Showing posts with label Mods. Show all posts
Showing posts with label Mods. Show all posts

Friday, July 1, 2016

The Future of AI NPCs

In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.

Showcased in last week's session "Playing Medical Minecraft with IBM Watson" at the Games For Change Festival, Medical Minecraft is more than just a student mod of Minecraft transformed into a first-person shooter with disease enemies like malaria.  Players get a strong ally in the form of a NPC powered by IBM Watson. IBM Watson is the computer system known mostly for beating its human competitors on "Jeopardy!"


IBM Watson By Clockready via Wikimedia Commons
Using AI for NPCs has been done before, most notably in the game, Facade, whereby the player can interact with a couple on the brink of divorce. YouTube is littered with examples of players messing with Facade.  The funniest tales are when the players refuse to role-play the domestic scenario and instead type in outlandish inputs such as impending global thermal nuclear war or a grisly car accident.  The couple continues on with the conversation without acknowledging the dire circumstances.

In Medical Minecraft, players can quell their curiosity about various diseases.  IBM Watson playing the knowledgeable mentor character answers the questions not by doing a massive brute force search of the Internet, but by relying on its training in determining what is the most likely answer.  Moreover, players do not have to confine themselves to certain phrases or words as in previous computer games.  They can carry on a Q&A conversation with IBM Watson.  It isn't like the classic game ELIZA at all, where the computer played a psychotherapist and tended to repeat words back to the player. 


What does this mean for the future of games?  Instead of a limited script from a NPC or a database the player must search through for information, the player can interact with a NPC in natural language.  Although the example above is limited to medical knowledge, it very likely could be expanded for history or other sciences.  And that's truly exciting stuff.

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, February 26, 2016

Educational Games: The Big Picture Parts III and IV

The first article in the Educational Games: The Big Picture series on Games + Learning, "Is the School Market Still Just a Mirage?", focused on the issue of getting games into the classroom.  Part II was about development funding sources.  Parts III and IV, "The Merging of Entertainment Games and GBL" and "Facing Edutainment's Dark Legacy," are about the use of entertainment games in education.

By Clarence1996 on DeviantArt
It's essentially thinking about the problem from the other side.  The first article explained the hardships and problems with making a profit targeting schools. In order to recoup costs, some companies considered selling those games made for the classroom to consumer markets.  But instead of that, what about bypassing the school market entirely? 

The educational potential of commercial games is exactly why educators became interested in using games in the classroom.  Commercial games have inherent educational properties that can be adapted, or modded, for classroom use.  MineCraft and Kerbal Space Program are two commercial hits that have been adapted by Teacher Gaming.

For entertainment developers, the educational market could be a secondary revenue stream, especially for hits that have already run their course in the entertainment market.

Read more about how entertainment companies have become educational game developers in "The Merging of Entertainment Games and GBL" and how some developers are straddling the divide by focusing on entertainment with educational value in "Facing Edutainment's Dark Legacy."

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 27, 2015

For the Love of a Dog

In this article, game designer Sande Chen explores the emotional relationship between players and the stray dogs in The Witcher.

Last year, I heard the incredible story of Arthur, a stray dog who followed an adventure racing team on a grueling 430 mile trek through the Amazon jungle just because one of the team members, Mikael Lindnord, gave him a meatball.  Organizers warned that the team that the endurance race, which included slogging through knee-high mud, was too dangerous for the dog.  Despite best efforts to send him away, Arthur steadfastly followed and the team resorted to pulling the dog out of the mud to help him along.  At the last leg of the journey, the team left Arthur on shore while they set off kayaking, but he jumped into the water.  Heartbroken, Lindnord pulled the dog onto the kayak.  They crossed the finishing line with Arthur. 

The video pretty much sums it up:

 
This emotional story resonated with people around the world.  Even though the dog may have caused the team delays and additional headaches, Arthur was welcomed as a fifth member of the team.  It reminded me of a situation in The Witcher when a dog can start following the player-character, Geralt.  There is no benefit to keeping the dog safe and yet, players went out of their way to save the dog.  Some even decided to mod the game so that the "nosy dog" won't get killed off in the swamp.

This narrative designed situation created emotional ties and memories.  One player wrote:
"One of the saddest incidents I have ever had in the game was when the "Nosy Dog" got in the way while Geralt was whacking drowners. It went hostile, but didn't attack; Geralt had to kill it, and it wouldn't even defend itself. Only time I ever reloaded this game over a "friendly fire" incident."
Another dog-related quest that caused heartache was in collecting dog tallow.  The stray dogs whine piteously and die horribly.  Some players went out of their way to kill wolves instead of stray dogs, raid pantries for dog tallow, or locate dead dogs to avoid killing stray dogs.  While players may not have a problem with slaying evil human beings, some players viewed the dogs as defenseless innocents who did not deserve to be killed for dog tallow.

It's known that when we put our players in the position of caretakers, be it with a dog or a helpless child, this is a way to tug at the heartstrings.  What's interesting about The Witcher as opposed to other games is that there's no statement either way about allowing the dog to die or not.  If the player feels guilt, sympathy, or love for the dog, the player can act upon that and the player's actions are purely up to the player.  Likewise, with the dogcatcher quest, it's up to the player to decide between killing or not killing stray dogs.  It's great that there were alternate ways provided to complete the quest.

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.

Monday, August 31, 2015

Manga and Games

In this article, game designer Sande Chen points out parallels between amateur manga and indie game development.

One year, when I was at the SXSW Interactive Festival in Austin, TX, I decided to go to a session on manga called, “How Manga Explains the World.” The presenter was Daniel Pink, author of A Whole New Mind: Why Right Brainers Will Rule the Future.
 
I didn’t know anything about manga so all of this was quite new to me. I was struck by some parallels to indie game development.

Manga is really popular in Japan. Tons of fans crowd into marketplaces to get the latest comics. However, what they buy is not the official manga put out by the publishers, but the amateur manga, put out by indie creators known as ‘dojinshi.’ The dojinshi use established characters but create different, and sometimes questionable stories, with these characters.

Pink commented that in the U.S., IP lawyers would have a fit if someone did this with a Disney film. But publishers and dojinshi have an tacit agreement known as ‘anmoku no ryokai.’ The official manga industry has been in decline so the publishers look the other way because they figure the amateur manga will keep fans interested in the official manga. In exchange, the dojinshi don’t flood the market and create limited copies of their work.

In fact, this interest in amateur manga helps the publishers. They use the markets as a way to sign up new talent (and offer them a chance to create a new, original manga). They also learn about market trends by observing what fans are buying. Some of these dojinshi become as well-known as the original creators. They could even branch out and do their original stories without publisher backing.

It seems to me that the mod community is a similar model. Successful mod teams do become successful companies with publisher backing. Is the “official” game industry watching the indies? Just by looking at casual games, it appears they do. Do they look to indies as the barometer of what’s to come? What do you think?

[This article was adapted from an original post on the blog Joe Indie.] 


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. 

Monday, January 7, 2013

Post-Pitch Analysis

In 2012, I participated in several workshops, game design contests, and a game jam.  Most were first-time experiences for me and I'd like to share with you some of the design processes I underwent to develop these game concepts.

During the summer, I saw a contest to design a tournament for the PvP aspect of an online game.  It struck me that this would be like designing a mod for the gameplay because I would be giving structure and rules that were not in the inherent gameplay.  It's as if Tag suddenly became a competitive sport with referees and Olympic prizes.

Though I was not active in any of the tournament-style PvP, I was already familiar with the gameplay.  I don't think I would have attempted this contest otherwise. I did know that because I was not a "known" gamer celebrity of that game, I'd have to devise a concept that would catch the attention of the judges.  I also knew that a pitch can be a different beast than an actual game document.

A colleague had remarked to me that sometimes the person with the best presentation or pitch doesn't necessarily have the best concept, but that the person has a great, winning way of selling that concept.  I had noticed in the Winning Pitch Workshop (more on that later) that humor goes a long way in putting the judges in a good mood.

So, serious or not-so-serious?  I noticed that the serious proposals posted so far sometimes missed audience appeal.  They were interesting ideas for the hardcore players, but not so much for casual players.  In fact, some seemed so difficult as to dissuade casual players from even entering the tournament, so....Hmm, what would the judges looking for?  I knew this would be a tournament that the judges wanted to put in their regular line-up of tournaments and also, I thought, the new tournament would need to appeal to new players.  I decided that not-so-serious would be my direction.  I needed my proposal to be original and not easily viewed as just a dismal copy of some other idea.

I admit I had my worries in how would I inject the funny, but it came to me naturally and I figured if my concept made me laugh, it might make others laugh too.

My second goal was to make the tournament more social.  I wanted my tournament to have social interaction.  I wanted social interaction between the players and also with the spectators.  I wanted a tournament that spectators would enjoy and could also participate in some way, akin to people clapping to the music in gymnastics or ice skating competitions.  The current tournaments were often hours-long affairs, whereupon spectators would start to chatter about all sorts of unrelated topics, distracting the players.

My third goal was to make the tournament rules easy to understand and remember.  My personal reluctance for these tournaments was due to the long list of rules I would have had to memorize.  I once did a search on official Scrabble tournament rules and I was amazed that it had so many pages!  So many details!  I would hate to have to remember all those rules or risk being disqualified.

In summary, I wanted the concept to be:
  • Original
  • Accessible
  • Social
  • Easily Understood
I still wasn't really sure how the judges would react to my proposal.  When I saw that my concept won the popular vote (I guess the funny worked there!), I thought maybe I had a chance at winning.

But I didn't. 

I inquired later for feedback.  Basically, the judges had viewed my entry as a joke submission and had not given it any consideration.  I viewed my submission as a viable idea, just presented in a humorous way.  What did win is what I would have called one of the "very serious" concepts and of course, it didn't hurt that it was proposed by a well-decorated tournament winner.

What happened here was a failure to understand what the judges wanted.  Perhaps the judges didn't want accessible.  Perhaps their need was to appeal to their existing set of hardcore tournament players.  I think I was imposing my values and what I thought would be desirable in a tournament setting.  Still, I found the contest a welcome way to exercise creativity and maybe one day, I'll learn more about running tournaments.

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 27, 2012

On Mods

In this article, game designer Sande Chen examines how modding board games and sports can inspire creativity.

One of my first mobile projects was on porting the board game Scrabble to mobile devices for JamDat, which would be later acquired by EA to become EA Mobile.  Scrabble is a familiar game.  Most everyone has played Scrabble, yet, as I found, people play by different "house" rules.  As Brenda Romero mentioned during my visit to see her installation, Train (See Reflections on Train), part of the board game experience is that the board game players can change the rules.  In fact, one player of Train decided that some of those passengers could make it to Switzerland.

Have you ever "modded" a board game?  If you don't like how Monopoly takes so long, how about creating a rule that alleviates that?  Have some fun taking a look at some old favorite board games and see what ideas you can generate.

The programmer of Scrabble and I used to take breaks by playing ping-pong in the office.  We would invent new ways of playing ping-pong:  Double Net, Double Hit, etc.  Every day, we would try to come up and play new variations of ping-pong.  For BarfBall, we used a Nerf ball that the dog had chewed up and spat out.  This gave the Nerf ball some weird properties when hit with a paddle.
Book version

For a recent assignment in A Crash Course on Creativity, I was challenged to come up with a new sport by looking at common household items.  If you are interested in seeing what others came up with, you can do a search on YouTube.

Here's my take:



I definitely looked at different "sports" and tried to see what I could modify to combine all these elements.

I think it's great that aspiring game designers can "mod" computer games.  But remember, you can always do these thought experiments as well.  "Mod" a board game and see what you come up with!

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, November 4, 2012

November 2012: Mods

Welcome to November and a new topic for GDAM:  Mods!

I noticed that when advice is given to aspiring game designers, they are often told to start with mods, or modifications, of games.  Many big games come with tools so that players can build new levels and share with the game-playing community.  Many well-known game studios have a modding background.  Large projects may need a team but there are also tools for smaller games or games that can be developed by one or two people.

I would like to hear about your experiences as part of the mod community and what advice you would give to aspiring game designers who want to get started.  If you are interested in contributing an article, please look at the submission guidelines and e-mail the article to me.

Here are some questions to get you thinking about the topic.
  • What valuable lessons can you learn from modding?
  • What skills do you need to get started?  How hard or easy would it be to pick up? 
  • Do you have any success stories or memorable experiences to relate?
  • What is the community like?

Monday, August 17, 2009

A Case for Mods (Part II)

In Part I, Simon Ferrari, a graduate student in Digital Media at Georgia Tech, gives a short review of “OSGON,” or “one-session games of narration.” In Part II, he suggests that mods might be the way to convince publishers that advocacy games are commercially viable.

Putting aside the idea of an OSGON, I'd like to suggest another type of small-scale project that, if successful, would serve as a proof-of-concept for the public's willingness to engage seriously with an advocacy game: the mod. Mods have always enjoyed a curious existence on the fringes of mainstream gaming. One reason for this is that they are, to date, available only to PC gamers. The other is that they are only advertised on personal blogs and forums. Every once in awhile, a publisher will observe the quality and quiet success of a mod and decide to purchase the idea—the best example being Counter Strike. The makers of another mod, Killing Floor for Unreal Tournament 2004, found funding after the mod gained popular attention in gaming magazines; eventually the makers polished the mod into a standalone game and sold it on Steam this year.

Of course, you can see some problems here: the best examples of profitable mods are shooters, and as online games they demand the kind of replay addiction Reid avers. What hope does a political or educational game have in such a market? On the other hand, mods have been popular in the academic and artistic game design circles for quite a while. Mary Flanagan's [domestic] is another Unreal mod that takes players through the interior of one of her traumatic childhood memories. One day, while walking home from church, she saw smoke billowing from her home in the distance... she knew her father was inside. [domestic] allows players to move through an expressive 3D recreation of her burning home, the walls textured with prose and the ever-present FPS gun replaced by a fire extinguisher. Escape From Woomera (Source mod, I believe) was designed by an Australian art collective in order to expose the machinations of a government-run camp for illegal aliens. The press wasn't allowed inside the camp, so the game was pieced together from accounts by those who had been interred there. Finally, Medieval Unreality (Unreal mod) is an abstract trek through a nightmarish landscape designed collectively by some of the victims of the infamous Albanian blood fueds.

All of these games take less than an hour to play, and the replay value is fairly little. Also, they fall into the problem of being a bit too “serious” or “boring” for the average player (with the exception, perhaps, of Woomera). Another possibility would be to build the political mod into the existing structure of an open-ended game. Humana, the health insurance company, recently realized that it pays to keep their customers healthy rather than letting their health deteriorate to the point that supporting them becomes cost-prohibitive. Thus, they have begun inviting student interns to design health advocacy games for them. Many of these are ARG-types, but one is a mod for (you guessed it) The Sims that helps elderly men and women understand the importance of basic monitoring and medication. The mod also makes it easy for the player to understand the purposes and uses of any medical devices the insurance company or doctors may have suggested for them. Again—this is an admittedly boring example, not exactly what you'd show a publisher to pitch a larger game. But who's to say that somebody like Reid couldn't make a similar mod that simulated the lifestyle choices he had to make on learning that he had Crohn's disease? Such a mod could be used, at the very least, to prototype mechanics that would prove that it would be intriguing to have a AAA protagonist with a disability, disorder, handicap, or disease (this was, I believe, attempted in Condemned 2 with alcoholism).

One of the reasons I only have boring examples to show you is that, for the most part, these mods weren't made by working game designers. Although the lives of most designers are already strained by hours on the job, more and more professionals are leaving the big companies to start their own or work independently. In the coming years, I think we'll see more short-length mods with mainstream appeal and “serious” aspirations coming down the pipe. People are already willing to pay between $1-$8 dollars for an iPhone game... so I think the acceptance of micro-sized, niche-interest games can only be considered to be on the rise. Thanks for reading, and if I've gotten any specifics of the life of working designers and publishers incorrect here I hope you'll take the opportunity to educate me instead of flaming: I'm only a wide-eyed, naïve student filled with hope for the future, after all.

Simon Ferrari is a graduate student in Digital Media at Georgia Tech. He works closely with Ian Bogost on the Knight Foundation's News Games project. His primary research interests are political games and MMOGs.

Friday, August 14, 2009

A Case for Mods (Part I)

In Part I of this article, Simon Ferrari, a graduate student in Digital Media at Georgia Tech, gives a short review of “OSGON,” or “one-session games of narration.”

Reading Reid's article, I found myself agreeing with everything he was saying (except perhaps the knock on physicians for their love of pharmaceuticals, which I'm sure he and I can debate heatedly some other place, some other time). That said, I found it sorely lacking in one practical consideration: convincing a publisher that it would be worth their money investing in an advocacy game. Although The Sims shows that a boring game can move units, but Maxis takes a decidedly apolitical stance incongruous with the idea of making a game strictly for advocacy. I'm a fledgling academic and designer, so I don't have the industry experience to speak here with certainty; however, even in academic game design high merit is placed on the idea of the proof-of-concept. I imagine this works quite the same when pitching a game commercially—a working prototype does persuasive wonders that even a thorough design document could only dream of. I'd like to suggest a form of one-session game that would do wonders toward convincing people that advocacy games are commercially viable (at least on a small scale).

One relatively early text in the theory of political games is “Ephemeral Games” by Gonzalo Frasca, who later went on to design the first newsgames September 12th and Madrid. In the article, Frasca asks a question that has been circulating in game design blogs (especially Clint Hocking's and Manveer Heir's) recently: how does it effect the impact of a game's ethical decisions if we allow the player to take them back by loading a save? His answer was the “OSGON,” or “one-session game of narration.” The idea was to make it clear to the player that they would only be allowed to play the game once, after which their copy of it would lock them out. This, he thought, would ensure that players made decisions carefully and would forever reflect on the consequences.

Interestingly, in the past few weeks two such games were created. One by Terry Cavanagh, called Airplane Adventures, asks the player not to release their mouse. When they eventually do, their plane crashes; on reloading, players receive not another chance to play the game but a message, “YOU HAVE CRASHED.” Another game by raitendo, You Only Live Once, tells the story of a Mario-type who goes on a quest to free his girlfriend from a Bowser-type; when the player dies and tries to hit continue, they are treated to a series of humorous cartoons depicting the aftermath of their avatar's death. Neither of these games can be played again without clearing out your Flash caches. Raitendo explored the same idea with Free Will, which endlessly cycles the player's failed attempt at the game after they die (though this can be reloaded). Note that neither of these games feature ethical decisions, cues that the game cannot be replayed, or could be considered models for profitable advocacy games. To my knowledge, a politically-minded OSGON has never been created. Frasca himself opted for games that almost demand replaying.

Simon Ferrari is a graduate student in Digital Media at Georgia Tech. He works closely with Ian Bogost on the Knight Foundation's News Games project. His primary research interests are political games and MMOGs.