Emergent Game Design

The traditional approach to designing a game with a narrative has been for the game designer to work like a movie screen writer: he creates a series of “scripted” events at various points in a game level which are followed from beginning to end, and which always occur in the same order whenever the game is played. For example, the designer might decide that when you go around a certain corner, an alien should jump out at you and start attacking. Half Life was one of the early games to do a really excellent job with this sort of approach, and provided some of the most memorable moments in gaming up to its time.

By contrast, some newer games have embraced a more open, flexible approach to the game experience, which is generally known as “Emergent Game Play”. Rather than specifically writing in dramatic encounters, designers will create various game elements that interact in complex, consistent, and interesting ways. So, instead of having an alien always jump at you as you go around a particular corner, that alien would instead be roaming the halls on a search pattern, perhaps stopping to look for food once in a while, and generally actually doing something even when the player isn’t watching it, rather than just waiting to jump out at the player. Or, instead of dispatching said alien with the gun the game designer provided, the player might instead shoot a cylinder with poisonous gas contained therein and then beat a hasty retreat, closing and locking a door behind him until the alien expires.

The advantage to this approach is that every player gets a potentially unique experience, and that the environments feel much more real. The disadvantage is that creating this sort of sandbox is significantly more work and takes considerably more testing. (There’s an interesting article at Gamecritic that uses the recent games Call of Duty 4 and Crysis to contrast these two approaches to game design.)

Another interesting development in recent years has been the inclusion of Map Editors with games. These allow players to create their own levels and to distribute them over the Internet. Dubbed “user-generated content”, these additional battlefields extend the shelf life of a game considerably without much additional investment on the game company’s part.

One of the most interesting experiments in user-generated contents is the world of Second Life, which provides its users tools, a great big open space, and not much else. All the content in its game world is created by users.

But all of this gets even more interesting when all these elements come together in something I’m calling Emergent Game Design, where the game players take the tools that the designers have provided them and create something completely different out of it — effectively turning one kind of game into something completely different.

One of the first examples of this I saw was Tower Defense in Warcraft 3. Normally, Warcraft 3 is a Real-Time Strategy game, in which one commands fantasy armies around a battlefield from an overhead view. The key gameplay elements are gathering resources, building a base, amassing an army, and wiping your opponents from the map.

Though it was built with Warcraft 3 and its editor, Tower Defense provided a completely different experience: the player is presented with a path down which gigantic armies of enemies march. The player doesn’t have any mobile offensive units, but only the ability to build defensive towers along the enemies’ path. There’s no resource gathering, no army building, just a very focused effort to keep the enemy units from making it all the way across the screen. (A nice version of the TD concept that you can play in your browser is Desktop Tower Defense, which I recommend you avoid if you have any pressing engagements in the next two hours.)

I saw another interesting example recently while playing Team Fortress 2, a multiplayer class-based shooter where you can adopt the role of a soldier, a combat engineer, a sniper, or a medic and join in 48 player battles across the Internet. It’s a really well-done game, and a lot of fun if you enjoy simulated combat.

However, some enterprising gamer took the level editing tools that Valve provided with the game and created a map called Skyscraper. Skyscraper completely revamps the game, segregating the two teams into discrete areas which allow no direct interaction whatever. The challenge suddenly changes from besting your opponents in combat to getting to the top of an enormously tall and perilous vertical space in the shortest possible time. Team members no longer help each other destroy the opposing force, but use their weapons and combat tools to help each other get progressively more altitude.

Another example: English educators used Neverwinter Nights, a superb fantasy role playing game with good editing tools,  to further educational goals by rebuilding the game to require literacy and numeracy skills, such as comprehending written material and calculating area to load a ship’s hold.

The fascinating thing about these examples is that players have been given rich enough tools to not only choose their own approach to achieving the game’s goals, but to actually carve out their own game with entirely different ends. Though Tower Defense, Skyscraper and the West Nottingshire project were all created with an existing game’s tools, they are utterly different games from those that provide the technology they’re built on.

Which brings us back again to Second Life. Since it has an exceptionally powerful set of editing tools and everything in its world is created by users, it seems logical that it would be a rich field for Emergent Game Design. And that turns out to be true. Second Life members have created in-game versions of lots of gaming standards, such as slot machines, trivia games, etc., but have taken things much further.

There are many examples of original games that have been created in that world, from first person shooters to role playing games to entirely original creations. In fact, a game created in Second Life called Tringo has been such a success that various companies have licensed the game design to create Game Boy and standalone PC versions of the game. And, in spite of persistent technical and business issues, Second Life continues to amass a larger and larger following because of this strength.

So, what can we take away from this? Lessons for the game-player:

  • Try some of the top-rated user generated maps for your favorite games. You’ll almost certainly have a good time, and you might discover a few gems.
  • If you have ideas you’d like to try, don’t be afraid to crack open the editing tools that come with your favorite games. Many have active and helpful communities that make it pretty easy to get started.
  • If you’re interested in getting into the game industry, creating a successful level or mod for a game is one of the best ways to do so.

For game designers:

  • Emergent gameplay and rich worlds are worth the extra effort. (Full disclosure: I used to work for Origin, whose motto “We Create Worlds” shows a certain bias to creating complex game spaces.)
  • Your customers are smart and collectively have way more free time than you do. Give them opportunities to use those facts to your advantage.
  • If you want your game to have a long life, one of the best things you can do is provide the community with great tools to tweak the game. Even if only 1% of the game owners ever launch an editor, and only 10% use user-generated content, it will keep interest alive far longer than would have otherwise been the case. And if you can lower the barrier of entry by building easy-to-use editors and content browsers into the game itself, you might just hit a gold mine.

Thoughts on Kindle

Amazon has just introduced a new electronic book reader called the Kindle, which looks pretty interesting. My thoughts while reading the details:

  • First mass-market use of electronic paper for a display. I wonder what the resolution is like? Ah, 800×600 with 4 levels of gray. (By comparison, the iPhone is 480×320, though it’s smaller and full color.) The screen refreshes in the video are kinda wacky. Pros: high contrast, shatter-resistant, low power draw. Cons: you need a booklight to read your electronic book! (Thanks to Mark for pointing that out.)
  • I really like the idea of being able to buy and have a book available in a minute or two, especially given that they appear to be selling for much less than their hardcover equivalents. Yay, cheap!
  • They tout the ability to read blogs, but apparently only those that Amazon chooses. I hope they update it to support any RSS feeds, though given that they have to make enough money on it to pay for the wireless service they supply, that may be challenging.
  • I wonder what the headphone port is good for? Are there audiobooks in its future? Text-to-speech? Nobody seemed to use it in the videos.
  • There’s a USB port and another port or two I wasn’t able to immediately identify on the bottom of the thing. It should be interesting to see what the Internet hackers are able to do with the gadget.
  • The decision to use a cellular network is an interesting one. Pros: coverage everywhere, low power. Cons: because piggybacking on someone else’s data network costs them money, they’ll have to pay for that somehow. Thus, free content (such as individual’s weblogs) will be hard to come by.
  • You know what else this ought to connect to? Allrecipes.com. I’d love to have a giant virtual cookbook on my kitchen counter.
  • The “Email a Word file and have it sent wirelessly to your Kindle” feature is pretty cool. Nice to have easy access to reference copies of your personal documents. Seems like Doctors and Lawyers would really dig this aspect of it.
  • 256MB of internal storage seems a little paltry, but I guess if you’re storing compressed text, it would go a long way.
  • Maximum operating temperature is 95°? So much for using it outside in Texas summers.
  • I expect the Amazon content will have DRM slathered over it. It would be very nice if one could also put one’s own content (like Project Gutenberg texts) on via the USB port without wrapping it up in some wacky rights management scheme.
  • It sure is homely.

The Internet in My Pants

Since my job involves creating systems that underpin a bunch of websites, I’d ordered an iPod Touch for work as soon as they were announced. I’d been keen to get to spend more time with the version of Safari that ships on that device and on the iPhone, but wasn’t eager to tangle with AT&T and their usurious wireless plans. This provided a great chance to check out the sites we create and to let the team have some exposure to this new browser.

So let’s get it out of the way right off: Apple has exceeded my high expectations with the little device. I had read through the developer guidelines before receiving it, and didn’t expect our menus to work at all, since they rely on knowing when the mouse is over a menu header to pop it down. But even though the official docs said that sort of thing was unsupported, we were able to get through our site menus with a minimum of fuss.

More importantly, however, the iPod does remarkably well with nearly all existing websites. Though most mobile devices mangle pages in various ways to make them viewable, the version of Safari on the iPod displays them exactly the same as Safari on Mac or Windows would (which only makes sense since it’s built on the same rendering engine). I was able to visit all of my usual online haunts and navigate them with little difficulty.

Better yet, many of my most-used web tools, including GMail, Remember the Milk, Twitter, Facebook, and Google Reader have versions optimized for the iPhone, which means even less tapping and dragging than would otherwise be necessary. Unoptimized pages are quite usable, but these optimized ones are an active pleasure to work with.

Now, I’ll admit that $300 seems like a lot for a media player. However, because of the strength of the browser (as well as the included Address Book and Calendar applications), in many cases it makes a legitimate replacement for a laptop. It thus compares very favorably to the $1,000 units that are, in some ways, its competition.

A few instances I’ve found myself using it:

  • Reading personal and university email and catching up on news during a 4 hour long training session. (It’s also more discreet than a laptop in these situations.)
  • Updating Twitter wherever I happen to find wifi access (which is surprisingly easy to do these days).
  • Reading a PDF summarizing election issues as I walk to my polling place. (The browser has a capable PDF reader built in as well.)
  • Bringing it to meetings instead of a laptop.
  • Checking my reading list while I’m at the library or bookstore.
  • And of course listening to Podcasts while I walk and accessing my calendars and contacts whenever they’re needed.

My only complaints:

  • Google Maps is unusable without mouse dragging, and Apple for mysterious reasons did not include the Map application on the iPod that comes with the iPhone. Hopefully they’ll remedy that (and add the Mail app, while they’re at it) soon.
  • The wireless reception is a bit weak, though better than I would have expected.
  • No support for Flash. This isn’t a big deal for sites that are designed for the iPhone, as you can do most anything you’d want with DHTML, but it does make its support for the web at large a bit weaker.
  • No camera. It would have been nice to have left that in when they took out the phone part.
  • No GPS. While this would be a bit more useful on the iPhone, it still seems shortsighted not to be able to do navigation when all the other hardware is there already. Perhaps they’ll add this for version 2.

In spite of these niggles, it’s fantastic to have something so small and lightweight that provides access to the web wherever one happens to be, and which does so with a good deal of panache. I call this one a home run for Apple.

Give a Laptop, Get a Laptop

I’ve been intrigued by the One Laptop per Child initiative for several months. Some of my interest is philanthropic, though part of me suspects that if we’re really interested in helping the youth of the planet, these funds might better go toward clean water, health care, and more traditional education. The bigger reason that it has caught my eye is technological: in order to meet their goal of creating a flexible, low-maintenance, hackable laptop that can be manufactured and sold for $100, the initiative is doing a lot of really interesting work on both the hardware and the software. If you’re interested in the details, this tech talk is a good starting point.

So, when I heard on NPR that they were going to have a Give One Get One promotion starting in November, my inner philanthropist held hands with my inner technologist and skipped together up to my brain and kicked the living cheese out of my inner spendthrift.

The deal? You plunk down $400. They send you one laptop, and send another to a child in some far-off place.

“Wait a minute!” I hear the more mathematically astute of you shout. “That’s $200 per laptop! What’s up with that?” Well, that’s the rub. There haven’t been enough governments placing orders for the computers to get the economies of scale up to the point where the costs drop to the $100 target. So, by allowing people in the US to place orders, they increase manufacturing volume, causing prices to drop as the expense for specialized components is spread over more units.

I’m really interested to see how this works out for them, as well as to get my hands on one of the little laptops and see what their capabilities are like. At the very least, I expect it to be decent for typing papers and doing Internet research — two vital tasks with 5 students in the house currently!

More to come in December when we get our hands on one of these things and put it through its paces.

Moving Servers

Dear Internet:

I am currently in the process of moving this weblog from one server to another. The old server was having troubles that my hosting service was unable to figure out how to fix, so I’m relocating to one of their shiny new boxes with Solaris on it. Things may be slightly bumpy while I work out any kinks, but I should be a more cheerful blogger once the dust settles, since I won’t have to deal with the scourge of comment spam any longer. Hooray!

Your friend,

Sean

UPDATE: A big thank you to Greg Pierce, who pointed me to the excellent Bad Behavior plugin to help keep the comment spam in check.

Come Work With Me!

We’re currently hiring another web developer for my team at Texas State University. If you’ve got some Java and web application skills, drop in an application! Here’s the Craig’s List ad:

Do you want a great, big salary with a corner window office, free meals and in-chair massages during your work day? Well, you won’t find any of that here at Texas State University — San Marcos. What you will find, however, is a great work/life balance and a creative and interesting work environment. Some of the things you can look forward to:

  • A small, dynamic team of programmers who work closely together and love clean, beautiful code. (See the University home page for an example of the work we’re doing.)
  • “20 percent time” — programmers have the option to spend 20% of their work time on programming projects of their own choosing.
  • Biweekly Coder’s Cafes, technical information sharing sessions over lunch where you can show off your work and see what other folks are up to.
  • State-mandated 40 hour/week average work time, with additional vacation and holiday time.
  • Comprehensive benefits program.
  • The beautiful campus of Texas State University. Take a swim in the river, paddle in a kayak, or walk through the woods at lunch.
  • Work in the Alkek Library, a 313,000 square foot facility with excellent audio/visual, government archive, cartography and technical collections, plus a photo gallery with rotating exhibits, a special writer’s collection, and spectacular views of the surrounding city and hill country.
  • 30 minutes/day of work time is available for fitness activities.
  • Time off work and payment of fees for taking University classes.
  • Discounts at the University Bookstore, local businesses, and University athletic and
    cultural events.

What we’re looking for is someone who knows Java and a scripting language or two, is familiar with web application development, can find her way around a Linux system, is comfortable with object-oriented design, and who has good communication skills.

To see the official job posting and apply for the job, go to Texas State’s job site and search for job posting number 2007405. The job title is Programmer Analyst II, the pay starts at $4,721/month, and the position is open until August 15. You can email me with questions about the job if you like, but don’t send your resume — that has to go to HR through the job site.

NOTE: For legal purposes, the above is a work of fiction. While I personally believe it to all be true, it does not reflect the official position of the University. Please refer to the job posting for that.

An Earful of Stories

This is just a quick shill for Escape Pod, a Science Fiction/Fantasy podcast I recently stumbled across. It broadcasts well-read weekly stories along with a light sprinkling of discussion on top. The stories are of consistently high quality, and feature names such as David Brin, Robert Silverburg and Isaac Asimov which will be immediately familiar to anyone with a passing interest in the genre. New authors also appear, with a whole spate of Hugo Award nominees making a recent run.

If you have an interest in this sort of literature and listen to podcasts, it would be well worth your time to take Escape Pod for a test drive.

P.S. I don’t remember where I came across this podcast. If you tipped me off to it and I’m dissing you by not acknowledging that, let me know and I’ll remedy the oversight!

Come Together, Right Now, Over Facebook

Back when I was a member, the Macarthur High School Choir used to put on an annual Renaissance Dinner, wherein all of the choir members would don vaguely archaic dress, drink from flagons, and sing John Rutter Christmas carols and the occasional song in Latin for the enjoyment of the assembled audience (which in retrospect was probably just our parents and other adults who owed them favors). It was one of the highlights of my nerdy year, as I loved the music, the people, the food, and feeling like I was a part of something kind of big and important.

One year, a month or so before the dinner was scheduled, my friend Alex Nepomuceno found a very peculiar instrument somewhere around his house and brought it in to choir one day. It was vaguely mandolin shaped, but had more strings than seemed strictly prudent, and baffled all of us. (Looking back, it might have been a lute, though I still wouldn’t swear to it.) After we had spent several minutes examining it with the same air of intent perplexity we would have shown if it had been a Delorean engine with a blown flux capacitor, Jonathan Marcus, another choir member, piped up “Well, can I borrow it?” Alex was willing, so off it went with Jonathan.

A month rolled by. After much memorizing, rehearsing, costume assembling, and trying the patience of Mary Martin, our long-suffering choir director, it was time for the dinner. I was the “King” that year, so sat at the head table, which was set fairly far away from where most of the guests were. As I looked across the room, I saw Jonathan pull out the lute(?) and begin playing it for the visitors! He had, during the intervening month, taken the instrument home, tuned it up, and taught himself to play the blasted thing! I watched, a bit distracted, as he made his way through the tables, finally coming over to where I was sitting. He launched into a minutes-long, intricate, baroque-sounding finger-picked piece that left me flabbergasted.

“Holy monkeys, Jonathan! I can’t believe you figured out how to play that thing. And that piece was absolutely beautiful! Did you write that? What is it?”

Jonathan leaned over, jester’s cap bobbing merrily on his head, and replied in a conspiratorial whisper: “It’s Zeppelin, man!”

Good times, good times.

Thus, you can imagine my delight when, a month ago, I was trolling Facebook and stumbled across Jonathan. I had lost touch with him nearly 20 years ago when I graduated from high school, but still remembered fondly the time that we spent getting into and out of mischief in and outside of choir. So I dropped him an email and, after a fair bit of schedule jockeying, we managed to get together last night for a beer and 2 hours of uninterrupted conversation. He remains delightful company, and I was thoroughly glad to have a chance to catch up.

One of our immediate topics of conversation was “How did we do things before the Internet?” We had relied on it to relocate each other, to organize our meeting, to manage our calendars, and to get maps of the Taco Cabana where we met. Admittedly, we’re probably both more Internet-dependent than the average bear, but not dramatically so. And while I have historically had fairly little use for social networking sites in general, and MySpace in particular (prolonged exposure to which makes people either go blind or wish they had), Facebook has actually become a regular part of my life. It’s generally well thought-out, actually works most of the time, and has some very clever engineering that appeals to my inner web developer.

So, kudos to you, Facebook, Al Gore, and the Intertubes, and thanks for your help getting together with old friends. The next time I get together with any of you, the drinks are on me.

Yahoo Pipes

Yahoo Pipes is a nifty service that Steve Ivy tipped me off to. It provides a visual programming language, like Quartz Composer or Isadora, to suck in data from the web, process it, and spit it back out again. It makes it pretty easy to do interesting mashups, like a search for apartments in your city that are near parks, or building a news feed that consolidates article on a particular subject from lots of news sources, or finding and linking to videos for the top 10 songs on iTunes.

Fun stuff, but still not for the technically faint of heart.