By Simon Carless

Best Of GDC 2010 – #3: Nintendo’s Sakamoto And His Four Creative Tenets

[Continuing our countdown of the Top 5 lectures of GDC 2010 in terms of what piqued our interest, here's Leigh Alexander writing up an intriguing lecture from Metroid and WarioWare co-creator Yoshio Sakamoto, a bit of a Nintendo legend who rarely speaks in the West.]

Nintendo’s Yoshio Sakamoto is a designer who takes pride in being strange – a paradox at times, as he’s employed by a company perhaps best known these days for its approachable, all-inclusive games.

“It wouldn’t be an overstatement to say that Metroid is the only series I’m known for outside of Japan,” Sakamoto said as he introduced himself in a packed GDC 2010 talk.

He says he was “virtually uninvolved” in the Prime arc of the series, and the balance of his work is “subtler and quirkier” and thus doesn’t often see release outside of Japan.

In fact, Metroid games are niche titles in Japan as well, he says – “Over there, I might be considered a guy who only makes niche games… my true identity might be as a game designer with a strong tendency for niche games.”

Nintendo president Satoru Iwata has always been “puzzled” by Sakamoto’s approach, he says. Sakamoto has played a director role on the Metroid games, but for the upcoming and highly anticipated Other M, which launches in the U.S. on June 27, he is the producer.

The aim is to create the “ultimate Metroid game,” he says.

He resists being credited for originating the franchise, punning: “If anything, maybe I consider myself the one who raised Samus. After all, the one who gave birth to Metroid is the Queen Metroid, right?”

Wario Ware, Tomodachi Collection

Sakamoto also introduced the popular Wario Ware series, and claims that as a producer it doesn’t originate from his creativity and thus he rarely speaks out on it. He produced four titles, beginning with the original WarioWare: Twisted, which came from a tester's experimentation with the GBA’s gyroscope – president Iwata spun the console around on a chair to check it out, and muttered “how idiotic," recalls Sakamoto.

Sakamoto is also responsible for Japan-only Tomodachi Collection, which he likens to "playing house" with friends' Miis -- for example, highlight of the presentation was Sakamoto's video wherein Miis of Nintendo execs fought over Samus Aran's romantic attentions.

The title has been massively successful in Japan. Today, says the producer, it's nearly sold 3 million units.

The striking thing about Sakamoto is the diversity in his body of work -- the tone of Metroid is so opposite that of Wario Ware that it's funny to realize they've been overseen by the same individual -- it puzzles even Iwata himself, says Sakamoto.

Four Tenets

“I’m well aware that Mr. Iwata thinks of me as someone only with a comical touch,” he added, noting that the Nintendo boss is surprised Sakamoto is able to create “serious” titles at all.

One of his biggest inspirations is filmmaker Dario Argento, maker of films like Suspiria and Deep Red. “I decided that without a doubt, I wanted to create things in the same manner as Argento did,” he says.

Argento's films taught Sakamoto that an effective creator manages four elements: Mood, as with Argento's unusual progressive rock soundtracks; timing, foreshadowing used to connect events to one another, and contrast to increase a sense of dramatic tension.

One of his first games, an installment of the interactive fiction-like Famicom Detective Club, was an homage to Argento, and he continued to use this approach on all other projects, Other M included. “The reason I am sharing this is to show you how deep my desire was to find the ideal method of conveying fear, and how that led me to find my own creative style,” he said.

Argento’s films increased Sakamoto’s film appetite as he sought more ways to control those four elements and apply them to other themes than horror, taking influences from Luc Besson, Brian De Palma, John Woo and the Hong Kong movie scene.

“It might sound like a joke, but I started to have dreams viewed from an objective point of view, with edited scenes and even their own background music,” he says. “Maybe my affinity for niche things extends even beyond games.”

Nonetheless, he insists he’s no film fanatic: “I haven’t seen any more movies than the average person,” he says. “I have great admiration for these directors, but it’s not like I have a complex about it or try to become one,” he says. “They’ve helped bring that out in me.”

Making People Laugh

In addition to film, Sakamoto says he’s been a music aficionado and continues to be inspired by comedy. “I love things that are funny and things that make me laugh – I’m always thinking, ‘is there a laugh hidden here? Can I find something funny in this?’”

“I just want to make other people laugh the most,” he adds. “I’m not a comedian… I’m just happy to add a little spice to my day and make the people around me have a good time.”

Despite his favor for comedy tone, he is “actually quite meticulous,” he says, continually focused on material-gathering and idea-sorting. “When it occurs to me I will take my best material in my head and simulate the situation… in which I will find my best delivery. I want to control audience reaction; I want to engineer the laugh.”

And engineering comic tone requires the same four techniques as he used for horror and drama, Sakamoto points out.

“I respond strongly to things that stimulate my interest,” he says, and he utilizes them through the mood, timing, foreshadowing and contrast principle. He says the mechanism to move one’s feelings is the same regardless of the type of feeling, so a developer must think of how to control the mechanisms that move the user’s emotions.

Other M: The "Ultimate" Metroid?

"There really is no difference in my stance or approach" for Wario Ware versus Metroid," he says. "It’s more about technique; I think this is the real answer. As long as one is open to the possibility of new experiences and is willing to feel them deeply, you can use a single toolset to move people’s hearts in a great many different ways. I’d like to leave it to you to decide if this is true or not.”

And he hopes all of his methodologies and learnings will align best in Metroid: Other M, which he calls "the synthesis of all the know-how I’ve acquired and the culmination of all the things I’ve been envisioning in a serious touch title.

He believes he had a different role than a normal procducer, writing a story set between Super Metroid and Metroid Fusion. It reintroduces Adam Malkovich, who had appeared in Fusion – creating another instance of foreshadowing.

“I tell the story of Samus as a young girl and reveal her relationship with Adam, but that’s just a portion of Other M," he says.

Expressing Images

"Developing games is all about giving shape to images," he says. Throughout the course of my life I've come across many things: moments from movies or music, things created by peoplel, human beings themselves, objects, living creatures et cetera."

Continues Sakamoto: "My spirit has been moved by these interactions… I think these experiences create individual images that stick with us. From the perspective of someone who makes games, I believe that it’s our job to take those moments that our spirits have been moved, and represent them with understandable forms," he says.

"It’s our mission to give our images shapes that can be conveyed to other people.”

This philosophy crystallized for him long ago when his team received a Valentine's gift of chocolate from a woman who was a fan of the Famicom Detective Club games.

It made him realize that "What we create touches the heart and spirits of people," he says. Since then, he's begun imagining the faces of people, both whom he knows and those whom he doesn't, as he works. He tries to visualize "the best possible reaction on the faces of my imagined audience.”

For the developers at GDC, he concludes: "I hope that you will continue to convey the beautiful and fun things stored in your heart to the players who love games."

By the99th

Sociopath Design

Jesse Schell has gotten a lot of attention lately for his snake-handling about extrinsic rewards devouring the surface of planet earth like so many nanomachines. However he took the opportunity at GDC, like so many controversial DICE speakers, to clear things up. He painted a very nice categorization of game designers, and being a game designer, I like to play with categorization schemes. According to Schell designers fall into 4 groups of intent:

Persuaders: not to be confused with what Ian Bogost talks about, this is closer to the creative director of the ad agency Bogost once worked at than the professor himself. These are people who think "how can I mass mind-control people into giving me their money?" and then DO it. More designers are adapting this mentality from their bosses and applying it to their own base of knowledge because it's what seems most professionally and economically advantageous. In paid-content there wasn't so much of an incentive to do this because the audience was niche (see Fulfillers below), but as things have become increasingly granulated and webbed-out, the audinece has shiften, and this mentality has become proportionally more lucrative and prevalent. This is how I'm designing these days because they pay me and I have a kid - did I just summarize the entire history of civilization?

Fulfillers: this constitutes the vast majority of game designers living and dead (including perhaps H.G Wells) and involves trying to please a niche expectation that the designer himself typically enjoys (and let's be honest here, it's 99% dudes designing these games). You want to make a procedurally generated action/puzzle/adventure game? Fucking great, Darius and I will play 200 goddamned hours of it.

Artists: Artists aren't in it for the money and they're not necessarily even in it for the joy, they're in it for the art. Joy and money can accompany art, but fuck it - it's art! Paolo Pedercini certainly falls into this category (along with Humanitarian) ,as did Danny Ledonne in the six months when he was a game desinger. Maybe Cactus is a dual-class Artist-Fulfiller, level 12 and 10 respectively. I'm sorry, he's multi-classed - Americans can Dual-Class and Europeans can Multi-Class, if I'm remember Baldur's Gate correctly.

Humanitarians: finally we come to the 200 bodhisattavas that will turn the tide at the end of the world and usher in an age of enlightenment. Humantiarian designers don't care about money, genre or even the art so much as Impact. Many designers who do projects commissioned by NGOs or foundations fall into this category. Jane McGonigal might be a perfect example, even if she is unwittingly being manipulated by Persuader designers running the World Bank. I mean no offense to her work as a designer and I do not doubt that her intentions are good, but the funding arrangements behind these works carry with them an inherent Persuasion. Here's where "persuasive games" in the Bogost-ian sense is co-opted by the Persuader mind-set seeking return on investment - in these games, so far, the ROI by the funding party comes in the form of persuasive impact. The impact sought by the designer, who believes that play can unlock and harness the inherent good in people, ends up being co-opted by the impact sought by the funding party.

Money is a game, I think we've clearly established that most fiat currency such as USD exists in precisely the same substrate as CafeCash, silicon baby!

So the question then becomes, how do we reconcile one game from the other? I think the reason Schell claims we must quickly "wake the hell up" is because almost all designers who think they are humanitarians are in fact being paid by Persuaders who aren't as hip to modern game design and see the actual designer as "skilled labor".

Consider games in a lense that they are inherently social rituals rather than confections consumed by individuals in the darkness of their gaming caves. In this schema of design, designers are determining the logic by which social paths thread. Single player games still have a social thread in that all the rules and content becomes a point of common experience for those who have "beaten it", giving them a common bond. In that model, we should consider carefully how we are pathing human behavior lest we be sociopathic ourselves...

Most of us don't want to dehumanize our audience at all, we want to hyper-humanize them, we want to set them free! Maybe we don't have the power to truly do that, but trying is a Schell of a lot better than sitting on the couch eating Cheetos.

Bottom line, no matter who you are, you need to figure out the money thing. Get your finances sorted out so you can stay in business and leverage a massive distribution capacity, things that Persuaders tend to focus on, and then apply those tools to your goals as a fulfiller, artist or humanitarian. Plot the social paths while being something more than a sociopathic plotter.


By Simon Carless

Play: Finding Where Games End And Reality Begins

Futurestates is a collection of digital shorts from up-and-coming filmmakers sharing a "vision of American society in the not-too-distant future". In this episode, "Play", director David Kaplan and game designer Eric Zimmerman (Gamelab) imagine how we might play -- or try to escape -- video games years from now:

"Play imagines a not-too-distant future where video games have become indistinguishable from reality. These fully immersive games are nested inside each other like Russian dolls — each new game emerging from another and connecting backwards with increasing complexity.

One moment, a player is a Japanese schoolgirl embroiled in a pillow fight with her girlfriends — and the next moment, the player has suddenly morphed into a scandalized state senator defending himself against a throng of angry reporters.

Synthetic experience competes with real experience as dream, fantasy, and memory begin to collapse into each other. Identities become elastic as the players consecutively inhabit completely different genders, ages, and ethnicities."

The film and its games hope to provoke questions from gamers like "Who are the players?", "What is the purpose of these games?", "What is the point of winning?", and "Where is it all leading?". It's an episode that looks to use video games as a metaphor for the human search for meaning and identity.

You can watch more digital shorts from Futurestates: Season 1 here.

[Via fort90]

By Simon Carless

GameSetNetwork: Best Of The Week

As we compile larger stories from elsewhere on our network, here's the top full-length features of the past week on big sister 'art and business of gaming' site Gamasutra, plus our GameCareerGuide features for the week.

As GDC nears, there's still room to compile a bunch of neat pieces from last week, including good longform interviews with Capcom's Christian Svensson and the Battlefield: Bad Company 2 creators, as well as an overview of the Nordic dev scene, a look at how agile methods are being adapted in the game space, and some choice GCG features, including Game Developers Conference tips and tricks and more besides.

Cha cha cha:

Battlefield Logistics: A Bad Company 2 Interview
"EA DICE's console-targeted shooter makes its second foray into the market this week, and here senior producer Patrick Bach discusses the series' and the gaming audience's evolution -- and how that touches the game's design."

The State of Agile in the Game Industry
"Certified Scrum trainer and veteran developer Clinton Keith takes a look at the state of agile acceptance at gane studios, using survey data to identify common stumbling blocks, and presents here comments from developers on the process at their companies."

Persuasive Games: Shell Games
"Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?"

The State of the Nordic Development Scene
"We speak with Nordic developers about the current state of the region's game development scene, focusing on the struggles and strengths of a region known for top-notch games and business challenges."

Careful, Capcom: Christian Svensson Speaks
"Capcom's U.S. VP speaks candidly about the company's plans, its development strengths, business realities, and recent comments made by its Japanese management that the U.S. will no longer be a force for IP generation."

The Aesthetics of Play Control: The Role of User Interfaces Discussion of Games as Art
"Daniel Gronsky, adjunct professor of Media Studies at Pine Manor College, delivers this look at the connection between the aesthetics of a game and its play control -- refined from discussions originally taking place at PAX."

GCG: GDC Tips For Students
"Planning to attend next week's GDC as a student? Two-year veteran of the show and developer Grant Shonkwiler, who attended in 2008 as a student, shares his tips on how to maximize the show."

By Simon Carless

On Death And Dying In Phantasmagoria

phantasmagoriamurder.jpg Point-and-click adventure games have their own set of frustrating quirks: the puzzles tend to require dream logic, for instance, or there is a lot of arbitrary clicking around the screen in search of the game designer's intended hotspot. But the most salient hallmark of the genre, probably, is that of the main character's frequent, inevitable death.

Player death is an obvious, even lazy way to reinforce the player's investment in his own in-game decisions -- whether he remembers to chug a cup of coffee could mean life or death! -- but in the case of Phantasmagoria, every death, every minor failure, is, in a giddily gruesome way, its own macabre little reward.

Phantasmagoria was released in 1995 at the apogee of the FMV "interactive movie" fad. Actors typically mimed even their most minor in-game actions -- including their deaths -- in front of a blue screen, lending that genre a surreal, operatic cheesiness. David Craddock notes that Phantasmagoria's narrative action "often culminated in controversial and grotesque scenes made all the more real by the fact that real actors, not animated characters, were involved."

In a Phantasmagoria retrospective that concentrates on the game's failings as much as anything else, Craddock continues,

Dozens of bad choices on the part of the player brought about gory consequences for Adrienne. In one death sequence, an imprisoned demon bursts through a door, grabs Adrienne's face with both of its powerful claws, and pulls in either direction, effortlessly ripping her head into bloody bits of flesh, bone, and brain matter. In another, Adrienne's possessed paramour ties her to a chair and throws a lever, prompting a scythe to swing down and split her head not-so-neatly down the middle. In the same scene, players can cause Adrienne to commit suicide by pulling the lever themselves.

Phantasmagoria was rereleased just last week as a US$10 download.

[Editorial: Smoke, Mirrors and the Phantasmagoria]
And see also:
[The Wonderful Murders In: Roberta Williams' Phantasmagoria!]
[Games that scarred me for life: Phantasmagoria]

By Simon Carless

Round-Up: Gamasutra Network Jobs, Week Of Feb 12

In our latest employment-specific round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from 2K Marin, Foundation 9 and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

38 Studios: Game Designer
"Would you like to become part of the team that includes the creative visionaries behind Drizzt Do’Urden and Spawn? 38 Studios is currently seeking a Game Designer to join our Design department. This is a full-time position with competitive salary, full benefits and 401(k), and the chance to be part of online gaming history!."

Foundation 9 Entertainment: Marketing Director
"This Marketing leader will provide Marketing and brand management leadership for Foundation 9 Entertainment Studios and serve as the primary Marketing advisor for Studio leaders. S/he will take an active part in developing strategic corporate and studio marketing plans that will enhance F9E’s its market position and brand value within the traditional video game market. The Director will also help F9E grow into new markets."

TimeGate Studios: QA Manager
"TimeGate Studios, developer of the award-winning F.E.A.R., Extraction Point and Kohan series, is looking for talented and driven individuals to work on its current line of next-generation products for major publishers. Projects in development include an MMO and FPS. Both of these projects are based on TimeGate intellectual properties."

Vigil Games: Senior Game Designer
"Take one legendary comic artist, one technological guru, and add a host of experienced artists, designers, programmers and managers, and you have a recipe for groundbreaking gaming - you have Vigil Games. In 2006, Vigil Games became a part of the THQ family. We released next-gen title Darksiders in January 2010 and are at work on the Warhammer 40K MMO."

2K Marin: Networking Programmer
"2K Games develops and publishes top-line PC, console, and handheld entertainment software with a strong concentration in three distinct categories: sports, high profile licenses and specialty product. Some of the hit titles in 2K's lineup include the critically-praised BioShock, Sid Meier’s Civilization IV, and The Darkness."

Crystal Dynamics: Concept Artist
"Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one console, the PlayStation 2 and PlayStation 3 computer entertainment systems and the PlayStation Portable (PSP)."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

By costik

War and Peace

Stéphane Bura is an eminent game designer, of both digital and tabletop games, as well as something of a game design theorist. His War and Peace is more of a thought experiment than a game; it is, he proclaims a "one-button Civilization". You make only one decision during play: to toggle between "peace" and "war."

The game is something like an autonomous Classic Empire; you start with a single city that spits out soldiers and the occasional settler, which wander off in semi-random ways. Soldiers explore in peace mode and attack enemies in war mode. Depending on which mode you are in, you develop technologies that either improve your military capabilities or your peaceful ones; "technologies" have Civ-like names, but their only actual affect is to improve three stats (power, research, and growth). As with Civ, there are multiple ways to win: military conquest, world domination, or space colonization.

It takes just a few minutes to play, and does produce something of the feeling of Civ -- but of course limiting the game to one decision does not breed deep play. It's an interesting experiment, though.


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