On Monday June 26 I had the chance to attend the presentation/conversation by Will Wright and Brian Eno at the Herbst Theathre in San Francisco, as a part of the Long Now series of lectures, seminars, and talks, and I thought about sharing some comments with the internauts.
- Brian Eno is the inventor of ambient music, that is, music as an aural environment. Ambient is a sonic space whereas conventional music - which Eno calls ‘narrative’ - is comparable to ‘musical stories’. The ambient vs. narrative music dichotomy is helpful in thinking about games as spaces of narrative. Many gamespaces are akin to soundscapes in the sense that they both immerse users in virtual places, rather than leading them through a fixed, predictable path. See also Henry Jenkins’s seminal essay on game design as narrative architecture.
- Having said that, I am really surprised that nobody on stage mentioned the amazing work of multimedia artist/game designer Toshio Iwai. Among other things, he created the underrated “SimTunes” in 1996 and he is the man responsible for the revolutionary "Electroplankton",possibly the most original Nintendo DS non-game on the market, and the fascinating musical instrument Tenori-On. Along with Tetsuya Mizuguchi (the creator of "Rez" and "Lumines"), Toshio Iwai is the most avant-garde game designer working today.
- The buzzword for 2007 is “generative”, which replaces “procedural” – interestingly, the term was chosen by the audience during Will Wright’s presentation at the last GDC (another example of direct, participatory culture). Brian Eno talked about the notion of generative music and his process for “planting seeds” in people's minds, creating music that's “more like a painting than a narrative,” while Wright discussed the notion of “generative games” such as SimCity, The Sims, and the upcoming Spore. Wright also mentioned Generative Art [Vassili Kandinsky, Christopher Alexander, Industrial Deisgn, the Japanese Garden etc.]. In all cases, the users play a decisive role in the creation/consumption of the text, as they generate the content. The so-called author provides a set of tools, and the user/fan does the rest. So the video game, ultimately, becomes a tool of self-expression. Bottom line: Generative replaces emergent, another all time favorite buzzword.
Here's a specific example of generative content - they did not mention this during the talk, it comes from the websites that I have been keeping track of lately. As you might know, Spore will be released for the PC in Spring 07. So far, only a few previews, trailers, and screen shots have been released to the public. There is still much confusion about the actual gameplay. And yet, the proliferation of Spore fan sites has been astounding. The fans are already inventing forms of transformative play of a video game that is not yet on the market. One significant example is the work made by 13-year old Todtenbeinli at Spore Fanatic. In the forum section, Todtenbeinli wrote a post describing his plan to turn Spore into a role playing game.
Posted on 05-05-2006 15:46
"I'm really bored right now so I figure I'm gonna add a bit more variety to the RPG section... BY ADDING MY OWN! Thats right folks, Todtenbeinli, cookie extradanaire (todtenbeinli is a swiss cookie), is going to create his very own RPG which he will DM. I will not be "playing" but i will control everything that is not played played by a character. I wont start much on anything until we ahve 4 characters, but then people can still join. There is no limit to the ammount of characters we can have. If anyone wants to take over and NPC just ask and it might happen. So here we go with a lil back-story and maybe some sample characters.
World at War!
Time: Medieval Era
Place: Rehpog, a planet dominated by plains and small forests.
Tribes: Players can become members of either tribe:
Scetza: Brutal warriors who have the advantages of large numbers. Very barbararic, and very strong. These people are the epitomy of matter of mind :-). For species info, find the stuff about species X in the thread My Creature. Scetza tech= ancient roman barbarians.
Rodatsiuqnoc: These people spend most of their time reserching new techonology. To learn the extent of their technology, find anything about European Medieval technology. Though this may not seam like much, compared to the technology of the Scetza, its wonderful. The Rodatsiuqnoc are small bipedal lizards, akin to lizardfolk from D&D. These people believe in conquering the world in order to enlighten it.
If you want something changed, just ask. It might happen. Also, if there is little sucess with this, feel free to remove if (i think admins can do that)."
In just a few days, the amount of posts simply skyrocketed. The fans are inventing rules, scenarios, and ideas at a staggering rate, practically designing a mod/conversion of a game that, as of today, does not exist. Other fan sites have hundreds of pages describing the creatures that the players will want to create once the game is released. It is very possible that EA will introduce the creature editor well before the release of the complete product – they did it with The Sims 2 – so that by the time the game is introduced, there will be thousands of creatures on the web. During the talk at the Herbst Theater, Wright mentioned that he embraces the notion of open source culture. I wonder what it would happen if the source code of Spore will be released to the public. When id Software released the Doom source code, it basically revolutionized the game industry (see the chapter of Doom in "The Cathedral and the Bazar' by Eric Raymond)
- Back to the presentation. Here’s a brilliant definition of “culture” by Brian Eno – [disclaimer: this summary does not really pay justice to his amazing stream-of-consciousness-like talk] culture is everything that we do not really need to survive as human beings, but at the same time, it is what we live for. Culture is style, better, stylistics. On an ordinary day, we encounter thousands of stylistics (anything from hair styles to clothing styles) and we consciously/unconsciously project ourselves into other people’s lives, imagining what our live would be in their shoes. In other words, living is a form of simulation. Reality is a giant playground, a possibility space. Culture is the ultimate form of interface. As Robin Hunicke writes, “Style is design is simulation is play is everything that makes us intelligent, human and alive”. During our life, we create a staggering amount of styles - things – ideas. We choose them, we reject them. By “surrendering to objects of culture” in this way, we participate in the meaning of choices, difference, and time itself. [quotes from Robin Hunicke's awesome blog]
UPDATE: the complete conversation in mp3 form.
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