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Crawford Lambasts Overly Technical Approach To Games

Thanks to the IGDA for its Chris Crawford-authored 'Ivory Tower' column discussing the gap between science and the arts in videogame creation. Crawford, ever belligerent, argues: "Let's face it, the world of game design is dominated by science/engineering people; people from the arts and humanities play a secondary role... the result: a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value." He goes on to suggest: "We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and architecture." Do you think this would lead to better, more innovative, socially aware videogames?

95 comments

  1. And the answer is... by Anonymous Coward · · Score: 1, Troll
    Do you think this would lead to better, more innovative, socially aware videogames?

    No.

    Socially aware? Please. Look, it's important to be a renaissance man/woman and experience life broadly. But games are games.

    1. Re:And the answer is... by TeknoType · · Score: 3, Interesting

      Not necessarily. Games have already begun to go beyond their initial function as merely 'games' by interacting our citizens. Video games have already served therapeutic purposes... http://www.wetland.sk.ca/children-games/therapeuti c-games-for-children.html ... military recruitment purposes... http://www.americasarmy.com/ ... and potential CIA agent training purposes. http://www.washtimes.com/national/20030929-123116- 1145r.htm "Games" have already begun to expand beyond a mere entertainment source.

    2. Re:And the answer is... by incubusnb · · Score: 3, Interesting
      but games are a Form of Art, just like Paintings, Sculptures, and Movies

      if Peter Jackson set out to do LOTR without first knowing the books inside and out, would it have done as well? if the Wachowski Brothers didn't have an interest in such a wide variety of different forms of Storytelling and Visual effect, do you really think the Matrix would have been as big?

      now to Translate that over to the Current Generation of Games. if the Makers of Gran Turismo didn't know cars inside and out, would GT have been the Racing game of choice for both Hardcore and Mainstream Racing Gamers? or, if Square-enix didn't take the time to make sure their storylines not only touched the mind of the Gamer, but the Heart as well, would any FF games do well?

      nowadays, Being a renaissance man/woman should not only be Recommended, it should damn near be Required of anyone that even considers having a part in Developing a Game, otherwise everything becomes Generic, Corvettes start handling like GT40s, all main Characters become the same, Game scripts become re-writes of Hollywood Movies, and the industry creates Heartless and uninspired games that re-hash the same thing over and over to the point where its even more common than it is now

      as a Programmer thats trying to get into the Game Dev Industry, i make for Damn sure that i do as many different things as i can, Programming is my Specialty, but that doesn't mean i should render something in 3D Max from time to Time, it doesn't stop me from Playing the Guitar, and it damn well shouldn't stop me from going to the Bar and enjoying the night-life of my Hometown.

      as far as Socially aware, more MMORPG Developers would do some good by actually being a part of their City's nightlife and finding out how people interact without a Keyboard in front of them. discover the importance of Hand Gestures and Body Contact, inspiration can strike in the most unusual of places, but 9/10- times, its the most Logical place to find that inspiration

      --
      /. is overrun by bed-wetting elitist nerds
      let it be known, for anything other than servers, a *nix OS sucks
    3. Re:And the answer is... by Anonymous Coward · · Score: 0

      "Socially aware? Please."

      You don't think that games can contain and share ideas about todays world issues?

      To you I say: "Please..." And shake my head quite sadly. Obviously you don't quite understand what potential games have and display all the time.

    4. Re:And the answer is... by Anonymous Coward · · Score: 0
      if the Wachowski Brothers didn't have an interest in such a wide variety of different forms of Storytelling and Visual effect, do you really think the Matrix would have been as big?

      If they had known the second law of thermodynamics, do you think I wouldn't have groaned aloud during the movie?

    5. Re:And the answer is... by Anonymous Coward · · Score: 0, Troll
      nowadays, Being a renaissance man/woman should not only be Recommended, it should damn near be Required

      is the Random use of Capitalisation A Requirement for renaissance Man?

    6. Re:And the answer is... by Anonymous Coward · · Score: 0

      If people understood that the second law of thermodynamics does not make engines impossible, would it make discussion of the Matrix any less redundant?

  2. Tech Demos masquerading as games. by Tezkah · · Score: 3, Insightful

    There's many games out there that seem to be more tech demos than real games, and even some of the bigger hits, like Ninja Gaiden, I sat there playing it, and it just felt like it was missing something... a soul, if you will. Hopefully we get more games that are more than just the sum of their parts, and I see them from companies such as Nippon Ichi, and Nintendo.

    1. Re:Tech Demos masquerading as games. by fowlerserpent · · Score: 2, Insightful

      While Nintendo produces great games, I'd hardly describe them as socially aware. They are at least much more than tech demos (Quake).

    2. Re:Tech Demos masquerading as games. by Kris_J · · Score: 2, Interesting

      Many popular early games were basically tech demos in as much as they were often gameplay wrapped around a particularly impressive bit of coding. I recall the story of a starfield effect on the Atari 2600 that was done by accident, stored away until the current project was finished, then massaged into a game afterwards. I think that game was released as Cosmic Ark, but I'm not sure.

  3. So what he wants is.... by MajikMan · · Score: 5, Insightful

    ...a whole world of geniuses?

    Not everyone can come close to being able to focus on that many areas - the literary/artistic education people are given in this country (at least) is laughable, and there are people who want to add onto all of this?

    Why not just get more people who have the artistic skills and prowess more involved in the game making process? Why do companies let engineers write game plots? As I see it, the reason there isn't more redeeming social value in gaming is because no one involved in the creative side of game development seems to be good enough to tie it in.

    It's a bit silly to try making everyone into an artist/writer/director as well as a mathematician/engineer/programmer; most people's minds just don't deal that well with one area or the other (right brain/left brain dominance I suppose).

    I'll be graduating in a couple of years with a degree in English, and hope to make a name for myself through writing, but the last thing on my mind is getting a job writing video game stories or working on development. I'd love the chance to do that kind of work, but it's nothing I've heard of happening lately.

    --

    "Infants flesh will be in season throughout the year." -Swift

    1. Re:So what he wants is.... by krymsin01 · · Score: 2, Interesting
      I'll be graduating in a couple of years with a degree in English, and hope to make a name for myself through writing, but the last thing on my mind is getting a job writing video game stories or working on development.
      Perhaps it's because a lot of creative people share the same idea as you seem to state. So, to answer your question in re: to getting more artistic people involved; what would make you consider working on a game?
      --
      stuff
    2. Re:So what he wants is.... by MajikMan · · Score: 2, Interesting

      "Perhaps it's because a lot of creative people share the same idea as you seem to state. So, to answer your question in re: to getting more artistic people involved; what would make you consider working on a game?"

      Any hope of gainful employment, more or less. I'd be ecstatic to be working in the game industry on that level. I don't know that I'd be satisfied doing that alone my whole life (depending on how much I felt I was able to say while writing games), but coming out of college or even during grad school, I'd jump at the chance.

      The only thing is that, I have yet to see anything suggesting that the chance is there. I'd be pleasantly surprised if I'm wrong about that, but I've never seen a game developer put out a call to writers.

      --

      "Infants flesh will be in season throughout the year." -Swift

    3. Re:So what he wants is.... by cgenman · · Score: 2, Informative

      It happens quite frequently, actually. I know several people in my area that make livings happily writing for videogames. You wouldn't believe the amount of creativity and sheer volume of text that goes into an RTS or an RPG... and the writers get to choose the direction the game will take, mapping out plotlines and character motivations like one would on a standard novel. They write an outline, get approval, write the lines, the lines get recorded, they re-write the lines, the lines get finalized, a section of the game gets cut, they re-write the game to compensate, etc...

      Ironlore was looking for writers not too long ago, though they're moved far beyond what is written on their job page. Nival in russia is looking for writers, and Nintendo is looking for a copy editor. Then there is localization, a field that I have very little experience in (Sadly? Thankfully?).

      In order to answer your question, yes, there are jobs in game development, and people make a living doing it. It may seem like a long shot, but it's probably a significantly better chance than doing anything else with that english degree. Game-specific writers with the experience and skill to tailor their writing to the needs of gameplay is a rare and valued commodity.

    4. Re:So what he wants is.... by Anonymous Coward · · Score: 0

      Why not just get more people who have the artistic skills and prowess more involved in the game making process?

      Greed.

      Why do companies let engineers write game plots?

      Greed.

      I'll be graduating in a couple of years with a degree in English, and hope to make a name for myself through writing, but the last thing on my mind is getting a job writing video game stories or working on development.

      That is also the last thing on most publishers' or developers' minds, even though the contributions of an educated writer would be extraordinarily beneficial to most game projects.

      I'd love the chance to do that kind of work, but it's nothing I've heard of happening lately.

      Video games will fail if they try to reinvent culture like they habitually try to reinvent the wheel, the current $11 billion market nonwithstanding.

    5. Re:So what he wants is.... by ronfar · · Score: 1

      When I got my B. A. in English the first place I applied (or one of the first) was TSR hobbies inc., creator of Dungeons and Dragons, but perhaps I'm atypical....

      --
      All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  4. Not quite by DarkGamer20X6 · · Score: 4, Insightful

    As a programmer, I'm a little insulted. This guy seems to ignore that many of today's game designers do not come from a highly technical background,...at least not as technical as the programmers. Furthermore, much of the design either comes from or is altered by the producers. That means that much of the content is swayed by people that don't necessarily have 'any' technical background; they're business people, not programmers or software engineers.

    Many of the bigger names in the industry 'are' technical, but they're also artistic, and they mainly hail from the days where only 2 people may be working on a game, forcing programming and artistic expression into one condensed job. However, these people are the exception, and the majority of people who influence the content of video games at this point have little to no technical knowledge of the games they're creating.

    The author makes a good point, and more artistic creativity wouldn't hurt the creation of games. I'm just not sure he targeted the problem correctly.

    1. Re:Not quite by radimvice · · Score: 5, Informative

      Many of the bigger names in the industry 'are' technical, but they're also artistic, and they mainly hail from the days where only 2 people may be working on a game, forcing programming and artistic expression into one condensed job.

      Chris Crawford is one of the bigger names in the industry. He wrote The Art of Computer Game Design, a seminal book on game design, in 1982, and founded the GDC in 1987.

      As far as I know, his main beef is not with proven game designers like Warren Spector and Will Wright, but with the gamedev company-sponsored university classes that teach 'game design' as a mix of computer graphics and software engineering and nothing else, and the fact that that world is so completely separated from the guys talking about 'embodied virtual experiences' and 'hypertext narrative' in the English and Film Studies departments across campus.

    2. Re:Not quite by PD · · Score: 1

      Right, because age-ism is logical!

      (That was sarchasm)

    3. Re:Not quite by Austerity+Empowers · · Score: 1

      The gap between science and art is fundamental:

      While the liberal arts clowns were having embodied virtual experiences with all the hot chicks, the engineers were forced to read hypertext narrative in between cramming sessions to get off.

    4. Re:Not quite by Anonymous Coward · · Score: 0

      Chris Crawford is a nobody in this industry. He has not done a game in over a decade. He makes a career of spouting crap like this. Basically, he thinks that if only everyone in the games industry was just like him, we'd somehow make better games. But the rest of the industry realizes that, if all game designers were like him, they'd sit on their arses all day pontificating about the state of game design and never actually produce any games at all!

    5. Re:Not quite by sleepwalkur · · Score: 1

      I've got no first-hand experience, but I've just assumed that people involved in game production are limited (more?) by the fact that they are producing a product with limited resources of time and money, and not just by the supposed disconnect between CS and the humanities.

  5. -1 Flamebait, -1 Troll. by Kris_J · · Score: 2, Insightful
    Fine, I'll bite. What an utter wank. There are plenty of people out there designing and writing games who are both creative artists and decent engineers and programmers.

    On the flip-side, in a large team there needs to be people who specialise so that the hard tasks can be done.

    Communication is an issue in any large team and it's not due to some abitrary divide. In any industry, not just the games industry, anyone who isn't interested in learning a little bit about everything that goes on in their company will always be a problem, from the IT officer that never learns how the marketing deparment works, to the engineer that doesn't know how to budget, to the project manager that doesn't understand how hard it is to workout how long it will take to do something that's never been done before.

    The most telling part of the article is below:

    For example, some years ago at an annual conference that I host on interactive storytelling, one session was scheduled for a discussion of the Two Cultures problem. As soon as the discussion began, the traditional game design people walked out of the session and went off to discuss technical matters. What a graphic demonstration of the magnitude of the problem!
    What a graphic demonstration of how wrong the author is.
    1. Re:-1 Flamebait, -1 Troll. by torpor · · Score: 3, Informative

      There are plenty of people out there designing and writing games who are both creative artists and decent engineers and programmers.

      Sure. But there are plenty of un-creative, overly technically obsessed, keeping-up-with-the-chipset-joneses-driven game 'designers' out there as well, pumping out boring dreck with their warezed 3DSMax installs, re-used Half Life engines, and 'games == war' mindset.

      It wouldn't hurt to have a little more Shakespeare or Chancer in this Modern Literary Front ... Just because you may not understand some of the real concepts behind what this author is proposing ... and yeah, frankly, the Two Cultures problem just still has not been addressed properly in the game industry.

      Think otherwise? Give an example?

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    2. Re:-1 Flamebait, -1 Troll. by Kris_J · · Score: 1
      there are plenty of un-creative, overly technically obsessed, keeping-up-with-the-chipset-joneses-driven game 'designers' out there as well, pumping out boring dreck with their warezed 3DSMax installs, re-used Half Life engines, and 'games == war' mindset.
      Do you really think they'd be doing this if it wasn't want the company wanted? Are you saying that games design houses are filled top to bottom with programmers like this? Managers, directors, producers and plenty of other non-technical people obviously agree that this is the way to go -- or worse, they encourage/enforce it. No doubt that listed in the credits of every cookie-cutter game there are programmers and engineers that would have liked to be more creative and more experimental and not just in a bleeding-edge hardware way.

      No one group of people can be blamed for this. It wouldn't hurt to have a little more culture through the business world, full stop.

    3. Re:-1 Flamebait, -1 Troll. by torpor · · Score: 1

      Do you really think they'd be doing this if it wasn't want the company wanted?

      Who cares what the fucking company wants, what do the literate, art-appreciating, educated and non-culturally-ignorant game players want? Do we really need more run-around-and-shoot-things, Rat In a Cage style 'level designers' pumping out what only amounts to "Pretty Trap^H^H^H^HWaste of Time" style products?

      Yes, in fact, most game companies I've had personal experience with (a few, some quite well known) have been creatively sapping environments. God help me if I ever have to work with Game Systems Robots ever again. But nobody is saying that 'all games companies are filled with programmers like that'.

      It wouldn't hurt to have a little more culture through the business world, full stop.


      Can't disagree with you there, at all. In fact, I agree with you 100%, citizen.

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    4. Re:-1 Flamebait, -1 Troll. by Kris_J · · Score: 1
      I'm not saying there aren't problems inside games design houses that are leading to really crap games. I'm saying that this divide between "artists" and "programmers" is crap. It's not wider or otherwise than any other given communications and culture problem in any given industry.

      Was the "creatively sapping environment" at Game Systems Robots caused by the coders refusing to program anything new, or the management refusing to bankroll anything that wasn't a sequel?

    5. Re:-1 Flamebait, -1 Troll. by torpor · · Score: 3, Interesting

      I'm saying that this divide between "artists" and "programmers" is crap.

      I wouldn't say there isn't a divide, but I do concur with you that there is an "Art" to programming, and many/most programmers do instinctively have a creative impulse (except for those COBOL guys, that is...)

      But in the gaming industry, in general (and this may just be one of those arguments nobody wins because everyone is using generalities) there is a definite technological-obsession factor that appears to be detracting from true artistic sensibilities.

      Was the "creatively sapping environment" at Game Systems Robots caused by the coders refusing to program anything new, or the management refusing to bankroll anything that wasn't a sequel?

      Too often, the Programmer Technocratic Elite are given a mandate from "Artists" to do things, only to react with "Can't Technically Be Done", or "Artists Steal CPU Clock Cycle" arguments. The times when true genius has been obvious have been, in my observation, when a programmer thinks "yeah, artistically, that is a cool model/object to implement, even if its freakin' hard", and then goes ahead and works out a good, solid, technical solution to the problem.

      But this difficult blend of Art vs. Technology is tricky to manage, and so we end up with many game companies adopting policies of 'Programmers Set the Tools for the Artists" -> "Artists may Only Do what the Programmer allows", and in my not-so-humble opinion, this often results in utter dreck.

      Entropy happens in the Art world, it is the muse and the enemy.

      Programmers, generally, have a difficult time with entropy, artistically, I have found ... they either use it to justify not going the extra mile to find a technical solution, or they end up doing nothing but attempting to defeat entropy.

      Programmers are a kind of Artist. No question about it. But they're also capable of being just as anti-art, as well. Its a fine line, and I really would not say its black and white.

      (Jeff Minter for President!!!)

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    6. Re:-1 Flamebait, -1 Troll. by Anonymous Coward · · Score: 0

      Don't most big-name titles have writers that write the plot and dialog for the game? He should really be blaming the writers...

    7. Re:-1 Flamebait, -1 Troll. by MilenCent · · Score: 1

      Dude, the second the industry becomes open to hiring semi-technical, well-rounded, English major types to *design* games, I'm *so there*. They aren't, but I'm very patiently waiting for the day when they are, if they ever do.

      Most designers in the game industry get there by working up a highly technical ladder. While you're leaning all that higher math, linear algebra, programming languages and techniques, data structures, etc., you're not learning about decent storytelling, the pantheon of literary greats, the human condition, etc. Instead, you're probably reading comic books and watching action movies, which despite some standouts (I can't tell you how much I love the compilation of Batman: Year One someone gave me recently), do not take a lot of effort to understand.

      But this makes sense, as I consider that there's only enough room in your head for so much. Now what I describe as "room" isn't a question of capacity, but is more like opportunity times effort times alignment of perspective. You can only do so much with your day, and you only have so many days, and you tend to learn in terms of relating acquired information with what you already know, which would make it harder to learn either subject when you're taking two lit classes and two calculus, than if you were taking four English and four high-math.

      But while there's arguably a good bit of high-level math a game designer doesn't need, it's unavoidable that a game designer learn at least *some* math. If you don't know a good bit of statistics and algebra it's gets much harder to cook up a plan for a game, and there are definitely uses for the higher stuff as well. But once it gets past a certain point, it becomes less useful for just designing.

      So anyway, judging from the fact that I learned programming and game design on my own when I was 14, and am now finishing up a B.A. in English, I must be the perfect game designer. Somebody, hire meeee!!

      P.S. You'd better believe Crawford knows his stuff.

    8. Re:-1 Flamebait, -1 Troll. by cubicledrone · · Score: 1

      Do you really think they'd be doing this if it wasn't want the company wanted?

      Yep.

      Are you saying that games design houses are filled top to bottom with programmers like this?

      Yep.

      Managers, directors, producers and plenty of other non-technical people obviously agree that this is the way to go -- or worse, they encourage/enforce it.

      Because they refuse, and further, actively avoid discussing the problem. They refuse to believe that, yes, there are, in fact, people in the world who do not know how to compile C++ that also happen to know more than they do about certain subjects, like game design, grammar and narrative structure.

      By failing to consult experts in these fields, they damage their own products and company, and accomplish nothing but to demonstrate their own arrogant ignorance.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    9. Re:-1 Flamebait, -1 Troll. by cubicledrone · · Score: 1

      Dude, the second the industry becomes open to hiring semi-technical, well-rounded, English major types to *design* games, I'm *so there*. They aren't, but I'm very patiently waiting for the day when they are, if they ever do.

      They won't. Writers would write something new, which the game industry will not develop in favor of a sequel or clone.

      P.S. You'd better believe Crawford knows his stuff.

      Hear hear.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  6. Quite opposite. by S3D · · Score: 2, Insightful

    First there are games which are work of art, "Planscape:Torment" for example. Averall there is a lot of art/music in the games, and some of that is not of bad quality. More important from educational point of view, videogames brought to public awareness quite a big layer of humanitarian knowledge, not accessable by general public before. Ask teenager of 70-s , who is shaman, where the Jotunheim is, and who were major opponents of Oda Nobunaga during Warring States period. What kind of answer would you get ? Now the situation is different. In the search of content developers digging through a lot of world history, culture and arts.

    1. Re:Quite opposite. by torpor · · Score: 1

      First there are games which are work of art,

      I think all games are works of art, and I don't think Crawford is saying otherwise.

      Its just that, as works of art, most games pay no attention to the fact that they are a piece of art, and consequently the artistic value of such gargantuan projects is spent, pretty fast.

      Averall there is a lot of art/music in the games, and some of that is not of bad quality.

      Well, you know, lets not get into debates on the issue of the subjectivity of 'quality' ... even though thats pretty much what this article is about.

      The time continuum has us in its grips. Art is the only hope. Games, or at least the 'general standard of games, generally' are pretty poor art, so far ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    2. Re:Quite opposite. by Anonymous Coward · · Score: 0

      Final Fantasy VII

      This game rivals any literary masterpice you'd care not name. If you want high art in video games, look no further

  7. I disagree! by AltaMannen · · Score: 4, Interesting

    When I take a look at game developers a majority of the staff are generally artists and designers who come from every creative field you could imagine, and it keeps showing in the games. If you only play doom and quake you might not see that there are a lot of more artistic and creative games available. But a game designer (or at least a lead designer) needs a ton of experience to know how to create things that work in games, if you just bring in a famous script writer you're just going to get one long cutscene with no room for gameplay.

    If anything, we need designers that have more technical skills so they are more able to put their creative skills to better use.

  8. self indulgent tripe by buback · · Score: 2, Insightful

    video games are, for the most part, made by a team of people. so are movies, music, plays, etc.

    Sure, some of those people should know a thing or two about the world in general, and maybe have some culture. However, all those plays on Broadway would be nothing without the sound and lighting crews. everyone has their own job to do, and some are more technical than others.

    Perhaps game studios should be like movie studios, buying scripts and having a director shape it into a playable and fun game. but the most important thing about a good game is that it runs well on my current system without crashing. To do this you need good programers, no matter what else they are.

    Anyway, in a hundred years current games WILL be art, regardless.

  9. Listen to the Grand Old Man (tm) by radimvice · · Score: 4, Interesting

    Crawford may not have anything nice to say about the game industry, but he knows a lot about games. Listen when he preaches, just don't take his words as gospel.

    I totally agree with him that there is still an unpleasant divide between the academics and the engineers. It's great that people are starting to take games more seriously and I still believe that the current trend will result in a much more mature (in the intellectual sense, not the Playboy-Sims game sense) industry.

    However, here is where I disagree with Crawford - I don't think the video game industry will emerge from its 'puberty' once interactive storytelling takes off and the humanities people are finally able to add their 'emotion' into games, but I think it'll happen once academics master the formal elements of games, build theories from the ground up and recognize things computers are inherently good at, like real-time distributed communication and number crunching for complex systems.

    After that, all that's left to be done is to create a thriving indy scene and bring game development to the masses, raise public opinion and awareness of games as a medium by creating them for their artistic merit as opposed to their marketability and popularity, and finally, acknowledge the enormous educational potential of games and wholeheartedly integrate the study and play of games into our educational institutions all the way from elementary schools to university departments.

  10. Idiot. by Anonymous Coward · · Score: 3, Interesting

    Let's face it, the world of game design is dominated by science/engineering people

    Good. Game designers who can't at least begin to understand the technical aspects have no place in game development. The best game designers understand why a programming team can't implement a solution in a particular way due to the underlying complexity. The simpler the design, the better it folds and fits onto the hardware. Designers who simply sit around spouting unimplementable nonsense are eventually going to get punched in the face by the developers who have to actually build the game.

    Put it another way: Do you want your car's engine and steering to be designed by an automotive concept artist (the guy who does the first outer rough sketch?) - or a competent engineering team who understand technical problems?

    Another point: The consumers of games aren't exactly fine art afficionados. They've got to have a technical bent in the first place if they are going to own a machine capable of playing games. Science / engineering folk tend to know what other science / engineering folk like best.

    people from the arts and humanities play a secondary role... the result: a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value." He goes on to suggest

    The stereotypical "chick flick" hasn't had much of a draw among young 15-26 year old male gamers. I'm not sure warm, lighthearted, socially redeeming fluff games would sell to anybody. "Feel good" movies are forgotten 2 minutes after exiting the theatre - and somebody forgets they've played such a game, what, really, was the point?

    We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and archite...

    WOAH! Hold on a second there - I'm not sure if you've ever worked on a modern game development team (sorry, things have come a long way since 1979) - but there's a certain specialization of the roles. Unless you're an indie developer and with a team of more than about 4 people, artists produce assets - and generally don't code. Programmers produce code - and generally don't make art. Larger teams even have specialised designers - the "lead designer" will be in charge of the entire game's direction. The best designers are a cross between empowered gameplay testers and someone who knows the level design tools.

    Unless somebody is set on making their own little games in their spare time, heeding your advice and learning art alongside programming is a good way to dilute talent and torpedo someone's game development career before it's even started.

    1. Re:Idiot. by AndyRobinson · · Score: 1
      They've got to have a technical bent in the first place if they are going to own a machine capable of playing games.
      That's only true if you define 'technical bent' pretty damn loosely. Last time I checked you didn't need a PhD to plug your playsation in...

      Fact is, enjoying games has nothing to do with understanding the technology behind them. Ever seen an 8 year old play Super Monkey Ball? Is he or she likely to understand what a vertex shader is? No. But they still manage to have fun trying to get a monkey in a plastic ball through an obstacle course.

      You figure it out.

    2. Re:Idiot. by MilenCent · · Score: 1

      Good. Game designers who can't at least begin to understand the technical aspects have no place in game development.

      There's a difference between being able to "at least begin to understand the technical aspects" and being able to build a 3D engine. Lots of modders just know how to create levels, and can do it well, even if they can't implement the editor.

      The best game designers understand why a programming team can't implement a solution in a particular way due to the underlying complexity. The simpler the design, the better it folds and fits onto the hardware.

      But also, the simpler the design, *the better*. And as graphics programming continues to fly off on its long journey towards Mars, so also it becomes its own little cul-de-sac in game production. Look at Crawford's own work -- none of his games require a lick of linear algebra in order to understand their implementation, yet many of them are among the best designed of all.

      Designers who simply sit around spouting unimplementable nonsense are eventually going to get punched in the face by the developers who have to actually build the game.

      I say it's possible to know, in general, what's possible and what's not, without having to keep in your head all the sundry elements of implementation. Now I've heard horror stories about designers who knew so little that they might well deserve a punch in the face, but I'd say we're loaded down with the opposite at the moment, people devoting ever more energy into better-looking sports uniforms and increasing the number of polygons on demons. Same old games, to a longer and longer decimal expansion.

      Unless somebody is set on making their own little games in their spare time, heeding your advice and learning art alongside programming is a good way to dilute talent and torpedo someone's game development career before it's even started.

      Do you think talent can be diluted like that? I don't, although I can see how learning similar things produces large "synergy bonuses" (a term I'm stealing from some game system used somewhere), and how you can have a limited amount of time in which to learn things.

      But becoming a well-rounded individual is plain-out advisable. Not to game designers, but to every damn person who ever damn lived.

      Executive summary: we can build amazing-looking games, but we're finding it harder and harder to some up with something to make all that built-up ado over. I think a balance needs to be found between technical prowess and good design sense. Thas' all.

    3. Re:Idiot. by cubicledrone · · Score: 1

      I'm not sure if you've ever worked on a modern game development team

      Obviously. No modern game would have made it out of the early design stages, much less to the retail shelf.

      The best designers are a cross between empowered gameplay testers and someone who knows the level design tools.

      The best designers are people like Chris Crawford who understand game design is more than level construction and a one-paragraph "background story" included with the installation instructions.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    4. Re:Idiot. by cubicledrone · · Score: 1

      Super Monkey Ball

      A sequel to a clone of an ancient arcade game.

      This makes the point better than anything else: there are no game designers, and if there were, most publishers wouldn't allow them to actually design anything.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  11. Re: Game Consumers by MajikMan · · Score: 2, Interesting

    "Another point: The consumers of games aren't exactly fine art aficionados. They've got to have a technical bent in the first place if they are going to own a machine capable of playing games. Science / engineering folk tend to know what other science / engineering folk like best."

    That's bunk. The first part of your point because people needn't be 'fine art aficionados' just to be positively effected by art in the same way non-art aficionados can appreciate a fine novel, poem, painting or play. If you think the only people who appreciate the messages conveyed through these mediums, or the only people affected by the social change they bring about, are devout followers of fine art and academics, I beg to say you're kidding yourself.

    As to the second part of your point: You think the only people playing games like Ninja Gaiden, Madden and Final Fantasy right now are also hardcore followers of tech science or at least in a technology-focused frame of mind right now? Try standing by the register at your local Gamestop for a few hours. Games are mainstream now (granted, PC games are still a bit more slanted than console) - people of all mindsets, including the non-techies, play games. The whole point of console gaming is so that people who aren't 'technically bent' can enjoy the same things hardcore geeks have loved for years.

    Regardless of the makeup of the consumer base, you don't seem to consider them people interested in 'cultural' materials. They're not going to be the crowds reading Kafka or visiting museums, right? If that's the case, why shouldn't games be a legitimate medium to express some of the same artistic ideas to those people, through a medium that's more relatable? If I'm right in summarizing your statement by saying 'gamers aren't interested in culture,' why could the reason for that not be because no instruments of culture have been appealing to that type of people yet? Why couldn't (shouldn't) games be the first?

    --

    "Infants flesh will be in season throughout the year." -Swift

  12. Not Exactly true by Anik315 · · Score: 1

    Western videogames maybe lacking in art, but games originating in Japan are almost pure art... Zelda, Final Fantasy, even Soul Calibur. These games are beautiful to play. ... And American games are more "American" (Starcraft, Halo, & Doom.) Graphics and violence can be pretty damned fun. To say games don't have an artistic bend is just silly. People have been calling Miyamoto an artistic genius since the N64 Zelda.

    1. Re:Not Exactly true by hambonewilkins · · Score: 2, Interesting
      Yes, yes, yes, Nintendo/Japan rocks. Woo-hoo.

      Myst came from America. Sam & Max came from America. GTA3 came from America. Pac-Man, Sims, SimCity. This isn't some vast "Japan has Art, America has Shooters" gap.

      I would say for every FPS America cranks out, Japan cranks out a lame fighter. For every GOOD FPS America cranks out (Halo), Japan cranks out a GOOD Fighter (Soul Caliber).

      For the most part, however, both countries produce good games, usually what their populations demand. I hear GTA3 (a work of art) failed in Japan because gamers want a straight ahead game with clear rules and goals. Perhaps that's why no one takes any of the crazy Hentai games and brings them to America... different market.

      I'm hereby removing the saddle from your high horse.

      --

      God Bless America. Why? Did it sneeze?
    2. Re:Not Exactly true by MilenCent · · Score: 1

      You beat me to it, aww man.

      We tend to only to get the better Japanese games on our shores. And many of those those games, to me at least, are showing as least as much me-tooness as Western games show.

      However, when it comes to the number of *companies* that do a good job of encouraging creativity among their developers, I'd say the percentage is slightly higher in Japan. But just slightly.

    3. Re:Not Exactly true by balthan · · Score: 1

      GTA3 came from America

      Actually, it was Scotland.

    4. Re:Not Exactly true by PaganRitual · · Score: 1

      yes, yes, yes, people arent allowed to say that japanese games are generally more artistic than 'western ones', we know, but thanks for reminding us anyway... does the truth really hurt that much?

      Myst came from America. Sam & Max came from America. GTA3 came from America. Pac-Man, Sims, SimCity

      what? nice try, but youve picked a glorified screensaver that hard merits being described as a 'game', a virtual doll house that may cater to the boring EA mainstream crowd but isnt paid much attention in actual gaming circles, a 20+ year old game that was only enjoyed because games couldnt actually render anything remotely resembling a complex environment at the time(but seriously, why the fuck have you mentioned this anyway?), a spreadsheet with fancy graphics over the top, and a top selling, amazingly artistic and near perfect action/adventure game, except it isnt even american. oh yeah, and Sam & Max. hey, one out of six aint that bad.

      im hereby ripping up your high-horse-saddle-removing license. come back when you stop buying your 'games' at walmart. and who the fuck rated this interesting? maybe its close to the 'ignorant' tag or something. i was honestly waiting for you to mention far cry when you starting talking about 'american' FPS's. but then again, i suppose its an honest mistake thinking that GTA is an american game, i mean, it is highly violent after all.

      For the most part, however, both countries produce good games, usually what their populations demand. I hear GTA3 (a work of art) failed in Japan because gamers want a straight ahead game with clear rules and goals

      still, i cant help but find it interesting that one of the most popular western games in GTA3 'fails' in japan, yet one of the most popular japanese games (pick one of the last few Final Fantasy games), is highly successful in the west.

    5. Re:Not Exactly true by Stormwatch · · Score: 1

      Pac Man is japanese.

    6. Re:Not Exactly true by Anonymous Coward · · Score: 0

      but youve picked a glorified screensaver that hard merits being described as a 'game'

      4.5 million unit sales.

      a virtual doll house that may cater to the boring EA mainstream crowd but isnt paid much attention in actual gaming circles

      nearly 7 million unit sales, and the best-selling computer game of all time.

      Japanese games are much more "artistic" than others, mainly because culture has value in Japan, while at EA, nobody gives a shit unless it pukes cash.

      Nevertheless, the Sims and Myst's unit sales on the PC are unrivaled.

    7. Re:Not Exactly true by hambonewilkins · · Score: 1

      I recommend going for a walk. It'll help with your capitalization skills and also clear your mind of rage.

      --

      God Bless America. Why? Did it sneeze?
    8. Re:Not Exactly true by MilenCent · · Score: 1

      Oy! Where do I start?

      (Myst)
      what? nice try, but youve picked a glorified screensaver that hard merits being described as a 'game'

      That you do not define it as a game does not mean it isn't. Myst indeed *is* a game -- it just doesn't look like the ones you are familiar with. And it was the first CD-ROM success story, despite not being *marketed* as as screensaver.

      (The Sims)
      a virtual doll house that may cater to the boring EA mainstream crowd but isnt paid much attention in actual gaming circles

      That statement about gaming circles is *false*. The fact that the circles that admire The Sims do not intersect with the ones to which you may belong doesn't mean that people don't pay attention to The Sims. That the game looks little like anything that came before it and yet has become so massively successful is an indication of its genius, not its lack of such.

      (Pac-Man)
      a 20+ year old game that was only enjoyed because games couldnt actually render anything remotely resembling a complex environment at the time(but seriously, why the fuck have you mentioned this anyway?)

      He mentioned it because Pac-Man is *a good game*, one that struck the delicate balance between difficulty and player enjoyment (a much harder task in the arcade than on a console!), and still one of the top-selling arcade games of all time. Age and competing technology doesn't invalidate the fun millions of people had playing it. Graphics, sound and style may all fall out of fashion, but gameplay is forever.

      Further, why would you need more than Pac-Man's graphics to render it? There have been many, many updates of the original game, many of which by Namco, but arguably the series peaked with Super Pac-Man and Ms. Pac-Man (which Namco *didn't* produce), both first-order sequels with comparable graphics. And the original visuals have a charm completely lacking in any of the updates, no matter how powerful the 3D engine that drives them.

      (Sim-City)
      a spreadsheet with fancy graphics over the top

      Again, you have a deficient understanding of gaming. And again, the fact that such a dry simulation has been made so involving only shows the brilliance of the design. It's interesting that you derided both this and The Sims as being things other than what you define to be games, when they're both designed by Will Wright, one of *the* geniuses of computer game design.

      (GTA3)
      and a top selling, amazingly artistic and near perfect action/adventure game

      It's great in many ways, but it's not near-perfect. I like it a lot, but Rockstar still has a ways to go in lending the simulated city enough verisimilitude to seem real.

      except it isnt even american.

      True. But not really important unless you're trying to merely impugn the parent post's intelligence, which it does not deserve.

      oh yeah, and Sam & Max. hey, one out of six aint that bad.

      Sam & Man is hilarious, but also a fairly by-the-numbers adventure game. Not to say I wouldn't have loved a sequel, but it would be to laugh at rather than to puzzle through.

      Methinks you need to spend a little more time with Nethack. It'll be an education for you....

    9. Re:Not Exactly true by PaganRitual · · Score: 1

      rage? there is no rage here, at least it wasnt intended. maybe its probably because people dont like it when others use 'fuck' needlessly.

      i was wandering thru here when i noticed your games list that was presumably intended to represent an impressive list of american gaming or something to that effect, maybe in an attempted comparison to the claim that japanese games are more artistic. im not really sure, its not like you actually addressed his point at all.

      i was honestly suprised at the selection of games, but in hindsight, and thanks to an AC who seems to agree, it would appear that you might think that the quality of a game is reflected purely by its sales figures.

      all i would suggest is that maybe you need to broaden your horizons. on the whole, your choice of games was poor, and your implication that japan just makes fighters and hentai games would make me think it might be worth your while. that was also what i mean by my comparison of GTA sales in japan versus FF sales in the US.

    10. Re:Not Exactly true by PaganRitual · · Score: 1

      And it was the first CD-ROM success story

      yes, as in it was the first of many games that used a cd-rom purely for a massive storage of endless static pics and non interactive video sequences, and put some rudimentary puzzle games over the top. it managed to sell well probably because it looked prettier than all the other identical efforts. its a 'game', sure, but a game in the same sense that solitaire is a game. you cant possibly compare it to something like GTA3.

      when they're both designed by Will Wright, one of *the* geniuses of computer game design.

      genius of game design? if the definition of a genius of game design is someone that can effectively mask a spreadsheet with fancy graphics to the point where people would actually want to manipulate it, then give that man the prize. maybe you should find a list of his game credits sometime. i swear he creates a set of statistics relevant to whatever 'sim' he wants to turn into a 'game', and then directly attaches in-game graphical effects and animations to the alteration of those stats. but hey, if disguised number crunching is 'fun' to people (and unfortunately it appears to be), then by all means, enjoy. i swear the man could make you people want to fill out accounting reports.

      True. But not really important unless you're trying to merely impugn the parent post's intelligence, which it does not deserve

      *sigh* ... no, no one is trying to suggest anyone is stupid here, but im sure he appreciates you jumping valiantly to his defence. you may have noticed that the discussion here is the comparison of japanese games and american titles, with relevant to artistic merit. GTA is, as suggested, not an american game. ergo, i assumed it worth mentioning.

      generally its appreciated if people actually know what they are talking about instead of purely spouting sales figure titles and cutting and pasting from gaming articles.

      last thing before i lose interest : why does everyone think themselves all high and mighty because they can name drop nethack? some people take this obsession with non-graphics just too far. FYI : its not a better game just because it uses ASCII characters, okay?

    11. Re:Not Exactly true by MilenCent · · Score: 1

      (Myst) its a 'game', sure, but a game in the same sense that solitaire is a game. you cant possibly compare it to something like GTA3.

      All non-networked computer games are solitaire. And oh yes I can compare it, not directly because they're very different types of games, but in terms of their effect on the industry, and how they opened people's eyes as to what gaming can be.

      GTA3 is the best GTA3 it can be. Myst is the very best Myst. I was enchanted by Myst when I played through it, it shows exceptional attention to detail, it admirably presented a self-contained world with very little in the way of textual presentation, the puzzles were well-conceived....

      But I don't have to resort to buzzwords to know I enjoyed it, and lots of other people did, too. It's not without flaws, but you can say that about almost anything. It's also surprisingly complete for what it is.

      if the definition of a genius of game design is someone that can effectively mask a spreadsheet with fancy graphics to the point where people would actually want to manipulate it, then give that man the prize.

      It is, and I do.

      The utmost test of whether you're a good designer is if you can take something that everyone thinks would be awful, come up with a take on it that will engage Joe Gamer, and get it made. Will Wright created SimCity back when 8-bit computers were still popular. People thought he was crazy, and yet it's proven itself one of the most enduring of games.

      A great game can be made about anything. The skill is in the implementation.

      Just imagine: if Will Wright *could* get people to enjoy filling out accounting reports, how wonderful it would be! You've got your causes mixed up: accounting reports, and urban planning, are boring because they contain tedium, not because they are useful. Make a boring, yet necessary, thing fun and you've brought true good into the world.

      GTA is, as suggested, not an american game. ergo, i assumed it worth mentioning.

      But it is a game designed in the Western style, which boils down to non-Japanese when it comes to gaming. I assumed the original poster was referring to Western game styles in general, even if he said American, even if he thought GTA was made in the U.S. That's more important that the geographical fact of its origin.

      generally its appreciated if people actually know what they are talking about instead of purely spouting sales figure titles and cutting and pasting from gaming articles.

      And generally it's appreciated if you don't needlessly attack people. Especially since I didn't think he was quoting anyone, I thought everything he said was common knowledge.

      why does everyone think themselves all high and mighty because they can name drop nethack? some people take this obsession with non-graphics just too far. FYI : its not a better game just because it uses ASCII characters, okay?

      Oooooh, dude! It's not an obsession with non-graphics, it's an obsession with *gameplay*.

      In fact, there are ports of Nethack now that do have graphics, and the basic game has 16-color VGA tiles now. One version has *great* graphics -- do a web search on Falcon's Eye and see what I mean.

      But under the hood, it's still Nethack. And Nethack is very likely the most nuanced game ever made, in a way that games that haven't been worked on for a decade-and-a-half can't hope to match. In many ways it is still the ultimate solo-player take on an old-style Dungeons & Dragons-like adventure session.

      I think it's admirable that you're willing to decide for yourself whether a game is good or not instead of echoing the opinions of others. But I recommend you try to give games, and people, a chance before cutting them down.

      I'm convinced that if you learned the (admittedly clunky) interface and gave it a chance, you'd have a new favorite game in Nethack. It's that cool.

    12. Re:Not Exactly true by PaganRitual · · Score: 1

      Just imagine: if Will Wright *could* get people to enjoy filling out accounting reports, how wonderful it would be! You've got your causes mixed up: accounting reports, and urban planning, are boring because they contain tedium, not because they are useful. Make a boring, yet necessary, thing fun and you've brought true good into the world.

      hahaha i love your thinking. sure, i wouldnt play your accounting game, in fact id probably despise it, but im sure it would unfortunately be a best seller.

      by the way, i was being harsh towards the will wright style of game because i do find that they are tedious, and i actually dont think that they are useful at all. i find that the tedium isnt disguised at all by the pretty graphics, and that its the graphics that tend to sell the games. the newest sim city managed to further refine the amount of spreadsheet editing you can do via the interface, but i cant help but think that it was the graphics that dragged most people into it. keep the more advanced city planning of SC 3000, but go back to the original sim city's 2d graphics, and i would bet a vital body organ it would sell less that 10% of what it did in its fancy graphical form. im sure there is a point to what i just said, but i dont know what it is. the example of accounting was meant from a boring point of view, not something that needs to be done.

      I think it's admirable that you're willing to decide for yourself whether a game is good or not instead of echoing the opinions of others. But I recommend you try to give games, and people, a chance before cutting them down.

      i can demo games, and i demo most that are available to try. but all i have to go on with people is what they say. the reponse to the original poster was trying to start a japan vs america thing because the original post said that japanese games are more artistic. i have no specific love of japanese games more than i do from anywhere else, but the original poster, for the best part, spoke the truth. and the follow up posters list of games were irrelevant at best, but also some games that in cases i dont like to regard as 'proper' games, and yeah, i dont like that they are so popular, selfishly so, obviously because i dont like them.

      i guess im just a pretentious gamer that hates the fact that games that i believe dont deserve such a description, like myst and sim city, sell stupidly well, crap like ratchet and clank and prince of persia get set up for multiple sequels, but games i love like system shock 2 and giants disappear without a trace.

      i try not to be a pretentious wanker deliberately, honest, but i cant deny that i am :) i just happen to not like the games that always seem to sell the most because, for the best part, they tend to provide neither involving nor challenging gameplay. the sims and its endless fucking expansion packs take up 4-5 slots of the top ten sales figures even when they arent selling well, and in the meantime i have to hold my breath and watch the sales figures of la pucelle tactics to hope it sells well enough that they dont consider cancelling the translation of phantom brave to english, and cross my fingers and hope that thief 3 ... err ... thief : deadly shadows, sorry ... doesnt suffer the same over-simplified console-fucked fate of deus ex 2.

      im guess im probably part of a dying breed. gamers that like to put long periods of time into gaming for love of it have all been infected by the MMORPG bug, and gamers that relish depth of gameplay that presents a true challenge just arent as common anymore. people (or at least sales indicate that people) want to play something like prince of persia, where you just press the buttons at the right time and youll be okay, and if you fuck up, well then you get to do the last few seconds that you screwed up again, with the knowledge that you can virtually do it ad infinitum. hell, i got bored with PoP in about 30 mins and gave it to my g

  13. Too techincal????? by idries · · Score: 4, Interesting

    Whilst I agree that there are alot of bad game design and desingers out there. I don't think that it's because designers are too technical. If anything my experience is that they are neither technical nor artistic enough. Generally the people who end up being designers are people that entered the industry from the bottom rung: testing.

    Lots of the designers that I've worked with over the years are people who are in the games industry because they want to be (nothing wrong with that) and have no skills that are of obvious practical use to the industry (i.e. they can't draw, they can't code, and they can't project manage). So, we make them testers, and then when they've been there long enough to deserve a decent salary we make them into designers.

    There's no qualifications that you need to be a designer, people just get into it and they're either good or bad at the job. This is unlike both code and art, most studios don't employ coders or artists without qualifications (unless they take them on as co-ops or something).

    Maybe all these game design courses that universities are starting up will help, but in the end I think that this is just the nature of the beast.....

    1. Re:Too techincal????? by Daetrin · · Score: 4, Insightful
      I agree almost 100%. I think you might be maligning the designers a bit, i've known some very good ones, some of whom have done a lot of creative work in other fields before working on video games. Sure there are designers who aren't very good, but there are programmers and artists who aren't very good either.

      However your basic point is right on. In every game company i've worked at more than two thirds of the people have very little in depth tehnical experience. The designers can write simple scripts and use spreadsheets to balance stats, and the artists can use the appropriate art tools, but (on average) they know very little about programing, technical constraints, or the data pipeline.

      There's always some artist who insists on exporting art files in the wrong way, even after you've told them three or more times that it will break stuff. The designers often make similar mistakes with the scripts, and frequently their first request for a new feature is totally unfeasible, requiring a programmer to come talk to them about what's possible and how to integrate that with what they want.

      Unless the three companies i've worked at have been freak occurances, most game companies have non-technical people doing the art and design. If the design isn't good, either the designers just aren't very good, the programmers weren't able to implement it right (in which case the problem is not enough focus on tech, not too much focus) or as someone else suggested, management decided to get involved for whatever strange reason management always seems to have for screwing things up.

      --
      This Space Intentionally Left Blank
    2. Re:Too techincal????? by cubicledrone · · Score: 1

      So, we make them testers, and then when they've been there long enough to deserve a decent salary we make them into designers.

      Which is precisely why so many games fail, and are now almost routinely clones or sequels. Writing and game design are no less technical or important than programming or drawing.

      There's no qualifications that you need to be a designer

      Understanding game design might be somewhat important.

      This is unlike both code and art, most studios don't employ coders or artists without qualifications (unless they take them on as co-ops or something).

      But they do employ designers, upon which the success or failure of a game depends most, without qualifications.

      This is why so many games fail, and why the industry will continue to be limited until game design and writing become just as important as how fast the engine draws polygons.

      Hollywood would laugh uncontrollably at the suggestion a movie could be made without a writer.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  14. Silly segregations in human reality by Anonymous Coward · · Score: 1, Interesting

    Ahhh, yes of course the Sciences and the Arts are of course mutually exclusive- a great physicist couldn't possibly also be the writer of equally great literature, a geneticist couldn't possibly also be a painter and poet...

    The idea that science and art are seperate is idiotic and a line I hear mostly from incredibly close minded arts graduates... Socially unaware games? Are they really socially unaware? I'd wonder about that...sounds more like pure arts whinging to me...

  15. Social value and fun by Nice2Cats · · Score: 3, Insightful
    [...] deficient in redeeming social value.

    In other words, they are enormous fun...which some of us happen to think has a social value in itself.

    The old I get, the more distain I have for self-styled intellectuals.

  16. i like them like that by laemas · · Score: 1

    I like my games to be fairly emotionless, i disagree that they are not works of art though. The art _is_ in the code. I prefer to inject my own emotion into a game, much like i like my music. emotionless. I'll decide how music makes me feel thank you very much.

  17. He almost sees the real problem... by TRACK-YOUR-POSITION · · Score: 4, Interesting
    From his Crawford's rant...

    Ian Bogost pointed out that science/engineering tends to be "predictably useful" where arts/humanities tend to be "unpredictably useful".

    Then perhaps the real problem is not that science/engineering dominates, it's that business people are the ones choosing where the emphasis of today's games lies. An executive can choose to hire more programmers or more English Department types. The programmers are reliably useful, the academics either incredibly useful for detrimental. If you're spending a billion dollars to make this game, the choice becomes clear--hire more programmers and avoid as much risk as possible.

    The only way we'll see more creative, less technical, and riskier games, is if it becomes possible to make games at a drastically reduced cost.

  18. I'm tired of this BS. by Bluesman · · Score: 4, Interesting

    As if anyone who is an engineer can't possibly understand arts and humanities.

    What a load of crap.

    If anything, talent in both fields seems to be quite common among intelligent and creative people. You can't tell me that any engineer couldn't jump right into a philisophical/humanities discussion with relatively few problems understanding what's going on.

    The only "problem," if there is one, is that the typical engineering type is outclassed by the guy-with-the-humanities-doctorate when it comes to spouting bullshit, and consequently yields authority or creative control to him because he doesn't want the hassle.

    --
    If moderation could change anything, it would be illegal.
    1. Re:I'm tired of this BS. by Anonymous Coward · · Score: 0

      You can't tell me that any engineer couldn't jump right into a philisophical/humanities discussion with relatively few problems understanding what's going on.

      And if discussions of philosophy or humanity could contribute to the development of a video game it might even be useful. As writers, however, most engineers would find themselves unable to contribute. The ability to communicate effectively with the written word is not trivial knowledge, but rather the result of years and years of work and education, just like programming.

  19. Hours worked by Anonymous Coward · · Score: 1, Interesting

    As someone who worked in the industry, I would say that a larger factor is the amount of hours worked by the employees. How much life experience and understanding of the human condition can someone contribute to the art when they do nothing but wake, work and sleep?

    Most teams are composed almost entirely of young males with fast reflexes who do nothing but work, and games of today reflect this.

  20. Selling books? by be951 · · Score: 1
    Is Crawford making a real point here, or is he just trying to sell his latest book on game development? Or a seminar where he teaches "interactive storytelling"?

    The fact that he didn't (couldn't?) articulate what makes a game "cold and heartless" and what might give it "redeeming social value" and gave examples of neither left me feeling that perhaps there is not enough to this "problem" to even adequately define it.

    From the article:

    Still, we need to go much further. We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and architecture.
    First, is there a University anywhere that doesn't require a fair dose of humanities study (3-4 classes in addition to a lit course in the English requirement)? If he really wants to see "equal amounts" what would that add to a university degree? Figure six math courses, 10-12 comp sci/engineering courses, plus 2-4 more hard science courses makes 18 classes on the low end. If your curriculum already includes 5 humanities, that means you need 13-17 more to even things up. So 2 or 3 more semesters, when typical grads currently take 5 or 5 1/2 years to finish. 7 years in school to make video games sound reasonable?
    1. Re:Selling books? by ReyTFox · · Score: 1

      I've felt for a long time that Crawford suffers from the exact problem he stated in the article: He's too stuck in his ways. Oh, he does try to break out and "see the light," and he's ready to rant and make others do so, but it's just not in him. He made games, and many of them were pretty good, but he just can't seem to fathom approaches other than the ones he took 15+ years ago. He himself is to some extent a permanent engineer, a "technical designer," focusing not on plot and atmosphere but on gameplay mechanics and conflict. He wants to DO plot and atmosphere, but he will only do it from a technical perspective, trying to engineer perfect storytelling mechanics.

      None of which makes his point less valid, but it helps explain why he says the odd things he does.

    2. Re:Selling books? by MilenCent · · Score: 1

      I've felt for a long time that Crawford suffers from the exact problem he stated in the article: He's too stuck in his ways. Oh, he does try to break out and "see the light," and he's ready to rant and make others do so, but it's just not in him. He made games, and many of them were pretty good, but he just can't seem to fathom approaches other than the ones he took 15+ years ago.

      If a problem was solved then, then way doesn't that solution work now? And the things he attempted back then working with less than 128k of memory are much more profound problems than most people (with some brilliant exceptions) are trying today. Siboot was a game about communication, knowledge acquition, and even human nature. It had its own simplified icon-based language, and it ran on classic Macs! That sounds to me like a much more interesting game than DOOM 3.

      His storytelling work, at its core, might be seen an attempt to bridge the worlds. He's sure worked on it for a long time, but I don't think he's locked into anything. As near as I can tell, he wants to create stories algorithmically, or rather a system by which everyday people can set the basis for it and have it play out in the machine.

      That's a cool idea. One of the coolest, in fact. I don't know if it's possible, but thinking about the problem myself, a little here and there, I suspect it just might.

  21. better games?! by LazyBoy · · Score: 2, Insightful
    "We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and architecture." Do you think this would lead to better, more innovative, socially aware videogames?
    I don't know about video games, but it sounds like it would lead to better, more innovative, socially aware people.
    --

    If Chaos Theory has taught us anything, it's that we must kill all the butterflies.

  22. tech=good, tech!=artistic game by Funk_dat69 · · Score: 2, Interesting

    Lots of defensive techies in here today!

    Actually, I'm a tech-head too.
    I think what Crawford was trying to get at, though, is that there is potential for makeing great art in the video game medium, it's just really hard and not exactly strived for very often. And given the large undertaking and large amount of passionate/opinionated people that it takes to make a game(not to mention the pressure from the business side - I'm not convinced we have a 'truce' or whatever with the business side of things), it's not surprising.

    Of course, it doesn't need to be a work of art to be fun. I can blast monsters till my hearts content in quake or whatever and have fun, but i wouldnt call that great art.

    Some examples that might help illustrate my opinion would include checking out Zelda: the Wind Waker, American McGee's Alice, and Dragon's Lair. All trying to not just incorporate good art onto a stable tech framework, but BE good art as a whole. (Alice, IMO, failed, but started off in a interesting direction)

    Elegate/efficient tech design is part of succeeding in making great art in game design, of course. I think Crawford is just trying to emphasize that there is MORE than just the seperate parts. There's the whole multi-legged horse thingy.

    --
    FUNK!
  23. Chris is washed up by Anonymous Coward · · Score: 0

    "Chris Crawford is one of the bigger names in the industry. He wrote The Art of Computer Game Design, a seminal book on game design, in 1982, and founded the GDC in 1987."

    Sorry, but pay attention to the years you have in your statement. The 80's are LONG gone and games are now completely different. Sure many general and high-level rules still apply, but games of today hardly compare to the "trinkets" of the 80's.

    Mr. Crawford is a big name historically, and through his constant critique of an industry he is no longer part of. What has he contributed lately, beyond criticism? It's easy to point out problems. How about some viable, applicable solutions?

    1. Re:Chris is washed up by cubicledrone · · Score: 1

      He wrote a second book on game design in 2003 that should be required reading for each and every employee in the game industry. He understands the problems in the game industry better than 95% of the upper-level executives at the largest companies, and he has probably forgotten more about game design than most programmers will ever know.

      Sure many general and high-level rules still apply, but games of today hardly compare to the "trinkets" of the 80's.

      The basics of game design are centuries old.

      What has he contributed lately, beyond criticism? It's easy to point out problems. How about some viable, applicable solutions?

      Isn't that what the article was about?

      This is one of the major problems in the game industry and most other industries: there is no respect whatsoever for knowledge and professional experience. This "eh, what do you know, old man?" crap costs the industry millions every year as project after project is canceled, or faceplants at retail.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    2. Re:Chris is washed up by Anonymous Coward · · Score: 0

      This is probably Chris talking. One of his stock responses is to pull this "eh, what do you know, old man" strawman out whenever anyone challenges him about his not having actually produced a game for over a decade. Required reading for every employee in the industry? What, even the secretaries, Chris? :)

  24. Why games lack artistry by tasq · · Score: 3, Insightful

    The pitch meeting: a play in one act.

    The scene: Several businessmen wearing khakis and polo shirts sit around a large conference table. A large screen, ready to show game demos, dominates one side of the room.

    Chairman: Ok guys, we're here to decide which games our company, Publisher X, will fund, and which we won't. We don't have a lot of time, Fred over there needs to fly to Japan to give an interview to Famitsu and Joe has a conference call with the Wal-mart guys. Because of this, we're restrained to only seeing each game for about 5 minutes.

    Chairman: Our first demo is from the guys at GameDev Studios. Matt, here, will be showing us his game, uh...

    Matt: "Hills of Aeden", sir.

    Chairman: Tell us about your game, Matt.

    Matt pops up a powerpoint slideshow on the big screen, and begins his pitch.

    Matt: Hills of Aeden is a third person action-adventure game with rpg influences. Like the Square game, Final Fantasy X...

    Fred: Excuse me, Matt, but have you considered changing the name of your game?

    Matt: (knocked off balance by the interruption) Um...uh... well, not really. The name is pretty important, as it ties into the answer to the big mystery...

    Fred: Because this, "Hills of Eden" thing sounds like a soap opera. Joe, what were the stats on soap opera games?

    Joe: (pulling statistics out of his ass) our marketing research says that 7 out of 12 males aged 12 to 27 won't buy soap opera games unless there's nudity involved. However, Wal-Mart and EB refuse to sell games with nudity in them, so they're a no-go.

    Fred: Right. That's what I thought. No go on the soap opera name, Matt. How about something with some spark to it. Something that we can use to create a strong IP around. How about something like "Dark Fury", or "Mayhem".

    Chairman: Good point, Fred. Matt, we'll need a new name for your game. Now, you've had 3 months of pre-production. What have you got to show us?

    Matt: (even further off balance) Well, as I was saying, this is a very story-oriented game, so we hired a professional writer to come in, and together, we've put together a 200 page outline of the game. We've also got together some really good concept art that I think really shows off the style... (furiously clicks through powerpoint slides until he gets to art).

    Fred: I like this look, but it seems kinda pretty, to me. Kinda pastel-y.

    Chairman: I agree. Pastels are a no go.

    Matt: Well, we have some, uh, more bold images, over here. (more slides go by)

    Fred: Hey! That looks like that World War 2 game that came out last week. What were the numbers on that game, Joe?

    Joe: (more number pulling) NPD has it as the best selling game for last Tuesday in the 21-32 year old bracket, Fred.

    Fred: I thought so! You know, we could use another WW2 game in our portfolio. Which battle does your game take place in, Matt? Normandy? Uh, Guam?

    Matt: "Hills of Aeden"...

    Fred: You mean "Mayhem".

    Matt: Right, "Mayhem" doesn't take place during WW2. It's a futuristic game that takes place on another planet where racial tensions between 5 different factions...

    Fred: Hmmm... well maybe you can change it to a WW2 game. Those sell pretty well, and we only have two others in development right now.

    Chairman: So, Matt, you only have a design doc and some screenshots? No prototype?

    Matt: We really wanted the art direction and the story to take precedence...

    Chairman: Matt, have you ever heard of John Romero? Daikatana? Designers first?

    Matt: Uh...

    Chairman: We'll give you our decision later, when you can't actually physically attack us. Thanks for coming by and showing us "Mayhem"!

    Fred: Yeah, thanks Matt! Hey, next time, try to focus more on the WW2 aspects of your game.

    Matt: Uh...thanks.

    Chairman: Ok, guys, next game is called "Police State". Don is here to show us this game.

    Don: Hi guys. We've been working hard for the past

    1. Re:Why games lack artistry by Anonymous Coward · · Score: 0

      what a bunch of garbage.

      yes, that's right, all business people are lazy and evil.

      the only (unintentionally) decent part of your post:

      Hills of Aeden == bad name
      Police State == good name

      http://dukenukem.typepad.com/game_matters/2004/0 2/ the_name_of_the.html

      step 1) read
      step 2) get clue
      step 3) ???
      step 4) profit

    2. Re:Why games lack artistry by tasq · · Score: 1

      You almost understood my point. Let's start by asking this question:

      Why didn't Matt get a publishing deal, while Don did?

      Here is what Matt did wrong:
      1) The name of his game didn't evoke a strong image in the mind of the publisher, as you said.
      2) He tried to explain his game, rather than show it.
      3) He failed to stay on track and dominate the conversation.
      4) The content he was trying to show was too deep for a pitch situation.
      5) Matt failed to show his strongest material first, i.e. his concept art.

      Here is what Don did right:
      1) He had a good name for his game, as you stated.
      2) He showed his game, rather than explain it.
      3) His presentation was shallow, and showed usable selling points. The audience could instantly understand what his game was about, even if it was morally reprehensible.
      4) His presentation, being a 2-minute movie, didn't allow for interruption, and thus commanded the attention of the audience. It also showed the strength of Don's art team.

      How does this correlate to the topic "Why Games Lack Artistry"?

      This little morality play's basic message is this: depth is hard to pitch. You can't pitch a 200-page design doc that details a rich storyline and meaningful content. It's also very difficult to sell a game that takes a good while before the player actually feels entertained, as in a novel or movie. Both publishers and customers, when booting up the game, expect to be entertained immediately, and not halfway through the game. In the morality play, Matt makes the fundamental error of thinking that the depth of his design doc and the concept art that design doc inspired was a selling point. Obviously, he was wrong.

      So, why do games lack artistry? I think a big part of the problem lies in the fact that something as ephemeral as "art" (especially in a story sense, rather than a visual one) isn't an obvious selling point, and it is especially difficult to illustrate before the game is actually done. There aren't a lot of people out there that can command the funds necessary to make an artistic game, and, even if they did, they would be selling to a niche audience, much like art-house movies do now.

    3. Re:Why games lack artistry by cubicledrone · · Score: 1

      Why didn't Matt get a publishing deal, while Don did?

      Matt didn't have an elevator pitch. The game industry, like Hollywood, derives its entire creative output from elevator pitches, which is why they are only seldom capable of producing anything culturally meaningful.

      Successful elevator pitches follow this pattern: "it's like A but with more B." Translated: "it's a clone of A and a sequel to B."

      An interesting experiment was tried in the movie industry where the screenplay for Casablanca (with different plot details, but the same structure) was sent to various movie studios as a new project. Every single studio rejected it, most with form letters. Now what is more depressing: the fact that Casablanca could never be made today, or that no studio recognized it?

      It is very likely the same thing would happen in the game industry if the design for say, Myst or Civilization were sent to various publishers.

      By the way, any developer who makes a cold pitch to a publisher should spend their time more productively. A publisher WILL NOT sign a game based on a cold pitch from a third party developer. I would only try such a presentation for the entertainment value.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  25. Meet me on the Wasteland by Peteroo · · Score: 1
    Crawford sees "a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value", and he's right.

    Look what's out there. In one way or another, the market is dominated by killing simulations. It's a religion of polygon counts and frames per second.

    Games with consistently poignant writing are beyond rare. (I can think of only one relatively recent one: Planescape: Torment.) The commercial text adventure, the literature of the games industry, is long dead. Games with meaningful inter-personal communication are impossibly rare. (Crawford's own contribution to this tiny genre, Trust & Betrayal: The Legacy of Siboot, a precursor of The Sims, is practically unique in this field.)

    And try to name a game that displays more than a passing interest in any the humanistic studies--literature, history, philosophy and, arguably, religion.

    Off the top of my head, I can think of only one: Morrowind.

    I am far less encouraged than Crawford by the prospects for the next generation. The humanities have fallen in disrepute in many schools of higher learning, and "scientism" has being broadly applied to these ostensibly "subjective" studies in an attempt to endow them with scientific predictability. Given this pro-science bias, there is every likelihood that the games designed by this generation will be technological marvels ... and colder and more clincial than ever before.

    Welcome to the wasteland.

    Peter

    1. Re:Meet me on the Wasteland by cubicledrone · · Score: 1

      The commercial text adventure, the literature of the games industry, is long dead.

      So says the game industry, in an attempt to justify their decision to fire the writers.

      There is little doubt that a good, well-written and well-marketed text adventure would sell, it's just that nobody attempts it because they believe the hype. Some half-assed column asked "Are text adventures dead?" and the writers of those games said "well, guess so" and gave up on the entire genre as a profession.

      Which is even more ironic, considering that apparently some of the most recent text adventures are spectacular games, and that affordable text adventure game designs beyond all reason would be possible with modern PCs.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  26. Re:Too technical????? by Scorchio · · Score: 1

    I think Mr Crawford has been out of the loop for too long. 1996 was the first time I encountered someone in a dedicated design role. Prior to that, working at a smaller development company, game designs were created by the programmers and artists on the teams developing them. Since then, all projects have had a dedicated designer, and over the past few years, a dedicated design team. None - not one single designer - that I have encountered has come from a technical background. Artists, testers, games magazine journalist, yes, but not one programmer.

    On one hand, this is a good thing. As a programmer, I know it can be easy to get bogged down in the technical and implementation details and lose the bigger picture. Often, great ideas can overlooked before they're fully explored because they might initially seem like a bitch to implement. On the other hand, a little technical knowledge is required to understand the limits of the target console/hardware/software, so that the game is at least possible to implement. A good designer needs skills from both sides.

    Where this notion that all designers are techies came from, I don't know. Chris Crawford deserves respect for his early work in computer games and design, but to be frank, he's talking out of his arse on this one.

  27. To summarize by CarrionBird · · Score: 1


    WAAAHHH!!
    Make the meanies go away!!!!!
    </badgering>

    Ok, so the games reflect what thier creators see as reality, to an extent. The art is cruel because the humanity they see is inherently cruel, as much as we would like to pretend otherwise.

    --
    Free Mac Mini Yeah, it's
  28. Warning: Anecdotal evidence ahead by scot4875 · · Score: 1

    At my local university, we had an $8.5 million budget shortfall this year (thank you, tax cuts!). One of the plans to help make up for the shortfall was to completely cut all studio arts programs.

    A lot of people were quite upset that this would even be an option. There were demonstrations and letters to the editor from not only students, but concerned faculty and community members as well.

    I'm in the computer science department. A couple typical CS types that I know decided to write a letter to the editor of the school paper. What about? All the "whiny arts students who couldn't make any money, so why are they complaining that their programs are cut? It's not like they're worth anything." (paraphrased, obviously)

    Other CS guys though the letter was great fun -- how dare those worthless art students demand their fair share?

    What's that mean? Dunno -- but obviously, these guys have absolutely no appreciation for the arts. They're so out of touch that the only thing of 'value' to them is the average salary of a graduate in their department.

    Personally, I think that's sad.

    [The Problem] is that the typical engineering type is outclassed by the guy-with-the-humanities-doctorate when it comes to spouting bullshit, and consequently yields authority or creative control to him because he doesn't want the hassle.

    Yep, because that degree gives him nothing but the ability to spout bullshit. It's good to see that you're so open minded about the abilities of people in (presumably) other fields than your own.

    --Jeremy

    --
    Jesus was a liberal
  29. Myst is a steaming pile of crud by Anonymous Coward · · Score: 0

    It's even more of a mindless clickfest than Diablo is. Now that is an accomplishment.

  30. The Engineer and the Philosopher by 0x0d0a · · Score: 1

    Look what's out there. In one way or another, the market is dominated by killing simulations.

    That, my friend, has little to nothing to do with engineers writing code. It's because that's what sells. There have been no shortage of games that were quite different, had artistic merit, weren't bloodfests, and flopped in the marketplace (one of my favorite examples: The Longest Journey. That's what society (well, US society) wants.

    So then we ask ourselves -- why is this what society wants?

    The main source of glamorizing killing is not, to my way of thinking, video games. It's Hollywood, which has been doing action movies forever, and instilled a good solid bloodlust in the market. Yeah, those "art and humanities" people that are supposed to wisely steer engineers.

    Of course, the real root of all this is that violence is exciting because it gets our blood moving -- it's an easy mechanism to use to sell things. But the black turtleneck types were where violent media became popularized for the mass market in the US. The pocket-protector types do not deservve that blame.

    It's a religion of polygon counts and frames per second.

    Because the largest detracting factor from the terrifying experience of *actually being in such an environment* is how inaccurate current graphics systems are at reproducing such an environment. It's being frantically worked on by many companies.

    The commercial text adventure, the literature of the games industry, is long dead.

    The IF industry isn't dead -- there's still the occasional commercial release. Lack of IF content producers is not the problem. Have you *played* the amateur games out there? They go much further than the Zorks of yesteryear. The reason that commercial IF has fallen to such a low simmer is that:

    (a) current amateur content is so good that it is very difficult to enter the market.

    (b) People don't like *thinking* for entertainment. Books have been crucified by movies and TV as a form of entertainment, and the same thing happened in the video games realm. Dead tree authors and TV producers are not the "hard sciency" types that you claim are at fault, and the same thing happens in that arena, and on a far larger scale.

    Games with meaningful inter-personal communication are impossibly rare.

    Right. This has, if anything, to do with a *lack* of computer science researchers in the game field. It is *extremely* difficult to simulate a human to even a basic conversational level, and to do so effectively is beyond the best of our science. If you want to have interpersonal relationships, you require conversation capable of evoking emotion -- truly *human*-sounding responses. We are not there yet.

    And try to name a game that displays more than a passing interest in any the humanistic studies--literature, history, philosophy and, arguably, religion.

    Heck, my favorite FPS does that -- take a look at some of the Marathon Story site. You'll find a number of uses of literature and history, and philosophy. Religion doesn't show up much, though. Here's a sample subset: Shakespeare, Lovecraft , Beowulf (a bit dubious). There are references to mythology (Greek, Egyptian, Nordic), The Song of Roland (also see this, use of Latin, and so forth.

    The problem is that society as a whole does not seem to be interested in literate entertainment when there is much easier-to-deal-with simple entertainment. Further, efficiency of production of content ri

    1. Re:The Engineer and the Philosopher by cubicledrone · · Score: 1

      It's because that's what sells.

      No, it's because that's what's approved.

      one of my favorite examples: The Longest Journey.

      Which sold well over 250,000 units, hardly a flop, except according to the game media^H^H^H^H^Hindustry, which must label adventures "flops" so they won't take attention away from "FRAME RATE 5: THE SEQUEL 4: THE FRAME RATE"

      The problem is that society as a whole does not seem to be interested in literate entertainment when there is much easier-to-deal-with simple entertainment.

      There seem to be constant complaints about lack of quality stories in games, movies and television shows. People also complain often when good stories are canceled, especially from television.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  31. And maybe its just hopeless by Anonymous Coward · · Score: 0

    In one corner, we have the ubiquitous business people pushing sequels and cookie cutter-ness that sells...

    Which is determined by the consumers, the vast majority of whom are from a single demographic...

    Who are influenced, among other things, by the need to put to good use the new hardware they just bought for megabucks...

    As well as reviewers who are likely to describe graphics they dislike as "outdated" instead of "unattractive" or even "ugly"...

    And it's no wonder we have a market full of "stale" and "heartless" games.

    As is said above somewhere, science and art aren't mutually exclusive, different yes but it isn't impossible for the same person to be able to think both logically and artistically. The bigger difference is in knowledge, and knowledge is derived from interest. Even without any skill in the area someone with an interest in technology will pick things up.

    What I'm trying to say is that a designer who has no interest in technology should not be working in a technological field, even in an artistic capacity. Vice versa applies as well, someone doing lighting for an art gallery needs to be able to appreciate the art.

    I've bought--and gotten large amounts of enjoyment from--games that had issues with, say, movement, or crash bugs or somesuch, and enjoyed them (and bought them in the first place) because of the quality of the art/atmosphere. (art quality != polygon count, but is improved by it) And wait, this is with a 2 year old graphics card. Heaven forbid that something that isn't state-of the art can't be pretty. But then I'm in the minority of the gamer demographic without a Y chromosome.

  32. Games are not story driven! by Castaa · · Score: 1

    Games are puzzles. Hence one almost always uses the term "good gameplay" when describing the attributes of a good/fun game. The game gives you a challenge and the fun is trying to overcome it.

    Name any game where the story made up for poor or tired gameplay. It doesn't exist, IMO. Now name a game that had little or no story and was a pleasure to play. Doom 2, Tetris, Ms. Pac-Man, Bubble Puzzle, Chess...the list is longer than a single Slashdot post allows.

    --
    Chew: You Nexus, huh? I design your eyes.
    Roy: Chew, if only you could see what I've seen with your eyes.
  33. Give Directors Top Billing by Anonymous Coward · · Score: 0

    "Auteur theory was articulated in the 1950s by French film critics, most notably by Francois Truffaut. The concept describes the mark of a film director in terms of: thematic or stylistic consistencies, personal aesthetic vision, recurring themes, established technique, a defined view of the world and a significant degree of control over production. The works of an auteur director are stamped by the personality and unique artistic vision of its creator, and are as recognisable and distinctive as the creators of any other work of art. In auteur films, it is the director who controls the artistic statement, takes credit for the film and is responsible for attracting the audience." (http://members.tripod.com/gillonj/alfredhitchcock /)

    Hitchcock, Spielburg, Tarentino, Shyamalan, Coen Bros., Scorsese, Kubrick, like them or hate them, we know that they bring a style to their works, they demand excellence, and they have FINAL CUT. Of course the indie scene is very important in bringing fresh art to the masses, but only the best indie films ever break out of the sea of mediocrity.

    Filmmaking like gamemaking is collaboratory by necessity. It is technical and artistic and involves a truckload of people who all can screw up in some way or another. Today, the cost of making a feature game approaches that of making a feature film (of course this depends on how many special effects you want and if you want to make it in eastern europe where wages are lower).

    As for me, I think it is amazing that ANY decent films or games are made at all considering how many ways people can screw up. I also think there is a parallel to film history here. Watch the American movies from the '30s,'40s, and '50's. Most of them were entertaining at the time but terrible from an art standpoint. There were a few gems in there midst. Just like games.

  34. Yes they are! by Lobo42 · · Score: 1

    There was a time when games WERE story driven. Back when good writing and hand-drawn art was more important than the underlying technology, games such as Planetfall, Monkey Island, Space Quest, Day of the Tentacle and Gabriel Knight all thrived. This could even be applied to some RPGs.

    Did any of these have compelling gameplay? Not really. The puzzles were largely non-sensical and frustrating. Most people played them (and still do) to see how the stories progressed, and reveal what the clever writers had written. The games existed as a more interactive means of telling that story than a film or book.

    Of course, these games - modeled after the original 'Adventure', and hence given that misleading genre title - no longer enjoy the prominence they once did, generally relegated to bargain bins and basements. The focus shifted somewhere along the way from art to tech, so that extra features and hardware support became the things to judge a game by. Evaluations of graphics changed from judging the thoroughness of a hand-painted backdrop to the polygon count and framerate. And its now generally accepted that game stories only exist to serve the gameplay, rather than the reverse.

    And any artistic theme or coherent feeling that isn't "Dark and Gritty" is pretty much rejected straight out the window. Note the recent changing of Zelda from the controversial cel-shaded Wind Waker back to his "Dark and Gritty" Ocarina roots.

    Alas, someday, the tides may again turn. However, as of now, you are correct. Most people evaluate games based on gameplay alone. To me, this is sad.

  35. Game Design is an Art form! (a designer's perspect by ZephyrXero · · Score: 1

    Ok, I've seen posts for both sides and I want to say, that I can see how someone would want to not look at games as an art. But I disagree...

    I'm in college right now, and have already began production on a small independant game. For almost 10 years now I have dreamt of being a game designer and have studied into what makes one great in this area. (hopefully it will pay off...) I believe to do well, you must be well versed in both art and science, and I've always felt like the bastard child of both areas.

    First off, you have to ask the question what is art? For anyone who is into philosophy, this is always a fun question to try and answer. Unfortunately, many common people define "graphic art" as the only art. Art is relative. To me, art is simply creating something from your imagination that communicates that piece of you to others. Art is a form of communication, yet it conveys something on a much deeper level than any language ever could.

    Now, by this definition, even the progammers' code can be seen as a work of art, I know I think of it that way.

    But to not take up too much of your time... Saying games are not art, is like saying movies are not art. Now, some games are very simple, and have little to no story, but can still be considered works of art. But even Ms. Pac Man had a story... And the story of a game can provoke many emotions in the player, but even just the gameplay itself can make you feel something more than just fun. That's why so many RPGs are so popular, the good ones touch you in some way that most games cannot. For a game to make you feel, that makes it truely a work of art.

    But that's not all of art, to promote ideals and morals into the player is also possible. Take Jet Set Radio Future for example. Even though your character is breaking the law, you are fighting for something much more important in the end, freedom. Now, this may have been a bad example since it has piss-poor gameplay and a mediocre story, but it was the first thing that came to mind for a slightly political-ish game not an RPG.

    If something is art or not, will always be in the eye of the beholder, but video games can rise to be the greatest art form of all if done correctly. They can include almost all other artforms within them and make it interactive.

    ...thank you for your time...

    --
    "A truly wise man realizes he knows nothing."
  36. Some Perspective by ronfar · · Score: 1
    I have two degress, a B. A. in English and a B. S. in Computer Science. I made the Dean's list a few times at while pursuing my English degree, got some great reccomendations from professors, etc. I did well, in my Chaucer, Renaissance Literature and Shakespeare classes. I also took a lot of history for my history minor, and got high marks there as well.

    The CS degree was much tougher for me, but I did well in some of the abstract math classes and some of the classes on algorithms and the like. However, I think I'm of fairly average intelligence, I just decided to have no life when I was working on my tough CS major. (You know the most difficult class? One of the accounting classes I decided to take as an elective.)

    So, what do I like to say, watch on TV? Well, let's see. Outlaw Star, Inu Yasha, Cowboy Bebop, Trigun, Firefly, Lord of the Rings, Ranma 1/2, Memento, Angel, Resevoir Dogs, The Sopranos, Gargoyles etc... (list goes on and on but you get the idea). (Cue negative comments about the stuff I like having a definite bias toward "genre fiction" as well as often being considered a tad juvenile by people I know.)

    What do I want in video games? Stuff like that. Games that look good to me, at least in concept? Ultima III: Exodus, Doom, Painkiller, Star Craft, Command and Conquer: Red Strike, Metroid Prime, MegaMan Collection, Astro-Boy, Vampire Chronicles (Capcom Darkstalkers Retrospective for Dreamcast), Samurai Spirits Collection, Ninja Gaiden, Prince of Persia, M. U. L. E., Metal Slug etc... (again, it's a much longer list than just what is listed here, but not many surprises...)

    In fact, the only place that my tastes really veer sharply away from the mainstream is my fondness for "2D" sidescrollers and fighters and my hatred of the trend towards exclusively "3D" games (I still play them though, when they are done right). I like science fiction, fantasy, crime and horror.

    So, I'm not sure what point Chris Crawford is trying to make....

    --
    All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  37. I agree with this by Black+Hitler · · Score: 0

    Folks should stop making fun games with no "redeeming social value" and make more unplayably boring pseudo-text adventures. Right, Chris?