The Future of Game Design:
Moving Beyond Deus Ex and Other Dated Paradigms
by Harvey Smith
Abstract
As an art form, immersive games are in a transitional state, currently positioned on the cusp of something almost unrecognizably different. Future games will employ deeper simulation in order to achieve far greater levels of interaction and complexity, while simultaneously simplifying the learning curve for new players. Most game environments of the past have been based on crude abstractions of reality, limiting player expression and requiring users to learn a completely new vernacular in order to play. The games of the future will rely heavily on much more complex, high fidelity world representations that will allow for more emergent behavior and unforeseen player interactions. Taken together, these next-generation design paradigms are not simply improvements over older models, but represent a fundamentally different approach to simulating real-world physics, handling artificial intelligence and interface usability.
Using the award winning and critically acclaimed game Deus Ex as an experimental
foundation for discussion of these new design paradigms, come explore the
theories that will bring about the renaissance of the next-generation of
interactive exploration.
(This lecture was first presented as the keynote address of the game track at the Multimedia International Market, in Montreal, October 2001)
I - DX and Me
Hello. I'm Harvey Smith from Ion Storm Austin, an Eidos studio. I was lead designer of Deus Ex and I'm project director of Deus Ex 2. This is intended as a lecture concerning the ways in which increasingly complex simulations will lead to richer gameplay environments in the near future. This is my first trip to Canada and the first time I've attended the MIM conference. I'm glad to be here. Prior to working for Ion, I worked at two other game companies: Multitude, where I was lead designer of a game called FireTeam, and Origin Systems, where I worked on several games in a variety of roles. I started in the game industry as a quality assurance tester in 1993.
Deus Ex, the game our studio finished last year, was a hybrid game that
attempted to create an environment in which the player was calling the shots
as much as possible. The game mixed a variety of genre elements, including:
- The action and point-of-view of first person shooters.
- The story, character development and exploration of role-playing or adventure games.
- The economic management and strategic expression of strategy games.
Deus Ex tried to provide the player with a host of player-expression tools
and then turn him loose in an immersive, atmospheric environment. We wanted
to do this in a way that did not limit the player to a few predefined choices,
but instead allowed the player to come up with his own strategies within
the flexible rules of the environment. We wanted to allow the player to
approach the game from the direction of his choice, employing his own play-style
cobbled together from the options we allowed. Sometimes we succeeded; sometimes
we fell back on more traditional (more limited) means of providing interactivity.
The desire to give this talk today was largely fueled by seeing both moments
in Deus Ex.
When we did succeed in implementing gameplay in ways that allowed the player
a greater degree of freedom, players did things that surprised us. For instance,
some clever players figured out that they could attach a proximity mine
to the wall and hop up onto it (because it was physically solid and therefore
became a small ledge, essentially). So then these players would attach a
second mine a bit higher, hop up onto the prox mine, reach back and remove
the first proximity mine, replace it higher on the wall, hop up one step
higher, and then repeat, thus climbing any wall in the game, escaping our
carefully predefined boundaries. This is obviously a case where - had we
known beforehand about the ways in which these tools could be exploited
- we might have capped the height or something. Most of the other surprise
examples I'll mention today are going to be 'desirable' examples of emergence
or emergent strategy. But I thought I'd start with an undesirable example
because that's one of the things you have to watch for in attempting to
create flexible game systems that behave according to implicit, rather than
explicit rules. In any case, we were delighted at the flexibility of the
system, of the ingenuity of the players and of the way that the game could,
in some ways, be played according to the player's desires, not the designers'.
When we failed in our attempt to implement gameplay according to our lofty
goals and instead fell back on some special case design, players sometimes
felt robbed if their actions caused a situation to 'break' or if we failed
to account for some desired play-style. For instance, many times we included
three paths through a map and each corresponded heavily to a play-style
like stealth, combat or high-tech hacking. If a player typically resorted
to some other play-style (like seeking out water passages and using SCUBA
gear to get past obstacles), then that player acutely felt the limitations
of what we had offered. Instead of feeling like he was operating within
a flexible simulation with consistent rules, suddenly the player felt as
if he needed to figure out what the designer wanted - what the designer
had explicitly planned as the 'right way' to negotiate a part of the game.
This problem was even further exacerbated in the few cases where we provided
only a single option. For instance, at one point in the game (for plot purposes),
we wanted the player to set off a security alarm in one particular research
lab complex. There was no way to avoid setting off this particular special
case alarm, even for the player who had spent most of his in-game time and
resources on playing as a counter-security specialist. Players felt completely
robbed. This was a forced failure in Deus Ex, created by a special case
break in the consistency of our game rules.
The success cases in Deus Ex tended to rely on the interaction of flexible
sub-systems within the game (and were about what the player wanted to do).
The moments that I perceive as failures tended to rely on special-case triggering
or scripting (and were more about what the designer wanted the player to
do). The experiences we had working on DX1 motivated us to move further
toward more deeply simulated game environments. I'll return to Deus Ex off
and on, but first let me briefly outline my talk.
III - Simulation Overview
A simulation is a representational model. Computer and video games have obviously simulated aspects of the real world (or some skewed version of it) from day one. Early on, most of the simulations involved were fairly simple. For instance, in Pitfall - the classic Atari 2600 game - the notion of gravity existed; if the player leaped, he moved up and forward, then fell, in a crude approximation of gravity. On the other hand, you could point to Lunar Lander (and a few other space games) as example in which a concept like gravity was modeled in much greater detail, accounting for planetary mass, directional thrust and momentum.
Modern examples of representational game systems abound, from crude models
to overly complicated models. For instance, some first person perspective
games have allowed the player to get into vehicles. In some of these cases,
the vehicle physics simulation is too crude with regard to the way it interacts
with the terrain, allowing the player to get stuck on small hills that it
seems like the vehicle should be able to negotiate. On the opposite end
of the simulation scale, Trespasser is probably a game that, despite any
innovations or strengths it might have had, could be said to have failed
because it featured overly complex simulations without the requisite control
and feedback. So the vehicle stuck on a small bump is a symptom of a simulation
that's too crude for the game; conversely, Trespasser's problems were a
symptom of a simulation that was too complex for the game.
In the past, games have been mostly about branching paths. The designer
manually sets up a number of outcomes or interactions and allows the player
to pick one. This merely equates to a handful of canned solutions to a particular
game problem. (Some hypertext writings refer to this as "multilinear,"
or allowing simultaneously for multiple linear options of equal value.)
Deus Ex featured some options for player expression that were facilitated
by systems of coarser granularity. (Good examples here might include our
branching conversation system or a critical room that could be entered at
only three specific spots, each representing a different approach.) Manually
setting up solutions to game problems requires a lot of work on the part
of the team, can result in inconsistencies and generally only equates to
a small number of possibilities for the player. However, Deus Ex also featured
options for player expression that were facilitated by systems of finer
granularity. (Good examples might include some of the player-tools that
we provided that were tied into analogue systems like lighting or sound,
such as the ability to see through walls or dampen the sound of movement.
These tools interacted with our enemy awareness models in numerous, fairly
complex ways. They could be activated at any time in a very wide range of
situations, incorporating distance, facing, enemy type, etc.) The finer-granularity
systems required more feedback and introduced some uncertainty that equated
to some interesting degenerative exploits; but the freedom players felt
more than made up for these costs.
Essentially, almost all games involve representational models of reality.
So why talk about simulation? What's happening is that the models are becoming
finer in granularity. We're talking about a scale here, with incrementally
more weight being added to the sim side. We're slowly moving toward games
built upon much higher fidelity conceptual models, with greater control
or self-expression. At some point, the scale will tip. There will come a
point (in part, an arbitrary point) at which gameplay in the average game
will be much richer because the player will be presented with a vastly larger
range of expressions. Yes, we're moving incrementally along, but at a certain
point, the systems become flexible enough to allow for emergence, at which
point the experience is more about the player's desires.
Example list of slow progress metrics toward more complex simulation:
- Example one: Birds fly up when player enters trigger radius. This is
somewhat interactive
it requires player to approach specific spot
at least.
- Example two: Birds fly up when player draws within range or when specific
events occur. For instance, weapons are explicitly told to broadcast a
"birds scatter" type message.
- Example three: Birds fly up in response to dynamically generated stimulus based on lower-level relationships between the unit and the stimulus. For instance, sight of enemy, loud/sudden sound, bright/sudden light, rapid motion. This version could get increasingly complex, depending on how you model the stimulus created by the player (or other in-game agents) like light or sound, as well how you modeled the birds' perceptions.
This brings up the question: Why should we continue to attempt to build
games around higher fidelity simulations? Why is a wider range of expression
better? Multiple reasons:
- Simulation allows for more emergent behavior on the part of the game's
systems and more emergent strategy on the part of the player. New gameplay
is possible and a larger/deeper possibility space is created. Basically,
this means that the player will have more than "a few canned options,"
which provides the game with greater potential to be perceived by players
as interesting.
- Games typically have more consistency when response to player stimulus
springs from the interaction (according to rules about relationships)
of the elements of a simulated system (as opposed to when response to
player stimulus is derived from a bunch of special case, designer-driven
instances).
- As a labor-cost benefit, a better-simulated game environment requires less time to create content. This saves money, but it also allows designers more time to focus on tuning the gameplay. For instance, collectible card games feature an individual card's rules-of-play on the face of each card. The cards have been categorized into a system, with each card falling into a subclass. As a result, the rules written on each card do not have to explain how the card works with every other card created for the game; instead, each card's rules only explain how it interacts with a card subclass (or multiple subclasses). To be more specific, imagine a card for the Harry Potter card game (if that thought is not too painful) that stated, "Affects the following cards " This would require designer consideration of each card, it would require lots more space and lots more writing, plus it would preclude our example card from working with any future, unplanned cards. By instead using a system-with global rules governing the relationships between subclasses of cards-the game a) does not require the designer to consider every possible permutation, b) it allows the card to function with future card releases and c) it allows for emergent strategy. (Which leads to our next consideration )
There are also a couple of side effects of setting out with the goal of
creating games around deeper simulations:
- Emergence in games is mostly a benefit with potentially wondrous ramifications,
but also something of a cost. In a flexible system in which designers
don't attempt to provide an explicit relationship for every element in
the system, uncertainty is introduced. This often leads to interesting
implicit consequence - players can formulate plans that spring from indirect
interactions of the rules system. For instance, in the online strategy
game ChronX, a player can obtain and use one of the game powers to enhance
an organic unit (like a human soldier), making it a more powerful 'mech'
unit (or a sort of cyborg). Normally, making an enemy more powerful is
not something you'd want to do. However, if he has access to it, this
player can then use another game power - one that steals enemy mech units
- to cause the now-more powerful, now-mechanized enemy soldier to switch
sides. The first card - normally played on a player's own units to enhance
them - does not have an explicit relationship with the card that steals
mechs, but they work well together if the player sees and exploits this
emergent strategy. Unfortunately, the uncertainty introduced by this approach
can also lead to exploits that break the game. Bulletproofing against
these exploits requires time and effort. (The Deus Ex 'proximity mine
climbing' method I mentioned earlier is a good example of such an exploit
that we didn't catch.
- Another side effect: Purely on the downside of the flexible rules system approach, better user feedback is required to avoid confusing the player, since a more complex simulation usually equates to a more granular range of player expression. For instance, some games have emulated enemy awareness using directional facing. In other words, an enemy unit can only see what is in front of it, within its field of view. Thief (by Looking Glass Technologies) came along and introduced a much deeper awareness model, involving complex sound propagation and lighting that acted as stimuli that the enemy could perceive. Since understanding lighting and shadows was key to the player's success as a thief, the player needed a really good indicator as to how well lit he was at any given time. Since Thief is a first person perspective game, the designers added a "light gem" feedback device to inform the player as to his current light-based visibility. Thief asks the player to understand a much more complicated model, but it also helps the player out by offering some information germane to that model. Using concepts like noise and shadow, and elements like thieves and guards, Thief also puts things into a familiar, realistic context. While 'realism' itself is not always the goal in a game, using game settings and elements that relate to the real world - with which the player has great familiarity - often helps make the game inherently more intuitive, sidestepping some of the additional cost. For instance, if you use elements like "fire" as a part of your game systems and if it actually behaves like fire does in the real world, players will probably have an immediate understanding of this element without requiring the game to educate them.
IV Game Simulation - Specific Systems
I've talked some about specific systems in passing - Thief's sound propagation and lighting, for instance. Now let's get more specific:
Sound/Light and Unit Awareness:
Many games model 'enemy awareness' in some way, attempting to simulate the real-time gathering of information. In most combat games, for instance, enemies perceive hostile or suspicious events. I think we're at a point where traditional models for perception are just not enough - relying on such models is having an increasingly negative impact on overall gameplay.
For instance, in DX1, sound propagation worked like this: A sound event
was broadcast in a sphere outward from a source, ignoring wall/floor surfaces
(as if the sound were generated in an empty space). Taking distance into
account, units within the broadcast would be alerted (i.e., would 'perceive'
the sound). A different model was used to determine whether or not to play
a sound for the player (involving a line-of-sight check to fake dampening
a sound if it was playing through a door, for instance).
By contrast, let's look at our plan for sound propagation in DX2 (which
we think is the next step in the direction undertaken by Thief): A sound
event is broadcast in a sphere outward from a source. In cases where the
sound hits a surface, we bounce the sound, taking into account the material
applied to the surface. (So that carpet muffles the sound, for instance.)
The number of bounces is capped. Taking distance into account, units 'perceive'
the sound if the sound reaches them, directly or by bounce. The same model
is used for both player and game unit (or guard) to determine whether the
sound is perceptible. Certain acoustic aesthetic effects are ignored on
the AI side, but these have nothing to do with whether the AI perceives
the sound.
The first model (the one used by DX1) did not always allow the player to
predict whether a game unit (like a guard) would hear a sound or not, which
led to some really unsatisfying occurrences: Either a guard would hear the
player (when the player assumed that he was acting 'quietly'), or the player
would make sound that he assumed a guard should hear (but the guard wouldn't,
making the game's awareness model feel broken). We think the second model
(the one being used for Thief3 and DX2) has the following benefits: We can
unify player-related and enemy-related sound propagation, which will allow
for a more intuitive game environment. The player will be able to make assumptions
about whether a guard will hear him or not based on the player's own perception
of sounds in the environment. We also hope that the higher fidelity model
will equate to a more 'fair' gameplay model; guards will not hear sounds
that are blocked by multiple thick walls. (Again, this will allow the player
to make some strategic assumptions, closing a vault door before operating
a noisy tool, for instance.)
Anecdotally, I want to mention that DX1 players already do things like closing
doors before taking actions (because that is the intuitive thing to do -
something we learn from childhood forward, trying to trick our parents and
siblings). If players do this, but realize that the system does not take
something like a closed door into account, they feel cheated or let down.
If they're going to do it anyway, it makes some sense to model the game
according to their intuition and assumptions; we don't want to pass up the
chance to squeeze in an interesting, intuitive game dynamic. (This is a
good example of a deeper simulation leading directly to more player expression,
more gameplay.)
Realistic Physics:
Currently physics is useful for establishing player-action capabilities - limitations related to movement speed, falling damage, gravity, etc. But over the last few years moving toward more realistic physics has had other significant gameplay ramifications as well.
First, a comment about the word "realistic":
In games, realism is not necessarily the goal. But if the world seems to behave consistently and in ways that the player understands, it seems that the player has less difficulty immersing himself in the environment, suspending his disbelief. In this way, realism in games is related to intuitiveness and player expectation. (It's also worth noting that if you set up an environment that seems familiar (and thus is intuitive) then you thwart the player's expectation of that environment, the player often finds it extremely jarring. For instance, we included telephones in Deus Ex and gave them limited functionality. Their presence helped the player identify, say, an office space as a familiar, real-world location. However, we could not possibly make the phone in the game as flexible and powerful as a real-world phone is, and the lack of functionality in the game-phones served to immediately remind the player that the office space was "fake." It might have been better to leave the phones out altogether. So realism is not the point (even though it can be useful).
Continuing with "realistic physics": The first game I played that
allowed me to realistically bounce grenades around corners was System Shock.
Bouncing grenades around corners is an example of "physics as gameplay."
It's one step less direct: Instead of going toe-to-toe with an enemy, the
player can take up a safer (more strategic) vantage before attacking. The
player suddenly had new, interesting options. It also makes the environment
more dynamic: If someone moves a crate out into the center of the room,
a grenade can then be bounced off the crate. Obviously, collision physics
that allow for grenade bouncing gameplay have been around for a while. But
the more thorough and more realistic physics simulations of the next generation
of games should have interesting ramifications. To cite some examples:
- New gameplay tools: If we track mass and gravity, for instance, we can
arm the player with a tool that increases mass, allowing for all sorts
of interesting effects. This is one of the goals of our studio-to continue
to widen the range of gameplay tools beyond "more guns." Not
because we dislike games with guns, but because we are looking to make
the game more interesting
to expand the possibility space.
- More intuitive environment: "Of course paper should burn." (In today's games, casual players might be baffled by the physics of the world: Only explosive barrels and bodies burn, sometimes pieces of light furniture cannot be moved around, the player-character can often not perform simple tasks like climbing up onto a desk and sometimes glass does not break. Why *wouldn't* this harm accessibility? To play, you must re-learn the physics of the world, like a child.) When the world works in a way that makes sense to a human (non-gamer), because it functions in ways that reflect their lifelong experience, the average person is more likely to find the game environment "intuitive" even in fantasy realms and alien dimensions.
General Game Systems: Tools and Objects
In the past, gameplay tools (including weapons) had to have explicit relationships with any other elements of the game in order to affect those elements. So a weapon class, for instance, specifically contained code listing all the things it could affect. For instance, to use a simplistic example, if you wanted the bullets from a gun to break a window, you had to set up a direct relationship between the weapon entity and the glass entity. Now, there's an additional layer of abstraction between the two: The weapon projects a bullet entity. The bullet entity carries with it information about what properties it carries (like ballistic damage, heat or electricity, for instance) and the glass is a stimulus-receiving entity. When the bullet meets the glass, the game's object/property system looks up the effect of the bullet's properties on the glass entity. There is a set of rules about the relationships between these general-case properties.
How is this different, from a pragmatic standpoint? The latter, more flexible
approach (with the layer of abstraction between the bullet and glass game
elements) has the following benefits:
- Global consistency: Game environments now include thousands of object
types. Using the old method - involving direct, special case relationships
- it would be easy to fail to create a relationship between something,
say, like a potted plant and a bullet. So the bullet might ricochet and
fail to break the potted plant. This counter-intuitive physical interaction
between the plant and the bullet might break the user out of the experience
by defying his intuitive expectations. In the more flexible system (in
which the bullet merely carries stimulus properties to which damageable
object subclasses can respond), everything is more likely to be covered,
instead of only the things that were manually given stimulus-response
relationships.
- Time saved: Also, since we're talking about an environment hosting thousands
of objects, instead of hard-coding everything, programmers can build tools
that allow designers to attribute properties to any new object class via
a simple tag. So this model saves development time.
- Emergence: In Deus Ex, we found that players (initially just in QA, but later among the game's fans) were using an emergent strategy that had never occurred to us. One of the unit types (an MJ12 soldier character) exploded upon death. Our idea was that this would cause the player to react strategically, switching away from a pointblank weapon when fighting this unit. In a more traditional game systems model, we would have created an explosion entity with an explicit relationship to the player, damaging the player if he was within range of the explosion. However, in our more flexible system, we simply spawned a generic explosion with properties related to concussive/ballistic damage. Players figured out that they should lead this unit near a locked container before delivering the final blow. When the explosive unit blew up, it inflicted damage on the locked container, opening it up. (We did not plan this or even foresee it - it just worked.) In this way, players were exploiting the system in order to open locked doors and safes (without spending any lock picking resources). We were delighted.
It's largely due to hardware limitations and the nascent state of interactive
entertainment that games have by necessity relied on cruder models in the
past. No single game project of which I've been a part, including Deus Ex,
has fully taken advantage of all the opportunities to provide the player
with as much exploration and expression as possible. With that qualifier,
I will relate the following example:
Recently at one of the game industry's conferences, I had an opportunity to see the demo for an upcoming game. I've been excited by this game for quite a while. It's essentially an adventure or role-playing game that allows the player to explore a fictional world, building up his power so that he can face increasingly tough threats, while uncovering new pages of the game's plot. This is a traditional conceptual model, but a popular one that has provided a lot of enjoyment over the years. This new game looks and sounds beautiful; I fully expect it to be a lot of fun. (I'll be buying it ) But after talking to one of the developers and watching him play the game, I cannot help but point out how I think that the designers have missed some opportunities. The game seems to feature an extensive set of player tools and powers. However, most of them are purely related to inflicting damage. The rest of the environment is modeled in a very simple way. The game uses a traditional paper RPG-style 'spell' system, which should allow for a great number of interesting player expressions, even if you restrict your thinking to the tactical arena. So, during the demo, I inquired about types of spells that, in paper RPG's, are often exploited in interesting ways beyond toe-to-toe combat. For instance: Can the player freeze the water pool (in the cave featured as part of the demo) as a way of creating an alternate path around an enemy? Can the player levitate a lightweight enemy up off the ground and thus get by it without resorting to violence? Can the player take the form of a harmless ambient animal and sneak past the goblin? Can the player create fake sound-generating entities that distract the enemy? I believe the answer to all these questions is "no." The game was designed around pre-planned, emulated relationships between objects. Had the game been designed around a more flexible simulation, these sorts of interactions might have just worked, even if they had never occurred to the designers. (All of this still might be possible in the special case emulation model, but would run the risk of a great deal of inconsistency, would require tons of work and would not as likely produce emergent results.) Had the game been built around more thoroughly simulated game systems, creating more interesting (less combat-centric) tools would have been easier - the game's possibility space would have been greatly enlarged.
By contrast, let's look at the gameplay tools given to the player for the
game System Shock 2 (by Irrational Games and Looking Glass Technologies).
There was a web post about a player who, when under attack (by a mutant
and a turret) and completely out of ammo, used psi-telekinesis power to
pull an explosive barrel toward him, moving it through the firing arc of
an attacking turret. The turret blew up the barrel, destroying the turret
and killing the mutant. No one on the System Shock 2 development team explicitly
set this area up with this outcome in mind; these things emerged from the
game's general-purpose approach to gameplay tools interacting with the other
elements at the whim of this (clever) player. This is a really good example
of a flexible, consistent set of rules, very similar to our bullet/glass
or collectible card game examples from earlier: Rules about the relationships
between the game's objects and tools had been established at a high level.
No code or scripting specifically related to the idea that the player's
psi-telekinesis could pull barrels in front of turrets; instead the psi-telekinesis
was set up to affect moveable objects, the barrel was tagged as a moveable
object, the turret projectiles were set up to affect explosive objects and
the barrel was set up as an explosive object. And everything just worked.
Again, as a downside, in attempting to create flexible game systems (that
behave according to implicit, rather than explicit rules) problems are caused
by undesirable exploits. So efforts must be undertaken to bulletproof against
anything that outright breaks the game.
Unit Needs and Behaviors
Most game units have very limited awareness of their state, needs or environment. They generally don't need any greater awareness: Imagine a racing game in which one of the drivers was distraught or suicidal because his Sim-girlfriend had just broken off their relationship. Sounds ridiculous. But imagine a racing model in which the drivers were intelligent agents who were aware of their car's current fuel needs. That sounds interesting (to me). And, to integrate some of what we've talked about, imagine that this self-driver then uses the game's thoroughly modeled aerodynamic system to 'draft' behind another racer to conserve fuel. For all I know, people making racing games might already be doing this - my point is that the deeper simulation in our hypothetical model provides a much larger possibility space. The self-aware driver provides a more interesting AI opponent and the wind-drag model allows the player to take more strategic elements into account and act upon them.
The deeper simulation of additional aspects of a game does not inherently
make the game more fun. But if you choose the 'right' aspect to simulate,
you can make the game more interesting. For instance, DX combat featured
units that would run away if they realized they were badly wounded. This
did not make combat more fun, but it made it one step more interesting than
a toe-to-toe shootout. Players remarked at how it prompted ethical decisions:
Track him down and shoot him in the back, or let him go, since he is no
longer a threat? For DX2, we're thinking of ways of expanding upon this
idea, allowing units within a group to maintain awareness of group needs
as well as individual needs. These leads to some obvious ideas: A medic
squad member, a commander, etc.
Another direction in which we're trying to move for DX2 is real-time IK-based
movement. People talk a lot about it, but we want to use it for gameplay-specific
purposes. With IK pointing, touching and head movement, suddenly character
movement is not limited to what an artist has pre-defined. With IK, we can
model more on the unit's response-to-environment side. The IK will let a
unit flexibly act on its desires. For instance, if a bystander thinks that
the left door is the one that the police should open, it can point in real-time
to the left door. (While not a needs-based behavior, the IK facilitates
expression of this behavior. The IK 'body language' communicates AI state
and change to the player.)
V - And Beyond
What comes next? Clearly we're moving along a curve of greater hardware capability, more elaborate software systems and a more sophisticated understanding of our nascent art form. What's the next revolutionary gameplay angle someone will exploit by figuring out a deeper, more interesting way to model a game system? I can't say with certainty, of course. But I can look at the last cycle of games and point to two interesting, noteworthy examples:
- Thief looks on the surface like a shooter. However, the game design
team at Looking Glass decided to model sound propagation, lighting and
AI awareness in a much more complex way. In doing so, they greatly expanded
the possibility space of the first person perspective shooter. They were
smart enough to know that their approach required them to provide the
player with a great deal more feedback.
- The Sims (by Maxis) created a character "needs" model that, while it seems fairly simple, is far more complex than anything used to represent the moods and needs of most game characters. (Most game units, of course, have no concept of anything much more than whether they can see an enemy. Even in all the games that rely heavily on the game industry's meat-and-potatoes of faux combat, units generally fight until they drop dead (instead of running away when badly wounded), fail to intelligently switch weapons (based on the situation or upon enemy defense), and lack any significant amount of tactical awareness with regard to their squad mates. In creating their character needs model, Maxis created a sandbox of possibility that was entertaining to explore, conceptually. It didn't feel like a game - in that there were no hard-and-fast victory conditions and little in the way of artificial conflict - but through its flexible system it allowed the player a lot more expression than most games.
Someone in the next cycle, I hope, will pick out a new area, model it in
a high-fidelity way that can be made interesting for the player, and will
contribute their own part to the revolution. Maybe they will leapfrog from
Thief's sound/light/awareness simulation in another stealth game, or maybe
they'll pick up where The Sims left off and create characters that seem
remarkably alive, with feelings, moods and relationships.
But what lies beyond the short-term? (This part is for fun - something to
embarrass me in the future, like an insulting note from my past self.) How
will games be different a decade from now? Here's some hopeful and perhaps
provocative speculation:
- Speech Synthesis and Dynamic Game Conversations: Imagine if the game
could assess a situation based on a long series of relevant player inputs,
string together some responses and construct a convincing verbal response
using a speech synth system. Suddenly, vastly more interactivity is possible.
Once again, instead of a few canned responses (provided by the designer),
the game could allow for a much wider range of responses - games might
someday be able to analyze voice input and formulate a conversation that
never had to be written by a designer
a conversation of much greater
relevance to the player's actions. (And when speech synthesis is combined
with true artificial intelligence, narrative games will finally become
truly interactive.)
- Long-term persistent games: The player starts a game and plays it for
years (or his entire lifetime) as it wraps itself around his choices.
The more he plays, the more unique the game gets.
- Auto-generated content: At some point, games might dynamically generate
terrain and architecture, creating entire cities on the fly, based on
some parameters. Also, units (or characters) will be created in the same
way. Building all this around player input - or past player decisions
- will allow games to spin out alternate futures based on the player's
initial moves.
- Intelligence vs. Multiplayer: Most of us have accepted MP as the future.
But if AI entities were as smart as people, wouldn't narcissism dictate
the desire for SP? Would you rather have 4 obnoxious roommates or a really
good dog? Some experiences might be better qualitatively in a SP environment.
For instance, is it spookier to explore a haunted house alone or with
100 people? Also, MP games currently use fairly static, traditional environments
and rely on the agency of other players to create interesting (or emergent)
interactions. Immersive sims are SP games with huge emphasis on creating
an interesting (dynamic, interactive) environment and an expressive set
of player tools, hopefully (increasingly) built using simulations. Imagine
if you combined these two.
VI - Summation
This wraps up the lecture. I hope you enjoyed listening as much I enjoyed preparing. Actually, I hope you enjoyed listening a great deal more than I enjoyed preparing.
As games continue to rely on increasingly realistic or complex simulations,
obviously we'll have a bunch of problems to solve related to uncertainty
and user feedback. But the end result, if we solve those problems, will
be unprecedented possibility in games. Striving for finer granularity in
the representational systems we create for games should allow players much
more freedom of expression and should make the 'game' experience more about
the player and less about the designer. We want players evaluating their
environments, considering their tools and formulating their own strategies
with as little regard as possible for what we as designers might have wanted
them to do. Older game genres might be completely reinvented when built
upon deeper simulations. Additionally, new game forms will emerge. Even
though this approach involves the designer surrendering some control of
the game's emergent narrative to the player, ultimately this should prove
much more creatively satisfying; our goal is to entertain, to allow players
to interact and express. In the future, we might only be "designing"
games at a higher level, establishing parameters and allowing the players
and the game's intelligent agents to work out the details.
Lastly, before I stop talking, I'd like to offer special thanks to the people
who have taught me what I know about design and development, without whom
Deus Ex would never have been made: Doug Church, Warren Spector, Marc LeBlanc
and everyone at Looking Glass and Ion Storm Austin. Thank you and goodbye.
Author Bio

Harvey Smith is Project Director of the Deus Ex 2 team at the award-winning
game studio ION Storm Austin. Recently, he worked as Lead Designer of the
genre-bending game Deus Ex, winner of numerous Game of the Year awards,
as well as the 2000 BAFTA for Interactive Achievement. Harvey, along with
Warren Spector, was awarded the 2001 Game Developers Choice Award for Excellence
in Game Design. Previously, he worked at Multitude on FireTeam, a team game
that allowed players to co-operate using real-time voice over the Internet.
Prior to Multitude, Harvey worked at Origin Systems in roles ranging from
Lead Tester to Producer on several ambitious game projects. He is a member
of the Advisory Board for Game Developer Magazine. Beyond video games, Harvey's
interests include comics, dogs and writing. He lives in Austin, Texas.
The opinions expressed in this article do not necessarily represent the IGDA.
