Showing posts with label IGDA. Show all posts
Showing posts with label IGDA. Show all posts

Friday, July 30, 2021

Designing Non-Toxic Game Communities

In this video from 2021 CIMFest, game designers and community managers discuss how to remove toxicity from game communities.

Originally scheduled for 2020 GDC, this roundtable on Designing Non-Toxic Game Communities was canceled due to the pandemic. We are so grateful to the Georgia Game Developers Association for allowing this roundtable to occur during Columbus Interactive Media Festival (CIMFest).



Participants:

  • Sande Chen (moderator)
  • Brad Merritt, director of game design for Cartoon Network
  • Kat De Shields-Moon, PR manager for Schell Games
  • Joshua Quinnett, senior community manager at Gallium Studios
  • Judy Tyrer, founder of 3 Turn Productions 
  • Jared Creasy, community manager at Tripwire Interactive
  • Isiah Turner, lead community specialist at Hi-Rez Studios
  • Kimberly Unger, Content Lead at Oculus

Wednesday, March 11, 2020

Fight the coronavirus by playing this game!

In this article, game designer Sande Chen reports on the game industry's efforts to combat the coronavirus and solve the logistical fallout from the pandemic. 

As industry trade shows like E3, GDC, and SXSW are canceled due to concerns over COVID 19 and game production delays are occurring over supply disruptions, the researchers at University of Washington responsible for the game FoldIt have released a new puzzle aimed at halting the spread of the coronavirus.

Such games are known as citizen science games because members of the public, as citizen scientists, can help scientific efforts. There are many instances, as in the game FoldIt, where humans are much better at finding solutions than computers.




As schools and colleges go online and employees work remotely, I hope that we will be able to see more virtual conferences such as not.GDC, happening at the same week as the canceled event.  Indie developers affected by the cancellations and the inability to pitch games can find assistance at the GDC Relief Fund.

The IGDA Game Design SIG had been slated to have a roundtable at the Game Developers Conference this year entitled "Designing Non-Toxic Communities (Presented by the IGDA)" and a social meeting. We hope that we can discuss this issue on the IGDA Twitch channel in the coming months.

There is also an effort to provide a back-up plan for the US election should quarantine be needed in November. If you'd like to participate, sign up at Save the Election.

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 26, 2019

Top Ten Most Read Articles of GDAM

Happy Holidays! I've just noticed that this blog was started 10 years ago! I don't think I've ever done a retrospective, so without further ado, here is the Top Ten list of the most popular articles on Game Design Aspect (according to Google stats):

1.  Great Narrative Stories are the Answer 

This article was the culmination of a series of blog posts about how to measure social impact and effectively change a person's belief system. I summarized Christopher Graves' keynote at the 2017 Games For Change Festival. This article was also cited in the report, "The Limits and Strengths of Using Digital Games as Empathy Machines," by Matthew Farber and Karen Schrier.


This article summarized IGDA GDSIG's roundtable at GDC 2018, which covered a range of topics, including government regulation, microtransactions, and gaming disorder. I was surprised by the 10000+ views, considering how lukewarm the topic seemed at the conference. Since then, Gamasutra has featured articles on ethical game design. 


This article by Gustavo Guida is about his reactions to the above mentioned roundtable. Gustavo Guida attended the IGDA GDSIG roundtable and the IGDA GDSIG Social Meeting at GDC 2018.  In his article, he divides the various positions held by attendees as Skeptics, Pragmatists, and the Concerned.


In this article, I reflected on my first experience at the Global Game Jam (GGJ). Even though we had less than 2 days to complete a demo, my team made a crowd favorite that was featured in Microsoft NY's recap of GGJ that year.


This was a promotion for my most popular class at PlayCrafting and it also included a link to an interview I did with SciFi Pulse. Since I'm no longer teaching at PlayCrafting, I'm looking to put some courses online.


In this article, I discussed ludonarrative dissonance, a topic that was touched upon by Omar Shakir in his session at the Creative Arts & Technology Conference in 2016. Omar Shakir is Game Director at Avalanche Studios.


Here's another one that surprised me with the amount of views. Perhaps people were searching for a review of John Yorke's master class on video game writing. Rather, this article is a reaction to a review of John Yorke's class, in which he stated that video game companies should look to hiring capable screenwriters.


This is one of my favorite articles on the blog. Several people have said to me that I was spot-on about my observations regarding this segment of educational games.


I became very interested in the topic of creating empathy and player emotion and one of the lectures I attended was from Professor Katherine Isbister, who wrote the book, How Games Move Us: Emotion By Design.  What was interesting about this lecture is that she didn't delve upon stories but rather game design.


Professor Ibrahim Yucel reported on IGDA GDSIG's roundtable at GDC 2019. I'm glad to see IGDA GDSIG hit topics of concern for both the years we were allowed to discuss game design issues at GDC. At previous GDCs, the SIG's roundtables have only been about SIG business.  Hopefully, we will have another successful roundtable next year.

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.




Sunday, July 21, 2019

Storytelling with Game Consequences

In this article, game designer Sande Chen reports on Jason Rohrer's session at the 2019 Taipei Game Developers Conference, in which he gave his thoughts about storytelling in games, games as art, and how his game design processes have evolved.

Independent game developer Jason Rohrer, best known for his game, Passage, debuted an open source image selector (available on GitHub) at the 2019 Taipei Game Developers Forum on Thursday, July 11, 2019 to go along with his non-linear, spontaneous presentation about storytelling in games, games as art, and the evolution of his work.

His latest effort, One Hour One Life, is a multiplayer online survival game in which players can spawn either as a helpless baby, a woman, or a man, and as the title implies, one hour corresponds to one lifetime. Cooperation is key to survival. 

Rohrer took a roundabout approach in explaining why permadeath was necessary in the design of his game. He wanted the players to feel like their choices had real game consequences and so if players allow babies to die, then there's no Undo or Rewind. There will never be a playthrough where the babies live and the players will never know what would have happened if the babies had lived. Since it's multiplayer, all the players are witnesses to the babies' deaths.

One Hour, One Life

Rohrer explained that storytelling engines haven't quite advanced to the point where he didn't feel like the storytelling was forced or fake. They either take the branching narrative approach or AI a la Facade. He's skeptical of AI ever producing great creative works and jokingly asked if we wanted HAL to tell our stories. As for branching narratives, even when there are a multitude of options, he still felt that because the player can replay the choice, the consequences don't feel impactful.  

Rohrer acknowledged that he's usually associated with the genre of games known as "art games," or games with artistic purpose. He thinks about what it is that games can uniquely do and how games can tell stories. None of his games are like Choose Your Own Adventures (CYOA). With Cultivation (2005), it was about building a mechanical system that allows the player to make and reflect on choices within that system. With Passage (2007), the game mechanics are metaphorical as if they were lines of a poem. He continued in this mode until he began to feel like this was like a high school English class where students write essays about what something means. No one goes to the movies to look for symbolism, he pointed out.

Now he thinks about creating "unique aesthetic experiences" that can only occur within video games. For instance, Inside a Star-Filled Sky is an infinite, recursive shooter. One can enter a monster and find another world with monsters and enter those monsters and find another world, etc.  It creates this feeling of diving in so deep that one forgets what one was doing in the first place.  

He mused about whether or not the game industry would ever produce that "Citizen Kane of games" a game so powerfully meaningful it's a transformative experience. He argued that there hasn't even been a game equivalent to the film Titanic, let alone Citizen Kane. He put up a list of games like Shadow of the Colossus, the first Zelda, and Metal Gear Solid II and said that even these amazing games paled as culturally relevant experiences when compared to masterpieces like the novel, Lolita.

Whether or not games are culturally relevant has been a subject of debate for more than a decade.  A watershed moment occurred in 2009 when industry watchers proclaimed with great fanfare that the video game industry had surpassed film because Call of Duty: Modern Warfare 2 (CoD: MW2) had earned over a billion dollars.  Yet, as Rohrer showed in a graph, CoD: MW2 only sold around 20 million units whereas the film Avatar sold 360 million, Titanic sold 400 million, and the classic Gone With the Wind moved a billion units.  Therefore, the average man on the street probably knows Gone With the Wind or Titanic or Avatar, but what about CoD: MW2?  Even if that average Joe were to go play CoD: MW2, Rohrer argued, that person would not say, "OMG this experience has enriched my life! I'm in tears because CoD: MW2 has so deeply changed my life forever."

Rohrer acknowledged that there was a skill barrier to beating and winning at video games. Perhaps, he said, this barrier is so great that video games will never be as accessible as movies, books, and other mainstream media and therefore, cannot achieve cultural relevancy.  Another issue is that as technology marches on, classic games are no longer available, since the hardware becomes obsolete. This didn't occur with other media. Analog TVs still work with converters. CDs from 1983 still work, but a game like Quake was originally designed for specific hardware and emulators don't always capture that original experience. Rohrer had no doubt that engineers could make gaming systems backwards compatible if it were an industry expectation.  

For about 15 years, Rohrer has been creating games that are insightful and innovative. Mainstream media press have found his work to be deeply moving and complex, even tear-inducing. Despite his intellectual ponderings on whether or not video games can be considered masterpieces of art, others have already decided that Rohrer's work fits that description. In 2016, he became the first video game creator to have a solo retrospective in an art museum.

[Jason Rohrer's recorded session will be available on IGDA Taiwan's YouTube channel soon.]

Sande Chen is a writer and game designer whose work has spanned 15 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., 

Wednesday, July 17, 2019

Braid Behind the Scenes

In this article, game designer Sande Chen summarizes Jonathan Blow's session at the 2019 Taipei Game Developers Forum, in which he gave a behind-the-scenes look at the development of his game, Braid.

Speaking to a packed audience at the 2019 Taipei Game Developers Forum last Wednesday, July 10, 2019, independent game developer Jonathan Blow detailed a three-year struggle against naysayers during the development of his game, Braid. The 2008 runaway indie hit, considered by many to be a masterpiece, obviously defied its critics when it sold 55,000 units in its first week on XBox Live Arcade and earned Blow more than 4 million dollars in revenue.


Blow took the audience back to the very beginning with his Super Rough Draft Version, a bare-bones prototype featuring programmer art made in Paint. Despite the simplicity, this early playable level encapsulated the design principles he intended for the game. He had been thinking about the Rewind ability, in which a player is able to rewind prior actions  This had been implemented in previous games like Prince of Persia: The Sands of Time so that players could rewind and fix mistakes, but hadn't been groundbreaking. Blow wondered how a game would change if a player had unlimited Rewind and did not have to worry about dying.

Moreover, all the puzzles in his game would be tied to this Rewind ability.  It would be about realizing mistakes, seeing the puzzle differently, and taking a different approach.  Because this was an untested concept, he wanted the game genre to be one that was simple and familiar so that when things got weird, players would not get confused.  He chose to do a platformer.

Finally, he was purposefully aiming for a game with "artistic attitude," even though at the time, it was controversial to consider games as art. Film critic Roger Ebert would famously say that video games can never be art. Blow explained that because there was no concept of art games or a big enough indie game community, it was very hard for him to recruit an artist to work on his game.  He would send prospective artists his demo and get shot down.

He read segments of an e-mail from one such artist who gave lots of unsolicited advice on how to make the game better because "the video game industry is very unforgiving." Blow speculated that the artist thought he was a confused newbie who didn't know anything about game design. The Independent Games Festival (IGF) judges in 2006 thought otherwise. Braid won Innovation in Game Design.

Encouraged by this development, Blow resubmitted Braid to IGF the following year, hoping to win a grander prize, but it didn't even become a Finalist.

Steam, which in 2007 was a heavily curated storefront, would be another dead end.  Steam projected that the game would sell less than 5000 copies and rejected the game. Blow even tried a back channel to Valve, which did not succeed.

Still, despite all the negativity from outside sources, Blow's friends maintained that Braid was something special and that they really liked it.

Blow persisted and got the attention of someone at XBox Live but even then, Braid was almost canceled twice by Microsoft and his art outsourcing company lost interest in the game.

Thinking back, Blow wondered why people, especially people paid to find future hits, didn't see Braid's potential.  He concluded that it's really hard for people to look at a work-in-progress and see its finished form.  Because of this, a lot of times, feedback will be wrong or at least conservative.  Therefore, it's vital that a game creator be able to communicate the future vision to team members and others.

In 2008, Braid won numerous awards, including XBox Live Arcade Game of the Year, and a decade later. is considered a transformative work that changed the market landscape by proving that independent games could be financially successful.

[Jonathan Blow's recorded session will be available on IGDA Taiwan's YouTube channel soon.]

Sande Chen is a writer and game designer whose work has spanned 15 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.

Sunday, May 12, 2019

Monetization and its Effect on Design

 In this article, Dr. Ibrahim Yucel summarizes thoughts and discussion held at the IGDA Game Design SIG roundtable on monetization at GDC2019, focusing on three different tiers of monetization integration.

The roundtable started with an invitation for those in the room to share their personal experiences designing or playing games with real money transactions within them. A few developers expressed their concerns about the ethics of the microtransaction model possibly putting their work in a bad light and one developer in particular expressed his wish to avoid microtransactions as a whole since he was not comfortable with it in the current environment. A few others pointed at the success they’ve had with microtransactions, and how the resources and capital it generated provided players with more content.  That improved engagement and kept the game, and its player base, alive.

The roundtable then continued to set a framework for discussing the effect in game economies had on game design, highlighting three potential tiers of integration into a game. First, we identified games in which real money transactions only provide the player with additional cosmetic items for the player to use, with no mechanical impact on the game rules. It was pointed out that even though most found this form of monetization unobjectionable, it still prevents a player from self-expression and ownership, which can be detrimental to their experience. The next tier we identified was paying for access into new or additional content. This was not too problematic as developers acknowledge that much of this additional content could not be made without the additional capital the in-game purchase provided. The negative consequence of this, however, was a potential fracturing of one's player base due to limiting access via purchase. The third tier, and most problematic, was allowing the player to buy power and/or time via real money transactions. We acknowledged that good practice with monetization allowed players to accumulate currency through play in addition to real money transactions, but the roundtable did not come to a consensus on how valuable the players' time should be.

In addition to these tiers, developers also pointed out the difference in purchasing consumables versus purchasing “permanent” virtual items, and marketplace effects on these forms of monetization. The comparison eventually began a discussion on the game Magic: The Gathering (M:TG), which had traditionally been a physical collectable card game but was now fairly successful with the launch of the digital M:TG Arena game. Developers pointed out while the digital version no longer give player the chance to “cash out” via ordering physical copies of their cards like in a previous M:TG digital forms, The reduced cost and convenience of the digital version allowed players who had abandoned the game to return.

The roundtable ended with a open questions session in which students and young developers asked questions of the body. Most questions dealt with if certain monetizations had been tried by others and pros and cons of specific practices.

Overall, I had a exceptionally educational experience at GDC 2019, and would like to thank the Game Design SIG for hosting the roundtable. I feel some were very hesitant to talk about monetization as it has developed many negative feelings in player communities, but still has potential to allow the best game experience for all players, regardless of their personal buy-in.

Dr. Ibrahim Yucel is a scholar of game studies, virtual reality, new media, digital culture, and online communities. His research currently focuses on the evolving forms of gamification and mixed realities. He is the Coordinator of the Interactive Media and Game Design program at SUNY Polytechnic in Utica, NY. He teaches in the Communications and Information Design program at SUNY Poly and is an adviser for the Information Design and Technology masters program.

Tuesday, March 12, 2019

GDSIG at GDC2019: State of Monetization Design

Will you be at GDC next week?  If you're interested in monetization design, be sure to stop by the roundtable presented by the IGDA Game Design Special Interest Group (GDSIG). Dr. Ibrahim Yucel, Associate Professor at SUNY Polytechnic Institute will be discussing how in-game economies affect game design decisions. If you're a GDSIG member, you can pick up your GDSIG ribbon there.

Here's the scoop:

State of Game Monetization Design and Best Practices Roundtable (Presented by IGDA)

Location: Room 211, South Hall
Date: Thursday, March 21
Time: 5:30pm - 6:30pm

In-game economies, many with real money transactions, have become more and more prevalent as developers look to try and replicate the success they see in the mobile and first person shooter titles. However, as more monetization is incorporated into a game’s design, developers risk alienating the game’s community and hurting its overall sales. Worse yet, a monetization model can dictate mechanical changes to the game to make the monetization “worth it” such as reducing loot drops to such a degree that players are forced to trade in an auction house to make progress. This roundtable seeks to discuss best practices in the design of games with monetization in mind. 

Takeaway 
Attendees will share their stories and learn from experienced developers on the current state of monetization in design. This knowledge should help them develop revenue in their titles while building their fan base and game community by increasing the perceived value of their games. 

Intended Audience
Independent game developers, students, economists, and those interested in player behavior and motivations would be the primary audience for this roundtable. In addition, those with experience in data analytics and monetization are welcome to come and share their experience. No prerequisite knowledge is required for the roundtable.

Monday, May 7, 2018

Ethics and Game Design: Are They Like Oil And Water? Part II

In Part I, Saferize founder Gustavo Guida reflects on the recent GDC 2018 game design ethics roundtable and concludes that game designers are locked in a Prisoner's Dilemma with potentially devastating consequences. In Part II, he delves into the specific issues of loot boxes, gambling, and gaming addiction.


Loot boxes and gambling

Take for example loot boxes. For those who don’t know what loot boxes are, they are treasure chests with random items. Players do not know what’s in loot boxes, and the chances of finding valuable items inside them are very low. Players can buy more loot boxes with real money, and are incentivized to do so, with the promise of huge payoffs, just like in casinos. The difference is that, with technology, game designers can actually personalize the payoffs depending on the individual player’s appetite for risk and reward, maximize their attractiveness. As Robert de Niro’s character in the movie, Casino, says: “In the casino, the cardinal rule is to keep them playing and to keep them coming back. The longer they play, the more they lose, and in the end, we get it all.”

Some countries, such as Belgium, are already classifying loot boxes as gambling. In the UK, regulators admitted that “the line between video gaming and gambling is becoming increasingly blurred,” but have not made any moves to classify loot boxes as gambling. Here in the US, some regulators are increasing the scrutiny over loot boxes, but the practice is still permitted. It doesn’t help that ESRB, the self-regulatory organization founded by gaming companies, considers loot boxes to be no different than any other paid content, refusing to classify it as gambling. 

For me, ESRB is just another Skeptic, and is being willingly blind to the negative effects this feature could have on children.

To add to the pile of evidence that game mechanics are inspired by gambling, Consider that video game companies use the term “whale” to define a user who spends lots of money on virtual items. The same term is used for casino players who bet (and lose) great sums. And, like in casinos, game companies focus their marketing efforts to extract the most from those whales.

And like gambling, video games can be extremely addictive. But many Skeptics tend to use misleading language to convolute the argument and blur the line between what is compelling and what is addicting. For example, Aaron Marshall, a video game designer from LA summarizes how Skeptics think: “Video games are akin to most legal products and pastimes today. They can be responsibly consumed, or they can be abused. We do not condemn books because an avid reader is spending an irresponsible amount of time reading fiction novels. Why should video games be singled out when a player is playing too much?”

His point is valid, but I would argue that his conclusion is false. If someone reads so much that her life is affected, that person should seek “rehab,” just like any other addiction. In fact, there are rehabilitation facilities for digital addiction. But the reality is that children don’t spend that much time reading — less than 30 minutes a day. However, they do spend many hours per day on screens. According to Common Sense Media, even kids as young as 0 to 8 years spend over 2 hours a day on screens. According to another study from Common Sense media, for tweens (8–12 years old), this time triples to almost 6 hours a day on average. Teenagers (13–18 years old) spend an astonishing 9 hours per day interacting with screens.

However, it turns out that there is a scientifically measurable difference between a desire to play a video game, and an addiction to video games. With a focus on internet games, the North American Psychiatric Association (APA) has defined this addiction as Internet Gaming Disorder. It is disturbingly similar to gambling addiction (which is the only recognized addiction besides substance addiction). It basically states that a person is addicted to gaming if it interferes with other aspects of their lives and the pursuit of their goals.

Game Addiction and Cigarette Addiction

No discussion of addiction would be complete without mentioning tobacco, and some Pragmatists are not even embarrassed to make the connection between gaming and tobacco. Take for instance how this game publisher shamelessly recommends the use of celebrity endorsements: “For generations, celebrity power has been used to sell everything from soda and cigarettes”.

But there were also Concerned participants who made the same connection between gaming and smoking, specifically pointing to how some gaming companies employ similar practices used by the tobacco industry in the past. And gaming isn’t the only industry that is faced with these issues, nor is it the only industry where people are concerned with the effect that these tactics are having on children. For example, at the World Economic Forum in Davos earlier this year, Salesforce founder and CEO Marc Benioff was interviewed and voiced his concerns. Later on, he made the following statement via Twitter:

But again, we see the Prisoner’s Dilemma. Do game designers betray each other in a never ending cycle, continuing to make video games more and more addictive in an effort to stay ahead of the curve? Or will we eventually see an era where the industry cooperates to create better, safer games? The biggest question is whether or not game designers would be willing to potentially lose some profit in order to self-regulate.

Professor Schreiber summarized this dilemma well, saying: “If the goal of game designers is to maximize the revenue a game brings, creating addictive experiences might be required.” He added, saying, “Trying to ethically monetize a game might impact the company’s profits.”

Solving the Dilemma

But what if there were a way for Concerned game designers to create non-addictive experiences, without abandoning the goal of maximizing monetary profit? Well, there is.

Saferize offers a way for designers to eliminate this trade-off between profit and ethics. By implementing our SDK, apps have an area specific to parents, so they can set up controls such as screen time. To have access to those controls, parents pay Saferize a monthly subscription that is shared with the app publisher. While parents get the tools to effectively curb digital addiction for their children, game designers are incentivized to implement our software, since they receive extra revenue from Saferize. It’s truly a win for everyone involved.

We hope that Concerned game designers and publishers embrace our vision, so kids have a balanced life, enjoying games without succumbing to addiction.

Gustavo Guida has been involved with product and marketing since 2000. Third-time entrepreneur, he found and sold two successful businesses before co-founding Saferize. Father of triplet girls.

Monday, April 30, 2018

Ethics and Game Design: Are They Like Oil And Water? Part I

In Part I of this article, Saferize founder Gustavo Guida reflects on the recent GDC 2018 game design ethics roundtable and concludes that game designers are locked in a Prisoner's Dilemma with potentially devastating consequences.
 
Can the gaming industry grow and prosper without compromising ethics? 
I had the opportunity to attend a very interesting roundtable at GDC 2018 presented by IGDA. The event was called "Professional Ethics for Game Designers" and was hosted by Sande Chen, Writers Guild Award and Grammy-nominated Writer and Game Designer (you should check out her interesting review of the event, by the way). The roundtable beckoned designers to voice an opinion “as to whether or not game designers need a professional code of ethics much like the Hippocratic oath for doctors.”

Here is the event description:
With gaming disorder a mental health concern, do game designers have an obligation to refrain what would be considered ‘exploitative design,’ that is, game design that takes advantage of player addictions and/or mental defects?
I expected to leave that event with some sort of consensus. What I really wanted was to see a core of game designers starting a movement that could culminate with a positive change in the industry. After all, we’ve seen similar movements on adjacent industries such as Social Media, where industry luminaries and even former Facebook executives complained about the addictive nature of social media (even implicating themselves). We’ve also seen organizations such as the Center for Humane Technology which was created to demonstrate how this technology could be used for good.

However, it seems that the gaming industry hasn’t reached that stage of enlightenment yet. Sadly, the roundtable ended with no consensus. What we saw instead was gamers split into three groups, which I have categorized:
  1. The Concerned: Game designers very concerned with the well-being of players, and with addiction and its consequences.
  2. The Skeptics: Those that were refusing to see the danger that games could cause. They attempted to blur the lines between an engaging experience with an addictive one.
  3. The Pragmatists: Those who took a more profit-driven focus. This group believes that exploiting addictions and vulnerabilities is the nature of the industry, and that those who refuse to do so will be less competitive.
Prisoner’s Dilemma

What I realized after leaving the event is that the industry is facing what is called a Prisoner’s Dilemma, which is a psychological experiment that tests self-interest. Basically, if two criminals betray each other, they each receive two years in prison. If one betrays the other, the betrayer walks free while the betrayed gets the maximum sentence of three years. If they cooperate, they each receive only one year on lesser charges. The criminals must make this decision without any knowledge of what the other will do.

Game designers seem to be faced with a similar dilemma, and few are willing to cooperate. They want to betray each other (and their consumers by proxy) by making their games more addictive than their competitors’ games. The harsh consequence they would receive by the betrayal of their competitor would be loss of revenue or even their company’s economic viabilities. Alternatively, game designers could cooperate and do what’s in the best interest of everyone involved.

Choosing to betray one another and continuing to design games to be more and more addictive can lead to very frightening consequences (such as the kid who had a seizure in China after playing the mobile game, Honour of Kings, for 40 straight hours). If something like that becomes the norm, it is likely that there will eventually be social pressure for the government to step in. The outcome could be harsh limits imposed by laws, which could mean compliance costs that will only benefit large corporations that can absorb those costs.

Professor Ian Schreiber, from Rochester, NY, talks about these potential government limitations, mentioning that gridlocked US politicians looking to score easy political points with their constituents could do so by regulating loot boxes (we will talk more about them later). “It is an easy bipartisan political win that’s almost sure to happen in the near future,” says Schreiber. He pointed out that the gaming industry must work on self-regulation, and take a proactive role to stop psychological exploitation of users before it’s too late. Using the Honour of Kings case again, the Chinese government stepped in by setting a strict 1-hour-a-day limit on gaming for kids 12 years old and younger.

But Pragmatists and Skeptics don’t see it this way, so they don’t see the need to self-regulate. They tend to view it as a simple supply and demand scenario, firmly believing that if they don’t offer this addictive service, someone else will.

It’s really no different than when criminals justify their actions by claiming that they hold no personal responsibility for providing a service that people demand. You hear this over and over in movies, usually when a criminal is caught by the good guy and justifies his actions by claiming he is just one among many, a cog in the machine. “If I don’t sell, some other drug dealer will. People are looking for this anyway.”
 
In real life, many famous gangsters used similar lines. Otto Berman, an accountant for the mafia in the 1930s coined the phrase “Nothing personal, it’s just business.” By ignoring the well-being of players, aren’t game designers ultimately subscribing to this idea as well?

Or maybe, Pragmatist game designers prefer a quote from another mobster from the 1930’s called Lucky Luciano (he ordered Berman’s death, by the way). His phrase was “There’s no such thing as good money or bad money. There’s just money.”

Personally, I think it’s really hard for game designers to argue that they’re not only in it for profit, especially when you consider another topic we discussed at the roundtable: video games and gambling. It turns out that there are a lot of disturbing similarities between the two.

[This article originally appeared on Saferize's Medium blog.]

Gustavo Guida has been involved with product and marketing since 2000. Third-time entrepreneur, he found and sold two successful businesses before co-founding Saferize. Father of triplet girls.

Thursday, April 12, 2018

GDC2018: Professional Ethics for Game Designers



The previous year has brought its share of gaming controversies, from anger over loot boxes to ties to gun violence to the World Health Organization's recognition of gaming disorder as a mental health condition. The roundtable, "Professional Ethics for Game Designers (Presented by the IGDA Game Design SIG)," at this year's Game Developers Conference, sought to shed light on the thoughts and opinions of professional game designers on their ethical obligations to players.  The discussion was spirited and showed that there was no easy consensus.

The roundtable started off with a warning from a professor who studies these matters.  He cautioned the group that if the industry doesn't self-regulate, governments will inevitably step in with their own regulations that might not make sense.  He cited some examples from Asia, such as a law limiting gameplay hours to school-age children, and said that there were even systems in place whereby in-game rewards were reduced based on the number of hours played.   There have even been rumblings in Europe about possible regulations.

While regulations may be looming, others felt like designers should not have any ethical obligations to players, even if players dropped dead after playing too much.  With a comparison to the tobacco industry, one decried the nanny state and felt like players needed to be responsible for their own well-being.  Another felt that game-playing was viewed too negatively and surely, no one would object if someone practiced continuously as an athlete.  He relayed the story of a co-worker who had taken a week's vacation to get higher on the leaderboard and how people immediately thought his co-worker might have a gaming disorder.

Still others felt that without addictive design elements, players would not come back to the game.  After all, there's pressure on designers to design an addictive, fun game that makes players come back and play the game.  Even if designers objected to exploitative practices, their bosses or marketing would want them to keep on using those methods.  And of course, a designer who wants to still have a job there will want the company to be successful.  But there were designers at the roundtable who had quit because they just couldn't stand what was happening to the players.  They recommended that designers think carefully about what line they would cross before being asked to cross that line.

After hearing jokes about some possible warning labels, like "WARNING:  TOO MUCH FUN," the professor interjected, saying that tobacco wasn't the right comparison, but gambling was.  He pointed out that the game industry even takes the same terminology, such as "whales," from the gambling industry.  While the WHO's definition of gaming disorder can be subject to interpretation, it's most similar to gambling disorder.  It doesn't specify a number of hours, just describes the way that compulsive gaming can cause distress or significant life problems.  We commonly say a game is addictive to mean it's fun, but addiction has a clinical definition that is much more bothersome.

Another game designer said that he doesn't mind if his games have a specific target audience, like women over 50, but he would have a problem if the target was "senile women," or any vulnerable demographic.  He would rather players come back to play the game because of its fun qualities rather than because they're addicted and they have a compulsion.

Another designer wondered if these addictive game systems were even necessary and offered other design alternatives to making a game sticky.

All in all, it was an interesting roundtable that could have gone on to discuss various other ethical issues.  Do you have any opinions on the subject?  I have heard from game design professors who include ethics in their lessons.  Do you believe that game designers should have an ethical code?





Wednesday, March 14, 2018

IGDA GDSIG's 2018 Play Harder Challenge


Just in time for 2018 GDC, game designer Daniel Harrison and I have compiled a list for the first ever IGDA GDSIG's Play Harder Challenge, patterned after Book Riot's Read Harder Challenge. The gist of this is a list of tasks intended to expand your game playing boundaries, introduce you to new genres or designers, and encourage you to think more about the art game design.

You can try to find one game to fulfill a bunch of challenges or play one game per challenge.  The choice is up to you! 

This isn't a test.  There's no score.  But if you do happen to finish all the challenges, do let us know, and maybe we'll get around to making a badge for you :)

IGDA GDSIG's 2018 PLAY HARDER CHALLENGE

  1. Play a text-based game
  2. Play a game made by students
  3. Play a game created during a game jam
  4. Play an arcade game
  5. Play a social impact game
  6. Play a single player AAA game
  7. Play an old school platformer
  8. Play a game that's in a museum or art gallery
  9. Play a nonviolent shooter
  10. Play a game made by less than 10 people
  11. Play a tabletop game published in the last 5 years
  12. Play a game after remapping controller to your non-dominant hand 
  13. Play a twitch game that doesn't involve shooting
  14. Play a mobile game with on screen joysticks
  15. Play a location-based game
  16. Play a VR phone game
  17. Play a game with asymmetric multiplayer
  18. Play a game using an emulator
  19. Play a mobile game that uses the camera
  20. Play a game that requires user-created content
  21. Play a cooperative game
  22. Play a hardcore handheld game

Monday, February 26, 2018

IGDA Game Design SIG at 2018 Game Developers Conference

Apologies for the late update!

I was at Northwestern University speaking about Games and Gamification in the Classroom as part of the TEACHxpert Series and I also have been busy with my various classes and event planning.

To note, I'd like to inform you of the planned activities for the IGDA Game Design SIG (GDSIG) at the 2018 Game Developers Conference (GDC) next month.



We will be holding the following roundtable open to All Pass Holders, including the Expo Pass:

Professional Ethics for Game Designers Roundtable (Presented by the IGDA)
Location: Room 105, Moscone South Hall
Date: Wednesday, March 21
Time: 5:00pm - 6:00pm

With gaming disorder a mental health concern, do game designers have an obligation to refrain what would be considered 'exploitative design,' that is, game design that takes advantage of player addictions and/or mental defects? Join game designers and other professionals in determining what are our main areas of ethical concern and in voicing an opinion as to whether or not game designers need a professional code of ethics much like the Hippocratic oath for doctors.

If you cannot make the roundtable, you can join us for our GDSIG Social MeetUp/Dinner where we will meeting outside Room 105 to go for a quick dinner. If you cannot meet in the conference area, please make arrangements with me to meet in the lobby of Moscone South. We also hope to have our special GDSIG GDC ribbons distributed at this time (*quantities limited to 200) and I also usually have the MIT name badges for MIT gamealums.

Location: Outside Room 105, Moscone South Hall, or Moscone South Lobby (If arranged)
Date: Wednesday, March 21
Time: 6:00pm - 7:00pm

Plus, don't forget the other IGDA events at GDC.  There will be the IGDA Networking Event in addition to the Mentor Cafes. If you're not yet a IGDA member, there is a special promotion running until March 25, 2018.  It is 25% discount on all individual IGDA memberships. To sign up or look at IGDA member benefits, go here.


Thursday, January 18, 2018

IGDA Survey Shows Diversity and Job Stability Concerns

In this article, game designer Sande Chen relates the lack of progress on diversity and job stability, as indicated by the IGDA 2017 Developer Satisfaction Survey.

The IGDA's 2017 Developer Satisfaction Survey (DSS) was released last week (and can be downloaded here) and in it, you'll find that according to the data, the typical worker in the video game industry, whether freelance, self-employed, or employed, is a 30-something, white or multiracial with white, heterosexual, college-educated, married male without a disability or children.  According to the 2017 survey, 74% of respondents identified as male while 21% identified as female.  Despite growing interest in the importance of diversity, very little has translated into actual change at companies, as can be seen from the similar results on the 2014 DSS survey.  


The survey also provided a snapshot of an industry with constant job volatility.  Even though 70% of respondents were permanent employees, on average they had already switched employers twice within 5 years. This is consistent with surveys from prior years. And only 39% expected that they would stay with their current employer for 3 years or less. 53% reported that crunch time was expected at the company and employees would work anywhere from 50 hours to more than 70 hours a week during crunch.

Just like the permanent employees, freelancers or contractors who responded to the survey predominately had 6 years or less experience working in the industry. But unlike the permanent employees, freelancers tended to have a longer relationship with clients, which leads to the concern that freelancers may be de facto employees, just without benefits or regulatory rules. The IGDA believes there is a real danger of freelancers bearing the brunt of the development work without any protection from potential abuse.

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 14, 2017

IGDA Game Writing Podcast: Sande Chen

In this podcast, game writer Sande Chen discusses her career in games and covers various topics such as narrative design, system design, and work-life balance.

In 2014, Carl Killian was interviewing game writers for a podcast series for the IGDA Game Writing SIG.  This initiative was stalled (but still going on slowly) and my interview was not posted.  However, I recently was able to obtain the raw, unedited recording.

So, if you don't mind static and lack of polish, what follows is a very frank, hour-long discussion about my career and how others can pursue game writing as a career.  I talk about working on The Witcher and Terminus as well as give advice on how to break in and become a writer in the game industry.




You can find other download options here.


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.

Tuesday, November 14, 2017

Podcast: IGDA GDSIG Mentor AMA Game Writing


Greetings!  Our 3rd IGDA Game Design SIG (GDSIG) Mentor AMA (Ask Me Anything) in conjunction with the National STEM Video Game Challenge focused on game writing and featured questions from mentors and students around the United States, such as:
  • What is your biggest challenge in developing a video game, both in storyline and in general? 
  • What are some key differences between a good and a bad narrative?
  • Where do you see virtual reality and augmented reality going, and how do you think this technology will change games and storytelling?
  • What are some ways a designer can tell a story in a game that gives the player opportunities to make real choices that genuinely affect the outcome of the game?
  • What would you say is the #1 pitfall in the design of serious games?
A full transcript of the questions, transcribed by volunteer Jam Blute, is available on the IGDA Game Design SIG Facebook group Files section, as well as sample game design documents. The GDSIG group is a closed Facebook group, but free and open to everyone, provided you follow the guidelines.  The IGDA is an international, non-profit organization whose mission is to advance the careers and improve the lives of game developers.

The National STEM Video Game Challenge is a multi-year competition whose goal is to motivate interest in STEM learning among America’s youth by tapping into students’ natural passion for playing and making video games.

With Felix Wilhelmy as moderator, the guest panelists for the 3rd GDSIG Mentor AMA were Sheri Graner Ray, Bobby Stein, and Sande Chen.

Sheri Graner Ray is an award-winning game designer and CEO of ZombieCat Studios and worked for such companies as Schell Games, Origin, Sony Entertainment, and the Cartoon Network.

Bobby Stein is the Associate Narrative Director and Narrative Design Lead at ArenaNet, the maker of Guild Wars.

Sande Chen is a writer and game designer best known for her work on titles such as The Witcher and Wizard 101.

We are continually striving to improve the Mentor AMAs.  Let us know if you have any feedback or if you'd like to participate as a volunteer or mentor!  Follow GDSIG on Twitter @IGDAGDSIG or on YouTube.  We will be moving to video soon.

Listen to the full AMA panel below or on Soundcloud.


Saturday, April 8, 2017

Our 2nd GDSIG Mentor AMA next week!

IGDA Game Design Special Interest Group News!


We will be holding our 2nd GDSIG Mentor AMA (Ask Me Anything) on Saturday, April 15, from 6 PM to 8 PM Eastern time zone. Game Designer Daniel Harrison, who worked on Naughty Dog's Uncharted 4: A Thief's End, will be on hand to answer questions about system design, breaking into the industry, maybe even AI! Daniel Harrison has bachelor degrees in computer science and psychology and a masters in game design.

This time around, the GDSIG Mentor AMA will be held on Discord, since we thought it would be better for the guest to be speaking rather than typing (like last time on Slack).

If you want to participate in the GDSIG Mentor AMA events, you'll need to join the IGDA Game Design SIG Facebook group for the event notifications. It's free and open to everyone, provided you follow the guidelines.  The IGDA is an international, non-profit organization whose mission is to advance the careers and improve the lives of game developers. GDSIG has weekly game design exercises and houses game design documents from various games. Keep up to date with current competitions, submissions, and news.

We are continually striving to improve the Mentor AMA event.  Let us know if you have any feedback or if you'd like to participate as a mentor!


Friday, February 24, 2017

IGDA Game Design SIG at GDC 2017!


The IGDA Game Design SIG will be holding its annual SIG meeting and roundtable at the Game Developers Conference in San Francisco next week on Friday, March 3 from 10-11 AM in Moscone North Hall, Room 110.

Join us as we discuss 2016 highlights and accomplishments of the IGDA Game Design Special Interest Group (SIG) as well as plans for 2017 and beyond. Come prepared to discuss potential SIG projects, have an anecdotal conversation on designing games, and see how you can get more involved in the SIG.

GDSIG RT at GDC last year
 Doug Hill, Senior Game Designer at Nexon, will be leading the discussion.  All GDC passes are welcome to attend the roundtable, which is under the Advocacy track.

Doug Hill began his 12-year career at a small developer working as a designer and producer on a variety of Game Boy Advance and Nintendo DS games. Since then, he has worked for Disney Interactive as a Lead Game Designer on Pirates of the Caribbean: Isles of War & Armies of Magic, and for Kixeye as Lead Game Designer for Battle Pirates. He is a founding member of the IGDA Game Design SIG.

Specifically, our agenda includes a review of our initiatives, which include:
  • Upcoming GDSIG Webinar
  • Upcoming Mentor AMA with game designer Daniel Harrison
  • Game Design Resources Update 
  • Weekly Game Design Challenges
  • Weekly Game Design Discussion
  • GDAM Podcast
  • Game Design Study Groups
Volunteers are sought for all of these initiatives and any others that may arise at the roundtable.  As always, you may also submit an article or topic to Game Design Aspect of the Month.

To join the IGDA Game Design SIG: https://www.facebook.com/groups/gdsig/

Learn how the IGDA Game Design SIG can help you to become a better game designer.


Wednesday, February 1, 2017

GDSIG Mentor Ask Me Anything

IGDA Game Design Special Interest Group News!



Last weekend, we held our first GDSIG Mentor AMA (Ask Me Anything) with game designer Ian Schreiber, who currently teaches at Rochester Institute of Technology (RIT).  He is the co-author of 2 books,  Challenges for Game Designers and Breaking Into the Game Industry.  Ian Schreiber was also a featured speaker during our Webinar series in 2014.

You can find some of his writing here, on Game Design Aspect of the Month.
The transcript for Mentor AMA event is currently housed here, but we will be seeking a more appropriate location, most likely within our Facebook space or on the GDSIG page on the IGDA site.

I encourage all of you to visit or join the GDSIG Facebook community.  Starting this year, we have weekly game design exercises and game design discussion questions.  In the Files section of the group are game design documents from various games.  We'll be holding our yearly roundtable at the Game Developers Conference (GDC) in March 2017 and will be posting agenda items.  Keep up to date with current competitions, submissions, and news.

If you are interested in being a mentor, please let us know!  We will be planning the next Mentor AMA in the coming months.




Thursday, September 8, 2016

Upcoming! Breaking Out Panel and Game Writing Intro












Whoa!  September 2016 is turning out to be a busy month.  Next week, I will be moderating a panel for IGDA NYC called Breaking Out of the Industry, focusing on the freelance life and those starting a new game business.  I've assembled a panel of top-notch professionals who have worked at well-known companies and then forged ahead to start their own businesses.

Please note that space is limited!  If you RSVP'ed and you can't make it, please cancel through EventBrite so that a person on the Waiting List may be notified.

Breaking Out of the Industry Panel
Thursday, September 15, 2016
6:00 - 8:00 PM
Adorama 
42 W 18th Street, NY, NY

Ever wanted to run your own game company or work for yourself? You can! Representing programmers, producers, designers, and writers, our panel of accomplished game developers have gone from working for established companies to becoming founders, consultants, entrepreneurs, and/or freelancers. Listen to advice on business and legal matters and learn what it takes to launch a business in game development.


The following Sunday, I've been invited by StoryForward NYC, a group dedicated to promoting the future of storytelling and entertainment, to give an introduction to the field of game writing.

Introduction to Game Writing with Sande Chen
Sunday, September 18, 2016 
11:00 AM - 1:00 PM
Adorama 
42 W 18th Street, NY, NY

How is story expressed in a video game? Due to the importance of mechanics or gameplay, player choice, and non-linear play patterns, writing for video games presents unique challenges unseen in film and other media. How do you write for a player who wants his or her own personal story in the game?

Join us for an informative talk about game writing with Sande Chen, who was nominated for a WGA Award in Videogame Writing for 2007's PC RPG of the Year, The Witcher.


Sande Chen is a writer and game designer with over 15 years of experience in the game industry. Her writing 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, SXSW Interactive, New York Comic Con, PAX East, and Screenwriters World Conference West.