Title: Games, Genres, and Why Independent Games are Vital
1Games, Genres, and Why Independent Games are Vital
- Greg Costikyan
- Texas Independent Games Conference
- 7/22/06
2What is a Genre?
- ...2. A category of artistic composition
characterized by a particular style, form, or
content (a fine introduction to twelve-tone music
for those who have had little experience with the
- Arthur Berger) - --Websters Third Intl Dictionary
3The Nature of Genre Varies with Artform
- Novels Thematically (science fiction, romance,
mystery, Western) - Music By nature of sound (choral, emo, drum
bass, Gangsta, the Blues) - Film By the nature of the emotion evoked (drama,
comedy, romantic comedy, horror)
4How Do We Think of Game Genres Today?
Reflexives Genre List
5How Do We Think of Game Genres Today?
How Gametap Does it
6How Do We Think of Game Genres Today?
...and Strategy First
7This is Braindead
- Style, Form or Content.
- Do these people actually play games?
- This isnt how we actually talk about games.
- We use terms like FPS, RTS, MMO, graphic
adventure...
8Games Have been Implemented for Many Media
From the Neolithic. Tewa Kiva Altar at Hano
Showing Gaming Reeds Tewa Indians,
Arizona Games of the North American
Indians, Stewart Culin, Smithsonian
Institution, 1907
9To Modern Digital Media
Will Wrights Spore
10So The Medium Doesnt Define Genre
- Handheld isnt a genre.
- Neither is casual downloadable
- What is a game genre? Or does the term have any
meaning for games?
11Parlett Divides All Classic Games By Shared
Mechanics
- Race games (tracks, victory by being first to
the end) - Games of Leaping Capture (take opposing pieces by
jumpingCheckers) - Games of Territorial Occupation (control the
board by piece placementGo)
12The Terms We Use Also Characterize Games by
Shared Mechanics
- RTS resource extraction, building construction,
real-time combat - FPS first-person view, 1 character/player,
power-ups, combat with ranged weapons - Adventure game inventory, puzzles, unlockable
areas, story exposed via play
13For Games, Genre Is Characterized
- By shared mechanics.
- As Parlett shows, this has been true since the
earliest folk games... - And as the way we instinctively talk and think
about games today, it remains true.
14Heres Our List
15Game Genres
- Think of the potential space of all possible
games. - Most of that space is occupied by games that
would not be interesting. - There are local maxima of games that are (or
would be) interesting. - Established game genres exist where weve
discovered local maxima.
16Understood Game Genres
- There are many boardgames of replacement capture
(Chess), card games of combination (Poker), RTS
(Warcraft), FPS (Quake), the trading card game
(Magic) - Most games are variations on an understood style
17Innovation is Driven by Discovering New Genres
- c. 2000BC Track game with blocking (Royal Game
of Ur gt Backgammon) - c. 800AD Game of Replacement Capture (Shaturanga
gt Chess, Shogi) - c. 1200AD Game of Leaping Capture (Alquerque gt
Checkers) - 1756 Thematic track game (A Journey Through
Europe gt Candyland)
18New Game Styles (cont)
- c. 1850 Trivia Game (Grandmamas Game of Useful
Knowledge gt Trivial Pursuit) - 1856 Word Interpolation Game (Komikal
Konversation Kards gt Mad Libs) - c. 1890 Fishing Game (Fish Pond gt Operation)
- 1910 Military Miniatures (Little Wars gt
Warhammer) - 1953 Board Wargame (Tactics)
19New Game Styles (70s)
- 1972 Adventure Game (Colossal Cave)
- 1973 RPG (Dungeons Dragons)
- 1974 Vehicle Sim (Atari Tank)
- 1977 LARP (Dragohir)
- 1978 MUD
- 1979 Flight Sim (Sub-Logic Flight Simulator)
20New Game Styles (80s)
- 1981 Platformer (Donkey Kong)
- 1981 Computer RPG (Ultima 1)
- 1984 Graphic Adventure (Kings Quest)
- 1985 Dynamic Puzzle (Tetris)
21New Game Styles (90s)
- 1991 First MMOG (AOL Neverwinter Nights)
- 1992 RTS (Dune II)
- 1993 FPS (Doom)
- 1994 TCG (Magic The Gathering)
- 1996 Rhythm Game (Parappa the Rapper)
22New Game Styles (00s)
- 2001 Collectible Miniatures Game (Hero Clix)
- 2003 Big Urban Games (BUG gt ConQwest
- 2004 Alternative Reality Game (The Beast)
- ....NONE OUT OF OUR INDUSTRY SINCE 1996
23What Happened?
- Budgets too high to risk anything on an unproven
game style. - Ameliorate risk by sticking with licenses
franchises - No Stars means no talent with the clout to
force originality through - Will Wright the obvious and perhaps lone exception
24What Will Happen? (if nothing changes...)
- Budgets keep rising
- The range of genres that the industry can
continue to offer will continue to narrow - The market will ultimately decline as what was
once the most fertile and innovative creative
artform on the planet continues its trend toward
sterility
25But Maybe ESD Changes the Game
- Break the constraints of the retail channel
- At least the possibility of distribution without
an 8-figure budget - Less sales compressionopportunity for
word-of-mouth. - Xbox Live Arena, Steam, Manifesto, etc., etc.
26How to Survive as an Independent?
- ...When your budget is two or more orders of
magnitude smaller than the majors... - ...And when consumers are trained to look for
glitzy graphics?
27Go for the Blue Ocean
- That is, go where others dont.
- Racing games? RTS? FPS? You cannot compete.
- Do the things that EA dare not.
28The Publishers Need 1m Unit Sales
- ...To repay their bloated budgets.
- So they cant support MOST of the game styles
that still have fanatic followings.... - Because you cant sell a million units.
- But we dont need to.
29Adventure Games
30Wargames
31Sim/Tycoon Games
32Shooters that ARENT FPSes
33Shmups
344X
35Turn-Based Strategy
36Sports Management
37Look to the Past
- Who today is doing modern versions of the great
games of yesterday? - Where is....
38Balance of Power
39M.U.L.E.
40Seven Cities of Gold
41....Or... Look for New Genres!
- New genres grow the market...
- ... creates a new audience
- By contrast, games in existing styles mostly sell
to existing fans of that genre. - For the field to continue to grow, we need to
continue to find new game styles
42Creating New Genres
- Hard to do, but, if you succeed....
- You will make a huge amount of money (id,
Westwood, Wizards of the Coast...) - And you will be as famous as Carmack Romero,
Gygax Arneson, or Richard Garfield - You will have materially advanced the state of
the art
43How?
- Doubtless many ways to do it. As Kipling says,
There are four and twenty ways of writing tribal
lays, and every single one of them is right. - Some historical examples
44Doom The FPS
- Attempts to do 3D even from early home computer
days (e.g., wireframe dungeons in Ultima III) - Plenty of 2D, third-person shooting games (e.g.,
Castle Wolfenstein) - Licensed by id for Wolfenstein 3Dessentially
wireframe graphics with 2D textures...
45Doom (cont)
- Wolfenstein 3D opponents as 2D sprites, limited
variety, choice of weapons, 1st person
perspective... - Doom nails it wide variety of opponents,
textures give better illusion of truly being in a
3D space (though still not true 3D) - Often the case that it takes several tries to
really find the sweet spot in terms of
mechanics and gameplay.
46Doom (cont)
- Fundamentally, the FPS results from technical
improvements with 286 machines, we finally have
enough processing power to get decent-looking 3D - Technical improvements often contribute to the
establishment of new game styles e.g., color
printing gt the commercial boardgame cheap
die-cuttinng gt the board wargame
47Looking to Technology
- So one approach is to look at emerging technology
and ask How can this be used to create
interesting gameplay? - Physics
- AI
- Social networking
- Cross-platform/mobility/ubiquity
- Procedurally-generated content
48SimCity
- Will Wright wanted todo a game about city
planning - Spent over a year doing research
- Mid-80s machines barely able to keep up with the
necessary processing to provide the simulation - Successful despite technical limitations.
49SimCity (cont)
- In other words, Wright looked to a subject matter
no one else was addressing, and figured how to
treat it in a game context - And it turned out some the same techniques were
applicable to other subjects (e.g., railroads,
theme parks)
50Looking to Subject Material
- A difficult approach, because often the existing
techniques dont work - Can sometimes be commercially very
successfule.g., Deer Hunter - Poses a marketing challenge, too, as your
prospective audience probably doesnt visit
Gamespot or IGN
51Looking to Subject Material
- But there are scads of things no one is doing
- Macroeconomic simulations
- Social interactions
- Making roleplaying meaningful in digital games
- Games-as-theater
- Geopolitics
- The love story
52Magic The Gathering
- In the late 80s/early 90s, tabletop RPGs began to
sell through comic stores as well as specialty
game shops and book stores - Collectible card sets are also often sold through
comic shopsthe know how to stock and sell them.
53Magic (cont)
- Garfield reasoned that a game build on
collectible cards would work through this
distribution channel - And that an exceptions game approach, whereby
the base rules set is simple but extended by
rules on other game components would work (an
idea drawn from Cosmic Encounter)
54Magic (cont)
- Thus Magic was bornnot out of a technical
advance or an approach to a themebut from a
business idea - Of course it helped that Garfield is a superb
designer - Deer Hunter another exampleWal-Mart figured they
could sell a game that appealed to hunters (they
sell a lot of guns) and went to Vivendi with the
idea.
55Looking to a Business Channel
- Today, doing something innovative almost demands
distribution not through the conventional channel - What alternative channels can you find?
- Assume that you cannot simply force an existing
game style down that channelthat it must be
tailored to the specifics of that environment
56Business Channel (cont)
- What kind of game could you sell through music
outlets? (A CD-ROM is packaged like a music CD.)
What would get White Stripes fans excited? - What game would get warbloggers excited?
- What about evangelicals?
- LL Bean Wilderness Explorer?
57Dune II
- Every element of Dune II exists in previous
games. - Building construction (Civilization)
- Real-time military combat (Patton vs. Rommel)
- Resource extraction (M.U.L.E.)
- Dune II combined them in a novel and appealing
way to create the RTS
58Mix Match
- Study other games
- Learn about as many different mechanics as you
can - Try to figure out how to combine them in ways no
one has seen before. - Game Design Patterns (Björk Holopainen) may be
a useful reference - Prototype test
59EyeToy
- Webcams had beenaround for a while, and some PC
peripheral manufacturers had tried offering games
with a camera. - And configuring a PC with drivers and such is
difficult - Ron Festajo at Sony in the UK wanted to make it
as simple as possible
60EyeToy
- His insight was to view EyeToy as a UI input
device, not a camera - And devise a series of simple games built around
different UI ideaswiping the screen, batting at
objects, etc.
61Starting from UI
- In other words, the germ of the idea was in a
different UI element - A more elaborate example Journey into Wild
Divine, controlled by heart rate and sweat
sensors - Of course, its expensive to bundle hardware with
software
62Starting from UI
- But it isnt always necessary
- Katamari Damacy How do I use a PS controller to
roll a ball. - Oasis I have a limited number of clicks, and
every click must count. - Loop Use the mouse to circle moving objects
63Starting from UI
- One approach Imagine a novel gameplay activity,
and figure out how to map it onto existing
controls (Katamari Damacy) - Another Figure out some way to use existing
controls that games dont normally use (Loop) - A third Provide a new input device (EyeToy)
64Other Possible Approaches?
- Evoke an emotion (Cloud)
- Take game design theory seriously and try to use
it (Play with Fire, Crawfords conception of
verbs) - Find an interesting mathematical idea and try get
a game out of it (Scram/non-linear equations) - Take lots of drugs?
65We Know What Works
- or so publishers say.
- But the game is a highly plastic medium.
- So is software.
- Weve only skirted the coast of a vast virgin
continent. - 30 years of dynamic creativity must not come to
an end.
66Whole cloth innovation is risky
- Most experiments will fail.
- The ones that work have the potential to be
vastly more successful than the average game. - And the designers we admire most are those who
have pulled this offWill Wright, Richard
Garriott, Richard Garfield, Gygax Arneson.
67Duty Now for the Future
- If you dont fail from time to time, youre not
taking enough risks Woody Allen - As an industry, we need to take more risks.
- The potential payoff is big.
- Go do something cool.