Jonathan pretty much played through most of the game, explaining each world, though it was clear he wasn't going to say very much about the story. I think in some ways what the story means came across as something he didn't know how to verbalise, rather than something he was just refusing to talk about.  And like most things, you can't control how people respond to what you've created.

But anyway, what really struck me about his talk was what he said about designing the puzzles and wanting to make them intrinsically motivating (a phrase he actually used, though he did admit only coming across it after the game was finished). The idea was to try and create an intriguing universe of simple rules that players could figure out one step and a time. He would often try and achieve this by giving the player the clues they needed within the single screen they were occupying. He even talked about trying to encourage "incubation" (though that's not what he called it - it's another psychological mechanism, which occurs when you get stuck on a problem and only seem to be able to solve it by leaving it alone for a while and doing something else). So he would try and get players to store a symbolic representation of the salient puzzle pieces, by keeping the levels as simple as possible. He also talked about wanting the game to be non-linear, I think in the sense that you were meant to come back to different puzzles, but after a play-test he ended up changing it so people could play it all the way through if they wanted (though he didn't seem sure that was the best decision). During the Q&A session, he also mentioned Skinner in the sense that variable rewards are always a better design mechanic than a consistent one. This linked to the pattern-breaking concept he'd mentioned too - while he made a lot about introducing the rules to the player of each world in a scaffolded way, he also pointed out that it was good to break those rules as it gives the game greater depth. As the game progresses, there are even more pattern breaking incidents, signaling to the player that the end is drawing near.

All of what I've just said is about the puzzle solving elements of the game. Braid also has a narrative which is ostensibly about a boy called Tim who wants to find the Princess, but it seems to really be about being about relationships and making mistakes and whether you can ever take those back. Again, this is is a reference there to the early Mario platformers, except with Braid you actually start to consider why the hero is looking for the Princess in the first place. There is a lot of text in the game, but Jonathan made a choice to make it irrelevant to the game-play since you can go through the whole thing without paying attention to any of it. I'd argue that doing so means you would lose out on a richer game-play experience but I think the decision was based on an awareness that not all game-players like sitting through lots of text. I think the reason I enjoyed his talk so much was that he made me appreciate all the time, energy and love that was put into this game. I'm not a designer, and I've never really tried to make my own game, but hearing him made me think that this is what people who want to design educational games should listen too. There is a very particular kind of learning going on here - mostly in the form of cognitive problem solving - and I'm not sure how well that maps on to different curricula objectives but there is no way you could deny that players aren't learning as they progress through the game. Even Jonathan admitted that he found out new ways to solve certain puzzles, after he had finished it! Maybe the key is to think about how to create a universe  who's rules you want the student to learn, rather than to consider how to lots of educational content into a game? The thing is, I also think you could get a lot of out studying how something like Braid was put together, not so much in terms of the coding underneath but mainly in terms of the ideas behind it and how they are reflected in the game-play mechanisms and design rhetoric. I think I'm starting to see a place for the study of games alongside the study of films or books - something that involves a lot more than chocolate covered broccoli and a bit more imagination than trying to simulate real world activity as closely as you possibly can. Something which Michael Abbott, is trying to do at Wabash College with Portal. Which reminds me, Portal actually has a developer's commentary you can access after you finish the game - it might be quite useful to see more of this sort of thing.

I'll admit though, when I first tried Braid, I didn't quite get the time mechanic and while I had been meaning to get back to it, it wasn't until after hearing Jonathan speak and seeing the game in action that I decided to give it another go. And if I'm really honest, though I did complete it, I did resort to using YouTube walkthroughs. As with playing Portal, sometimes it was more about confirming I had the right solution - and needing to know whether I should keep trying what I was doing until I got it right - than having absolutely no idea what to do. I had also real trouble with the shadow mechanic so needed to see it action. I know I get impatient sometimes, but I really do think it's better that I get a little help than get put off the game entirely and stop playing. So I still  got to enjoy exploring and learning about the Braid universe, while figuring out (most of) the puzzles on my own. I'm not saying the game was perfect but it did a lot more right for me than it did wrong, though I know there are other opinions out there. Also, I have to admit that hearing Jonathan talk made me go back to it and appreciate the game differently - if I hadn't, I wonder whether I would have bothered?

Saturday, 31 October 2009

GameCity Squared 2009

I spent the last few days in Nottingham for the GameCity festival. I started off by attending the Interactive Technologies and Games conference and then spent the next couple of days checking out the exhibits in town and going to a couple of talks - all in all, it was a good couple of days, and a nice excuse to re-visit where I spent my undergrad years :-)

So, the focus of the conference was on the use of technologies and games for education, health and disability. There was a lot stuff on how the Wiimote and nunchuck can be used to help those with physical and learning difficulties, such as Steven Battersby's talk about a series of projects exploring the different ways in which the controllers can be adapted and utilised e.g. as a WiiGlove. Other highlights include hearing about David Brown discuss European wide research on developing serious games for those with learning disabilities, where participants were also brought in to talk about their experiences with different games (participatory research - always good!) and Mark Griffiths discussing all the different ways in which games can be used as therapy. It was good to see Maria Saridaki again (who I met at ECGBL last year) and hear her discuss her work on the e-ISOTIS project - which highlighted the importance of considering both students and teachers as end users when it comes to design. I also caught up with Ulises Xolocotzin Elgio who I met at EARLI this year and thanks to Maria for getting us into the opening ceremony for GameCity festival (see the pic of us below sipping on free champagne!).


But perhaps the thing that struck me the most about the conference was the focus on using technology to support the elderly. This came in the form of developing ways in which to make the Internet easier to use (Ernestina Etchemendy talking about the Butler system), using games as a way to motivate stroke patients to carry out their exercises (James Burke) and using games as a way to keep older people's brains active (Karel Van Isacker discussing the start of the OASIS project for older people). Given the fact our population is getting older as a whole, it's no surprise that there is an interest how we can assist the elderly and make their lives richer but I guess it's not something I've thought too much about before. Plus it also got me thinking about what things are going to be like when I get to that age!

As for the festival itself, I think the highlight for me were the talks I went to. Sure it was good to see cool things going on in town - the Indiecade (including the Path - though I did end up telling some kids who were getting bored with it that they really didn't need to listen to the game instructions and should be wondering off the path into the woods, lol), the EA exhibit (though all the games seemed to be out already), and Lego Rockband does look like a laugh. Oh, and it was fun to watch loads of people playing the same game at once (see pic below).


But I also went to Lord Puttnam's opening speech - as well as having been a seriously impressive film producer, he is also Chancellor for the Open University - comparing the games and film industries. He was essentially pointing out the power that games could have and essentially pleading for games designers to start producing more mature games. The comparison between the two industries served to make the point that it takes time to understand the potential of a new medium - in the early days of cinema apparently, people would have been shocked by the idea that 90minute-2hour films would become the industry standard, for instance. Puttnam is also interested in climate change and reckons the solution to a lot of our problems is to develop a smarter, better informed society that is aware of the consequences of our actions - which is were games come in. It was quite an inspiring speech, but I think he was placing a lot of responsibility on the shoulders of games designers by essentially asking them to change the world...

David Surnam continued with the idea that games need to grow up a bit when he started the GameCityU day with a talk about what game design means. He went into a lot of different issues - the fact that there has been an explosion of game design courses, that games content should be improved, and that there is a lot of confusion about the roles and responsibilities of games designers and developers. I think he was keen to stress the creative (as well as technical side) of game design but more importantly, wanted to urge students and current designers to take ownership of the design process and their own idenity.

But perhaps the highlight for me was the GameCity U panel with Babsie Lippe (currently an artistic developer for the soon to be released indie MMO Papermint), Rex Crowle (illustrator for Media Molecule who worked on Little Big Planet) and Robin Hunicke (who has worked for EA on MySims and BoomBlox and now works for thatgamecompany) interviewed by David Surnam - see blurry pic below of the panel.


This was just a really cool opportunity to hear from some really creative people who've worked on some fantastic projects. They talked about their different gaming experiences - both as players and designers - gave advice to students in the room, and basically came across as people you'd seriously enjoy having a drink with. And two of them had PhD's, which made we wonder about where I'll end up in the next ten years! Though again, the emphasis was on creative side, so it would be quite surprising if I ever end up as a designer but what I did like how they encouraged students to immerse themselves in all sorts of things from books and music to being outside and trying something different because otherwise they will just end up making games that are self-referential and other little in terms of new experiences to the player.

There were a few other things I would have liked to have seen - like Night Blooms: Flower in the Exchange Arcade and hear Masaya Matsura's closing keynote (the designer responsible for PaRappa the Rapper and VibRibbon) but I'm not sure I could have justified spending much more time away from work (or gotten hold of tickets...). The whole thing was definitely worth going to and I'm glad I was left feeling that while the games industry seems to be at a crossroads, there seems to be a real desire from games developers to make games that matter. And I for one am looking forward to seeing where it's all going to go next.