The Future of Game Design: Moving Beyond Deus Ex and
Other Dated Paradigms
Harvey Smith (witchboy@ionstorm.com)
As an art form, immersive games are in a transitional
state, currently positioned on the cusp of something almost
unrecognizably different. Future games will employ deeper
simulation in order to achieve far greater levels of interaction
and complexity, while simultaneously simplifying the learning
curve for new players. Most game environments of the past
have been based on crude abstractions of reality, limiting
player expression and requiring users to learn a completely
new vernacular in order to play. The games of the future
will rely heavily on much more complex, high fidelity
world representations that will allow for more emergent
behavior and unforeseen player interactions. Taken together,
these next-generation design paradigms are not simply
improvements over older models, but represent a fundamentally
different approach to simulating real-world physics, handling
artificial intelligence and interface usability.
Using the award winning and critically acclaimed game
Deus Ex as an experimental foundation for discussion of
these new design paradigms, come explore the theories
that will bring about the renaissance of the next-generation
of interactive exploration.
LECTURE
I Introduction: DX and Me
II Lecture Overview
III Simulation Overview
IV Game Simulation-Specific Systems
V And Beyond
VI Summation
I Introduction: DX and Me
Hello. I'm Harvey Smith from Ion Storm Austin, an Eidos
studio. I was lead designer of Deus Ex and I'm project director
of Deus Ex 2. This is intended as a lecture concerning the
ways in which increasingly complex simulations will lead
to richer gameplay environments in the near future. This
is my first trip to Canada and the first time I've attended
the MIM conference. I'm glad to be here. Prior to working
for Ion, I worked at two other game companies: Multitude,
where I was lead designer of a game called FireTeam, and
Origin Systems, where I worked on several games in a variety
of roles. I started in the game industry as a quality assurance
tester in 1993.
Deus Ex, the game our studio finished last year, was
a hybrid game that attempted to create an environment
in which the player was calling the shots as much as possible.
The game mixed a variety of genre elements, including:
- The action and point-of-view of FPP shooters.
The story, character development and exploration
of role-playing or adventure games.
- The economic management and strategic expression
of strategy games.
Deus Ex tried to provide the player with a host of player-expression
tools and then turn him loose in an immersive, atmospheric
environment. We wanted to do this in a way that did not
limit the player to a few predefined choices, but instead
allowed the player to come up with his own strategies
within the flexible rules of the environment. We wanted
to allow the player to approach the game from the direction
of his choice, employing his own play-style cobbled together
from the options we allowed. Sometimes we succeeded; sometimes
we fell back on more traditional (more limited) means
of providing interactivity. The desire to give this talk
today was largely fueled by seeing both moments in Deus
Ex.
When we did succeed in implementing gameplay in ways
that allowed the player a greater degree of freedom, players
did things that surprised us. For instance, some clever
players figured out that they could attach a proximity
mine to the wall and hop up onto it (because it was physically
solid and therefore became a small ledge, essentially).
So then these players would attach a second mine a bit
higher, hop up onto the prox mine, reach back and remove
the first proximity mine, replace it higher on the wall,
hop up one step higher, and then repeat, thus climbing
any wall in the game, escaping our carefully predefined
boundaries. This is obviously a case where-had we known
beforehand about the ways in which these tools could be
exploited-we might have capped the height or something.
Most of the other surprise examples I'll mention today
are going to be 'desirable' examples of emergence or emergent
strategy. But I thought I'd start with an undesirable
example because that's one of the things you have to watch
for in attempting to create flexible game systems that
behave according to implicit, rather than explicit rules.
In any case, we were delighted at the flexibility of the
system, of the ingenuity of the players and of the way
that the game could, in some ways, be played according
to the player's desires, not the designers'.
When we failed in our attempt to implement gameplay according
to our lofty goals and instead fell back on some special
case design, players sometimes felt robbed if their actions
caused a situation to 'break' or if we failed to account
for some desired play-style. For instance, many times
we included three paths through a map and each corresponded
heavily to a play-style like stealth, combat or high-tech
hacking. If a player typically resorted to some other
play-style (like seeking out water passages and using
SCUBA gear to get past obstacles), then that player acutely
felt the limitations of what we had offered. Instead of
feeling like he was operating within a flexible simulation
with consistent rules, suddenly the player felt as if
he needed to figure out what the designer wanted-what
the designer had explicitly planned as the 'right way'
to negotiate a part of the game. This problem was even
further exacerbated in the few cases where we provided
only a single option. For instance, at one point in the
game (for plot purposes), we wanted the player to set
off a security alarm in one particular research lab complex.
There was no way to avoid setting off this
particular special case alarm, even for the player who
had spent most of his in-game time and resources on playing
as a counter-security specialist. Players felt completely
robbed. This was a forced failure in Deus Ex, created
by a special case break in the consistency of our game
rules.
The success cases in Deus Ex tended to rely on the interaction
of flexible sub-systems within the game (and were about
what the player wanted to do). The moments that
I perceive as failures tended to rely on special-case
triggering or scripting (and were more about what the
designer wanted the player to do). The experiences
we had working on DX1 motivated us to move further toward
more deeply simulated game environments. I'll return to
Deus Ex off and on, but first let me briefly outline my
talk.
II Lecture Overview
I'm going to try to provide a basic overview of simulation,
from a gameplay-centric standpoint. I want to include
a number of examples of simulated (and emulated) game
systems and I'll use Deus Ex as a case study for problems
that occur when trying to increase a game's possibility
space. Afterward, I'll briefly (and perhaps foolishly)
speculate on the far future of such games, and then-if
we have time-I'll open the floor to some questions.
Terms:
At this point, I'd like to define some terms I'll be using:
- Granularity/Fidelity of Simulation: Through the
course of this speech, I refer to a simulation (or a representational
model) as either higher or lower fidelity. A high fidelity
simulation would be a more richly simulated model, taking
into account a greater number of details. Similarly, I
refer to a simulation as being of either finer or coarser
granularity. Again, a representation model of finer granularity
would be more complex, taking into account a greater number
of states.
- Immersive Sims: Immersive Sims attempt to make
the player feel as if he is actually within the game's
environment, allowing him to suspend disbelief. While
true for many games, for the Immersive Sim, this becomes
a primary goal of the design vision. Immersive Sims attempt
to model the environment and the interactions in higher
fidelity and in a less prescripted, more player-flexible
fashion. A simulation allows for experimentation within
the system-this is key to the sim experience.
- Possibility Space: Games exist as a set of parameters
within which the player is more or less free to experiment.
As designers, we are creating a possibility space for
the player to explore. The parameters have to demarcate
what is possible, the player's tools have to enable special
actions, and the interface and situational context have
to communicate to the player what he can do, how effective
his attempt has been and why he succeeded or failed. A
higher fidelity simulation allows for more a greater range
of player expression-or permutations of options and outcomes;
therefore, with a deeper simulation, the player has more
conceptual space to explore.
- Emergent Gameplay: You could define emergence
as an event that occurs, but that could not have simply
been inferred from a system's rules. Emergent behavior
occurs when a system acts in an organized fashion beyond
the sum capabilities of its individual parts. Imagine
a light-detecting sensor on a parking lot streetlamp.
When it gets dark, according to the light sensor, the
streetlamp comes on. When the streetlamp comes on, crickets
are attracted to the surrounding area. Eventually, the
bodies of the crickets block the light sensor, so that
the streetlamp is on all the time. This is a system. There
are simple one-to-one relationships between the individual
parts of the system. (Like, the light sensor turns on
the streetlamp. Or, crickets are attracted when the streetlamp
is on.) But there are also indirect relationships between
the individual parts of the system. (Like, the crickets
and the streetlamp-the crickets simply were drawn to the
light. Yet, at a more complex level that might not be
inferred from the simple relationships between the individual
parts of the system, the crickets directly affected the
light sensor. In games based on flexible simulations,
emergence becomes possible, enabling a much wider sum
of events than the simple elements of the game would indicate
individually.
High Concept:
- Games are all about letting the player express
himself.
- A game with a larger possibility space is one
that allows the player more range of expression.
- We can achieve broader possibility spaces by
more deeply simulating game systems: In comparison to
game systems of coarser granularity, contemporary simulation
allows for revolutionary levels of player expression.
The Goal of the Lecture:
The idea is to inspire developers from both technical
and creative disciplines toward the use of deeper simulation,
allowing for more emergent gameplay and strategy. In creating
game spaces, we have been moving incrementally toward
more complex representations and we are on the cusp of
a revolutionary change-a moment at which a great deal
of the designer's creative power will be deliberately
passed to the player. While working on Deus Ex, we felt
the limitations of our crude game system models acutely;
the demand for a higher fidelity game world has gone up
past the abilities of old style approaches to game development.
(I'll cite examples of this throughout this lecture.)
In the near future, an increasing number of games, including
DX2, will attempt to move closer to a more thorough simulation-based
game design, relying on more complex representations.
This is not only going to produce more variable, player-driven
gameplay, but it's also going to save a lot of time and
money on the production side of development. My goal here
is not to bash my own game (as I am sometimes accused),
or to pick on anyone else's game. My goal is to pass along
some of the excitement that I've picked up (mostly from
my mentors) with regard to the potential, near-term impact
of deeper simulation in games.
Okay, that's the intro and overview
let's get going.
III Simulation Overview
A simulation is a representational model. Computer and
video games have obviously simulated aspects of the real
world (or some skewed version of it) from day one. Early
on, most of the simulations involved were fairly simple.
For instance, in Pitfall-the classic Atari 2600 game-the
notion of gravity existed; if the player leaped, he moved
up and forward, then fell, in a crude approximation of
gravity. On the other hand, you could point to Lunar Lander
(and a few other space games) as example in which a concept
like gravity was modeled in much greater detail, accounting
for planetary mass, directional thrust and momentum.
Modern examples of representational game systems abound,
from crude models to overly complicated models. For instance,
some FPP games have allowed the player to get into vehicles.
In some of these cases, the vehicle physics simulation
is too crude with regard to the way it interacts with
the terrain, allowing the player to get stuck on small
hills that it seems like the vehicle should be able to
negotiate. On the opposite end of the simulation scale,
Trespasser is probably a game that, despite any innovations
or strengths it might have had, could be said to have
failed because it featured overly complex simulations
without the requisite control and feedback. So the vehicle
stuck on a small bump is a symptom of a simulation that's
too crude for the game; conversely, Trespasser's problems
were a symptom of a simulation that was too complex for
the game.
In the past, games have been mostly about branching paths.
The designer manually sets up a number of outcomes or
interactions and allows the player to pick one. This merely
equates to a handful of canned solutions to a particular
game problem. (Some hypertext writings refer to this as
"multilinear," or allowing simultaneously
for multiple linear options of equal value.) Deus Ex featured
some options for player expression that were facilitated
by systems of coarser granularity. (Good examples here
might include our branching conversation system or a critical
room that could be entered at only three specific spots,
each representing a different approach.) Manually setting
up solutions to game problems requires a lot of work on
the part of the team, can result in inconsistencies and
generally only equates to a small number of possibilities
for the player. However, Deus Ex also featured options
for player expression that were facilitated by systems
of finer granularity. (Good examples might include some
of the player-tools that we provided that were tied into
analogue systems like lighting or sound, such as the ability
to see through walls or dampen the sound of movement.
These tools interacted with our enemy awareness models
in numerous, fairly complex ways. They could be activated
at any time in a very wide range of situations, incorporating
distance, facing, enemy type, etc.) The finer-granularity
systems required more feedback and introduced some uncertainty
that equated to some interesting degenerative exploits;
but the freedom players felt more than made up for these
costs.
Essentially, almost all games involve representational
models of reality. So why talk about simulation? What's
happening is that the models are becoming finer in granularity.
We're talking about a scale here, with incrementally more
weight being added to the sim side. We're slowly moving
toward games built upon much higher fidelity conceptual
models, with greater control or self-expression. At some
point, the scale will tip. There will come a point (in
part, an arbitrary point) at which gameplay in the average
game will be much richer because the player will be presented
with a vastly larger range of expressions. Yes, we're
moving incrementally along, but at a certain point, the
systems become flexible enough to allow for emergence,
at which point the experience is more about the player's
desires.
Example list of slow progress metrics toward more complex
simulation:
- Example one: Birds fly up when player enters
trigger radius. This is somewhat interactive
it requires
player to approach specific spot at least.
- Example two: Birds fly up when player draws within
range or when specific events occur. For instance, weapons
are explicitly told to broadcast a "birds scatter"
type message.
- Example three: Birds fly up in response to dynamically
generated stimulus based on lower-level relationships
between the unit and the stimulus. For instance, sight
of enemy, loud/sudden sound, bright/sudden light, rapid
motion. This version could get increasingly complex, depending
on how you model the stimulus created by the player (or
other in-game agents) like light or sound, as well how
you modeled the birds' perceptions.
This brings up the question: Why should we continue to
attempt to build games around higher fidelity simulations?
Why is a wider range of expression better? Multiple reasons:
- Simulation allows for more emergent behavior
on the part of the game's systems and more emergent strategy
on the part of the player. New gameplay is possible and
a larger/deeper possibility space is created. Basically,
this means that the player will have more than "a
few canned options," which provides the game with
greater potential to be perceived by players as interesting.
- Games typically have more consistency when response
to player stimulus springs from the interaction
(according to rules about relationships) of the elements
of a simulated system (as opposed to when response
to player stimulus is derived from a bunch of
special case, designer-driven instances).
- As a labor-cost benefit, a better-simulated game environment
requires less time to create content. This saves money,
but it also allows designers more time to focus on tuning
the gameplay. For instance, collectible card games feature
an individual card's rules-of-play on the face of each
card. The cards have been categorized into a system, with
each card falling into a subclass. As a result, the rules
written on each card do not have to explain how the card
works with every other card created for the game; instead,
each card's rules only explain how it interacts with a
card subclass (or multiple subclasses). To be more specific,
imagine a card for the Harry Potter card game (if that
thought is not too painful) that stated, "Affects
the following cards
" This would require designer
consideration of each card, it would require lots more
space and lots more writing, plus it would preclude our
example card from working with any future, unplanned cards.
By instead using a system-with global rules governing
the relationships between subclasses of cards-the game
a) does not require the designer to consider every possible
permutation, b) it allows the card to function with future
card releases and c) it allows for emergent strategy.
(Which leads to our next consideration
)
There are also a couple of side effects of setting out
with the goal of creating games around deeper simulations:
- Emergence in games is mostly a
benefit with potentially wondrous ramifications, but also
something of a cost. In a flexible system in which designers
don't attempt to provide an explicit relationship for
every element in the system, uncertainty is introduced.
This often leads to interesting implicit consequence-players
can formulate plans that spring from indirect interactions
of the rules system. For instance, in the online strategy
game ChronX, a player can obtain and use one of the game
powers to enhance an organic unit (like a human soldier),
making it a more powerful 'mech' unit (or a sort of cyborg).
Normally, making an enemy more powerful is not something
you'd want to do. However, if he has access to it, this
player can then use another game power-one that steals
enemy mech units-to cause the now-more powerful, now-mechanized
enemy soldier to switch sides. The first card-normally
played on a player's own units to enhance them-does not
have an explicit relationship with the card that steals
mechs, but they work well together if the player sees
and exploits this emergent strategy. Unfortunately, the
uncertainty introduced by this approach can also lead
to exploits that break the game. Bulletproofing against
these exploits requires time and effort. (The Deus Ex
'proximity mine climbing' method I mentioned earlier is
a good example of such an exploit that we didn't catch.
- Another side effect: Purely on the downside of
the flexible rules system approach, better user feedback
is required to avoid confusing the player, since a more
complex simulation usually equates to a more granular
range of player expression. For instance, some games have
emulated enemy awareness using directional facing. In
other words, an enemy unit can only see what is in front
of it, within its field of view. Thief (by Looking Glass
Technologies) came along and introduced a much deeper
awareness model, involving complex sound propagation and
lighting that acted as stimuli that the enemy could perceive.
Since understanding lighting and shadows was key to the
player's success as a thief, the player needed a really
good indicator as to how well lit he was at any given
time. Since Thief is a first person perspective game,
the designers added a "light gem" feedback device
to inform the player as to his current light-based visibility.
Thief asks the player to understand a much more complicated
model, but it also helps the player out by offering some
information germane to that model. Using concepts like
noise and shadow, and elements like thieves and guards,
Thief also puts things into a familiar, realistic context.
While 'realism' itself is not always the goal in a game,
using game settings and elements that relate to the real
world-with which the player has great familiarity-often
helps make the game inherently more intuitive, sidestepping
some of addition cost. For instance, if you use elements
like "fire" as a part of your game systems and
if it actually behaves like fire does in the real world,
players will probably have an immediate understanding
of this element without requiring the game to educate
them.
IV Game Simulation-Specific Systems
I've talked some about specific systems in passing-Thief's
sound propagation and lighting, for instance. Now let's
get more specific:
Sound/Light and Unit Awareness
Many games model 'enemy awareness' in some way, attempting
to simulate the real-time gathering of information. In
most combat games, for instance, enemies perceive hostile
or suspicious events. I think we're at a point where traditional
models for perception are just not enough-relying on such
models is having an increasingly negative impact on overall
gameplay.
For instance, in DX1, sound propagation worked like this:
A sound event was broadcast in a sphere outward from a
source, ignoring wall/floor surfaces (as if the sound
were generated in an empty space). Taking distance into
account, units within the broadcast would be alerted (i.e.,
would 'perceive' the sound). A different model was used
to determine whether or not to play a sound for the player
(involving a line-of-sight check to fake dampening a sound
if it was playing through a door, for instance).
By contrast, let's look at our plan for sound propagation
in DX2 (which we think is the next step in the direction
undertaken by Thief): A sound event is broadcast in a
sphere outward from a source. In cases where the sound
hits a surface, we bounce the sound, taking into account
the material applied to the surface. (So that carpet muffles
the sound, for instance.) The number of bounces is capped.
Taking distance into account, units 'perceive' the sound
if the sound reaches them, directly or by bounce. The
same model is used for both player and game unit (or guard)
to determine whether the sound is perceptible. Certain
acoustic aesthetic effects are ignored on the AI side,
but these have nothing to do with whether the AI perceives
the sound.
The first model (the one used by DX1) did not always
allow the player to predict whether a game unit (like
a guard) would hear a sound or not, which led to some
really unsatisfying occurrences: Either a guard would
hear the player (when the player assumed that he was acting
'quietly'), or the player would make sound that he assumed
a guard should hear (but the guard wouldn't, making the
game's awareness model feel broken). We think the second
model (the one being used for Thief3 and DX2) has the
following benefits: We can unify player-related and enemy-related
sound propagation, which will allow for a more intuitive
game environment. The player will be able to make assumptions
about whether a guard will hear him or not based on the
player's own perception of sounds in the environment.
We also hope that the higher fidelity model will equate
to a more 'fair' gameplay model; guards will not hear
sounds that are blocked by multiple thick walls. (Again,
this will allow the player to make some strategic assumptions,
closing a vault door before operating a noisy tool, for
instance.)
Anecdotally, I want to mention that DX1 players already
do things like closing doors before taking actions (because
that is the intuitive thing to do-something we learn from
childhood forward, trying to trick our parents and siblings).
If players do this, but realize that the system does not
take something like a closed door into account, they feel
cheated or let down. If they're going to do it anyway,
it makes some sense to model the game according to their
intuition and assumptions; we don't want to pass up the
chance to squeeze in an interesting, intuitive game dynamic.
(This is a good example of a deeper simulation leading
directly to more player expression, more gameplay.)
Realistic Physics:
Currently physics is useful for establishing player-action
capabilities-limitations related to movement speed, falling
damage, gravity, etc. But over the last few years moving
toward more realistic physics has had other significant
gameplay ramifications as well.
First, a comment about the word "realistic":
In games, realism is not necessarily the goal. But if
the world seems to behave consistently and in ways that
the player understands, it seems that the player has less
difficulty immersing himself in the environment, suspending
his disbelief. In this way, realism in games is related
to intuitiveness and player expectation. (It's also worth
noting that if you set up an environment that seems familiar
(and thus is intuitive) then you thwart the player's expectation
of that environment, the player often finds it extremely
jarring. For instance, we included telephones in Deus
Ex and gave them limited functionality.
Their presence helped the player identify, say, an office
space as a familiar, real-world location. However, we
could not possibly make the phone in the
game as flexible and powerful as a real-world phone is,
and the lack of functionality in the game-phones served
to immediately remind the player that the office space
was "fake." It might have been better to leave
the phones out altogether. So realism is not the point
(even though it can be useful).
Continuing with "realistic physics": The first
game I played that allowed me to realistically bounce
grenades around corners was System Shock. Bouncing grenades
around corners is an example of "physics as gameplay."
It's one step less direct: Instead of going toe-to-toe
with an enemy, the player can take up a safer (more strategic)
vantage before attacking. The player suddenly had new,
interesting options. It also makes the environment more
dynamic: If someone moves a crate out into the center
of the room, a grenade can then be bounced off the crate.
Obviously, collision physics that allow for grenade bouncing
gameplay have been around for a while. But the more thorough
and more realistic physics simulations of the next generation
of games should have interesting ramifications. To cite
some examples:
- New gameplay tools: If we track mass and gravity,
for instance, we can arm the player with a tool that increases
mass, allowing for all sorts of interesting effects. This
is one of the goals of our studio-to continue to widen
the range of gameplay tools beyond "more guns."
Not because we dislike games with guns, but because we
are looking to make the game more interesting
to
expand the possibility space.
- More intuitive environment: "Of course paper
should burn." (In today's games, casual players might
be baffled by the physics of the world: Only explosive
barrels and bodies burn, sometimes pieces of light furniture
cannot be moved around, the player-character can often
not perform simple tasks like climbing up onto a desk
and sometimes glass does not break. Why *wouldn't* this
harm accessibility? To play, you must re-learn the physics
of the world, like a child.) When the world works in a
way that makes sense to a human (non-gamer), because it
functions in ways that reflect their lifelong experience,
the average person is more likely to find the game environment
"intuitive" even in fantasy realms and alien
dimensions.
General Game Systems: Tools and Objects
In the past, gameplay tools (including weapons) had to
have explicit relationships with any other elements of
the game in order to affect those elements. So a weapon
class, for instance, specifically contained code listing
all the things it could affect. For instance, to use a
simplistic example, if you wanted the bullets from a gun
to break a window, you had to set up a direct relationship
between the weapon entity and the glass entity. Now, there's
an additional layer of abstraction between the two: The
weapon projects a bullet entity. The bullet entity carries
with it information about what properties it carries (like
ballistic damage, heat or electricity, for instance) and
the glass is a stimulus-receiving entity. When the bullet
meets the glass, the game's object/property system looks
up the effect of the bullet's properties on the glass
entity. There is a set of rules about the relationships
between these general-case properties.
How is this different, from a pragmatic standpoint? The
latter, more flexible approach (with the layer of abstraction
between the bullet and glass game elements) has the following
benefits:
- Global consistency: Game environments now include
thousands of object types. Using the old method-involving
direct, special case relationships-it would be easy to
fail to create a relationship between something, say,
like a potted plant and a bullet. So the bullet might
ricochet and fail to break the potted plant. This counter-intuitive
physical interaction between the plant and the bullet
might break the user out of the experience by defying
his intuitive expectations. In the more flexible system
(in which the bullet merely carries stimulus properties
to which damageable object subclasses can respond), everything
is more likely to be covered, instead of only the things
that were manually given stimulus-response relationships.
- Time saved: Also, since we're talking about an
environment hosting thousands of objects, instead of hard-coding
everything, programmers can build tools that allow designers
to attribute properties to any new object class via a
simple tag. So this model saves development time.
- Emergence: In Deus Ex, we found that players
(initially just in QA, but later among the game's fans)
were using an emergent strategy that had never occurred
to us. One of the unit types (an MJ12 soldier character)
exploded upon death. Our idea was that this would cause
the player to react strategically, switching away from
a pointblank weapon when fighting this unit. In a more
traditional game systems model, we would have created
an explosion entity with an explicit relationship to the
player, damaging the player if he was within range of
the explosion. However, in our more flexible system, we
simply spawned a generic explosion with properties related
to concussive/ballistic damage. Players figured out that
they should lead this unit near a locked container before
delivering the final blow. When the explosive unit blew
up, it inflicted damage on the locked container, opening
it up. (We did not plan this or even foresee it-it just
worked.) In this way, players were exploiting the system
in order to open locked doors and safes (without spending
any lock picking resources). We were delighted.
It's largely due to hardware limitations and the nascent
state of interactive entertainment that games have by
necessity relied on cruder models in the past. No single
game project of which I've been a part, including Deus
Ex, has fully taken advantage of all the opportunities
to provide the player with as much exploration and expression
as possible. With that qualifier, I will relate the following
example:
Recently at one of the game industry's conferences, I
had an opportunity to see the demo for an upcoming game.
I've been excited by this game for quite a while. It's
essentially an adventure or role-playing game that allows
the player to explore a fictional world, building up his
power so that he can face increasingly tough threats,
while uncovering new pages of the game's plot. This is
a traditional conceptual model, but a popular one that
has provided a lot of enjoyment over the years. This new
game looks and sounds beautiful; I fully expect it to
be a lot of fun. (I'll be buying it
) But after talking
to one of the developers and watching him play the game,
I cannot help but point out how I think that the designers
have missed some opportunities. The game seems
to feature an extensive set of player tools and powers.
However, most of them are purely related to inflicting
damage. The rest of the environment is modeled in a very
simple way. The game uses a traditional paper RPG-style
'spell' system, which should allow for a great number
of interesting player expressions, even if you restrict
your thinking to the tactical arena. So, during the demo,
I inquired about types of spells that, in paper RPG's,
are often exploited in interesting ways beyond toe-to-toe
combat. For instance: Can the player freeze the water
pool (in the cave featured as part of the demo) as a way
of creating an alternate path around an enemy? Can the
player levitate a lightweight enemy up off the ground
and thus get by it without resorting to violence? Can
the player take the form of a harmless ambient animal
and sneak past the goblin? Can the player create fake
sound-generating entities that distract the enemy? I believe
the answer to all these questions is "no." The
game was designed around pre-planned, emulated relationships
between objects. Had the game been designed around a more
flexible simulation, these sorts of interactions might
have just worked, even if they had never occurred to the
designers. (All of this still might be possible in the
special case emulation model, but would run the risk of
a great deal of inconsistency, would require tons of work
and would not as likely produce emergent results.) Had
the game been built around more thoroughly simulated game
systems, creating more interesting (less combat-centric)
tools would have been easier-the game's possibility space
would have been greatly enlarged.
By contrast, let's look at the gameplay tools given to
the player for the game System Shock 2 (by Irrational
Games and Looking Glass Technologies). There was a web
post about a player who, when under attack (by a mutant
and a turret) and completely out of ammo, used psi-telekinesis
power to pull an explosive barrel toward him, moving it
through the firing arc of an attacking turret. The turret
blew up the barrel, destroying the turret and killing
the mutant. No one on the System Shock 2 development team
explicitly set this area up with this outcome in mind;
these things emerged from the game's general-purpose approach
to gameplay tools interacting with the other elements
at the whim of this (clever) player. This is a really
good example of a flexible, consistent set of rules, very
similar to our bullet/glass or collectible card game examples
from earlier: Rules about the relationships between the
game's objects and tools had been established at a high
level. No code or scripting specifically related to the
idea that the player's psi-telekinesis could pull barrels
in front of turrets; instead the psi-telekinesis was set
up to affect moveable objects, the barrel was tagged as
a moveable object, the turret projectiles were set up
to affect explosive objects and the barrel was set up
as an explosive object. And everything just worked.
Again, as a downside, in attempting to create flexible
game systems (that behave according to implicit, rather
than explicit rules) problems are caused by undesirable
exploits. So efforts must be undertaken to bulletproof
against anything that outright breaks the game.
Unit Needs and Behaviors
Most game units have very limited awareness of their state,
needs or environment. They generally don't need any greater
awareness: Imagine a racing game in which one of the drivers
was distraught or suicidal because his Sim-girlfriend
had just broken off their relationship. Sounds ridiculous.
But imagine a racing model in which the drivers were intelligent
agents who were aware of their car's current fuel needs.
That sounds interesting (to me). And, to integrate some
of what we've talked about, imagine that this self-driver
then uses the game's thoroughly modeled aerodynamic system
to 'draft' behind another racer to conserve fuel. For
all I know, people making racing games might already be
doing this-my point is that the deeper simulation in our
hypothetical model provides a much larger possibility
space. The self-aware driver provides a more interesting
AI opponent and the wind-drag model allows the player
to take more strategic elements into account and act upon
them.
The deeper simulation of additional aspects of a game
does not inherently make the game more fun. But if you
choose the 'right' aspect to simulate, you can make the
game more interesting. For instance, DX combat featured
units that would run away if they realized they were badly
wounded. This did not make combat more fun, but it made
it one step more interesting than a toe-to-toe shootout.
Players remarked at how it prompted ethical decisions:
Track him down and shoot him in the back, or let him go,
since he is no longer a threat? For DX2, we're thinking
of ways of expanding upon this idea, allowing units within
a group to maintain awareness of group needs as well as
individual needs. These leads to some obvious ideas: A
medic squad member, a commander, etc.
Another direction in which we're trying to move for DX2
is real-time IK-based movement. People talk a lot about
it, but we want to use it for gameplay-specific purposes.
With IK pointing, touching and head movement, suddenly
character movement is not limited to what an artist has
pre-defined. With IK, we can model more on the unit's
response-to-environment side. The IK will let a unit flexibly
act on its desires. For instance, if a bystander thinks
that the left door is the one that the police should open,
it can point in real-time to the left door. (While not
a needs-based behavior, the IK facilitates expression
of this behavior. The IK 'body language' communicates
AI state and change to the player.)
V And Beyond
What comes next? Clearly we're moving along a curve of
greater hardware capability, more elaborate software systems
and a more sophisticated understanding of our nascent
art form. What's the next revolutionary gameplay angle
someone will exploit by figuring out a deeper, more interesting
way to model a game system? I can't say with certainty,
of course. But I can look at the last cycle of games and
point to two interesting, noteworthy examples:
- Thief looks on the surface like a shooter. However,
the game design team at Looking Glass decided to model
sound propagation, lighting and AI awareness in a much
more complex way. In doing so, they greatly
expanded the possibility space of the first-person-perspective
shooter. They were smart enough to know that their approach
required them to provide the player with a great deal
more feedback.
- The Sims (by Maxis) created a character "needs"
model that, while it seems fairly simple, is far more
complex than anything used to represent the moods and
needs of most game characters. (Most game
units, of course, have no concept of anything much more
than whether they can see an enemy. Even in all the games
that rely heavily on the game industry's meat-and-potatoes
of faux combat, units generally fight until they drop
dead (instead of running away when badly wounded), fail
to intelligently switch weapons (based on the situation
or upon enemy defense), and lack any significant amount
of tactical awareness with regard to their squad mates.
In creating their character needs model, Maxis created
a sandbox of possibility that was entertaining to explore,
conceptually. It didn't feel like a game-in that there
were no hard-and-fast victory conditions and little in
the way of artificial conflict-but through its flexible
system it allowed the player a lot more expression than
most games.
Someone in the next cycle, I hope, will pick out a new
area, model it in a high-fidelity way that can be made
interesting for the player, and will contribute their
own part to the revolution. Maybe they will leapfrog from
Thief's sound/light/awareness simulation in another stealth
game, or maybe they'll pick up where The Sims left off
and create characters that seem remarkably alive, with
feelings, moods and relationships.
But what lies beyond the short-term? (This part is for
fun-something to embarrass me in the future, like an insulting
note from my past self.) How will games be different a
decade from now? Here's some hopeful and perhaps provocative
speculation:
- Speech Synthesis and Dynamic Game Conversations:
Imagine if the game could assess a situation based on
a long series of relevant player inputs, string together
some responses and construct a convincing verbal response
using a speech synth system. Suddenly, vastly more interactivity
is possible. Once again, instead of a few canned responses
(provided by the designer), the game could allow for a
much wider range of responses-games might someday be able
to analyze voice input and formulate a conversation that
never had to be written by a designer
a conversation
of much greater relevance to the player's actions. (And
when speech synthesis is combined with true artificial
intelligence, narrative games will finally become truly
interactive.)
- Long-term persistent games: The player starts
a game and plays it for years (or his entire lifetime)
as it wraps itself around his choices. The more he plays,
the more unique the game gets.
- Auto-generated content: At some point, games
might dynamically generate terrain and architecture, creating
entire cities on the fly, based on some parameters. Also,
units (or characters) will be created in the same way.
Building all this around player input-or past player decisions-will
allow games to spin out alternate futures based on the
player's initial moves.
- Intelligence Vs Multiplayer: Most of us have
accepted MP as the future. But if AI entities were as
smart as people, wouldn't narcissism dictate the desire
for SP? Would you rather have 4 obnoxious roommates or
a really good dog? Some experiences might be better qualitatively
in a SP environment. For instance, is it spookier to explore
a haunted house alone or with 100 people? Also, MP games
currently use fairly static, traditional environments
and rely on the agency of other players
to create interesting (or emergent) interactions. Immersive
sims are SP games with huge emphasis on creating an interesting
(dynamic, interactive) environment and an expressive set
of player tools, hopefully (increasingly) built using
simulations. Imagine if you combined these two.
VI Summation
This wraps up the lecture. I hope you enjoyed listening
as much I enjoyed preparing. Actually, I hope you enjoyed
listening a great deal more than I enjoyed
preparing.
As games continue to rely on increasingly realistic or
complex simulations, obviously we'll have a bunch of problems
to solve related to uncertainty and user feedback. But
the end result, if we solve those problems, will be unprecedented
possibility in games. Striving for finer granularity in
the representational systems we create for games should
allow players much more freedom of expression and should
make the 'game' experience more about the player and less
about the designer. We want players evaluating their environments,
considering their tools and formulating their own strategies
with as little regard as possible for what we as designers
might have wanted them to do. Older game genres might
be completely reinvented when built upon deeper simulations.
Additionally, new game forms will emerge. Even though
this approach involves the designer surrendering some
control of the game's emergent narrative to the player,
ultimately this should prove much more creatively satisfying;
our goal is to entertain, to allow players to interact
and express. In the future, we might only be "designing"
games at a higher level, establishing parameters and allowing
the players and the game's intelligent agents to work
out the details.
Lastly, before I stop talking, I'd like to offer special
thanks to the people who have taught me what I know about
design and development, without whom Deus Ex would never
have been made: Doug Church, Warren Spector, Marc LeBlanc
and everyone at Looking Glass and Ion Storm Austin. Thank
you and goodbye.
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