love story or… tell me again why i agreed to do this? warren spector [email protected] game...
TRANSCRIPT
Love Story or…
Tell me againwhy I agreed to do this?
Warren Spector
Game Developers Conference
San Jose, CA
March 25, 2004
Welcome
• Thanks a lot, Eric
– (Insert dripping sarcasm here)
• I don’t have a clue how to make a love story game.
• If I DID know, I’d do it…
Thinking about the problem• Pick your platform and/or game style
– For me: Single-player, Story-based, Character-based.
– For the other panelists, maybe something different (MMORPG? God-Game?…)
• Abstract out the real problems– Read all available research materials.
– Think until blood pours from forehead.• If blood, drop the idea immediately.
• If no blood, ask key questions.
• Get help from others– Synthesize.
Platform - MMORPG• Create appropriate visual representations
– Sight is critical, say the researchers
• Offer shared experiences– Shared interests are a given (playing the same
game…)
– Introduce some risk (get the nervous system working)
• Let nature take its course– Real people interacting with other real people
• Offer online wedding ceremonies, cheap.
God-Game• Pick the things you want to simulate
– Stages of love
– Physiological elements of love
• Create player avatars and a multitude of AI-driven characters
• Offer activities designed to affect measurable characteristics (re stages, virtual physiology)
• Track status of each NPC wrt to player
• When stats reach appropriate level, alert player he has won at the Game of Love.
Story Game
• Beats me
Ask appropriate questions• What are we trying to do?
• What’s the potential (why do it)?
• What are we trying to simulate?
• What are the challenges?
• How well-suited to games is the idea?
• Has anyone done this before?
• What are the player goals?
• What does the player do?
Your Answers Here
• (Hey, Eric wanted some audience participation so here it is.)
• (Be glad I didn’t do what I originally planned to do.)
• (I was going to get two of you up here to play out a love scene, to show how hard it is to get people to feel something specific…)
What are we trying to do?
• A game about love
• A story game
• A single player game
• A platform agnostic game
Why do this?
• Something new.
• Grow the audience.
• Better characters/actors.
• Impossible.
What do we want players to experience?
• Stages of love?– Attraction, Romance, Passion, Intimacy, Commitment…
• Physiology of love?– All five senses
– Hormone release (testosterone, estrogen, dopamine, norepinephrine, serotonin, oxytocin, vasopressin…)
• Courtship rituals leading to specific outcomes?– Companionship, Sex, Marriage, Family, Divorce…
• Feelings associated with being in love?– Elevated heart rate, dry mouth, sweaty palms, inability to sleep.
What are the challenges?
• Can’t force players to feel.
• Requires character interaction.
• Love is a many splendored thing.
• We know this isn’t real.
The feeling challenge
• Can’t force feelings
• No empathy in games
The character challenge
• Our characters are weak.
• The best of them look bad.
• The best of them move like marionettes, and the puppeteer is drunk.
• Conversations? Not good.
The senses challenge
• All five senses contribute.
• Not in games…
The unreality challenge
• Anyone here think games are real?
• Part of the appeal of games is that they’re not real.
– Fine for killing monsters or solving puzzles
– Trouble for a game built around the player’s emotional response.
How well-suited to games? The bad…• Not very
– No winning or losing
– No points
– Few obvious goals
– Few action verbs
How well-suited, the good
• On the other hand
– Classic fantasy
– Common experience
– Potential for pain in real world
Has anyone done this before?
• Japanese dating sims?
• Ico?
• DXIW? (Oh, those Spiderbots!)
• Grim Fandango?
Dating sims
Ico
Deus Ex and the bots
Grim, very grim…
Player goals
• Not winning or losing
• No “scoring points” in a relationship
• Fall in love with a virtual character?
• Learn something about love?
• Deal with someone who’s in love with you?
What does the player do?
• What are the “verbs of love?”
– Talk? Hug? Kiss? Other (ahem) physical manifestations of love?
– Sweat? Feel giddy? Exude pheromone’s? Ooze oxycitone?
Why is this such a hard problem?
• We don’t do “emotion” well.
• We don’t do “character” well.
• We don’t do kinesthetics well.
• We don’t do interaction well!
• We know it isn’t real.
That’s the real challenge of the game of love
So what CAN we do?
Character studies• Better characters
– More convincing models
– More expressive physicality
– More sophisticated conversational approaches
Pursuit, not feeling
• Focus on pursuit and lessons, not the feeling of love
– Testing behaviors in “risky” situations
– Believable consequences follow from reasonable choices
Guidance counseling
• Externalized situation
– Guide a character
– Don’t be a character
• Track behavior and responses closely
Represent (unrealistically)
• Play with elements we can control
– Rendering
– Audio
Thanks for listening!