Heller: The word game has many implications if not
also meanings. What is your definition of a game?
Zimmerman:
I have probably thought too much about this question. My formal definition (something
I developed with designer Katie Salen) is:
A game is a system in
which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. The main ideas here
are: A game is a system; it involves
one or more players; it models or
embodies a conflict; but that
conflict is artificial (separate in
some way from “ordinary life”); it is defined by rules; and there is a knowable
outcome (someone or everyone won or
lost, or there was a score, time or other numerical output).
This definition is useful
in a number of ways. For example, it helps separate games from less formal
kinds of play (like narrative play with dolls or playing catch with a Frisbee)
that don’t have a definite outcome or endpoint. Definitions are important. Game
design is such a new field (even though games themselves are ancient) and it is
important to be able to define its domain of study.
Heller: A game is also about play. So what is play? And what would you say is
the purpose of a game?
Zimmerman:
Yes, games are about play, but many other things are too. I put play into three
kinds of categories:
Game Play is
the formal play of a game that occurs when players
follow rules and take part in the kind of game I defined in your last question.
Ludic Activities are other
kinds of activities that we would recognize as play (two dogs chasing each
other, two kids rough-housing, someone casually tossing and catching a ball)
Being Playful is also a
more general kind of play. By this I
mean the kinds of circumstances in which a spirit of play is injected into
other activities or perceptions, such as giving a playful lecture, sex play, or
even the play of light on a wall. (In this last case the expression implies
that there is something playful about the way the light is falling.)
Heller: Okay, so what is common to all of these?
Zimmerman: Common to all
of these things is a more abstract notion of play, which I define as: Free
movement within a more rigid structure.
This definition applies to
all three categories of play phenomena. For example, when we play a game, we
enter the rigid structure of rules, but dance in and about them through the
process of play. The person tossing the ball is playing with gravity, the
material qualities of the ball, and his or her own physical and perceptual
skills. And “being playful” means that we are taking some usually more rigid
activity (like giving a lecture) and finding the interstitial spaces where
playfulness can arise.
Heller:
I suppose serious game designers must be
cognizant of this complexity, and here I thought designing a game is supposed
to be fun.
Zimmerman:
Game design IS fun. But it’s really a lot like other forms of design. Game
designers create the rigid structures of rules from which play will emerge. Other
kinds of designers have a similar process: the designer creates a system (a
typographic system, an architectural system) and the viewer/user/audience
engenders play through participation, use, and engagement. Games just make this
process particularly explicit.
Heller: Before the computer people played all sorts of
interpersonal/interactive games -- from Chutes and Ladders to Parcheesi to Monopoly
-- mostly as diversions from the rigors of the day. What has changed about
games now that they are played in digital environments?
Zimmerman:
I would argue that very little has changed. For a game designer, the principles
of creating meaningful play still hold. The fundamentals of game design, such
as the relationship between rules and play, holds true no matter what the
medium.
On the other hand, digital
platforms allow for new kinds of experiences. They can network remote
locations, manipulate large amounts of information, automate complex processes,
and provide very immediate feedback for actions a player takes. As a new form
of media and pop culture, computer and video games also participate in global
cultural trends in a way that board games do not.
Heller: Buckminster Fuller's World Games were developed to
enhance the cooperative spirit among different people in large groups --
clearly a means of socialization that would benefit the planet. What is your
goal in creating interactive games? Is it cultural, social, political, or
simply entertainment?
Zimmerman: gamelab takes
on a variety of work that has a variety of goals. Sometimes, we are asked to
help sell a product or brand through a game. For example, when we work with
LEGO.com, even though we are able to make very enjoyable games, at some level
we have to make a game that satisfies the client and the client’s sense of the
LEGO brand. Luckily, that brand embodies very progressive play values of
modularity, creativity, engineering, aesthetics, imaginative play, etc, so it
is a pleasure to work with them.
We also do original work.
In these cases, we try to explore new kinds of visual aesthetics, narrative and
cultural content, and – especially – gameplay. Right now we’re in the middle of
a collaborative project with a non-profit organization called Global Kids, in
which we are working with high school kids to develop a game based on social
issues. In that case, we are trying to bring new kinds of political and social
content into gaming. I’m very excited to see how that is going to turn out.
Overall, gameLab’s mission is to expand the boundaries of this new medium
however we can through the creation of experimental and innovative work.
NEW QUESTION
Heller: How do you work with these kids? Is there
some kind of direct link? And do these kids engage in the concept alone or the
overall design?
We’re finding the design
of the collaborative process very challenging. As much as possible, we bring
the kids into the design process. At the same time, we can’t expect the kids to
be game designers and know how to make design and production decisions.
In essense, we engage the
kids in order to determine the content of the game -- the social issue that is deeply
relevant to them. They do content research on the issue, visual design
research, and also think about how to simulate or represent the issue in game
form. Most high school students play computer games, and so they have a lot of
experience as players to draw from. At the same time, making games about social
content is very much experimental territory, and so we don’t expect the kids to
solve those game design problems. That’s where we come in.
As we develop the
prototype, the kids give us feedback, which we incorporate into the design.
This fits neatly into our development process, which is already highly
iterative.
Heller: Is there a particular "language"
that you employ in your game design, one that is accessible yet unique to your
methods? If so, what does this entail? If not, is there a universal gaming
language?
If by “language” you mean design
discourse, there is definitely not yet a common language for how game designers
talk about what it is that they do. Most of my academic research over the last
several years has been thinking about the discourse of game design and what
that design language might be like. That is the focus of Rules of Play: Game Design Fundamentals, a book I co-authored with
Katie Salen that will be published by MIT Press this fall.
If by “language” you mean
a universal set of principles, I’m not sure. Katie and I have developed our
ideas about what these game design “fundamentals” might be, but my hope is that
game design, like other design fields, will have rich debates and disagreements
about what games are, how they work, and how best to design them.
Heller: I recently read a book about the
creators of “Doom,” the largest selling video game of the 90s. What
differentiates your approach from this "individual shooting"
experience, which spawned so many other game companies?
Zimmerman:
I think you mean “first-person shooter” games. These games, and other
established genres, such as adventure games, simulation games, real-time
strategy games, driving games, team sports games, etc, represent the existing
tropes of the game industry. gameLab games seek a
different kind of audience. We don’t design for the so-called “hardcore gamer”
but instead for a wider audience, perhaps for people that might not normally play
a computer game. Also, it is our explicit intention not to work in established genres but instead invent new gameplay
structures, new forms of interactivity, new ways for people to play.
NEW QUESTION
Heller: How do you engage people who don’t
ordinarily play games? My son has many video games, but despite his invitations
I never found the want or need to play them – even the ones that I found
interesting. Isn’t it a cultural thing?
Partially,
yes. I grew up playing Pong and
Atari in elementary school, arcade games in junior high school, and computer
games on the Apple II+ I got for my Barmitzvah. I was perhaps the first
generation raised on video games, a generation that expects their entertainment
to be participatory. This trend is only increasing. It’s mind-boggling and
inspiring to see 3-year-olds operating a Windows environment with a mouse.
At the same time, games
have a long way to go in shedding their well-deserved stigma as adolescent male
power fantasies. That’s part of the motivation for the work we do at gameLab –
to make games a more viable cultural medium.
Heller: Why is violence so attractive
and popular in interactive games?
Zimmerman:
Games on some level are about conflict. Even Chess can be thought of as a
stylized war simulation, in which pieces advance over a grid-based territory
and capture each other. All games model or simulate some kind of conflict. Over
the millennia, games have tended to focus on military and economic conflict.
That’s one reason why games have ended up having an emphasis on violence. A
clear lineage can be traced from Go and Chess, through Kriegspiel and early war
games, though Dungeons & Dragons and miniatures war gaming, through to
first-person shooters, fighting games, and real-time strategy games. There are
certainly other kinds of conflict games might model, from psychological and
interpersonal conflict to social and cultural conflict. These are deliciously
difficult, unsolved game design problems.
At the same time, there is
a transgressive element to play, and it makes sense that play
which permits taboo behaviors (like violent behaviors) would be popular. Just think
about Spin-The-Bottle.
Finding new forms of
conflict to model, new kinds of content for games that go beyond the typical genres,
is a major challenge for commercial game design. Part of it has to do with
games shedding their cultural stigma as geeky boys’ culture to find new
audiences, and part of it has to with solving the design challenges that will
make new kinds of games possible. The project we’re doing with Global Kids is
one way of addressing these design challenges.
NEW QUESTION
Heller: But isn’t it true that geeky boys are key
audience? What other audiences are there?
Geeky
boys are part of the demographic that spends the most money on games: the “hardcore
gamer” is a twentysomething white male buying several games over a year. These
consumers drive the industry.
On
the other hand, if you look at who is playing computer and video games, and you
include so-called “casual games” like solitaire and online Bingo, the audience
age goes way up and gender is split about equally. Many of
the online gaming sites that gameLab works with, such as Shockwave.com, have a
primarily female audience.
The
audiences are out there. We just need to design more interesting games for
them.
NEW QUESTION
Heller: How would you describe a well designed
game? Obviously it entails more than just graphics and typography. What are the
key attributes?
First, I’ll tell you what
you can’t describe, which is the experience of a well-designed game. The
pleasures of game play come in a huge cornocopia of forms, from the
intellectual dueling of Chess and Starcraft to the atletic balletics of Tennis
and Quake to the social maneuvering of SiSSYFIGHT 2000. Games,
like any complex cultural form, provides a dizzying myriad of
experiences.
However, there is one
design concept underlying successful experience in any game, and Katie Salen
and I call it “meaningful play.” Meaningful play is a simple but powerful
concept, and it refers to the ability of a player to make clear choices in a
game that have understandable and significant outcomes.
It all goes back to that
core idea of play I mentioned earlier: free movement within a more rigid structure.
Game designers provide players with the abiliy to make choices: stategic
choices, social choices, aesthetic choices. The meaning of
those choices, the outcomes of those choices, emerge through the process
of play.
The trick is that, like
any designer, game designers don’t directly design experience. They only design
the structures that give rise to experience. I can design a font, but not the
sentences you are going to write with it. Game designers design rules, but play
is something that happens when players take those rules and run with them.
For me these are incredibly
exciting ideas. A game is less a fixed object and more a set of possibilities.
The sweetest pleasure a game designer can experience is seeing your game played
in ways you never anticipated. Someone else is using the language you designed
to say things you never imagined. As designers, we should all be so lucky.