The fool and the scientist

People laugh and mock me as I flee from the battlefield but.. hey, I thought I was running away with the loot I was interested in.

What was my whole point? That there is a relationship, a tie between “mechanics” and “metaphors”. Then the discussion evolved and I realized that not only that tie exists, but, in particular, that I advocate it and I believe that it will be where games in general are heading to. Two new elements, then.

Raph demonstrated that the tie isn’t an absolute rule and that each layer can revolve independently. I stepped back on my initial positions and agreed there, but I also wrote that from my point of view that’s the consequence of the immaturity of the genre: the interest in the medium and not in what the medium can be used for.

Then, the last reiteration that flows in a simple equation, in my mind:

mechanics + metaphors = immersion

The tie/dependence between the level of the “mechanics” and the level of the “metaphor” is the “immersion”. The immersion is that part that I really miss in these games. It’s a level that I would like to see recovered. I know it’s possible and worthwhile.

Mechanics not strictly tied with metaphors are not immersive. And not fun nor accessible.

That’s why I’m not all hyped up about penguins. And why I’m not squealing in delight if that’s where we are going.

The rest of the discussion about ludemes, game grammar and all the “what is what” is a discussion that, *right now*, I don’t feel useful and that I didn’t join. Nor is one where I would argue with Raph because I haven’t formed my own opinion yet and I have nothing that could contribute to it.

And always remember that disclaimer up there, on top of the page. That’s like the EULA you need to accept before reading stuff here.

Mind Traps

In the comment thread of the ongoing discussion with Raph, he started to quote me and asking me (indirectly) many questions.

I don’t want to answer those questions. It’s not my level, nor something I feel like contributing to. I refuse those provocations because my mind doesn’t work that way and I’m not going to accept any of those rules.

I won’t join his “play”.

Psychochild:
My original point remains, though: it can be hard to tell where the line is drawn, exactly. Likewise, I think the line between metaphor and narrative can be a bit tricky to nail down. Precision in these terms will help us talk about things more intelligently.

Or more blindly.

This is about the “Laws of Form” of Spencer Brown. As you point something you create two parts, the part you point and the part that is excluded. An “observation” implies two blind spots. You cannot see anymore the “whole”, since as you point something you lose it and you cannot see the subject of the observation.

We know the world through the culture. But the culture is made of distinctions, so it is “digital”, granular. The world instead is contiguous, so “analogic”. The distinctions come “handy”, but they are a limitation, there’s always an “error” included. A bias. The same happens in Linguistics. There is no real difference or “border” between the table and the pavement. Everything is contiguous in nature but we “know” through observations. Pointing things and setting them apart.

We know that the language is arbitrary. We draw the distinctions wherever we like (them to be). So are the definitions.

From my point of view that thread collapsed on itself as people started to try to nail down exactly the four layers Raph described. Like going to observe each with a magnifying lens and start arguing where one finishes and the other starts. Transforming each into a discreet unit. Guess what? There is no answer. This is why these types of discussions can be so involving. Everyone is right and you can continue to argue endlessly. Because there’s nothing set. It’s just an exercize to demonstrate who can be smarter or more convincing. There is no truth to discover if not how you can influence yourslef to the point of not being able to observe anything in not through the conventions you imposed on yourself.

If I have to design something I start from the suggestions. I portrait things visually, like closing the eyes. It’s a DENIAL of the logic. I create rifts in it to approach things on a different level. Emotional first, then I find and explore ways to formalize the result. I dread the mechanical level if it isn’t finalized to something else. I don’t feel the need to explain or justify anything else. That’s enough for me.

I despise registers, codes, conventions. I’ve always naturally resisted them and I’ll continue to do so because I feel I can “absorb” a lot more. If I start to use strict definitions I know that I won’t able to see the world if not through those conventions. They are like traps.

Abstract system can work and be useful on different levels, but they are never perfect because this desire of perfection is utopian. If you surrender to it, you’ll be caged in the system and will never able to see anymore outside it. Names and conventions are the same: ways to structure the way you think. Then the way you see.

They limit your perception, they don’t enhance it. It seems you see better, but only because you see less.

The more you formalize and the more you are enslaved by the system and your thoughts encoded. Yes, it is “reassuring”. It gives you predictable structures that you find familiar and can build things upon. But they are essentially lies that you assimilate to the point you aren’t anymore aware of their true nature.

This is why I criticized the industry and how people get hired and promoted. The structure defines your mindset and it’s not surprising that always the same games are being made when the education continues to move through the same schemes. The great majority of game designers are programmers. Then don’t complain if these games don’t communicate anything if not complicated and convoluted mechanics that lead nowhere. It’s a direct consequence. “Game design” is a “wish” on the world.

The more you formalize the more you are imprisoned in the model you built. You create your own cage.

This is why I’m a runaway. I dabble in with the academics to then step out when things go dry and the discussions turn in nothing but an exercise. I read the theory, elaborate ideas, and then go back to write about the last patch in World of Warcraft. I speak with everyone without distinctions of merit of prejudices.

“Jack of all trades, masters of none” is the ability to communicate on all levels, without being trapped into one.

That thread is now an exercize in futility, because those four layers worked and were useful exactly because they were blurred and subject to the interpretation. The more you try to define them, the more you render them useless.

“Fun” in games implies a degree of freedom

Michael Chui:
Here, I kinda stole something from you, so feel free to steal it back or whatever. Public domain and fun-ness.

Oh yes, I will:

(ref link)
“All things can be automated except creative output.”

This could work as a good principle (here we are discussing again the idea to use NPCs to automate some parts of the game).

I believe it’s wrong to codify everything in all the smallest details because again I feel that you lose more than what you understand. But I could say here that the “boring” activities are felt so exactly because the “creative output” is pretty much null.

The repetition, the grind. These signify a lack of interest of the player. The game is boring because it isn’t offering or suggesting me anything that I value. So the need to have to go through a part of the game just because of an external reason that motivates it. I’m going to harvest resources for hours because I need to and I’m interest in the outcome. But the activity itself doesn’t require any “creative output”, it’s just a timesink that I have to suffer.

It’s like reverting that quote: an activity without a “creative output” is probably going to feel rather boring, so it makes sense to automate it.

From this point of view my idea of the PvP sandbox is a way to offer the players an accessible “toolset” that they can use as “designers” themselves. Not “game designers”, but players immersed in a consistent virtual world where they have a role and purpose. The conquest system and the emergent strategic level are “means” to allow the players to add their creativity to the game. Their desires, their *presence* in the game world. The game becomes less codified and enforced, and more subject to the interpretation. The players aren’t anymore trapped in a labyrinth with just one exit, but they are free to creatively move within the game world, live within it, create their own stories. A degree of freedom.

From an interview with David Braben:

Story-telling in games in most cases is little different to the stories of those Harold Lloyd films of the 1920s.

The player is stuck on pre-defined railway lines, forced to follow their character’s pre-determined adventures, much as in a book or a film.

In story-telling terms at least, games have not yet broken free of their non-interactive roots.

The Holy Grail we are looking for in fifth generation gaming is the ability to have freedom, and to have truly open ended stories.

Our golden age has not yet started but the door is open, and somewhere are the Welles and Hitchcocks of the future. They may even be reading this piece right now.

I’m sure the great majority of us could agree with these claims, it would be more than enough to set a goal and chase it. But what if we are Raph Koster and we aren’t satisfied with a superficial claim that isn’t backed up with facts?

Here comes the theory, that level that I always find pretty much useless because it leads to the exact same conclusions I arrived before. So I use Raph to answer to himself (or that version of himself I evoked here):

(ref link)
– We talk so much about emergent gameplay, non-linear storytelling, or about player-centered content. They’re all ways of increasing the possibility space, making self-refreshing puzzles.

– We also often discuss the desire for games to be art – for them to be puzzles with more than one right answer, puzzles that lend themselves to interpretation.

– That may be the best definition of when something ceases to be craft and when it turns into art – the point at which it becomes subject to interpretation.

– Games will never be mature as long as the designers create them with complete answers to their own puzzles in mind.

That’s pretty much it. “Fun” in games implies a degree of freedom.

The possibility to experience. Here the immersion becomes a mean to creatively manipulate an object, observe it without filters. Interact with it directly. This is why open-ended games are much more fun and satisfying. They allow you to have different points of view and become the subject of the experience instead of just an object.

From my point of view this is what ties all the elements together:
– the sandbox as a way to put the players at the center and give them a degree of freedom
– the immersion in the game world and “myth” as the true “interface” with the experience (also the obligatory tie between “mechanics” and “metaphors”)
– the need to make all these parts easily accessible to everyone, including without excluding – remove the prejudices

I see the first two levels as closely tied together. Freedom and immersivity are two faces of the same medal. They are the hook to bring the player on another level and make him the protagonist of the story, instead of a passive executor.

Eve-Online: what’s next?

The server problems of the past week seem to have settled down, the situation is much better and the game is playable even in the heavily trafficked systems. Another client patch is expected later this week to fix some more issues, then I think CCP will go quiet for a couple of months as Kali goes in full development.

It’s still truly impressive to see 600+ players packed in the same system without much lag and more than 20k indirectly interacting within the same universe. Eve is probably the only game that could be considered truly “massive”.

An interview with Eve’s senior producer reveals some interesting informations about the plans for Kali and what’s next along the year.

The first big feature is about the “factional warfare”. It’s still an obscure system but it seems to work as a much needed “bridge” between the secure empire space and the low-security systems where the wars between the player corporations take place. The factional warfare should finally bring some dynamism and intense, competitive gameplay even in the empire space, allowing the players to join a NPC faction and participate in a more structured conflict. There’s a lot of potential because it could finally tie together the two extremes, making the true potential of the game much more accessible for all players instead of just the minority deeply involved in player’s alliences and corps.

Knowing CCP this whole thing will be developed in progressive steps, adding more to it as they get more ideas and see them moving in a positive direction. So Kali here is probably just the beginning of what they are going to do (and potentially close to my ideas).

It’s also interesting the comment about the possibility to use NPCs. Which really resembles closely to my idea to use NPCs as a work force to automate the boring activities:

Whether to include NPCs in Factional Warfare or not is also heavily debated. The question is, how to use them and where. Many want NPCs to be a part of Factional Warfare but only in a supportive role.

Objectives might have a minimum NPC garrison which helps the player soldiers defending it, but the NPCs would never be something which rivals a real player force. As such, NPCs might be an objective or part of an objective, but you should always expect other player soldiers to be either at the objective or right around the corner.

Ahh, my ideas… They are really anticipating and realizing concretely so many of the plans I was incubating along these months and years. It will be truly interesting to observe how all this pans out.

It isn’t even all, still with Kali they are bringing up another utopia of the whole genre: player created missions.

The Contract system aims to formalize a subset of all the agreements you can do. It’s more focused on complex combinations of escrow, auction, courier, collateral and prerequisites rather than putting in some arbitrary conditions which then need to be measured and/or enforced.

As an example of an “official” contract in our new system, I can easily create a Bring-Your-Own-Materials deal, where I specify what materials I want in exchange for release of an item or set of items. As such, I could require the mineral ingredients for a certain item, X amount of ISK and a number of Tags, in return for which I will give the ship with a full fitting of named modules. When the items I require are at the location, my contractor simply fulfills the contract and the items I said would be given in return are released. With this system I can’t back out of the contract, since when I create it, the items are taken into escrow and can be released only upon fulfilment of the contract.

Likewise, you can utilize contracts in a limited trust relationship, where you put up contracts only for your Alliance or Corporation members. For example, you could easily create mining contracts, which would give you a mining ship when you accept the contract, but to fulfill the contract and get the cruiser which is the completion reward, you have to give the mining ship back along with 1 million units of Tritanium.

With this you have “corporation missions,” where the directors can issue what has to be done and members can then fulfill the contracts – and add that to their track record, because we keep the player’s contract history.

Here I underline how this whole system is possible thanks to the “truly communal objectives” that unite the player’s corporations. Even the boring activities like mining become much more interesting when they are part of a much bigger scheme and contribute to a communal effort. Without this depth to found the game none of this would be possible because the players wouldn’t be able to be the real subjects of the game world, using all the tools available to create something unique and affecting the overall equilibre. The player’s mission would be just “grind” content without a mean and an end.

Even here Eve demonstrates to be a true pioneer as no other.

Oh, and I love Nathan Richardsson when he says these nice things (and I already praised him in the past):

It’s probably more correct to say that the rapid frequency of expansions enable us to react to the feedback rather than the other way around. We firmly believe in iterative design, where we have a system developed in staged deliveries, with the functionality constantly adjusted based on usage statistics and feedback.

Yes, they are probably the only ones to have truly understood the strength of the genre. The possibility to observe and react dynamically, try new ideas and slowly adding depth and substance to the game, instead of just stretching it till it breaks. Iterate, observe. That’s the utopia of game design made concrete. The “living worlds” done the right way.

Finally there’s a rumored “graphic update” that should also arrive before the year is over. Here I really don’t know what to expect because the graphic engine does already its duty at the best of what you could expect and I don’t see how it could be improved. There are some major glitches that I’d like to see solved, like the flickering textures and the wrong FOV that makes all the objects at the margin of the screen appear distorted (for example the planets look elliptical instead of… round), but nothing that would really justify a graphic update. Maybe larger textures on the ships? They already look gorgeous, imho. If it was for me I would allocate resources to make the graphic representation more meaningful and consistent (the second idea in the link), but I’m still curious to hear more details about their plans.

We probably won’t know anything else till around May, when the third issue of E-ON (Eve-Online’s paper magazine) will be out.

Interesting stuff going on. I wish I could say the same for the other companies out there who just seem to reheat the same food without really impressing anyone anymore.

Lum is with the Koreans

Yeah, I think he is aiming right at Kim Jong II and then the conquest of the world. Or maybe the western port of Jogurting.

Why, oh why he had to refute my guess?

I was SO absolutely sure of it. I was all grinning and expecting loads of cookies moved in my direction. Instead no, I was wrong. Come on! My guess was so much more reasonable!

Bah. Now the curiosity goes up instead of down. NCSoft is like saying everything and nothing. There are different studios over there and projects with each completely different approaches.

I’m REALLY on a blank slate, I’m not on any currently announced or even rumored project.

I wonder if this means “I’m working on a brand new project starting right now from scratch” or “I’m currently unassigned and just keeping this chair warm while rubbing my hands in delight”.

EDIT: It’s the first:

Currently I’m at NCSoft, working on an unannounced project in the very early stages of development.

No more speculations. I suck at doing them.

And btw. I’m past purple of envy. I hate you, all of you.

“Lost”, a delusion

“Lost” that popular american TV series that should be at season 2 over there, arrived yesterday in Italy for the first time and I was anticipating it since I usually like the hyped series coming from the USA. They are usually damn fine products, like “Desperate Housewives” that arrived also early this year and that I loved.

Instead this one was a delusion (at least the “pilot” episode). There’s an excess of stereotypes and I was able to anticipate nearly all the scenes just before they were going to happen. So predictable. At every scene I reacted more with “eye-rolling” than the intended “ohh, surprise”.

It is a shameless rip off of the japanese “Battle Royale”. It has the exact same scheme and feel, the exact same use of narrative structure and expedients, like the mix of different characters that don’t know each other and then the use of nifty placed flashback to reveal part of their stories just before the character is involved into something in the main plot. Making the audience connect & sympathize a moment before something horrendous and life-threatening happens to them.

It’s still a big and bloated “survival game”, the parody of the modern “reality shows” used as experiments to study the human beings and use them directly, reveal them with the purpose of the show and entertainment. The “spectacularisation”. “American Gladiators” or “The Running Man”. It just replaces “Battle Royale” expedient of “have to kill each other to survive” with the stereotype of predestined people on a airplane. “Lord of the Flies”.

Basically there’s nothing original if not a nearly infinite list of stereotypes and references. Borrowing hands down from sci-fi and horror expedients to “conceal” and keep up the tension. Joseph Conrad’s “Heart of Darkness” is another one, the expedient to never let you “see completely” to build up the tension (also “Alien”) and the shaky camera + “close up” of a terrified face taken right from “Blair Witch Project” (the trick of not-showing, or seeing an horrified face but not seeing the object of horror).

A big, huge, bloated stereotype. With the people on the airplane that have to go through a series of “tests” to demonstrate who they truly are. I believe you have a long series of bestsellers with a religious theme over there where the book begins exactly with some people disappearing on a airplane. Basically it’s just “Battle Royale” adapted to the style and the american public. Made more mainstream and accessible.

What does all this demonstrate? How predictable we are and what the public loves. The series seems to have a big production with a very, very good screenplay. Thick plot based on nothing but the impression there’s a lot going on (I wonder what happens when the mysteries start to get revealed and the public deluded). Money + good technique + stereotypized plot based on the characters and their different personalities.

It just works if you stay at the game and don’t really try to think at how predictable it is.

I believe that many if not the majority of the woes in this industry are imputable to people sitting on the wrong chairs

A stab at Raph, part 2 :)

This time less flaming but still strong and provoking (I hope). And again a direct reply.

By the way, I throw in another heresy: I believe that in a company everyone should be paid equally. From the president to the tools programmer there shouldn’t be distinctions of merit. “Game designer” shouldn’t be a promotion from another level, it’s just a different duty, equally important and fundamental. Hierarchies within a company are a big mistake from my point of view and the first reason that brings to my accusation in the title. People should strive to do in their life what they do better, not what is defined and then perceived as more qualifying of the personal value.

Problems start from there and bleed all over the place.

Actually go and reward more those duties that are always disqualified and noone wants to do.

Invert the ladder.


Hmm.. Hmm..

I’ll have to think more later about this. I read it as if those four steps work in a hierarchy, where you are free to choose one and put it at the top, dominating the others.

I’m not convinced by the last two because you bring the example of your “healing game” for the metaphoric level which instead I consider JUST mechanical. And I also think the narrative level blends with it. I find hard to separate the two.

The point is that I see those levels much more dependent one from the other. Your “healing game” instead was a metaphor completely independent from the mechanical layer (spurious). So, that example started from the metaphor or from the mechanic?

I see the whole discussion like this: if it started as a pure mechanic it would hardly translate in that type of metaphor. I mean, If I have that mechanic I’m probably going to present it in a different flavor when I go to choose which metaphor is more appropriate. If instead it started from the metaphor, well, again I would design the mechanic to be MUCH different and more appropriate to the metaphor. To achieve better the communication of that metaphor.

Which also means: despite I recognize the hierarchy, sometimes the result is the same whether you start from the end or the beginning (as things are connected).

So, from my point of view, you can take it either way and that example is still something that doesn’t make sense.

– Were I to do a game “about healing” I would be starting with the metaphor.

If this is true, it means that the mechanical level would STRONGLY depend on the metaphor. Again following the model as a hierarchy where you decide to start from the metaphor and, from there, figure out the other parts. Tabula rasa. You start from a blank paper, set a point wherever you want, and then start to draw the first lines. The rest will be progressively derived accordingly to what is on top of the hierarchy. So everything is connected.

If you see them as hierarchies, I agree that those level exist and they are always ALL present in every game. I also agree that you can freely reorder the hierarchy as you want. We have concrete examples for every possibility.

That said, I believe there’s a “bias” and we are definitely, unavoidably going in a precise direction that is the one of the metaphor (the one I’d say should be higher on the hierarchy). Even the cinema started with the technical experiments to then move to bring up the emotions. I see a definite progression where the mechanical level will be progressively overshadowed and enslaved by the other levels. For example there are “narrative techniques” to obtain certain effects, but these techniques are bent to be functional to the narrative.

Games in general have always been more tightly connected to the mechanical level, also because they started from the *interaction*. But I think that, whether we like it or not, we are going toward the emotional, symbolic level where the mechanics will become progressively hidden. As with the use of computer graphic in a movie, the best case is the one where you don’t see it, where this technical level becomes completely functional to the narrative needs. As I wrote in the post you linked, we are made of symbols.

Let me rephrase: games in general has always been more tightly connected to the mechanical levels, because there’s a definite predominance of programmers and because “game design” has always been considered superfluous.

I believe that many if not the majority of the woes in this industry are imputable to people sitting on the wrong chairs.

The more we’ll see genuine game designers and not programmers-recycled-designers (through the social treadmill called “promotion”), the more the games will start to shapeshift into something else. And the technical constraints will loosen up.

When this will happen games will finally truly become a “medium”. Hopefully shying away from becoming completely autoreferential as 99% of the garbage that arrives on TV and instead telling us something valuable about ourselves and the world outside.

This breakdown is, perhaps, why game designers must be multidisciplinary.

I continue to disagree on this point. Game designers “may” be multidisciplinary. It’s surely useful and helpful. But not “obligatory”. That’s just blindness from my point of view.

Knowledge can help but it isn’t everything, nor what is truly important. As you don’t need to go to a writing school if you want to become a writer. I just refuse to codify this, there are many different approaches and the game designer with the most knowledge isn’t going to be the one univocally making the best games.

He’ll have an advantage, but I wouldn’t give that advantage a fundamental role.

Actually I’d say that designers should know the less possible about programming, if not the general ropes to be able to comminicate with the actual programmers and share the same language. But they should retain a very high-level approach to it. Another person should have the duty to connect the two and define the systems more suitable to reach the goals set.

Not because knowing the programming would be useless, of course, but because it becomes also a danger. It strictly codifies the way you approach a problem. It becomes a cage that isn’t always easy to escape. Having different points of view is important, but you risk to get trapped into one.

EvE – Good patch, bad patch

I don’t know how much time I spent playing with the char creation of the new races, but it was really hard to make a choice. There are so many awsome-looking combinations and so great characters.

I’m really pleased with the final result, though. I love her so much. These portraits make you really want to try to roleplay.

I think she is going to be nice with you ;)

That said, I also had to spend as much time with the char creation as to wrestle with the tutorial. The servers are currently in a BAD state and my new shiny character gets constantly stuck (right now the server went down again) and swamped in all sort of exception errors, crashes and disconnections. The tutorial goes crazy if you get desynched with it and it wasn’t simple to un-stuck myself in a number of situations.

The newbie system is insanely crowded but I guess things will get better as the shiny of the new races will wore off. It’s still fun to see noobs blowing up on a not so clear step of the tutorial where it asks you to “try” to shoot to the station but WITHOUT confirming the action. CONCORDOKEN!

Eve just hit 106k of subscribers (mostly thanks to the double accounts promotion, to be honest), but I hope the new players have the patience to wait for the situation to settle down. Right now it is not too pretty and the problems add to the already steep learning curve.

I don’t think the average player knows how to wrestle with the tutorial, read the symptoms of something going wrong and clear the client cache files to get unstuck (when getting unstuck is a possibility).

Catass for a day

Right now the WoW’s test server is up and you can “transfer” to it not your “main” but a set of premade characters for all classes. These are already fully levelled, skilled and equipped (with some epics). The dream of the insta-60. If you want a taste of a class you never played, now you can.

As you log into the starting dwarf/gnome zone you don’t see a bunch of level 1 chars, but a ZERG OF PRIESTS all looking the same (plus some warlocks).

I was in early today. I think seeing a bit of snow is asking too much, it was sunny as it has never been in Dun Morogh.

Catass for a day… If you manage to wade through the queue, heh:

I think soon we’ll need a queue to enter the queue.

EDIT: I assisted to the best duel I’ve ever seen (btw, Dun Morogh is sunnier than yesterday) between a druid and a paladin. It went on for more than five real minutes and it was one hell of a fight, with both trying all sort of different strategies to overpower the other. Long fights that don’t end in two hits are so much more fun, you finally have time to play the game instead of just fighting the lag nuances.

PvP in some games is like precocious ejaculation: as the fun starts you are already done.

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