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ANIMATION
WORLD MAGAZINE
April 30, 2007
By Christopher Harz
Christopher Harz looks at the fundamental change that may
be occurring in online game development, with implications
for game producers, players and toolset developers.
One of the common themes in recent Serious Games conferences
is that many game designers are out of touch with their
audience, the players or end users of their games. Surprisingly,
this theme has also been echoed at entertainment game expos,
as major gaming gurus spoke of designers thinking that they "know
too much" -- that they design games for themselves rather
than for the users. No less a person than Phil Harrison,
president of Sony Computer Ent., called for a fundamental
shift in online gaming, to games that were oriented to --
and heavily influenced by -- the user. "It's about community.
It's about collaboration. It's about customization. It's
about emergent entertainment powered by the audience, with
the audience at the center of this universe," he noted at
the recent GDC.
Designing a game (in either serious or entertainment genres)
with heavy user involvement runs counter to the conventional
wisdom, which calls for essentially finishing a game design
and then -- and only then -- releasing a "beta" version
for actual users to try out; the earlier "alpha" version
is usually only tested with an in-house audience. By the
time the game is at the beta stage it is mere months before "shipping
gold" (sending the master to the DVD factory), far too late
to incorporate any significant user input.
Designing a game of the type that Harrison and others are
calling for involves a radical shift in thinking for much
of the game community, a change that can be painful but
could also engender a lot of success and new opportunities.
Rather than use the cliché term of "shifting" paradigms
to describe such a change, let's use the gaming term of "power-up" --
a gain in capability that can change everything that was
once familiar. We need a paradigm power-up.
So what does a Serious Game that was evolved with user interaction
look like? How do you actually get to the stated goal of "community,
collaboration, customization?" To get some answers, let's
look at three games that are successful (that is, that are
actually being used by user communities to learn and train
with), to see what we can learn from them. They are: America's
Army, Tactical Iraqi and Hazmat: Hotzone (which
has now been renamed Code3D).
Tactical Iraqi is a language
game initially developed for the U.S. military to teach
Arabic. Dr. Lewis Johnson was the pm at the University of
Southern California Information Sciences Institute (USC
ISI), where it was first developed, and is now ceo of Tactical
Language Training LLC, a startup company in the Los Angeles
area. The game, based on the Unreal Tournament game engine,
introduces the player into social settings in Iraq, where
he learns and tries out both the Arabic language and his
understanding of the various social symbols, gestures and
cultural habits of that country. Players "win" the game
by speaking and behaving correctly in different evolving
social situations with computer generated Arab characters,
who can quickly turn hostile if the player makes such gaffes
as forgetting to introduce himself properly before asking
questions or pronouncing Arabic terms incorrectly.
The game is in wide usage by the military,
especially by the Marine Corps and units of the Special
Operations Command (SOCOM). Before the game came into usage,
U.S. soldiers discovered to their dismay that they did not
understand local gestures and cultural attitudes in Iraq,
and no one there spoke the classical Arabic that they had
been taught -- the effect was like trying to speak Shakespearean
English in downtown Brooklyn.
Tactical Iraqi was developed
with the user community from the outset. "The feedback and
support that we received from the Marine Corps and Special
Forces were essential to the game's success," said Johnson. "We
were trying out so many new things -- speech evaluation,
an in-game AI-generated instructor, recognition of facial
gestures -- that we could not afford to come to the end
of the development and discover we had made major mistakes.
We released prototype versions of the game to users as soon
as we could, and listened to and recorded their feedback."
Close interaction between the design
and users groups necessitates getting to know each other's
terminology and habits. In order that his team understood
the "language" of the users, Johnson took them along to
real-life training exercises. "Our whole team went out in
the field, to the 29 Palms Marine Corps base, to the Ft.
Irwin Army training facility, and elsewhere, so that we
could experience live role playing in areas that replicated
the environment that the game would be used for," he said. "We
also sat in on classes, to understand the role of the instructor
within the learning community."
The design approach considered the
role of the instructor to be paramount. Although the game
can be played by a single user, the team made sure that
it could be used in a normal class, with the instructor
as facilitator. When the game is being used in the field,
where a live instructor is not available, the user is guided
by a type of in-game instructor, a game-created character
driven by AI (Artificial Intelligence). Creating the software
to support this "intelligent tutor" was one of the game
team's most challenging (and expensive) tasks, but illustrates
the primary role bestowed upon the instructors by the team.
In addition to getting "face-to-face" with
actual users, the team also used experts that were conversant
in both gaming and military training -- the use of such "agents" allowed
review of very early versions of the game, where serious "holes" in
the game might have confused users. Such experts also were
able to clear up occasional misunderstandings between the
designer and user communities, and helped the designers
avoid wasting time on aspects which were not important to
the military users.
A Serious Game of this type, where
errors in the game could lead players to get killed, has
special requirements for training accuracy. "An entertainment
game can be successful without being successful for every
user," noted Johnson. "Serious Games don't have that luxury.
We can't be satisfied if half the users really dive into
it and half think it's a waste of time. We have to get the
support of the whole community, even from users who are
not really experienced gamers. We had to take into account
what the barriers for newbies were, and how they could be
overcome. A lot of designers and gamers have disdain for
newbies -- 'We don't need no stinkin' help system in our
game!' Our perspective was different. We had to make sure
all of the users were able to get into the game, that they
did not get overwhelmed and quit. To make sure of that,
we needed early and consistent feedback." The design team
asked for numerical feedback from early testers. "When we
got predominantly 4s (on a scale of 5) we knew we were in
the right ballpark," Johnson commented. "It meant that they
liked it and felt it was needed, but could be better with
specific improvements."
The design method used by Johnson to
get closer to the users and what they needed is called "iterative
prototyping." This involves generating a rough prototype,
evaluating it with players or player representatives, incorporating
changes into the next version, and then getting player feedback
again, in a process involving several cycles. This method
stands in marked contrast to the normal production method,
sometimes called a "waterfall" approach, in which game design
proceeds in linear fashion, with no user inputs until the
very end. A review of many of the game design books available
will reveal that many of them barely consider prototyping,
reserving it for an initial build to be reviewed only by
the design team, and do not even mention an iterative development
approach involving users such as was used by Johnson's team.
Being able to understand what game
features users really need is paramount to this process. "If
you simply ask users what they want in a game, they will
carefully list for you every feature of the real world that
they know," said Dr. Bob Jacobs, an architect of SIMNET,
a networked simulator system that was developed in close
cooperation with users. "For instance, F-16 pilots will
list every gauge and dial in the cockpit, whether you need
it for a particular training task or not. You have to find
out what users really need, what features are most important
to them." Finding out which environmental features are important,
and which ones can be downplayed or omitted, is another
important part of the prototyping and feedback process.
"Having a concrete instance of the
game allowed us to determine what the users considered to
be authentic," noted Johnson. "Items specific to the community,
such as uniforms, markings of ranks and badges for units,
for instance, were really a BIG issue, and had to be generated
precisely in the game. We spent a lot of effort getting
modes of address correct -- when to say 'Sergeant,' for
instance, and when to say, 'Sir.' Other aspects, such as
what types of cars were driving down the streets in Baghdad,
were considered less important, and could be simplified."
Authenticity remained a number-one
concern throughout. For instance, whereas some designers
might have considered having the user type in his communications
in the game as "good enough," the Tactical Iraqi team
not only assured that the game accepted live speech, but
that the actual pronunciation of the speech be recognized
and evaluated. It should be noted that the need for authenticity
was toned down occasionally. "We found we had to relax some
of the authentic features for the beginners' levels," Johnson
mentioned. "We found that for starting players, the game
had to be more forgiving. For instance, the characters in
the game had to be more tolerant of mistakes in speech or
pronunciation for beginners. As the players advance, the
realism and mission challenges advance as well."
Further development of the game is
now being conducted by Tactical Language Training LLC. Improvements
this summer will include the ability for the player to take
on different roles within the game, and the ability for
multiple characters to hold multiple conversations. The
company is also developing a game to learn French, in two
modes, one for sub-Saharan Africa (for military usage) and
one for civilian users doing business in France. The civilian
version is not intended for just lollygagging in Paris. "We've
found that students learn much better when they have a purpose
in a game, just as is spelled out in Professor Jim Gee's
book, What Video Games Have to Teach Us About Learning
and Literacy," noted Johnson. "Our French game will
consist of learning around a business-oriented mission,
with urgency and motivation involved."
In the meantime, interaction with the
user community of Tactical Iraqi is still going on,
even though the game is finished. "Getting the users involved
early on has made them stakeholders in the game," according
to Johnson. "They now send us comments and suggestions for
changes, and we will continue to issue game mods and upgrades
incorporating these. This is also important because the
situation on the ground in Iraq is changing. Getting ongoing
user feedback keeps our game fresh and current." The game
has the ability to capture speech and player behavior, enabling
the design team to analyze user movements and interactions
after gameplay has concluded.
If Tactical Language can generate a
game that makes learning Arabic fun -- considering what
a difficult language that is to learn -- I can hardly wait
to see what they can do for a language such as French. The
days of mindlessly repeating La plume de ma tante est sur
la table may be over forever.
Hazmat: Hotzone, originally developed by the Entertainment
Technology Center at Carnegie Mellon University is a game
to teach firefighters how to deal with crisis situations
involving hazardous materials such as poisonous gases or
radioactive materials. Like Tactical Iraqi, this
game was developed using the Unreal game engine. The success
of Hazmat: Hotzone led its development group to split
off and form a company, Sim Ops Studios, in the Pittsburgh
area.
The game was developed in tight interaction with the Fire
Department of New York, with the design team spending time
in both firehouses and at the FDNY Training Academy. "We
really got to know the firefighter community well, learned
what great people there are in this community, and how much
firefighters need and appreciate training," said Shanna
Tellerman, ceo of Sim Ops Studios. "We started very early
in the design process by having the users try out early
prototypes -- we called them betas, but they were really
more pre-alpha versions of the game. The feedback from the
firefighters was essential, as we were unsure of which of
the many possible features we could put into the game were
really considered essential."
Tellerman's team used the design process of iterative prototyping,
and videotaped each step in the process, including gameplay
by the firefighters and after-game briefings between the
design and user groups. The user feedback was incorporated
into the next version of the game, and the cycle was repeated.
Using this method enabled the designers to get practical
feedback on what was important to the users. For instance,
details of the uniforms and ranks were considered to be
vital, and had to be carefully replicated. Similarly, an
early digital model of the New York subway environment was
considered "too clean" to be realistic -- it needed some
trash for it to appear real. On the other hand, firefighters
did not care whether the subway had turnstiles or not, so
that detail could be omitted.
Hazmat: Hotzone is a gaming environment wherein a
firefighter team enters a crisis situation and learns decisionmaking
and other skills in resolving the crisis. A typical emergency
involves a crisis in the New York subway, where chlorine
gas has been released, with attendant civilian casualties.
The players enter the subway environment in their simulated
hazmat gear, and must function as a collaborative team in
dealing with the incident.
The details of each scenario can be controlled by the facilitator,
who is typically a hazmat expert or instructor at the fire
academy. The game's GUI (Graphic User Interface) is simple
enough that the facilitator need not be a gaming expert,
but can generate a great many incident details for the training
group, so they never need to see the same scenario twice.
The role of the instructor is key -- the game development
team stresses that they are trying to help and augment,
not replace, instructors for firefighters.
Support of newbies is part and parcel of the game. The instructor
can adjust game parameters to make the crisis challenges
easier if the entire group is new, and can assure that newbies
don't get confused by game controls as they enter the game.
Often, however, the group is a mix of the new and the experienced,
and the game must remain challenging enough even for the
senior members. In such a situation, the newbies learn from
the experts, and the experts must take account of the newbs
-- just as is the case in real life situations. The community
of firefighters typically draws closer from the learning
experience of the game - it becomes a shared enterprise
for this group of professionals, who know that their lives
may depend upon the success of their learning as a group
that can function and collaborate together.
Sim Ops Studios has now renamed Hazmat: Hotzone and
its new moniker is Code3D, which is being released
for nationwide sale and use on May 15, 2007. It is similar
to Hazmat: Hotzone in that it is oriented to firefighters,
but covers more types of training, and offers an even stronger
toolset to instructors or facilitators. Instead of using
Unreal, this game uses the Panda 3D engine, which allows
the facilitator more graphic manipulation of game elements
as he/she sets up each scenario.
Code3D was also developed in close cooperation with
firefighters, this time not just with one group, but with
20 Fire Department and Emergency Response sites nationwide. "The
unprecedented aspect of this game is the ease with which
instructors can adapt it for their specific training requirements," Tellerman
noted. "Instead of paying someone $50,000 or $100,000 to
adapt it for them, they can do it themselves. They can build
the basic 3D environment, select different types of hazards,
insert people, and insert vehicles such as tanker trucks
that can move around and even crash and burst into flame.
They can speed up or slow down the time line, and go back
to a point in time to proceed differently. They can pause
the game if they want to make a point, and show the scene
from different camera angles."
The instructors do not have to generate their own scenarios,
as the game comes with a library of pre-built scenarios.
However, it is expected that most instructors will want
to "tweak" the basic scenarios, and will use these set-ups
more as templates. Enabling non-animators to in essence
build their own game levels took an extraordinary amount
of GUI development. "Whereas Hazmat: Hotzone's GUI is simple
to use, it is still primarily text based," noted Tellerman. Code3D is
really graphic, around 75% of the elements on the control
screen are actual graphic elements in the 3D world, and
the user has the ability to manipulate an element such as
a fire truck, turn it around, change it by putting different
placards or signs on the truck, insert it into the environment,
and then preview what the final setup would look like."
Getting feedback from users with succeeding prototypes elucidated
what elements were considered essential to authenticity
for this community. "Anything that related to the community's
traditions or artifacts was highly important," Tellerman
said. "We had to render six different helmet types accurately,
with proper coloring, as well as three different uniform
types, with proper badges and ranks." The technique also
helped fine tune some expectations, and avoid unpleasant
surprises. "We had believed that people in a scenario could
be moved from one point in time to another, from one physical
point to another, with no "tweening" (intermediate movements
between the two physical points) necessary, but that proved
to be wrong -- the users insisted on it.
On the other hand, they did not care about a 100% perfect
walk cycle -- where the person's feet perfectly meet the
floor as in real life, so we were able to compromise on
that. What the users prioritized was often a surprise. But
we were able to draw this out early by getting the response
from the prototypes. This also helped us greatly with the
GUI, in identifying parts that were difficult to use." Tellerman
definitely recommends the prototype-with-users approach. "As
painful as it feels -- get your prototype into users' hands
as early as you can, even if there are still rough parts," she
noted.
User interaction will continue even after Code3D is
released. The company will continue to ask for and examine
user feedback and suggestions, and expects the user community
to react enthusiastically, especially since the users are "stakeholders" in
the game -- they have a personal stake in its continued
relevance and utility. Whereas Sim Ops will offer future
upgrades for the game, Tellerman also expects that a cottage
industry may develop for local animation houses -- to develop
photorealistic buildings, landmarks and other features that
are specific to a particular fire department's locale and
that can be inserted into the game.
America's Army is a multiplayer online game that is
in wide usage, both as a PR tool for the Army (in its popular
version, which is available as a free download, and has
registered over eight million users) and as an actual training
tool for soldiers (where it can be played up to the Secret
level). The civilian version of the game can be downloaded
for free from the America's Army site and it is also available
for the Sony PlayStation 2 and the Xbox.
America's Army was also involved with extensive interaction
with the user communities, especially Army Infantry and
Special Forces. According to Dr. Michael Capps, exec producer,
the design and production team spent a lot of time at Ft.
Benning, the Army Infantry School, as well as at other bases,
firing Army weapons, operating Army vehicles, and interacting
with real Army personnel. The initial production team, housed
at the MOVES Institute at the Naval Postgraduate School
in Monterey, California, also worked tightly with military
training experts with dual knowledge of both games and Army
requirements, who served as intermediate agents between
the design and user communities, according to Dr. Michael
Zyda, who was director of the Institute.
Again, tight interaction with users enabled the design team
to determine what game features were necessary to appear
authentic to Army users, and what features could be compromised
in order to reduce rendering times and speed up gameplay.
Generating prototypes and getting user feedback played a
major role in game development, as did thorough up-front
planning, according to Zyda.
The project's initial goal was to give inclined young Americans
an idea of what life in the military is really like, in
the hope of arousing their interest and making them more
comfortable with the idea of enlisting, and to give the
American public a better image of the Army in general. The
initial America's Army offered two different modes of play.
In the Soldiers mode, the player guides his character through
an Army career by setting personal values, resources, and
goals, beginning in basic training, then moving on to through
Airborne and Sniper School on the way to becoming an Army
Ranger.
The more action oriented (and more popular) Operations mode
allowed players to take the first-person roles of skilled
soldiers in the field to accomplish a variety of missions.
Each player must work as part of a team -- teams that do
not collaborate usually fail. The player character's particular
role in his unit is determined by such factors as his leadership
ability and MOS (Military Occupational Specialty).
The game offers extensive support to newbies (unlike many
other games, which throw them right into the fray). New
players get extensive help in getting introduced into the
skills and traditions of the group. Pre-mission briefs give
a clear explanation of what is expected for each mission.
The professional version of the game, used by the troops,
also has post-mission briefs with experts that explain what
happened, and what went right and what needs improvement.
Having started as a PR vehicle for the Army, the game evidenced
such a level of realism that a form of it is now being used
for actual training for the U.S. troops. The game's success
has also led to the genesis of a new group, the America's
Army Government Applications office, which opened in Cary,
North Carolina, where it has easy access to a number of
Special Operations bases in the area, as well as to the
home of Epic, which makes the Unreal engine that powers
the game, and which continues to offer major support in
continued improvement in the game software. The Government
Applications Group is evolving new forms of the game for
training other parts of the government, such as the Secret
Service and the IC (Intelligence Community).
Capps, now the ceo of Epic Games, producer of the award-winning
Gears of War and Unreal Tournament games, continues to be
a strong believer in a tight partnership between the designer
and user communities, which should continue even after the
game has shipped. He noted, "We've always benefited from
user-created content; our map/mod community keeps our game
alive on shelves long after we've finished. We also release
multiplayer betas for user feedback. MMOs like America's
Army certainly benefit from user feedback long before release,
with their extended beta periods. Ongoing feedback is the
reason we, Blizzard, Bioware, and many others spend so much
time and effort on community websites and forums."
Zyda is now the director of the USC GamePipe Lab in the Los
Angeles area, where he teaches new generations of game producers
in successful game technology and design techniques.
Winning Game Design Elements
It appears that there is a lot to learn from these successful
games, which really stand out in a field where failure (non-adoption
by the user community) appears to be the rule rather than
the exception. Much of the design philosophy in these three
games appears to be remarkably strong and consistent, and
runs counter to the design approaches of many Serious Game
production groups -- and, as Michael Capps noted, many of
these design principles should be used by multiplayer entertainment
games, as well.
The most obvious common factor is that all three games considered
the game creation process to be a partnership between the
design and user communities, with the designers going far
out of their way to live with, eat with (and drink with!)
and learn with the users in their native setting. Designers
also paid a great deal of attention to authenticity, as
perceived by the users. They found that authenticity does
not equate with reality, and that it can be really surprising
to learn what elements users consider to be necessary for
an environment or story element to appear "real" to them
-- a real danger for designers, who had to overcome their
own prepossessions as to what constituted such a perceived
reality.
The designers of these games also had a great deal of respect
for the users as a community, and assured that they could
learn together as a group, not just as a collection of individuals.
Support to the community included enabling authentic ways
to communicate among its members, high-resolution rendering
of important community traditions and artifacts such as
uniforms and badges of rank, and the collection of common
knowledge as it was created. One means of identifying and
validating such knowledge was by post-mission debriefing
sessions, called "After Action Reviews" by the military,
where players review and reflect on what they have learned,
usually in the presence of an expert who serves as a facilitator
for the group. All three games acknowledged the role of
such an expert, whether live (in an actual classroom) or
simulated in-game (by AI, in Tactical Iraqi). The
games also made use of one or more intermediary agents,
who could understand both "userspeak" and "gamespeak" and
were thus able to function in both worlds, thereby avoiding
many translation mistakes.
Interestingly, there is an academic theory of learning that
systematically describes the above aspects as being necessary
for learning by a group of professionals -- not just the
firefighter and military communities targeted here, but
by any group of professionals that functions and learns
together. This form of social learning theory is termed "Communities
of Practice," or CoPs, and is described in Wenger's Communities
of Practice: Learning, Meaning and Identity (Cambridge
Press, 1998), and in many other books and research reports,
which describe the social, psychological and anthropological
underpinnings of what is necessary to make a community "tick" either
in real life or in a gaming environment.
One of the hallmarks of a CoP is that it can be very specific,
that is, that its traditions can be very local, down at
the level of a specific firehouse or military unit, making
it all the more important to enlist such users in the design
process, because no game production team could customize
a game to that level by itself -- as all three teams confirmed,
such customization would bankrupt any game budget.
In order to achieve the above objectives, these design teams
used the strategy of rapid interactive prototyping, rather
than the straight linear development process that is far
more popular. This approach can be "painful," as one designer
mentioned, and can lead to many radical changes in assumptions
and design at an early stage. But all three teams voiced
a unanimous opinion of, "Better early than later." Feedback
from users at the very early stages avoided a lot of unpleasant
surprises at the beta stage, when it was usually too late
to make any major changes to the game.
All three teams chose to personally witness and document the
release of each prototype as end users were trying it out,
to mark how well it did and get user appraisals. "Documentation" in
this case did not mean the very extensive (and time consuming)
formal write-ups that government bureaucracy usually demands
in a training development process, but consisted of much
more informal note taking and videotaping of group sessions,
with the use of screen capture tools such as FRAPS or 3D
in-game recording (when possible) to record gameplay from
the user's point of view.
It is also interesting to note that all three teams did not
consider this partnership to be over upon game completion,
but planned for ongoing feedback from the users, especially
users that were involved in the original development, with
provision for incorporating such feedback into future game
upgrades.
Userware and New Toolsets for Game Development
Tools to enable the modification or even the creation of game
levels are nothing new. Will Wright pioneered much of this
capability with his Sims family of games, each of which
is basically a game about creating a game. Modding a game
(changing the game's characters and environment) has been
around for quite a while -- many expert players are so used
to modding games, especially First Person Shooters, that
they refer to un-modded games as "Vanilla" versions, or "V" for
short, such as VQ3 (Vanilla Quake 3). Persistent worlds
such as Second Life have taken user involvement to new levels
-- users within the Second Life environment commonly modify
their avatars, clothing and equipment. Hundreds of stores
exist in-world that sell everything from clothing, cars,
furniture and elaborate houses to animation cycles such
as fancy dance moves.
However, it would be wrong to think that such user-oriented
software is common or really easy to use. Users are usually
limited to small modifications of library objects, such
as changing the color of hair or of a pair of jeans. Most
serious modding is reserved for very experienced players
who have some familiarity with professional animation tools.
Even the creation of objects in Second Life requires at
least semi-professionals, sometimes called prosumers, for
modeling using either the in-game scripting language or
a Poser-style toolset (a means to import Maya-created objects
is now available).
The availability of a user-oriented toolset such as that in Code3D raises
the bar considerably, by allowing users to really customize
a game for their specific application. The advantage to
a Serious Game such as Code3D is obvious -- customizing
a firefighter game for the thousands of fire departments
across America -- each of which has its own "Community of
Practice" traditions and requirements -- could bankrupt
any game production company very quickly. The best approach
-- perhaps the only workable approach -- for a game oriented
towards many local communities is to have each one of those
user communities capable of doing its own customization.
Sony's new PlayStation Home online system is attempting to
generate this type of user-oriented toolset for the players
in its new persistent online world, so that the players
can make more and more of what is becoming known as "emergent" content.
What Sony is proposing with its Home is a really new possibility:
modifying games, or even creating brand new ones, by communities
of ordinary players, to express their creativity -- and
have an excuse for getting together. Even beginning players
can choose from easy tools to modify library objects, including
furniture and pets. They can also create actual games of
their own, and Sony will highlight the most popular games
in the online world, similar to what YouTube does with the
most popular videos on its site.
Home also allows the trading of games and game objects,
as well as the importation of objects from the real world,
such as photos of players that can be inserted into frames
and hung on the walls of virtual apartments.
Sony's software is based on an Autodesk toolset that evolved
from Maya. Autodesk is now looking at the new area of user-oriented
software, tentatively called "userware," and I expect that
we will see many new developments along this line from the
company in the near future.
One of the ways that Sony is financing its ongoing support
of Home users is by in-game advertising, and this may also
be a venue for Serious Game producers to keep up their relationships
with user communities, in addition to the more normal monthly
subscription fees and charges for upgrades.
Summary
It appears that a lot can be learned from a review of successful
Serious Games, with implications that may even extend to
multiplayer entertainment games. The leaders that directed
the design of these games clearly had specific approaches
in mind, including an ongoing partnership with users that
started almost at the beginning of game development and
continued on long after shipping of the DVDs, an intentional
recognition of and respect for the traditions and dynamics
of the communities being trained, the inclusion into the
game for means to support that community in how it functioned,
and the use of rapid prototyping -- rather the more comfortable
and secretive approach of keeping all development in-house
until almost the very end. The academic community appears
to have valuable insights into the care and feeding of game
communities, especially a form of social learning called
Communities of Practice, which explains many of the underlying
needs that a community in a game environment must have in
order to function properly.
The approach of enjoining a partnership between designer and
user communities may have an additional benefit that is
not yet fully appreciated by the Serious Games community.
All three of the design teams spoke of how involved the
users became in a game after they helped design it, as they
had become stakeholders in its success. They also spoke
of the impossibility of customizing a game for the thousands
of small user groups (firehouses, police stations, college
classrooms) that all want the game "their way," à la Burger
King. One of the major markets that presently uses almost
no games of any kind to teach is the K-16 field, of schools
and colleges.
A major reason given for this is that teachers -- who generally
have a major role in determining books and lesson plans
-- have been resistant to games, that they feel afraid of
them and out of control. Getting them involved in customizing
the game (if an in-game toolset is easy enough for them
to use) could override this fear, and make them accept learning
games as stakeholders. This would open up a huge market,
for millions of teachers worldwide.
The call for closer partnership with users seems to be getting
echoed by the entertainment game community, with a new respect
for user generated content, both because users seem capable
of generating it and because the ability to create such
content -- especially as a community -- turns the users
from passive consumers of the game into stakeholders, and
makes a game site much more sticky and the community much
more robust. The formation of such robust communities is
vital to the acceptance and survival of online games, as
companies such as Sony have learned.
The field of game design needs more pioneering teams such
as the creator of these three games. It also needs a new
generation of toolsets, userware to support user generated
modification and generation of content, simple enough to
use for everyday game players (or even school teachers).
With such design approaches, which could turn the designer/user
dance into a partnership rather than a guessing game, and
the tools to enable the players to be full partners, we
may see a new generation of games in the very near future,
one that turns Sony's wish list of "community, collaboration,
customization" into a reality. This would be great fun for
entertainment games, and could literally be a life saver
for the users of new generations of Serious Games that are
badly needed sooner rather than later -- for firefighters,
policemen, physicians and emergency response personnel,
and the many others that work hard to try and keep us safe.
Christopher Harz is an exec consultant for new media. He
has produced videogames for films such as Spawn, The
Fifth Element, Titanic and Lost in Space. As Perceptronics
svp of program development, Harz helped build the first
massively multiplayer online game worlds, including
the $240 million 3-D SIMNET. He worked on C3I, combat
robots and war gaming at the RAND Corp., the military
think tank.
© 1996 - 2008 AWN, Inc.
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