Playing With Complexity — slides and notes for my NLGD Festival of Games talk

When the NLGD Foundation invited me to speak at their anual Festival of Games I asked them what they would like me to discuss. “Anything you like,” was what they said, essentially. I decided to submit an abstract dealing with data visualization. I had been paying more and more attention to this field, but was unsuccessful in relating it the other themes running through my work, most notably play. So I thought I’d force myself to tackle this issue by promising to speak about it. Often a good strategy, I’ve found. If it worked out this time I leave for you to judge.

In brief, in the presentation I argue two things: one — that the more sophisticated applications of interactive data visualization resemble games and toys in many ways, and two — that game design can contribute to the solutions to several design issues I have detected in the field of data visualization.

Below are the notes for the talk, slightly edited, and with references included. The full deck of slides, which includes credits for all the images used, is up on SlideShare.

Hello everyone, my name is Kars Alfrink. I am a Dutch interaction designer and I work freelance. At the moment I work in Copenhagen, but pretty soon I will be back here in Utrecht, my lovely hometown.

In my work I focus on three areas: mobility, social interactions, and play. Here is an example of my work: These are storyboards that explore possible applications of multitouch technology in a gated community. Using these technologies I tried to compensate for the negative effects a gated community has on the build-up of social capital. I also tried to balance ‘being-in-the-screen’ with ‘being-in-the-world’ — multitouch technologies tend to be very attention-absorbing, but in built environments this is often not desirable.1

I am not going to talk about multitouch though. Today’s topic is data visualization and what opportunities there are for game designers in that field. My talk is roughly divided in three parts. First, I will briefly describe what I think data visualization is. Next, I will look at some applications beyond the very obvious. Third and last, I will discuss some design issues involved with data visualization. For each of these issues, I will show how game design can contribute.

Right, let’s get started.

Continue reading Playing With Complexity — slides and notes for my NLGD Festival of Games talk

  1. For more background on this project please see this older blog post. More examples of my recent work can be found in my portfolio. []

Slides and summary for ‘More Than Useful’

Update: The video and slides are now available on the conference site.

The conference From Business to Buttons 2008 aimed to bring together the worlds of business and interaction design. I was there to share my thoughts on the applicability of game design concepts to interaction design. You’ll find my slides and a summary of my argument below.

I really enjoyed attending this conference. I met a bunch of new and interesting people and got to hang out with some ‘old’ friends. Many thanks to InUse for inviting me.

Diagram summarizing my FBTB 2008 talk

The topic is pretty broad so I decided to narrow things down to a class of product that is other-than-everyday — meaning both wide and deep in scope. Using Norman’s The Design of Everyday Things as a starting point, I wanted to show that these products require a high level of explorability that is remarkably similar to play. After briefly examining the phenomenon of play itself I moved on to show applications of this understanding to two types of product: customizable & personalizable ones, and adaptive ones.

For the former, I discussed how game design frameworks such as MDA can help with sculpting the parameter space, using ‘experience’ as the starting point. I also looked at how games support players in sharing stories and speculated about ways this can be translated to both digital and physical products.

For the latter — adaptive products — I focussed on the ways in which they induce flow and how they can recommend stuff to people. With adaptation, designers need to formulate rules. This can be done using techniques from game design, such as Daniel Cook’s skill chains. Successful rules-based design can only happen in an iterative environment using lots of sketching.

The presentation was framed by a slightly philosophical look at how certain games subliminally activate cognitive processes and could thus be used to allow for new insights. I used Breakout and Portal as examples of this. I am convinced there is an emerging field of playful products that interaction designers should get involved with.

Sources referenced in this presentation:1

As usual, many thanks to all the Flickr photographers who’ve shared their images under a CC license. I’ve linked to the originals from the slides. Any image not linked to is probably mine.

  1. Most of these are offline books or papers, those that aren’t have been hyperlinked to their source. []

Urban procedural rhetorics — transcript of my TWAB 2008 talk

This is a transcript of my presentation at The Web and Beyond 2008: Mobility in Amsterdam on 22 May. Since the majority of paying attendees were local I presented in Dutch. However, English appears to be the lingua franca of the internet, so here I offer a translation. I have uploaded the slides to SlideShare and hope to be able to share a video recording of the whole thing soon.

Update: I have uploaded a video of the presentation to Vimeo. Many thanks to Almar van der Krogt for recording this.

In 1966 a number of members of Provo took to the streets of Amsterdam carrying blank banners. Provo was a nonviolent anarchist movement. They primarily occupied themselves with provoking the authorities in a “ludic” manner. Nothing was written on their banners because the mayor of Amsterdam had banned the slogans “freedom of speech”, “democracy” and “right to demonstrate”. Regardless, the members were arrested by police, showing that the authorities did not respect their right to demonstrate.1

Good afternoon everyone, my name is Kars Alfrink, I’m a freelance interaction designer. Today I’d like to talk about play in public space. I believe that with the arrival of ubiquitous computing in the city new forms of play will be made possible. The technologies we shape will be used for play wether we want to or not. As William Gibson writes in Burning Chrome:

“…the street finds its own uses for things”

For example: Skateboarding as we now know it — with its emphasis on aerial acrobatics — started in empty pools like this one. That was done without permission, of course…

Only later half-pipes, ramps, verts (which by the way is derived from ‘vertical’) and skateparks arrived — areas where skateboarding is tolerated. Skateboarding would not be what it is today without those first few empty pools.2

Continue reading Urban procedural rhetorics — transcript of my TWAB 2008 talk

  1. The website of Gramschap contains a chronology of the Provo movement in Dutch. []
  2. For a vivid account of the emergence of the vertical style of skateboarding see the documentary film Dogtown and Z-Boys. []

Where social software should go next — Habitat’s lessons

MMOGs have not progressed since 1990. Neither has social software.

Well maybe a little, but not much. At least that’s what I’m lead to believe after reading another wonderful essay in The Game Design Reader—a book I like to dip into once in a while to read whatever catches my fancy.

In The Lessons of Lucasfilm’s Habitat1 Messrs Farmer and Morningstar share their experiences building possibly one of the first graphical MMOGs ever. The game’s front-end ran on a Commodore 64 and looked something like this:

Screenshot of Lucasfilm's Habitat

It’s striking how many of the lessons summed up by the authors have not been (fully) taken to heart by MMOG designers. Bitching aside, their article offers as much useful advice to game designers as to designers of any piece of social software. Since this post has grown unexpectedly long (again). I’ll sum them up here:

  • “The implementation platform is relatively unimportant.” — on loosely coupling a world’s conceptual model and its representation
  • “Detailed central planning is impossible; don’t even try.” — on relinquishing control as designers, co-design and evolutionary systems
  • “Work within the system.” — on facilitating world creation by players and moderation from within the world

Let’s look at each in more detail:

Loosely coupled

“The implementation platform is relatively unimportant.”

Meaning that how you describe the world and how you present it can or should be loosely coupled. The advantage of this is that with one world model you can serve clients with a wide range of (graphical) capabilities and scale into the future without having to change model. Their example is of a tree, which can be rendered to one user as a string of text: “There is a tree here.” And to another user as a rich high resolution 3D animated image accompanied by sound.

“And these two users might be looking at the same tree in the same place in the same world and talking to each other as they do so.”

When I read this I instantly thought of Raph Koster‘s Metaplace and wondered if the essay I was reading served as some sort of design guideline for it. What I understood from Raph’s GDC 2008 presentation2 was that they are trying to achieve exactly this, by applying the architectural model of the internet to the design of MMOGs.

Looking at social software in general, how many examples can you give of the current wave of social web apps that apply this principle? I’m reminded of Tom Coates’s Native to a Web of Data presentation—in which he argues that a service’s data should ideally be accessible through any number of channels.3

Similarly, web 2.0 poster child Dopplr is designed to be “a beautiful part of the web”, “a feature of a larger service, called the internet”.4 And they want to be everywhere, adding a little bit of value where it is most needed. Perhaps not exactly the same thing as what Farmer and Morningstar are alluding to, but based on similar principles.

As an aside, in MMOG land, there is one other major concern with this:

“Making the system fully distributed […] requires solving a number of difficult problems. The most significant of these is the prevention of cheating.”

Cheating might be of less concern to social software than to games (although there are exceptions, take Digg for example). For those interested in more about this, Raph Koster recently posted an elaborate examination of hacking and cheating in MMOGs.

Control, co-design, evolution

Cheating aside, there is more useful (albeit familiar) advice for social software designers in the piece. For instance on the need to hand over (part of) the control over the system’s design to its users:

“Again and again we found that activities based on often unconscious assumptions about player behaviour had completely unexpected outcomes (when they were not simply outright failures). “

They go on to say that they found it was more productive to work with the community:

“We could influence things, we could set up interesting situations, we could provide opportunities for things to happen, but we could not dictate the outcome. Social engineering is, at best, an inexact science […] we shifted into a style of operations in which we let the players themselves drive the direction of the design.”

Again, familiar advice perhaps, but they describe in some detail how they actually went about this, which makes for enlightening reading. That this practice of co-design goes against ‘common’ software development practices is not left unaddressed either:

“[…] the challenge posed by large systems are prompting some researchers to question the centralized, planning dominated attitude that we have criticized here, and to propose alternative approaches based on evolutionary and market principles. These principles appear applicable to complex systems of all types […]”

(Emphasis mine.) I am intrigued by this evolutionary model of web development. In the abstract for Movement, Matt Webb writes:

“the Web in 2008 has some entirely new qualities: more than ever it’s an ecology of separate but highly interconnected services. Its fiercely competitive, rapid development means differentiating innovations are quickly copied and spread. Attention from users is scarce. The fittest websites survive.

(Again, emphasis mine.) I think the challenge that now lies before us is to not only as designers practice co-design with our users, but to go one step further, and encode rules for autonomous evolution into our systems. These are the adaptive systems I’ve been blogging about recently. An important note is that systems can adapt to individual users, but also—in the case of social software—to aggregate behaviour of user groups.5

This can be extended to a world’s governance. Here is one of the ideas I find most exciting in the context of social software, one I have seen very few examples of so far.

“[…] our view is that a virtual world need not be set up with a “default” government, but can instead evolve as needed.”

I cannot think of one MMOG that is designed to allow for a model of governance to emerge from player interactions. The best example I can think of from the world of social software is this article by Tom Coates at the Barbelith wiki. Barbelith is a somewhat ‘old school’ online community comprised of message boards (remember those?). In the piece (titled TriPolitica) he writes:

“Imagine a message board with three clear identities, colour-schemes and names. Each has a generic set of basic initial forums on a clearly defined range of subjects (say – Politics / Science / Entertainment). Each forum starts with a certain structure – one Monarchic, one Parliamentary Democracy and one Distributed Anarchy. All the rules that it takes to run each community have been sufficiently abstracted so that they can be turned on or off at will BY the community concerned. Moreover, the rules are self-reflexive – ie. the community can also create structures to govern how those rules are changed. This would operate by a bill-like structure where an individual can propose a new rule or a change to an existing rule that then may or may not require one or more forms of ratification. There would be the ability to create a rule governing who could propose a new bill, how often and what areas it might be able to change or influence.”

He goes on to give examples of how this would work—what user types you’d need and what actions would need to be available to those users. I’m pretty sure this was never implemented at Barbelith (which, by the way, is a fun community to browse through if you’re into counter cultural geekery). Actually, I’m pretty sure I know of no online space that has a system like this in place. Any interaction designers out there who are willing to take up the gauntlet?

Creativity, moderation

“Work within the system.”

This is the final lesson offered in the essay I’d like to look at, one that is multifaceted. On the one hand, Messrs Farmer and Morningstar propose that world building should be part of the system itself (and therefore accessible to regular players):

“One of the goals of a next generation Habitat-like system ought to be to permit far greater creative involvement by the participants without requiring them to ascend to full-fledged guru-hood to do so.”

And, further on:

“This requires finding ways to represent design and creation of regions and objects as part of the underlying fantasy.”

I do not think a MMOG has achieved this in any meaningful sense so far. Second Life may offer world creation tools to users, but they are far from accessible, and certainly not part of the “underlying fantasy”. In web based social software, suspension of disbelief is of less concern. It can be argued that Flickr for instance successfully offers world creation at an accessible level. Each Flickr user contributes to the photographic tapestry that is the Flickr ‘photoverse’. Wikipedia, too offers relatively simple tools for contribution, albeit text based. In the gaming sphere, there are examples such as SFZero, a Collaborative Production Game, in which players add tasks for others to complete, essentially collaboratively creating the game with the designers.

Like I said, the lesson “work within the system” applies to more than one aspect. The other being moderation. The authors share an amusing anecdote about players exploiting a loop hole introduced by new characters and objects (the players gained access to an unusually powerful weapon). The anecdote shows that it is always better to moderate disputes within the shared fantasy of the world, in stead of making use of external measures that break the player’s suspension of disbelief. Players will consider the latter cheating on the part of administrators:

“Operating within the participants’ world model produced a very satisfactory result. On the other hand, what seemed like the expedient course, which involved violating this model, provoked upset and dismay.”

Designers should play with users, not against them. This applies to social software on the web equally. It is this attitude that sets Flickr apart from many other online communities. Flickr‘s designers understand the principle of “operating within the participants’ world model”. For example, look at how they handled confusion and irritation around the last Talk Like A Pirate Day gag.6

Summary

In summary, dear reader, if you got this far, I would love to see examples of social software that:

  • Are accessible in a number of ‘representations’
  • Are co-designed with users, or better yet, apply evolutionary principles to its design
  • Allow users to develop their own model of governance
  • Allow users to easily add to the system, in an integrated way
  • Are moderated from within the system

If you—like me—can’t think of any, perhaps it’s time to build some?

Image credits: © 1986 LucasArts Entertainment Company.

  1. The essay can be read online over here. []
  2. More about my GDC 2008 experiences. []
  3. This principle is now being applied to the extreme in Yahoo!’s Fire Eagle. []
  4. The former quote I first encountered in Matt Jones’s presentation RuleSpace, the latter is from this BBC article on Reboot 9.0. []
  5. For more on aggregating user behaviour in social software also see Greater than the sum of its parts by Tom Coates (yes him again). []
  6. Tom Armitage has some good thoughts on the Talk Like A Pirate Day debacle. []

Tools for having fun

ZoneTag Photo Friday 11:40 am 4/18/08 Copenhagen, Hovedstaden

One of the nicer things about GDC was the huge stack of free magazines I took home with me. Among those was an issue of Edge, the glossy games magazine designed to look good on a coffee table next to the likes of Vogue (or whatever). I was briefly subscribed to Edge, but ended up not renewing because I could read reviews online and the articles weren’t all that good.

The january 2008 issue I brought home did have some nice bits in it—in particular an interview with Yoshinori Ono, the producer of Street Fighter IV. This latest incarnation of the game aims to go back to what made Street Fighter II great. What I liked about the interview was Ono’s clear dedication to players, not force feeding them what the designers think would be cool. Something often lacking in game design.

“”First of all, the most important thing about SFIV is ‘fair rules’, and by that I mean fair and clear rules that can be understood by everyone very easily.” A lesson learned from the birth of modern videogaming: ‘Avoid missing ball for high score’.”

This of course is a reference to PONG. Allan Alcorn (the designer of the arcade coin operated version of PONG) famously refused to include instructions with the game because he believed if a game needed written instructions, it was crap.

Later on in the same article, Ono says:

“[…] what the game is — a tool for having fun. A tool to give the players a virtual fighting stage — an imaginary arena, if you like.”

(Emphasis mine.) I like the fact that he sees the game as something to be used, as opposed to something to be consumed. Admittedly, it is easier to think of a fighting game this way than for instance an adventure game—which has much more embedded narrative—but in any case I think it is a more productive view.

While we’re on the topic of magazines. A while back I read an enjoyable little piece in my favorite free magazine Vice about the alleged clash between ‘hardcore’ and ‘casual’ gamers:

“Casual games are taking off like never before, with half of today’s games being little fun quizzes or about playing tennis or golf by waving your arms around. The Hardcore crowd are shitting themselves that there might not be a Halo 4 if girls and old people carry on buying simple games where everyone’s a winner and all you have to do is wave a magic wand around and press a button every few times.”

Only half serious, to be sure, but could it be at least partly true? I wouldn’t mind it to be so. I appreciate the rise of the casual game mainly for the way it brings focus back to player centred game design. Similar to Yoshinori Ono’s attitude in redesigning Street Fighter.

Notes on play, exploration, challenge and learning

(My reading notes are piling up so here’s an attempt to clear out at least a few of them.)

Part of the play experience of many digital games is figuring out how the damn thing works in the first place. In Rules of Play on page 210:

“[…] as the player plays with FLUID, interaction and observation reveals the underlying principles of the system. In this case the hidden information gradually revealed through play is the rules of the simulation itself. Part of the play of FLUID is the discovery of the game rules as information.”

(Sadly, I could not find a link to the game mentioned.)

I did not give Donald Norman all the credit he was due in my earlier post. He doesn’t have a blind spot for games. Quite the contrary. For instance, he explains how to make systems easier to learn and points to games in the process. On page 183 of The Design of Everyday Things:

“One important method of making systems easier to learn and to use is to make them explorable, to encourage the user to experiment and learn the possibilities through active exploration.”

The way to do this is through direct manipulation, writes Norman. He also reminds us that it’s not necessary to make any system explorable.1 But (on page 184):

“[…] if the job is critical, novel, or ill-specified, or if you do not yet know exactly what is to be done, then you need direct, first-person interaction.”

So much written after DOET seems to have added little to the conversation. I’m surprised how useful this classic still is.

I’m reminded of a section of Matt Jones’s Interaction 08 talk—which I watched yesterday. He went through a number of information visualisations and said he’d like to add more stuff like that into Dopplr, to allow people to play with their data. He even compared this act of play to Will Wright’s concept of possibility space.2 He also briefly mentioned that easily accessible tools for creating information visualisations might become a valuable tool for designers working with complex sets of data.

Norman actually points to games for inspiration, by the way. On page 184 just before the previous quote:

“Some computer systems offer direct manipulation, first-person interactions, good examples being the driving, flying, and sports games that are commonplace in arcades and on home machines. In these games, the feeling of direct control over the actions is an essential part of the task.”

And so on.

One of the most useful parts of Dan Saffer’s book on interaction design is where he explains the differences between customisation, personalisation, adaptation and hacking. He notes that an adaptive system can be designed to induce flow—balancing challenge with the skill of the user. In games, there is something called dynamic difficulty adjustment (DDA) which has very similar aims.

Salen and Zimmerman have their doubts about DDA though. In Rules of Play on page 223 they write:

“Playing a game becomes less like learning an expressive language and more like being the sole audience member for a participatory, improvisational performance, where the performers adjust their actions to how you interact with them. Are you then playing the game, or is it playing you?”

Perhaps, but it all depends on what DDA actually adjusts. The technique might be objectionable in a game (where a large part of the point is overcoming challenge) but in other systems many of these objections do not apply.

“With a successful adaptive design, the product fits the user’s life and environment as though it were custom made.”

(Designing for Interaction, page 162.)

Adaptive systems explicitly anticipate transformative play. They allow themselves to be changed through a person’s interactions with it.3

A characteristic of good interaction design is playfulness, writes Mr. Saffer in his book on page 67:

“Through serious play, we seek out new products, services and features and then try them to see how they work. How many times have you pushed a button just to see what it did?”

The funny thing is, the conditions for play according to Saffer are very similar to some of the basic guidelines Norman offers: Make users feel comfortable, reduce the chance for errors and if errors do occur, make sure the consequences are small—by allowing users to undo, for instance.

Mr. Norman writes that in games “designers deliberately flout the laws of understandability and usability” (p.205). Although even in games: “[the] rules [of usability] must be applied intelligently, for ease of use or difficulty of use” (p.208).

By now, it should be clear making interactions playful is very different from making them game-like.

  1. Apparently, “explorable” isn’t a proper English word, but if it’s good enough for Mr. Norman it’s good enough for me. []
  2. I blogged about possibility space before here. []
  3. Yes, I know I blogged about adaptive design before. Also about flow and adaptation, it seems. []

Blank banners — see me speak at TWAB 2008

Provo protesting with blank banner

In 1966 Provo took to the streets of Amsterdam with blank protest banners.1 The use of rousing slogans had been outlawed by the city’s mayor. The ‘protesters’ were arrested. Provo achieved their goal of making the authorities look silly by playing at protesting.

They took existing rules and decided to play within them, to see how far they could push the limits of those rules. They were not allowed to use actual slogans, so they decided to use unwritten banners. They made use of the ambiguous nature of play: They were protesting, but at the same time not protesting. There were no forbidden slogans on their banners, but at the same time, the slogans were ever so present through their absence.

The police were not willing to take on Provo’s ludic attitude. They refused to step into their magic circle and play at opposing them. In stead they broke the rules, arrested them for real, and by doing so, lost—at least in the public’s eye.

This example—and hopefully a few others—I will discuss at The Web and Beyond 2008: Mobility. In 20 minutes or so, I hope to inspire designers to think about what the near future’s blank banners could be. My session is titled ‘Mobile components for playful cultural resistance’ (an unwieldy title in desperate need of improvement) and will probably be in Dutch.

The conference is organised by Chi Nederland and will take place May 22 in the beautiful Beurs van Berlage in Amsterdam. Keynote speakers include Ben Cerveny, Jyri Engeström and Adam Greenfield. It looks like this will be a very special conference indeed.

Image source: Gramschap.

  1. Provo was a Dutch counterculture movement in the mid-1960s that focused on provoking violent responses from authorities using non-violent bait. Read more about them at Wikipedia. []

Metagames as viral loops

MtG: My Pride-n-Joys by AuE on Flickr

‘Metagames’Richard Garfield’s presentation for the 2000 Game Developers Conferenceis in today’s links, but I think it deserves a bit more attention than that. Here are some quotes from the document that stood out for me.1

What a metagame is:

“My definition of metagame is broad. It is how a game interfaces with life.”

In other words, metagame design is contextual. It forces you to think about when, where, how and by who your game will be played.

Why metagame design has not been getting as much attention as game design itself:

“…the majority of a game’s metagame is probably unalterable by game designer or publisher.”

So, metagame design is a second order design problem. Designers can only indirectly influence how metagames play out. They facilitate it, but do not direct it.

Garfield divides metagames in four broad categories:

  • What you bring to a game
  • What you take away from a game
  • What happens between games
  • What happens during a game

Where “game” should be understood as a single play session of a game.

Garfield has interesting things to say about all these categories, and I recommend reading the article in full, but I’d like to zoom in on one bit mentioned under “from”:

“It is worth noting that many things listed have a ‘circular’ value to the player.”

Getting something from a game that you can bring with you again to a game makes you care more and more about the game itself. One clear example of how metagames are a helpful concept for making a game more self-sustaining.

Better yet, the ‘stuff’ that players get from a game play session can be shared or passed on to others. In this manner, the metagame becomes a viral loop.2

  1. Richard Garfield is the designer of the CCG Magic: The Gathering. []
  2. Via Matt Webb. []

A Game Developers Conference 2008 postmortem

The 2008 Game Developers Conference was a bit of a confusing experience for me. To begin with, I felt out of place. Anytime I introduced myself to someone—“I’m an interaction designer, I work freelance”—I would usually get a blank stare. (Not many independents making a living in the games industry it seems.) At a lot of the talks, I was struck by the huge gap between the practice of UX designers native to the web, and designers working in the games industry. I’m generalizing here, but I’ll give some examples:

  • Game designers still don’t strive to understand their audience and the experience they’d like to have.
  • Game designers still don’t understand the significance of the web. They very rarely embrace the web way of doing things.
  • Game designers quite often aren’t able to think on different levels of abstraction about their medium, art form or whatever you want to call it.

If that doesn’t get me flamed, I don’t know what will.

GDC 2008 was huge. By far the largest conference I have ever been to. I heard someone mention the number of 16.000 but I could be completely off. The program committee obviously went for quantity over quality—I attended some really great talks, but also some really bad ones. In addition it was hell to figure out where to go. In hindsight I missed out on some great sessions. Apparently everything was recorded, but they need to be paid forCMP apparently think they’re doing the games industry a service like this. I think not.

GDC Mobile in particular was a weird, depressing affair. The mobile game industry seems to have defined itself in such a way that there is no way for it to actually succeed. The majority are still trying to deliver a console-like experience on a small screen, completely missing the potential of the medium. Sigh.

Some themes I spotted:

  • Techniques for enhancing creativity: Annakaisa Kultima, a (game)researcher at the university of Tampere in Finland presented game-like techniques for idea generation. I’d particularly love to play around with her NVA cards. Sam Coates and Graeme Ankers of SCEE showed how they’ve improved innovation and concept creation using a whole range of techniques including lateral thinking.
  • The web way: There were some happy exceptions to the general ignorance of the power of the web. Justin Hall demoed PMOG—an exciting concept using the web as a gaming platform. Hopefully this will start a whole wave of “datagames”. Raph Koster blew me away with his very techy antemortem of Metaplace—a complete reinvention of MMOGs built from the ground up both with and as web technologies.
  • Story, drama, narrative, blah: “The audience are not your mom. They don’t care about your stupid story,” said Ken Levine, writer and designer of the critically acclaimed BioShock. I’m still not sure BioShock is actually as revolutionary as people make it out to be. But Levine’s approach to story in games—having multiple levels of detail that can be consumed as the player sees fit and telling the story through the environment—makes sense to me. I enjoyed Peter Molyneux’s demo of Fable 2 mostly because of his criticism of American prudishness. “If this were Germany I’d be naked on stage right this moment.” Molyneux attempts to create drama through simulation. Offering freedom of choice, but choice with consequences. I wonder if this is a road leading nowhere…
  • Mobile: Some people attempt to play to mobile’s strengths, with great success. DC of Pikkle in Japan showed a lot of crazy-ass Flash Lite games that are delivered over mobile web. These mobile social games completely circumvent the carriers and consequently disrupt the whole mobile market over there. Shades of Playyoo here—although Pikkle has the benefit of 90% Flash Lite player penetration, whereas in Europe we’re apparently on 20%. Equally true to mobile’s nature but offering a completely different experience is location based gaming. Jeremy Irish talked about the origins of Geocaching and showed wonderful work he is doing at Groundspeak. Location based games are full of emergent complexity. I enjoyed hearing that Irish tries to have players be in the world in stead of the screen when playing.
  • Miscellaneous: Sulka Haro‘s talk about Habbo was surprisingly thoughtful. Lots of good stuff on identity play and how Habbo’s lack of explicit support for it is not holding players back—on the contrary, less features seems to create more space for play. Takao Sawano of Nintendo delighted me with an in depth look at the evolution of the Wii Fit controller. Secret of the big N’s success is clearly the close collaboration between its hard- and software divisions. Rod Humble unveiled The Sims Carnival, EA’s contribution to the continuing democratization of creative tools (again reminiscent of Playyoo). Humble proved to be a very knowledgeable not to mention funny speaker. Seeing Ralph Baer and Allan Alcorn play PONG on the Brown Box was awesome.

There was more—I’d love to go over all the wonderful indie games I saw at the IGF and elsewhere for instance—but these were by far the most enjoyable sessions for me. If you’re looking for in-depth reports you could do worse than to start at Gamasutra. For me the real challenge begins now—digesting this and making it applicable for interaction designers on the web. I have a huge backlog of smaller posts lying around that I want to get out there first though (and this one has grown far too large already). So I’ll end here.

Designing a mobile social gaming experience for Gen-C

Update 21-03-2008: I’ve added some images of slides to allow for some more context when reading the text.

This is a rough transcript of my lecture at GDC Mobile 2008. In short: I first briefly introduce the concept of experience design and systems and then show how this influences my views of mobile casual games. From there I discuss the relation of casual games with the trend Generation C. Wrapping up, I give an overview of some social design frameworks for the web that are equally applicable to mobile social gaming. As a bonus I give some thoughts on mobile game systems mobile metagames. The talk is illustrated throughout with a case study of Playyoo—a mobile games community I helped design.

  • I’ve included a slightly adjusted version of the original slides—several screenshot sequences of Playyoo have been taken out for file size reasons.
  • If you absolutely must have audio, I’m told you will be able to purchase (!) a recording from GDC Radio sometime soon.
  • I’d like to thank everyone who came up to me afterwards for conversation. I appreciate the feedback I got from you.
  • Several aspects of Playyoo that I use as examples (such as the game stream) were already in place before I was contracted. Credits for many design aspects of Playyoo go to David Mantripp, Playyoo’s chief architect.
  • And finally, the views expressed here are in many ways an amalgamation of work by others. Where possible I’ve given credit in the talk and otherwise linked to related resources.

That’s all the notes and disclaimers out of the way, read on for the juice (but be warned, this is pretty long).

Continue reading Designing a mobile social gaming experience for Gen-C