Game Design Showdown Leads To Collateral Romance 58
Thanks to GameSpy for its article covering the "Iron Chef"-like Game Designer's Challenge at last week's GDC 2004 in San Jose, in which "three famous game gurus were pitted against one another to tackle one of the thorniest of game design problems: creating a love story." According to the piece: "The three 'contestants' were Will Wright from Maxis (creator of The Sims and Sim City), Warren Spector from Ion Storm (visionary behind Deus Ex and Thief), and Raph Koster the Creative Director of Sony Online Entertainment (who was instrumental in creating Ultima Online and Star Wars Galaxies.)" The eventual winner was Will Wright, who "created a war-time romance game that he called a 'First-Person Kisser'", in which "...a man and a woman, chosen by the computer for having similar interests and romantic possibilities, would start on opposite ends of a raging battlefield. They'd have to arrange for a place to meet and they'd try to get there without being killed."
Well, it's a fairly bizzare concept. (Score:5, Funny)
wow (Score:2, Insightful)
Re:wow (Score:5, Insightful)
Re:wow (Score:3, Insightful)
Leave it to the little names then (Score:5, Interesting)
There are "emotion" games out there but emotion leads to sex and that is forbidden in the US of A. Better to kill then fuck. The Sims are a notable exception but they don't really have emotion just stats.
Of course a super game would be one that manages emotion without violence or sex. Or with. I am not sure on that one.
Re:Leave it to the little names then (Score:3, Informative)
Rob
Re:Leave it to the little names then (Score:2)
Re:Leave it to the little names then (Score:1, Funny)
You want to kill someone, then fuck them?
Or did you mean better to kill than fuck.
Re:Leave it to the little names then (Score:3, Funny)
Well, I'm sure that it's legal to play an animated hentai game. But I can't see a socially acceptable reason to to play an imouto ga suki na game here without being label some sort of nth degree perv. Just think if that game's icon was on your desktop. There's no way in hell you could convince your wife, girlfriend, parents, relatives, friends, acquaintances, teacher, boss, colleages, cleaning lady, land l
Or Private Nurse? (Score:3, Interesting)
On a more serious note, I hear that the PC version of Private Nurse [gamefaqs.com] has been ported to PS2. Although the PC version is an adult game (read, not for children
Basically, you're this guy, whose name I forgot, and you're
Re:Leave it to the little names then (Score:2)
Then why haven't these [konamityo.com] games made it to the US? Plenty of emotion, no sex, very little violence - and stats, too.
Love stories are a solved problem. It's not that it's hard to make games like that, it's just that nobody thinks Americans are interested... well, not enough to make them commercially viable
Re:Leave it to the little names then (Score:2)
There is one interesting thing about adventure games -- generally, they're easy to put down at any time and do not require a powerful platform. This makes adventure games an appealing possibility for the console. The sole exception is storage space -- many adventure games require a fair bit of storage. It may be necessary
Mod Parent Up (Score:2)
Re:wow (Score:4, Informative)
Re:wow (Score:1)
Re:wow (Score:2)
Re:wow (Score:2)
My first reaction upon seeing this headline was, "Oh, Koster didn't win, huh? Now that's a big shocker." Then I read the article, and it made me sad because he was actually pathetic enough to do exactly wh
Re:wow (Score:5, Insightful)
First, they're trying to write a game that will be acceptable to the current gaming world. The current gaming world plays and prefers games with lots of explosions and guns and violence and whatnot.
Second, what are you comparing this to? A romance movie? A book? Games just don't *work* the same as either medium. It's much harder to involve a gamer in a romance game than a romance movie because the gamer may stop at any time, and play in any-sized chunks. With a movie, viewers allocate two hours, and the movie director has a given undivided two hours in which he controls much of the viewers' environment to manipulate emotions. Compare this to, say, a computer, where viewers are probably not in a totally dark room with huge speakers and a vast screen. With a book or a movie, it is possible to write a carefully-crafted story that depends upon timing (Joe just misses the train with Mary) or precise actions, or whatnot. A game generally requires more flexibility, unless you're going to make it incredibly flat and consisting mostly of cutscenes. In most types of game, a player might spend an arbitrary amount of time stopped or trying to figure something out. It has to allow a player to make decisions.
Third, many of the elements in a romance are *very* difficult to reproduce in an interactive environment. Most romances place a good deal of emphasis on (often subtle) emotions and human relationships. Unless you entirely represent these elements with cutscenes, you need to provide some form of interactive "human". We do not have the technology to currently do this effectively or convincingly.
Ultimately, I could see romance games doing well. Middle-aged women are currently the most common demographic online. It turns out that the Internet beats the snot out of daytime soaps. I'm sure there will be a lot of false starts and failures, though. It won't be an easy problem -- but then again, if you took a programmer from 1980 and told him to produce Doom III, he'd probably be at a bit of a loss for words too. There's money in the romance market, and that means that someone will find out a way to take advantage of it.
Hang on a minute (Score:2, Interesting)
Wright first broke down the issue at hand
Re:Hang on a minute (Score:1)
Re:lounge suit larry (Score:1)
The link is to the newest one, Magna Cum laude.
The series has been around quite a while...Since 1991, actually [mobygames.com]. Okay, so maybe that's not a really long time...
Wait, the one I linked to is a VGA (? I'd call it 'graphical' myself...) remake of the original, text based game...so it's been around even longer.
Re:lounge suit larry (Score:1)
---------
No John Romero . . . (Score:3, Funny)
Re:No John Romero . . . (Score:5, Funny)
Know your audience- (Score:1)
Re:Know your audience- (Score:3, Insightful)
I've never succeeded in anything I do in a game. I've never kidnapped a man from CIA HQ, or escaped a reasearch facility infested with mutants and aliens...
Re:Know your audience- (Score:2, Funny)
Re:Know your audience- (Score:1)
Re:Know your audience- (Score:2)
I know when I was younger I didn't succeed in making friends IRL, but online I had a ton of friends and that always made me feel better about myself.
Pointless (Score:2)
- Is it supposed to be a game about two characters who fall in love? That's already been done, dozens of times, in many genres, probably most notably in the Final Fantasy series (as stated above).
- Does it mean that the player is supposed to fall in love with an in-game character? That's probably happened more times than avid players of Tomb Raider or
Re:Pointless (Score:3, Interesting)
Does it mean that the player is supposed to fall in love with an in-game character? That's probably happened more times than avid players of Tomb Raider or Dead or Alive might want to admit.
Uh... that's sexual attraction, not love.
Characters I *could* fall in love with, if they existed, and which actually made me feel *something* while playing the game, would be:
- Annah from Planescape: Torment
- Fall-from-Grace from Planescape: Torment
- Kana from Kana: Little Sister (spoiler: she isn't your biologi
Re:Pointless (Score:2, Funny)
It's strange, but judging from the bishoujo games I've played, nobody in Japan is biologically related to their sister...
Pure Research (Score:3, Interesting)
Re:Pure Research (Score:2)
I hate to say it, but...Darmok and Gilad at Tenagra.
The problem with 'love' is that, of all the human emotions, it's probably the most personalized. The average member of a given society is going to have an idea of what's heroic, what's scary, what's frightening, what's injust, and so on. Love, however, is differnet for everybody.
That and the fact that love
Re:Pure Research (Score:2)
And yes, perfect reference. Leave it to Will Wright to create an interpretation of Love based upon Star Trek.
Re:Pure Research (Score:2)
That and the fact that love is one of the few emotions that requires interactivity. You can invoke amusement, anger, lust, contentment, joy, all sorts of emotions, in a passive viewer. Love, however, requires as much giving as receiving.
What? That's grade school "I like her, but only if she likes me!" bullshit. You're describing a very selfish kind of Love; one conditional on getting something in return. I grant you that even that is difficult to make happen in a game, but maybe we'd have a better
Re:Pure Research (Score:2)
I don't think you understand.
In this case, I'd be referring to the 'she' in your example; if she feels nothing in return, has nothing to give in return, she's not going to love the fellow in question.
If you're watching a television show, and the TV show consists of an actor/actress of the appropriate gender looking right at you and saying 'I love you,' you're not going to be able to love her back, as you can't give of yourself to her. You can hate her, lust after her, be happy for her, cry for her, all
Re:Pure Research (Score:2)
I don't think you understand.
Nah, you're the one confused.
In this case, I'd be referring to the 'she' in your example; if she feels nothing in return, has nothing to give in return, she's not going to love the fellow in question.
Again, you're talking about returns. That is a selfish love, if it is even love at all.
If you're watching a television show, and the TV show consists of an actor/actress of the appropriate gender looking right at you and saying 'I love you,' you're not going to be
ICO ? (Score:5, Interesting)
Although not strictly billed as a love story, I felt that the young lad and the girl had quite an interaction with each other, the animation silky smooth. The characters would hold hands, if ICO runs too far away he can call the girl and she will come running, or if she cannot make her way to ICO will yell back. To be honest im waffling and not doing the game much justice.
I just wanted to mention it because despite being a great game, its the first game ive really ever played where central characters have a significant relationship / interplay from which feelings seem to emanate from the screen and into your thoughts.
nick
Love Parade of Acronyms: ZWW, PoP, KOTOR (Score:4, Interesting)
I felt that the relationship between the gamer and Bastila in Star Wars Knights of the Old Republic was perhaps the best conversational and interactive relationship I'd ever "played." Instead of sketching up complicated systems like Spector and Wright tried, Bioware just hit the player with the old standard of branching conversations, but did it over and over and over again. The characters change through conversation and time, and it's this transformation in their character that makes it so interesting, and ultimately, worthy of caring for.
However, I agree with you. ICO does it best. The final scene in ICO is ranks among the best in gaming, and is without question the best demonstration of a love story in video gaming.
Grim Fandango, though, makes a pretty damn close second. It's nowhere near as "serious" as ICO, but in the way that it exercises its love story, it does it very well.
Re:ICO ? (Score:2, Informative)
And the bronze goes to... (Score:2)
heh. (Score:1)
My take on this.. (Score:3, Insightful)
What makes a good book/movie romance? There are two possibilties. Either you can relate to the relationship, or you desire the relationship. This really is a matter of taste. Unfortunately, very few games actually have enough romantic tension in them to really even have a chance. What do you have?
Ok, you have the Final Fantasy games. That's obvious. (And some of the best, if you ask me). What else is there? One of the problems is that games with a "love interest" usually use the love interest as the motivation..the damsel in distress syndrome, so to speak. If you do this, it takes the tension out of the whole story. Mainly, because it cuts out most of the chance for the dialogue. Why are the FF good games for romance? Because for the most part, the characters are together for most if not all of the game.
About Wright's idea, I think it's a good one, but not for the romance angle. I like the idea of being able to try to balance multiple objectives within a larger game. One of the problmes of this, and the other given idea, is the human problem. Namely, the number of griefers that only try to ruin the game for other people and get a kick out of it. That's the big problem for any game that relies on human interaction.
Love? Love is for the living, Sal. (Score:4, Insightful)
I suppose one possible reason for game publisher's ineptitude in creating decent love stories, either on the fly at a conference or with years of development, is that their product's recepients (us) don't care much for love stories. I have a hard time believing that, although I suppose it might be true. I think a better reason is the one proposed by Miyamoto. Violence is the easy way to incite an emotional response. Love and sadness take far more work on a narrative level than simply coding something like Battlefield Vietnam, or even Deus Ex. It's riskier, because it's very easy for a game to come across as insincere. With technology, you're safe. It's either good because it works, or it's bad because it doesn't. Love, well now, that's far more subjective, isn't it?
With that in mind, I will say this. The copout by Spector that the technology isn't up to par is the preposterous. With that statement he made yet another step downwards from the person I was envisioned him as. Obviously, he's of the mindset I just mentioned. For him, and apparently the others, love is a technical implementation, not a narrative one. It's a coded system, not the way a character talks or walks or reacts in the game(cf. ICO).
Shame on them. The reliance of the love story on narrative is why these guys not only missed the point, but are running the complete opposite direction. The connection of the Game Design Showdown to Iron Chief is appropriate. And if that's the case, these boobs tried to build a house instead of culinating a dish.
With bony hands I hold my partner
On soulless feet we cross the floor
The music stops as if to answer
An empty knocking at the door
It seems his skin was sweet as mango
When last I held him to my breast
But now we dance this grim fandango
And will four years before we rest.
Re:Love? Love is for the living, Sal. (Score:1)
Wow, and my view of Spector's "cop-out" was entirely different. To
PS2 (Score:2)
On a serious note, I think the reason love stories are avoided in games is that they are HARD to do well. Look at romance movies, for ever one really touching romance or romantic comedy there are 15 or 20 (and I'm being generous here) reels of crap that come out. Combine this with the fact that games are still largely targeted at the insecure socially inept teenage ma
Wrong Contestents (Score:2)
Fun? (Score:1)