Nels Anderson recently pointed out a post over at Jamie Madigan’s Psychology of Video Games blog. While Madigan’s post does not really say anything new (and is based on the kinds of experimental social scientific research that went out of style in the 1960s – sorry, couldn’t help myself), it does bring up the most important unanswered question that we have as gamers: Why do we play video games?

Nels takes us a large step in the right direction towards understanding this problem when he observes (in his own response to Madigan’s post) that, “We need better ways to talk about what makes games enjoyable.” Gamers, I’ve found, lack articulacy when it comes to understanding our own experiences playing games. Sure, we can go on for hours about what we like/dislike about the game’s rules or design, which characters we found empathizable and which we could not connect with, or how “immersive” the world is. But that’s not the same as being articulate about our own experiences and what they mean to us. Speaking articulately about ourselves requires some kind of language to put things into perspective, especially when it comes to sketching out what makes playing games so darned enjoyable.

Towards that, I want to play with the idea of “mastery” that both Madigan and Nels mention, and how mastering a game is its own enjoyment.

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A little story first.

“My son. He’s such a geek”, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head.

I looked up at the cashier, my eyes pleading for some way out of this. She giggled instead, and I blushed. I gave my mother an “Aw mom!” look.

I was 15 years old, and we were standing at the checkout of a London Drugs store in the city. The store carried everything, from diapers and bee-sting kits, to Polaroid cameras and Froot Loops. I was here for the computer games.

The back of the store had a bargain shelf lined with computer games..most of them were crap shareware titles like PKWare Utilities and the occasional decent Crazy Nick’s Software Picks: Robin Hood’s Game of Skill and Chance. Among the rows of CD’s and floppies, a Dynamix logo on a white jewel case caught my eye. It was a game I had never heard of before, and it was on CD-ROM! A talkie adventure game. For $19.99. I rescued The Adventures of Willy Beamish from the shelf and carried it back to the cashier like a sacrificial offering.

At the time, my mother didn’t understand. She probably hoped that my crazy obsession with games would pass.. along with saturday morning cartoons and remote control cars. Or maybe she thought it was just another game that I would play for a couple of hours and lose interest in.

But it was a Sierra game. It had Sierra artwork and Sierra music. I played Willy Beamish for months. I relished the stunning artwork and expressive animation. I had never seen a game before – other than Dragon’s Lair – that had every character hand-animated in each scene (instead of using a repeated walk animation). The rich (256) colour palette rotated with night and day. For a nerdy fifteen year-old living on a farm in the middle of nowhere, Willy Beamish’s little suburban neighbourhood and treehouse was a real place to hide out in. The art, the animation, the music and voices, all conspired to create a place for daydreaming.

Fast-forward 15 years. I get a call from a friend of mine, Eriq Chang, whose artwork I featured in an article some time ago. Apparently – for several years – Sierra enthusiasts Brandon Klassen and Eriq Chang, have been secretly working on an Art Book that tells the graphical history of Sierra On-Line adventure games. Eriq would not tell me any more than “we’ll send you some teasers before launch.”

In this article, Brandon Klassen tells us just what The Art of Sierra is, and what the project means for him personally. Brandon and Eriq have generously sent me two promotional teaser shots of the upcoming book (included, see below), and let me tell you: I can’t fucking wait.

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Earlier this year, I worked up the cojones to send a quick e-mail to writer and photographer Christy Marx. As I reviewed her long list of writing achievements, especially in television shows such as Jem and the Holograms, G.I. Joe, Bucky O’Hare and Teenage Mutant Ninja Turtles, I was reminded of the importance of saturday morning rituals in which nothing mattered more than sitting down with 2-3 bowls of hypersugary breakfast cereals and sitting 5 feet away from the TV when we could get away with it. At that time, for an awkward 13-year-old boy me, writers like Christy were just mysterious names in the credits whose job it was to keep me entertained between 8am and 4pm once a week.

But I did know her name, and her face, from another place. Christy Marx was that magical person featured on the back of two Sierra adventure game boxes. She designed, wrote and directed Conquests of Camelot (1989) and Conquests of the Longbow (1992).

In the 1990s, the bulk of adventure games followed a fairly common pattern: the hero set off on a quest to (retrieve/save/destroy) an (object/princess/enemy) that usually only the hero cared about. The story, if there was one, usually involved a series of loosely linked scenes that were supposed to add up to a plot. Puzzles were erected like roadblocks, meant to prevent you from finishing the game in less than 5 hours. I enjoyed those games – but later, as an adult with limited time and complex expectations, I now find many of those adventures hard to enjoy.

But Camelot and Longbow offered a different kind of experience. They were the first games I played where the puzzles weren’t culled from a 101 Brain Teasers book, and the NPCs were not item-droppers clothed in a “get me X and I’ll give you Y” interaction. Both Camelot and Longbow had stories and characters that mattered to me (and not just the protagonist) - it was the first time that I cared about the protagonist’s quest and wanted to help him through to the end. It was the first time I worked through a puzzle that was sculpted from the gameworld, rather than one clumsily shoehorned into a pre-existing story. The NPCs had lives of their own, some helping and some hindering my quest, but in all cases appeared to be people who hinted at a background replete with their own responsibilities, goals, friendships, grudges and stories. I played – and finished – both games twice this year and found myself thinking about their worlds and characters months later.

So when I had the chance to ask Christy Marx a few questions about her experiences writing and designing these games, I wanted my questions to count. I wanted to express how different her games were for me as a player. I wanted to ask her (okay – impress her with) what I thought were tough questions that only an articulate designer and writer could answer. In short, I choked. :)

Thankfully, that did not stop her from drawing thoughtful answers to my – paragraph long, kludgy – questions. In our conversation, Christy Marx articulates her thoughts on writing multi-dimensional characters, games as (a serious) art, storytelling, some of her literary influences behind Camelot and Longbow, and her desire to work on another adventure game (!)

(Minor spoiler warning: if you haven’t played Camelot or Longbow yet and plan to in the immediate future, and you are one of those types that becomes infuriated when someone else talks about the plot or characters of their favourite movie before you’ve seen it, you might want to stop here.)

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The other day I was having coffee with friends who brought their 2 1/2 year old son over for a visit. He was bored, looking for anything to do in our (boring) house – so I handed him an original Game Boy with Super Mario Land 2. I figured that a toddler would enjoy smashing the Game Boy’s bulletproof buttons, making Mario run and jump, and hearing the ear-piercing four-channel music. He took the Game Boy from my hand with interest, and held onto it in the familiar way that all of us hold portables. He looked at the cabbage-green screen and squealed, “MARRIOO!” I asked his mother if he had played games before, and she said, “Oh yeah. He loves playing kiddie games on our iPhone.”

I turned back to her son, and he was frowning intently at the Game Boy. He reached out tentatively and pushed on the plastic screen. Nothing happened. He pushed again, in a different spot. Nothing. I reached over and pushed a button – Mario jumped. He looked at me with a puzzled expression, and turned back to the game. I eventually had to slide his fingers over to the D-Pad and buttons, pushed them down a few times to show him how it worked, and he started to “get it”.

I realized in that moment that we are now living in a time when the standard D-PAD + Buttons layout can no longer be assumed the “standard” way of playing a game. A new generation of players are growing up with motion-based interfaces from Sony (the upcoming Playstation Move), Nintendo (Wii MotionPlus, Balance Board), Harmonix (Rock Band), as well as touch based devices from Apple (iPod Touch/iPhone). Where the 1980s and 1990s almost always guaranteed a familiar mediating interface – whether it be a keyboard, mouse, or D-Pad – I wonder at how the recent explosion of alternative interfaces has changed the way gamers understand what a game is?

For instance, can we really say that Myst or Monkey Island 2 SE for PC are the “same games” as their iPhone variants? On what basis could we distinguish between our experience of playing the two (temporarily setting aside differences in sound quality, resolution, etc)? Is the “touch” aspect really that different from a point-n-click interface using the mouse?

I’m going to waffle here, because I just don’t know. And here’s why:

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The other day I was shopping at “Canadian Tire” (a chain of department stores in Canada, like Wal-Mart), and I noticed a father loading a brand new pink bicycle onto his truck. I saw it as a girly bike – the kind with multicoloured tassels flaring from the handle grips, white plastic training wheels haphazardly poking out of the sides, and a bare frame anxiously waiting to have My Little Pony stickers pasted all over it. I smirked a bit, and kept walking. As I passed the man’s truck, I saw his little girl sitting on the passenger seat, peering through the back window as her father loaded the bike. The look on her face – I cannot find the words to express it – was ecstatic! She was bouncing all over the seat, squealing excitedly like only a 4-year-old can. Like the infamous N64 Kids she looked to be in sheer bliss.

I remember that when I was young, getting a new game was about as exciting as my father coming home with a new bicycle. As I’ve mentioned in a prior postMonkey Island 2 has a special place in my heart. It was the first game that my sister and I pooled our money together for, after months of back-breaking work on our farm, feeding horses and mowing acres of lawn. In those days, the recession of the early 1990s was hitting my family pretty hard. My mother was attending university at the time, and my father’s carpentry business was not going well at all; money was a constant problem around the house. While my parents paid my sister and I an allowance for doing chores around the acreage, I knew that an allowance was a frivolity that my parents could barely afford. Buying a new game with months worth of our pooled chore money was a big deal.

I would tear open the box as soon as we had left the store, and start digging into the manual. The 45-minute car ride back to my family’s acreage was like torture. The Monkey Island 2: LeChuck’s Revenge box art (painted by Steve Purcell) became a playground for my imagination; by the time we arrived home I had already created a world and story based on what I saw on the box. My sister and I traded pieces of the game back and forth as we drove home, but inevitably there was something about the box’s front cover art that we both were attracted to. There was something about the cover art that invoked our imaginations. It had horrible tension, an utterly terrifying pirate on the front, and it told a story in one glance: whoever that guy is on the left, he’s in trouble!

So when the new cover art appeared recently for the upcoming release of Monkey Island 2: LeChuck’s Revenge, I could not help but notice a stylistic change in the box art. I could not put my finger on it, but it felt like something was missing in the overall presentation. Fearing that this was mere nostalgia rearing its ugly head, I decided to do a side-by-side comparison of the old and the new box art, as well as some of Steve Purcell’s previously unreleased box art. In this article I borrow some terminology from an art critic by the name of Heinrich Wölfflin to help out in distinguishing between the two styles. Keep in mind that I’m no art historian or critic, so any errors I make are mine alone, and not Wölfflin’s. Thanks to Martyn Zachary of Slowdown.vg for posting his own comparison, and my friend Melinda for letting me know about Wölfflin in the first place.

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broken ps3 controllerA few minutes ago I got a text message from a friend of mine who’s been playing Assassin’s Creed 2 on his PS3. The message read “Turns out AC2 is a very frustrating game, and this controllers fly apart like a chinese motorcycle.. lol”, with it the following photo (see left) was attached. I was disturbed, but not surprised, to see that kind of behaviour in a 30 year old man. The same went for a friend of mine whose 4 year old son threw his Gamecube controller at the family LCD tv, smashing it to pieces (see below). A mother I knew had two young sons who fought incessantly over the use of the computer to play Ultima Online, to the point of one of them destroying it in rage and jealousy. I asked myself: why do people become destructive in an activity that is supposed to be pleasurable?

I can remember my first bout of rage at a video game: it was ChopLifter for the Sega Master System when I was 12 years old. After many hours of play I had managed to get to one of the last levels without losing a single helicopter. In a matter of 30 seconds as I tried to fly through a cavern full of lava, I lost all three of my lives. I distinctly remember shrieking in rage, trying to rip the controller into shreds, and finally throwing it into the wall (to no avail). I shut off the system and stomped off, never to play the game again.

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Yesterday I happened across an article about comic books in a local newspaper (See Magazine for fellow Edmontonians). In his fantastic article (please, read it first!), When Do You Call a Comic a Comic?, Kenton Smith reasons out the essence of comic books. Kenton laboriously works through all of the usual options: it is an expression of the imagination through illustration, a “juxtaposition of words and pictures”, a non-linear narrative medium, a dynamic moment expressed in a static frame?

All of those answers – yes they are, and no they aren’t, X – get us no closer to answering his initial question. And that’s the same question we’ve been trying to face for years in the gaming world. When do we call a game a game? Michaël Samyn and Auriea Harvey’s (Tale of Tales) creations The Endless Forest, the Graveyard, and The Path all provoked a response from gamers. Some praised their willingness to experiment with what has become a starkly conventional medium. Others simply raged with incredulity at what they saw lacking in terms of gameplay, while others said things akin to, “I want to tell you that, in its most banally distilled form, The Path is a game about exploration, risk, patience and vulnerability – but I’m hampered by the obvious fact that The Path is just not a game. At all.”

That last response is the one that interests me most. In some ways, it reflects the problem that Kenton Smith runs into in trying to define comic books in terms of their essential structure. Although Kenton is obviously sensitive to the importance of a reader’s experience in defining what a comic book “is”, he does not approach the question that way. Similarly, I think that most of us get caught up in using language that tries to define a game as “a thing” rather than as a kind of experience that we have. We create a problem for ourselves when we think of games only as things with definable properties separate from ourselves, when really no problem exists at all. We continue to try defining games as objects with properties – as Igor Hardy attempts to do in this recent article on adventure games – and end up confusing ourselves over what they really are for us. (Edit: Be sure to read Igor’s article and the comments below it, as well as the exchange between Igor and I. We have a lot more in common than I originally assumed!) In this article, I provide an alternative to the current understanding of games, and hope that it gets us out of this foxhole.

(Note: Chris Crawford’s wonderfully written The Art of Computer Game Design is a step in the right direction I think, but not a complete one)

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With the recent release of Heavy Rain, I’ve had interactive storytelling on my mind again. I was excited about the game, and for months it was one of the justifications I had for buying a PS3 in the first place (second place to The Last Guardian). But after playing the demo and hearing many detailed reports from friends I trust, I’m left a little stumped with David Cage’s latest attempt at making storytelling a truly interactive experience. After all, David Cage’s personal blog makes the following goals central to the player’s experience of Heavy Rain:

  • An evolving thriller in which you shape the story
  • Mature content, reflecting a realistic world setting that explores powerful themes
  • Stunning graphics, animation and technology support an emotionally driven experience
  • Accessible gameplay via intuitive, contextual controls and interface

In this article I don’t want to harp on David Cage or Quantic Dream. The kinds of goals he has for his games are right up my alley, and if the games fails to satisfy those goals, it would be rather asinine of me to point fingers at him or his studio. Instead, I’d like to think about what we mean by an “interactive narrative” and why we are being led further and further away from a truly interactive storytelling experience, especially in games that attempt to simulate one. So let me be clear: this isn’t a review or a critique of Heavy Rain, but of the general kind of problems we face today in making interactive stories.

As a foil to Heavy Rain, I take a very simple and effective “edutainment” title from my back-catalogue of 1990s edutainment titles, and show that Stephen Biesty’s Incredible Cross-Sections: Stowaway! (whew) manages to produce a far more immersive and interactive narrative experience using a gameplay approach that is simpler and totally straightforward. (And I’ll make it spoiler-free if that matters for you, I hope.)

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“We should find ourselves indulging in similar daydreams if we started musing under the cone-shaped roof of a wind-mill. We should sense its terrestrial nature, and imagine it to be a primitive hut stuck together with mud, firmly set on the ground in order to resist the wind. Then, in an immense synthesis, we should dream at the same time of a winged house that whines at the slightest breeze and refines the energies of the wind. Millers, who are the wind thieves, make good flour from storms. – Gason Bachelard, The Poetics of Space.

At the 2009 GDC, I had the opportunity to sit down with Jenova Chen, a designer and developer who needs no introduction. Over 10 months later, Jamie Love of GameSugar.net persuaded me to publish the interview in the form of a podcast. Many hours of editing later (thanks Jamie!) the first part of a two-part interview is now available online.

You can listen to the interview in a flash player here, or download the mp3 directly. (Warning to the bandwidth-challenged: the file is 75mb)

I hope you enjoy listening to Jenova’s thoughts on the relation between art and games – it’s a rare opportunity to sit down with such a generous and articulate soul. Part 2 of the interview is forthcoming, and like this one will be posted on GameSugar.net.

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keef-thiefInto my first 10 hours of Arcanum: Of Steamworks and Magick Obscura, I’m already flush with gold. My gnomish gunsmith, despite his commitment to doing only good deeds in the world, has a silver tongue and he’s already bedded one of the girls at Madam Lil’s (a bawdy house) in Tarant for free. He struts around Tarant with not a party of likeminded adventurers, but groupies attracted by his charismatic charm.

I’m nearing the end of Fallout 3, and my wasteland ranger who has spent most of his adult life trying to free the wastes from oppression and slavery, is loaded with every kind of ammunition and ranged weaponry imaginable. Despite his meek and non-aggressive social demeanour, there is nothing humble about someone who’s packin’ a Fat Boy – a shoulder-launched nuke weapon – around all day.

While both of these games always offer a “high road” approach to moral choices in conversation as we would expect in a contemporary RPG, the games still rely upon a highly individualistic and egocentric play structure. In this article I try to understand how games supposedly devoted to allowing moral choices, in fact offer highly hypocritical experiences for the do-gooder player. (Spoiler-alert for Planescape: Torment and Ultima IV near the bottom of the article.)

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