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"The
forthcoming game from EA, Spore, will probably
blow everyone's mind, as Wil Wright is changing the
paradigm for game development based on the concept of
procedural programming"
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Left:
Katie Salen at the recently held X Media Lab in Singapore
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From
the academic point of view, Rules of Play is one of the first
comprehensively written primers on the subject of game design.
Co Author Katie Salen is a a
designer interested in the connections between game design,
interactivity, and play.
The world renowned games writer, academic, author and feature
film animator, currently serves as director of the graduate
Design and Technology program at Parsons School of Design
New York, and has worked on a range of projects for clients
such as Microsoft, SIGGRAPH, the Hewlett Foundation, gameLab,
the Design Institute, the Director's Guild of America, the
Buckminster Fuller Institute, and others.
At the recently held X Media Lab on Succesful Computer Games
in Singapore, Animation 'xpress Anand Gurnani caught
up with the Katie. The 90 minute conversation with the dedicated
game design researcher and expert was focused on Game design...
Excerpts
What
is the best thing about games and gaming today?
Also what's worse about them?
As an avid gamer, the best thing for me is the fact that more
and more people are playing games…they are becoming part of
an everyday lifestyle, rather than a geeky thing that only
weird programmer guys do. I am also really excited by the
ways games are giving players a chance to be creative, through
character and level editing tools, which break down the line
between game designer and player. Games are becoming living
and breathing systems that players have a large hand in producing
and changing…I find this extremely cool.
The worst thing is simply the cost of games. They are expensive
to buy (for a lot people, including me!) and even more expensive
to make. Developers won't risk experimentation when the costs
are so huge. The result has been a dearth of games that we
might call truly innovative.
Usually Art and Design are referred to in the same breath,
but in terms of Gaming, Game Design and Game Art are two separate
subjects. Could you help elaborate on that?
Game Design refers to the design of actual game play, developing
the system of play that gamers will inhabit. Game Art refers
to the visual assets that make up the character, world, and
interface design of a game. This art is produced by illustrators,
graphic designers, artists, and animators.
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Right through Gaming history, which are the classic examples
of great game design?
Well, I think everyone will have a different opinion, as there
are a lot of ways of determining what constitutes a "great
game." But for me, I would list paper-based, social games,
and digital games alongside each other in a list that would
include: Texas Hold 'Em Poker, Rock-Paper-Scissors, Mafia,
Scrabble, Settlers of Catan, Tetris, Adventure, Katamari Damacy,
Legend of Zelda, Defender, Warcraft/Starcraft/WoW, Rez, Antigrav,
Unreal Tournament, and Advance Wars. I could just
keep going actually, as there have been so many truly awesome
games made.
Some comments on recent trends in Gaming? What's looking
exciting nowadays?
The handheld market is looking particularly interesting to
me these days, as I think platforms like the Nintendo DS are
starting to innovate in the area of unique and compelling
game mechanics, as well as exploit the power of multiplayer
networked play. The forthcoming game from EA, Spore,
will probably blow everyone's mind, as Wil Wright is changing
the paradigm for game development based on the concept of
procedural programming, In making Spore, Wright sidestepped
the current paradigm of massive teams of content creators
in favor of a system of building games from the ground up.
Players produce and exchange content that is dynamically integrated
back into the game, leading to greater and greater forms of
emergent complexity. The model is not only sustainable-the
system will generate content as long as players do-but economical
too. Smart!
Please tell us a few things about keeping simplicity in
the game design yet creating complex game-play?
I don't think the game design has to always be simple per
se, but in designing games you want to figure out how the
fewest possible rules can lead to a space of play filled with
emergent possibility. We are finding that even the simplest
game mechanics can lead to extremely rich game play if those
mechanics give players complex, meaningful, and strategic
choices. The trick is to balance restricting and stylizing
player interaction through rules, and giving them the space
to play.
Are
Game Designers pushing technology to come up with better game-play
or is it the other way round? Also your comments on role of
technology?
I just wrote an article on this for Adobe and what I discovered
in interviewing a lot of different game designers was that
the design-technology equation must be approached in a lot
of different ways. For some designers, technology creates
a particular social or interactive context that they can respond
to, as in the case of mobile technologies and alternate reality
games like I Love Bees, or Uncle Roy All Around
You. For others, technology is something to be exploited,
invented, or simply modified. The history of the first person
shooter is the story of programmer John Carmack inventing
new technologies for games id software wanted to make. So
technology always creates a context for game design. Understanding
the limits and possibilities of the medium are ways that designers
exploit any particular technology's strength or weakness.
Could
you share some of your experiences while writing 'Rules of
Play'? How did the idea to do such pioneering work come about
and how has it been?
The book was a true collaboration between Eric Zimmerman and
myself and was quite important in helping us both to explore
ideas we had been working with for some time in teaching game
design and making games. It was tough to write, as we wanted
to try and write in a way that was approachable, but at the
same time begin to establish a theoretical framework for thinking
about the design of games. We have gotten a lot of good feedback
on the book, and just put together an accompanying anthology
called The Game Design Reader: A Rules of Play Anthology
(MIT Press), which contains a lot of really excellent essays
by writers, designers, researchers, and players. So those
were two big projects we are proud of.
Future Plans?
Right now I am focused on a couple of experimental game design
projects-one is a game for the cities of Amsterdam and Utrecht
in the tradition of the Big Urban Game, which I designed
with Frank Lantz and Nick Fortugno back in 2003. I am also
working on a game that uses wireless surveillance cameras
mounted on large red balloons in the tradition of an RPG,
but played in the city streets, and am doing a fair amount
of design consulting on some more commercial games. On the
research front, I have been deeply interested in understanding
the game prototyping process better, and hope to write a book
focused on this subject in the next couple of years…right
now I am studying a lot of game design companies to better
understand how they prototype and model games. It is really
fascinating.
Your
comments on X Media Lab as you have mentored twice?
I am a big fan of Xmedia Lab, partially because I value teaching
and education so much-it is one of the few places in the world
where professional designers and content developers can come
together and exchange expertise in an open and collaborative
environment. I love being able to travel to different countries
to see what people are up to and how innovation develops differently
in diverse cultural contexts. Plus it is a great chance for
me to listen and test out ideas of my own among a group of
super-talented peers…I would go back again in a heartbeat.
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