Wednesday, March 28, 2018

Game Design Midterm: One Hour and a Half to Write.


The Design Document as Conceit.



Dmitry Andreyev.

Morgan.

Game Design.



The question of whether or not a Game Design Document is necessary towards the creation of a Video Game begins to find its answer in the deeper, underlying question: is it necessary for Games to be developed? All though some might want to cheat by arguing that the question of a game’s teleology is secondary to the question of its creation, the fact remains that those values that are essential to the conception of a game are ultimately decisive in its birth and development. If there is no necessity to design a game, because it serves no ultimate teleological purpose, then the manner of the game’s execution is just as arbitrary as the decision to execute it. Yet if a game MUST be made, as though some divinity had commissioned it or some internal biological function had necessitated it, then naturally the matter of development becomes grave in its playfulness. At that point, it is essential to examine the nature of every step and to ensure that it relates to the overlying purpose. As above, so below. To that same extent that we employ the extraverted intuition function in order to visualize an ultimate outcome, we must exercise the introverted intuition in order to hone in on the minute details. And this begins at the earliest step: that of the Game Design Document. In the same manner that we should ask whether or not a game NEEDS to be made, we must ask ourselves upon having resolved this former question whether or not a thorough map of its territory must be made. I will argue that because the map is not the territory, the answer is ultimately negative. Yet this does not mean that I answer arbitrarily. Rather we MUST understand that it MAY NOT BE necessary, so that we know for a fact that we are not wasting our time in pursuing it or wasting an opportunity in foregoing it.

Shigeru Miyamoto is reputed to emphasize the value of the Design Document repeatedly in seminars and interviews. The designer for Mario and other global franchises says in one interview with Vox that “early on, the people who made video games […] were technologists […] were programmers […] were hardware designers. But I wasn’t. I was a designer; I studied industrial design. I was an artist; I drew pictures.”(Miyamoto 1). When Shigeru was commissioned to design a game to replace the colossal flop that was Nintendo’s Arcade Game Radar Scope, he drew on something hitherto unheard of in video games: Pop-eye the Sailor Man. By translating the heroic machismo of the old King Features cartoon character into the format of a simple platform game with barrels, a gorilla, and a damsel in distress, Miyamoto elevated games into an art form by incorporating mythological significance from OUTSIDE THE MEDIUM ITSELF into the work. Considering that his designs were one of the earliest known instances of a character having been conceived prior to the writing of the code for his game, it is easy to jump (as though over a barrel) to the conclusion that this sort of a priori approach to game design, which relies heavily upon foregone concepts and Platonic visions, is the hallmark of true artistry, and that if games MUST be made for the same reason that a song HAS TO BE written, then they HAVE to follow this prescribed structure, which in turn prescribes a structure for the games themselves. Yet several details send this conclusion down the proverbial green tube. One salient fact is that when Miyamoto penned Mario, he knew NOTHING ABOUT VIDEO GAMES. This means that he simply envisioned what he might have LIKED to play, and he designed it by drawing (quite literally) on knowledge from Industrial Design. Yet for all his knowledge of that civil science he could not yet bring himself to avail himself of the subtle science of writing a Game Design Document, simply because no such science yet existed. Miyamoto DID pioneer the concept in later years, despite the fact that he had begun with a near-totally blank slate. Yet here an other salient fact looms: that Miyamoto Himself does NOT REGARD HIS GAMES AS WORKS OF ART. “I’m a designer. I don’t think of myself as creating works, I really think of myself as creating products for people to enjoy,” he said. “That’s why I’ve always called my games products rather than works of art.” (Miyamoto 2) Miyamoto, ever the nebulous genius, has held contradictory stances on the sophomoric debate about whether or not games are THEMSELVES an art. Put plainly, however, he can only speak for himself.

True artistry must by necessity break with tradition in order to convey a Spiritual Message. It is for this reason that artists are forever pushing the envelope, experimenting with new media, and drawing on various disciplines from outside the craft itself in order to imbue the craft with spiritual meaning, so that the created world is no longer a utilitarian “escape” but rather the expression of an internal journey that is then made external. It is for this reason that it is usually stunning for a game designer who is passionate about his work to imagine that any one would regard his brain-child as though it were merely a means to an end. The reality that we create when we develop a game is not an “escape” from “reality”; it IS a reality in and of itself!! So if an artist creates a world with that intent, and if there are some messages that cannot be conveyed as palpably in theatre or painting as they can be in an interactive game, then the video game rests outside of the domain of sports and is closer to the works of Shakespeare. If the artist must forever push the envelope in his or her choice of medium, then who is to appoint himself to denounce a medium for being new? To appeal to the authority of a man who confesses that he is a Designer does not discredit the medium; Dali himself was accused of being a Designer. To agree with Miyamoto that synthesizing elements in order to create a product for consumption is to fall short of artistry is to ignore what we know about Shakespeare: that he too played to the pit, and he managed at once to appeal to the lower class audiences as well as the expensive theatre seats by synthesizing elements that conveyed the experience of living in MULTIPLE REALITIES AT THE SAME TIME. Aldous Huxley posited that the Human Being lives in as many as twenty different universes at once, some of which are even incommensurable. He says that “we must make the best of not only BOTH worlds, because there are more than two – but of ALL the worlds we live in.” (Huxley.) It is for this reason that Huxley praised Shakespeare for Shakespeare’s PLAYFUL use of language in painting multiple narratives at once, not unlike what Jonathan Blow would later do with code in his seminal debut Braid. Huxley understood, as does Blow, a fellow Berkeley intellectual, that the simple fact that worlds are incommensurable does not mean that one is any more REAL than the Other. And this is all so apparent to any one who has had to not only create characters like Link and Mario but to oversee the production of a game that would by NECESSITY REQUIRE that it meet Huxley’s criterion for Superior Artistry in order for it to EVEN SELL. Admittedly, Miyamoto’s humility might be simply the product of upbringing in a famously stoic culture. What appeals to so many players about the original Legend of Zelda is that it was inspired by Miyamoto’s childhood (Hanson). At any rate, if we allow him to cede his authority as a Creator to the naïve public then we have all ready begun to act as designers instead of artists. Likewise, if we appeal to any elite opinion as to an ABSOLUTE authority, then we have all ready begun to target an audience, and we bite our own critique. So the matter of the Game Design Document, and of game design in general, must presuppose that the Developer is an Artist who has a Teleological Duty to entertain the public with the products of his own psyche, knowing well that he is engaged in a sacred dialogue between himself and the player, in a manner that transcends practical concerns and echoes the first attempts made by hominids to live a now-recognizably HUMAN Life.

If the game MUST be made, then it is all ready like an organism. It must be nurtured, but it retains an autonomy. No developer has absolute control over his brain-children. Invariably maps are scrapped in the development of a game as development obstacles become more challenging and solutions become more rewarding. The process of game design is in ITSELF a journey and a game. This was why Marie-Louise von Franz, a Jungian Analyst operating in a school that stressed playfulness and fantasy as essential to psychological health, stressed the importance of surrendering “the utilitarian attitude of conscious planning in order to make way for the inner growth of the personality. “ (von Franz) This clinical prescription is to Jung what de Beauvoir’s Ethic of Ambiguity was to Sartre. It supplements what Jung says when he proclaims that “One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves.” (van der Post)

One critic that is notoriously opinionated on the matter of Game Design, from entertainment to ethics, is Jonathan Blow. Blow’s games are by no mistake cited in lists of arguments for the status of Games as Art; he himself cites Buckminster Fuller when he claims that “the medium is the message” (Blow). Yet Blow, whose comments have even been so diverse and controversial as to suggest, within the heated liberal climate of the Bay Area Computer Intelligentsia, that “women are biologically less interested in tech than men” (Resetera), has near to NOTHING to say about the concept of a formal document, preferring to develop his own philosophical musings into a binding Universal dogma (if I may be so bold as to criticize someone outside of myself for doing that).

It’s true that the best journeys tend to start with a map. It is by no coincidence that Tolkien’s twentieth-century faerie tale The Hobbit did so and that this same work was referenced by analogy to Roberta Williams’ early notes for King’s Quest: “For the right kind of nerd, to have her original notebooks sitting in front of you is like getting to flip through a first draft of The Hobbit.” (Kohler) Yet what was innovative when games first imported literature from a handmade medium is hardly necessary now, especially in an age when computer literacy is no longer a specialty (as it was for Roberta’s husband) but a requirement for survival itself on Planet Earth. Is it helpful to have a map? Yes. But the map is no longer the territory. And the G.D.D. is no G.O.D.





Work Cited:



Blow, Jonathan. “Game Design: the Medium is the Message”. (https://www.youtube.com/watch?v=AxFzf6yIfcc)

Hanson, Arin.  Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time.” (https://www.youtube.com/watch?v=XOC3vixnj_0)


Huxley, Aldous. “The Mike Wallace Interview.” (https://www.youtube.com/watch?v=1ePNGa0m3XA)



Kohler, Chris. “Deep Inside This Museum Lies the Holy Grail of Adventure Games.” (https://www.wired.com/2013/10/kings-quest-design-documents/)




Miyamoto, Shigeru. “How the Inventor of Mario Designs a Game.” (https://www.youtube.com/watch?v=K-NBcP0YUQI)

Miyamoto, Shigeru. “Mario creator Shigeru Miyamoto: 'I'm a designer,' not an artist.” (https://www.digitaltrends.com/gaming/shigeru-miyamoto-games-not-art/)


Resetera. (https://www.resetera.com/threads/jonathan-blow-the-witness-braid-thinks-women-are-biologically-less-interested-in-tech-than-men.11742/)


Van der Post, Laurens. Jung and the Story of Our Time.


Von Franz, Marie-Louise. Man and His Symbols.

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