Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Wednesday, August 24, 2011

NPCs as geographical indicators

Maps are great when designed well, but landmarks also help.

While roaming alleys in Deus Ex, I realized that I was using particular NPCs like landmarks to tell me which direction to go.

I was able to do so because the NPCs were various and unique. One had wild red-dyed hair. Another had a green mohawk.

If your NPCs are going to be just standing around anyway, why not make them useful in this way?

Friday, June 03, 2011

design trumps technology

How long have I waited to hear these words from a game developer?

"...it's all about graphical design, artistic design and direction; not only about high-resolution textures and bump-mapping." --Tomasz Gop, Senior Producer on The Witcher 2

I'm glad there are developers who push the limits of graphic technologies. It's thanks to them that we have the options presently available. But sometimes it seems too many developers fail to recognize that the tools and resources already commonly available enable greater results than are typically seen.

Limits do not always affect creativity adversely. Restraint can be a catalyst for invention.

It's like the evolution of console hardware. Every year, Xbox 360 developers make better use of the hardware than they did the year before. We need people to push the boundaries. But most are better served by exploring the untapped potential of what we already have.

I'm a musician. After thousands of years of use, we're still finding ways to arrange the same 12 notes into exciting new forms of music.

Beethoven's Moonlight Sonata and Ode to Joy, Michaelangelo's David, Da Vinci's Mona Lisa — countless works by their contemporaries are far more complex, yet far less popular. Complexity of design is meaningless to most audiences. It's the refined effect that matters. Simple designs can be powerful. It's like the beauty of a child's love: simple, uncomplicated, but Earth-moving.

Art directors should focus on effect, not on tech. What can you achieve with last year's graphics capabilities?

If you want a concrete example, look at World of Warcraft.

Tuesday, December 08, 2009

home sweet home

Almost without exception, when a person walks into a home for the first time, that person will deliberately look around at the furnishings and decorations. The same can't be said for businesses, schools, etc.

A great but uncommon feature in RPGs is a place the player can call home and fill with stuff from his or her adventures. From Everquest 2 to Oblivion to The Sims games, player homes have been offered in many forms but always to great appeal. Gamers like to be able to share their personalities and experiences with in-game visuals.

The Sims games are rare in that player-created content is a cornerstone that enables endless variety. Most games aren't open to that, so I'll instead focus on Oblivion as an example.

Oblivion allows me to own multiple homes simultaneously in different cities. Those homes vary greatly in architecture and size. I prefer to focus on just one place, a castle I got through DLC (Bloodhorn Castle). I can't buy new wall textures or furnishings, like in EQ2. But that's alright, because the beauty of Oblivion's system is that it allows me to bring back items I find in my adventures and place them where I like. That includes weapons and armors, gems and jewels, clothes, quest objects, tableware, and even food.

So, for example, in one display case I keep all the gemstones I find. In another I keep jewelry I've won and stolen (my character's a thief). In yet another, I have the decorative breastplate and shield of the castle's former owner.

Every wall has a small nook, and in these nooks I place silver, pewter, and decorative urns. In the corners, there are helms and shields from the different enemies I've slain. On racks are various weapons and shields from quests and merchants.

The beauty of this is that it is truly my home. It reflects not only my preferences and aesthetics, but my experiences and desired memories as well.

Homes reflect their owners. They provide subjects for friends and strangers alike to discuss. And they provide owners with comfort and tools for reflection. In a game, that means players socializing and looking back to remind themselves of all the experiences that make the game worth playing.

Incidentally, Oblivion allows players to make considerable money through alchemy, so in my latest playthrough I haven't needed to sell any extraordinary item I find. I can bring these back as souvenirs. Of course, I can sell these at any time. My decorum is also my financial collateral.

The home is a too often neglected feature in RPGs.


By the way, I'd show you pictures of my furnished castle, but I play the 360 version of Oblivion. My PC isn't good enough to run the game.

Thursday, November 05, 2009

gradual indicators (navigation)

Maps are the most common way to guide players around games. Other methods include beacons, landmarks, a compass, trails, and many other things.

Another option I rarely see is what I'll call gradual indicators. By that I mean, a visual feature becomes stronger/weaker or more/less common as the player nears certain places or objects of importance. These gradual indicators can lessen or even negate the need for UI methods which distract from the gameworld.

For example, elevation can be used in this way. In Rise of the Argonauts, the player knows whether he is running towards the palace or the docks of Mycenae by whether the path is sloping upward or downward. The same method can be used in any number of settings, including dungeons and roads. The degree of a slope can be telling, too. If two paths both lead up a mountain, one can be recognizable from the other if it is significantly steeper.

Vegetation can be a gradual indicator. Grass and shrubs might grow tall in one area and shrink or die out toward another. Oaks might dominate one area while mesquite trees dominate another. Both trees might habit an area, but the ratio between them could indicate to the player in which direction he is headed.

Architecture and objects can be used in the same way. The facades of buildings and their relationships to each other (such as how far apart they are) can indicate if the area the player is proceeding toward is wealthy or poor, old or new, damaged or undamaged (by war, weather, or graffiti), and so on. Statues and decorations can change in frequency or in subject through an environment. The type of shops or their names can change in style and tone.

Even audio can lead players. The roar of a waterfall or pounding of waves can gradually rise in volume as the player nears them. Likewise, the sounds of animals, the firing of weapons, the chatter and laughter or shouts of NPCs, or a thousand other things.

Animations and even environmental A.I. can guide players. As a player nears a battlefield, he might increasing notice NPCs crouched over and weeping. Or NPCs might be increasingly erratic and skittish... increasingly distressed as the player nears the source of that distress. The NPCs might pace, look around fearfully, or chatter to themselves. Think of the A.I. in Batman: Arkham Asylum and how the Joker's men act differently as they become more aware of Batman's presence and are afraid.

There are countless forms gradual indicators can take. The goal is to help players navigate environments without having to take their eyes off the gameworld or see anything that takes their attention off the story they're experiencing.

Monday, November 02, 2009

filler

Lately, I've been going back and forth between Borderlands and Brütal Legend. A noticeable difference between them is the effect of music in Brütal Legend to make travel between missions less mundane.

Borderlands has good music. In fact, I've been surprised how many of my friends have mentioned it. But it's environmental music, accompaniment, rather than the rock songs of Brütal Legend which invite more attention.

Plus, Brütal Legend's landscape is full of monuments and amusing objects. There are trees made of exhaust pipes, beer bottle bushes, and giant stone swords sticking out of the hills. Stuff like this gives the player something to laugh and marvel at while driving around.

A little space between events in play isn't a bad thing. But it's good to offer the player something to enjoy in that downtime, so the player's enthusiasm never wanes. This is particularly important in games that are meant to be replayed.

Thursday, October 15, 2009

enemies with personality

One of the reasons I expect Borderlands to be a lot of fun is the dynamic comments that give individual enemies personalities:



The amusing outbursts of enemies makes them more than just faceless meatbags. The Halo series has proven how effective this can be.

Giving enemies dynamic outbursts does two things. First, it adds a personal dimension to combat, making it feel like your actually fighting individuals and not the Borg. Second, it adds variation and replay value. It can make one enemy feel slightly different from another despite both using the same model and the same AI.

This isn't only possible with human enemies. Individual dogs of the same breed can have different barks. Individual skaags or other beasts could have different growls, screeches, etc. Voice variation with animals and monsters has an effect similar to that with humans.

Nor does personalizing individual enemies have to be done only through modeling, AI, and voicing. There's also animations. Slightly different hand motions, ways of walking, relaxed and defensive stances, and so on can make enemies which are otherwise the same feel like true individuals.

Every aspect of NPCs changes the experience.

Tuesday, September 15, 2009

bring back the fog

In the early days of video games, fog was often used to compensate for limited draw distance. Since that technical hurdle has been overcome, mists have gone out of use. It's a shame, because fog can be useful in other ways.

Often, weather can change the way we perceive our environment. It affects mood and focus. Trees and other objects take on different colors. Shadows from clouds can make a patch of forest dark and ominous, or make a stream of water cool and inviting. When a road is marked with shadows and not just one unbroken color, it can make the journey seem faster and more interesting (for the same reason rollercoaster designers place trees and other objects beside the tracks).


Fog, in particular, has a magical quality. Things often don't seem as real in a fog. People and animals become like ghosts. A boat on the water seems to glide on air. The world is full of sounds that the listener can't place and identify, inspiring the imagination to conjure fanciful explanations.

Bring back the fog.

Tuesday, September 01, 2009

body language

As I said yesterday, technology might soon enable game characters to respond to players by reading our faces. There's a flip side to that. Players could better respond to characters if facial animations and body language were improved.

The most basic benefit of this is obvious: improved empathy. A character's dialog and actions have more emotional impact when those actions correspond well with the character's physical expressions.

Another benefit is to replace dialog entirely. Animating is not simple, but it's cheaper and easier to refine than hiring voice actors. It also saves valuable memory space. Silent expressions often have the greatest effect. But I expect refining such animations would be very difficult, considering that even good actors have difficulty replicating some emotions, like despair and terror.

The use of animations that brought this subject to mind is translation. Having taken many linguistics courses in college, I know that not all body language is universal across the globe, but the basics are.


On the one hand, you have games like The Saboteur. The game is set in Paris, so one might expect some of the dialog to be in French, even if the majority is English with a French accent. A bit of dialog local to the setting can add flavor, and good body language can make that dialog more meaningful.

On the other hand, there's the inherently national nature of any game. Games published worldwide either pay translators to adapt the dialog or apologetically ask foreign players to enjoy the game as it is. Something is always lost in translation, and body language helps to counteract those losses. And while great facial animations won't allow foreigners to play a dialog-centric game, it can be pivotal in action and puzzle games for making environmental dialog bearable.

Anyway, the usefulness of better facial animations and body language in games seems obvious. What's less obvious is whether or not each developer must tackle this issue on their own. Might it be possible for a company to develop a program for such animations to be used in a wide variety of games by different developers, similar to something like SpeedTree? Or must representation of the human face evolve only as a collective effort, like the modeling of skin or eyes?

Monday, August 03, 2009

idols and memorabilia

You can tell a lot about a person or people by who their heroes are; by who and what they memorialize.

I stopped in a Taco Bell in Louisiana the other day, and a few Saints and LSU jerseys were framed on the wall. A local sports team's trophy sat on a shelf. That marks a culture that's long been free of war (at home) and other great struggles, allowing them to focus on entertainment.

In San Antonio, one restaurant has pictures of Pancho Villa and Santa Anna. The salute to old enemies of Texas is especially striking because nobody thinks much of it, marking a culture with strong ties to Mexico.

Another Texas town used to have a bar with a fantastically long rifle hung on the wall, and letters beneath it saying, "This here rifle once killed thirty mescans in one shot." It symbolized a people's pride in winning their independence in battle over a century ago, even though that independence had long since passed.

Some cities have statues of warriors. Others have statues of poets, philosophers, or politicians. Some choose to celebrate history over a thousand years old, while others focus on the recent.

Some persons hang pictures of relatives and ancestors. Some exhibit love for their parents or grandparents culture, rather than their own. Others fill their homes with glimpses of distant lands because they'd rather be anywhere than home.

More could be done in games to define settings and characters through objects.

Friday, July 10, 2009

empty space

Take a minute to look at this picture:


Such an impressive image, yet so empty.

Empty is good sometimes. Space without objects isn't always wasted space.

Monday, June 08, 2009

selling game assets

I've unlocked most of the regions in FUEL now. It's a massive gameworld. And, since the developers used satellite imagery to guide its design, it feels pretty real.

I enjoy the races and offroad roaming the game offers, but the expansive setting keeps me wishing I had a gun too.

What if game developers sometimes sold their game assets to be used in other games? For example, what if Codemasters sold its great world from FUEL to be used in a shooter-RPG?

At first, I was thinking it would be cool if other types of gameplay could be incorporated into the same game, but there's only so much any platform can process before you have to start sacrificing things like field-of-view. The next best thing is to use the same setting for different, separate gameplay.

Selling game assets (objects, scripts, etc), rather than just graphics engines, would help offset costs for the producing developer. It could also shave off production time for the buyers and perhaps help them focus on their strengths.

There are some downsides, of course. Having a unique visual style, for example, definitely helps in marketing. But can't the sale of game assets at least be a feasible option?

Thursday, March 05, 2009

personal integration

I downloaded a jigsaw puzzle game the other day called Puzzle Arcade. I haven't spent much time with it yet, but I know I will... especially since it's something my non-gaming family can enjoy when we get together during the holidays. One of the game's cooler features (which I can't use yet, since I don't own an Xbox Live Vision Camera) is being able to upload your own images for puzzles. Apparently, you can't save those custom puzzles if left unfinished, but it's still cool.

I love the idea of players introducing unique, personal content in such a simple way.

I've said before that MMO designers should move screenshot viewing in-game.

Audio integration, such as enabling players with mics to record brief clips for character use (warcries, taunts, jokes, etc), is another possibility.

Another example is linking game audio to a gamer's mp3 library so that particular player-selected mp3s are triggered by particular events. It could be as general as this song for combat and that playlist for driving. Or it could be as specific as playing this song when I equip my two-handed maul, playing another song when I equip my bow-and-arrows, another song when I hop on my horse, another when the sun sets, etc.

Face-mapping isn't easy, but seems possible. Allow players to upload a photo of their own faces from a particular perspective. Software finds certain points on the face (nose tip, bridge width, eye spacing, etc), and then recreates the same characteristics in the character creation system. Note that I'm not talking about overlaying a character model with the actual photograph. I'm talking about using a photo as reference for a virtual representation using a creation system like that of Everquest 2 and Saints Row 2.

These personalizations require minimal effort from the player and don't require active input or feedback from developers (past initial production, I mean). What are some other possibilities?

Wednesday, March 04, 2009

keep mood and tone dynamic

A friend suggested that Fallout 3 is "too soulless for its own good". I have to agree. It's a great game, certainly. But the relentless dreariness works against it.

Dynamics in mood and tone are vital for any RPG, and games in general. This is particularly true for visual presentation.

Fallout 3's environmental design is really impressive, particularly due to the scope and level of detail. But it's bleak, almost without exception. That certainly fits the story and the overall tone of the game. However, too much consecutive bleakness ultimately has the same effect it would have in true life -- it drains enthusiasm and motivation.

With a game so big, there are undoubtedly factors at play which differ from player to player. If you initially focus on wandering and sidequests, as I did, then it can be a very long time before you enter Tenpenny Tower or the wooded sanctuary. For perspective, I've spent dozens of hours in the game and explored much of the world, but am hardly beyond Tenpenny in the main questline.

In any case, it's good in any RPG to offer a variety of environments with different color palettes and tones, as well as missions/quests and encounters with a variety of moods. Dynamics provide freshness, which is necessary to maintain momentum and excitement. This is one of the reasons I think color palettes and elegant designs like World of Warcraft uses are the best visual design option for the majority of games.

I still enjoy Fallout 3 (though I haven't played in a while), but the different areas and experiences of the gameworld started to blend together after a while.

Wednesday, February 04, 2009

the graphical plateau

Pete wonders why he seems to care less about graphics in games these days than he used to. Here's my theory.

It's a natural response to industry development. Graphics in the beginning sucked. Primitive graphics are fine for some games, but detrimental for others. The higher the industry bar is raised, the more sorts of games that can succeed with standard or slightly-substandard graphics and the fewer games that require top-of-the-line graphics. At this point, the bar has been raised high enough that most game concepts are viable at the standard graphical level.

Tuesday, January 20, 2009

in favor of gore and violence

I have mixed feelings about graphic violence in war games.

On the one hand, if you intend for a war game to be educational and didactic, then your depiction of war should be as realistically graphic as possible. There's a limit to how much reality most game consumers will take, of course. The full horrors of our world are not shown even in schools or on TV because relatively few people are willing to face absolutely everything. But the more education that can be sneaked in, the better.

On the other hand, it's easy and wrong to relish the gore too much. Some enjoyment is benign, I think. Young boys cross-culturally play war games (not speaking of video games), and enjoyment of violence goes hand-in-hand with that instinct. A thrill from battle is natural, including gory signs of victory. But that, like any instinctual desire, has a proper place and manner. The appetite for violence can and should be directed, moderated, and bloodlust (gore) with it.

Enjoyment of gore is founded in a taste for victory, I believe. When you see the head of your sniper's victim explode like a watermelon, it can be more satisfying feedback than simply seeing the victim fall down. When your battleaxe hits home and you hear a pained cry mixed with the sound of flesh tearing and bone shattering, that's a taste of competitive success.

I have great respect for films in which bullet wounds are intentionally invisible or merely red stains (like John Wayne films, or The Hunt for Red October). Gore can be good feedback or good education, even integral to storytelling, but subtlety can also be good. The absence of gore can better focus the audience's attention on other elements. Game designers should always ask which way better suits their particular game.

Anyway! As usual, I'm getting off track.

That article made me think of the irony that the game restrictions intended to honor social concerns are very often in the way of serving those values.

For example, children cannot be killed in games. Children in games like Neverwinter Nights, Fable 2, and Fallout 3 are invulnerable (yes, it's sad that I know this). Bioshock allows the player to kill the child-like "Little Sisters", but the screen fades out when this happens. Truth-conscious war games have yet to represent the reality that combatants are commonly children (often teenagers, sometimes younger) or even include them as bystanders. Call of Duty 4: Modern Warfare is getting a sequel, but what are the chances it will have kids with assault rifles, militants residing with their families, or terrorists stationing supplies and soldiers in schools and churches?

Yet what would push home the nature of urban combat to gamers better than having to face women and children with guns?

Rather than forbid gore and uncomfortable scenarios, those interested in socially productive gaming should encourage developers to include such things and provide intuitive commentary.

Intuitive commentary means unspoken commentary; gameworld consequences and reactions beyond dialogue. Soldiers visibly shaken by the deaths of their comrades. Non-player combatants being crippled, rather than slain. The dead abandoned, their corpses stripped by poor locals and nibbled on by crows and dogs. Wailing mothers and grandmothers. Lost, crying children.

Intuitive commentary means reward and punishment. Save an ally and he might watch your back a little more closely. Spare what enemies you can and you might receive valuable information, face softer resistance from noncombatants, or even make a friend. Kill too many noncombatants and your allies will turn against you (the game ends... restart). Kill some kid who's aiming a gun at you and expect the family to seek revenge. Place a landmine, and don't expect to be able to control who dies by it.

As I said earlier, I acknowledge that there is a limit to what consumers of entertainment are willing to endure. Films like Schindler's List, Saving Private Ryan, and Black Hawk Down have demonstrated that the average consumer will endure a great deal if the presentation of that uncomfortable content is artful and meaningful. Games, being interactive, can probably not push quite as far, but are still capable of much more than the industry has generally been willing to explore as of yet.

I'm not saying all war games should be seriously toned and educational. I'm just saying that if you're making a serious game, gore and other nasty elements can be used toward noble ends. They don't have to be about feeding immoderate impulses. The industry is currently bound by certain social restrictions, but designers will have more and more room to explore mature content if they can demonstrate to society how it might be done tastefully and productively.

Thursday, January 15, 2009

when two make one

I remember being fascinated when it was first pointed out to me that "fist" is both a noun and a verb. A fist is a hand clenching. Likewise, you can sometimes put two or more objects together and they become one object, even if they are still acting independently.

I thought about this as I was playing Fallout 3 the other day and saw a small herd of cattle roaming down a street. Until that moment, I had played the game for over 40 hours and had never seen a cow grouped with another. Merely by grouping four or five together on a casual journey through a ruined city, Bethesda's developers created a new and memorable experience for me.

The point is that developers don't always have to create new visual assets or even tweak existing assets to produce new content. Sometimes all you have to do is arrange old content in a new and meaningful way.

Thursday, October 23, 2008

imperfections and details

Again, I'm going to use a comment of mine as my post for the day. I have many good games right now that are demanding my attention (Fable 2, Dead Space, Saints Row 2, Spore, etc).

Savid Daunders asks whether or not imperfections, like flawed architecture of a building, are important to good level design. Well, consider these examples.

My first thought when commenting on his article was of modeling human faces. Modelers learned long ago that old people are easier to simulate accurately than young people, because the skin imperfections make the skin seem more real.

Another example is tree modeling. Trees generally don't look realistic without variation. Each tree is shaped by its response to unique challenges (ex: competing for sunlight) and setbacks (drought, bugs, disease, etc). One might argue that a perfect tree is one unhindered by any obstacle. The variety we see in believable tree simulation replicates the plants' struggles to survive and conquer. In other words, good simulations mimic the results of tree vulnerability to conditions and interactions.

Now consider item placement and arrangement in interior settings. Games started simulating building interiors more accurately when they started to include random objects and messes, like magazines scattered on tables and floors. When an interior setting is entirely neat and orderly, it feels unnatural. This might only suggest that someone recently cleaned it up for a special occasion, like guests coming over, but that's still an impression that should be deliberately created by artists when it exists.


Unlike novels and films, games are still only conceptual presentations. A concept is abstracted enough to lose many particulars. It's used as an inexact representation of actuality, begging forbearance from the reader or listener who is well aware of what detail the abstract omits or blurs.

Compared to best-selling novels and films, games include far fewer and, generally, less accurately rendered details of every setting, object, and character. An average book or film places dozens of high-detailed objects in one room which the audience might only witness a single time in the story. For example: in the film I, Robot, only five minutes of the movie occurs in the AI creator's home office; yet there are bookcases full of unique books (individually titled, colored, shaped, etc), many pictures and framed photographs, loose stationary, and countless other peripheral elements of setting... including a cat.

One of my creative writing instructors used to say that good fiction, like good lying, is in the details. Good storytellers make ample use of peripheral details to project a setting that can't be accurately portrayed with adjectives.

Technical limitations are certainly at the heart of this shortcoming in games, but also production focus. Developers make a conscious choice to focus on expanse, rather than depth and detail. It's a balancing act, and the proper course won't be the same for any two games or teams, but it's a necessary consideration in the process of planning and implementation.

There are many ways to tackle this issue, of course, but I recommend making it the sole concern of one employee to create details for the game's settings and characters. Let one person focus on fleshing out the presentation.

Anyway, the game industry still has a long way to go before our stories and experiences are as detailed as other media. And I say that will due respect for the admirable amount of detailing in games like Dead Space and Mass Effect.

Monday, October 06, 2008

creative customization

While reading George R. R. Martin's A Song of Ice and Fire series and Martin's many descriptions of elaborate armor sets and weapons, I had to wonder why fantasy RPGs still don't offer gear customization like that. Many games allow customization via selection, but how many offer creative customization?

Certainly, there are good reasons that games which focus on the winning or discovery of items don't favor player creativity. But there are plenty of RPGs in which gear takes a backseat to other thrills. Neverwinter Nights, for example, adhered to D&D's bland item system (Halberd +1, Halberd +2, etc), but was still a fun and bestselling game. Oblivion had plenty of items, but also seems to focus on other goals.

I think games like Spore and The Sims have shown how popular creative customization can be. The outfit editor in Spore's tribal stage offers ideas for RPG gear editors, as do the clothing and tattoo stores of Saints Row and its sequel. And as those games show, creativity needn't exclude achievement. You can offer players new options as they advance through challenges or earn wealth in the game.

Why not? Honestly, I'm surprised I haven't seen this in RPGs.

Friday, August 22, 2008

goals alone don't motivate

So I finally got around to watching the trailers for Command & Conquer: Red Alert 3. Just about everyone who has played RTS games since the genre's earliest days knows that Red Alert is one of the gems in the RTS crown, so hopes are high for any game that seeks to recapture that experience.

In RA3 (gamers love acronyms, right?), the graphical quality and visual detail are very impressive, the story sounds intriguing, and the scale of combat seems right for a Red Alert game. But you know what really grabbed me in the trailers?

That classic Red Alert music! Heavy metal guitar mixed with marching orders and a touch of techno. Oh yes. It's time to rock!

Music, more than any other artform, acts as inspiration. And inspiration is vital to any player experience. It's not enough to provide goals and some challenges to overcome.

It basically boils down to this: human beings are not defined merely by logic, by our capacity for reasoning. Emotion is every bit as vital to our being, and the purpose of emotion is to motivate. Every one of us sometimes fails to act in accordance with our own reasoning, and that is because logic is simply not enough.

Great music inspires. Wondrous and beautiful visions inspire. Deep and larger-than-life characters inspire.

Mathematical formulations fail to produce great works of art because art is math yet it is more than math... just as humans are logical, but we are more than logic. Calculations are often accurate, but they are not enough. A good game designer studies the science behind the systems, he pays attention to demographics and other statistical feedback, but he also steps back from all the numbers and the figures to look at his work with a child's eyes and a loving heart. He takes a moment to regain that child-like sense of wonder and asks simply, "Now, what would be cool?".

A wise man once said that anything worth knowing can be explained to a child. If you can't explain to a child why your game is worth playing, why your game is "cool", then it's time to start over. Goals and challenges are nothing without inspiration to pursue and conquer them.

Friday, August 08, 2008

a lesson from Beijing

After watching the opening ceremony at the Beijing Olympics, I'm reminded of how a different beauty emerges from large masses of people as from groups and individuals. Over two thousand drummers synchronize their actions to create an awesome spectacle that's simply not possible in any other way.

Games are increasingly able to include vast numbers of objects and characters -- coordinately directly or indirectly, or acting separately. Keep in mind that sheer numbers can change aesthetic and narrative possibilities. Through masses, you can create experiences for players that are essentially different from encounters with individuals and groups.