Wednesday, November 01, 2006

Will Wright in New Yorker

Last week, after I mentioned Harper's and the Atlantic giving serious coverage to games, I wondered where the New Yorker was. Well, I should have just waited a few days, because this week's issue of the New Yorker has a profile of Will Wright centered around his new game, Spore.

You can read the article online here, so I'm not going to do a summary, but I did want to discuss a couple points of the profile that I found interesting. Expand, if you please.

First, the story covers some of the same topics as the Harper's serious games discussion, namely what role games can serve in education. John Seabrook, the author, explains how Wright showed him an email from a concerned professor. The professor writes:

Most of us are in agreement that this younger generation--raised on video games--has learned to be reactive, instead of active, and worse, they have lost their imaginative abilities and creativity because the games provide all the images, sounds, and possible outcomes for them.

Wright, of course, disagrees. He sees games as potentially more useful learning tools than the traditional lectures-and-schoolbooks model. He says:
I would argue that as the world becomes more complex, and as outcomes become less about success and failure, games are better at preparing you. The education system is going to realize this sooner or later. It's starting. Teachers are entering the system who grew up playing games. They are going to want to engage with the kids using games.

I think Wright is correct here and the professor sounds like a stodgy old grump. I don't have that professor's teaching experience to tell me what games do to imagination, but I have my own life experience, an experience that has been filled with videogames but is not lacking for imagination or creative endeavors.

I might also point to people like Wright, who live lives suffused with games but show the creativity to produce new and exciting things all the time. But I notice that Seabrook puts Wright in a strange category here, and by implication Seabrook seems to side with the grumpoid professor. Wright grew up before games, Seabrook points out a couple times. For example:
The enormous success of The Sims means that children today can grow up without having the hands-on model-making experiences that Wright enjoyed as a child, and that inspired him to make games in the first place.

So Wright didn't start off his life playing videogames--they didn't exist yet, after all--but that doesn't mean he has found the only path into making creative games. The implication is that model-making and play in the real world inspired Wright, yet the products of his inspiration will rob today's kids of the same thing. Bullshit, I say. I was a child of the videogame age. I had an Atari by the age of five and a NES at age 10 or 11. But I still played outside, built castles with bricks, played tag, had fantasy wars in the woods, played with action figures, and all the other imaginative games of a typical late '70s and '80s suburban childhood.

Otherwise, I thought the article was quite good. What I found particularly interesting was Seabrook's distinction between Wright's fascination with games and play, and a more stereotypical version of a creative type as being an author of grand ideas.
Wright is not a visionary, in the sense that he is not the author of a world view; he tailors his ideas according to the technical parameters of the simulation and the logic of games.

This sounded harsh to me at first, like Seabrook was saying that Wright should not be celebrated like Zola or Joyce, creative figures Seabrook name-drops at the beginning of the article. Maybe that is indeed what Seabrook intended.

But a bit later in the profile, this vision of Wright seems more nuanced.
When I asked Wright about Second Life, he said, "I think what you're going to see now on Second Life is people who will start to develop games--someone will invite other people to kick a soccer ball around, and it will go from there."

After this, I began to see how even if you granted Seabrook his point about visionary status, there was still something really great about Wright's world view. The guy really loves games. There's something about that that strikes me as very pure and admirable. Maybe he doesn't go on about the philosophical or psychological features of online life, but he sees ways to create games where people are and encourages people to explore and interact in those game spaces. I might just be interested in checking Second Life out if there was something like that there.

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Sunday, October 29, 2006

Halloween Movies: Enough With The Torture Porn

At a Halloween party this past weekend, the conversation turned to horror movies. Our host had set up a video projector and was showing Halloween-appropriate movies in the background. I brought my copy of Dead Alive on dvd, and one friend had to cover her eyes on occasion because of that film's crazy gore. "I like scary movies, but I don't like gory movies," she said. I happen to love both, but if I had to pick one, I might chose gore.

Yet it was with some frustration that I read a story on the state of horror cinema in last week's Time magazine. Actually, I'm quite happy that in the past few years, horror has been in one of its periodic renaissances. I just wish the genre would get over its torture jones. I get it. It is kinda weird to get your kicks by watching people get chopped up. But I'm sick of movies like Saw and Hostel that revel in their ability to make audiences uncomfortable. It is much too self-conscious, and it is just one part of what gore is about.

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Saturday, October 28, 2006

Saturday Freenis: Winter Games

Let this help you get ready for winter: Line Rider, a flash game at ThorGaming.com. It's not a traditional game, actually, more like a virtual physics toy. Maybe it invents the genre of sledding simulator? In any case, I find it terribly addictive. I never get tired of getting my little sledder up to speed and then launching him up a ramp into a ceiling directly above the jump. Take that!

I'd recommend looking around at some of the other games at ThorGaming. Lots of fun stuff there.

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Tigers, You Break My Heart

What happened? They defeated the Yankees, destroyed Oakland. We were riding high. Everyone back home was proud of Detroit. Then they look like a bunch of amateurs when it really matters. So many errors. I know it's just a game, but it feels like getting dumped.

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Thursday, October 26, 2006

Ghosts In The Machine

The November, 2006, issue of the Atlantic has a feature about videogames called Sex, Lies, And Videogames, written by Jonathan Rauch. (What’s with the thoughtful magazines coming out with videogame pieces? Where are you, New Yorker?)

The article is an interesting take on the attempt to broaden the appeal of games, mainly by improving characters. Most of the article is taken up with a discussion of Façade, a conversation-based game, or what the article calls “interactive drama.” As a version of the “are games art?” discussion, this one has a lot more reporting and details than most, which is nice.

However, the big problem of games like Façade is the AI, which, right now, promises much more than it delivers. And I’m skeptical it will reach the levels necessary to make a good game anytime soon. The article is not available to non-subscribers, so I’ll pull some choice bits for examination after the jump.

Here’s the main thrust of the article:

In certain rarefied circles of AI academia and video-game design, people sometimes theorize about a computer program that would combine the graphical realism of a modern video game with the emotional impact of great art. “Interactive drama,” the concept is called. It might contain artificial people you could converse with, get to know, and love or hate. It might engineer dramatic situations, complete with revelations and reversals. Entering this world, you would feel as if you had been thrust into the midst of a soap opera or a reality-TV show.

Apart from a minor quibble—I think a number of games have already achieved the emotional impact of great art—I think this is a fine goal.

As Andrew Stern, one of the Façade designers, says in the story, “There’s no drama genre, there’s no comedy genre … What exists right now are action movies, basically.” More comedy, more drama, nothing necessarily wrong with that. Rauch continues:
If videogames seem inhuman, that is because they lack humans. Their esoteric syntax is an artifact of a stunted environment in which blasting someone’s head off is easy but talking to him is impossible.

I have to admit: I’m immediately struck by a defensive impulse. Why do we need deep drama from games? The background assumption seems to be that games are limited. Why can’t we let them be as they are and do what they do best? People don’t bemoan the lack of comedy in sculpture. Are we trying to shoehorn things into a medium in which they don’t fit? I’m inclined to side with people like Steven Johnson, who have argued that games can’t and shouldn’t be judged with the same criteria that we judge, say, novels.

But I recognize games often have humans undertaking actions in a world filled with other humans, and in that case we can link it with drama. And I want to see games evolve to be as broad, popular, and varied as possible, so let’s explore all possible game designs at this early stage in game history. If some games had realistic characters that responded to players, that would be swell. I’m all for “redefining the meaning of video-game ‘play,’” as the story puts it. (Although I still want to be able to race cars and blow heads off.)

I know more non-gamers would get into videogames if they could talk to the characters. I’ve been playing Façade over the last few days, and my wife snatched the computer away from me. Talking with characters is just what she wants in a game, and the simple interactions of Animal Crossing and Knights of the Old Republic only go so far with her.

The problem is, the conversations in Façade are very poor. When players aren’t being led by the nose by the characters of Façade asking yes or no questions, at best it seems like the characters in the game pick up on mood words like “angry” or exciting terms like “sex” to steer the conversation. Often, the meaning of conversations feels like a result of pattern seeking on the player’s part.

It seems to boil down to a problem of AI. If you’ve ever talked to a chat bot online, you’ll know what I mean. The most successful ones seem to be those that give ambiguous answers that you can imagine were related to your statement. And talks I have had with people who work in AI tend to be pessimistic, almost suggesting that even seeking a virtual intelligence that you can talk to is a silly task, and the goal of passing the Turing test an out-dated fantasy.

But I’m out of my depth here. Maybe I’ve just heard from the pessimists. Maybe there are revolutions just around the corner. Michael Mateas, another designer of Façade, predicts it will be “totally doable within twenty years.”

Ultimately, I’m a wishful pessimist when it comes to believable AI in videogames. As someone from Electronic Arts tells Rauch in the article:
A lot of people have worked on it. Every year we’re like, “We’re going to design incredibly intelligent, fluid humans who act realistically.” We try to take this huge step—and we fall all the way back down. At least [Mateas and Stern] ended up somewhere new. It doesn’t all work, but at least it is a step.

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Monday, October 23, 2006

Who Needs the Xbox 360?

If you've followed this blog, you may have noted that I've lusted after an Xbox 360. Well, no more. No, I haven't convinced the Mrs. that we should spend $400 on a new system. Instead, I got an even newer Xbox. A portable one even.

Well, honestly, this thing is a piece of junk. It makes Game and Watch look like a next-gen miracle. I found it in a box of Cocoa Krispies. It plays only one game, called Robo Blast. Robo Blast is a bad game. These odd little smudges move across the screen, and the d-pad controls a cursor. Place the cursor over a robot and push the button to pull the trigger. Beep! The robot disappears. Here's a closer look at one of the robots.

The game has four levels. The goal is to prevent the robots from making it across the screen. They speed up a higher levels. Let too many get across the screen, and it's game over. I'll be frank: this game is not fun. It is part of a series. Looks like there are four more "Xboxes" to get from Cocoa Krispies. They are 1) Motorcycle Madness, 2) Mystic Castle, 3) Disco Mania, 4) Space Blaster. Not one seems promising. At least they're portable.

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Friday, October 20, 2006

Friday Freenis, Chess Edition

I'm no good at chess. Too impatient. It is fun enough to play, so long as I'm challenging a fellow bumbler.

One thing I do like about chess, though, is the way the knights move about the squares with their L-shaped hopping. It must light up regions of my brain that enjoy seeking patterns in the world.

Troyis, an addictive puzzle game you can play for free online--although for only 15 minutes a day without ponying up some duckets for a full version--taps into this pattern-loving part of my brain. How about you? MG?

[Via Evolutionblog]

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