Monday, May 10, 2010
Sleep is Death
Friday, August 21, 2009
Jason Rohrer’s Metaplace Talk
by Daniel Bullard-Bates
I just attended a short talk with Jason Rohrer on the website community Metaplace, which shed some more light on his upcoming DS game, among other topics. Highlights below (edited for spelling and punctuation, and to make a chat window more readable):
On his goals when making games:
I'm not looking for answers. I'm trying to make games that explore these interesting questions. Now I'm thinking about how we know what we know about what other people know (and what they know about us and what we know). E.g., the classic philosophy puzzle of the "cheating wives" or "muddy children."
On whether the controversial subject matter of his DS game worries him:
Yeah, it is a bit strange to make a DS game like that... but I think the DS audience is growing up a bit. Also, I anticipate that the game will get an E rating... so it's not going to be filled with little kids carrying AKs or anything. But the backdrop is a little.... disturbing. Other than that, you might not realize that the game is controversial if you just sit down and play it. Diamonds are good, right? Everyone wants em! Get as many as you can!
I guess it's a bit like Defcon, which was a strategy game about nuclear war. So it gives you a bit of a creepy feeling when you play, but that doesn't stop you from getting into the strategy, which makes it even creepier. Anyway, the art in my game is not some ham-handed preaching about blood diamonds... it's in the exploration of the "know that you know that he knows that you know" stuff that I mentioned before. The diamond trade just happens to be a perfect setting for that exploration.
On clearing the DS game’s subject matter with his publisher:
In fact, they "red lighted" my first idea (about cheating spouses on the verge of divorce) because they thought it would be too controversial. So I came up with another idea that explored the same philosophical issues of knowledge chains, and surprisingly, they green-lighted that. No sex, I guess...
On the maturity of the DS audience:
As for the DS audience, what about Chinatown Wars? There are more and more M-rated games, when a few years ago, there were no M-rated games. So if the DS is ready for "mature" stuff like blood and boobs... well... maybe it's ready for intellectually mature stuff too! That's the hope.
On programming for the DS:
It's also a matter of scope and scale. On the DS, I can make an entire game by myself (small screen, low-res graphics) in 6 months or so. I couldn't possibly do that on an HD system like the Xbox 360... too many pixels to paint.
It all started when a publisher approached me. I would have never gotten into it without that. Later on, I learned that you can't get a DS dev kit without renting an office space... so I'm doing that now. I've been working from home for 6 years, so having an office is a big change.
And... I can't say too much about the DS platform (secret), but, it's weird! An embedded system, with all the stuff that goes along with that. Even the iPhone acts mostly like a "real computer" by comparison.
On why his game is going to retail and not DSiWare:
That is a little weird, isn't it? If I was making DSiWare, I wouldn't need a publisher. So, it's because the whole thing started with a publisher that it's going the cart route. I may make a DSiWare game too at some point, though.
Advice on starting to make games:
Two words: Game Maker. Get Windows, get Game Maker ($20), and start making games. It's an amazing tool... I've been calling it "the photoshop for games"... it's really that powerful. You can pretty much make anything... multiplayer too. 3D might be more of a challenge, though some people have done it. But the core of game design has nothing to do with 3D, so it's just a distraction anyway.
So, learn how to make games with Game Maker. Before you know it, you'll know how to program, too... and then you can start learning to make games on other platforms.
The full chat log is available here.
Tuesday, August 11, 2009
Virtue in Virtual Worlds
When Six Days in Fallujah was announced, the controversy over depicting war in a documentary-like, realistic manner was so intense that the project was dropped by its publisher, Konami. After losing that support, the developers were forced to lay off employees, and may now face complete financial failure. All this was the result of trying to portray war in a realistic way, while franchises like Call of Duty continue to make unrealistic, over-simplified war games at incredible profits.
Other games that attempt to confront real social issues are greeted with little to no attention. Games for Change is a group devoted to making socially relevant games with an activist bent, but it is a struggle to find an audience for their kind of material. This is partly because most of the games made with a specific activist goal in mind are overly focused on the message, allowing the gameplay to fall by the wayside. The other problem facing Games for Change and similar endeavors is the mentality of the video gaming audience: many gamers say that they just want their games to be fun. Video games are an escapist pastime for many, and social messages are not something they wish to grapple with in their leisure time. It is clear that games with social messages need to offer more than a moral imperative. The gameplay, controls, visuals and so on are as important in these games as they are in any other, if not more so due to the potentially smaller audience and the desire to express a particular point.
Flower is an example of a game that is beautiful to behold and fun to play, while managing to successfully pack a social message into the mix. It works because the actual playing of the game does not force the player to confront any social or political issues. Even if the conflict between nature and technology holds no interest to you, and replacing dirty energy sources like coal and oil with wind power strikes no chords, Flower’s controls and level design are simple, fun and intuitive. And if those other things do interest you, if you want more relevance and thought from your games, then Flower delivers an experience almost unheard of in the world of interactive entertainment. This additional level to Flower is so well integrated into the concept and gameplay that it enhances the experience instead of distracting from it.
A game that successfully balances gameplay and social relevance offers something more than entertainment; it improves the artistic medium as a whole. It is by no means necessary that every game published tackles complex and controversial issues, but when they do so successfully it has the potential to make video games more relevant and important than they have been in the past. More than that, a well-done game with a positive social message could improve the world: if just a few people have decided to support wind power initiatives as a result of playing Flower, that is a testament to the social power of video games. If just a few people become more discerning in their jewelry purchases as a result of Jason Rohrer’s upcoming game about conflict diamonds, that will be a great success for the game and for the medium.
This raises a larger question, frequently recurring in the realm of artistic creation: does the artist have a social responsibility in what he creates? Does the creation of art that appeals to prurient or violent interests harm society and the artist? Is difficult, morally challenging art essentially more valuable and important?
There is certainly great value in making art that can change minds and educate people on the troubles and triumphs of the world around them. And every time the world of video games expands in new directions, it becomes a more legitimate and exciting form of art.
Thursday, August 6, 2009
Reflections with Jason Rohrer
by Daniel Bullard-Bates
This month in the game club, we played Passage and Gravitation, two short games by Jason Rohrer. He was also kind enough to answer a few questions for us on his creative process, artistic exploration in games, digital distribution, and his exciting new project.
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What are the advantages and disadvantages of making games by yourself, without the aid or supervision of a publisher?
I don't find any disadvantages, because I'm simply not interested in making "big" games, which is what you usually need a team for. Most big games are big in terms of consumable content, not in terms of gameplay or interactivity, and I don't think that games are fundamentally about consumable content.
The advantages of working alone are complete creative control and maintenance of a singular vision. It's very easy to make a work that is coherent and self-consistent when you're the only one working on it. Also, working alone is much cheaper (free!) than hiring a team, so that allows me to take big creative risks and not worry about financial pressures and deadlines. I can finish a game when it is really finished, not just because I run out of money.
What aspects of your games do you typically spend the most time on (visuals, themes, gameplay, etc.)?
The design process happens on paper ahead of time, and it usually spills out pretty quickly, so I'd say that I spend the least amount of time on design. However, design is by far the hardest step in my process. Programming the game, and polishing the resulting implementation until it is perfect, takes up the most time in my process.
Do video games open up new themes for artistic exploration? Are they particularly unsuited to certain tasks?
Games allow you to explore aspects of the human condition that are fundamentally interactive in ways that non-interactive mediums cannot. The most obvious examples are themes that involve choices. Other mediums can explore the same themes, but they must present a single branch in the possibility tree---what happens when one character makes a specific choice in a given situation. Non-linear uses of these mediums---like the film Run Lola Run---can present a handful of specific branches at most. Games, on the other hand, can present you with the entire possibility tree and let you explore it for yourself. Instead of depicting a character and showing you that character's choices, a game can put you directly into the situation and let you make your own choices.
Games are weaker than non-interactive mediums when dealing with parts of the human condition that are not fundamentally interactive. Consider a very basic theme like "the loss of a loved one." Games try to explore this theme a lot, but they usually fall flat, because they must turn off interactivity---at least momentarily---to deliver the theme. When a game takes control away from you during a major thematic turning point, it immediately feels "unfair." The interactivity of the game and the non-interactivity of the theme fight each other.
All of your games have been released for free download on the internet. What are your beliefs on digital distribution and cost?
I believe that control over the distribution of a given work is impossible. Once you release something into the world, there's no way to prevent people from doing whatever they want with it in the privacy of their own homes. One thing they might want to do with it is make copies for their friends. That's a very natural thing to want to do, and it does not feel "wrong" to most people. We can shout "NO!" all we want, but people are going to continue making copies.
On the other hand, it's also very natural to charge people for a service. You come to this convenient website and download a copy quickly and easily---that service is something that cannot be copied for your friends.
The iPhone app store is one example of a service-based model---at least I use it that way. You can download my game from a central location and have it automatically installed on your iPhone for a small fee. If you want to download the iPhone source code yourself and build your own copy for your iPhone, you can do that too, for free. You can even sell the version that you build in the AppStore yourself---there's nothing to stop you, since my games are in the public domain.
You recently released a game, Primrose, on the iPhone store. What role do you think that the iPhone plays in the world of independent game development? Does it have any advantages or disadvantages when compared to Xbox Live, WiiWare and the Playstation Network?
The iPhone AppStore has extraordinarily low barriers to entry compared to those other download services. All you need is a compatible Mac and a $100 developer membership. I was able to find a used Mac Mini on Craig's List for only $250. That's a mighty cheap dev kit.
Dev kits for the other platforms cost thousands of dollars. On top of that, Nintendo *requires* that you lease a business office space before they will even let you buy a dev kit.
The downside to the AppStore is the extraordinarily low barrier to entry. Every programmer in the world has an app in the AppStore. Dozens of new apps are released there every day. It's very hard to compete. Making a good living from AppStore sales is like winning the lottery. The other platforms hand-pick the games that get distributed, so there is much less competition. A really good game on one of those other platforms is pretty much guaranteed to bring in a large amount of revenue for the developer. Even an excellent game on the iPhone is a crap shoot.
Beyond entertainment, what other qualities give value to a video game?
If we believe Koster's theory about fun, then games are primarily about learning and thinking. That thinking may be at a very low level (learning a new reflex skill) or at a very high, conscious level (planning out a many-step strategy). Regardless, games make you think. Furthermore, because they cannot be experienced passively, they *require* that you think. So, right out of the gate, games don't feel much like leisurely entertainment---more like hard work! Still, we tend to use games---especially video games---as a form of escape entertainment. By "working" on something with no real-world consequence, we can take our minds away from our worldly concerns.
However, I think we can leverage the thinking induced by games for all kinds of purposes in addition to entertainment. We can make people think about the world in new ways, for example.
Would you like to share with us what you're working on now?
I'm working on a game for the Nintendo DS that will be published by Majesco sometime in 2010. It's a two-player strategy game about diamond trading in Angola on the eve of the passage of the Kimberly Process.
This is my first game that will be sold in a real box in real stores, so it's an exciting project for me.
Tuesday, July 28, 2009
Monthly Game Club: Gravitation Discussion
This week in the Monthly Game Club, we're discussing Gravitation, a very short game about mania, melancholia, and the creative process, made by Jason Rohrer. If you haven't already played it, you can get it here. The game takes eight minutes to play through once and it's a small file that is completely free to download, so give it a couple playthroughs and come on back for the discussion.
Here are some questions to get us started:
1. What were your first thoughts about what to do when you started the game? How quickly did you learn the mechanics and figure out what to do in the game?As always, feel free to discuss anything, and don't limit yourself to the questions presented here. Comment away!
2. How did you balance playing ball with the child and exploring the space? What were the results?
3. Did your actions result in any unexpected or compelling results? Tell the story of your playthrough of the game.
4. How accurately do you feel the mechanics represent the creative process, and the balance between work and spending time with friends/family? How accurately did it represent mania and melancholia?
5. Would you pay for independent games like these? What do Gravitation and Passage do well that other game developers should study?
Tuesday, July 21, 2009
Monthly Game Club #2: The Short Works of Jason Rohrer, Continued
For our second Monthly Game Club, we're playing a couple of short games by Jason Rohrer, an independent developer who makes all of his games by himself and releases them all for free on the internet. This week, we'll be playing Gravitation.
What it is: An eight minute indie game about mania, melancholia, and the creative process.
Price: Free
Where to get it: Here
The Assignment: Play the game a few times. Try different things.
We'll discuss the game next Tuesday, July 28th.
Tuesday, July 14, 2009
Monthly Game Club: Passage Discussion
As you may remember, this week we're discussing Passage, a short game by Jason Rohrer. If you haven't played it yet, no problem! The game is free to download, takes five minutes to play, and you can get it right here. So go ahead and play it, and come on back for the discussion. I'll wait.
Oh, you're done already? Awesome.
Here are some questions to get us started:
1. Do you feel that the visual style helps or hinders your enjoyment of the game? How about the accessibility of the game? How about your ability to think about the themes and ideas present in the game?As always, feel free to discuss any aspect of the game or the experience. These questions are just to get the ball rolling.
2. Why do you think the game world appears so narrow? The first time you played, did you realize that you could go up and down as well as forward and back?
3. What do you think about the way the game represents relationships? How does the game change if you join up with the woman, as opposed to going it alone?
4. Did you find any treasure chests? What do you think they represent?
5. Did this game provoke any emotional responses from you?
(What's the Monthly Game Club? Click here for details.)
Tuesday, June 30, 2009
Monthly Game Club #2: The Short Works of Jason Rohrer
For our second Monthly Game Club, we'll be playing a couple of short games by Jason Rohrer, an independent developer who makes all of his games by himself and releases them all for free on the internet. First up is Passage.
What it is: A five minute indie game. I'd go into what it's about, but a lot of the fun is figuring that out for yourself. I promise that it's good.
Price: Free
Where to get it: Here
The Assignment: Play the game a few times. Try different things.
I'll be out of town next week, so you have until two weeks from now, Tuesday July 14th, to play through the game a few times and think about it. I'll post some questions for discussion then.

