The Experimental Game Society

We envision the society as a new wave in which to explore the practical possibilities of storytelling in games. We believe archetypal, lyrical ways of thinking can enhance modern technique, and create deeper narrative/gamplay experiences.

TO MANY COMPELLING AND COMPLEX GAMES !!


After countless hours of playing Call of duty and Skyrim, I’ve come to the shocking conclusion that our game industry is stifled with an overwhelming abundance of games dealing with complex narrative, gameplay, characters and deep metaphors.

I’ve grown Tired of  games with deep and meaningful gameplay, or Games that make me Contemplate my life. I’m sick of every game coming out using rich gameplay, symbolism, or character relationship to deepen it plot and narrative. Its just to many of them. We as game designers should strive to create more experiences like GTA. Stop making art games, We have enough of it on the market!!

Why cant we have more games like Call of duty, Battlefield and Skyrim? Games that require simply thinking. I mean, now a days every game developer can create a sense of power or emotional responses without guns or violence. Just take a look at Okami and Ico . It seems now developers are afraid to push the boundaries, Its too many games like journey, flower and bioshock flooding the market.

If we as game designer have aspirations of pushing the medium in a respected position, we must stop creating games with meaning and complexity, and abandoned the notion that we need character relationship. all i want is more innovative games with simple narrative and more violence, its not much.


Day ;0 (sarcasm)

current list of interest : PART 2 !!

I’ve been meaning to post something on this guy for some time now.

Simon Lee, if you don’t know him, hes amazing an sculptor and concept designer for films based in LA. He’s currently working with my favorite director, Guillermo Del Toro. This is his latest work “At the gates of hell”.

I have an infatuation for his anatomy and creature design more then anything

 http://www.bigbluetree.com/ 

enjoy

current list of interest

The symbolist movement

ODILON REDON

Most art movements are comprised of such a variety of artists and techniques that it seems hard to define the borders that separate one from the next (other than chronology) and, frankly, the qualities that fuse them into even being one at all.

To me, this happens often with Expressionism and some of the 60′s and 70′s stampede of art nomenclatures. But for some reason it all seems copacetic when it comes to Symbolism, Impressionism, Surrealism and a few select others.

I preface this writing with this rambling because Odilon Redon is a gorgeously rare bird in the symbolist movement. Allow me to elaborate a bit-

If you think of Moreau, Schwabe, Bocklin or most other painters associated with the symbolist movement, you’ll evoke an academically realistic technique, so much so that some of them will remain unsurpassed at this.

But Redon’s diffuse pastels and feathery line work seem weightless and luminous and his color work is vibrant and sometimes almost abstract. Perhaps it was Redon’s admiration for Gaugin that had an impact on him. But his work is unique even then.

At the end of the 19th century painters turned away from photo-realistic renditions and started to value the strength of a brush stroke, the immediacy of an emotion, etc. But even these new values were still in relation to the outside world- only Redon looks to the inside. And both his concerns and his technique remain unique amongst his peers. He is the sublime anomaly. I’ve been trying to apply the  symbolist techniques to that of game design.  

Its funny, if you look at artist like Bocklin or Giorgio De Chirico, you can see these very some visual techniques applied to games like ICO

DAY

UNCONVENTIONAL TRUTHS FOR GAME DESIGN

Intro
 Its safe to say that our business (video games) is very young in comparison to other medias. And unlike those other forms of Entertainment, no one can or has truly mastered the “right” way to design games. But here are a few techniques that are unconventional.


1)  WHO CARES ABOUT FUN
 I personally despise the long running Notion that “fun” must be in all games, and despite what some might say, fun as a very specific word leaves out many types of experiences. . For example, very few people would call the movie “Biutiful” or “7 Pounds” fun. I think one should only use fun when you are specifically aiming to create a “fun type game”. I believe “engaging”, is the perfect term. I’ve heard many use this word before over fun to describe the quality of something. Second, what you should aim for is the core mechanics and the atmosphere if called for. I for one, would gladly sacrifice fun for something much deeper in emotional value. Why is it we as gamers and game designer believe we must provide one emotion for a game?  What about anger (super meat boy )  or sadness, happiness and joy ( portal)


2) DO IT AS SHORT AS POSSIBLE
 Let the video game say what you want it to say, and stop. Not to compare the two, but a good movie is capable of delivering a engaging experience in 1-2 hours. why cant video games do the same? Don’t overload the game with unnecessary side mission/content. Edgar Allan Poe believed the creators work is at its best quality when (s)he is creating things in short form, Nothing epic. The work some how became polluted. I mean how many times have you played a large scale game only to stop halfway and not know why? What you want is to value your players time, fill the game with high value purposes in the best way. I would rather see a world I know i can finish in 1 to 5 hours with high emotional values, then a 60 hours + type game.

3) ATMOSPHERE & BACKSTORY
Understand that context is everything, you don’t have to explain everything to the player. Never assume your fans or players are dumb, you don’t have to hand feed them information.  Often times in games, the developer will create text menus cutting the player off in the middle of gameplay to show a button layout. Letting them figure it out on there own is so much better and rewarding. I find doing something like audio tapes (Fallout or Bioshock ) are perfect ways of giving the player a scene of place without hand feeding them info. Think about the cryptic messages left on the walls of the lab in Portal, or the PSA in Psychonauts. They Provided an endless loop of immersion without cutting infomation.

DAY

greed-make-history:

Getting ready to start releasing the prototype for playtesting. Adding things to the interface to make the game easier to understand if I’m not there to explain what the game is about, how to play it, and what to do.

10 Ways to Evolve Horror Games

10 Ways to Evolve Horror Games

Introduction
Around 10 years ago, a lot of very interesting and ground breaking horror games were released. These include Silent Hill (1999), Fatal Frame (2001), Forbidden Siren (2003) and a few more. Since then not much has happened in the video-game horror genre and little has evolved. So what exactly can be done to push horror in video-games further? To answer that I will here present a list of my top 10 things I think could take horror game to the next level:


1) Normality
In most games the player usually starts out in some strange and not very normal situation. In our own game, Amnesia, the story takes place in early 19th century and has the protagonist waking up in gothic castle. Not something very easy to relate to. Other games see the player has some secret agent, has them trapped in a spooky town/village, etc. All of these are very abnormal situations, and something few of us will ever find ourselves in.

However, much of the good horror in other media starts of very mundane. They build on the having the audience strongly relating to what is taking place and being able to draw close parallels to their own lives. For horror games this would mean to establish a very familiar situation and then slowly introduce the horror there. The goal is for the terror to not just be inside the game’s virtual world, but to reach into the real as well.


2) Long Build-up
Most games want to kick off the action as soon as possible. Even games with a drawn-out introduction, like Silent Hill 2, introduce the horror elements very early on. The problem is that sustaining a really high level of terror is only possible shorter bursts and the more the audience has to contrast to, the greater the peaks intensity will feel. Ring (Japanese version) is a prime example of this. While it does kick off the horror early on, the whole movie is basically one long build-up to a final scare moment. Horror video-games need to embrace this sort of thing more, but in order to do so a two common traits need to let go. First of all, the game must rely a lot less on a repeatable core mechanic, since we want the player to deal with actual horror elements as little as possible. Secondly, we must perhaps revise the game length and be satisfied with an experience lasting three hours or less, so that all focus can be on establishing a single (or just few) peaks of terror.


3) Doubt
Many of the best horror stories raise the question whether a phenomena really exists. Is the protagonist really seeing ghosts, or is it all in her mind? Since other media like film and books are very grounded in our reality, this sort of thing comes natural (although it is still not always easy to sustain). However, in video-games the player is in a virtual world with its own rules and entities, and this leaves little room for the player to doubt if anything could really exist. Solving this is not an easy feat though, but I think a first step is to embrace the previous two entries in this list, normality and a long build-up. If the player can relate to the game as “real-life” and gets enough time to establish this idea, then she will eventually start to compare any features of the virtual world with the real. Eventually she might doubting if the ghosts, monsters or whatnot are really there. Also, some sort of sanity mechanic can also do the trick, but it must be a lot more subtle then any previous attempt. The player cannot see it as a game system, but has to view it has a feature of their own mind. This is not an easy thing to establish, but that is not the same as it is impossible.


4) Minimal Combat
I have talked plenty about this before (see here and here for instance), but it is worth stating again. The worst thing about combat is that it makes the player focus on all the wrong things, and makes them miss many of the subtle cues that are so important to an effective atmosphere. It also establishes a core game system that makes the player so much more comfortable in the game’s world. And comfort is not something we want when our goal is to induce intense feelings of terror.

Still, combat is not a bad thing and one could use it in ways that evokes helplessness instead. For instance, by giving the player weapons that are ineffective the desperation of the situation is further heightened. This is a slippery slope though as once you show a weapon to the player it instantly puts them in an action game mindset. That does not mean weapons and combat should be abolished, but that one should thread very carefully, and finding the right balance is a big challenge for future horror games.


5) No Enemies
By this I do not mean that there should be no threats to the player lurking about. What I mean is that we need to stop thinking of any creatures that we put into the game as “enemies”. The word enemy makes us think about war and physical conflict, which is really not the focus in a horror game. It also makes us think less about why these creatures are in our virtual world. The word enemy is such an easy label to put on other beings, and then not worry about anything except that we need to destroy or avoid them. This is how wars work after all.

If we instead think of these creatures as merely inhabitants of our virtual worlds we need to ask ourselves why they are there, what their motivations are and so forth. This brings a new depth to the game which is bound to color the player’s imagination. If we can establish our hostile beings as calculating, intelligent beings with an agenda, we vastly increase the intensity of any encounter and can make the terror so much stronger.


6) Open world
By this I do not mean that horror games should strive to be GTA-like sandbox experiences, but simply that they should allow more freedom of movement. Most horror games set up a very strict path for the player to follow even if they have, like Silent Hill, a large world to explore. Instead I think the games should allow for the player to skip certain areas and to go about in the world in a free way. This increases the player’s feeling of being in a real world, increasing any emotions associated with it. This is also closely related to the goal of achieving normality. Without a forced structure and more open world, it should be easier to give the sense of everyday life.


7) Agency
Horror games are so effective because they can make the player feel as they are there when the horror happens. Other media, especially in the horror genre, have to try really hard to accomplish this, but for games it comes almost automatically. It is then a waste that many horror games does not take advantage of this properly and destroy the sense of agency in all kind of ways. By far the biggest culprit are cut-scenes, especially when they take away control at scary moments when the player’s actions should matter the most. Another problem is connected with the open world entry above and the player constantly being fed where to go and what to do.

The way to go forward here is to make sure that the player is involved in all actions that take place. The scenes that are so often left out (and replaced by cutscenes) are often vital aspects of the horror experience. Whenever possible, the playing should be doing instead of simply watching.


8) Reflection
The video game medium can better than any other give sense of responsibility. If something, caused by the protagonist, happens on the screen then the player has been part of that. This opens up for the game to be able to reflect itself upon the player and to make players think about themselves while playing. Games have been trying to do this in the past, but I do not think it has come very far yet. So called moral choices are very common in games, but are hampered by being obvious predefined selections (chose A, B or C) and by being connected to the game dynamics (making the choice more about what is best for the player stats wise). I think that the choices need to come out as much more organic for the player to truly feel as if they have caused them. To be able to do this a strong sense of agency (as mentioned in the previous entry) must be achieved and the player must truly feel like it was their own choice (which ties into the “open world”-entry above).

I also think that this can be taken a lot further than simply testing the player’s ethics. It can put player in very uncomfortable situations and to really make them evaluate themselves as human beings. The game could also lure them into mind states that they never though they had in them. It can explore the nature of good and evil and similar subjects in away that would be impossible other medium. In the end this can lead to some really personal and terrifying experiences.


9) Implications
What really brings some horror home is how it has some kind of implications in real life. This can be something like the fear of TV-sets that Ring manages to achieve, or the bleak and disturbing universe that Lovecraft’s stories paint. Elements like these are almost entirely missing from video games and again it ties into other entries on the list. Normality is probably the most important, and if we are able to achieve that it will be much easier to tie stuff of the game into everyday life. A game that can achieve this successfully takes the horror to a new level, by being something that the player carries with them long after having put down the controller.


10) Human interaction
The final entry will also be the hardest one: to bring human drama into the game’s actions. Most horror in other media does not have the phenomena/situation per se as its focus, but instead its effect on people. The Exorcist is a great example of this, and so is The Shining. However, in video-games the main actions still revolve around inanimate objects or brainless foes. By having the player’s actions being directly tied to other people, the horror gets so much more personal and intense.

Achieving this is not an easy task though. My opinion is that it is not a technical problem, but one of design and to place a larger burden on the player’s imagination. Simulating a fully (or at least seemingly) sentient human being is a really hard problem. Simple solutions like dialog trees come often out as stiff and prefabricated. Instead one should go the route of simple actions, like Ico for instance, and build upon that by being vague and hinting instead of trying replicate a book or movie. Exactly how to go about is an open question, but the any steps closer to success can mean a lot of the horror experience.


End Notes
That concludes my 10 steps for better horror games. It will be fun to see if they are still valid 10 years from now or not. If you have any other ideas on how to evolve horror games, please say so in the comments!

(I didn’t write this)

enjoy DAY