Games, Genres, and Why Independent Games are Vital Greg Costikyan Texas Independent Games Conference 7/22/06 What is a Genre? “...2. A category of artistic composition characterized by a particular style, form, or content (a fine introduction to twelve-tone music for those who have had little experience with the ~ - Arthur Berger)” --Webster’s Third Int’l Dictionary The Nature of Genre Varies with Artform • Novels: Thematically (science fiction, romance, mystery, Western) • Music: By nature of sound (choral, emo, drum & bass, Gangsta, the Blues) • Film: By the nature of the emotion evoked (drama, comedy, romantic comedy, horror) How Do We Think of “Game Genres” Today? Reflexive’s Genre List How Do We Think of “Game Genres” Today? How Gametap Does it How Do We Think of “Game Genres” Today? ...and Strategy First This is Braindead • “Style, Form or Content.” • Do these people actually play games? • This isn’t how we actually talk about games. • We use terms like FPS, RTS, MMO, graphic adventure... Games Have been Implemented for Many Media: From the Neolithic…. Tewa Kiva Altar at Hano Showing Gaming Reeds; Tewa Indians, Arizona Games of the North American Indians, Stewart Culin, Smithsonian Institution, 1907 To Modern Digital Media Will Wright’s Spore So The Medium Doesn’t Define Genre • “Handheld” isn’t a genre. • Neither is “casual downloadable” What is a game genre? Or does the term have any meaning for games? Parlett Divides All Classic Games By Shared Mechanics • Race games: (tracks, victory by being first to the end) • Games of Leaping Capture (take opposing pieces by jumping— Checkers) • Games of Territorial Occupation (control the board by piece placement—Go) The Terms We Use Also Characterize Games by Shared Mechanics • RTS: resource extraction, building construction, real-time combat • FPS: first-person view, 1 character/player, power-ups, combat with ranged weapons • Adventure game: inventory, puzzles, unlockable areas, story exposed via play For Games, Genre Is Characterized • By shared mechanics. • As Parlett shows, this has been true since the earliest folk games... • And as the way we instinctively talk and think about games today, it remains true. Here’s Our List: Game Genres • Think of the potential space of all possible games. • Most of that space is occupied by games that would not be interesting. • There are local maxima of games that are (or would be) interesting. • Established game genres exist where we’ve discovered local maxima. Understood Game Genres • There are many: boardgames of replacement capture (Chess), card games of combination (Poker), RTS (Warcraft), FPS (Quake), the trading card game (Magic)… • Most games are variations on an understood style… Innovation is Driven by Discovering New Genres c. 2000BC: Track game with blocking (Royal Game of Ur > Backgammon) c. 800AD: Game of Replacement Capture (Shaturanga > Chess, Shogi) c. 1200AD: Game of Leaping Capture (Alquerque > Checkers) 1756: Thematic track game (A Journey Through Europe > Candyland) New Game Styles (con’t) • c. 1850: Trivia Game (Grandmama’s Game of Useful Knowledge > Trivial Pursuit) • 1856: Word Interpolation Game (Komikal Konversation Kards > Mad Libs) • c. 1890: Fishing Game (Fish Pond > Operation) • 1910: Military Miniatures (Little Wars > Warhammer) • 1953: Board Wargame (Tactics) New Game Styles (70s) • 1972: Adventure Game (Colossal Cave) • 1973: RPG (Dungeons & Dragons) • 1974: Vehicle Sim (Atari Tank) • 1977: LARP (Dragohir) • 1978: MUD • 1979: Flight Sim (Sub-Logic Flight Simulator) New Game Styles (80s) • • • • 1981: Platformer (Donkey Kong) 1981: Computer RPG (Ultima 1) 1984: Graphic Adventure (King’s Quest) 1985: Dynamic Puzzle (Tetris) New Game Styles (90s) • 1991: First MMOG (AOL Neverwinter Nights) • 1992: RTS (Dune II) • 1993: FPS (Doom) • 1994 TCG (Magic: The Gathering) • 1996: Rhythm Game (Parappa the Rapper) New Game Styles (00s) • 2001: Collectible Miniatures Game (Hero Clix) • 2003: Big Urban Games (BUG > ConQwest • 2004: Alternative Reality Game (The Beast) ....NONE OUT OF OUR INDUSTRY SINCE 1996 What Happened? • Budgets too high to risk anything on an unproven game style. • Ameliorate risk by sticking with licenses & franchises • “No Stars” means no talent with the clout to force originality through – Will Wright the obvious and perhaps lone exception What Will Happen? (if nothing changes...) • Budgets keep rising • The range of genres that the industry can continue to offer will continue to narrow • The market will ultimately decline as what was once the most fertile and innovative creative artform on the planet continues its trend toward sterility But Maybe ESD Changes the Game • Break the constraints of the retail channel • At least the possibility of distribution without an 8-figure budget • Less sales compression=opportunity for word-of-mouth. • Xbox Live Arena, Steam, Manifesto, etc., etc. How to Survive as an Independent? • ...When your budget is two or more orders of magnitude smaller than the majors... • ...And when consumers are trained to look for glitzy graphics? Go for the Blue Ocean • That is, go where others don’t. • Racing games? RTS? FPS? You cannot compete. • Do the things that EA dare not. The Publishers Need 1m Unit Sales • ...To repay their bloated budgets. • So they can’t support MOST of the game styles that still have fanatic followings.... • Because you can’t sell a million units. • But we don’t need to. Adventure Games Wargames Sim/Tycoon Games Shooters that AREN’T FPSes Shmups 4X Turn-Based Strategy Sports Management Look to the Past • Who today is doing modern versions of the great games of yesterday? • Where is.... Balance of Power M.U.L.E. Seven Cities of Gold ....Or... Look for New Genres! • New genres grow the market... • ... creates a new audience • By contrast, games in existing styles mostly sell to existing fans of that genre. • For the field to continue to grow, we need to continue to find new game styles Creating New Genres • Hard to do, but, if you succeed.... • You will make a huge amount of money (id, Westwood, Wizards of the Coast...) • And you will be as famous as Carmack & Romero, Gygax & Arneson, or Richard Garfield • You will have materially advanced the state of the art How? • Doubtless many ways to do it. As Kipling says, “There are four and twenty ways of writing tribal lays, and every single one of them is right.” • Some historical examples: Doom & The FPS • Attempts to do 3D even from early home computer days (e.g., wireframe dungeons in Ultima III) • Plenty of 2D, third-person shooting games (e.g., Castle Wolfenstein) • Licensed by id for “Wolfenstein 3D”— essentially wireframe graphics with 2D textures... Doom (con’t) • Wolfenstein 3D: opponents as 2D sprites, limited variety, choice of weapons, 1st person perspective... • Doom nails it: wide variety of opponents, textures give better illusion of truly being in a 3D space (though still not true 3D) • Often the case that it takes several tries to really find the “sweet spot” in terms of mechanics and gameplay. Doom (con’t) • Fundamentally, the FPS results from technical improvements; with 286 machines, we finally have enough processing power to get decent-looking 3D • Technical improvements often contribute to the establishment of new game styles: e.g., color printing > the commercial boardgame; cheap die-cuttinng > the board wargame… Looking to Technology • So one approach is to look at emerging technology and ask “How can this be used to create interesting gameplay?” • Physics • AI • Social networking • Cross-platform/mobility/ubiquity • Procedurally-generated content SimCity • Will Wright wanted to do a game about city planning • Spent over a year doing research • Mid-80s machines barely able to keep up with the necessary processing to provide the simulation • Successful despite technical limitations. SimCity (con’t) • In other words, Wright looked to a subject matter no one else was addressing, and figured how to treat it in a game context • And it turned out some the same techniques were applicable to other subjects (e.g., railroads, theme parks)… Looking to Subject Material • A difficult approach, because often the existing techniques don’t work • Can sometimes be commercially very successful—e.g., Deer Hunter • Poses a marketing challenge, too, as your prospective audience probably doesn’t visit Gamespot or IGN Looking to Subject Material • But there are scads of things no one is doing: – – – – – – Macroeconomic simulations Social interactions Making roleplaying meaningful in digital games Games-as-theater Geopolitics The love story… Magic: The Gathering • In the late 80s/early 90s, tabletop RPGs began to sell through comic stores as well as specialty game shops and book stores • Collectible card sets are also often sold through comic shops—the know how to stock and sell them. Magic (con’t) • Garfield reasoned that a game build on collectible cards would work through this distribution channel • And that an “exceptions game” approach, whereby the base rules set is simple but extended by rules on other game components would work (an idea drawn from Cosmic Encounter) Magic (con’t) • Thus Magic was born—not out of a technical advance or an approach to a theme—but from a business idea • Of course it helped that Garfield is a superb designer… • Deer Hunter another example—Wal-Mart figured they could sell a game that appealed to hunters (they sell a lot of guns) and went to Vivendi with the idea. Looking to a Business Channel • Today, doing something innovative almost demands distribution not through the conventional channel • What alternative channels can you find? • Assume that you cannot simply force an existing game style down that channel—that it must be tailored to the specifics of that environment Business Channel (con’t) • What kind of game could you sell through music outlets? (A CD-ROM is packaged like a music CD….) What would get White Stripes fans excited? • What game would get warbloggers excited? • What about evangelicals? • LL Bean Wilderness Explorer? Dune II • Every element of Dune II exists in previous games. • Building construction (Civilization) • Real-time military combat (Patton vs. Rommel) • Resource extraction (M.U.L.E.) • Dune II combined them in a novel and appealing way to create the RTS Mix & Match • Study other games • Learn about as many different mechanics as you can • Try to figure out how to combine them in ways no one has seen before. • Game Design Patterns (Björk & Holopainen) may be a useful reference • Prototype & test EyeToy • Webcams had been around for a while, and some PC peripheral manufacturers had tried offering games with a camera. • And configuring a PC with drivers and such is difficult • Ron Festajo at Sony in the UK wanted to make it as simple as possible EyeToy • His insight was to view EyeToy as a UI input device, not a “camera”… • And devise a series of simple games built around different UI ideas—wiping the screen, batting at objects, etc. Starting from UI • In other words, the germ of the idea was in a different UI element • A more elaborate example: Journey into Wild Divine, controlled by heart rate and sweat sensors • Of course, it’s expensive to bundle hardware with software… Starting from UI • But it isn’t always necessary: – Katamari Damacy: How do I use a PS controller to roll a ball. – Oasis: I have a limited number of clicks, and every click must count. – Loop: Use the mouse to circle moving objects Starting from UI • One approach: Imagine a novel gameplay activity, and figure out how to map it onto existing controls (Katamari Damacy) • Another: Figure out some way to use existing controls that games don’t normally use (Loop) • A third: Provide a new input device (EyeToy) Other Possible Approaches? • “Evoke an emotion” (Cloud) • Take game design theory seriously and try to use it (Play with Fire, Crawford’s conception of ‘verbs’) • Find an interesting mathematical idea and try get a game out of it (Scram/nonlinear equations) • Take lots of drugs? “We Know What Works” • …or so publishers say. • But the game is a highly plastic medium. • So is software. • We’ve only skirted the coast of a vast virgin continent. • 30 years of dynamic creativity must not come to an end. Whole cloth innovation is risky • Most experiments will fail. • The ones that work have the potential to be vastly more successful than the average game…. • And the designers we admire most are those who have pulled this off—Will Wright, Richard Garriott, Richard Garfield, Gygax & Arneson…. Duty Now for the Future • “If you don’t fail from time to time, you’re not taking enough risks” – Woody Allen • As an industry, we need to take more risks. • The potential payoff is big. • Go do something cool.
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