Obsessive Drawing

I was in Manhattan over the weekend and experienced an absolutely incredible art exhibit entitled “Obsessive Drawing” at the American Folk Art Museum. The pieces are the work of, at the risk using an inadequate term, “doodlers” – all of whom are able to create incredible art through the application of time and persistence as opposed to talent and training. The scale and ambitions of the works are startling while the individual strokes, lines, and colorings are quite modest.

As a person with a programmer-type personality, I’ve certainly spent my own share of free time filling an empty page with strange shapes and forms. I used to create mazes on the white-paper jackets of all my high-school books – it was a very soothing release for my mind. I sensed that same feeling in these works, only with an intensity that I never imagined. Naturally, poor mental health played a role in pushing some of these artists over the edge, but nonetheless, I am still inspired by how they elevated their natural habits into beauty and into art.

Meanwhile, Out in the Galaxy…

Galactic Civilizations II has just been released. Outside of Civ, the epic turn-based strategy game market has been pretty small this decade, so it’s good to see another successful franchise in the space. Brad Wardell, the lead designer, gave me a chance to play-test the game late last year, and I had fun with it. It’s certainly a step up from its predecessor, which was a good game that was probably put together on a wing and a prayer.

This version should hold a lot of appeal for fans of the Civ series. Unlike MOO, it sticks pretty closely to the turn-based, tile-based game mechanic of Sid’s original game. However, it definitely falls on the “more complex” side of the spectrum (it has more “stuff” in it than Civ4, for example…), but it starts small, which is key.

At any rate, turn-based fans should give it a look!

God of War

Like most great games, God of War decides to be great at just one thing – namely, beating the snot out of your enemies. For variety, there’s a dash of platforming and logic puzzles, but overall it’s just one, long bloodbath from beginning to end. So, fortunately, that is the part of the game which shines. The “feel” of swinging Kratos’s blades is so good that it’s fun to do just by itself – which makes GoW one of the few games where I welcome the crates. More stuff to smash!

My interest in God of War comes from Prince of Persia: Sands of Time, which is my favorite game of this last console cycle. PoP:SoT had a simply incredible movement/jumping/swinging mechanic which, unfortunately, was interrupted by a clumsy combat system. The game still succeeded because they got the core feature so spot-on. When I heard that the sequel was going to focus on combat (and drop the wonderful storybook ambience), I lost all interest. Which begs the question: if Prince of Persia had God of War‘s great combat mechanics, would it be the action game to end all action games?

I’m not sure… I think we can often overestimate how much “stuff” the player can juggle (or, rather, enjoy to juggle) in his or her mind at one time. The idea of a PoP/GoW hybrid gives me a mental image of my brain exploding. And not in a good way.

God of War also has an insanely high level of polish – an intimidating level of polish, I would imagine, for its competition. Perhaps someday I’ll write an entry on whether this is a good or bad thing for the games industry in general. It’s certainly a long, long way from a game as fun and innovative and yet rough around the edges as this. Here’s hoping there’s room for both…

The other point to discuss is the game’s relation to film – God of War is certainly the most cinematic game I have ever played. It’s no surprise that the game gives you no control of the camera; I have a sense that the level designers always wanted control over where you were looking. David Jaffe, the game’s lead designer, or “Game Director” in official terms, has expressed some ambivalence over the connection with film. I have similar feelings.

The challenge for understanding games is not figuring out whether games are movies or whether they are cars. The trouble is that some games really ARE like movies and some games really ARE like cars. I have a hard time thinking of another art form where its members are so radically different. Which has more in common: Star Wars and Annie Hall; or God of War and Civ 4? I would say the former, however crazy it is to link those two films together. (well, I guess there WAS the scene in the planetarium… in reality, of course, they are similar because they are both ultimately about the characters. That’s what makes them both good movies.) So whenever people (like me!) pontificate that games are like this or game are like that – it’s important to remember that “games” are a super-category of their own. Like sound. Or matter.

Because games have so much variation, I’m not sure how universal some of the “rules” are that designers like to state. I think it would be an interesting exercise to line up designers from all the different genres and give them an identical list of general questions about game design and see what they come up with. I haven’t, for example, designed a game with a player avatar in a long time… and I bet there are a lot of designers who have never designed a tile-based game. I would love to know how the hard problems (how do you teach gameplay? how do you divy out rewards? how many difficulty levels? how do you address cheating? saving?) are solved in other genres that I have never touched.

Being Awesome: Will Wright

This is awesome. It’s nice to know that they’ve finally just cut to the chase. I’ve been to GDC four times, and each time the highlight of the show has been Will Wright’s talk. Furthermore, his talks seem to get better and better every year – and, of course, more and more crowded. I was particularly fond of his wild tangent in 2004 about the history of the Russian space program (short version: NASA’s money and engineering hasn’t made the US’s space program any safer or more effective than the Russians who favor low-tech solutions).

Of course, his talk last year – when he revealed Spore – has become the stuff of legend, so it’s a sure thing that every person going to GDC 2006 will be trying to squeeze into whatever auditorium can’t hold us at noon on Thursday. Woe to any other speaker scheduled for the same time.

Fortunately for me (note the effortless segue here!), my talk is scheduled for a different time slot. I will be giving a presentation with Dorian Newcomb (our Lead Animator) on the prototyping phase of Civ4. We’ll be showing off some very, very early versions of the game, revealing what was playable and what wasn’t in the first year of the project. By the way, my 2004 GDC talk was given right in the middle of that prototyping phase, which lasted roughly from Fall 2003 to Summer 2004.

Coming Out the End of the Tunnel

Well, it is done! Actually, it was done a couple months ago, but it has taken me awhile to wind down. I suppose it’s something like the bends – you can’t just go from 80-hour weeks to “normal life” in a weekend. Or, at least, I haven’t learned how to do so.

We’re not quite done yet, either – we’ve got at least one more important patch coming, with some memory optimizations and connectivity fixes. However, it’s probably about time to get a little reflective. I’ve been working on Civ games for five of the last six years of my life, and when I came on board at Firaxis, I don’t think I had any idea what was possible for the series. I loved, loved, loved Civ I – it was basically the only game I played in college – and I had a ton of ideas for how to improve the game when I arrived in Maryland in early 2000.

Most of the ideas, I’m afraid to say, were terrible. It took a lot of time to learn how to design in the Civ universe – a love of history and enthusiasm for games was definitely not enough. The parts of Civ which have always worked are the parts that are most transparent – that the player can keep in his or her head the easiest. It goes without saying that simplicity is important, but so is consistency.

For example, the appearance of Great People in Civ4 was originally going to be a random event based on certain factors, somewhat akin to how Military Leaders were created in Civ3. The problem is that the user is not in control – there’s a secondary layer separating them from the actual game mechanics. For some titles, that type of indirect gameplay is ok, even desirable. Civ, however, has a tradition of “boxes filling up with stuff” and following that tradition was one of the reasons culture worked well in Civ3. Thus, we wised up and follow that model in Civ4 – once a bar fills up with Great People points, Shakespeare (or Michelangelo or Einstein) is born. Players can now strategize how to get the most Great People and from which cities and how soon and of what type and so on.

At any rate, it’s been a long process, not just understanding what ideas work but also what type of ideas work for Civ. I’ve been wrong more often than I’ve been right, but fortunately there has always been an abundance of good feedback available, from our internal play session to closed beta testing to the general forums. I could have never designed Civ4 without it.

Here’s a few links from the last few months that might be of interest:
Gamespy Interview looking back on the game’s successes and failures
Planet Civilization Interview on the testing process (conducted by Thamis, one of our beta testers)
Eurogamer feature from my press tour through Europe with Sid

And I hope you’ll forgive me for this, but I just have to share. Civ4 came from so many people, from the team to all our fans, from Sid and Jeff to my family – and I am so thankful.

That’s SO Punk Rock!

I love this crazy Japanese cube game

I’ve always had a soft spot for minimalist music, both classical and not. I’ve never seen a game I would describe as minimalist, but there you go. In 100 years, when we’re all playing Mario 4096, that little flash app will STILL be fun. There must be something hard-wired into the human psyche (or, at least, my psyche) about evading predators, like little red cubes.

The really odd thing about the game is that it is actually deterministic. I didn’t notice it at first, but the pattern of the chase is always the same, which actually leads to (a little) high-level strategy. I keep getting killed in the upper-left corner at 20 seconds, so I do my best to remember to keep low after the 15 second mark.

Still, it’s begging for a random version. Is one available? Anyone know Japanese?

Are Games Movies… or Cars?

Like everybody else, it seems, I’ve been playing some Battlefield 2 recently (which, I must say, is a very strange name for a third game in a series – I guess Battlefield:Iraq wouldn’t fly?) At any rate, it’s an excellent game, a big step up from BF:Vietnam.

What I find most interesting about the game is that it is so obviously not a brand new product. The graphics and subject matter are both compelling enough that it’s going to hook plenty of new players, but most of the innovations (the squad system, saved ranks/medals, tank/anti-tank/special forces balance, the simple but effective fatigue model, etc.) are clearly built upon years and years and years spent developing exactly the same game over and over again. Simply put, Battlefield 2 is so much fun because the people at DICE really knows what they are doing.

Which, as a game designer, begs the question: could I possibly make a game that could compete with Battlefield 2? Could they make a game to compete with Civ 4? I am constantly being reminded by the fans about all the details they expect from a Civilization game. Hitting F1-12 should open AND close the Advisor screens. There must be SEPARATE options for quick attacks and/or defends. Sometimes they’d like to watch all rival moves and sometimes only enemy moves. Yes, double-click may select all units in a tile, but what if one just want to select all the workers? I don’t envy the next guy who has to remember all of this.

It’s not the ’80s anymore, when EA seemed to reinvent gaming each Christmas. (Dude.) Nowadays, a game like San Andreas is described as innovative, even though it’s the FIFTH game in a series. However, it’s possible that, in 2005, “innovation” is really beside the point.

The old, hoary games-as-movies analogy always breaks down because – in gaming – the sequel is often better than the original. I’d like to present a better analogy: games-as-cars. In the auto industry, the “genres” are pretty well established (sedans, trucks, cycles, minivans, etc). Much of the significant progress is technical (gas mileage, horse-power), and design improvements are usually of the tweak variety – a volume knob for your steering wheel! Every once in a while, a new hybrid emerges (SUVs), but it’s usually some variation on earlier ideas.

OK, so every analogy has holes, but I think this one is most relevant in terms of developers. Car companies are usually known for one type of car – I’m not going to be buying a Porsche truck anytime soon. Each car class has thousands and thousands of details that prevent creating new models out of whole cloth. Computer games have reached that point of complexity – it is becoming prohibitively difficult to just dip a toe into a new genre or style. Is it that hard to guess what’s coming next from Bioware? from Rainbow? from Rockstar? from Insomniac? from Ensemble?

er, nevermind. Well, let’s check back in three years and see how THAT turns out.

E3

So, I made it out to my first E3. It wasn’t quite as loud and crazy as I expected it to be – although that may be my perspective from having a nice, cool, quiet room to give our Civ4 demos. With the biggest plasma TV screen I’ve ever seen. It must have about 70″ – I heard it cost upwards of $25K.

Giving the demos was a more fun than I expected, especially once I got my rhythm down. It actually reminds of what I learned about writing in college; writing is only difficult when you don’t actually have something interesting to write about. Demoing Civ4 was easy because there is so much to show. Even with a 30 minute demo, we were only revealing a small fraction of the game, let alone all of the stuff you can’t really demo (multi-player, mod support, micromanagement fixes, improved AI, etc).

katamari.JPG

As for the show, I’d like to say I saw something that blew me away, but I didn’t. (besides the real-life Katamari ball!!!) Graphics are starting to hit diminishing returns. Most of the first-person games look the same, and the bloom shader has definitely lost its initial, er, shine. Interesting game-play? E3 is not the best forum for that. (I loved Prince of Persia but was put off by the “hardness” of the sequel. The only thing I discovered about the newest version was that it would be “bigger and badder than ever.” Gee, thanks…)

Age of Empires III did look incredible, especially the water, which may be the most beautiful thing I have ever seen in a game. (Naturally, they have a programmer working full-time on it.) The shading and choice of color is remarkable. I actually expect the art world to take notice. The game could be fun too – impossible to tell from a quick demo, of course. The trick will be whether they’ve learned from the “more is less” problems of Age of Myth (that game would have been twice as good if all human units had been removed). Rise of Legends also looked remarkably good for a game a full year out – I assume Microsoft won’t let them release until x months after AoE3. Somehow, the graphics retained the “fun-ness” of 2D while still being 3D, which is a neat trick. Steampunk is going to be a hard sell, though.

Hello World!

So, here we go!

This is the first post of my game design blog. My name is Soren Johnson, and I am currently the Lead Designer of Civilization 4. I’d like to use this forum to publish designer notes based on the games that I have worked on.

The name “Designer Notes” comes from my nostalgia for the days when every game manual came with a hefty designer notes section in the back, in which the developers spun tales, explained decisions, and generally provided a window into the design process.

I hope to do the same here. Indeed, I’d like to get into the nitty-gritty; I might even start talking about numbers if I get carried away. Thus, a familiarity with my games will almost certainly help the reader. So, go out and buy Civ3! And Civ4 in 7 months! And if you are really hard-core, go find a copy of Knockout Kings 2000 (PSX). If the AI kicks you in the groin, you’ll experience my first contribution to the game industry!

At any rate, this site will probably lie dormant for a while – there’s not much I can talk about Civ4 publicly yet, but be sure to check back later this year.