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Exclusive: Will Wright on Emergent Game Design (Part 1)

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Part 2

One of the lovely things about working for Microsoft is that really cool people show up from time to time. Last week Microsoft Research brought Will Wright in to talk about Emergence, Dynamics, and Design. Unfortunately the talk is Microsoft internal, so I can’t post the slides or any video clips. I did however obtain Will’s permission to write whatever I like about his talk and to use “head shots” from the video, so without further ado…

There was an article put on Gamasutra a few weeks ago on Design Cognition, and on the concept of bottom-up vs. top-down design cognition. While Gilliard and Rafael are trying to touch on things on the meta-design level - how we think about game design - it’s interesting to note that few are the number of games actually produced in a bottom up manner. While the example of Doom is cognitively bottom up in the sense that the entire game exists as an exhibition for the features, I highly doubt it was actually designed in a bottom-up manner.

In fact, I doubt there are very many games designed in a bottom-up manner, Will Wright really being the only designer that comes to mind who does this on a regular basis. Will’s design philosophy stems greatly from emergence - a concept he claimed to learn primarily from playing Go, playing with cellular automata, and ants. This really struck a chord with me, being something of an Evolutionary Biology fan myself.

The concept behind emergence is that by creating some very simple rules and letting them interact with each other, you can get very complex pheonmena to emerge from this.

Ants are an excellent example of this, and much of the first half of Will’s talk focused on some of the particulars of the way ants behave, and how each individual ant obeys very stupid, simple rules, but these rules cause the colony as a whole to act in an intelligent manner. An example of this Will used was that ant larva need to be fed different things at different stages of their growth. To do this efficiently, they need to be sorted. Sorting is a rather advanced concept, but an emergent sorting algorithm occurs in ant colonies by the following mechanism. At the different stages, larva produce a different smell. When an ant comes upon a larvae, if the smell it emits is different than the surrounding area, the ant will pick the larva up. The ant will then wander around essentially randomly until it comes upon an area that smells the same as that larvae, where it will drop it. This simple rule applied across each individual ant in the colony will result in the larva being sorted into like piles.

This is just one example of an emergent phenomenon of several he gave (and if you’re interested in more, you should certainly read up on the fascinating little creatures). The question then is how does this come into play in game design. If you view a game as a possibility space, the act of playing the game is centered on the exploration of this space. Once the space has been explored to the extent the player is willing to spend their time on, they will burn-out on the game and cease to play. It has been incumbent upon designers over time to enlarge the possibility space as much as possible while retaining a high quality experience. This drive for high quality content has ballooned development budgets and staff requirements by orders of magnitude over the last several years causing relatively little increase in the size of that possibility space, and in many cases a shrinkage. Will views what I’ll refer to as Emergent Design as a method for creating extremely large possibility spaces without a comparable development cost.

The major problem with emergence is that it’s very difficult, if not impossible, to design for with any accuracy. The designer brings to bear several game mechanics and allows them to interact in various ways. For example, in conway’s game of life, there are only four rules:

  1. Any cell with less than 2 neighbours alive dies
  2. Any cell with more than 3 neighbours alive dies
  3. Any living cell with 2 or 3 neighbours stays alive
  4. Any dead cell with exactly 3 neighbours comes to life

From just looking at these rulesets, it’s nearly impossible to tell whether this game will be fun, what the emergent strategies or phenomena will be, or anything else about it. It behooves us to find a mechanism to determine this. In nature, successful genes are those that are able to maintain their existence in a competitive environment. There are no rules that apply to genetics to determine fitness, no fitness function. The only way to determine fitness in life is by allowing it to occur.

The hard part then becomes what the best way is to go about doing this. Upon asking him about this, Will said there were two key components: Smart Interns, and creating many prototypes. The interns create and playtest many, many prototypes in the possibility space of the games they could make. When making Spore, approximately 200 prototypes were made, 60% of which were complete garbage.

Even if it’s not possible to determine the end result in an emergent system, throwing darts at the wall randomly is not an incredibly efficient system. In his many years of experience, Will has noticed certain patterns that he’s adapted into a toolkit to refine the ’search space’ of possible games he wants to make, thus making the likelihood of any given prototype revealing fun gameplay more likely. I’ll share some of these insights in part two.

Deus Ex 3/Eidos Hiring

Gamasutra reports Eidos is making a new Deus Ex game. It’s still at the proof of concept phase, and is being developed by Eidos’s new studio in Montreal. A teaser trailer is available here.  For those who are interested, the Montreal studio presently has about 80 people, and wants to be at 350 by 2009. Deus Ex (The first one) was a groundbreaking game that established new heights in what’s possible for interactive storytelling. Unfortunately the second game tended more to the “Let’s make pretty graphics” side of things and ended up creating an experience that was both frustrating and confusing. Hopefully the third game will combine the best of both its predeccesors.

Who’s currently at that studio? I would certainly expect that both Harvey Smith and Warren Spector are working on other projects at the moment, but I wonder if anyone from the original Deus Ex games have moved up north? If you’re interested in applying for a position at the Montreal studio, you can find the information here.

Gone for the Weekend

I’ve got to be in Sea-Tac Airport at 5 am tomorrow morning. I’m flying home to Toronto for American Thanksgiving, which is ironically not celebrated in Canada. As such, the likelihood that I put up any posts is remote. Perhaps I will, in a Tryptophan and Carbohydrate-induced stupor, wander onto the interwebs and gibber maniacally into the network before Monday, but I wouldn’t commit a lot of money to the concept.

We’re Live!

And we’re back.  That wasn’t so bad.

Thanks to Reed and Brandon for the site access and the support.

As a side note, I’m moving all my RSS stuff into FeedBurner, so you may need to update your RSS feed.  If you don’t get any posts after this one, that’ll be why.

Kindle eBook reader not available in Canada

Yeah, this is off topic, but I when I’m not doing the video game thing, I’m reading books.  I read a LOT of books.

And I would really, really like an e-paper based eBook reader.  So today Amazon launched their new eBook reader, the Kindle.  It’s ugly as fuck, but they have some sweet wireless setup going on.  Unlike basically every other reader out there, the Kindle has a free, EV-DO based wireless network that allows you to browse, buy, and download eBooks from Amazon’s ever increasing collection (they plan to eventually make every book they carry available).  You can also grab newspaper, blogs, RSS feeds, etc.

Great, sign me up.  Take my $400 dollars, I don’t care that your device is hideous, it looks marvelous.  Wait a second, as per usual, Canada gets the raw end of the stick.  Despite the fact that Sprint and Bell Mobility have agreements with each other, Amazon’s Whispernet does not work outside of the 50 US States.

Ever wonder why Canada is a haven for piracy?  Maybe it’s because companies like Amazon, Microsoft, Sony, and Apple - the premiere offerers of digital content - don’t fucking offer their services in Canada.  Remember prohibition?  If there’s a demand for something, it doesn’t matter if it’s illegal, people will obtain it.  And unlike prohibition, under which criminal organizations were still charging money for booze, digital content is free to steal.

I don’t know whether the issues are legal or economic, but once there’s a culture of theft that’s been established for a long time, it’s very difficult to legitimately offer content and expect the people you’ve been shirking in the past to expect to pay for your shit.

Gamerpoints vs Achievements

I’m going to have to throw this one over to my fellow Canuck, Nerfgun.  As previously mentioned, I’m quite the dainty trollop when it comes to achievements.  There’s something quite sadly affirmating about having the game pat you on the head and give you an A+ sticker.  Must be a Gen Y thing.

I hadn’t really given much consideration to the fact that Gamerscore and Achievements are not one and the same.  In theory the point value attached to a given achievement should indicate the relatively level of difficulty for earning that achievement.  However, at the end of the day, it would appear there is no actual policy regarding how difficult something should be for a given number of points.

 And really, that’s impossible to dictate globally, because there are some games that are just easy.  A raw gamerscore doesn’t really tell you anything about the skill of a player, it just theoretically tells you how much time they spend playing Xbox 360 games.  I’m not even sure that’s true, actually - Gabe and I have nearly the same Gamerscore, and I hear he plays video games like it’s his job.

Nothing is true, everything is permitted

I finished playing Assassin’s Creed last night at about 4 am, and I feel decidedly lukewarm about the whole thing.

Marketing

I’ve been waiting for this game for what seems like forever. From the first moment I saw the game, I thought to myself that this was going to be a game that was truely groundbreaking. Taking the lessons Ubisoft learned with Splinter Cell and spinning them off into some wild combination of Hitman and Prince of Persia. You know the feeling you get when you see a commercial for a comedy, and it’s really funny, but when you go to watch the movie, you find out that every single funny moment in the movie was in the commercial, thus making the movie not only rarely good to begin with, but now even those moments are ruined for you?

Ubisoft could have done that, but they didn’t. Superb marketing, Grape job. Big A+ Sticker

Parkour

The whole Parkour thing is awesome. The sandbox thing was very appropriate for this game and the sheer ability to climb up nearly everything was done in an exemplary fashion. Unlike say, Spiderman, who can climb up pretty much any surface, Altair needs handholds - but can make handholds out of pretty much anything. What this means is that when he’s climbing, he’s climbing the way a real human climbs. The walls aren’t just a big sheet of chain-link fence that game be translated across. I can’t imagine how much time they must of spent on this, but it’s really, really awesome, and I don’t think I’m going to be able to deal with stealth games that don’t allow you to do this ever again. The freerunning is also awesome, and it’s a lot of fun to try to lose guards chasing you by doing your thing. The weird part about this is that it doesn’t seem to just be your thing… guards in full armor are almost as manuverable as you are. This kind of takes the wind out of my sails as a bad-ass assassin, but cool nonetheless. The major complaint I would have with the freerunning is the controls. When you’re trying to jump towards a pole, if the direction you’re aiming with an analog stick is more than about 5 degrees off, Altair decides that what you really wanted to do was jump four stories down to the ground. The section of the game in the docks is especially annoying due to this problem, as instead of nearly killing yourself from a four storey drop, you land in the water 2 feet below you and drown. What kind of asshole can scale massive buildings, is a Parkour master, and can’t fucking swim?

Social Stealth

I was really excited about this idea. The idea that you’re hidden when you’re doing things that are socially acceptable is really neat, I just would have liked to see it explored more. There are exactly four ways to hide from the guards - You can hide in these weird little huts that are on the roof and stand out like an eyesore (how do the guards not poke their head in?). You can hide in a pile of hay. You can sit down on a bench and blend in with other people, or you can fall in with some wander scholars. Now, I would note that only two of the above are actually social stealth conditions. The other two are real, I’m hiding somewhere you can’t see me conditions. Scholars appear so rarely and benches hard to pick out that I almost always ended up in a pile of hay or the hut anyway. To make any significant distance (because the cities are massive, you have to freerun like a mofo. While people comment about this, it doesn’t seem to actually bother anyone - other than the guards I inevitably end up throwing off the roof. You’re either sword out in the streets, or just walking along doing nothing in particular. I suppose when Ubisoft said they were doing this big social stealth thing I expected it to be a little more elaborate.

Fighting and AI

Some of the reviews for this game make complaints about the AI. If that’s your opinion… wow, you’re retarded. In my view, the AI is very REALISTIC, which is kind of the whole point of AI in the first place. Yeah, the guards on the roofs don’t immediately kill you for being on the roof. You know those ladders that are everywhere, that would indicate to me that theoretically citizens can get up here too. Ever been in a building at night when you’re not supposed to be there? Does the security guard draw and open fire the second he sees you?

Let’s look at some examples of good AI. Contrary to what you might think, climbing up the side of a building onto a rooftop rarely buys you an escape right away from the guards. Because they follow you up the side of the building. If it’s too hard for them, they’ve usually found another route anyway, so you’re still not out of the woods. If you get somewhere they really can’t get to, they start throwing rocks at you to knock you down.

The fighting system is awesome. Unlike many games which are a huge festival of hack and slash, Altair fights the way a skilled swordsman should fight when outnumbered. Likewise the enemies don’t swing at you all at once, but look for opportunities to break your guard. The sheer number of animations (all of which are beautiful) are astounding.

Now the problem with this is that it’s way, way too easy. Altair can take a ridiculous number of hits, while each soldier, even the ones who are generally on a similar level to Altair are getting their throats slashed and stomachs impaled. In an earlier preview of the game it was indicated that Altair was not supposed to be a tank who could take lots of damage. These fights are in fact easy enough that it’s generally simpler to kill all the guards after you instead of run and hide from them.

This is a bad design decision. The two main pillars for this game are social stealth and freerunning. The latter is usually a means to break the line of sight with your persuers so you can do the former. Allowing Altair to get into massive brawls in which he sweeps the floor is completely at odds with this model.

Story

I’m not even going to discuss it, other than to say it’s terrific, one of the most intricate and crafted plots seen in a video game yet. My only real gripe is that Altair starts the game as an arrogant jerk, and as he progresses becomes more and more wise and lucid… by killing people?  Nevertheless, they’ve got some cool order-vs-chaos-nothing-is-black-or-white stuff going on, so points for that.

Overall Gameplay

Okay, I’ve sung my praises. I had to make myself finish this game, and I largely did so because Penny-Arcade told me I had to. This game had so much potential, and the things they did right were really innovative and well polished. Unfortunately, the rest of the game is just paste around these mechanics. Here is an outline of how the entire game will go:

  1. Get mission from boss, go to appropriate city
  2. Find Assassin’s Bureau, go talk to dude in there.
  3. Spend the next 45 minutes climbing up to the top of the 12 or so towers in area, some of which seem to be replicas of each other
  4. Spend the next 45 minutes doing exciting investigation activities such as “Sitting on a bench and targeting that guy”, “Walking behind someone and pushing a button”, or the classic favorite “Finding 20 flags in 3 minutes”. What is up with that, why do these assassin’s keep losing their flags all over hell’s half acre and requiring that they be cleaned up in less than 3 minutes?
  5. Find every single citizen being mugged and save them. They will utter one of 3 or 4 lines of dialog. There are somewhere between 6 and 15 of these guys in every mission.
  6. Go back to the Assassin’s Bureau, get authorization to kill
  7. Wander over to your target, listen to him talk for a while, use ’social stealth’ (read: scholars) to get near him and shove a knife in his back
  8. Run away, or just kill every guard you see

The information you obtain in the investigations is rarely useful, and extremely tedious. You’ll be bored of doing it before the end of the first mission. Tidbits like “Hey, there’s some scholars nearby that you can probably use to get close” are really inane. What’s really disappointing though is that there’s very little differentiation between the scenarios for killing the target. One has to make the comparison to Hitman at this point. In Hitman, every single kill is a unique experience, the whole level exists to provide many different ways to execute the hit, some of which are better than others. In Assassin’s Creed, you basically just have to run up and kill the guy (since you’re going to alert the guards anyway), and the ’stealthy’ solution is almost always hiding with some scholars to get close and then kill him, and otherwise involves jumping down off a wall behind the guy.

Overall I’m disappointed with the title. Ubisoft clearly made some very costly investments into getting the engine for the fighting and parkour down well. This game was not really a safe bet, they’re doing some new and unique things here. I feel bad that they did take a unique take at the stealth action genre but completely fouled up the execution on the gameplay part of things. And really the crux of it is that it’s a game, and the gameplay should be more important than anything else. Everything but the gameplay experience is absolutely top knotch in Assassin’s Creed, and perhaps for the second one they can take the engine they’ve built and build an assassination experience that is not a tedious chore. Major points for unique ways of killing or approaching each individual target.

Slowy Joey

Apparently it takes a long time to switch domain registrars.

Due to shinannigans, Ghostrazor.com will not be unpacking until Wednesday this week, and it will probably do weird things at that point in time for a couple of days.  I’ll be updating the wordpress.com version and the new version at it’s new home in tandem so hopefully no downtime will actually occur.  Maybe.

No Xbox Originals Achievements Either

I’m going to get one last one in before the DNS throws up.

Major Nelson reports that Xbox Originals aren’t going to have achievements either.  So essentially buying the game digitally will be like having a buggy version of the disc version of the game with no achievements and random crashing when you chose menu options that you shouldn’t have chosen because you’re a stupid fuck who’s not psychic (apparently). 

“These are the original games that were created before Xbox 360. In order to preserve the integrity of the original gaming experience they provide, they will have the features available at the time of their initial release”

That’s some marketing bullshit that means “We don’t want to go into the source code and modify the game because it costs more to do that, so you’re going to get a sloughed out half-experience instead”.  Achievement points cannot possibly destroy the integrity of the original gaming experience.  This is one of the only modifications you could make that would be a no risk gain.  I don’t even see a scenario around this product anymore. 

There’s an opportunity to leverage the existing platform of awesomeness and bring it up to a new level.  Developers in general are happy to release their game on more platforms if the cost is low to them.  I would expect most would be more than happy to spend a month reworking their code to operate in this environment and add achievement points to their games.  It gives people a really good reason to replay those games they once loved and to buy them through this channel instead of getting them for ten bucks used at the local GameStop.  You guys do know that you don’t get paid when people buy used games, yeah?

By feeding your customers the raw scraps from the table in an attempt to make a quick cash grab you’re hurting your brand.  Xbox Live has become a touchstone and a symbol of multiplayer gaming.  Watering down that symbol with buggy content, or rechurn of games at a lower quality than their original incarnation burns your brand.  This will result in less money long term.  Do it right, or don’t do it at all.

Downtime

My blog is currently hosted with Wordpress.com

While it provides some nice features, it also puts in a lot of restrictions.  I can no longer tolerate these restrictions, and as such I’ll be rolling my own Wordpress offsite.  The practical upshot of this is Ghostrazor may be unavailable between now and Sunday.

When I’m back, I’ll put up a post on an exclusive Will Wright lecture.

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Creative Commons Attribution 3.0 Unported