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Games Entertainment

Crawford Lambasts Overly Technical Approach To Games 95

Thanks to the IGDA for its Chris Crawford-authored 'Ivory Tower' column discussing the gap between science and the arts in videogame creation. Crawford, ever belligerent, argues: "Let's face it, the world of game design is dominated by science/engineering people; people from the arts and humanities play a secondary role... the result: a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value." He goes on to suggest: "We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and architecture." Do you think this would lead to better, more innovative, socially aware videogames?
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Crawford Lambasts Overly Technical Approach To Games

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  • by Anonymous Coward
    Do you think this would lead to better, more innovative, socially aware videogames?

    No.

    Socially aware? Please. Look, it's important to be a renaissance man/woman and experience life broadly. But games are games.

    • Not necessarily. Games have already begun to go beyond their initial function as merely 'games' by interacting our citizens. Video games have already served therapeutic purposes... http://www.wetland.sk.ca/children-games/therapeut i c-games-for-children.html ... military recruitment purposes... http://www.americasarmy.com/ ... and potential CIA agent training purposes. http://www.washtimes.com/national/20030929-123116- 1145r.htm "Games" have already begun to expand beyond a mere entertainment source.
    • by incubusnb ( 621572 ) on Tuesday May 18, 2004 @02:58AM (#9180868) Homepage Journal
      but games are a Form of Art, just like Paintings, Sculptures, and Movies

      if Peter Jackson set out to do LOTR without first knowing the books inside and out, would it have done as well? if the Wachowski Brothers didn't have an interest in such a wide variety of different forms of Storytelling and Visual effect, do you really think the Matrix would have been as big?

      now to Translate that over to the Current Generation of Games. if the Makers of Gran Turismo didn't know cars inside and out, would GT have been the Racing game of choice for both Hardcore and Mainstream Racing Gamers? or, if Square-enix didn't take the time to make sure their storylines not only touched the mind of the Gamer, but the Heart as well, would any FF games do well?

      nowadays, Being a renaissance man/woman should not only be Recommended, it should damn near be Required of anyone that even considers having a part in Developing a Game, otherwise everything becomes Generic, Corvettes start handling like GT40s, all main Characters become the same, Game scripts become re-writes of Hollywood Movies, and the industry creates Heartless and uninspired games that re-hash the same thing over and over to the point where its even more common than it is now

      as a Programmer thats trying to get into the Game Dev Industry, i make for Damn sure that i do as many different things as i can, Programming is my Specialty, but that doesn't mean i should render something in 3D Max from time to Time, it doesn't stop me from Playing the Guitar, and it damn well shouldn't stop me from going to the Bar and enjoying the night-life of my Hometown.

      as far as Socially aware, more MMORPG Developers would do some good by actually being a part of their City's nightlife and finding out how people interact without a Keyboard in front of them. discover the importance of Hand Gestures and Body Contact, inspiration can strike in the most unusual of places, but 9/10- times, its the most Logical place to find that inspiration

  • by Tezkah ( 771144 ) on Tuesday May 18, 2004 @01:34AM (#9180592)
    There's many games out there that seem to be more tech demos than real games, and even some of the bigger hits, like Ninja Gaiden, I sat there playing it, and it just felt like it was missing something... a soul, if you will. Hopefully we get more games that are more than just the sum of their parts, and I see them from companies such as Nippon Ichi, and Nintendo.
    • While Nintendo produces great games, I'd hardly describe them as socially aware. They are at least much more than tech demos (Quake).
    • Many popular early games were basically tech demos in as much as they were often gameplay wrapped around a particularly impressive bit of coding. I recall the story of a starfield effect on the Atari 2600 that was done by accident, stored away until the current project was finished, then massaged into a game afterwards. I think that game was released as Cosmic Ark, but I'm not sure.
  • by MajikMan ( 453619 ) on Tuesday May 18, 2004 @01:43AM (#9180626) Homepage
    ...a whole world of geniuses?

    Not everyone can come close to being able to focus on that many areas - the literary/artistic education people are given in this country (at least) is laughable, and there are people who want to add onto all of this?

    Why not just get more people who have the artistic skills and prowess more involved in the game making process? Why do companies let engineers write game plots? As I see it, the reason there isn't more redeeming social value in gaming is because no one involved in the creative side of game development seems to be good enough to tie it in.

    It's a bit silly to try making everyone into an artist/writer/director as well as a mathematician/engineer/programmer; most people's minds just don't deal that well with one area or the other (right brain/left brain dominance I suppose).

    I'll be graduating in a couple of years with a degree in English, and hope to make a name for myself through writing, but the last thing on my mind is getting a job writing video game stories or working on development. I'd love the chance to do that kind of work, but it's nothing I've heard of happening lately.

    • I'll be graduating in a couple of years with a degree in English, and hope to make a name for myself through writing, but the last thing on my mind is getting a job writing video game stories or working on development.
      Perhaps it's because a lot of creative people share the same idea as you seem to state. So, to answer your question in re: to getting more artistic people involved; what would make you consider working on a game?
      • "Perhaps it's because a lot of creative people share the same idea as you seem to state. So, to answer your question in re: to getting more artistic people involved; what would make you consider working on a game?"

        Any hope of gainful employment, more or less. I'd be ecstatic to be working in the game industry on that level. I don't know that I'd be satisfied doing that alone my whole life (depending on how much I felt I was able to say while writing games), but coming out of college or even during grad sch
        • It happens quite frequently, actually. I know several people in my area that make livings happily writing for videogames. You wouldn't believe the amount of creativity and sheer volume of text that goes into an RTS or an RPG... and the writers get to choose the direction the game will take, mapping out plotlines and character motivations like one would on a standard novel. They write an outline, get approval, write the lines, the lines get recorded, they re-write the lines, the lines get finalized, a sec
    • When I got my B. A. in English the first place I applied (or one of the first) was TSR hobbies inc., creator of Dungeons and Dragons, but perhaps I'm atypical....
  • Not quite (Score:4, Insightful)

    by DarkGamer20X6 ( 695175 ) on Tuesday May 18, 2004 @01:52AM (#9180658)
    As a programmer, I'm a little insulted. This guy seems to ignore that many of today's game designers do not come from a highly technical background,...at least not as technical as the programmers. Furthermore, much of the design either comes from or is altered by the producers. That means that much of the content is swayed by people that don't necessarily have 'any' technical background; they're business people, not programmers or software engineers.

    Many of the bigger names in the industry 'are' technical, but they're also artistic, and they mainly hail from the days where only 2 people may be working on a game, forcing programming and artistic expression into one condensed job. However, these people are the exception, and the majority of people who influence the content of video games at this point have little to no technical knowledge of the games they're creating.

    The author makes a good point, and more artistic creativity wouldn't hurt the creation of games. I'm just not sure he targeted the problem correctly.
    • Re:Not quite (Score:5, Informative)

      by radimvice ( 762083 ) on Tuesday May 18, 2004 @02:48AM (#9180856) Homepage
      Many of the bigger names in the industry 'are' technical, but they're also artistic, and they mainly hail from the days where only 2 people may be working on a game, forcing programming and artistic expression into one condensed job.

      Chris Crawford is one of the bigger names in the industry. He wrote The Art of Computer Game Design, a seminal book on game design, in 1982, and founded the GDC in 1987.

      As far as I know, his main beef is not with proven game designers like Warren Spector and Will Wright, but with the gamedev company-sponsored university classes that teach 'game design' as a mix of computer graphics and software engineering and nothing else, and the fact that that world is so completely separated from the guys talking about 'embodied virtual experiences' and 'hypertext narrative' in the English and Film Studies departments across campus.
      • The gap between science and art is fundamental:

        While the liberal arts clowns were having embodied virtual experiences with all the hot chicks, the engineers were forced to read hypertext narrative in between cramming sessions to get off.
    • I've got no first-hand experience, but I've just assumed that people involved in game production are limited (more?) by the fact that they are producing a product with limited resources of time and money, and not just by the supposed disconnect between CS and the humanities.
  • by Kris_J ( 10111 ) * on Tuesday May 18, 2004 @01:53AM (#9180664) Homepage Journal
    Fine, I'll bite. What an utter wank. There are plenty of people out there designing and writing games who are both creative artists and decent engineers and programmers.

    On the flip-side, in a large team there needs to be people who specialise so that the hard tasks can be done.

    Communication is an issue in any large team and it's not due to some abitrary divide. In any industry, not just the games industry, anyone who isn't interested in learning a little bit about everything that goes on in their company will always be a problem, from the IT officer that never learns how the marketing deparment works, to the engineer that doesn't know how to budget, to the project manager that doesn't understand how hard it is to workout how long it will take to do something that's never been done before.

    The most telling part of the article is below:

    For example, some years ago at an annual conference that I host on interactive storytelling, one session was scheduled for a discussion of the Two Cultures problem. As soon as the discussion began, the traditional game design people walked out of the session and went off to discuss technical matters. What a graphic demonstration of the magnitude of the problem!
    What a graphic demonstration of how wrong the author is.
    • by torpor ( 458 )
      There are plenty of people out there designing and writing games who are both creative artists and decent engineers and programmers.

      Sure. But there are plenty of un-creative, overly technically obsessed, keeping-up-with-the-chipset-joneses-driven game 'designers' out there as well, pumping out boring dreck with their warezed 3DSMax installs, re-used Half Life engines, and 'games == war' mindset.

      It wouldn't hurt to have a little more Shakespeare or Chancer in this Modern Literary Front ... Just because
      • there are plenty of un-creative, overly technically obsessed, keeping-up-with-the-chipset-joneses-driven game 'designers' out there as well, pumping out boring dreck with their warezed 3DSMax installs, re-used Half Life engines, and 'games == war' mindset.

        Do you really think they'd be doing this if it wasn't want the company wanted? Are you saying that games design houses are filled top to bottom with programmers like this? Managers, directors, producers and plenty of other non-technical people obviousl

        • Do you really think they'd be doing this if it wasn't want the company wanted?

          Who cares what the fucking company wants, what do the literate, art-appreciating, educated and non-culturally-ignorant game players want? Do we really need more run-around-and-shoot-things, Rat In a Cage style 'level designers' pumping out what only amounts to "Pretty Trap^H^H^H^HWaste of Time" style products?

          Yes, in fact, most game companies I've had personal experience with (a few, some quite well known) have been creatively
          • I'm not saying there aren't problems inside games design houses that are leading to really crap games. I'm saying that this divide between "artists" and "programmers" is crap. It's not wider or otherwise than any other given communications and culture problem in any given industry.

            Was the "creatively sapping environment" at Game Systems Robots caused by the coders refusing to program anything new, or the management refusing to bankroll anything that wasn't a sequel?

            • by torpor ( 458 )
              I'm saying that this divide between "artists" and "programmers" is crap.

              I wouldn't say there isn't a divide, but I do concur with you that there is an "Art" to programming, and many/most programmers do instinctively have a creative impulse (except for those COBOL guys, that is...)

              But in the gaming industry, in general (and this may just be one of those arguments nobody wins because everyone is using generalities) there is a definite technological-obsession factor that appears to be detracting from true
        • Do you really think they'd be doing this if it wasn't want the company wanted?

          Yep.

          Are you saying that games design houses are filled top to bottom with programmers like this?

          Yep.

          Managers, directors, producers and plenty of other non-technical people obviously agree that this is the way to go -- or worse, they encourage/enforce it.

          Because they refuse, and further, actively avoid discussing the problem. They refuse to believe that, yes, there are, in fact, people in the world who do not know how to
      • Dude, the second the industry becomes open to hiring semi-technical, well-rounded, English major types to *design* games, I'm *so there*. They aren't, but I'm very patiently waiting for the day when they are, if they ever do.

        Most designers in the game industry get there by working up a highly technical ladder. While you're leaning all that higher math, linear algebra, programming languages and techniques, data structures, etc., you're not learning about decent storytelling, the pantheon of literary great
        • Dude, the second the industry becomes open to hiring semi-technical, well-rounded, English major types to *design* games, I'm *so there*. They aren't, but I'm very patiently waiting for the day when they are, if they ever do.

          They won't. Writers would write something new, which the game industry will not develop in favor of a sequel or clone.

          P.S. You'd better believe Crawford knows his stuff.

          Hear hear.
  • Quite opposite. (Score:3, Insightful)

    by S3D ( 745318 ) on Tuesday May 18, 2004 @01:58AM (#9180683)
    First there are games which are work of art, "Planscape:Torment" for example. Averall there is a lot of art/music in the games, and some of that is not of bad quality. More important from educational point of view, videogames brought to public awareness quite a big layer of humanitarian knowledge, not accessable by general public before. Ask teenager of 70-s , who is shaman, where the Jotunheim is, and who were major opponents of Oda Nobunaga during Warring States period. What kind of answer would you get ? Now the situation is different. In the search of content developers digging through a lot of world history, culture and arts.
    • First there are games which are work of art,

      I think all games are works of art, and I don't think Crawford is saying otherwise.

      Its just that, as works of art, most games pay no attention to the fact that they are a piece of art, and consequently the artistic value of such gargantuan projects is spent, pretty fast.

      Averall there is a lot of art/music in the games, and some of that is not of bad quality.

      Well, you know, lets not get into debates on the issue of the subjectivity of 'quality' ... even tho
  • I disagree! (Score:4, Interesting)

    by AltaMannen ( 568693 ) on Tuesday May 18, 2004 @02:00AM (#9180689)
    When I take a look at game developers a majority of the staff are generally artists and designers who come from every creative field you could imagine, and it keeps showing in the games. If you only play doom and quake you might not see that there are a lot of more artistic and creative games available. But a game designer (or at least a lead designer) needs a ton of experience to know how to create things that work in games, if you just bring in a famous script writer you're just going to get one long cutscene with no room for gameplay.

    If anything, we need designers that have more technical skills so they are more able to put their creative skills to better use.
  • by buback ( 144189 )
    video games are, for the most part, made by a team of people. so are movies, music, plays, etc.

    Sure, some of those people should know a thing or two about the world in general, and maybe have some culture. However, all those plays on Broadway would be nothing without the sound and lighting crews. everyone has their own job to do, and some are more technical than others.

    Perhaps game studios should be like movie studios, buying scripts and having a director shape it into a playable and fun game. but the mos
  • by radimvice ( 762083 ) on Tuesday May 18, 2004 @02:29AM (#9180773) Homepage
    Crawford may not have anything nice to say about the game industry, but he knows a lot about games. Listen when he preaches, just don't take his words as gospel.

    I totally agree with him that there is still an unpleasant divide between the academics and the engineers. It's great that people are starting to take games more seriously and I still believe that the current trend will result in a much more mature (in the intellectual sense, not the Playboy-Sims game sense) industry.

    However, here is where I disagree with Crawford - I don't think the video game industry will emerge from its 'puberty' once interactive storytelling takes off and the humanities people are finally able to add their 'emotion' into games, but I think it'll happen once academics master the formal elements of games, build theories from the ground up and recognize things computers are inherently good at, like real-time distributed communication and number crunching for complex systems.

    After that, all that's left to be done is to create a thriving indy scene and bring game development to the masses, raise public opinion and awareness of games as a medium by creating them for their artistic merit as opposed to their marketability and popularity, and finally, acknowledge the enormous educational potential of games and wholeheartedly integrate the study and play of games into our educational institutions all the way from elementary schools to university departments.
  • Idiot. (Score:3, Interesting)

    by Anonymous Coward on Tuesday May 18, 2004 @02:40AM (#9180820)
    Let's face it, the world of game design is dominated by science/engineering people

    Good. Game designers who can't at least begin to understand the technical aspects have no place in game development. The best game designers understand why a programming team can't implement a solution in a particular way due to the underlying complexity. The simpler the design, the better it folds and fits onto the hardware. Designers who simply sit around spouting unimplementable nonsense are eventually going to get punched in the face by the developers who have to actually build the game.

    Put it another way: Do you want your car's engine and steering to be designed by an automotive concept artist (the guy who does the first outer rough sketch?) - or a competent engineering team who understand technical problems?

    Another point: The consumers of games aren't exactly fine art afficionados. They've got to have a technical bent in the first place if they are going to own a machine capable of playing games. Science / engineering folk tend to know what other science / engineering folk like best.

    people from the arts and humanities play a secondary role... the result: a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value." He goes on to suggest

    The stereotypical "chick flick" hasn't had much of a draw among young 15-26 year old male gamers. I'm not sure warm, lighthearted, socially redeeming fluff games would sell to anybody. "Feel good" movies are forgotten 2 minutes after exiting the theatre - and somebody forgets they've played such a game, what, really, was the point?

    We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and archite...

    WOAH! Hold on a second there - I'm not sure if you've ever worked on a modern game development team (sorry, things have come a long way since 1979) - but there's a certain specialization of the roles. Unless you're an indie developer and with a team of more than about 4 people, artists produce assets - and generally don't code. Programmers produce code - and generally don't make art. Larger teams even have specialised designers - the "lead designer" will be in charge of the entire game's direction. The best designers are a cross between empowered gameplay testers and someone who knows the level design tools.

    Unless somebody is set on making their own little games in their spare time, heeding your advice and learning art alongside programming is a good way to dilute talent and torpedo someone's game development career before it's even started.
    • Re: Game Consumers (Score:2, Interesting)

      by MajikMan ( 453619 )
      "Another point: The consumers of games aren't exactly fine art aficionados. They've got to have a technical bent in the first place if they are going to own a machine capable of playing games. Science / engineering folk tend to know what other science / engineering folk like best."

      That's bunk. The first part of your point because people needn't be 'fine art aficionados' just to be positively effected by art in the same way non-art aficionados can appreciate a fine novel, poem, painting or play. If you thin
    • They've got to have a technical bent in the first place if they are going to own a machine capable of playing games.

      That's only true if you define 'technical bent' pretty damn loosely. Last time I checked you didn't need a PhD to plug your playsation in...

      Fact is, enjoying games has nothing to do with understanding the technology behind them. Ever seen an 8 year old play Super Monkey Ball? Is he or she likely to understand what a vertex shader is? No. But they still manage to have fun trying to get a monk

      • Super Monkey Ball

        A sequel to a clone of an ancient arcade game.

        This makes the point better than anything else: there are no game designers, and if there were, most publishers wouldn't allow them to actually design anything.
    • Good. Game designers who can't at least begin to understand the technical aspects have no place in game development.

      There's a difference between being able to "at least begin to understand the technical aspects" and being able to build a 3D engine. Lots of modders just know how to create levels, and can do it well, even if they can't implement the editor.

      The best game designers understand why a programming team can't implement a solution in a particular way due to the underlying complexity. The simpler
    • I'm not sure if you've ever worked on a modern game development team

      Obviously. No modern game would have made it out of the early design stages, much less to the retail shelf.

      The best designers are a cross between empowered gameplay testers and someone who knows the level design tools.

      The best designers are people like Chris Crawford who understand game design is more than level construction and a one-paragraph "background story" included with the installation instructions.
  • Western videogames maybe lacking in art, but games originating in Japan are almost pure art... Zelda, Final Fantasy, even Soul Calibur. These games are beautiful to play. ... And American games are more "American" (Starcraft, Halo, & Doom.) Graphics and violence can be pretty damned fun. To say games don't have an artistic bend is just silly. People have been calling Miyamoto an artistic genius since the N64 Zelda.
    • Yes, yes, yes, Nintendo/Japan rocks. Woo-hoo.

      Myst came from America. Sam & Max came from America. GTA3 came from America. Pac-Man, Sims, SimCity. This isn't some vast "Japan has Art, America has Shooters" gap.

      I would say for every FPS America cranks out, Japan cranks out a lame fighter. For every GOOD FPS America cranks out (Halo), Japan cranks out a GOOD Fighter (Soul Caliber).

      For the most part, however, both countries produce good games, usually what their populations demand. I hear GTA3 (a work

      • You beat me to it, aww man.

        We tend to only to get the better Japanese games on our shores. And many of those those games, to me at least, are showing as least as much me-tooness as Western games show.

        However, when it comes to the number of *companies* that do a good job of encouraging creativity among their developers, I'd say the percentage is slightly higher in Japan. But just slightly.
      • GTA3 came from America

        Actually, it was Scotland.
      • yes, yes, yes, people arent allowed to say that japanese games are generally more artistic than 'western ones', we know, but thanks for reminding us anyway... does the truth really hurt that much?

        Myst came from America. Sam & Max came from America. GTA3 came from America. Pac-Man, Sims, SimCity

        what? nice try, but youve picked a glorified screensaver that hard merits being described as a 'game', a virtual doll house that may cater to the boring EA mainstream crowd but isnt paid much attention in act
        • I recommend going for a walk. It'll help with your capitalization skills and also clear your mind of rage.
          • rage? there is no rage here, at least it wasnt intended. maybe its probably because people dont like it when others use 'fuck' needlessly.

            i was wandering thru here when i noticed your games list that was presumably intended to represent an impressive list of american gaming or something to that effect, maybe in an attempted comparison to the claim that japanese games are more artistic. im not really sure, its not like you actually addressed his point at all.

            i was honestly suprised at the selection of gam
        • Oy! Where do I start?

          (Myst)
          what? nice try, but youve picked a glorified screensaver that hard merits being described as a 'game'

          That you do not define it as a game does not mean it isn't. Myst indeed *is* a game -- it just doesn't look like the ones you are familiar with. And it was the first CD-ROM success story, despite not being *marketed* as as screensaver.

          (The Sims)
          a virtual doll house that may cater to the boring EA mainstream crowd but isnt paid much attention in actual gaming circles

          That
          • And it was the first CD-ROM success story

            yes, as in it was the first of many games that used a cd-rom purely for a massive storage of endless static pics and non interactive video sequences, and put some rudimentary puzzle games over the top. it managed to sell well probably because it looked prettier than all the other identical efforts. its a 'game', sure, but a game in the same sense that solitaire is a game. you cant possibly compare it to something like GTA3.

            when they're both designed by Will Wri
            • (Myst) its a 'game', sure, but a game in the same sense that solitaire is a game. you cant possibly compare it to something like GTA3.

              All non-networked computer games are solitaire. And oh yes I can compare it, not directly because they're very different types of games, but in terms of their effect on the industry, and how they opened people's eyes as to what gaming can be.

              GTA3 is the best GTA3 it can be. Myst is the very best Myst. I was enchanted by Myst when I played through it, it shows except

              • Just imagine: if Will Wright *could* get people to enjoy filling out accounting reports, how wonderful it would be! You've got your causes mixed up: accounting reports, and urban planning, are boring because they contain tedium, not because they are useful. Make a boring, yet necessary, thing fun and you've brought true good into the world.

                hahaha i love your thinking. sure, i wouldnt play your accounting game, in fact id probably despise it, but im sure it would unfortunately be a best seller.

                by the way
      • Pac Man is japanese.
  • Too techincal????? (Score:4, Interesting)

    by idries ( 174087 ) on Tuesday May 18, 2004 @03:19AM (#9180917) Homepage
    Whilst I agree that there are alot of bad game design and desingers out there. I don't think that it's because designers are too technical. If anything my experience is that they are neither technical nor artistic enough. Generally the people who end up being designers are people that entered the industry from the bottom rung: testing.

    Lots of the designers that I've worked with over the years are people who are in the games industry because they want to be (nothing wrong with that) and have no skills that are of obvious practical use to the industry (i.e. they can't draw, they can't code, and they can't project manage). So, we make them testers, and then when they've been there long enough to deserve a decent salary we make them into designers.

    There's no qualifications that you need to be a designer, people just get into it and they're either good or bad at the job. This is unlike both code and art, most studios don't employ coders or artists without qualifications (unless they take them on as co-ops or something).

    Maybe all these game design courses that universities are starting up will help, but in the end I think that this is just the nature of the beast.....
    • by Daetrin ( 576516 ) on Tuesday May 18, 2004 @03:51AM (#9181010)
      I agree almost 100%. I think you might be maligning the designers a bit, i've known some very good ones, some of whom have done a lot of creative work in other fields before working on video games. Sure there are designers who aren't very good, but there are programmers and artists who aren't very good either.

      However your basic point is right on. In every game company i've worked at more than two thirds of the people have very little in depth tehnical experience. The designers can write simple scripts and use spreadsheets to balance stats, and the artists can use the appropriate art tools, but (on average) they know very little about programing, technical constraints, or the data pipeline.

      There's always some artist who insists on exporting art files in the wrong way, even after you've told them three or more times that it will break stuff. The designers often make similar mistakes with the scripts, and frequently their first request for a new feature is totally unfeasible, requiring a programmer to come talk to them about what's possible and how to integrate that with what they want.

      Unless the three companies i've worked at have been freak occurances, most game companies have non-technical people doing the art and design. If the design isn't good, either the designers just aren't very good, the programmers weren't able to implement it right (in which case the problem is not enough focus on tech, not too much focus) or as someone else suggested, management decided to get involved for whatever strange reason management always seems to have for screwing things up.

      • I think Mr Crawford has been out of the loop for too long. 1996 was the first time I encountered someone in a dedicated design role. Prior to that, working at a smaller development company, game designs were created by the programmers and artists on the teams developing them. Since then, all projects have had a dedicated designer, and over the past few years, a dedicated design team. None - not one single designer - that I have encountered has come from a technical background. Artists, testers, games magazi
    • So, we make them testers, and then when they've been there long enough to deserve a decent salary we make them into designers.

      Which is precisely why so many games fail, and are now almost routinely clones or sequels. Writing and game design are no less technical or important than programming or drawing.

      There's no qualifications that you need to be a designer

      Understanding game design might be somewhat important.

      This is unlike both code and art, most studios don't employ coders or artists without q
  • by Anonymous Coward
    Ahhh, yes of course the Sciences and the Arts are of course mutually exclusive- a great physicist couldn't possibly also be the writer of equally great literature, a geneticist couldn't possibly also be a painter and poet...

    The idea that science and art are seperate is idiotic and a line I hear mostly from incredibly close minded arts graduates... Socially unaware games? Are they really socially unaware? I'd wonder about that...sounds more like pure arts whinging to me...
  • by Nice2Cats ( 557310 ) on Tuesday May 18, 2004 @04:52AM (#9181179)
    [...] deficient in redeeming social value.

    In other words, they are enormous fun...which some of us happen to think has a social value in itself.

    The old I get, the more distain I have for self-styled intellectuals.

  • I like my games to be fairly emotionless, i disagree that they are not works of art though. The art _is_ in the code. I prefer to inject my own emotion into a game, much like i like my music. emotionless. I'll decide how music makes me feel thank you very much.
  • by TRACK-YOUR-POSITION ( 553878 ) on Tuesday May 18, 2004 @07:45AM (#9181658)
    From his Crawford's rant...

    Ian Bogost pointed out that science/engineering tends to be "predictably useful" where arts/humanities tend to be "unpredictably useful".

    Then perhaps the real problem is not that science/engineering dominates, it's that business people are the ones choosing where the emphasis of today's games lies. An executive can choose to hire more programmers or more English Department types. The programmers are reliably useful, the academics either incredibly useful for detrimental. If you're spending a billion dollars to make this game, the choice becomes clear--hire more programmers and avoid as much risk as possible.

    The only way we'll see more creative, less technical, and riskier games, is if it becomes possible to make games at a drastically reduced cost.

  • by Bluesman ( 104513 ) on Tuesday May 18, 2004 @08:20AM (#9181888) Homepage
    As if anyone who is an engineer can't possibly understand arts and humanities.

    What a load of crap.

    If anything, talent in both fields seems to be quite common among intelligent and creative people. You can't tell me that any engineer couldn't jump right into a philisophical/humanities discussion with relatively few problems understanding what's going on.

    The only "problem," if there is one, is that the typical engineering type is outclassed by the guy-with-the-humanities-doctorate when it comes to spouting bullshit, and consequently yields authority or creative control to him because he doesn't want the hassle.

    • At my local university, we had an $8.5 million budget shortfall this year (thank you, tax cuts!). One of the plans to help make up for the shortfall was to completely cut all studio arts programs.

      A lot of people were quite upset that this would even be an option. There were demonstrations and letters to the editor from not only students, but concerned faculty and community members as well.

      I'm in the computer science department. A couple typical CS types that I know decided to write a letter to the edit
  • Hours worked (Score:1, Interesting)

    by Anonymous Coward
    As someone who worked in the industry, I would say that a larger factor is the amount of hours worked by the employees. How much life experience and understanding of the human condition can someone contribute to the art when they do nothing but wake, work and sleep?

    Most teams are composed almost entirely of young males with fast reflexes who do nothing but work, and games of today reflect this.
  • Is Crawford making a real point here, or is he just trying to sell his latest book on game development? Or a seminar where he teaches "interactive storytelling"?

    The fact that he didn't (couldn't?) articulate what makes a game "cold and heartless" and what might give it "redeeming social value" and gave examples of neither left me feeling that perhaps there is not enough to this "problem" to even adequately define it.

    From the article:

    Still, we need to go much further. We need educational programs that expos

    • I've felt for a long time that Crawford suffers from the exact problem he stated in the article: He's too stuck in his ways. Oh, he does try to break out and "see the light," and he's ready to rant and make others do so, but it's just not in him. He made games, and many of them were pretty good, but he just can't seem to fathom approaches other than the ones he took 15+ years ago. He himself is to some extent a permanent engineer, a "technical designer," focusing not on plot and atmosphere but on gameplay m
      • I've felt for a long time that Crawford suffers from the exact problem he stated in the article: He's too stuck in his ways. Oh, he does try to break out and "see the light," and he's ready to rant and make others do so, but it's just not in him. He made games, and many of them were pretty good, but he just can't seem to fathom approaches other than the ones he took 15+ years ago.

        If a problem was solved then, then way doesn't that solution work now? And the things he attempted back then working with less
  • better games?! (Score:3, Insightful)

    by LazyBoy ( 128384 ) on Tuesday May 18, 2004 @10:31AM (#9183304)
    "We need educational programs that expose students to equal amounts of technology and art. They should learn to program even as they study Michelangelo, rhetoric and recursion, algorithms and architecture." Do you think this would lead to better, more innovative, socially aware videogames?
    I don't know about video games, but it sounds like it would lead to better, more innovative, socially aware people.
  • Lots of defensive techies in here today!

    Actually, I'm a tech-head too.
    I think what Crawford was trying to get at, though, is that there is potential for makeing great art in the video game medium, it's just really hard and not exactly strived for very often. And given the large undertaking and large amount of passionate/opinionated people that it takes to make a game(not to mention the pressure from the business side - I'm not convinced we have a 'truce' or whatever with the business side of things), it'
  • by tasq ( 245246 ) on Tuesday May 18, 2004 @12:59PM (#9185116)
    The pitch meeting: a play in one act.

    The scene: Several businessmen wearing khakis and polo shirts sit around a large conference table. A large screen, ready to show game demos, dominates one side of the room.

    Chairman: Ok guys, we're here to decide which games our company, Publisher X, will fund, and which we won't. We don't have a lot of time, Fred over there needs to fly to Japan to give an interview to Famitsu and Joe has a conference call with the Wal-mart guys. Because of this, we're restrained to only seeing each game for about 5 minutes.

    Chairman: Our first demo is from the guys at GameDev Studios. Matt, here, will be showing us his game, uh...

    Matt: "Hills of Aeden", sir.

    Chairman: Tell us about your game, Matt.

    Matt pops up a powerpoint slideshow on the big screen, and begins his pitch.

    Matt: Hills of Aeden is a third person action-adventure game with rpg influences. Like the Square game, Final Fantasy X...

    Fred: Excuse me, Matt, but have you considered changing the name of your game?

    Matt: (knocked off balance by the interruption) Um...uh... well, not really. The name is pretty important, as it ties into the answer to the big mystery...

    Fred: Because this, "Hills of Eden" thing sounds like a soap opera. Joe, what were the stats on soap opera games?

    Joe: (pulling statistics out of his ass) our marketing research says that 7 out of 12 males aged 12 to 27 won't buy soap opera games unless there's nudity involved. However, Wal-Mart and EB refuse to sell games with nudity in them, so they're a no-go.

    Fred: Right. That's what I thought. No go on the soap opera name, Matt. How about something with some spark to it. Something that we can use to create a strong IP around. How about something like "Dark Fury", or "Mayhem".

    Chairman: Good point, Fred. Matt, we'll need a new name for your game. Now, you've had 3 months of pre-production. What have you got to show us?

    Matt: (even further off balance) Well, as I was saying, this is a very story-oriented game, so we hired a professional writer to come in, and together, we've put together a 200 page outline of the game. We've also got together some really good concept art that I think really shows off the style... (furiously clicks through powerpoint slides until he gets to art).

    Fred: I like this look, but it seems kinda pretty, to me. Kinda pastel-y.

    Chairman: I agree. Pastels are a no go.

    Matt: Well, we have some, uh, more bold images, over here. (more slides go by)

    Fred: Hey! That looks like that World War 2 game that came out last week. What were the numbers on that game, Joe?

    Joe: (more number pulling) NPD has it as the best selling game for last Tuesday in the 21-32 year old bracket, Fred.

    Fred: I thought so! You know, we could use another WW2 game in our portfolio. Which battle does your game take place in, Matt? Normandy? Uh, Guam?

    Matt: "Hills of Aeden"...

    Fred: You mean "Mayhem".

    Matt: Right, "Mayhem" doesn't take place during WW2. It's a futuristic game that takes place on another planet where racial tensions between 5 different factions...

    Fred: Hmmm... well maybe you can change it to a WW2 game. Those sell pretty well, and we only have two others in development right now.

    Chairman: So, Matt, you only have a design doc and some screenshots? No prototype?

    Matt: We really wanted the art direction and the story to take precedence...

    Chairman: Matt, have you ever heard of John Romero? Daikatana? Designers first?

    Matt: Uh...

    Chairman: We'll give you our decision later, when you can't actually physically attack us. Thanks for coming by and showing us "Mayhem"!

    Fred: Yeah, thanks Matt! Hey, next time, try to focus more on the WW2 aspects of your game.

    Matt: Uh...thanks.

    Chairman: Ok, guys, next game is called "Police State". Don is here to show us this game.

    Don: Hi guys. We've been working hard for the past
  • Crawford sees "a vast wasteland of cold, heartless games, technological works of genius deficient in redeeming social value", and he's right.

    Look what's out there. In one way or another, the market is dominated by killing simulations. It's a religion of polygon counts and frames per second.

    Games with consistently poignant writing are beyond rare. (I can think of only one relatively recent one: Planescape: Torment.) The commercial text adventure, the literature of the games industry, is long dead. Game

    • Look what's out there. In one way or another, the market is dominated by killing simulations.

      That, my friend, has little to nothing to do with engineers writing code. It's because that's what sells. There have been no shortage of games that were quite different, had artistic merit, weren't bloodfests, and flopped in the marketplace (one of my favorite examples: The Longest Journey. That's what society (well, US society) wants.

      So then we ask ourselves -- why is this what society wants?

      The main source
      • It's because that's what sells.

        No, it's because that's what's approved.

        one of my favorite examples: The Longest Journey.

        Which sold well over 250,000 units, hardly a flop, except according to the game media^H^H^H^H^Hindustry, which must label adventures "flops" so they won't take attention away from "FRAME RATE 5: THE SEQUEL 4: THE FRAME RATE"

        The problem is that society as a whole does not seem to be interested in literate entertainment when there is much easier-to-deal-with simple entertainment.
    • The commercial text adventure, the literature of the games industry, is long dead.

      So says the game industry, in an attempt to justify their decision to fire the writers.

      There is little doubt that a good, well-written and well-marketed text adventure would sell, it's just that nobody attempts it because they believe the hype. Some half-assed column asked "Are text adventures dead?" and the writers of those games said "well, guess so" and gave up on the entire genre as a profession.

      Which is even more
  • <badgering>
    WAAAHHH!!
    Make the meanies go away!!!!!
    </badgering>

    Ok, so the games reflect what thier creators see as reality, to an extent. The art is cruel because the humanity they see is inherently cruel, as much as we would like to pretend otherwise.
  • Games are puzzles. Hence one almost always uses the term "good gameplay" when describing the attributes of a good/fun game. The game gives you a challenge and the fun is trying to overcome it.

    Name any game where the story made up for poor or tired gameplay. It doesn't exist, IMO. Now name a game that had little or no story and was a pleasure to play. Doom 2, Tetris, Ms. Pac-Man, Bubble Puzzle, Chess...the list is longer than a single Slashdot post allows.
    • There was a time when games WERE story driven. Back when good writing and hand-drawn art was more important than the underlying technology, games such as Planetfall, Monkey Island, Space Quest, Day of the Tentacle and Gabriel Knight all thrived. This could even be applied to some RPGs.

      Did any of these have compelling gameplay? Not really. The puzzles were largely non-sensical and frustrating. Most people played them (and still do) to see how the stories progressed, and reveal what the clever writers had w
  • Ok, I've seen posts for both sides and I want to say, that I can see how someone would want to not look at games as an art. But I disagree...

    I'm in college right now, and have already began production on a small independant game. For almost 10 years now I have dreamt of being a game designer and have studied into what makes one great in this area. (hopefully it will pay off...) I believe to do well, you must be well versed in both art and science, and I've always felt like the bastard child of both areas
  • I have two degress, a B. A. in English and a B. S. in Computer Science. I made the Dean's list a few times at while pursuing my English degree, got some great reccomendations from professors, etc. I did well, in my Chaucer, Renaissance Literature and Shakespeare classes. I also took a lot of history for my history minor, and got high marks there as well.

    The CS degree was much tougher for me, but I did well in some of the abstract math classes and some of the classes on algorithms and the like. However,

For God's sake, stop researching for a while and begin to think!

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