Archive for December, 2010


If you’re reading this, you’re probably already familiar with the debate. You know the back and forth between Roger Ebert and Kellee Santiago on the subject and you’ve probably made up your mind about which side of the line you stand on. For those who haven’t been following the drama, here’s a quick recap:

Ebert: vidya games will never be art. they r dumb an bad. poems, paint, poems.

Santiago: no wai! games r totally art now. they wernt before, but u kno… games r sooo much better than b4. have you guys seen Fl0w(er)?

Ebert: lol nub. u dont kno wat art is.

Santiago: no, srs! here I send u my game. u liek?

Ebert: no thx

Santiago: watevs, i alredy won. games r totes art. my next game also is an art.

I’m paraphrasing here, but you get the basic idea. I recommend reading the articles and watching the videos for yourself if you’re interested in the the “details” (i.e. what they actually said). At this point, it’s obvious that the conversation is going absolutely nowhere. In fact, the major mouthpieces have all but fled from the topic, though neither is willing to concede their point.

You can debate what makes something art, build detailed comparisons to existing works, cite examples from other media, and tear apart what the other camp says, but at the end of the day you haven’t changed anything. Nobody who’s ever put thought into the subject has really budged and no one is better off.

Before I continue, I have to admit that it was the offense I initially took to both Ebert’s rantings about games, which he admittedly knows little to nothing about, and Santiago’s triumphant story about having helped to finally validate games among other artistic media that inspired me to write about this.

In fact, Santiago’s 2009 TED talk bothered me quite a bit more than Ebert’s articles did because not only did she say that Ebert was correct in that games, to date, had not been art (going so far as to compare them to chicken scratches), but she then went on to say that she and a small handful of others were just now creating games that were artful, and then gave three examples that fundamentally offered absolutely nothing new. She ended her talk by needlessly ripping on mainstream television, in a tangent that surprisingly sounded a lot like Ebert’s take on video games as a whole.

Before I get flamed, I should say that of the games Santiago listed, I absolutely loved Braid and I thought Flower was very slick and pretty, though the controls were a bit clumsy. I’m not by any means discounting them as good games, I’m just suggesting that they weren’t revolutionary in any way. Braid, for example, offered 2D platformer gameplay with a time manipulation puzzle-solving mechanic. That’s all been done before, Braid just managed to capture that combination of elements exceptionally well. To say that this game and others like it have finally brought the industry to a new level is to willfully ignore the countless amazing games that came before it – games like the ones that Jonathan Blow, Braid’s creator, credits as inspiring his own work.

At first, I wanted to post a list of games from the past twenty years that I loved and that easily fit her loose definition of art, as if to say, “Do these games not also ‘deliberately appeal to senses or emotions’?” As you can imagine, that turned out to be pretty stupid. By the time I abandoned that idea, what I had was a chronological list of over two hundred titles like Max Payne, Loom, Ico, Myst, Abe’s Oddysee, Grim Fandango, Zork Nemesis, American McGee’s Alice, and even Super Mario Bros. that really meant absolutely nothing to anyone who hadn’t experienced them. While I realized that the list itself was useless, the exercise of building the list highlighted exactly the point I was trying to make.

“The chess pieces are the block alphabet which shapes thoughts; and these thoughts, although making a visual design on the chess-board, express their beauty abstractly, like a poem… I have come to the personal conclusion that while all artists are not chess players, all chess players are artists.”

-Marcel Duchamp

When you ask anyone who has ever loved a game what their favorite game is, you never really know what to expect, but you can bet that game made their list for a reason. Maybe they loved it because it was artsy, but maybe they loved it because it told an fantastic story. Maybe they liked the character progression, or maybe the dialog made them laugh. Maybe it was that game that allowed them to share an intimate bond with another person, or maybe they fell in love with exploring a new universe. Maybe they just like killing time on their farm.

The point is, all of these experiences can be intensely meaningful to the person on the other side of the screen, board, stick and can, etc. – regardless of whether or not someone thinks it qualifies as art. In other words, my response to the question, “Is a game art?” is an earnest “Who cares, did you get something out of it?”

It’s my opinion that our job as game developers is to create meaningful experiences – to entertain. In some form or another, that’s why most of the developers I’ve met or worked with got into the industry in the first place. For me, games were one of the few subjects that my father and I really connected on, from Backgammon and Chess to Legend of Zelda and Quake Thunderwalker CTF, and that’s always been one of the main influencing factors in deciding that I wanted to make them. I love games and the experiences I’ve had with them and I want to create more of that.

We know that games have brought people together since at least the very beginning of recorded history and, given what we know about human nature, we can easily assume that they’ve been doing so since the dawn of man. In that context, the thought that anyone would seek to validate games by labeling them as art seems not only unnecessary, but detrimental – it distracts from the essence of what makes games so powerful. Games don’t need to be art to be significant because they are already tantamount to the human experience. I’m not saying there’s no room for certain games to be art or to not be art, but to let that define our craft would be to miss the point entirely.

Can a game be art? Hell, a game can strengthen families, it can build friendships, it can introduce lovers, it can change the way you see the world around you, it can teach you things you didn’t know about yourself. Games do all of these things and so much more every day all over the world on an immeasurable scale, as games always have.

I really want to drive that point home: games have always had the power to affect droves of people in a meaningful way. A set of rules can do that. That’s just a property of games. Stack up the sheer number of prides humbled by a game of Go or restless minds calmed by a few rounds of Solitaire and they easily outrank, by at least an order of magnitude, the reach of even the most famous works of art that history has to offer. By that measure, being art must be the least significant thing a game could ever do.

At this point you might be thinking, “…but if we concede that it doesn’t really matter whether or not games are art, doesn’t that mean we’d also be forfeiting all the potential cultural, legal, and financial privileges enjoyed by traditional artistic media?” Well, yes and no.

I would argue that as part of a global society in which games have long been more or less universally accepted, our efforts would be better spent talking about why games are so incredibly valuable and worthwhile by their own merits, rather than falling into the centuries-old trap of trying to get everyone to agree on what the hell makes something art.

When I hear people talk about certain specific games as being works of art, myself included, they typically mean that the game is an exceptionally good game based on criteria used to judge whether or not games are good, not that it’s exceptionally good at being some other sort of thing that’s maybe art but probably isn’t a game. In that sense, you have one group of people saying simply that that yes, some games are incredibly good games, and another group sort of butting in to argue that no, there are no games that are paintings.

To the point, the question should be, “If games are so important, why aren’t they offered the same recognition and consideration as art?” That’s a question that, sadly, I don’t have an answer to.

Maybe it’s because play comes to us so naturally that we’ve learned to associate it with childish behavior. Maybe it’s the nature of play being so deeply hard-wired into our genes that causes us to take it for granted and devalue the beauty in the architecture of a brilliantly engaging set of rules.

Whatever the reason, games typically aren’t regarded with the dignity they deserve. If they were, we might be in the throes of a heated debate over whether or not carving a sculpture or performing a dance could truly be considered a game. Wouldn’t that be something…


For the last few years, I’ve kept a pen and notebook beside me while gaming. I fill this journal as an exercise, to help develop my eye as a designer and to have a source of reference material while working on related projects. As I play, I’ll jot down a quick +, -, or ?, followed by notes on an aspect or design decision that catches my interest. I try to straddle the line between enjoying the game as a player and critiquing it as a designer, so I keep my notes brief, generally limiting them to systems I’d like to remember or developer choices that stand out for one reason or another.

For example, here’s one of my first entries, written while playing Ubisoft’s Beyond Good & Evil:

+ Game starts off with a bang, almost immediately throwing the player into a boss fight.
+ Button displays in the top left corner are shaped like the buttons on the console (PS2 display is different than Gamecube). These make it especially easy for the novice player to get a grasp on things.
+ Circular repeat-scrolling number/letter entry interface! I like it!
+ Upon death, player is thrown immediately back into the game without a load. If player dies during a key battle sequence, returns player to the fight, not to the last save point. Good.
- Forcing the player to select language on every launch
+ While they can sometimes be overdone, the game hints from supporting characters are helpful and a good way to pass information on to a potentially frustrated player
- The camera, especially in interior spaces. Such a frequent problem, how is it solved?
? Regarding the final boss, I am undecided. Extremely frustrating until I held the controller backwards, then satisfying, but how many players will do that? I wonder how many people ended the game here without finishing.

As you can see, I don’t go too far with this; after all, this is during casual game time (as opposed to dedicated research for a particular project) and I don’t want to take too many steps back from the game experience. Still, it’s incredibly helpful, allowing me to collect data and thought points for later reference, bits of information I might otherwise pass by or forget about.

An Exercise! Go back and revisit the - notes in an entry. How would you resolve or rework them to become + points?

I’d like to move all of this to a digital format so that I can update entries online, search games played, and list and scan titles by genre. I could go with a spreadsheet, but I’m hoping that The Backloggery, once the new design is released and registration is reopened, will serve the purpose and allow me to share journal entries publicly (and additionally, let me track my ever-growing pile of shame). If not, perhaps I’ll cobble something together as time permits… Hmm, would any of you be interested in an online game designer’s journal?


A game designer toolbox! Here’s my daily launch list:

OmniGraffle
My app of choice for wireframes and mapping out interface flow, and with each release, OmniGraffle just gets better and better. Be sure to check out Graffletopia, a great resource for stencils. I use a couple sets of iPhone stencils extensively.

OmniFocus
Another solid tool from the folks at Omni Group. This might be a little redundant as we intend Pivotal to handle most of the tracking workload, but I personally use OmniFocus to get down to the granular level with my own tasks. I also use it as a personal task list (with different views for Home and Work), so it’s nice to have all of my what do I need to do today bits in one place. Hey, I like lists.

Adobe Creative Suite
The old workhorses. If you don’t already have a license, these can be an expensive purchase for a new studio, but you can save yourself a lot of money by picking up the suite at a version or two behind (I’m perfectly happy with CS3). There are lower cost (or free) alternatives to Photoshop out there, but I’m old, and I don’t want to throw away the experience I’ve gained while grinding away in the Adobe suite. While Photoshop suffices for pixel art, I’m still looking for a GraphicsGale equivalent for Mac OS.

iWork
My tools for creating presentable design documents and game mechanic spreadsheets. If you are a mac developer, save yourself some money and skip Microsoft Office. Pages is just fine for word processing, Keynote is wonderful for presentations, and now that I’m familiar with Numbers I’m not missing a thing from clunky ol’ Excel. Minor bitch: I’d love it if I could sync documents between iWork and Google Docs.

Coda
HTML, CSS, and FTP. Honestly, I pretty much love anything Panic does.

Designers! Got something to add?


I thought it’d be a fun exercise to list out our current toolset at the start of the studio — the software and services that make things go here at FML — with the idea to revisit the list six months to a year from now to see what’s held up or been abandoned. I’ll start the series with an overview of the shared services and apps, and we’ll move on to the job-specific tools in continued entries.

SVN
Our revision control system of choice, due to cost (it’s free!), familiarity, solid client support, and ease of hosting. We highly recommend using some sort of revision control for your own projects, especially if there’s more than one person poking at your code and assets. Even if you are a solo developer, having access to past builds and backups of your work can save you hours of stress or a lifetime of heartache.

Versions
A pleasure to work with since the beta release and rock solid since 1.0, Versions is our go-to app for managing and accessing an SVN repo on Mac OS. On the PC side of things, TortoiseSVN is pretty much standard.

Pivotal Tracker
The best agile project management tool we’ve found, and we dug through a good handful of ‘em. Pivotal allows us to track our projects, assign deliverables to the team, and chart velocity. As you become accustomed to the workflow, it becomes easier (and very helpful) to manage tasking and time estimates. Doesn’t hurt that Pivotal Tracker is free and easy on the eyes, too.

MediaWiki
Our company and design sandbox. Each FML project is set up as a category, with child pages detailing aspects of the project: narrative, mechanics, asset needs, and so on. For the first-time wiki user, MediaWiki markup can seem a bit bizarre, but once you get the hang of it (and there’s a load of documentation out there), formatting your information is a breeze. We use Dreamhost as our hosting provider, so setup was simply a matter of clicking a button and configuring a handful of settings (same goes for SVN, too).

Google Apps
Flying Mongoose email is hosted on Gmail, and we use Calendar for meetings and events. Google Docs is where most of our corporate docs (NDAs, forms, etc) live, and it’s become a sort of scrapbook for reference images and other little bits. The basic level is free, and so far we’ve had no problems with access or downtime.

Xcode & Interface Builder
Apple’s development suite, pretty much essential if you’re going to be writing apps for iOS devices. While earlier versions could be aggravating and unwieldy, both Xcode and IB are getting better, and hey, they’re free.

Have any tips or feedback on using any of the above? Let us know, we’re always looking to learn more about the tools we use.


Oooh, texturey.

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