This one might be a biggy... so get some coffee, a nice pillow, and prep yourself for a long read, one that will cover a lot of ground/topics...
For the better part of my life I have wanted to do something creative... it started with art, or more specifically drawing. From drawing comic book characters, or my favourite sports stars, I loved sitting down for hours and just drawing... breaking down an image that I thought to be awesome, and trying to recreate it while adding a bit of my own touch... making it my own in a sense.
As I got older I started playing more and more video games. I loved the way that they looked, moved, and allowed the player/user to interact in a way that comics, toys, tv and movies couldn't match.
So the next step from here seems inevitable right? Start drawing video games. I did. I would start drawing characters from all sorts of games... Mortal Kombat, Sonic, Mario, you name it... I even tried drawing the players from NHLPA Hockey '93 because at the time I thought that game was so amazing I was obsessed...
When I was a teenager I started telling myself I wanted to be an artist in the games industry more than anything... even more than an NHL player... (that was likely due to the fact that I had been told by a lot of people at the time that I wouldn't make it to "the show"... and knowing my family didn't have the money to put me into higher caliber hockey, I just figured those people were right). My biggest problem with this new dream was my shortsightedness and stubbornness... I refused to do homework, even in art class... I had the "invincibility" of being young and somewhat talented... my ego was very strange back then... So while I should have been learning about art history and the theories and practices of some of the world's greatest, I was convinced I would make it on my own with my own talent and ideas... I dodged university and more or less told myself that I would make it big just because I was me and people would like what I put out there. Unfortunately, during my early 20s my creativity took a major blow... I almost completely stopped drawing for years...
Then one day, after coming home around 2am after working two 8 hour shifts at different jobs (both jobs being selling video games), I signed in to MSN and an old friend and former co-worker at one of those game selling jobs pinged me and mentioned he was working at EA as a game tester. I knew he had headed out there a while back, so it was cool to catch up with him. Over the chat I explained I was starting to realize I wasn't quite going anywhere with my jobs... I was successful at them, to the extent that I could be in a retail chain selling games at least, but I wasn't moving towards anything I wanted to call a career. And, while I was working with video games, I was a long way from doing what I hoped to do when I said I wanted to work with/in the industry for a living.
He mentioned that he might be able to pass along my resume to some of the hiring staff at EA. I immediately got a resume ready and into his hands the following day. A few weeks later, the job posting appeared on EA's website and I jumped right on it and applied again, this time "formally".
To shorten this history lesson, I got the job. I started back in May of 2005 and have been working in the industry in various positions in the QA department at a couple companies since.
Like several people who get into the QA department of a game development studio, I was using this as my foot in the door, my launching point for something "better"... something in a creative position...
I wanted to create games... I wanted to be a producer, or what is now commonly called a "game director"... the creative lead on a project or brand. The person that holds the vision of what that game will be when it lands in the hands of the gamer.
Let's take a short time out now to step back a few years...
I remember being about 17 years old... a couple games were set to come out. One of those was "The Legend of Zelda: Ocarina of Time" for N64, the other "Metal Gear Solid" for the PS1. I owned both consoles at the time... but I was definitely still a Nintendo fan at the time... not to the point of fanboyism, but I definitely gave my N64 more attention than I did the PS1.
I started playing both around the same time... but I found myself getting very involved with Metal Gear Solid. I stayed up until 5am one night playing the game, then beat it the following night around just after midnight and immediately yelled at my brother to come see the ending with me (he wasn't really big into games at the time so I wasn't spoiling anything for him). The game was awesome! It found a way to blend fantasy, sci-fi, and tidbits of reality into an over the top story, that I would have a hard time believing today (mainly because of the crazy boss names/characters), but a story that I couldn't pull myself away from. When I think back to the game, I remember watching in awe of some of the cutscenes... these were mostly the ones when Snake first finds Otacon (Hal Emmerich) in the locker in the lab.
Otacon begins to explain to Snake what has been going on in the lab, and the cutscenes start rolling (yes they are lengthy, but they were so damned good I didn't care... in fact I rushed certain areas of gameplay to get to the next cutscene) explaining studies being done in the fields of genetics around the world, nuclear arms races and the history between certain nations, the cold war, Water Gate, etc. I was a decent student at that time... I was doing pretty good in history/social studies, but I found the way my teachers were delivering the info/material to be incredibly boring... it wasn't stimulating me at all. Very rare were the moments where I said, "I want to go home and learn more about that". But this game was doing just that. It had opened my eyes to certain issues around the world that I was more or less completely oblivious to. Yes, I am aware that these issues were presented in a fictional setting, but the seed was planted in my mind... the issue existed in the real world as well, and now I was curious. I was finally starting to get the appeal of the Tom Clancy movies my dad was always watching, but I found to be boring as a kid. They work off the same premise, use real world issues or conflicts to start a fictional tale. Using the real world places, references, etc, that the brain can make a connection to is a perfect way to get the audience into that "willing suspense of disbelief".
After finishing Metal Gear Solid once, I picked up the controller again (after the cool phone call post-credits, of course) and beat the game a second time the following day (using the tuxedo :-)). After the second time I was still so immersed in the game that I chose to play through a 3rd time, even after seeing both endings. I played through the 3rd time, saw more cool fan-service type easter eggs and loved the game just as much as the first time I played it.
So, now what? Well, I picked up the N64 controller and started to play Ocarina of Time of course! Except, then I put it down... the game couldn't capture me... at least not the way the previous Zelda games had. At first I thought it was because this new Zelda game wasn't quite as good as the others... after all, "A Link to the Past" is a tough act to follow. Then I wondered if my nostalgia for those older titles was making me think they were better than they were, but I went back to them and loved them for what they were... It was then that it hit me...
I now had a greater expectation for what games could and should be for me, for any fan/gamer, and for the industry.
Before Metal Gear Solid, I had wanted games where I could just run and jump and kill enemies and feel powerful. If the game had those basic elements and they were polished up, I was content with my purchase. But after MGS, I was looking for something more. I wanted a game that made me think about things differently. I wanted games that opened my eyes to issues I was previously unaware of. I wanted games to pass on knowledge or a message about the world around me. And unfortunately Zelda wasn't that game.
Now I know what you're thinking... "you never finished Zelda: Ocarina of Time"???? I did. but it happened nearly a year later... after I realized there weren't any other games out there that would do the same things that I loved about MGS so much, I returned to my other games and played them. I loved Ocarina, but for different reasons. It's gameplay was fun and I enjoyed the puzzles again, even if they were more or less just 3D versions of similar puzzles in the old titles... and maybe that's why I did enjoy them.
I understand that not everyone is looking for what I am looking for in a game... but I figure if I am looking for these things, and I am a pretty average guy, wouldn't that mean there is a sizeable audience that is looking for something similar? Maybe, maybe not. I am also aware that several gamers out there play games as a form of escapism. They come home from school, work, family, whatever life throws at them on a daily basis, and they want to escape their reality and dive into the role of a hero character, or possibly a villain character. They probably don't want to be playing a game with a bleak, financial crisis, or wars in countries where they may have friends or family members fighting. It's a form of therapy for some. That being said, I know of people in those exact situations I mentioned above for not wanting a game to touch on those subjects that would love to have a game that touches on those issues because they can use their game character to make a difference, or do something they maybe can't in this life for various reasons.
So, this brings me to my 2 big issues now...
1) Ever since MGS, I have wanted to be able to make games that have those messages, or bring awareness to issues that many may not be aware of. I don't want to make games that preach my beliefs or push my agendas, but rather bring awareness to issues that affect everyone. And that's it. Awareness. From there it's up to the gamer playing the game to make that decision to pursue it further, tell their friend, form an opinion of their own, or completely dismiss it as something that was entertaining or not.
I believe this is one of the things that is holding the gaming industry back from reaching that benchmark/milestone of being considered seriously as "art" by most... the fact that most people that are not playing the games look at them and say "that's just senseless violence" or "what do I take away from this?". When you look at other art forms, for the most part they have a section or genre that is dedicated to awareness or messages. In photography, it could be a collection of photos on a particular topic, person, cause, etc. In painting or sculture, the same can be said. In film, it's usually in the form of documentaries, but also in fictional stories.
One example I like to use for film, that had a great impact on me when I was younger was the movie, "Philadelphia". When I first saw the movie, I was probably about 11 years old or so. I had never heard of AIDS or homosexuality, aside from completely inaccurate and inappropriate comments in the school yard. I had no context for their actual meaning or what they actually were until I saw this film. At the time, these 2 topics would have been considered taboo by many. After seeing the film, I suddenly found myself feeling incredibly satisfied. Not only was it a phenomenal story, and movie, but I walked away from the movie with a better understanding of the world and the people around me. It was a story that taught me, regardless of what our personal choices are in life, or our beliefs, or who we associate with, or if we are sick or healthy... we are all humans. We need to help each other. We need to look after each other. Whenever we discriminate for any reason, we are hurting everyone. The race takes a step backwards.
I have seen this movie countless time since that first time. Each time, I grow more fond of it. I see more subtleties in the actor's portrayals of the characters, I see more of the human story each time, and I love it for that reason.
I also love the movie Syriana, for similar but different reasons. The movie does a fantastic job of showing several characters lives and how they go about them, in their own little worlds, and then shows how it all comes together at the end. How all of their stories intertwine and affect each other's even though they were completely oblivious to each other's existence. It's one of those stories and movies that really shows the bigger picture.
Now, of course there are hundreds of movies that do this. I am always looking to find more (send me your suggestions :-)). And I know there are a few games that have some underlying tones... but I really want to see games make these kinds of leaps. I believe it's necessary for the industry to reach that next level of storytelling and audience immersion.
So, while there are great games out there, many of which have some underlying tones and themes that some people get... games like Metal Gear Solid, Ico, Shadow of the Colossus, BioShock, and Mass Effect... I would like to see not only more of these types of games, but I would like to see them tackle bigger issues. Recently, Far Cry 2 brought up the topic of Malaria, a serious issue in parts of Africa. After having only played a small amount of Far Cry 2... I don't think it's doing what I was hoping for... instead of calling attention to the disease, it seems like it's merely using Malaria as a naming convention for it's in-game health system. (I could be wrong on this so feel free to call me out if I am)
2) Well, you had to know there was a reason for all of this right?
I've mentioned above that I believe that for someone like myself, a 27 (nearly 28) year old, male gamer, I need more substance to my gaming stories and themes going forward. Part of that is due to a maturing taste in content. Also as mentioned above, this applies to movies as well for me... not just games. But, there had to be something more personal for all of this right???
BINGO.
And here's where things get a little rougher...
During my senior year in high-school, just before christmas, my mom came to my brother and I with some very bad news. My aunt, my mom's sister who was also my brother's godmother, was diagnosed with terminal cancer. Up to that point I knew almost nothing about cancer. I had heard of people that had it, including my favourite hockey player, Mario Lemieux, but otherwise was pretty oblivious to what it actually was and what it did. We were told my aunt only had 3-6 months left to live. It was incredibly tough on the family when she passed. When she had passed, I had actually learned a bit more about the illness, but still felt confused and had no idea how to deal with what had happened.
Actually, one year earlier, I saw one of my best friends lose his cousin, who had gone to school with us for years, to cancer.
About two and a half years ago, in the spring of 2006, I was working away as usual at EA. As I was filling out some spreadsheets, I saw the 'email received' notifier from MSN/Hotmail appear in the lower corner of my screen. I saw that it was from a friend that I hadn't spoken to in a while... my heart sunk and I felt lightheaded almost immediately. I was positive that I knew what happened before I even opened Hotmail. I opened my browser to Hotmail and saw the title of the email. One of my best friends since I was a kid had just passed away from cancer. This is still to this day one of the toughest things I have had to deal with or talk about. I had known for a while that he had cancer, and was upset that I was unable to see him during most of his battle. He was living in Ontario when I learned he was diagnosed. I remember when I was getting ready to leave Winnipeg to move to Vancouver to start work at EA, he was able to make it out to my going away party. I hadn't seem him in a while. I was beyond happy to see him even if it was just for a few minutes. He was telling me at the bar that he was feeling pretty tired and weak still. The doctor's had to remove part of his quadriceps muscle to remove the cancer from his body. It was really tough seeing him using the cane. but I was ecstatic to see him doing better at the time. When I got home about 6 months later to visit for christmas, my dad apparently told me at that time that the cancer had come back and it didn't look good. When I got the email of Chris passing, I felt like I had been blindsided, but my dad insisted he had told me... I didn't believe him... how could I have forgotten hearing news that my best friend had terminal cancer?? When I think back to that time now, I actually do recall the conversation with my dad in my parent's living room, looking out to the driveway... I can actually picture everything, crystal clear now... It was one of those moments you usually only hear about in movies or tv, where the character completely blocks something from their memory because they don't know how to cope with it, or it's too painful to think of...
I apologize, I didn't intend for this to get too emo... but there is a reason for all of this.
I have set out on a mission over the past year to bring awareness to certain issues I am concerned about in the world, that I feel more people need to be aware of... via video games. I want to present these ideas in a format that the largest possible audience can jump in and GET. And from my experience, you find the medium that people relate to, and you adapt your training to that so that it sticks. Given the way the 18-34 demographic keeps itself busy these days, I feel that video games might be the best approach.
I believe that by having these issues brought to the forefront in games, whether it's directly calling out the issue, making reference to it enough that people make the connection, using metaphors to demonstrate the issue or the struggle, etc... games can be a new way to bring these issues to the masses. It doesn't have to be so invasive that it detracts from the ultimate goal of these products... entertaining the audience, but what if you learned that your favourite game was actually a metaphor for what a human body goes through when fighting off a condition or disease? What if the game you love was actually teaching you something about the issues that are plaguing our planet? Maybe it's something like you are a modern day Robin Hood who is trying to fix the world hunger crisis? What if game developers found a way to take proven gameplay and place it around a story that actually mattered beyond kill the alien invaders?
I would LOVE to see a developer make that leap. Even going to the point of building a codex or reference chart that the player could see after they finish their gaming session, like a score card. Imagine playing a game like Halo, and after you have killed an enemy, a little icon appears in the corner of the screen to notify you that you have unlocked something new in your vault. After you finish playing, you return to the menu screen and open the "vault" screen to see that you killed Enemy X. An image and description of Enemy X are present. By selecting the enemy from the list and clicking on them, a more detailed chart comes up and the text informs the player that the enemy is actually based off the effects of the HIV virus on the human immune system. The player still gets all the entertainment they expect from their favourite game, but is also now more aware of how one of the most deadly viruses on our planet functions. What about Metroid games mentioning something about a brain condition like a tumor or aneurysm? With some luck, this might get this player to get off the couch and start learning more about this virus and illness, or maybe they say they will start to donate money to research... maybe the developer takes that step for them and says "we'll donate $1 from each copy sold of our game towards charity Y". Some may argue that creating games or enemy behaviours based on these things that kill or impair our friends and family members is insensitive, I would say how is it any worse than having enemies based on stereotypes and other people who kill each other? At least with the ideas I mention above there is some learning involved. If someone made a game and told me "this is our interpretation of how a person's internal organs combat a disease" as the premise of a game, and I knew someone who was suffering from that disease, I would want to play the game to learn more, or maybe it's the ice breaker for me to learn more through that person. I can ask them, is it accurate? Trying to understand more about what they are going through. What I can do to help them or the cause? These are just a few examples of the ideas I am looking into and hoping someone in the industry is thinking of too.
So, with all of that said... and like I said, it was going to be a bit all of over the place, I don't want to reveal much more for now... but something has been in the works with myself and some friends and coworkers for close to a year now. I believe we have a pretty solid foundation on which we hope to keep building on going into this new year. With some luck, a lot of hard work, and maybe some good timing our group hopes to make a presentation to a select few closer to spring of 09.
That's it for now... I touched on a lot of subjects in this post, some of which I have spoken to various people about in the past, others not so much. Either way, I am hoping that anyone who reads this post chimes in with their comments and thoughts on where we, as an industry, are headed...
over n oot,
b
Nolan North, You Are Not Samuel L. Jackson
15 years ago
5 comments:
Thanks for writing, Billy. It can't have been easy to unload all of that in such a public setting as a blog, where anyone with a Facebook notification would receive word of its existence.
First, I agree with you. I think that games and films that are allegories for real-world issues can be great. Contemporary games have become more like films, where messages and "lessons" can be embedded inside a story that's ostensibly escapist entertainment. While the player is having fun and enjoying himself, he doesn't realize that he is, in fact, getting an education or receiving a message. Japanese RPGs seem to understand this better than North American RPGs and tend to include such messages more obviously.
Raph Koster details many of the same sentiments in his "A Theory of Fun in Game Design" and wishes more developers would create games that are more educational to players without being preachy or like a math class. The player should, ideally, not even realize that he's being taught anything and, while his mind is vulnerable, pick up and retain the lessons the game is teaching. He wants games to be more socially aware and developers to be less afraid of taking risks in storytelling and gameplay. I think that is a very noble desire to have.
On the other hand, however, I think that making a game with a message, whether it's a subtle well-crafted one or an obvious hit-you-over-the-head-with-a-hammer "DRUGS ARE KILLING PEOPLE YOU KNOW" type message, is extremely difficult and not a reasonable goal for many in the videogame industry. In the 80s, arcade games in the U.S. were legally obligated to include an anti-drug splash screen. Did that stop anyone from doing or trying drugs? Doubtful, even though "winners don't do drugs" is a fine sentinment. Similarly, many television programs aimed at children, including cartoons, had to have a certain amount of "educational content," usually taking the form of an epilogue where the show's character talks about the lesson to be learned in that episode. Did anyone actually learn anything from those? Did any viewer retain the lessons learned in those epilogues, or in the "One to Grow On" segments?
I would say no. I believe that more can be done through the application of solid writing and storytelling, in any medium, than with videogames specifically. A talented writer can make the reader/viewer/player think about what he's playing and how the story plays out. A talented writer can subtly tease the player with story progression until a climactic moment that the player will (afterwards) realize is a "winners don't do drugs" lesson and ask for another in the next level.
The secret, I think, is to make the story so entertaining and engaging that the player is vulnerable and open to suggestion. Then, whatever message the developer wants to convey can be more eaily "implanted" within the player's brain. Look at games like Shadow of the Colossus or Portal or, heck, even Cadillacs and Dinosaurs--games that are beautiful, entertaining and even makes the player think a little about things. Heck, I learned more about environmental issues from Cadillacs and Dinosaurs than from Captain Planet, mostly because, hey, dinosaurs are everywhere and resources are precious and, hey, cool car, Jack Tenrec! Captain Planet was an entertaining show, colourful, and with interesting characters, but it was very obviously--too obviously--designed from the start to have an environmentalist message, and that made it less effective in conveying that message.
In closing, I believe that creating games with socially-conscious themes and educational messages is a good thing. Videogames are a huge part of kids' lives, and even as adults we can learn something useful from games like Metal Gear Solid. There are even educational games that keep kids with cancer engaged and give them a focus other than their disease and their pain. But I don't think that games are necessarily failing at doing that already. You obviously have played games that have affected you tremendously, and I've been very impressed by games with great stories (RPGs, mostly). I think we, as an industry, are doing fine. Just as you only see a great film every once in a while, games which have the potential of changing people's views are quite rare, and rightly so. They wouldn't be special or notable otherwise.
Greats points, Stan!
I'm actually really pumped to see that you quoted Koster's book, since I've spent the entire holiday break trying to get my paws on it. It came recommended by some folks at the studio that I have a great amount of respect for. As of this writing, I am finally breaking down and ordering it online since the brick and mortar shops in town are all sold out.
I'm someone ashamed to admit this, since I work at a company that makes RPGs, but I kinda called it quits on most RPGs after Final Fantasy VII. Like many other gamers out there, I fell in love with the characters, the setting, the story, just about everything about it... I walked away from that game and felt this feeling of "nothing is going to top that...". Unfortunately, as far as RPGs went for the next few years after that, I was correct. I couldn't get into FF8, 9, or 10 due to what I believed to be poor characters... and the art style turned me off right away. I'm a real art driven guy, so if the art isn't something I can get on board with, I usually walk away, which I am sure has caused me to miss some great games. Also, like many I found myself with less and less free time as I grew older. This meant epic long games suddenly didn't get as much of my game spending budget since I wanted to play more games in a shorter time rather than only a couple games a year like I had as a fund-strapped teenager.
I really enjoyed FF Tactics and Front Mission 3 though. Actually Front Mission 3 is still an amazing game in my mind, for many of the same reasons I got so involved with MGS1. I keep meaning to pick up the DS and PSP versions of those ones for road trips.
I think for me, one of the issues that I discovered during my rant last night and over the past few years is that players can only seem to expect these solid stories with morals, messages, themes, etc built-in with any care or success in epic, long RPGs. While RPGs are more popular than ever around the globe, thanks to studios like SquareEnix (Final Fantasy, Dragon Quest, countless others), Konami (Suikoden), Bethesda (Oblivion, Fallout 3), and BioWare (Baldur's Gate, KotOR, Jade Empire, Mass Effect, etc), they are still a bit of a niche market. Games like Dragon Quest may sell 5-8 million copies in Japan, but they don't always make it to North America or Europe.
On the other hand, games like Halo, Gears of War, Resistance, and Mario games sell millions copies but rarely does someone walk away from those games with a feeling that they have learned something, other than how to kill an alien or stomp on a mushroom shaped enemy.
I understand that not every game is going to over some sort of greater understanding of the world around us. I understand that not everyone wants this in their games. But what if the people who say "I don't want a story like that in my games" are only saying it because they haven't seen it done well? Even as a kid, I said the same thing... I didn't want to be bogged down with a wall of text or long cutscenes that took me out of the action... until I saw it done right. Humans are strange creatures... at least from what I have seen. If a person doesn't have something, and doesn't necessarily know about that something, they may never want it. But if you give it to them once, they may latch on to it, they may not care. The next time, take that thing away from them and suddenly they want it and demand it be replaced (obviously there are exceptions to this rule, as with anything).
So I guess my question would be... Why can movies do it, but games are still having problems with it?
Here's what I am getting at. For movies, you can have a summer blockbuster like The Dark Knight or Transformers, both made to appeal to the masses with explosions and cool, over the top characters. But underneath all of that, you still have these great messages that come from the hero, or the struggle... much like you would expect from some of the artsier films, or even something like Children of Men, Wall-E, or Syriana. Another fantastic movie for getting people to think a bit more, but falls under that summer blockbuster heading... The Matrix.
It may be that movies have found a way to almost "standardize" their format to a certain point... trying to stay in that 90-150 minute range for the most part, or that most of the better movies could probably be broken down into the "Hero's Journey" story structure (lots of games do this as well, but they typically are the RPGs, and yes in theory if you dig deep enough almost any movie or game will show signs of this "formula")... maybe it's something else...
Anyway, with all of that on the table... I am gonna go run some errands (try to find GoldenEye 64 :-)) and then sit down in front of my Xbox 360 and finally sink my teeth into Fallout 3... I have very high hopes for this one.
b
Hm. A lot of stuff to think about. I'm only going to tackle the "why aren't games doing this?" angle, and even then I will do so in a bumbling, make-it-up-as-I-go-along fashion. But it is something I've been thinking a lot about.
I think it is possible for games to be insightful and financially successful. I think Stan nailed it by suggesting that you do this by making the game fun first, and educational second. The learning is there for people who want it, but it doesn't get in the way if you're not interested. It lures you to the knowledge; it doesn't feed it to you.
But games don't generally do this.
Why not? The additional cost of adding 'insight' to a game isn't probably a whole lot, dollar wise, compared to advertising, art, programming, and the rest.
I think it's because companies tend to make the games that they think will sell rather than the games they want to play. The problem is that the two are really the same thing--if you make the game you want to play, then there will be others, many others, who will buy it. But when you try to make a game that sells, ignoring what you like to play, then you resort to tired ideas and careless formulas (I like formulas, but they need to be followed with inspiration, not obligation). You get yet another shooter, yet another platformer, yet another gangster sandbox.
Market success for entertainment products is hard to predict when you just look at the money. You can look at car parts and say "Making X car parts will likely earn me Y cash." The same isn't true with entertainment products, so money men get nervous and stick to the careless formulas. Because they're trying to make what will sell.
People who make what they want to play aren't worried about critical failure (meaning, failure with the critics) nearly so much, and that liberates them. Because they get to know the product, they know that it's fun, and they know that critical success will follow. There's still a whole lot of luck (and skill) involved in turning critical success into financial success, but you'll be confident that you've done the best you can by making a game that people will enjoy playing.
I suppose I shouldn't get too much into the financial issues when the original point was more games-as-art, but an idea without capital doesn't get a chance to be art. :P
Oh, there is one other real big problem in the games industry, I suspect. I think most games get approved before anyone has a good idea of what they will be. This is backwards. The world is teeming with good ideas. Don't fund a blank page. Find something brilliant and fund that. Inspiration is hard to manufacture, so start with an idea that already has it.
Again, interesting topic. Thanks for posting.
--That Mark guy who works with Stan.
Awesome post, Billy. You definitely need to do this much more often. Remember, it's an active tab in your Firefox! :p
I'm not going to a lot of words to this comment since I can only say "I agree!" so many times, but I will say that...
There are trends in the world. People move in waves. And sometimes, if you look closely enough, you can spot these trends - or, at least, pick up on *something* happening.
I say this because I think it's weird that you and I and bunches of others are "suddenly" talking about gaming immersion and enlightened game making and so on...
I know these conversations always occur but something is different about now. I can't help but wonder if somehow this is the equivalent of a bunch of us up in the crows' nest wondering spotting fog and birds on the horizon. Land ho?
I can only hope we're on the cusp of something special. :)
Thanks for the comments, guys! I have to say I completely agree with your comments, Mark. Again, I can't get into too much detail about my current project I am working on from home, but this is absolutely the plan and goal. Make the game so fun that people feel they "have" to play it... and when they are in that zen moment of loving a great, entertaining game, slip in the learning in the background... it's a trojan horse with positive effects :-D
I keep telling myself, if I can create an idea or gameplay that people find as fun as something like GoldenEye 64, Halo, or Gears of War and then slip in that learning aspect that maybe some will pick up on, and others don't that's totally ok. Why is it ok for someone to miss the point? Water Cooler Moments! I think we can all say that we've played a game (BioWare games are great for this), had one experience and told our friends about it at work, school, sportsplex, watercooler, etc, and then have our friend turn around and say "Wow! but did you see this? When I played I saw...". It's those moments that get those discussions going. Often times it's about something cool they saw an enemy do or something mindblowing from a gameplay or cinematic point, but I imagine it's only a matter of time before the learning aspects make their way into those discussions.
Bob, I gotta say, back in the day I had tried writing on a regular basis and it would work for a couple of weeks and then life catches up again and one of the first things to fall by the wayside is the blog... I think this time will be different though. So, if it's not to start awesome discussions like what we've had above here, it will serve as an outlet for random musings or rants going forward. Glad there are those that enjoy reading my ramblings for now though. I've bookmarked a lot of peer blogs lately, and I have to say I am looooooving ready what others have to say about the industry, trends, ideas, experiences, games they are enjoying and life in general! Greats reads and a lot of great info and ideas being shared!
Thanks again guys! It's these kinds of discussions that get me fired up and re-ignite the passion to continue working on amazing games!
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