Thursday, March 23, 2006

GDC 2006: Best Quote of the Day (March 22)

"Some people excel at lunch."
-Harvey Smith in the Creative Director Roundtable

Wednesday, March 22, 2006

GDC 2006: Best Design Nuggets from the Serious Games Summit

The Serious Games Summit was reasonably interesting this year. I attended a mix of design, education, and business sessions. Here are a few of my favorite design nuggets from the past two days:
  • Fading between the surface depiction of the world and a representation (diagram?) of the underlying system dynamics. [John Black, Teachers College of Columbia University]
  • Leadership training and team building in MMOs. [Lisa Galarneau]
  • The concept of convexity mapped onto a flow graph. [Noah Falstein]
  • Clear goals = clear failure, which is not always good for a given player. [Jesper Juul]
  • Games as interfaces for real work (ie playing a game is your work). [?]
  • Overlaying grid lines on a world to teach coordinate plane concepts. [Tabula Digita]
  • Simple AI can be built to take advantage of human attribution. [Nigel Papworth]

There are more, but I'm wiped out now. I'll revisit this post another day and see what I missed.

GDC 2006

I am currently at GDC 2006. This year, instead of promising to write up every session (we all saw how well that went for me last year), I'm just going to post whatever I feel like whenever I feel like it. Enjoy!

Wednesday, March 15, 2006

HUD-less Horsemen

A couple of recent articles have debated the relative merits (and anti-merits) of heads-up displays (HUDs) in videogames.
Wilson contends that HUDs get in the way of immersion by distracting from the "realistic" elements of the game. On the other hand, Thompson claims that well-designed HUDs make information accessible to the player in such as way as to keep focus on the main experience. Both are interesting perspectives. From a design perspective though, I think the most useful thing about dropping the HUD is the creativity it forces. Without a HUD to fall back on, designers have come up with some really ingenious ways to convey information to the player.

On the other hand, arbitrarily dumping the HUD seems dangerous. Even Fumito Ueda, who famously went HUD-less with Ico, brought some elements back onto the screen with his equally atmospheric Shadow of the Collossus. His comments are illuminating:
"When we said ... Ico is not a conventional video game title, we set limitations on ourselves for the development of the game. We had to eliminate everything that made it look like a video game. But for our next game, we wanted to remove those artificial limitations that we placed on ourselves. We wanted to just make a game that was fun. If a limitation made the game less fun, we weren't going to restrict ourselves."
PS. People who write about games should agree to stop using bad HUD puns. I will if you will.