Eivind Hagerup’s blog on game design

Ventures into games and the industry

Why games are (or could be) superior to movies

Posted by Eivind Røbekk Hagerup on March 28, 2009

I am playing Mass Effect these days, and I am having one of the most positive gaming experiences in years. The game is a work of art, so polished, so extremely detailed that it makes you gasp in awe. The developers have put in thousands and thousands of man-hours on gameplay, dialogue, worlds and story that most players won’t even see on their first play-through. And I haven’t even started talking about the graphics, art style, music or sound effects yet. Did this game really get the attention it deserved?

Whenever I watch a really good movie, it could leave a mark in me for days. It’s present in me, the plot, story and characters churning in my mind. This is now happening with Mass Effect. Only this time, I am tormented because of decisions and story line paths that I, myself, chose and experienced. “Could I have done this differently? Did he really have to die?” “Could I have done more to help out?” Lives, careers, even whole worlds are left in my command, making it an immersive experience that movies aren’t able to reproduce.

Waking up this morning and the first time that pops into my mind is the unfortunate death of one of my crew members in a faraway galaxy is a utterly positive thing. It makes me want to play through the game again, and see if this could be avoided. In a computer game, you are required to spend dozens, maybe hundreds of hours in the game world, and that makes it possible for the game developers to make a universe so much more filled with life, meaning, stories and characters than the 2-3 hours experience of a movie.

Anyways, it does of course require massive amounts of work to do this, and making games is expensive. I want to stress that emotionally immersive games isn’t an entirely new phenomenon. Games like Fallout, King’s Quest, A Mind Forever Voyaging, Final Fantasy VII and Gabriel Knight did this in the 70s, 80s and 90s as well. Computer games tell stories, but differently than movies. Hopefully, developers will look to games like Mass Effect to be reminded of the power of the computer game as a medium.

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A game design intern in a foreign country

Posted by Eivind Røbekk Hagerup on October 25, 2008

As I finished my BA degree in Interactive Media this summer, I quickly got around to some job-hunting. I did not want to fall back to my old job, and I wanted to further pursue a career in games and game design. But getting handed a “dream job” in this industry is not an easy task, especially not in Norway, so I thought of the possibility of doing an internship for a few months first.

I first tried at Dice in Stockholm, however their internship positions were already long gone. On my second attempt, however, I had more luck. The games developer and published Daedalic Entertainment in Hamburg, Germany gave me the opportunity to do my internship there. My motivation to applying there was not at all random, as they had a wide range of very interesting-looking, old-school 2D adventure games, my favourite genre of computer games since the very beginning.

I have now stayed here for nearly three months, and it has so far been a very rewarding experience. Ony of my personal goals here was to improve my scripting skills, especially in relation to gaming, something that I have been able to do through the use of the Wintermute engine. I have worked on their in-game engine, I have been responsible for mini-game designs and I have even got some of my puzzle designs integrated in one of their high-profile titles. The two games I have worked on so far are the adventures The Whispered World and 1 1/2 Ritter, a game based on a German Warner Bros. movie. The largest portion of my work has been focused on the latter, doing everything from general engine work, integrating animations, fixing walk-to-points, cut-scenes and close-ups and, of course, testing and bug-fixing.

There aren’t too many weeks left of my stay, and I will focus on making this last time here count. I believe that I have already learned a lot. To use gaming terminology, I have gained +10 in experience and +10 in confidence, and feel more motivated than ever to work more with games and the industry.

I would’ve lied if I said that my “new life” here in Germany had turned out to be a completely painless matter. I tend to think of the gaming industry and the modern media world as a extremely globalized and anglospheric place. Sometimes, I even forget that there exist such things as language and cultural barriers between the countries in Western Europe. That might also be why I got a little culture shock as I first sat my foot on Hamburg soil, experiencing that speaking English here was, in many cases, a lost cause. Even many young people here refuse to speak English, and I don’t even bother to try uttering “sprechen Sie Englisch?” when I talk to older adults. Luckily, the people at my company are all fluent speakers in English.

The thing is, that it is not the German’s knowledge of English that is the real issue here. It is their willingness to speak it. From my experience, young people here are just as good as Scandinavians in the language, but many are simply not used to speaking it. In Norway, people are very fond of the English language, even using it in times when it is not strictly necessary. People like to speak it, and they like to have the opportunity to speak it.

Earlier this autumn I was a weekend in Utrecht, Netherlands, visiting a friend. Netherlands lies only a mere 5-hour train trip away from Hamburg, but I noticed a completely different attitude against their willigness towards the English language. Also, my friend did not relate at all to my experiences in Germany.

So why these differences? I guess it might be so easy as the fact German is a “world language”, and that their entire culture is based on people speaking German. It is not an easy task to find a English newspaper or magazine, nor an English book or an English TV-programme in this country. The Germans don’t need it, everything they need has already been translated, or they have a German version to replace the English one. Not to mention the perhaps most horrifying exemplification of this: “synchronfassung”, or dubbing, of television, movies and games. If I was to point at one major reason to why English is not such an integrated part of the German culture it would be that. In my childhood, the difference between the kids who knew good English and the kids who didn’t, were their media consumption. The kids that were into computers, computer games, movies and books were the kids that also learnt English faster. Of course, everything was basically in English, you needed to learn it!

My advice to people seeking an internship in countries such as Germany or France is that they should be aware of the fact that they should learn the language first. Or, at least, they should have a basic knowledge of the language before even trying to apply. I know that without my basic knowledge of German, I doubt that my stay here would’ve even been possible. Also, if you’re not a fluent speaker of the local language, you should be sure to check if there’s an international staff in your company. If not, there’s a chance that you would feel as a bit of an outsider, and eventually not learning and experiencing as much as you otherwise would.

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Audiosurf, a game design reference?

Posted by Eivind Røbekk Hagerup on May 23, 2008

Throughout my work on this game design course I have tried to read up on the most important game design theories and mechanisms. It’s not an easy task to figure out what’s the most relevant material, and I guess I could’ve used the entire semester on just this assignment.

During this time, I have also played a lot of the brilliant Audiosurf, a rhythm-based “racing” game that creates tracks out of music files on your computer, and many of the mechanisms that are described as good design choices could directly be applied to Audiosurf. The game doesn’t get static or boring, as one basically have access to an infinite number of tracks. Players are able to get into the game straight away, with minimal training, but it would take a great deal of training to be able to compete with the elite. The game’s core mechanism is extremely easy, just moving your vehicle to the left or right, and the the gameplay is easily discernable and visible through the use of colors.

It’s easy to apply Raph Koster’s notions on mastery, and the learning of patterns to Audiosurf. Indeed, the game is mainly about creating said patterns by collection blocks of different colors, making matches and training the brain to handle more and more complex tracks. If we were to look to LeBlanc’s typology of “fun”, we could say that Audiosurf is “fun” due to the challenges it provides. The pleasure of mastering the challenge, not to mention the social aspect when you see your name on the top of the high score list of the song! LeBlanc also speaks of submission, the game as “mindless pastime”. Bring me one of those as well.

Also Csikszentmihalyi’s Flow term is something that we could use in this context, taking into consideration Audiosurf’s challenging activities and clear goals and feedback.

I asked a friend what he found funny with Audiosurf. Of course this is not an easy question to answer, but he first described the diversity of the game, as the tracks are dynamically created by the software and a music file. He did also mention the social aspect and the thrill of hitting the top of the high score lists, as well as the fun of playing with a friend on the same computer. He didn’t really describe any further game mechanics as such, but these are often hard to express in words.

Another game that shares much of the same characteristics is Tetris, also a mindnumbingly addictive and extremely fun game.

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Violence, art, and why are videogames dumb?

Posted by Eivind Røbekk Hagerup on April 22, 2008

Both Raph Koster and Chris Crawford address the problem with violence in video games in their books. People that are not themselves gamers often tend to think of computer games as mainly for kids, and that they are often dumb and violent. But why is this? Are computer games doomed to be looked upon as dumb and violent and for kids only?

Chris Crawford talks about the evolution of taste in his book, Chris Crawford on Game Design. His point is that when people grow up, their tastes change in several ways. As children, we had the habit of enjoying things with a very high intensity. This could take form as the childish fascination for candy, comics and cartoons. These are all things with very high-intensity features, like the tingling sensation of candy to the tongue, or the strong, clear colours and style of comics. Although these things could just as well be enjoyed by adults, most adults develop a sense for the more subtle and sophisticated as time goes by. The sweetness of candy and pastel colours tend to become less tempting, and we are drawn to more intricate and more slow-paced material.

Crawford draws a parallel from this to video games. Crawford goes so far as to state that “videogames are in the same league with candy, cartoons and comic books… and they appeal to precisely the same audience”. He argues that video games became too popular too fast, and that the earliest game designers made games with the simplest possible designs – designs with simple, intense conflicts. Much of this design is still present in modern-day games, and the market makes it difficult to turn this effect around. Few publishers and distributors dare to gamble on concepts that are new and innovative, due to the fact that they are not safe sources of income.

If we are to follow Raph Koster’s line of thought, we know that what makes games fun is, to a large extent, learning and training mind patterns. From nature’s point of view, a young child is supposed to learn features that make him more likely to survive in nature, since they are “new to life”. The logic behind this is that, games are in essence just abstract, quantified models that are to be tackled by the logical mind, thus should be perfect for young boys that are eager to learn. But girls are beginning to play more and more games. And, according to Koster, research has shown that girls who play typical boys’ games are more likely to break out of gender stereotypes.

Why videogames are also for adults

I do, to a large extent, agree with Crawford and his notion about the limited evolution of videogames from their birth and until today. The market is quite limited due to the commercial forces, and the 13-year-olds are, in fact, a huge target group for game publishers because of the aforementioned reasons. However, there are several exceptions.

There are lots of examples of games that do not fit in the description of videogames as provided by Crawford. For instance, in the 70’s, 80’s and early 90’s, when only a few, dedicated individuals owned a personal computer, we saw several examples of games that did indeed appeal to an older, more sophisticated crowd. At this time, people owning computers were often resourceful, well-educated adults. In these early years of gaming, we saw the birth of interactive fiction, the adventure game and the digital role-playing game. We saw games with potential as a powerful narrative media, even as a crossover between art, literature and even film.

An example of one of these games is Infocom’s seventeenth game, A Mind Forever Voyaging, released in 1985. As an unconventional adventure game with almost no puzzles at all, players took on the role as PRISM, the world’s first sentient computer. The game had a serious tone and a political theme, and the title itself is taken from a book by William Wordsworth. AMFV was an interactive fiction, which means that there are no graphics at all, and all descriptions and interaction is presented through text.

Ten years later, we saw the release of A Mind Forever Voyaging, an adventure game based on a novel by Harlan Ellison, who also co-designed the game. The game handled provocative psychological and ethical themes, and forced the player to take ethical and moral choices in a world where an evil computer has destroyed mankind except for five people. Through their ethical choices, the people have to prove to the computer that they are better than machines.

“When Cyberdreams approached Ellison about creating a work of interactive literature, he was intrigued by the challenge of taking on one of the few mediums for which he had never before written. No fan of conventional computer games, Ellison wanted to create an adventure that would enrich players even as they are challenged by the storyline and fantastic concepts that move the characters, coming away as sharper-edged human beings than when they began.”(Taken from Wikipedia, http://en.wikipedia.org/wiki/I_Have_No_Mouth%2C_and_I_Must_Scream_%28computer_game%29).

But we do not need to go back to the 80’s or 90’s to find examples of videogames with adult themes. Funcom, a Norwegian games company, released Dreamfall in 2006. The game was the sequel to 1999’s The Longest Journey, and were a hugely story-driven game, and did receive some criticism for its lack of typical gameplay. As an adventure game in full 3D, the game takes players through a moving story that touches issues such as politics and religion, proving that a game could take its rightful place in contemporary fiction.

These games are to me clear examples that games could be just as important as movies, especially as the medium grows older. We have to remember that games as we know them today have only existed for about 30 years, and that other mediums, suchs as films, also needed several decades to take the form we know today. In fact, as a movie experience is over in a mere two hours, a gaming experience could last for maybe 30-40 hours, enabling the game designer to create bigger and more comprehensive worlds for the player to delve into.

I don’t believe Crawford’s point is that all digital games are made for kids only. For instance, adventure games, as the ones mentioned above, are examples of games that target adults in the same way that a novel would. Both Koster and Crawford seem to have a rather pessimistic opinion on stories in games. Koster claims that that by and large, people don’t play because of the stories, and that games often teach the brain to ignore the fiction and focus on the underlying patterns. Crawfords take on the subject is that people working on games don’t have what it takes to make a game that touches human emotions. Also, he seems to have problem with the term ‘interactive storytelling’, as stories seldom really are interactive. They do have their fixed beginning and ending.

I don’t share this pessimism on behalf of stories in games. As an avid gamer, I have had many touching and emotional game experiences. These experiences are not at all unrelated to the storytelling in the game, even though the nature of their ‘interactivity’ could stand contested. Even platformers like Psychonauts or Beyond Good and Evil can tell a moving story in satisfying ways. I do not have the same problem with the notion of linearity as Crawford expresses, and I do not agree with Koster’s claim that “games are not about stories”.

It might be true that it’s difficult for a game to reach the literary level of a truly great novel. But don’t games have features that a novel won’t be able to reach? In spite of being a medium still in its infancy, games do already have the power of creating powerful emotions in the player. Creating fear, compassion and love for the world and characters. My claim is that games can create emotions as effectively as any other form of art, and that we will see this happen in the next years of game development.

Even though Koster expresses some pessimism on the story’s importance in games, he also states, later on in his book, that games are art in the notion that they are means of altering people’s views on the world around them. They are a powerful tool in power of being an interactive medium with a virtual world that reacts to your choices. In other words, he recognizes video games ability to achieve the level of art.

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iPhone games – the next big thing?

Posted by Eivind Røbekk Hagerup on April 1, 2008

Mobile games never really became “the next big thing” as everyone predicted. Even though it sounds undeniably like a good idea in theory, everyone having a mobile phone and all, games like Paris Hilton’s Diamond Quest aren’t. Maybe it’s because of the limited power in mobile phones, combined with small screens and clunky buttons and interfaces?

Say what you want about the iPhone or its bastard child, the iPod Touch, but you cannot escape the fact that it’s pretty damn sexy. It’s got a sleek design and a great interface, as well as a number of innovative new features. What could game designers do with features such as the accelerometer or multi-touch screen?

Consider the enormous success of the Nintendo DS. Then add accelerometer. And multi-touch. And VoIP, camera and proximity sensor!

Both the iPhone and iPod Touch sells like there’s no tomorrow apparently, and could be a very exciting new platform for games. Better yet, the SDK is surprisingly cheap, with Apple only charging 99$ for the whole thing. Also, if you pay a 99$ extra, you’ll be able to sell your game on iTunes, leaving you with a 70% revenue from sales.

I have been testing out a few concepts for the platforms myself, as part of a school assignment. I have had a few ideas for a couple of racing games, as well as a dancing game. I’ll probably post them here later.

I have not yet seen a iPhone/iPod-game that utilizes the platforms’ innovative features. Have you? If so, please let me know!

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