The 30 Year Game Design Challenge - GDC 2016 Preface: Eric Zimmerman runs the Game Design Challenge at GDC occasionally. When I started thinking about how to approach this, One of the things that immediately jumped out as especially challenging for me, is that, in my mind, without players, games aren’t really anything at all, so any game I make, it has to be something that could and would actually be played for 30 years. And once I imagined what it would be like to play something for that long I had to come to terms with the fact that no decision I make as a designer is going to be more meaningful to a player's experience than their decision to spend 30 years on something. And yet, paradoxically, as the designer, despite having added the key rule of 30 years I feel like I haven't really made a meaningful contribution. I mean, I added some structure, made it ritualizeable, but from my standpoint all the meaning came from the base game of poker. So that was my first challenge. My second challenge was how do I make something that will actually be engaged with for 30 years? If nobody plays it, it's not really a game, so how do I keep people involved? On top of that, I don't get to have the 30 years to prove that people play my game to you, I have only the presentation to convince you that someone might play it for that amount of time. So what do I do? So I have to make a game that lasts 30 years, but I also need to be able to roughly play-test it in a few weeks. Thanks Eric. So I settled on two approaches. 2- focus on building meaningful games that require minimal player action, that way they're easier to imagine playing over 30 years, and easier for me to play-test. First I tried making a single-player chess-like game designed to be played by AIs that players coded. I built it, but it sucked. Then I tried putting together a longform text game played over email in collaboration with Davey Wreden, which I actually think we created some interesting interactions in, but I ultimately felt like wasn't conceived quite well enough mechanically to justify the amount of work it would be. (That said, if you want to check it out, try emailing Ellory@lazertricks.com, and don't forget to introduce yourself) So here are the three games that survived: The first game I want to show you is called Duel. You can play it here: Please watch at least the first minute of this video before continuing: So here, aside from possibly running afoul of Eric's "no future technology rule", although, to be honest, Eric, I think there's a case to be made if we have time-travel, "future", "past", and "present" all basically mean the same thing? Anyway, what I wanted to say about The Password Game is that I tried to move away from the strict arbitrary time and instead thought about what it would mean to design a game meant to be played over a long time, and how that changes the kinds of constraints we can apply to the player and the ruleset. And again, were it just a thing I had made, I'd feel very good about it, but for this competition, it seemed too small to bring on it's own. From Duel I realized that the 30 year time-period cannot be arbitrary, and that there must be some kind of simple hook to keep players involved and returning. From the Password Game I learned that there are ways to bring the theme into the game in a natural way, not just as a supporting mechanic to some other exercise. In fact, in the password game the theme is so abstractly applied that you can't even recognize it. So I took a step back and thought about what 30 years really means. What's actually special about that specific time-period. What he said that really hit home with me, is that that you get three 30 year blocks, at best. Being able to look back over 30 years as a human is fairly astonishing. 30 Years ago I was less than a year old, there was no internet, there were barely computers. I was basically not even a person yet. In 30 more years who knows where we'll be, who even knows how many of us will still be around when we get there. If we get, at best, three 30 year blocks in our lives, then to be totally honest, i'm not sure there's anything more meaningful to the actual person playing my game than just betting that they'll still be here, and winning that bet. When they look back over 30 years of playing my game, my game will be (if i'm lucky) an interesting side-note, set alongside the majesty of real life. So if the thing that is ultimately meaningful about a 30 year game is the 30 years you played it, why not then just celebrate that? Why struggle? Why not make the game a celebration of that time, and it's place within your life? So obviously then, the solution was to make my last game a lamp. When you start, you'll see a lot of whites and blues, then eventually more yellows, then greens, and onward. And because it's living on a server, you don't have to worry about losing it. As you live, as you move, as your devices presenting it die out, you can plug in new devices and point them to the same link, and continue living with your lamp, until you, or it dies. Thanks! |