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Will Wright's Dream Machines

Mike writes "Will Wright writes in Wired Magazine, primarily centering his focus on imagination, how it affects the way we play games, and how it is affected in turn by the games we play. From the article: 'Games cultivate - and exploit - possibility space better than any other medium. In linear storytelling, we can only imagine the possibility space that surrounds the narrative: What if Luke had joined the Dark Side? What if Neo isn't the One? In interactive media, we can explore it.'"

116 comments

  1. Eh ... by Monkelectric · · Score: 4, Insightful

    We can explore any aspect of the story that the developer already thought up and wrote code for ...

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:Eh ... by 9mm+Censor · · Score: 1

      That is now. Will that be true in the future?

    2. Re:Eh ... by Hannah+E.+Davis · · Score: 2, Insightful

      I think that he's speaking AS a developer there. Sure, regular authors can write alternate endings too, but Choose-Your-Own-Adventure books are a lot more limited than modern games.

    3. Re:Eh ... by MavEtJu · · Score: 3, Informative

      The developer maybe, but that might not be the final developer. As a (former) coder on a MUD with an internal TCL scripting language, I was most of the time happily surprised to see what the people who build areas in the MUD came up with. A lot of that made me go "I never would have come up with it", but still I'm the one who made the original code which made this possible.

      So possibilities don't end where you fantasy ends, it ends where the combined fantasy of others end. And that is often much further and in a way different direction that you can come up with.

      --
      bash$ :(){ :|:&};:
    4. Re:Eh ... by Lehk228 · · Score: 1

      i've been around too long, your Subject line made me flinch.

      --
      Snowden and Manning are heroes.
    5. Re:Eh ... by angrymilkman · · Score: 0

      who needs stories anyway? I'm gonna build me the SEINFELD of games!!

      --
      ...what matters is what you like, not what you are like...
    6. Re:Eh ... by Anonymous Coward · · Score: 0

      We can explore any aspect of the story that the developer already thought up and wrote code for ...

      Er, this is exactly what Wright is talking about getting away from.

      One thing he's keen on is procedural content generation. The idea is instead of writing code for each and every possibility, you write code that supports a the broadest range of possibilities and let the player's actions narrow them.

      He's also a big proponent of games without a concrete story of their own -- where the players imagination is the source for all of the emotional and intellectual attribution of the actions of the characters in the game. Just like people attribute human personality traits to pets, when given the right canvas people are apt to imagine their own story. That's the point of what he's saying. Fuck having a fixed storyline like a movie -- let people be children again and make up their own story.

    7. Re:Eh ... by Zediker · · Score: 2, Insightful

      Please dont, we already have one EA, we dont need two.

      --
      I love to slaughter the english language.
  2. They're mostly linear nowadays anyway by CRCulver · · Score: 3, Interesting

    A lot of role-playing games have long foresaken the idea of allowing characters to choose the course of events. Instead, many plot elements are made obligatory so that the gamer can see the fancy CGI that the team put so many hours into creating. An early example of this trend is Final Fantasy VII, but the more recent example that really takes the cake is Final Fantasy X where pretty much all the free-roaming and ability to identify with the main character--the traditional strengths of the genre--where tossed out with unpleasant results.

    1. Re:They're mostly linear nowadays anyway by Necoras · · Score: 2, Insightful

      RPGs are generally designed to be an evolution of movies, although the length lends more towards books. You tell a predefined story and allow the gamer to interact with it. His descisions really play no part in the game. Even the massive Morrowind (which I attmittedly never finished) has a pre-defined ending. So do the KOTOR games. The closest we usually get to open ended gaming are (suprise suprise) the types of games Will Wright and Maxis have created. The Civ games have obvious conlusions, but theoretically you can rule your kingdom however you want. Lionhead studios made some interesting efforts with Black and White and Fable, but even there you only have a set number options. MMORPGs probably have the most potential for hugely nonlinear gameplay, but sadly when you hit the level cap there's only so much endgame material. Until you turn the philosophy of Wikipedia into a game, you're stuck with some degree of linear gameplay.

    2. Re:They're mostly linear nowadays anyway by MikeFM · · Score: 1

      Text-based MUDs are about as close to a true non-linear game as you can get. Something like Lambda MOO is extremely flexible. When these fancy 3D graphical MUDs figure out how to capture that same flexibility and open-ended play then they'll have a real winner on their hands. The closest I've seen is Second Life but it isn't quite there in the area of user-interface and it still isn't quite as flexible as something like Lambda.

      If Second Life could recruit some major game designers to join in and help them improve the interface and add some sub-games it could be magic. I've been experimenting with doing some creation on Second Life but I'm finding their tools and documentation a little lacking.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    3. Re:They're mostly linear nowadays anyway by Achoi77 · · Score: 1
      Trying to create true non-linear gameplay for MMORPGs is a two-edged sword, mostly because in open ended play, *something* is always exploitable *somewhere.* The beauty and true enjoyment of this model is in the act of searching for that *somewhere.* It encourages you to think, try out different combinations, experiment. If you try to do that in an MMO, however, you will have alienated your Lowest Common Denominator, which is arguably your majority of your subscribers - therefore causing your 75% of your marketshare to look elsewhere to find a game to play that doesn't consist of 'cheaters.'

      For example, PVP is a totally unexplored world of massive online gaming, and unfortunately nobody has truly found that sweet spot that will get both the hardcore and casual gamer to interact together without feeling like "I would rather be playing with people like me, my level, so it doesn't feel so unfair," instead of, "Woah, I better stay away from him! I'll just sit at this bar, drink my drink, and maybe he won't notice me as he walks by.." I say all this in the perspective of "How do I get as many people as possible to play (and keep playing) my game??" FPS type games I don't count in this category, because the ratio between casual to hardcore gamers is quite large. Hardcore gamers hype your game to other hardcore gamers, but casual gamers hype your game to *everybody.* MMOs are some high stakes buisness, so unless you have cash to burn, odds are there are a buncha old rich men backing you up that have no interest in your game, but rather how much you can Step 4)PROFIT!! from it. And if that means sacrificing certain elements in your game that were key to providing the groundwork to fantastic non-linear gameplay, so be it.

    4. Re:They're mostly linear nowadays anyway by Arramol · · Score: 1

      It's true that a lot have, but there are others that maintain an enormous amount of open-endedness, such as the Elder Scrolls titles.

    5. Re:They're mostly linear nowadays anyway by Schitzoflink · · Score: 1, Informative

      As much as I love the Elder Scrolls, they are not "open-ended" because the end of the main storyline is the same no matter how you play.

      For Example, in Morrowind you could only destroy the tools, not use them to make yourself a god, or use them to make the Three gods, gods again

      But they are awsome in that they are open games, with many many diversions which allow for multiple hours of fun without playing the "main" Game. And with the PC versions you basicly have an almost unlimited ammount of extra fun, (though you would need at least two people making mods for each other to keep this going...because if you make everything it's not too fun to play, since you know where everything is and the correct way to end it.)

      --
      Mr. T carries a postage stamp in his wallet at all times on the back is a list of all the fools he doesn't pity
    6. Re:They're mostly linear nowadays anyway by Scarblac · · Score: 1

      As far as I know, Morrowind has _eight_ totally different predefined endings, depending on your actions in the game. And there's no need to go for any of them, you can just play and do what you want.

      --
      I believe posters are recognized by their sig. So I made one.
    7. Re:They're mostly linear nowadays anyway by Blakey+Rat · · Score: 1

      Only Japanese-RPGs. Meanwhile, western RPGs (like the Elder Scrolls series, the latest of which came out just this week) have been moving the exact opposite direction.

      Make sure you qualify when you're making that point or you'll look like an idiot, because it's easy to find counter-examples in western RPGs.

  3. Back in my day... by Anonymous Coward · · Score: 2, Funny

    Back in my day we were happy with a ball of aluminium foil and a pizza box.

    We didn't need any of these newfangled vi-jeo games.

    1. Re:Back in my day... by Anonymous Coward · · Score: 2, Funny

      vi-joe?

      PICO BIATCH!

    2. Re:Back in my day... by LordNightwalker · · Score: 1

      nice one ;)

      --
      Install windows on my workstation? You crazy? Got any idea how much I paid for the damn thing?
    3. Re:Back in my day... by hcdejong · · Score: 2, Funny

      Back in my day we were happy with a ball of aluminium foil and a pizza box.

      Playing Pong in the back yard?

    4. Re:Back in my day... by dodobh · · Score: 1

      In my day, we called it emacs.

      --
      I can throw myself at the ground, and miss.
  4. I guess... by TheMacZealot · · Score: 0

    A lot of games are becoming more and more linear. On the other hand, we're also getting more Truely Open-Ended games. Personally, I think some publishers would want to avoid an Open Ended game due to replyability. It could lower sales of Newer games. Kind of like the way Arcade Games are made harder to keep you puttin' in the Quarters.

    1. Re:I guess... by Anonymous Coward · · Score: 0

      Please don't tell me you're talking about the Grand Theft Auto series when you mention truly open-ended games...

    2. Re:I guess... by TheMacZealot · · Score: 0

      Well, I personally aren't much of a Fan of the GTA series, but it is open ended nontheless.

  5. Well... Linear except for dying by cinnamoninja · · Score: 4, Insightful

    Even in the most linear stories, traditional media has to work very hard to make a reader/watcher feel the tension of the main character's choices. We are desensitzed to the classic hero position -- "Choose right or die." It takes an extremely talented writer to really make you worry. But even in the most unoriginal and linear games, you are in the hot seat and you can *die* if you choose wrong. This is especially try of nethack/moria roguelikes, where death doesn't just mean load up the last save point. It immerses you in a story. Games have emotional power -- I hope to see more developers use them to tell a story and not just see pretty pictures. Cinnamon

    1. Re:Well... Linear except for dying by ToasterofDOOM · · Score: 3, Insightful

      I had no idea how in depth games could get until I started just recently playing nethack. I think that if the devs wanted flashy graphics, it would take away from the immersion (my friend says anything other than the tty interface is blaspheme) You are right about how roguelikes got it right. When push comes to shove, you must remember that death is really meaningful. It's a pity that we discovered roguelikes so soon before Oblivion (=D), and i truly hope I won't forget them. Few games, if any can truly make the characters decisions as weighty as a roguelike. Several times I have been insituations where I agonize over whether or not to fight, flee, or pray in a battle, and no modern game has given me that personal level of tension, satisfaction, and ultimately not feeling as bad when I waste a great sunny afternoon killing grid bugs and cursing those damn nymphs.

      --
      I am Spartacus
  6. It's all well and good, but... by MaWeiTao · · Score: 1, Interesting

    It all sounds great, but someone has to produce all this content. Given what I've seen from MMOs I don't expect to see the kind of experience described in the article within the next decade or two. Developers don't have the resources or desire to invest in that sort of venture.

    While there are plenty of people out there with plenty of imagination, there are many more who lack it and as we all know the vast majority of companies are very averse to risk. If you're going to invest millions in a game you want to be sure it's a tried and true formula which will provide a reasonable return on investment.

    And when it comes down to it some people simply want to tell their story. They don't want to dream up alternative futures; they don't want Luke to join the dark side in their story.

    1. Re:It's all well and good, but... by Anonymous Coward · · Score: 0

      Will Wright will argue that user-created content is the future. It leads to endless possibilities, but I disagree. I think most people have a limited imagination and will end up creating variants of the same content.

      I'm not talking about choosing between the Dark or Light side in a Star Wars game. I'm talking about people's approach to solving problems in order to generate content. Aggressive people will never consider negotiation or surrender in a given situation, etc.

      I think Will is banking too much on the player's imagination. Too bad, because the concept sounds great on paper.

    2. Re:It's all well and good, but... by maumedia · · Score: 5, Informative

      You should take a look at what Will Wright is actually working on before making a broad statement like that. He knows what kind of crappy spiral MMOs are taking, he's trying to innovate beyond trying to get the outfits skimpier and the blood shinier:

      http://video.google.com/videoplay?docid=8372603330 420559198&q=spore

    3. Re:It's all well and good, but... by masterzora · · Score: 1

      But even if they are simply variations of the same thing, they are individualized variations. That alone is extra value to the player. More importantly is the fact that the player can basically make the game they want to play by playing it that way. Sure, an aggressive player may never think of negotiation, but surely 99% of the people deciding to kill the king is better than 99% of the people being upset that you forced them to take a "noble" route.

      --
      Remember, open source is free as in speech, not free as in bear.
  7. Spore by Anonymous Coward · · Score: 0

    Quit yer yappin' Will and give us some Spore!

  8. what if? by moosesocks · · Score: 4, Funny
    What if Neo isn't the One?
    Game Over
    --
    -- If you try to fail and succeed, which have you done? - Uli's moose
    1. Re:what if? by Schitzoflink · · Score: 1

      Then his name is a very big coincedence, plus all that religious symbolism...man just wasted...and that whole christ image thing at the very end...

      --
      Mr. T carries a postage stamp in his wallet at all times on the back is a list of all the fools he doesn't pity
  9. Can we say by gerbalblaste · · Score: 0

    Oblivion

    IMO The elder scrolls has provided the sort of open ended user directed gameplay described here better than any other single player game or series.

    1. Re:Can we say by ToasterofDOOM · · Score: 1

      I totally agree. No game, aside from roguelikes, has immersed me as much as Morrowind, and I expect Oblivion to do the same. Truly open ended, and you truly live another life.

      --
      I am Spartacus
    2. Re:Can we say by Khamura · · Score: 1

      Interesting. Personally, I have never found a game more jarring and empty (in the soulless sense) than Morrowind. I suppose I represent the other end of the spectrum.

      --
      Graduate of the LeRoy Funkified Badass School of Soul.
    3. Re:Can we say by Anonymous Coward · · Score: 0

      No, it is just Morrowind was both a masterpiece and a terribly poorly designed game. The combat system was pathetic, and indeed, much of the world despite its own beauty was empty.. lifeless at times. Looking toward the modding community though, this was greatly rectified! The game models was improved very, very greatly, along with filling much of the empty voids in the world and adding various wild life all around..

      The game is truly alive once you've explored the gems the community provided, and in a funny sense, that is what Wright's point is.. The imagination everyone holds is what leads to such an awesome result..

    4. Re:Can we say by Schitzoflink · · Score: 1

      Wrong, as much as I love The Elder Scrolls, they are not open ended, Filled with content-yes, massive ammount of gamespace that you can freely roam around and find little diversions-yes, open ended-no You cannot change the story in any way, you are just not forced to play the story but when you do it's the same every time, you still find the Heir and close the gates of Oblivion, there is no other possible outcome so it is One Ended not open ended.

      It is on the other hand a wonderfully Open game where you can do whatever you want, but the story and thus the END of the game is set and doesn't change in any way no matter what you do in the game.

      Now if what you are saying is that with the construction set you can change the story then yes it's open ended once the Player community gets it, but the game that ships out to the customer is not open ended

      --
      Mr. T carries a postage stamp in his wallet at all times on the back is a list of all the fools he doesn't pity
  10. Ageism. by Anonymous Coward · · Score: 0

    "It's a rapid cycle of hypothesis, experiment, and analysis. And it's a fundamentally different take on problem-solving than the linear, read-the-manual-first approach of their parents."

    That's not a generational issue. That's a preferential issue.

    As for his "possability" world. Free-form doesn't always lead to an enjoyable game. In fact the better games guide the player subtly.

  11. What if Neo isn't the One? by merreborn · · Score: 3, Funny

    What if Neo isn't the One?

    Then the credits woulda started rolling right after the oracle told him he wasn't, halfway through the first movie, and we'd have all been spared an hour, and 2 crappy sequels.

    1. Re:What if Neo isn't the One? by Alzheimers · · Score: 2, Interesting

      I'm more interested in the question, What if Neo wasn't the One, but succeded in saving Zion anyway?

      If he could fulfill the Oracle's prophesy while not being the correct "solution" to the Architect's equations or whatever Neo was meant to be, his success would have drastic and unforseen consequences on the result of his re-integration into the Matrix.

      Beyond that...if he wasn't the answer but solved the equation anyway, what does that say about the equation? That they were fundamentally flawed; that the very purpose of the Matrix was illogical; that the entire fate of humanity to that point, was for a machine's dream of perfection that could not be fulfilled.

      Neo's entire purpose, therefore, is to demonstrate that no system is immune to chaos. There is no fate. All equations are just elaborate simulations of reality, and not reality itself. Therefore, there is no equation that can precisely define reality. His powers within the Matrix demonstrate that even within the machine's perfect virtual universe, the rules are flexible enough to destroy the system. His powers beyond the Matrix reinforce his purpose -- to bring chaos to order.

      Neo is the antichrist.

      I doubt that's what Wil meant, but that's the answer I came up with. I think that's a much better ending than the Warchowski's came up with, too.

    2. Re:What if Neo isn't the One? by The+Angry+Mick · · Score: 1
      Then the credits woulda started rolling right after the oracle told him he wasn't

      Or, in a possibly more entertaining vein, we spend another hour and two sequels watching Agent Smith beat the everloving hell out him.

      --

      I'm not tense. I'm just terribly, terribly, alert.

    3. Re:What if Neo isn't the One? by Ohreally_factor · · Score: 1

      Much more entertaining if Keanu did his own stunts. And maybe if Agent Smith wore his Elrond costume.

      --
      It's not offtopic, dumbass. It's orthogonal.
    4. Re:What if Neo isn't the One? by MilenCent · · Score: 1

      I agree, that's a much better ending to the whole damn Matrix thing. Already I reflexively roll my eyes whenever anyone in any book, movie, show or game is "chosen" in any way. When it's Keanu Reeves that turns out to be the Messiah, it makes me want to shake my fist at God.

  12. Fanfics by Spy+der+Mann · · Score: 1

    Sometimes fanfics are better than games (or anime) because they explore the endless possibilities of the games they're inspired in.

    But yes, I like games with multiple stories. Imagine that in say, FF-X you would be able to get involved with Rikku instead of Yuna, and you could see different scenes about it and the story evolved...

    That would be great for Square-Enix games, for a change.

    1. Re:Fanfics by Methuseus · · Score: 1

      That's what the whole second disc of the Japanese version was for! But since Rikku wasn't exactly legal, and they made it seem that Tidus was, they weren't allowed by stupid American lobbyists.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    2. Re:Fanfics by ELProphet · · Score: 1

      That was one of my favorite parts of FFVII; the date scene. When I first played through the game, I did it fairly normally, and ended up with Aeris. The second time, I played a bit more towards Tifa (Something about knowing your girlfriend decides to do something incrediably stupid and gets killed over it kinda turns me off...), and was amazed when SHE turned up for the date. At that point, I started the other things that *could* happen if I played differently, and was a bit dissapointed when they didn't...

      FFX really ticked me off in this way, because it was ONE story (albeit with cinematic quality). And this is what drew me to FFX-2. There are so many different stories, and different ways to get to AN end based off what you do. That was really what made me love FFX-2. FFXI was MMO... that's all I have to say.

      Well, here's to hoping FFXII does something unique (and if not, I'm picking up Oblivion CE for PC on Thursday (f*ing European release).

    3. Re:Fanfics by KDR_11k · · Score: 1

      I thought all Final Fantasy protagonists are underage?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  13. RTFA by QuantumG · · Score: 2, Interesting

    I consider it a given that eventually games will become more about enabling third parties (or "modders") to easily tell stories to players in real time. i.e., online games will become more like pen and paper RPGs with a real life game master sitting there making up the story as you go along. So when you ask that witty magician why you can't just break the lock on the chest instead of going up the mountain and fighting the dragon he actually has a real answer because there's someone in the background ready to supply that answer. How will you possibly afford to pay all these people to answer inane questions all the time? You wont. They'll do it because they enjoy seeing a thousand different player's reaction to their story.

    --
    How we know is more important than what we know.
    1. Re:RTFA by Anonymous Coward · · Score: 0

      If you do that then many people won't end up fighting the dragon. They'll batter down doors, pick locks, climb over walls and dig tunnels. This is a problem because a) I designed that dragon and it's really cool, much better than the door, and b) you've just fucked up the bit where it turns out the dragon is the mother of your party member.
      Finding people who can extemporise a good story, even by computer game standards (i.e. B-movie, C-novel...), isn't easy.

      For certain genres and a certain type of player, yes, it's fabulous. Those people already play D&D or NWN.

  14. I knew I was a strange kid... by LordNightwalker · · Score: 4, Interesting

    Just watch a kid with a new videogame. The last thing they do is read the manual. Instead, they pick up the controller and start mashing buttons to see what happens.

    Heck, I must have been one strange kid then... Usually the very first thing I'd do was read the manual, especially the background story. My cousin or my friends on the other hand didn't. Never really thought about it, but I always figured I was the normal, albeit somewhat brainy type, and the others were just lazy or dumb or something. Now it appears I was the weird kid, and they were the normals...

    Just out of curiosity... How many of you guys actually read the manuals to each and every piece of hardware or software you ever bought? I assume the proportion of anal retentive manual readers in the general population is somewhat elevated here in our beloved slashdot community. ;)

    --
    Install windows on my workstation? You crazy? Got any idea how much I paid for the damn thing?
    1. Re:I knew I was a strange kid... by Toba82 · · Score: 1

      Hell no. I don't read the manual until something goes wrong or what I'm using is incredibly expensive and likely to break if I use it wrong.

      --
      I pretend to know more than I really do by mooching off google and wikipedia.
    2. Re:I knew I was a strange kid... by Anonymous Coward · · Score: 1, Insightful

      I always read the manual on the way home from the store as a kid. wasn't quite as good as actually playing the game, but it would hold me over till I got back home.

    3. Re:I knew I was a strange kid... by WhatAmIDoingHere · · Score: 1

      I was the same with games that had story lines. Starcraft, I read the manual like 200 times. The information in there was great. But for something like Smackdown vs Raw 2006 or EA Games Generic Sports Game *YEAR*, there's nothing in there you wouldn't learn in a better way by just playing the game.

      --
      Not a Twitter sockpuppet... but I wish I was.
    4. Re:I knew I was a strange kid... by amling · · Score: 1

      I second that. Most of the time I end up reading the manual it's for fear of releasing of the blue magic smoke.

      --
      70e808a22cb027cde4a6abddf6435d55
    5. Re:I knew I was a strange kid... by Anonymous Coward · · Score: 0

      I used to work at a place with about sixty techs custom configuring PCs. We'd make fun of anybody who had to read the manual. No matter how new, strange, or expensive the item was, cracking the manual was a mark of shame.

      As a gamer I've observed much the same. I've played some games for years without ever cracking the book. OTOH there have been times when I read the manual out of boredom or looking for something specific and discovered an option I hadn't known about. In one case I had completed a rented Nintendo game and was reading the manual while a friend was playing it and learned about a move that would made the entire game much easier. Funny thing is, the game was better without it and I got major props from my friends for beating the game with the equivalent of one hand tied behind my back.

    6. Re:I knew I was a strange kid... by Curien · · Score: 1

      And this, my friends, is why people think Unix is "hard".

      --
      It's always a long day... 86400 doesn't fit into a short.
    7. Re:I knew I was a strange kid... by two_ply · · Score: 1

      The manual used to be my secret weapon. I didn't get a gaming console until I was old enough to afford it with my own money, which meant I was always playing at friends houses. Whenever I would rent a game with my friends whoever owned the console would play first. This left me with sitting around reading the manual, so by the time it was my turn to play I was ahead of the game (so to speak).

      Occasionally this meant my play session degenerated into cries of "Hey! How did you do that?", but it was always a nice feeling to be the first one to pull off the 'super move' in the game.

    8. Re:I knew I was a strange kid... by danpsmith · · Score: 1

      Definitely not. The way I figure is that it should be at least relatively intuitive, and it usually is. Although I hate when games have an undisableable tutor mode in the front when you already pretty much know how to play the game type.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
    9. Re:I knew I was a strange kid... by tekkou · · Score: 2, Insightful

      I used to read the manuals back in the day when they were actually worth reading. At the late SNES/early PS1 days is when they suddenly became nearly worthless black & white pieces of garbage. That's when I stopped looking at them.

    10. Re:I knew I was a strange kid... by Schitzoflink · · Score: 1

      Exactly, I would psyched up reading the manual on the way home, and then when I started playing the game I wouldn't need to look at the manual...except for space sims like Privateer 2 and such with their multitude of buttons

      --
      Mr. T carries a postage stamp in his wallet at all times on the back is a list of all the fools he doesn't pity
    11. Re:I knew I was a strange kid... by Redwin · · Score: 2, Interesting

      I read the manuals while things are installing usually, although mostly it breaks down to:

      1. Read the background story (not so valid these days, as it is usually covered in the intro video to a game, or on the back of the box)
      2. Skimming over the controls to see if there is a new sequence of things that I haven't seen before (again, this is usually covered in a tutorial at the start of a game normally)

      These days most games don't really need a manual to play the thing. "Pick up and play" is what the masses want, and on a whole that is what they get. The manual is usually replaced with tutorials that help players get a feel for the game, and cut scenes help explain the story. Who needs the manual?

      --
      Warning, comments may not have been passed by the sanity department of my brain.
    12. Re:I knew I was a strange kid... by ZorbaTHut · · Score: 1

      I almost never do with games. I've found many game manuals contain massive spoilers, even going so far as to layout out all the motivations and goals of the characters. If there's supposed to be a plot twist, I don't want to know about it. I want to play it.

      If the game isn't a plotful game (Mario Kart, Smash Bros) I will. And often I will once I've beaten the game. Sometimes I will if I think there's something I'm missing with the controls - but even then I carefully avoid any pages full of game description or character info.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    13. Re:I knew I was a strange kid... by Gulthek · · Score: 1

      I always read the manuals. As a kid they were perfect for whetting the appetite for the game on the ride home from the store. If the game was a present, the manuals allowed my brothers and I to all play the game at once. One would start the game right up, the others would either read the manual and relate relevant bits to the player or soak up the game's periphery.

      I also read the manuals for every computer part and system I've ever owned or used. Be it a wireless router, Gentoo, OS X, or even a mouse.

      Ditto for anything else: cars, put together furniture, home theater equipment, vacuum cleaners, refrigerators, washing machines, tools, etc.

      I do miss the feature laden manuals of the 80s. Like the Ultima games with their completely superfluous spell books. Or Startropics and its secret message letter (you dip an actual letter you get with the game in water to reveal an important bit of information).

    14. Re:I knew I was a strange kid... by *weasel · · Score: 1

      I think he's also overselling the idea that it's scientific method.

      Half the kids I know that picked up the controller and started mashing buttons wind up looking like Skinner's Superstitious Pigeons.

      --
      // "Can't clowns and pirates just -try- to get along?"
    15. Re:I knew I was a strange kid... by KDR_11k · · Score: 1

      I stopped reading manuals when games started to include unskippable tutorials, it's pretty pointless to read something the game forces you to read again as the first action after starting it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:I knew I was a strange kid... by RexRhino · · Score: 1

      Yeah, if you are part of the older generation like me, we would read the manual, because the manual was actually a big thick book, with lots of information, backstory, etc.

      Nowadays, manuals are largly irrelevent. Story can be told in the game... and there is usually a tutorial in the game for how to play.

    17. Re:I knew I was a strange kid... by Crizp · · Score: 1

      I concur. Nintendo's manuals for SNES games were pretty; I used to read them on the bus home after buying the game. I always wondered why PC games didn't have the same quality manuals.

    18. Re:I knew I was a strange kid... by Toba82 · · Score: 1

      The wrong thing happening is something going wrong. Of course I read manpages.

      --
      I pretend to know more than I really do by mooching off google and wikipedia.
    19. Re:I knew I was a strange kid... by hal2814 · · Score: 1

      I'm just the opposite. If a game is heavily involved in story then it had better tell me what I need to know on-screen instead of making me flip through stupid manual pages just to know what's happening. On the other hand, EA's yearly sports games usually change at least some aspect of the control system every year (this year's Madden added QB vision and changed the default QB running system). I always read the book beforehand to familiarize myself with the changes.

    20. Re:I knew I was a strange kid... by Anonymous Coward · · Score: 0

      Interesting. I was always the kid who preferred figuring out the 'super moves' on my own so I could kid your book-reading ass.

    21. Re:I knew I was a strange kid... by C0rinthian · · Score: 1

      The Homeworld manual is a shining example.

    22. Re:I knew I was a strange kid... by RESPAWN · · Score: 1

      I would always check out the manual during a shitbreak soon after purchasing the game and playing it for the first or second time. Other than that, I only look at it for things that aren't completely obvious. (Example, when I started plaing KOTOR2 I entered into a game of Pazak (or however it's spelled) realizing that I couldn't recall the rules from the last time I played KOTOR1, so out came the manual... and eventually the internet since the manual didn't explain the rules either.)

      --

      If Murphy's Law can go wrong, it will.

  15. On non-linear gameplay... by Y-Crate · · Score: 1

    To me there is nothing worse than going into a game knowing that I can change absolutely nothing about the outcome and my options are I will either reach the predetermined static ending, or I won't.

    Linear gameplay in titles that are intended to be immersive and have some depth (which means I'm not bitching about the lack of story branching in Tetris) is really a waste of the medium. When I spend my $50-$60, the last thing I want to do is be tricked into thinking that there is anything I can do to impact my environment if there is one, single conclusion to pursue. I suppose my respect for Peter Molyneux was truly diminished when I submitted a question to an interview with him prior to the release of Fable. I wanted him to elaborate on the freedom the player would have. He replied by saying that it was an RPG, and of course you would be expected to follow the story the way it was laid out in front of you and there was no getting around that.

    While he had over-promised a great deal with his claims about Fable's ability to allow you to change the world you inhabited, his comment (when taken with his earlier discussion about your impact on the world) betrayed a fundamental lack of understanding about what a good structure for such a game was. Let you pretend there is this vibrant, ever-evolving world, yet clamp you to the rails when it comes to your destiny? The inherent contradiction seemed to pass right over his head, and not surprisingly right into the face of many gamers who were unfortunate enough to buy it and ended up disappointed.

    Then there is Warren Spector's assessment of the failure of Deus Ex 2 which was that the gamer was given too much choice. Not that your actions meant absolutely nothing, and the entire idea that you were having any impact on anything was just a complete fabrication, but that you were given too much choice. In DX2 you could do any mission, betray anyone and every opposing faction would instantly forgive you every time. The different factions often turned out to be the same entity, and anything the player did would bring them to the same point at the very end of the game where you were given a menu of what ending you wanted. Ah, yes...too much choice. That must be it.

    Creating a linear game will always be cheaper than something with true depth and possibility. The added coding, art asset creation and debugging (especially the debugging) makes taking the easy way out so tempting when you know that you are probably still going to sell plenty of copies of your title if you go with the safe approach.

    Then there is also a segment of the gaming community that gets absolutely perturbed at the thought of open-ended games. They despise games lacking any rigid path and demand that the few truly non-linear titles out there surrender to the dominant trend. It's truly a peculiar phenomenon. There is an endless stream of JRPGs flooding the market that present you with no choices and cutscenes longer than The Lord Of The Rings trilogy that are truly going-through-the-motions affairs. Constant feedback and rewards for minimal thought. No question of what you should do only "How will you do this assigned task that you have no choice in doing?"

    1. Re:On non-linear gameplay... by Sengoku666 · · Score: 1

      I think you should try the game Fahrenheit (also known in the US as Indigo Prophecy). It may change your perspective on things a bit.
      Failing that, there's always Knights of the Old Republic. KOTOR is to scripting and storytelling what Doom 3 and FEAR are to graphics.

    2. Re:On non-linear gameplay... by Khamura · · Score: 1

      There are those, but there are also others that play those linear games for the story, rather than for the gameplay experience. It's an approach more similar to a book. Especially one of those Adventure books...

      --
      Graduate of the LeRoy Funkified Badass School of Soul.
    3. Re:On non-linear gameplay... by Anonymous Coward · · Score: 0

      What do you mean lack of story branching in Tetris?!? That game had plenty of story branching! It was a heart-rending tale of woe and duty that never went the same twice, each Tetrad playing out its brief seconds on the stage of life before being forcibly slotted into the oppressive, line-based regime of the player. The gradual uprising of the bricks to rise above the top of the screen and topple the system! Every moment was a new branch, as pieces fell left or right, tumbling head over head in acrobatics that would make John Woo dizzy, slipping perfectly to the side to complete that tricky row, throwing away its extremities in the service of elminiating ONE MORE LAYER from the pile.

      And don't even get me started on the random element! Every time, a different tale!

    4. Re:On non-linear gameplay... by Vo0k · · Score: 1

      Heh, you're right in almost everything.

      Thing is linear games can be immensely fun. Once. Near zero replayablity factor. Once you're through with the linear story, there's very little more to do. But if the game offers deep branches for your possible actions, you try to play all of them.

      You haven't really finished Morrowind unless you've been proclaimed master of each faction (and some are mutually exclusive!). You MUST play through the Bloodmoon extension ad human and as a werewolf, otherwise you miss half the fun. And of course taste each of the vampire factions and attempt the alternate approach to the ending (involving killing Vivec).

      But once past Half-Life 2 there's little left than to load some total-conversion mods and never return to the main game.

      But if you buy a game, spend 5 days playing it and then dump it because you've seen everything there was to be seen in the game, you're going to buy another one ASAP. If you spend 3 months exploring the game world, it's 3 months the game industry won't see another penny from you.

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
  16. Final Fantasy is just a fighting game with stats by Anonymous Coward · · Score: 0

    There are trully very few RPGs and none of them have ever been released on a console to my knowlege.

    RPGs are more like Morrowind, System Shock, Deus Ex, or Planescape: Torment.

  17. Sure, kinda by DerekLyons · · Score: 2, Insightful
    From the article: 'Games cultivate - and exploit - possibility space better than any other medium. In linear storytelling, we can only imagine the possibility space that surrounds the narrative: What if Luke had joined the Dark Side? What if Neo isn't the One? In interactive media, we can explore it.'
    Sure, we can explore what ever alternate paths the progammer/developer/marketing director puts into the game. And no matter how many alternate paths they add - it's still canned.
    1. Re:Sure, kinda by danpsmith · · Score: 1

      It doesn't have to be canned is what he's saying. This spore game, the latest one he's dreaming up isn't canned at all. If it works anything like he says it does, as people create things in their own worlds, these things get uploaded to an internet database which tabulates what these creations would be good for. Then, seamlessly to the player, the world gets populated with new things based upon the need of the individual environment. A nice example might be maybe your ecosystem has too many of a certain type of animal, say a deer, in order to counteract this, more mountain lions are added to the environment. But instead of deer and mountain lions you are talking about created, wholely new lifeforms instead. So if you have too many three legged hairy dog looking things running around, the game might look online for a solution to this problem, as happens in real life, and then a new creature emerges as a competitor to your unbalanced animal. It truly is a revolutionary idea.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
    2. Re:Sure, kinda by RexRhino · · Score: 2, Informative

      In most games, what you are saying is correct.

      But there are plenty of games which are based on randomness and emergent behavior that isn't canned. For example, the Sims/Sims2 and Sim City narrative isn't canned. The game simply provides a sandbox that the player is able to create their own story in. Same goes for games like the Civ games, or The Movies. MMPOGs have narrative that comes from player interaction. Even the new Elder Scrolls: Oblivion game gives you a whole dynamic world that you can create all sorts of unscripted stories in (although it also includes scripted stories... so many that it creates the illusion of them being almost unscripted). Even GTA, which most of the story goals are canned, it allows for completely uncanned ways to accomplish those goals within the world (most players of the GTA have done all sorts of crazy things that the origional programmers never intended, that are completly new and emergent).

      It only stands to reason that as machines become more powerful, that there will be even more ways to allow for a dynamic story. Some sort of cellular automata of narrative elements, or something like that.

      There are plenty of linear, canned option games out there... but the real power of the game as a medium is the open endedness of it.

  18. MOD PARENT UP by QuantumG · · Score: 1, Redundant

    God damn that link is good.

    --
    How we know is more important than what we know.
    1. Re:MOD PARENT UP by Kamineko · · Score: 1

      Forgive me, I meant that as a theoretical statement.
      It may very well be technically über, but then again, it may very well be not.
      Either way, (slightly offtopic) whether it's fun or not is a completely different matter.

  19. Linearity... by MrChom · · Score: 1

    The fact remains though that gaming is a medium, much like TV, movies, or radio, whether something is linear or free roaming does not necessarilly make it a good game. Morrowind is considered by many to be a fine piece of gaming history, and I admire its ambition...at the same time I don't enjoy playing it simply because of its lack of focus...there's too much to take in, too much to do, too much to see...thusly I often end up wandering lost and alone, cursing the lack of guidance.

    Similarly you have stuff like Final Fantasy which arguably has too much focus, there's no fun in an RPG if you simply hold a direction button for 45 minutes with some random battles chucked in (if they were at least fun then I wouldn't mind so much), if I wanted fancy CGI with no gameplay I'd go watch Advent Children.

    In the end there's scope for all points along the spectrum and all of them are probably equally valid because games can be art and should therefore be judged subjectively as well as objectively. In that way I can respect Morrowind for its vision and creativity, whilst at the same time being allowed to dislike it because it doesn't suit my taste.

    This whole aspect of linearity vs freedom is one that is often lost in the mix, and increasingly it seems to be assumed that freedom = good game, remember that all good books are entirely linear and only have one set ending, same with movies, some leave little to the imagination, others let you do the work instead, surely the same should be true of games?

    1. Re:Linearity... by danpsmith · · Score: 1
      Morrowind is considered by many to be a fine piece of gaming history, and I admire its ambition...at the same time I don't enjoy playing it simply because of its lack of focus...there's too much to take in, too much to do, too much to see...thusly I often end up wandering lost and alone, cursing the lack of guidance.

      I understand why you don't like Morrowind. It almost seems like there are no goals and you are just a wandering soul. However, there are open ended games AKA the sims, where you are given tools for creation and the goals are pretty much your own. There should be reward for achieving things, but sometimes the reward is just in achieving it. In Morrowind maybe you were looking for too much of a plot, when in reality the plot is whatever you do. I found it fun to go around and pilfer from people. So that becomes my plot. There is flexibility involved, such as grand theft auto, which while it has plenty of side things to do, also has a laid out story if you wish to get involved with that. Some of the things I don't like about that game is the same things Will Wright is talking about. Invisible walls, limits forced on the player because they didn't watch the cutscene first. It's distracting and it is no longer needed. Games should instead of relying on "a picks up b" in order to get the plot to continue, maybe evolve and show you what happens if you don't pick up b, let you continue anyway and see if you can survive without the photon gun. It's as easy as a set of simple environmental rules, and objects. If you want to have a plot, that's fine, but stop making the plot fit your cookie cutter mold every single time. Instead of killing the guy if he gets captured by the guards, maybe have him be arrested, detained, and then allow the possibility for escape perhaps. It's the invisible non-sensical walls I don't like. And that's what Will Wright is talking about. Life isn't over just because something happens that shouldn't have, it changes.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
    2. Re:Linearity... by Schitzoflink · · Score: 1

      remember that all good books are entirely linear and only have one set ending, same with movies, some leave little to the imagination, others let you do the work instead, surely the same should be true of games?

      Yeah but good books and good movies have good characters and good plotlines..etc,etc,etc. And very few games have this, and even games that have a good plot would be 10-15 pages if written up. If they wrote the story for Linear games the same as they wrote them for books/movies then yeah there would be some very good "on the rails" RPGs..

      --
      Mr. T carries a postage stamp in his wallet at all times on the back is a list of all the fools he doesn't pity
  20. Re:Final Fantasy is just a fighting game with stat by Anonymous Coward · · Score: 0

    Why did you bother posting a comment about Final Fantasy in a topic that had absolutely nothing to do with Final Fantasy?

    These types of comments piss me off. Console RPGs and pen and paper RPGs have nothing to do with each other, just as console RPGs and the PC RPGs you're talking about have nothing to do with each other. Morrowwind was way over rated, and Deus Ex and System Shock weren't even RPGs. Planescape: Torment, however, kicked ass.

  21. The only games that can achieve this... by Sathias · · Score: 1

    ... are the ones that try to mirror the DM vs Player environment of PnP Role-playing such as Neverwinter Nights. You need a content creator that can create new content on the fly, or else you can only work with what is pre-set, at this point in time anyway. Although the NWN DM engine has nowhere near the amount of content dexterity that a PnP DM has, because you still need to prepare content before the player "sees" it, even if it is a few brief moments before the player gets there. With a vocal medium, you are creating content as you speak.

    --
    Blessed are the 1337, for they shall pwn the earth.
  22. The Thrill Of Discovery by rewinn · · Score: 1
    ... back when I was a flunky for Coleco (remember Colecovision?) I was struck by the fact that the last line in nearly all their game documentation was something like: "The Thrill Of Discovery! This game has other features which you can discover by as you play."

    At the time, I thought: Brilliant; if the game has bugs, no problem, it's just a "feature".

    But now I think that actually, exploring the official, authorized, documented limits of a game or other toy to see where it acts in ways that the designer did not intend (...or at least, will not officially admit to intending ...) can be as important a part of its play value as what you are "supposed to do" with it. For example, in AoE, making armies do stupid little dithering dances or carving forests into naughty words may be the same sort of unauthorized fun as dressing GI Joe in Barbie clothes or testing whether Bert or Earnie can fly the farthest.

    1. Re:The Thrill Of Discovery by Vo0k · · Score: 1

      strafe-jumping, rocket-jumping, grenade-jumping, bunny-hopping, all these were 'unintended features'. And mastering them means immense advantage in multiplayer environment.

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
  23. That's actually the idea behind Neverwinter Nights by Sycraft-fu · · Score: 1

    You can play the game multiplayer and have game masters. GMs can control characters and monsters, spawn things, etc. Combined with the quite powerful level designer, you can make your own stories for players to carry out, and then control them as they do.

    Not sure how well it works, I never had the patience to get an NWN group set up.

  24. Who needs a by angrymilkman · · Score: 0

    -box? -manual? -disc? anyway? when you can just download your games. Ingame tutorials, such as NPC characters (see fable, neverwinter nights) that provide instruction work way better than manuals anyway. In certain games (GTA) you find playgrounds, environment such as a shooting range that allow you to practice with items in the game without causing harm. Besides, I couldn't hardly read the god of war manual that came with the game anyway because of the brown letters on a yellow background, speaking about usability.....

    --
    ...what matters is what you like, not what you are like...
  25. How many times, Zonk? by Retroneous · · Score: 1

    You mention Star Wars or The Matrix on Slashdot...it's going to get ugly. 800 cubicle geeks with father figure issues crying about how Nethack was the greatest thing since silicon was created, and 700 people backing them up with crappy Family Guy quotes.

  26. and by that logic... by spartacus_prime · · Score: 1

    Interactive media promotes the idea of fanfic, just on a graphic level.

    --
    If you can read this, it means that I bothered to log in.
  27. +5 To all of you by Kamineko · · Score: 1

    Thank the heavens!

    When I read the post title on the front page, I thought that the comments page would be a horrific cross-fire of mangled misinformation about Morrowind and Fable.

    Thankfully, the first post reads 'We can explore any aspect of the story that the developer already thought up and wrote code for ...', and many more posts of the same ilk follow. I'm so glad you said that.

    The only truly non-linear games are ones that, as it's been said in posts previous to this, to have some kind of content generator behind the scenes. A real life example would be a particularly imaginative DM who takes the scenario book and rests his bowl of Doritos on it while weaving amazing tales through sheer imagination.

    The only possible parallel in computer gaming terms, that I've found anyway, would be a particularly vibrant Addventure, with multiple users buzzing and making sprawling trees of dizzying amount of possibility. (That's not counting the direct computer based parallel to the DM example above: the PnP RPG via Forum)

    Until computers can do that, non-linear isn't going to be that great.

    Also, I'd like folks to play Spore, and then those crafty Swedes to get into it and find the base rules under the hood, and then we can all go 'Ahh. These critters a'int procedural, they're precalculated imported creature part-sets, categorized into broad sets and parameterised to create many permutations'. That would be pretty amusing.

    1. Re:+5 To all of you by danpsmith · · Score: 1
      Also, I'd like folks to play Spore, and then those crafty Swedes to get into it and find the base rules under the hood, and then we can all go 'Ahh. These critters a'int procedural, they're precalculated imported creature part-sets, categorized into broad sets and parameterised to create many permutations'. That would be pretty amusing.

      So in other words you hope they find they aren't procedural but simply procedural?

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
    2. Re:+5 To all of you by Kamineko · · Score: 1
      Alas, no. :)


      I hope they're procedural, and the dog's nads, but a large section of my brain is telling me that it's going to be a bit crap in practice.


      The great thing about pessimism is that you're never disappointed: If it's crap, you were right: go you. If it's good, then it's good: Go Will! I wish 'em all the very best of luck! :)

    3. Re:+5 To all of you by danpsmith · · Score: 1

      I read somewhere that expecting the worst doesn't soften the blow. I saw the demo and unless there's an x-factor here, the game looks incredible.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
  28. That isn't that set in stone by Moraelin · · Score: 2, Insightful

    Sure, all games have some limitations, such as where the content ends. For example, to take a game which did offer a GM mode so people weren't only limited to the single-player story, you still take your "Vampire, The Masquerade - Redemption" character to Toronto or visit the Kremlin, for example, because those maps don't exist.

    On the other hand, some still offer a lot more possibilities. E.g.,

    - some games do offer different ways to solve a quest. It's not complete freedom, but it _is_ more than a book or movie allows. E.g., in KOTOR you could help a Romeo and Juliet kind of couple marry by having their families reconcile, or have them run away from their homes, or ruin their romance and break them up, or even cause a wild-west style shootout where everyone dies. E.g., in Fallout 2, take the Navarro mission for example: you could get in through the back door and do a stealth mission, or you could get yourself recruited (getting a weapon and armour in the process) and use diplomacy and cunning to get the job done, or go in with the guns blazing and see if you can take out the twin plasma turrets before they wipe you out. Or various combinations or possibilities in between.

    - there are games which don't actually have a story, but are a playground with a bunch of toys and some rules. E.g., most of Will Wright's games, since this topic is about him. You can very much explore scenarios like "what if I don't care about schools, but just build a bunch of houses surrounded by industrial areas" in Sim City. Or in The Sims you can use those virtual characters as actors to enact whatever scenarios you can imagine.

    - there are games which are moddable enough for someone else to fill in whatever aspect of the story is missing. One example is Neverwinter Nights. And with games being more and more often scripted in Python, that's getting even easier. In some cases you can not only script the characters, but actually change the game system itself. E.g., I've actually used up one vacation to change the very combat rules and the way stats work in "The Fall: Last Days Of Gaia," plus add a bunch more craftable stuff, just for my own enjoyment.

    Or to take The Sims again, that's pretty much the best example of a game which got modded to heck and back, in _spite_ of EA's lack of support. Maxis never actually released modding tools, their script compiler or even bytecode specs. Some people had to spend months reverse-engineering it all, for those mods to be even possible. And to add insult to injury, the last TS2 expansions went as far as to warn people that mods could interfere with the normal game, and "helpfully" offered to disable all user-scripted content.

    Still, some of the scripted stuff was nothing short of amazing. E.g., someone scripted a better "buttler" kind of NPC for TS2 than Maxis's one from TS1. Better yet, it allowed such scenarios as having one sim work for another family, which TS2 as shipped didn't have.

    But on the whole, I think he's talking more about a principle, than saying you get complete freedom. Games _could_ and frankly _should_ allow one more freedom and room for creativity than a book does. Even if they can't allow any possible scenario ("what if Luke joined Jabba as a henchman and led a life of crime? What if he bought a fertile farm on some remote planet? How much money could he make that way? Can he become the richest entrepreneur in the galaxy?"), they can allow a lot of minor branches along the way.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  29. Ever heard of fanfic ? by ultranova · · Score: 1

    We can explore possibilities even on traditional media. The way to do this is called "fanfic". Sure, most of them are crap, but the ones that aren't are typically far superior to their source material. And sometimes the crap ones are too ;).

    And then there's the category that reads like it was translated from Japanese to English word-by-word with a machine, and once you get past the sentence structure makes it clear that the author had taken something stronger than alcohol before writing it. For whatever reason, Tenchi Muyo seems to be particularly plagued by such stuff - possibly because the original series was pretty weird already.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  30. User-made content oversold? by ZombieRoboNinja · · Score: 1

    Wil and others have given a lot of press to user-made content, with games like Spore and Second Life usually given as prime examples. But frankly, I don't think user-made content will take over gaming any more than fanfics have taken over literature, or blogs have taken over journalism.

    The fact is, populism aside, there are some people who are simply a lot better at creating content. And if we're just relying on them to create content for a lark in their spare time, we're really hurting the community. Those people SHOULD be paid, cultivated, and allowed to grow in their craft. Having the most popular spaceship model in Spore would be nice for the creator and all, but wouldn't it be even better to have the creator working for a game studio full-time, honing his abilities and working with other pros?

    As for the idea of AI gamemasters that can improvise the story to fit your whims... not going to happen ANYTIME soon. It's hard for an intelligent human to improvise cooperative storytelling with satisfactory results, much less a computer.

    1. Re:User-made content oversold? by nasch · · Score: 1

      Isn't there room for both models at the same time in the game market?

  31. Hells, yeah. by FishWithAHammer · · Score: 0

    For the gay gun-arm fetishists among us, you could even date Barret in his sailor suit.

    Kinky.

    --
    "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
  32. We need the nethack of stories by ToastyKen · · Score: 1

    Nethack has a mostly linear series of dungeons you go through, but most of the levels and items you encounter in them are algorithmically generated... and what's more, there are so many different combinations of items that you're constantly discovering new ways to do things.

    I think we need something like that, except, in place of just many combinations of item usage, we could have algorithmically generated character interaction, generated dialog.. I think that'll be the key to busting open the range of storytelling possibilities.

  33. Open Ended Gaming by Haroshia · · Score: 1

    I think the problem a lot of people have can be taken from the term open ended. For something to be truly open ended, there will be an infinite number of possibilities for potential endings. This is damn near impossible to code and create without some level of human interaction on the other end to go "Oh crap we're out of Mtn. Dew....uh you save the kingdom and ride into the sunset." I think what Will is talking about is games give the ability to explore other possibilities, not INFINITE possibilities. RPGs like Morrowind, Arcanum, Fallout, etc etc give you the ability to do several different things and make choices, and react to things. There will still be an ending, and it may be the same or different, but the ultimate ending isn't exactly what matters. HOW you dealt with the change does. An example of this outside of the digital gaming world, and into the analog...I've done a lot of tabletop DMing for several different systems, ranging from D&D to Vampire to Exalted to Shadowrun. I know where the ultimate ending will be for most of these games. I'll usually make 2 or 3 endings based on choices that have been made by the players, and they will reach those endings even if they decide to "turn left" as the saying goes. The fun for me is putting things in that question the morality of players, and seeing how they react and watching them explore their own morality. A few examples of things that have had surprising endings... Is it right to kill the person who commits evil acts for the person they love? Is it noble to persue corrupt, evil power to use it to do good? Is sacrificing yourself to save others noble, or just a coward's easy way out? All of these questions I raised through scenarios, but ALL of these questions have also been asked in video games, and grappled with by me. Just like in the games, in my adventures they still wound up saving/sacking/enslaving the kingdom, but the end didn't matter. What mattered was how each idea was dealt with.

  34. Wouldn't count on it by fistfullast33l · · Score: 2, Interesting

    Looking at the current state of things, I'd say we're far from it being "given" that games will become just tools for Dungeon Masters and the like. Only a small set of games have actually released tools powerful enough for developers to modify. Unless the code is released, all you're doing is modifying the artwork and some weapon characteristics ala BF1942. I think if anything, creativity and flexibility are being given up because the publishers don't want to take risks on things that won't sell. They want a proven formula every time so they can make money.

    Even more, games are so complicated now that it takes a while to produce modifications. By the time those mods are released, gamers have moved on to the next flavor of the month. The gap between independent modmakers and paid developers is growing rapidly. And worse, if people don't modify a game then the economics of the thing becomes unrealistic. If people don't use your tools, why are you going to the trouble of making it so moddable? I think one thing will be most telling in this regard...if Valve keeps the Source engine around and incrementally improves it over the next 5-10 years, then we know it's an economically sound model for development. If they ditch it for a whole new source code base, then we know modding will eventually be a fringe benefit. Before you go ahead and tell me it's an obvious software design principle, remember the marketing tactics and game journal articles that always feature a game developers "newest and greatest engine." John Carmack throws out his codebase for each new game, and he's been doing it how long?

    1. Re:Wouldn't count on it by SanityInAnarchy · · Score: 1

      marketing tactics and game journal articles that always feature a game developers "newest and greatest engine."

      This sounds like the argument that no one can be famous for more than a finite and limited amount of time. The Beatles beat that by changing over time.

      Have you noticed that those same articles featuring the "newest and greatest engine" also talk about "newest and greatest features"? Everyone was talking about the Source engine's HDR, just as much as they were talking about the Doom 3 lighting when that came out. And they were talking about the Source engine again when Valve started to play with cinematic effects, like adding film grain.

      And yes, it is an obvious software design principle.

      --
      Don't thank God, thank a doctor!
  35. I read all of crappy ones and most of good ones... by Rhys · · Score: 1

    Because I can get that far while the game is installing and patching.

    But really for most games these days do you need a manual? If you've played civ 1-3, civ 4 isn't that different, and what is different is helpfully covered in a short little section of manual titled something handy like, "differences for veteren civ players."

    The world of warcraft manual was shockingly useful considering most MMO manuals are a waste of paper. But even still, if you've played one MMO you've played them all. You probably don't need a manual to start playing.

    --
    Slashdot Patriotism: We Support our Dupes!
  36. Luke Did Join the Dark Side.... by Thrymm · · Score: 1

    Albeit briefly:

    http://en.wikipedia.org/wiki/Dark_Empire

    In Dark Empire, which is set shortly after Timothy Zahn's trilogy featuring Grand Admiral Thrawn, Palpatine returns from the dead in the form of a spiritually-possessed clone body and successfully turns Luke Skywalker to the dark side of the Force. Palpatine is killed many times throughout the series, always returning in a new clone body. However, he meets his "final death" at the end of the series. Luke is turned back to the light side by his sister, Princess Leia.

  37. That's the old-school way of thinking... by DorkusMasterus · · Score: 1

    While what you're saying is true in a macro sense, the truth is that games are becoming more evolutionary in their gameplay. Spore, while being a forefront leader (from what all accounts are saying) uses other-player-created-content to populate the worlds you create. Therefore, no developer had to design your world. You and friends did it on the fly.

    Think of it like a big box of Legos. A developer needs to make the Legos and needs to make them interoperate (put the nubbins and the spaces in them to link), but does not need to create every possible variation of construction, to have an entirely malleable game. It's just a matter of the more pieces you create with interoperability, the larger and more diverse that player created content can become and unique to each user.

    The entire point of Will's article is exactly the opposite of what you've written. The old-school way was to say "you can do and go and interact with what I've created only. Otherwise we get off track and potentially buggy." But now, developers are starting to get the idea that players really dig doing their own thing. Crafting in MMORPGS, user-created content in the Sims, and now, with Spore, it's this whole "we give you the pieces, you build the worlds" idea.

    In terms of game design, it's really much more radical of a notion than ever created before. I think he's a genius actually, whether or not Spore works well. This is definitely the direction of much of Gaming right now, and he's one of the forefathers of this idea that the player's imagination can lead design.

    1. Re:That's the old-school way of thinking... by MilenCent · · Score: 1

      The entire point of Will's article is exactly the opposite of what you've written. The old-school way was to say "you can do and go and interact with what I've created only. Otherwise we get off track and potentially buggy." But now, developers are starting to get the idea that players really dig doing their own thing. Crafting in MMORPGS, user-created content in the Sims, and now, with Spore, it's this whole "we give you the pieces, you build the worlds" idea.

      Maybe you're playing some game I'm not aware of, but isn't MMORPG "crafting" really a matter, mostly, of producing pre-made objects actually created by the developers and artists? The Sims is interesting, but mostly because the same guy designed it.

      Outside of Will Wright and a few isolated instances (City of Heroes/Villains character designer, and of course Second Life), I honestly don't see much of this attitude of unfettering player creativity. Most games are still as inflexible and unsupportative of player invention as ever.

  38. This is Will Wright by billcopc · · Score: 2, Insightful

    Overlooking the obvious, has anyone seen the Spore demo yet ? That's what they're talking about. All of you have played SimCity or The Sims at some point ? That's what they're talking about. They're talking about games that let you do whatever the interface provides, with very few rules or restrictions. Not much of a pre-scripted story or bulletized goals, just a free-roaming environment for you to play in.. play like a kid, using a few props and a double-dose of imagination and creativity.

    The magic of this style of gameplay is that you become attached to your game as it is your own creation. When you build a city in SimCity, it's YOUR city. YOU designed it, and YOU named the various neighborhoods. You might even have various opinions about your virtual neighbors through the news flashes and economic relationships.. these things aren't real, they're pictures on a screen, numbers in a budget dialog, but they come to life within the depths of your imagination.

    When's the last time you got emotionally attached to a rocket launcher ? :P

    --
    -Billco, Fnarg.com
    1. Re:This is Will Wright by nasch · · Score: 1

      It's not my fault you don't understand my special relationship with Betsy.

  39. Dark Side Luke thoughts by scoser · · Score: 1
    What if Luke had joined the Dark Side?

    (Assuming an end of ESB conversion to the Dark Side)

    Well, depending on whether Luke decided to side with Daddy, Palpy, or try and take over the galaxy himself, we could have seen some awesome Dark Side fights and elaborate superweapons being used indiscriminately.

    Unfortunately, coming up with a game that allows these possibilties would take a hell of a lot of work and imaginiation, something that is lacking in big market games these days. But hey, as long as Luke gives up his life as a whiny hippy and there's no Ewoks, I'd be happy.