Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts

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.

Friday, March 06, 2009

if it ain't broke...

I agree whole-heartedly with Daniel Clancy that a game doesn't have to be innovative to be excellent.

That a game offers nothing new is not necessarily a strike against it. A game can alternatively excel by honing old ideas or combining the right elements.

I've written somewhere before that slapping together only top-notch gameplay elements does not always make a top-notch game. Some elements are individually great, but don't fit well together or fit better with others. And sometimes it's the recognition of compatibility between elements that usually appear separately, or the ordering and emphasis of elements, that makes a game phenomenal.

Don't be afraid to repeat something that's tried and true. Things are often become tradition or the most common of their kind because they're simply the best. If it ain't broke, don't fix it.

Monday, February 16, 2009

the American hero

I watched the movie Die Hard for the nth time over the weekend. I'm going to go out on a limb and say that John McClane is like a modern John Wayne, and John Wayne is the quintessential American hero of our stories.

What defines the American hero?


First, there's rugged individualism, which is probably the most American trait. I feel the need to point out that rugged individualism is not the same as the selfish libertine attitude that modern Hollywood writers like to give protagonists. It's not individualism without a care for others, or doing things differently just to be different. Rugged individualism means stubborn self-sufficiency and a willingness to fight against any odds.

Most of John Wayne most memorable characters are polite and soft-spoken, but also no-nonsense persons who don't let law or manners get in the way of justice (if they were D&D characters, their alignment would be Neutral Good). Wayne usually ends up punching somebody. McClane isn't so polite -- definitely rough around the edges -- but he's similarly decisive in response to problems and quick to give jerks their due.


The American hero doesn't want to be heroic. He wants a quiet, ordered life; but he accepts a personal duty to protect the weak against evil and injustice. Incidentally, the American hero is in this sense very similar to the farmer-soldier of ancient Rome -- he does his duty, then returns to a quiet, humble life.

The American hero is humble (which is definitely harder to see in McClane). In the film McClintock, Wayne's character owns most of the land around town and is a sort of unofficial mayor, yet most of the townsfolk admire him because he's fair and respects the lowliest people. He's gives money to the town bum, despite knowing the money will be spent on liquor, and jokes around with the bum as a friend. He's friends with the same indians who put arrows in him years ago, and even represents them against his own government. The American hero is usually uneducated, relying on street smarts and a poor man's wisdom.

Which, perhaps, is another characteristic of the American hero: an open heart. He's friends with unlikely people... people who are very different from him. He might not even understand them, but he still travels with them, jokes with them, and fights for them. You see this with McClane, too, in the way he befriends a young, aloof limo driver or an eccentric airport groundskeeper. The American hero isn't multicultural. Wayne and McClane aren't worldly. They are proud of their own culture and not too interested in learning others, but they are accepting of people from any origin.

What else might be a characteristic of the archetypal American hero?

And can you think of any game characters that come close? I think the Master Chief in Halo and Marcus Fenix in Gears of War might.

I've asked my English friend, David, to describe who he thinks is the quintessential British/English hero from film and literature. His gut reaction was Sean Connery as James Bond. I'll be interested to see how American heroes compare to heroes of other cultures. My guess is that heroes cross-culturally are basically the same, but there are a number of significant nuances. Humility, for example, is not a virtue in all cultures.

Wednesday, December 17, 2008

Dante's Inferno: tread carefully

So the guys at EA Redwood Shores have announced their next project, and it's Dante's Inferno.



And that's great, but I hope they realize the importance of getting this one right.

Dead Space is a stellar game. I finally finished it a couple days ago -- great sci-fi, great horror, great gameplay. We can probably expect similar quality in the team's next project. And their recent experience with creating horror will undoubtedly aid them in recreating Hell.

But, still, I worry. At this point, you can't base a mainstream game on such a pivotal work of classic literature as Dante Alighieri's and not expect that to grab the attention of non-gamers. Mainstream news worldwide will take notice. How respectfully or carelessly the original work is adapted into gameplay will be widely reported on.

Those reviews, previews, and interviews could have a profound effect on how games and the industry is perceived for many years. If EA Redwood Shores impresses the greater public, it would be a big step forward. Otherwise, reasonable doubters and willful naysayers alike will have more fuel for their arguments.

I also worry because Dante's Divine Comedy is a faithful religious work, and game designers are not known for being pious or reverent. The only religion in Dead Space is wild and deadly fanaticism. Such fanaticism does exist and is scary, so I can only hopefully assume the lead designers don't perceive all religion to be so irrational.

The Judeo-Christian concept of good and evil is difficult to translate into gameplay. Evil is merely an absence or twisting of good, as darkness is an absence of light. Evil spirits, including Satan, are utterly powerless except as God allows (for the sake of our maturation and free will). Humans rarely battle demons directly, and even then (usually exorcisms) our power is prayer... appealing to and trusting in God's love for intervention. Angels and demons are far, far more powerful than humans. It is God and His love for us that protects and saves us. Prophecy, spontaneous healing, bilocution, stigmatas -- such powers come from God, not from us.

Dante's tale is more about viewing, hearing, and conversing than about interaction. So seeing Dante hacking and slashing his way through Hell raises concerns about sincere representation, though such gameplay could certainly be fun. Dialogue and prayer are difficult to translate into good gameplay.

Redwood Shores should also consider the meaning of Hell, the beliefs which shaped Dante's work. Hell is chosen by the damned. It is a willful separation from God's grace. We're all familiar with knowing what the right, loving action is and choosing to do differently. Many know God's love and reject it. Pain, sadness and anger occur when things aren't as they should be. When creatures made for love reject love, they embrace darkness and torment. Hell is punishment, but it is also self-punishment.

Part of the purpose of understanding Hell is fear. All parents know that toddlers can't be expected to always obey (to act justly, learn and grow) out of love and understanding. Fear is necessary. When children grow to be teenagers, they are more capable of love and understanding, but fear remains necessary as a fallback. Emotion and will often overpower reason, and in those moments we need fear. Even adults need fear of consequences, a fact which much of our legal system is founded on. God has revealed Hell to humanity because we need that fear to fall back on in those moments when we want to reject -- or merely postpone -- love.

Knowing Hell also illuminates God's grace and goodness. Hell is evil without a mask. In our world, evil usually take the form of corruption -- something good distorted into poison; slow death. If one can understand evil in its essence (Hell), and pure good as well (Heaven), then recognizing good and evil as they are entangled on our world is a more manageable task.

EA Redwood Shores is tackling one of the world's most respected works of literature, as well as a setting which is taken very seriously and believed to be real by billions of people worldwide. I'm very happy they're doing so. I hope they give the subjects adequate study and reflection, as well as respect in the finished product.

Thursday, August 28, 2008

Encyclopedia of Life

If I was a game designer, I'd bookmark the Encyclopedia of Life project. Encyclopedia of Life is an ambitious taxonomy project, hoping to catalogue every species on Earth into a single index. The variety of life in our world is truly endless, and this is a great way to get ideas for creature design... not just visual design, but behaviors and abilities.

I've mentioned Blogger Play and TerraGalleria before. Studying reality is a great way to find inspiration for all aspects of game design.

Thursday, July 31, 2008

silence in production

You might have heard about Paul Barnett's choice to discourage his designers from playing WoW. Not everyone likes the idea.

As I said at Ryan's, odds are that most of Barnett's team played WoW before, so it's not turning a blind eye to ask them to not play WoW now.

It's a trade-off. Fresh isn't necessarily better, but avoiding too much exposure to other games will help the designers to approach things from the fundamental goals and pressures, rather than starting with models. As Paul pointed out, the fact that something was extremely successful for someone else doesn't mean it will be successful for you. In any work comprised of many elements, it's how things fit together to create a whole that matters most. And in any art, masterworks reflect the individual designer as much as shared wisdom.

Beethoven wrote his best work when he was deaf. He had been influenced and trained by many other composers beforehand, but the silence allowed him to explore in a way he couldn't have done otherwise.

As with most things, balance is good. Designers should alternate between periods of studying others and periods of quiet seclusion (from other games). One truth every world religion pinpointed thousands of years ago is that periodic silence leads to clarity. It's harmful to cut out inspirational influences entirely, but it's good to moderate them with peaceful reflection and lone exploration.

Sunday, October 22, 2006

Inspired Gameplay

Sometimes graphics, characters and rules feed the player a specific story and environment, but they can also lead the player to a story and environment of his or her own creation. Gameplay can be inspired, rather than doled; from the player, rather than the developer.


FEEDING THE FIRE
If you tell an artist, a poet or a composer simply "make something", you'll probably get a blank stare or worried expression. I've been writing and composing for nearly 15 years now, and every year I have a stronger appreciation for inspiration. Everything we do in life is at its most enjoyable and most fruitful when we allow ourselves to be inspired.

My Asian Philosophy professor, Daniel Coyle, and I had many interesting discussions trying to pin down the Chinese concept of "wu-wei", which I've come to define as roughly "inspired action". Michael Jordan, Jimi Hendrix, Frank Lloyd Wright, Steven Spielberg...these people, some of the best in their fields, are known for inspired action. When Jordan went for a slam dunk or Hendrix soloed (swap him with Stevie Ray Vaughn or Louis Armstrong if you prefer), their actions seemed effortless and natural. When they were "in the zone", they didn't have to work at their actions anymore; they just played.

Everyone's familiar with the feeling of being "in the zone". It usually occurs only after warming up a while. That state of production doesn't have to accidental.


BECKONING INSPIRATION
Inspiration isn't the sort of thing one can always call up at will, but it is possible to consciously create an environment which welcomes and attracts inspiration. The two components of inspired action are ability and peace.

  • Ability. A combination of innate and trained ability prepares one for inspiration. What good is an idea without the language and energy to adequately express/fulfill it? We are not all created equal in regards to aptitudes, but even the most innately gifted persons never cease to benefit from training, honing and expanding their abilities.
  • Peace. Countless obstructions can hinder one's capacity to accept inspiration. What good is an idea without the openness to accept it and the focus to truly know it? One usually gets in the zone only after warming up a while because warm-ups help us to ignore distractions and bring ourselves into harmony with our environment.

INSPIRED FUN

Of course, learning how to open one's self to inspiration is greatly beneficial to developers, but I think we should try to take it further. Developers can inspire the player, creating the gameplay experience indirectly by fashioning an environment in which players are likely to build their own experiences.

To do this, the developer must attend to encouragement of ability and peace, in addition to the source of inspiration. User interface, story pacing and combat pacing all play a role in the creation of peace. Gradual elevation in challenges and opportunities encourage the honing and development of ability. Too often, challenge is relativized (a conflict between a level 3 player and a level 3 opponent is equally difficult as between a level 10 player and level 10 opponent). Too often, the user interface is negotiable but not fluid and harmonizing (if the player has to try to remember which key or screen icon to press for a certain action, then movement toward "the zone" has been disrupted).

As for the actual sources of inspiration, they can be visual, audial, opportunities for action or many other things. As the real world proves, inspiration can come from just about anything, from a sunset to a machine to a paperclip. The trick is in asking of every object (visual or otherwise) in your game: What role does it play necessarily? What peripheral roles might it play?

For example, a tree might be one of many members creating the object of a forest, but it might also be a creature's home; a broken branch may tell the tale of a storm; a carved heart may tell the tale of lovers; dying leaves may speak of a dying land. A blacksmith might be just a blacksmith, but he might also have the look of one of those rebels you've been hearing about; a scar over his eye but a smile on his lips may send you searching for his history; the tune he often hums may be from a time when the culture was quite different, a time to which he is himself oblivious; his hammer may bare the trademark of a smithy of another town.

All of these are possibilities for little adventures which needn't be fleshed out fully by the developers...adventures which the players themselves have a hand in creating. There are countless opportunities for games to host far more fun than they directly provide.