Friday, December 9, 2016

Reading About Quantum Creativity


In this article, game designer Sande Chen looks at the science of creativity, as inspired by quantum physics.

A few days ago, I started reading the book, Quantum Creativity, by Amit Goswami.  A retired professor in theoretical physics, Goswami views creativity through the lens of quantum physics.  And just like quantum physics was a leap away from Newtonian physics, so too is what Goswami calls "quantum creativity."  While Goswami did intend this book for people not familiar with quantum physics, it's not actually that easy to follow. 

What I have gleaned is that creativity can be understood as belonging into two categories: inner and outer creativity. You can have one without the other, but merging both together is infinitesimally better.

Outer creativity is the manifestation of expression in the arts and the sciences that we would have no problem calling creative.  We see the works of art.  We see the scientific discoveries.  Inner creativity, however, is about spiritual transformation and growth.  It's about meaningful context.  Psychologist Abraham Maslow distinguished this type of creativity as self-actualizing creativity and for outer creativity, he used the term, talent-driven creativity.

Learning about the science behind human creativity made me see that my search for meaningfulness in stories and games is likely because I don't want an inner and an outer creativity in a dichotomy, broken down into Hero's Journey and Heroine's Journey, but as an entwined creative experience that can be led by emotions and admired or felt on a spiritual level.

I realize I may be headed into the New Age-y zone with this book, but I did find it interesting to see a perspective so different from my own experience.  Never would I have thought that quantum physics would contain such insights into the workings of creativity.  I think it's important to read these different perspectives and I expect I will definitely be reading this book over to try to understand it better.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, December 1, 2016

Upcoming Workshop: Game Writing Portfolio Workout


Hope everyone is ready for the holiday party season!  PlayCrafting NYC will be presenting The '16 Bit Awards, a celebration of game developers on December 15.  Be sure to attend and enjoy this night of music, awards, and games.

On Wednesday, December 7, I will be holding the last Game Writing Portfolio workshop of the year   It's a great space for beginning and established writers to share and learn about game writing.

Here's what a former student has said about Game Writing Portfolio Workout:
"This is so far best one of the Playcrafting workshops. The teacher was funny, incredibly knowledgeable and shared the best insider's secrets!"
Come and write!
Date:  Wednesday, Dec 7, 2016
Time: 6:30 PM - 8:30 PM 

As always, Playcrafting NYC, which offers classes and events related to game development, has Early Bird tickets, but if they sell out (and they have in the past), you'll have to pay full price.

About Me

My background is a mixture of theatre, film, journalism, economics, and writing.  I received a S.B. in Writing and Humanistic Studies (now the major of Comparative Media Studies) at MIT and then I specialized in Screenwriting at USC's School of Cinematic Arts.  My first published game as a writer was on the epic space combat RPG, Terminus, which won 2 awards at the 1999 Independent Games Festival.  Afterwards, I worked on the episodic fantasy series Siege of Avalon, MMO Wizard101, and the dark fantasy RPG, The Witcher, for which I was nominated for a Writers Guild of America Award in Videogame Writing. I currently head the WGAE Videogame Writers Caucus and am SIG leader of the IGDA Game Design SIG. 

Friday, November 18, 2016

A Look at Puzzle Games

In this article, game designer Sande Chen reflects on the level design of puzzle games and how allowing the player to win can help in the success of the game.

One year, at the Austin Game Conference, I was exhausted, not from partying, but because I had stayed up all night trying to progress through Puzzle Bobble.  My college friend had the original arcade machine and since I could use the same quarter over and over, I stayed with it.  I noticed almost immediately spikes in difficulty, remarking how I felt that one level was out of place because it was especially hard and the levels after it were easy in comparison.  Considering that the player also gains proficiency, gauging the increase in difficulty or challenge between levels must be an interesting exercise. 

Puzzle Bobble
In addition, there is a luck variable to these puzzles since colors can randomly get scarce on you.  It's the same way with Candy Crush Saga, that when you need red candies, you feel like all the other colors keep on showing up.  I especially hate using up moves while waiting for a certain color to show up in a line.  This probably contributed to my decision to delete Blossom Blast Saga.

I mean, I do have a certain amount of patience with difficult puzzles and in most free-to-play games, a player may have access to power-ups or boosters that can make uneven level design tolerable, but when my puzzle-solving efforts feel like frustration rather than fun, then I'll just quit.  Especially when I feel like it's a luck-related factor.

Candy Crush Saga showers me with free gifts, but that's not the only reason why I still play Candy Crush.  I fully realize Candy Crush Saga has that luck component but despite that, I still manage to have fun with it.  The way the levels are designed, I always feel like I have a chance at solving the puzzle because I'll be one or two moves out.  That motivates me to keep on playing because sooner or later, I'll feel like I'll solve it, even if it takes a long time.  If I don't see that possibility of winning, then I'll throw my hands figuratively in the air and mutter, "This is impossible!"  I can see why players are motivated to buy extra moves because it's almost ... just almost... there.  Unlike with Candy Crush Jelly Saga, another I deleted, I did have those boosters in Candy Crush Saga, so if I did feel like I had come across an impossible level, I could help myself out.

I also play Candy Crush Soda Saga, which I like better, even though there aren't free boosters given out there.  I've noticed that after I've been at a puzzle for a long time on Candy Crush Saga, something remarkable will happen such as a color ball and a color bomb ending up next to each other.  I have no idea if that was just the allotted time needed for this lucky occurrence to happen or if the designers were specifically thinking about helping me along.  It would be great if this were a matter of design.

In the past, I was in charge of designing a mah jong solitaire game.  In those types of games, there are the ones where it's possible for the player to have a puzzle without a solution. Alternately, there are the ones that use an algorithm to make sure there was always a solution to the puzzle.  I suppose in the former, a player would be able to get out of that unsolvable state with a booster.  I chose the latter because I always wanted players to be able to win without using boosters.  It seems unfair that the player could be presented with a puzzle that couldn't be solved without a booster.  After all, I wanted the player to stick around for the next level or game.

Challenge is great, but too much challenge leads to frustration, which can lose players.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.



Friday, November 11, 2016

Upcoming Class: Designing Games For Impact

Do you want to create more meaningful games? Make an impact?  Then I invite you to come to my new class next Thursday, November 17, on Designing Games For Impact.  Whether you are an entertainment developer who wants to add another layer to gameplay and story or an activist or educator who wants to reach out through video games, together we'll discuss how we can create a dialog without preaching, bake our messaging within the game systems, and create an emotional connection.

As always, Playcrafting NYC, which offers classes and events related to game development, offers Early Bird tickets, but if they sell out (and they have in the past), you'll have to pay full price. 

The details!
Designing Games For Impact
Date:  Thursday, November 17, 2016
Time: 6:30-8:30 PM

About Me 

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 15 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and the Serious Games Summit D.C.

Friday, November 4, 2016

What Happened to Power Politics?

In this article, game designer Sande Chen discusses the legacy of the election simulation game, Power Politics.

The countdown has already begun for Election Day in the U.S. In the news, various election models are predicting the Presidential winner. Take your pick. They vary from statistical-based forecasts to the more whimsical claim that a sad ending in the most recent Best Picture Oscar winner would indicate a change of party in the White House.  Did Spotlight have a sad or happy ending?  We'll find out.

ElectoralCollege1992In 1992, the video game Power Politics made headlines around the world for correctly predicting that Bill Clinton would win the election.  My co-author, David Michael, and I interviewed Randy Chase, the developer of Power Politics, for a case study on educational games in our book, Serious Games: Games That Educate, Train, and Inform. As I alluded to in my research reports for the Cooney Center, many of the same issues plaguing educational games 10 years ago have remained.

Chase found it difficult to sell directly to teachers and school systems.  He even tried discounting the price for teachers and professors but didn't find much success that way.  Therefore, in the spring of 2005, to recoup the cost of independent development, he decided he would have to "find creative ways to build new alliances."  Though he still had a premium version of the game for sale, most schools ended up using the free version sponsored by The Christian Science Monitor and Rock the Vote.  Power Politics was eventually distributed and used by over 400 universities to teach students about politics and campaigning.  The premium version of Power Politics offered a alternate history mode, whereby historically inaccurate candidates could be pitted against each other, much like fantasy football.

Power Politics was a seminal game in what Chase called "activism software."  He wanted a game that would challenge player assumptions about the world.  In Power Politics, the student has the reins to run the campaign, dirty tricks or not, analyze press conferences and poll data, and manage fundraisers.  The candidates were real-life people, with strengths and weaknesses, and the simulation was updated to include real-world demographics.

It almost seems unimaginable that at one time, there were only exit polls. Power Politics demonstrated the power of simulations and how simulations could be used for education.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, October 27, 2016

How Games Can Elicit Emotional Stakes

In this article, writer Joshua Castleman addresses how game designers can reduce ludonarrative dissonance in linear action games to produce gameplay tied to emotional investment.

I recently read a post written by Sande Chen that discusses how the nature of videogame playing undermines the emotional stakes in linear storytelling. Referring mainly to AAA linear narratives found in 8-12 hour campaigns, she outlined some of the difficult challenges facing game designers and writers to compel the player to feel more emotionally attached to the character in the game than to their own experience as the player. Of course we as players want to achieve victory but designers and writers strive to deliver the emotional impact often found in Hollywood blockbusters.

Sande raised many excellent points that got me thinking about the problem myself. A large part of the issue is the linear railroading of a story, more specifically a game’s inability to allow failure. When a player fails and restarts at their last checkpoint, suddenly there is a disconnect where the protagonist character in the game is fine, as if nothing ever happened, but the player has taken a hit and suffered a setback. In a difficult part of the game, where the player has to try numerous times to get through a zone but story-wise the hero is essentially unscathed, there’s a dissonance between the player’s experience and the character’s experience, not to mention the player is going to care more about his/her own experience as the frustration builds than the player cares about the experience of the character.

One game that I thought worked somewhat was the first Tomb Raider reboot. Some of the death scene animations were so gnarly and gruesome that I wanted to do well and avoid those because I felt so bad seeing Lara writhe in pain as a river impales her on a metal pole! Even though I as the player then started over at the last checkpoint and Lara is safely in one piece, the memory of her violent death was still fresh in my mind.

At this point, it is easy to simply say, “Make a game that allows for failure.” But this presents the age-old problem of making a branching game that can turn a different direction for failure, which is suddenly no longer a linear story and also two to three times more expensive to make. As a writer myself, I understand the strong allure of a linear story that I can control as the creator. It allows for more specific nuance and depth in the story. Maybe the real challenge is finding a way to tell a linear story that can also accept failure in some way without resetting. I’m sure there are some elegant solutions out there, both mechanically and story-wise, that have yet to be discovered.

Another partial solution, or at least a step in the right direction, is creating strong characters. Especially a dynamic villain. I have noticed that a truly despicable villain helps a player invest emotionally in the story. Games like Far Cry 4, Bioshock Infinite, and Borderlands 2 (to name a few) have great antagonists, which helped me empathize with the heroes more. Even if there were times where I was jostled from the character’s POV emotionally, I still shared their emotional drive to defeat the vile bad guy. Fleshing out the villain’s character can present its own challenges. Villain scenes work best when they’re from the POV of the hero so the player shares the experience with the hero character. Be careful to not give the player insight into the villain or conflict that the protagonist does not have, or suddenly there is another disconnect.

A challenge most action games face is desensitization to violence, which can hamper any story based on violence and death. As Sande questioned, how can a player feel any emotional pull during a cut scene of someone’s death when the player just spent hours ending hundreds of other lives? Certainly something to consider when creating a story amidst a sea of blood, but I would again point to the creation of strong characters. Just like in war movies or books where there is death around every corner, it is critical to create those characters that players care about, and give them clear-cut goals they want and challenging conflicts in their way. There are characters that, even if they are soaked in blood, you don’t want them to die. (You Game of Thrones fans know what I’m talking about.)

What no one has tried yet (that I know of) is a complete paradigm shift. The way games are made is still heavily influenced by the history of video games. The player is faced with a challenge and they must overcome it or fail and try again. As the industry matured, designers put more story into the game, fleshing out fully-imagined world and characters, with an eye to Hollywood cinematic cut scenes and structure. But they still shoehorn the story into the same game mentality of trial and error. It’s like if in the middle of a showdown fight scene in a movie, someone stopped it and skipped back to the beginning of the chapter. We’ve all had that experience when someone accidentally sits on the remote. It jars you and the fight scene loses so much of its power and momentum.

Game designers are often focused on creating the ultimate challenge above creating an amazing story. The way most game designers define a good gaming experience is much different than the way a Hollywood director would define a good experience.

But what if they designed a game without the ability to restart at a checkpoint or die at all? What if fight scenes were built in a way that the player could take a beating, maybe lose some gear or status or something but never actually die? I know many gamers are rolling their eyes at the idea because many of us are so programmed that that is how games work. I have a confession: I’m one of those gamers that plays story-centric games on normal difficulty. I sacrifice the challenge aspect to preserve the flow of the story and the oh-so-fragile emotional empathy. Unfortunately, games are not built to reward that style of play, so yes, I run into times feeling where the game is too easy (though sometimes I get crazy and bump the difficulty up for awhile until I feel a miniboss fight coming). The trade-off is worth it to me to engage the story more than the challenge and triumph element.

Games will only ever reach a certain level of emotional investment with the current model. Maybe it just needs a small shift to, say, a story with a hero that reincarnates from set points in his life so that the ‘restarting after death’ plays into the story. The hero can even have little meta-esque quips about having to experience the same crap all over again. Or maybe it it will take a completely new approach, a full dedication to story over challenge.

All I do know is that Sande is correct. There is a strong disconnect between players wanting to beat the final boss for the sake of the protagonist and the story, or for their own mastery of the controls over the cleverness of the programmed obstacle. The points I mentioned in the beginning are ways to help align those two goals better, but they will be extremely difficult, if not impossible, to fully overlap as long as game makers continue to think of story as merely a way to get players to move from Challenge A to Challenge B. No, not everyone needs to change. But I wouldn’t mind seeing someone try it out.

Original Article: http://gamedesignaspect.blogspot.com/2016/10/how-games-undermineemotional-stakes.html 

Joshua Castleman is a sci-fi/fantasy writer, voracious reader, and gamer. He is currently working on a D&D-inspired deck-building adventure game with Vigilant Addiction Studios.

Friday, October 21, 2016

Upcoming Panel on Game Writing at GameACon AC

Halloween Greetings from Sleepy Hollow Country!  As you can imagine, there's lots of Halloween activities going on, including the Great Jack O'Lantern Blaze where I got to view literary icons carved out of pumpkins and illuminated by pumpkin light against the night sky.  Too bad it wasn't one of the supermoon nights or a blood red moon, but still, there was plenty of spooky ambience around.

If you're in the vicinity of Atlantic City Halloween weekend, I'll be at GameACon Atlantic City, held at the Tropicana Casino Resort. I've organized a reprise of our game writing panel from last year.  Same time, same topic. Come find out about breaking into the game industry as a game writer.

There's also cosplay, tournaments, industry panels, LARPing, anime, bands, and an expo.  Lots of things to see, to play, and to have fun.

Weekend and day passes are available.

Breaking Into Game Writing
Sunday, October 30, 2016
11:00 AM - noon
Pageant Room

There are as many ways to break into game writing as there are writers, so taking your first steps can be daunting. Join our panel of award-winning writers and designers as they share their successes and struggles with getting a foot in the door of the industry. Whether you dream of writing the next big AAA game or an indie interactive novel, we’ve got the info to set you on the right path.