Showing posts with label thesis. Show all posts
Showing posts with label thesis. Show all posts

Sunday, April 1, 2012

Against Puzzles?


(I was going to do a "Radiator 1-3 is done" post for April Fools, but it hurt too much...)

We had a public playtest of me and my teammates' VVVVVV-FPS thesis project, "Souvenir," with a bunch of New York City junior high / high school students -- and I don't know if you've ever been to a New York City public school, but these kids generally speak their mind (to put it mildly) and they're ideal playtesters. I also had a few interesting conversations with them. One of them asked what the goal of the game was, so I started trolling / engaging them:

Well, when you go out for a walk, do you have a goal? No, you just walk because you like walking.

"Yeah," she said, "but if all you do is walk around, it gets boring after a while. I'll stop playing." Well, that's fine, then stop playing.

"Plus," her friend says, "I'd just play it once. And then it would gather dust on my hard drive." That's fine. Play it once and delete the game then.

"But like, if I wanted to walk around, I'd just go outside." That's fine. Then go outside!

They're so young, and already they're perpetuating the same messaging from massive industry interests: that the "realism of games" competes with the realism of reality, addictive games are better games, clear goal structures are best -- and retention, retention, retention. That's just one way of thinking about games, and they've already locked themselves in that mindset. They've been indoctrinated.

Thursday, September 22, 2011

On process intensity and procedural narrative: either don't try, gameify, fill a plot, be bushy, tell a world or pass the buck?

For my master's thesis (no, not Pilsner, though I still like the idea and I'm going to re-work it more as a single player puzzle game) me and my design partners are trying to tackle a Holy Grail of video game design: procedural narrative. We're crazy stupid for trying.

How can a computer generate, whether in-part or in-whole, a meaningful narrative?

Back in 1987, Chris Crawford coined the term "process intensity", or "the degree to which a program emphasizes processes instead of data." Greg Costikyan used this idea to analyze what he argued was the low-hanging fruit, the data-heavy applications the game industry was and still is pursuing, such as more polygons, more shaders and more uncompressed rendered cinematics, etc. He proposed Spore as a new hallmark in procedural generation... then two years later, we all actually played Spore and wanted to forget a lot of it.

I still think the idea is important though, and I want to use it as a lens to analyze approaches to procedural narrative.