(Video)
Game Theory: An Interview with Eric Zimmerman
Do
you miss junior high? Those golden years of cruelty,
cliques, and
betrayal? Whether you're nostalgic for the power and sadism or just want
to get even once and for all, SiSSYFiGHT 2000 (www.sissyfight.com) is the game for you.
Its premise: in a novel application of game theory, you and several other
players pretend to be little girls on a playground, chipping away at each
others' self-esteem with carefully crafted strategies.
Personally,
I can only take so much of this game's viciousness at once. I couldn't wait for
junior high to end, so I could only imagine the worst about someone who would
want to create a game that would recreate the heart-pounding panic of a
schoolyard fight. Surprisingly, however, Eric
Zimmerman,
who created SiSSYFiGHT in a collaboration with Word magazine (www.word.com), says he was never a SiSSYFiGHTER
himself, though he was "a very bratty little brother and tortured [his]
older sister mercilessly"; he spent his childhood not fighting, but
playing and inventing games.
These
days, Eric Zimmerman not only invents games, but writes and lectures about them
at institutions such as MIT, Carnegie Mellon, Brown, UCLA, and USC, as well as
New York University and Parsons School of the Arts, where he holds Adjunct
Professorships. He is also directing RE:PLAY, a series of events on game
design and game culture. His creations rely not on the latest 3-D graphics
engine, but on thought-provoking experimentation with the structure and the
culture of games.
On
popularity
SATELLITE:
I'm sure
you've been asked this question many times before, but perhaps your opinions
have changed over time, so I'm asking you again. What do you think makes
SiSSYFiGHT so popular?
ERIC
ZIMMERMAN:
SiSSYFiGHT 2000 did not receive any marketing from Word.com, so its popularity
has to be attributed to the way that it was able to move virally through
culture, particularly the culture of the Internet.
There
are two aspects of SiSSYFiGHT that primarily contribute to its popularity.
First, you can describe the game in one strangely perverse, tantalizing
sentence: "It's a multi-player game about little girls fighting on a
playground." This sentence immediately makes you want to go to the
site and check it out. Then, when you actually arrive at sissyfight.com, the
game delivers. The gameplay, aesthetics, and overall experience of SiSSYFiGHT
somehow manage to deliver on the ambitious promise of the one-line description.
Some
games fulfill one side of this coin and not the other. For example, many
wonderfully designed games are just geeky gamer fare that are never going to be
seductive enough to burst out of gamer culture and into pop culture at large.
On the other hand, some games, like Dope Wars (that Palm Pilot game about
selling drugs), had a great one-liner appeal, but the gameplay was not as
approachable and addictive as something like SiSSYFiGHT.
On
culture and gender
S:
In one of
your essays, you propose a three-tier approach to game analysis--the game as
rules, play, and culture. How would you analyze SiSSYFiGHT from this
perspective (or, if you prefer, from any other perspective)? I'm
particularly interested in what you think its success says about our society
and culture.
EZ:
To skip to
the end of your question, I'm not sure that a particular instance of culture
like SiSSYFiGHT "says" any one simple thing about society. Compared
to other forms of media--such as the "offensive" lyrics in some
genres of rap, the "violent" spectacles of film, or the gloriously
extreme perversity found in underground comix, SiSSYFiGHT is quite tame. As a game, SiSSYFiGHT is playful--it is
play, in fact. And play is a complex phenomenon that can take place on many
levels: strategic play, athletic play, narrative play, etc. One way that
SiSSYFiGHT plays that many digital games do not is in and among cultural
representations: of childhood, of girls, of violence, and even of computer
games themselves. So to turn your question around, SiSSYFiGHT does not in and
of itself "say" anything about society. Instead, it is only in and
through society and culture that SiSSYFiGHT itself can "speak."
S: Do you know, more or less,
the real-life male-female distribution of SiSSYFiGHTers? Do you think
males would be less likely to play this game because of the all-female
characters? Do you think that gender plays a significant role in the
politics of the game?
EZ:
While
Word.com never took statistical measure of the demographics of the SiSSYFiGHT
audience, our experience in the community of the game seemed to indicate that
the players were split roughly equally along gender lines. And while the bulk
of the players were the twenty-somethings and thirty-somethings that make up
Word's core audience, there was clearly a large portion of teens and also of
older adults.
Gender
absolutely plays a significant role in the politics of the game. Not only are
all of the characters female, which replaces the typical "male
gerund" [sic] avatar of the gaming world, but SiSSYFiGHT presents a model
of female identity which is starkly different than a typical digital game.
Generally,
female characters in digital games tend to fall into the virgin/whore template
of princess-to-rescue (Mario's Princess Toadstool, the obscure object of desire
which is conflated with the larger goal of winning the game) or action slut
(Lara Croft--yes, she's the hero of the story, but she's a hyperreal pin-up).
I'm not sure what exactly the bratty girls of SiSSYFiGHT are, but they're
certainly in neither one of the two categories I mentioned.
On
mischief
S: On a related note, what
factors do you think might provoke the vulgar names that many SiSSYFiGHTers
choose, such as HardNips or Bjgirl69? You seem to delight in games (SiSSYFiGHT,
Suspicion) that create discord and distrust between their players. Do you see
that as a measure of success in game design? How do you measure a game's
success? SiSSYFiGHT seems transgressive mostly because of the framework built
around it--its rules are not revolutionary. How is it transgressive?
Could you name and/or describe some games that subvert traditional game
structure? Or others, like SiSSYFiGHT, that subvert traditional modes of
gameplaying?
EZ:
These three
questions are related to each other, so I'll tackle them all together. Yes,
SiSSYFiGHT is designed to be a transgressive game experience, perverse and
pleasurable on multiple levels. And no, that's not the only way that games can
create meaningful experiences for players. Chess, for example, creates a fun
experience through very different means. However, there are plenty of examples
of other games that do operate this way, from Spin the Bottle to game-like
activities like a beauty contest.
However, for my own work, I do often enjoy challenging players to
explore new forms of social interaction and role-playing that they normally
wouldn't experience. That's something games can do quite well. The "magic
circle" of a game (as Dutch philosopher Johannes Huizinga calls it) is a
strange kind of artificial space where players take on roles they normally
wouldn't outside the game.
For
SiSSYFiGHT, part of the goal of the design was to create an intrinsically
social game that made full use of the communicative nature of the Internet.
Because of the kind of content of the game, we really wanted to create a social
context that was uncomfortable, that encouraged ganging up, that exploited
rather than repressed the flaming and catcalling that happens in chat rooms and
listservs.
The
"transgressiveness" you identify in SiSSYFiGHT bubbles up out of the
overall game experience. But it is a result of a particular "recipe"
of elements, each of which contains some of that transgression. The formal
structure of the game, for example, in which players have to rely on each other
to get things done, but can't ultimately trust each other, is crucial. The visual design of the game, narrative
content, and larger community all play a part as well. The tenor of the
community (such as the bulletin board discussions) is incredibly friendly and
supportive. In some ways, the community is the larger "safe space"
around the scarier "magic circle" of the game itself.
I
also have an interest in the violence and perversity of children's play. One of the things we looked at while
developing the game was my (unpublished) card game Fighting Babies. There are
many ways to frame play, and contemporary society tends to think of play as a
children's activity that makes kids into better citizens of the state by repressing
their sexual and violent tendencies and educating them socially, cognitively,
and morally. However, there are other models for play as well: I like to think
of play as mischief, transgression, or subversion. I think this comes through
pretty clearly in SiSSYFiGHT.
On
rules
S:
You've
written about the relationship between rules and play--spontaneous play is
created within a framework of rigid rules, and even in role-playing games that
attempt to perfectly mimic the real world, the fun of the game comes from its
built-in limitations. Do you think there is a definable relationship between
the simplicity or complexity of a rule system and the type of play that comes
out of it?
EZ: No. One of the things that
keeps me continually interested in game design is that there really are no
fixed rules on what makes a game fun. Every game presents a new set of
problems. For example, I used to think that "less is more" and that
proper "emergent play" could only arise out of a very simple set of
rules, as in the board game Go. However, recent games like The Sims prove that
wonderful emergent play can come out of very complex systems as well. Of
course, the social [context] and cultural context of a game are also incredibly
important factors in the design process as well. SiSSYFiGHT 2000 engendered
unexpected, emergent behavior on many different levels. Players have generated
special strategies or defensive and offensive actions. They have also come up
with an in-game lingo, such as "TTT" for "Tease the Tattler."
SiSSYFiGHT communities have sprung up, both within the game site and across fan
sites as well, such as sissyfightnews.com.
A game, unlike most other forms of media, is not passively received but
instead is more like a box of tools - it is a set of possibilities which
players use to fashion their own experiences. One of the distinctive pleasures
of being a game designer is seeing a game being played in ways that you never
anticipated.
On
personal history
S:
How did you
get into game design? How did studying art influence your ideas about
game design?
EZ: It turns out that I have
been making games my whole life. Growing up in the college town of Bloomington,
Indiana, I was lucky enough to have a lot of spaces for play. I would draft
neighborhood kids into test-driving elaborate haunted houses I would make in my
basement, or play variations of Kick the Can or Ghost in the Graveyard with the
kids on my block. Of course
I
was an early computer game player (my fifth grade class had a TRS-80 and my
best friend had an Atari) and I was a Dungeons and Dragons supergeek in junior
high and high school.
But
I was always interested in making art too--music, visual art, writing, and
theater. I studied Painting at the University of Pennsylvania for my
undergraduate degree. I was always making these diagrams about the
relationships between the artist, the artwork, and the viewer, elaborate models
for the creation and experience of art. After I left art-making to make pop
culture in the form of games (during which I received an MFA in Art &
Technology at the Advanced Computing Center for the Arts and Design at OSU), I
realized that in designing a game I am able to focus on those relationships to
the exclusion of all else. A painter makes an object for passive contemplation.
A game designer creates a system which only comes to life when it is inhabited
and played by players. Engineering social relationships, as in SiSSYFiGHT, is a
very unique kind of design activity and I find it very satisfying.
Something
else that lingers from making art is that I always think about what I do as the
creation of culture. I think many game developers suffer because they think
about what they do as the creation of software, or gameplay, or aesthetic
experience, or interactive narratives, or whatever. All of these are valid ways
of framing the game design experience, but for me the overall rubric which
includes them all is culture. A training in art, a field which derives its
meanings so clearly from cultural values, sensitized me to this fact long ago.
S:
Were there
any games that you played as a child that particularly influenced
you? What other games do you find interesting or exciting?
EZ:
I played
many kinds of games growing up, some of which I mentioned above. I remember
playing chess as a toddler with my father, creating special rules for elaborate
games involving plastic army men in elementary school, designing "the
digestive game" in fifth grade as a science project (each player was a
food particle and the goal was to be the first one to make it from the mouth to
the anus), living in video arcades throughout the 80s, inventing
pencil-and-paper role-playing games in high school, playing Doom late into the
night in the mid-90s, marathon sessions of the strategy board game Settlers of
Katan more recently. I could go on and on. I am always on the lookout for
experimental and innovative games, something which is more and more difficult
to find in these days of big budget genre games and conservative game
publishers. Parappa the Rapper was a wonderfully inventive game. The Sims is
the most interesting thing Maxis has created since the original Sim City. Jet
Grind Radio looks fantastic. But in general I have to look hard to find
interesting games these days.
On
work (and play)
S: What is the creative process
of designing a game like SiSSYFiGHT?
EZ:
Designing
and developing digital games is a very complex process. Like making a film, it
is a radically interdisciplinary and highly collaborative activity. At my
company gameLab, a minimum game development team usually consists of a game
designer, a visual designer, a sound designer, and a programmer.
My
general methodology is iterative design. This means that instead of thinking it
all up in advance, writing a very detailed document, creating all of the art and
sound, and then plugging it in and debugging it, we try and create a
down-and-dirty, playable prototype as quickly as possible during the
development process. Only when we can actually play the game is it possible to
determine what is and isn't working and what needs to happen to maximize the
"fun" quotient for the player. The development proceeds as a process
of play testing and refining iterative versions of the game. SiSSYFiGHT, for
example, began as a paper game that we played with Post-It notes around a
conference table at Word.com. The next version was a text-only game the lead
programmer created for an IRC channel. We had to take turns playing it on the
same terminal. Then we had a networked text-only version, and only after that
did we have an actual, playable Shockwave version that could be played on the
Web. Even this initial version of the game was very skeletal and ugly-but we
took it around to friends' companies and had groups of people play it after
work. We ended up overhauling the interface a number of times so that it was as
clear and approachable as possible for players.
S:
How would
you characterize your games as a body of work?
EZ:
My interest
in games and game design runs deep, so it is hard for me to generalize certain
themes that runs through all of my digital and non-digital game work, for both
commercial and art contexts. However, in reflecting on my own thinking process,
I would say that there are two primary foci to the way I approach my work.
Much
of my interest in game design is purely formal. Perhaps it comes from my
formalist, Modernist training as a painter, but I love manipulating pure
structure, tweaking rules and variables to see how they play out, crafting an
elegant formal system. Some of the ideas I explore in this way have to do with
artificial life and emergent complexity, abstracted social interaction, choice
and meaning in games, the paradox of freedom and constraint, rules and play.
This for me is the core of the craft of game design.
The
flip side of this coin is my interest in games as culture. This involves
understanding how games relate to other media, how games can create narratives
and be representational systems in ways that other media cannot, and how I can
play with the cultural status of games.
If you look at any of my work, you can usually find these two elements
in some kind of balance.
S:
Do you play
your own games in your spare time?
EZ: Spare time! Yeah,
right. Luckily, in the process of making games, I do a lot of playing.
Generally, by the time I finish a game, I've played it so much that I'm kind of
sick of it, but I've come back to my old games from time to time to see how
they're holding up. With a game like SiSSYFiGHT, it has been extremely
educational to stay in touch with the game and see how strategies and the
community develop.
S:
What
projects are you currently working on? Are you working on any new
collaborations with Word?
EZ:
Sadly,
Word.com no longer exists. But I am still making games. A few months after
SiSSYFiGHT 2000 launched, I formed gameLab, a New York game development
company, with my longtime collaborator Peter Lee. gameLab is busy making
single-player and multi-player online games, in the tradition of SiSSYFiGHT.
Our first game, BLiX, just launched on Shockwave.com.
On
the future of games
S:
You've
written that the "future of fun" lies in multi-player connectivity,
in games returning to their roots as means of social interaction. What other
directions do you see games taking in the future? Do you see these directions as having
important implications about the directions our society is headed in?
More generally, in your opinion, what larger importance do games have?
EZ:
There are a
number of economic, technological, and cultural factors affecting the
development of the game industry. While the game industry has grown remarkably
quickly (it now is comparable to the film industry in America in terms of
revenue), it is like the Hollywood film industry without an alternative film
industry.
Games
are very expensive to make (a mainstream game typically costs US$ 2-4 million).
The equivalent of the "garage band" that can record an album over a
weekend does not exist in the medium. Retail distribution is bottlenecked by a
handful of store chains that lack sufficient shelf space and have a high
turnover rate, which makes it difficult for games without a massive marketing
campaign to survive on the shelf. The game industry is a hit-driven industry
like Hollywood and so publishers generally are looking for that one hit, rather
than experimental or ground-breaking games, leading to hundreds of genrefied,
"look-alike" game titles. Games tend to be made by and for
"hardcore gamers" and therefore games have been slow to find new
audiences. Some hope that online distribution can alleviate some of these
problems, but the challenge of making money from games online remains an
unanswered question.
A
question for me is, considering all of these factors, how will games develop as
a medium? One possibility is that they will remain mired in adolescent power
fantasies, and like comic books, will never overcome their social stigma,
regardless of how much experimentation goes on in the medium.
On
the other hand, games might become like film or music, multifaceted pop media
in which there is room for both corporate boy-band dreck as well as
commercially successful experimentation.
Where
will games end up? Part of why I'm working in this field is to try and
answer this question.
Eric
Zimmerman on gameLab:
gameLab's
goal is to have an impact on the culture of games, to think about games as pop
culture, and to bring games to people that don't normally play them. We'd like
to be the independent filmmakers of the gaming world. Right now the game
industry is all center and no margins and we'd like to change that.
gameLab
incorporates a play-based research model into the company's activities,
creating a space that integrates academic thinking (such as giving employees
research sabbaticals) into the design and development of games.
We're
working in New York City, which is a complete wasteland as far as the game
industry is concerned--but we'd like to counter the California-based culture of
US gaming with new kinds of aesthetic languages, new genres of narrative and
cultural content, and (of course) new forms of gameplay.
New
York new media is completely vapid culturally. We hope to be the exception.
Unlike most NYC new media companies, gameLab doesn't have a work-for-hire or an
investment-based model: instead, we're working in a traditional game industry
model, where publishers fund content and then also market and distribute it,
and then we get royalties. We're the band, not the record label.