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About this site

This blog is about tracking the rise of games as a medium of popular culture, and perhaps the medium of the times. The Jones’ kids all have game consoles, but more and more it’s not just Saturday morning entertainment - games are impacting peoples lives in a way never seen before. There are fan sites, art books, academic theses, and a massive entertainment industry all waking up to the fact that these things are a lot more important than we gave them credit for. Already games are under fire as the evil corrupting the youth: a place formerly reserved for the likes of Rock’n’Roll, Hollywood or Ragtime (depending on your era). This blog is about watching the emergence of a medium, right before our very eyes. (For more background on this blog and why we think it's such an important story to tell, see my introductory essay.


About this editor

Andrew Phelps is an assistant professor at the Rochester Institute of Technology, in Rochester, NY. He is the founding faculty member of the Game Programming Concentration within the Department of Information Technology and his work in games programming education has been featured in The New York Times, CNN.com, USA Today, National Public Radio, and several other articles and periodicals.

To contact Andrew email him directly.


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GOT GAME?: the future of play

By Andrew Phelps



Friday, May 30, 2003

A New Kind of Game

I keep reading about the positive/negative aspect of 'online games' as if, somehow, they are completely devoid of any relationship between any other kind of game. I had a conversation with a game developer recently that went something like this:

GD: What kind of games do you like?
ME: Several kinds, but my favorites are probably RPG's.
GD: What RPG are you playing now?
ME: Neverwinter Nights and Everquest, and recently Shadowbane.
GD: Uh... those are online games.
ME: ... but I play them like RPGs
GD: ...

So, we are at an impasse. To be sure, there are several "game design" issues that crop up in online games that aren't there in single player versions ( player killing (PKing), camping (sitting there endlessly while the same content re-spawns and you kill it), etc.)  But you know what? These aren't all entirely new - I used to 'PK' people in other games that only supported 2 players, its only easier in massively multiplayer games.  I can remember playing Bard's Tale from EA, and I "camped" the same mob that dropped 'phat lootz' by getting there, killing it, saving, turning off my computer, turning it on, restoring to that position, and viola - mob was there!  No, I didn't get to be all powerful in front of other players, but I did get to walk through the final dungeon of the game at level 99 with roughly ten thousand hit points on my tanks (things hit you for about 50 if that puts it in perspective).  Never even had to heal...

The thing that is a little different, I suppose, is that you can influence the game of someone else, and so cheating takes on a much larger significance.  But people still cheat (anyone have a packet-sniffing linux box running next to their EQ machine? eh?).  And it doesn't kill the game.  In the parlance of our times: /shrug.

"Online games", at its core, is not a genre.  Its an extension of several known types of games into an online environment. Is that different? Sure.  Does that completely devalue everything we *should* have learned about the existing genres as we apply them to the online world? Absolutely not.  Let's take the SIMS Online, which is regarded currently as somewhat of a failure (although I am not sure that it is that, exactly), and which was mentioned over at Many to Many.

The SIMS was a descendant of SIM-CITY in many ways, so I'll start there.  SIM CITY was a game that was incredibly interesting because of its play style.  A Player setup an initial town and based on some semi-realistic processes and a bit of luck that town grew into a thriving metropolis, or a sink hole, depending on your "skill".  This was tuned incredibly well, and struck a great balance between feeling like the player had control and the 'I set some things in motion and I sat back and saw the results of my actions'.  That second part is the key to the whole "SIM" part of it - the idea of simulation is that you observe the natural output of a system after seeding it with initial values.

The SIMS took this further as the player got to engineer several little people, and place them in an environment and 'watch what would happen'.  The way I and several of my friends played the SIMS was to set up little scenarios before we went to work, and then leave the computer on all day.  Then you come home and see what unfolded. The sense of mystery was astounding.  The SIMS even extended into a sort of online game in they way you could trade props and sets and objects with other people online and also in the way people recorded the stories told by their little sim-people in websites and emails.

Somehow, in the SIMS Online, all of that was scrapped. Because there are several people interacting in the same space, what you get back from the environment loses the mystery of 'everything that happened was, somehow, a result of my influence in the world'.  That was the whole beauty of the SIMS, it was amazingly simple, but direct, and well executed.  The SIMS Online forgot the basic lesson of the SIMS.  That doesn't mean that a game with online capability is doomed to fail in the SIMS world - it means that there the game design community can't look at an online game as 'a new form of game' - its an old form of game that is *also* something new.

Go check out any gaming magazine at the newsstand that covers more than one kind of game and you'll find 'RPG', 'FPS', 'Racing', 'Adventure', and 'Online' (or something very similar).  Online? Online is a technology, not a gaming genre.  There is more similarity between Everquest and Diablo than Everquest and Half-Life.


 

posted at 9:29 am |


Monday, May 19, 2003

Finals

Hasn't been a lot of activity here lately, but don't worry, the blog will go into hyperdrive next week.  Last week / this week is the final exam period at RIT, with graduation this weekend.  This generally means that a faculty member's life is counted in hours if not minutes.  A great many things are occuring that I need to write about, I'll be back soon.

posted at 8:54 am |


Friday, May 2, 2003

Appeal to My Group (Part II)

Ross Mayfield has posted a really interesting followup to my last post.  He also remembered a little nugget of our conversation at ETCON, I wish I had remembered to write it down (as he points out, I was buying beer).

Ross: "What's interesting about virtual worlds is how when people meet each other in them their real identity is the least explicit of all the models.  But gradually as they observe how each other acts in the game and chat, more clues are revealed about who they really are and trust increases.  Modes of communication outside the gaming environment are commonly used and occassionally real world relationships are cemented by in-person meeting.  Andrew pointed out that the ultimate test of trust is to hand over logins to someone else so they can literally walk in their virtual shoes.  Kind of like giving the keys to your car and house in absence of insurance or rule of law."

In other news, a guild I know in EQ has decided to really put the screws on virtual communication and has started hosting a Voice Chat within Everquest - for the entire guild.  80-100 people will all have USB headsets and streaming voice with one another. [ they are working on some communication ettiquette now, about who talks in raids and such, what is allowable voice traffic and what still flows through text... ] 

We had a conversation at one of the BOF sessions at ETCON about whether voice would work in a game like this, because most of the users of these games play them passively a large majority of the time (ie while watching television or chatting to another person elsewhere).  I am interested to see voice, which is a heck of a lot more 'active' on a participatory scale, and how that works out.  We'll see. 

posted at 8:28 pm |










Copyright 2003 Andrew Phelps. All rights reserved. Terms of use


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