Monday, July 27, 2009

Some Thoughts about Serious Games

This is going to be part 1 of 2 of my critiques on two different "genres" of games. This first part is about serious games. I've got some personal experience with this subject matter, as my very own school has a department dedicated to the creation of these "serious" games. I'm going to be completely honest here; I hate the term "serious game". I'm going to give you some official definitions, and then I'm going to tell you why I think it's a value judgment on our industry, and then I'll let you know how that value judgment actually works against us rather than propelling us forward. By us, I mean all developers in every part of the industry, including "serious" game designers.

So, what are serious games? I've found a few definitions that I’ll list here.

From the Michigan State University website (MSU hosts a conference called "Meaningful Play" that is all about serious games, so I think their definition can be used for reference): "Serious games are games with purpose beyond just providing entertainment. Examples include, but are not limited to, games for learning, games for health, and games for policy and social change."

Wikipedia says: "A serious game is a software or hardware application developed with game technology and game design principles for a primary purpose other than pure entertainment."

Gamasutra’s sister site Serious Games Source says: "...games created for training, health, government, military, educational and other uses."

So there is one thing these definitions agree on, save for the last one. That is that serious games are for something other than "pure entertainment". This implies that any game that is "non-serious" is only for entertainment. These people are implying, some explicitly so, that any game which is non-serious cannot have a real impact beyond being entertaining. Uh, what? Not only that, but to give themselves credibility they lump in government and military training simulators and educational titles.

So, what we're really looking at is a number of two different types of serious games. Those that are developed explicitly for classroom use, government, and training purposes and also those games which are intended for the general public to promote some idea or theme.

Tackling these two categories separately really leads to a breakdown of "serious games" as a term. As far as educational games, training simulators and medical software goes this stuff has been around for a long time and do just fine without being labeled as serious games. They’re called simulators and trainers or “Educational Software”. That is all they need to be called. Most of these wouldn't even be recognizable as a game to the rest of us, because they're not for us, they're for airline pilots and the like. Educational games can be called just that. When a school program is looking to purchase some software to aid its teachers, it probably doesn't mind having them called Educational Games or Educational Software. That's kind of what they do. Calling all of these things serious games is a tactic by the serious games promoters to make themselves seem more legitimate than they really are. These games were being made long before the recent serious games publicity and will continue to do just fine.

That leaves us with the serious games which are supposed to be just like those normal games we play, but with serious and poignant themes in mind. Wait, don't we have these already? Didn't Far Cry 2 touch on the poverty and power struggles in Africa? Didn't Bioshock try to challenge our notions of freedom (“A man chooses, a slave obeys”)? And how many countless games have been satirical but serious critiques of western society (Fallout, Grand Theft Auto)? Now, those games aren't perfect. They haven't all even accomplished what they set out to do, necessarily. But they try and they becoming more potent with each iteration. Why aren't they called serious games? Because, as with education games and simulators, it's superfluous.

It’s not as if the “serious games” crowd has a large repertoire of successes to claim either. They’ve done no better than Bethesda or Ubisoft or EA at this, because this is a rapidly changing highly experimental medium. We’re all getting better at this at the same time. But serious developers are actually starting back at square one, intentionally. Rather than work with those tools that we have already crafted, they try and reinvent the wheel. They seem to think that all of these techniques we’ve created for immersion and engaging players in other games won’t work in their serious games. Why not?

Rarely, if ever, will people make this kind of distinction in film or literature. Nor will those authors writing with serious intent eschew the techniques of those writers who write for entertainment. There is a reason that many philosophers wrote novels: They get the point across without making it dry and boring. Calling these games serious does nothing except erect a big wall between developers who are trying to accomplish the same goal. It’s a wall that prevents healthy discourse between developers, businesses, and students.

Frankly, it's damned arrogant. The term came about through a mixture of marketing on the part of the colleges and through a level of arrogance for developers who wanted to separate themselves from those other designers who make games just for fun. I truly believe that a large portion of it comes from a desire to say, "I make serious games, about how beating women is wrong." so that they can get a pat on the back from those ignorant of the power already inherent in mass market games.

We need to stand up for ourselves as an industry. We're going on a solid 40 years now, we don't have to pretend like this is just kids’ stuff anymore and we sure as hell don't have to label any attempts at mature themes as "serious". It's condescending, it’s counter-productive, and it’s unnecessary.

Thursday, July 23, 2009

Some Thoughts on My Design Theory

Everybody designs games in their own way. Of the dozens of designers I've met at school, through work, and online, everybody has their own quirks and methods when they are working on an idea. I think it's important for readers of this blog to know where I'm coming from as a designer and so I've boiled down the general process into a couple steps. These are things that I did without even realizing it before, not something I've come up with ahead of time. They are:

Step 1 - The Idea

This is the first spark of creativity where you get the itch to make a game about something. This could also be called the inspiration step. Everybody comes get their ideas differently. Some people sit down and consciously brainstorm, other people just have it come to them, and other people just do drugs.

At this stage, my ideas come to me as some sort of hypothesis. Frequently, I have something I want to test or present to my players as a test. With a game like Decay, it was in the form of "Can I capture the feeling of being unsatisfied with your life?" With my recent L4D map decay it was much less grandiose, and stemmed from "I want a survival that feels like a real last stand, rather than the survivors being trapped and surrounded." With Mission 16 it was, "What could be a realistic conflict that would arise from the discovery of time travel?"

Not every game needs to start with a hypothesis like this, but that's how I do it. These things just come to me, for the most part. I got the idea for Decay from this tangentially related Calvin and Hobbes comic. When I'm driving, when I'm playing other games, whatever. I don't want to make it sound more mystical than it is, that's just how it works for me.

Step 2 - Flesh It Out

This step is where I start thinking about the answers to the questions I posed in Step 1. I think about what mechanics fit it, what sort of story should go here. I just let my brain run loose in every direction while I'm here, no matter how infeasible or the time constraint. I don't think of possibility here, just how far I can take the idea. To give you an example, with Decay there were parts where I was thinking that the whole game was a massive drug trip, or that the player was in some kind of twisted experiment. We considered having other characters in the game with you, etc. All of which were valid directions to take the game in. This part, for me, is just about filling a notepad with as many ideas as possible to flesh out the hypothesis, this can include raising new questions which even replace the old hypothesis, or modify it significantly.

A lot of people have very specific methods for doing this. They make flowcharts or start working on a design treatment at this point. I don't do that quite here, because that for me limits where my creativity goes. I quite literally will have notes on the back of napkins or scraps of paper or several notepad files on my computer with odds and ends of thought.

Step 3 - Focusing

This is where the practical side of my designer kicks in. Now I start working on a formal design as a concept doc or a design treatment. As I'm putting the ideas on paper I think of which ones really help progress the thesis and which ones are there just because I like them. I start peeling away at the design until I'm left with something that is feasible to build and has a much more focused design than if I had taken everything from stage 2.

That is not to say that everything is locked in at this point, more could be taken away or added, but at this point is where I decide what to start building.

Step 4 - Build It

Once I've got a really solid idea of what i want to do, I can start building it. What engine I use is largely dependent on the idea. I don't start with the engine and say "What idea works in this engine?" I start with my idea from above and say "What engine works for this idea?" The former is very valid, if you're given an engine that you have to use that's an ideal place to start. But when you're in my situation as a student you can be very adaptable. I use what works best, it so happens that most of my ideas have worked well in the source engine, but I've had ideas that would work on anything from The Witcher Engine through Unreal.

Step 4.5 - Iterate

This is really a part of the building phase. Once the game starts coming together, as soon as I have a first playable I get some fresh eyes on the game. I really learned the value of this while making Decay, where we had two playtest sessions through out the developement. We had people check it out after the first level was playable, and then those same people again when the second level was done as well as people who had never seen it before. This feedback ended up changing some of the fundamental design of some areas and puzzles that ultimately created a richer game experience.

This step brings me to what I think is one of the most important parts of being a designer, flexibility. I really think that being able to accept changes to the design part way through a project is key to making a successful game. Nobody gets it right the first time. Painters do it, poets and writers do it, directors do it. You have to be willing to make changes, cuts, and additions as you need. The Mona Lisa has several other Mona Lisa's under it, and probably years of footage have been left on the cutting room floor as well as scenes reshot at the last moment. That is the nature of creativity and you need to be ready to roll with that. Get feedback, and reiterate on your design as much as you possibly can.

So that's it. Get an idea, flesh it out, focus it, build it, and iterate on it. I think most designers go through this process, but everybody does it differently. That's how I do it and I hope that it may spark some of your own ideas.

Wednesday, July 8, 2009

Some Thoughts Abo- MAKE GAMES

Over this past year I was asked to address a gathering of the game development students at Champlain. What I said boiled down to something along the lines of, "WHAT ARE YOU DOING AND WHY AREN'T YOU MAKING GAMES" I was just reading an article over at Gamasutra's sister site GameCareerGuide.com and read this in an article about what you should expect from your education.

"Making games is quite different from playing games. Yes, you need to know games, you need to be enthusiastic about games, but playing games that others have devised is productive only in limited ways, especially if you play four hours a day. I've known way too many students who define their self-worth through game playing; unfortunately, in the real world game playing, unless you're good enough to make a living at tournaments, counts for nothing. Make no mistake, the game industry is part of the real world, however extraordinary it may appear to be.

To be an adult, someone who can be a good employee, you must be responsible and productive. When you're learning your skills, your responsibility is to yourself, to do what needs to be done. And that is to be productive. If you want to design, you need to make games, not play games (unless you made it), not talk about games, not analyze games, but to make games. "

There you have it. Get out there and make some games!

In related news, shortly I will be releasing the final version of my Left4Dead map, Dead End, accompanied by a mini-postmortem on the level. That's more for me than it is for you, but you may find it an interesting read if you endeavor to level design.

Saturday, June 27, 2009

Some Thoughts about Left4Dead 2 (And Computer Gamer Elitism)

I wanted to post about this sooner, but I thought it would be better to wait and let the initial shock reaction simmer down a bit. I did and now I think I'm ready to really lay out what this move is about for Valve, from my perspective.

The internet is a hate machine. Many PC gamers feel like they are the elite of the gamer world and many of them feel entitled to...stuff because of that. Part of why the community flipped out when L4D2 was announced was because of this feeling. But, there was also a tidbit of information from Gabe Newell in an interview where he said that L4D would be supported much like TF2, with new characters, weapons, campaigns, etc.

That is largely what the commotion has been about. I hear a lot of "Valve promised!" coming from all sorts of directions. As much as I love Gabe Newell, him saying something in an interview is not and should never qualify as an official press release. It isn't.

I think he also told us something about having Half-Life 2 a little sooner than we did.

What Valve did instead, was give us a game that's bigger than Left4Dead, for the same price. It has more campaigns, more weapons, and seems to take place a little after L4D2 in the story line which allows for some cool things. (Like Zombies in Hazmat suits who can't be lit on fire.) This is sweet. This is not something to complain about.

I've also heard a lot of accusations that Valve's support of Left 4 Dead 1 would stop once L4D2 comes out. We have been assured, in an official capacity, that this is not the case. They tell us it's coming, and I for one believe them. I think they're still working on stuff for L4D1 and it's far too soon, especially considering the release of the SDK, to have a funeral.

Hi, I'm Ray Ortgiesen and I'm a PC gamer.

And I am not entitled to dick.

Thank you.

Thursday, June 11, 2009

L4D Goings On

First off, let me just say that I'm have been very very pleased with the reception I've gotten for my recently released L4D map. I've been doing pretty regular updates to it, and people are responding well. At the time of this post it has 1765 downloads and a 3.77/5 rating on L4DMaps.com

I also released a map that was ENTIRELY made as a joke. It's just a giant hallway, with four miniguns at the end and a near infinite supply of pills and medkits. I was able to hold out by myself for 20 minutes until I got bored and quit. I uploaded it to the site, and people really ran with the joke. It's up to 653 downloads itself.

There's been a lot of controversy going on lately with regards to Valve's announcement of L4D2 and I'm still mulling it over in my head, but expect a new thoughts post regarding it shortly. And if you haven't gotten the chance to check out my map yet, give it a look.

Thursday, June 4, 2009

Dead End Beta Released!

Hey everybody, I've been hard at work trying to get this puppy up to par as fast as possible in time for the update of the matchmaking system and I feel comfortable with it's fun and polish levels to release it as a beta. There will be improvements to come, but for now I give you the beta of:



It is available for download from www.l4dmaps.com. If you find any bugs, or have any suggestions, let me know!

Thursday, May 21, 2009

First Batch of Bunker Screenshots

I promised you some real screenshots showing off the map, didn't I? Well here they are. Remember that the map is not 100% done, which is particularly noticeable in the lighting as I always do that last. Here they are though:


Outside the facility.

Close up outside.

The first fallback point.

The silo room (the top of the missile should be red, it didn't show in the screenshot.)

I'm going to show two more screenshots that our closeups from the first checkpoint and second checkpoint. I like doing subtle things on my maps that players who take the time to look around will notice and appreciate. The following screenshots are two "mini scenes" I created within the game, where you can look at the bodies or the situation, and imagine what may have transpired there.

A corpse with spray paint next to it, some desperate graffiti, and three covered bodies.


A body slumped against a barricade, weapons and ammo at the ready.


I think it's little details like this that really make the differance between a polished map and just a fun one. Sure, I could have just played the rifles in a row next to the ammo by the sandbags, but this gives the scene a little more character. The same goes for the first checkpoint in the bunker, there's no real purpose for the scene, but it adds some context and flavour to what would otherwise be a regular survival map with a fall back mechanic.

Check back for more in the future, beta soon!