March 22nd 2005

Strolling Through The Zoo, Noting This And That


From Consciousness Explained

by Daniel C. Dennett

Early in the book, Dennett begins to set out a method for Phenomenology.


You don't do serious zoolology by just strolling through the zoo, noting this and that, and marveling at the curiosities. Serious zoology demands precision, which depends on having agreed-upon methods of description and analysis, so that other zoologists can be sure they understand what you are saying. 

Serious Phenomenology is in even greater need of clear, neutral method of description, because, it seems, no two people use the words in the same way, and everybody's an expert. It is just astonishing to see how often "academic" discussions of phenomenological controversies degenerate into desk-thumping cacophony, with everybody talking past everyone else. This is all the more surprising, in a way, because according to long-standing philosophical tradition, we all agree on what we find when we look inside at our own phenomenology.


I would argue that almost every piece of writing, serious and non-serious, academic and anti- academic, on the subject of videogames, is simply the result of people 'strolling through the zoo, noting this and that, and marveling at the curiosities'.

'Oh, I just noticed that Lara Croft plays with concepts of femininity, I'll make a note of that.'

'Crikey, isn't the gameplay in Halo smashing?'

'Resident Evil 4 has a different camera system to the previous games, but the control system has hardly changed. How clever I am!!'.

'Katamari Damacy is unique'.

All perfectly true, worthy statements, entertaining and containing some insight. 

Mostly useless to game designers. 

As Dennett states, any system of learning (zoology, phenomenology or the study of videogames) needs 'agreed-upon methods of description and analysis', otherwise you get 'desk-thumping cacophony, with everybody talking past everyone else'. Often, I think you'll agree that we find ourselves in the doing the latter. I think we are moving, albeit slowly, into a situation of some agreed-upon terminology - the works of various writer/designers including myself should help that, (although what we really need is a proper peer-reviewed publication where we can set this stuff out formally and in agreement), but the methods of analysis are going to be a little harder to come by.

Commercial interests often drive this sort of thing, and we can already see game analysis becoming somewhat formalised and codified by the likes of Microsoft, amongst others. These types of tests are generally focused on products in development, and they tend to focus on user-centric problem-finding and problem-solving analysis. For example 'is the inventory system intuitive?', 'can the user aim properly?'. They also keep their findings secret, for obvious reasons.

Those types of investigations are valid, especially if you have to quickly fix something between alpha and beta, but the work of usability labs for product testing is never going to create the foundations of an analytical system. 

I'm not sure what kind of body or organisation needs to collect this data, but it would need to be peopled or policed by working game designers. We'd need to look for trends and conventions that are hidden from 'strollers'. We'd need to analyse in a systematic and creative way, collect and share data and concentrate on facts rather than opinions. A real academic process is one of some structure, some creativity and a lot of information. That information needs to be organised, consistent and useful. It needs to relate to real products in the marketplace and our everyday experience. It needs to help designers do their work and help academics do their business of analysing and theorising. The data from the study of videogames needs to be simply presented and described in easy to understand language. It's probably going to be boring work, but work that pays real dividends for those committed to collect and collate this information, and those who discover the hidden secrets and conventions in the data.

We are getting there, but we still have a long way to go, and nobody seems willing to step up and make an effort. Data collection isn't as sexy as intellectual posing. Are we forever going to be a gang of disorganised, secretive, cacophonous, pseudo-scientific, pseudo-artistic professionals, or are we destined to become something else? 


Oct 5th 2004

Lessons Learnt from the Challenger Disaster


From The Pleasure of Finding Things Out

by Richard Feynman

Following the destruction of the Challenger Space Shuttle on January 28, 1986, a commission was formed, led by Secretary of State William P. Rogers. The scientist on that commission was Richard Feynman. His report was almost suppressed by commission as it was seen as embarrassing to NASA. In an extract from this report, he talks about the differences between bottom-up and top-down design.


The usual way that such engines are designed (for military or civilian aircraft) may be called the component system, or bottom-up design. First it is necessary to thoroughly understand the properties and limitations of the materials to be used (for turbine blades, for example), and tests are begun in experimental rigs to determine those. With this knowledge larger component parts (such as bearings) are designed and tested individually. As deficiencies and design errors are noted they are corrected and verified with further testing. Since one tests only parts at a time, these tests and modifications are not overly expensive. finally one works up to the final design of the whole engine, to the necessary specifications. There is a good chance, by this time, that the engine will generally succeed or that any failures are easily isolated and analyzed because the failure modes, limitations of materials, etc., are so well understood. There is a very good chance that the modifications to the engine to get around the final difficulties are not very hard to make, for most of the serious problems have already been discovered and dealt with in the earlier, less expensive, stages of the process. 

The Space Shuttle Main Engine was handled in a different manner, top down, we might say. The engine was designed and put together all at once with relatively little detailed preliminary study of the materials and components. Then when troubles are found in the bearings, turbine blades, coolant pipes etc., it is more expensive and difficult to discover the causes and make changes. For example, cracks have been found in the turbine blades of the high pressure oxygen turbopump. Are they caused by flaws in the material, the effect of oxygen atmosphere on properties of the material, the thermal stresses of startup or shutdown, the vibration and stresses of steady running, or mainly at some resonance at certain speeds etc.? How long can we run from crack initiation to crack failure, and how does this depend on power level? Using the completed engine as a test bed to resolve such questions is extremely expensive. One does not wish loose entire engines in order to find out how a failure occurs. yet, an accurate knowledge of this information is essential to acquire a confidence in the engine reliability in use. Without detailed understanding, confidence cannot be attained.

A further disadvantage of the top-down method is that, if an understanding of a fault is obtained, a simple fix, such as a new shape for the turbine housing, may be impossible to implement without a redesign of the entire engine.


Any seasoned game developer will see the analogies between the processes described and our work. Thankfully, we do not find ourselves in situations where people's lives depend on our decisions, but the complexity and expense of game development certainly has a lot in common with medium to large engineering projects.

I obviously favour a bottom-up approach to game design. Game technology development is generally already produced in a bottom-up manner, as coders tend to be au-fait with the techniques Feyman describes. What designers need to do, I think, is examine this type of process and apply it to their field of work.

The materials of game design are obviously the primary low-level elements of interaction in the game. These fast, simple actions and reactions form the basis of all the players experiences and as such should be treated with as much respect and time as the basic materials in an engineering project. Feynman uses the term 'experimental rigs' which is an idea that can be directly applied to game development. It is usually quite easy to create a small prototype of an interaction or action in a cheap and cheerful manner in order to stress-test your concept. This might be a 'blue room' to test character movement, or a shooting gallery to determine weapon accuracy cones. It could be a text-based app that simulates population growth or character development.

Like the aeronautical engineers, the next stage is to use those selected materials in the manner of what Feynman calls 'larger component parts'. These are usually objects in which two or more smaller components interact (for instance bearings in a bearing housing, or a sprocket threaded to a spindle). Our game design equivalents would also be instances where low-level actions and interactions are combined. For example the 'blue room' may get an enemy dropped into it, or a series of pickups or weapons placed. The shooting gallery could be combined with character movement or the weapon attached to a vehicle. The text based population growth app could be combined with the interactions of individual population members in combat or mating.

As soon as we being to combine elements in a bottom-up manner, we can have a high degree of confidence in the solidity of the individual elements, and be pretty sure that any anomalies are now the result of the interactions between elements, rather than intrinsic problems with the elements themselves. Because the system examined is simple, we can get to the root of the issue, resolve it, and find ourselves with another confident, solid system.

Now, as we move up a level, it is possible to look at actual component parts of the game as a whole. Levels/environments/stages/tracks etc. We know we have solid, dependable systems, that are fun to use, easy to understand and elegant to control. As we build levels, we can be pretty sure that if the game suddenly looses something, this is the result of the level content, rather than the systems. Because we have proven our low-level elements, we can avoid the all-too-familiar meeting where it is decided the missions aren't fun, therefore we need to examine the game systems. If we isolate each stage of the process, like a scientist, we can much more accurately determine the cause of the problem.

Finally we have robust elements, interacting correctly, and set in enjoyable, entertaining environments. We can bring the levels together and examine the game as whole. Hopefully any changes made to the flow and structure of the missions/stages/tracks will be evident here, and we will not need to edit individual missions, or add or remove low level systems. We may need to edit the content, to ship on time, or to make the game consistent, but we can be sure that those dropped levels were good individually, just not appropriate for the entire game object.

Just as Feynman says, the disadvantages of top-down design are rather familiar - expensive re-iteration, dangerous lack of knowledge about the interaction of subsystems and inflexibility in the design when problems are found. All of these things are costly, demoralising, but thankfully in our case not life-threatening. If you follow the bottom-up approach, however, I believe they are really quite easy to fix.


August 22nd 2004

Selfconscious and Unselfconscious Cultures


From Notes on the Synthesis of Form

by Christopher Alexander

Alexander is making distinctions between ancient forms of design (the ritualised building of houses in primitive cultures) and their modern equivalents (the building of houses designed by architects who are schooled formally by academia). This is a subject which he talks about at length, but the general principle is one that can be directly applied to videogame design.


In the unselfconscious culture the same form is made over and over again and again; in order to learn form-making, people need only learn to repeat a single familiar physical pattern. In the selfconscious culture new purposes are occurring all the time; the people who make the forms are constantly required to deal with problems that are either entirely new or at best modifications of old problems. Under these circumstances it is not enough to copy old physical patterns. So that people will be able to make innovations and modifications as required, ideas about how and why things get their shape must be introduced. teaching must be based on explicit general principles of function, rather than unmentioned and specific principles of shape.

I shall call a culture unselfconscious if it's form-making is learned informally, though imitation and correction. And I shall call a culture self-conscious if its form-making is taught academically, according to explicit rules.


I would argue that many game designers and development houses are still operating under an unselfconscious system, and I think this type of habit can be damaging to the future of those who use it.

An unselfconscious designer does things because they have always done things that way. They repeat habits and patterns and process without questioning their reasons in each individual application. They tend to do things the same way over and over. They do not apply measurement, science or other academic principles to their work. This makes them dangerously inflexible.

Consider the unselfconscious house builders of Polynesia. The building of a house within that culture is a ritual - everything is done in a traditional way, from the choice of location and the placing of supports to the application of covering materials. Priests and elders are present at every house building, making sure that the process is being carried out according to those traditions. Things are carried out this way 'because they always have been' and any attempt to deviate from this ritual is met with serious opposition within the culture.

This process of house building has obviously been very successful - the slow, measured evolution of the form of the houses has meant that no single individual is able to make a design mistake or instigate a dangerous fashion in building. It also functions well in a pre-literate community. The techniques of building are passed on by observation and copying, without the need for detailed plans. This inflexibility can, however also cause problems. If, in a theoretical Polynesia, a sudden change occurred in the climate, the unselfconscious system would not be able to keep up. Heavy rains or snowstorm would not be able to be dealt with by the ritual, as it frowns upon experimentation and the understanding of the specific reasons for the design.

Many game developers show a similar inflexibility in process, and it leads to the same potential for danger. The 'high priests' and 'elders' observe the development process, and ensure the ritual takes place as they have always done it. Any deviation from the tradition is met by scorn, and most of the time the games produced show a marked similarity to previous products which have used that traditional process. Academic, scientific and analytical techniques are not allowed, as they could call into question the origins of the ritual - the search for true knowledge is withheld and the high priests and elders maintain power.

This process works well if the game development environment is as static as the Polynesian weather. Unfortunately, it isn't. The videogame market is subject to lurches and shifts, as technology increases in jolts with new hardware cycles. The size of audiences and budgets similarly grows, at an often surprising rate. Similarly the audience is getting older, and old genres and IPs are often not met with the same enthusiasm that they have in the past. Furthermore the videogame market is more and more subject to fickle trends and fashion as it moves into the mainstream.

This is the environment where the unselfconscious designer finds themselves in danger. With the technological and economic environment in flux around them, the ritualised techniques they developed can suddenly become out of date by a serious margin. The habitual and often idiosyncratic systems they have devised over the years no longer achieve the same successes that they have in the past. Games can be developed that are out of date in genre, setting or tone. Technology can be developed in a slapdash or unorganised way which is no longer competitive. As selfconscious developers take the lead, with their use of flexible, modern organisation, an academic approach to technology and content development and the use of formalised communication of ideas within and between teams, the unselfconscious developers find themselves at a loss, scratching around for new ideas and systems, and feeling suddenly vulnerable as the old rituals prove themselves useless.

It is the previously successful organisations and individuals who are most at risk from this phenomenon, as they are likely to feel that their systems, habits and rituals are more valid than others. They are more likely to hang on to the old techniques because they have all the successes of the past to prove that they work. The problem here is that the successes of the past happened in the past.

It is only by the rejection of this unselfconscious process, the constant evaluation and re-evaluation of techniques, the application of academic and scientific measurement and technique that any designer (be it a house builder, telecommunications designer or videogame developer) can make sure they don't become as much a historical footnote as the straw house builders of Polynesia.


July 21st 2004

Myths of Process and a Nonlinear View of History


From Six Degrees

by Duncan J. Watts


A Nonlinear View of History

The notion that outcomes can only be properly understood in terms of the interaction of individuals, each of whom is reacting in real time to the decisions and actions of others, presents us with a quite different view of cause and effect than the one to which we are generally accustomed. Conventionally, when something or someone is successful, we assume that the extent of the success is proportional to some underlying measure of merit or significance. Successful artists are creative geniuses, successful leaders are visionaries, and successful products are just what consumers are looking for. Success, however is a descriptor that can only be applied after the fact, and with hindsight it is easy to be wise. Our typically outcome-oriented view of the world, therefore, leads us to attribute the success of something to whatever characteristics it happens to exhibit, whether or not those characteristics where ever recognized as special beforehand.

What we don't generally consider is that the very same thing, with the very same characteristics, just as easily could have been a dismal failure.


Watts is using this brilliantly described insight to support the argument that elements of culture are parts of a complex network of interaction, and can therefore not be considered in terms of simple cause and effect. This idea is one which would be useful to apply to videogame development, I think.

It is our natural reaction, whenever we experience an effective videogame (be it effective from a design or commercial point of view), to immediately try to discover the process that was used to create this success. These examples of process often become part of videogame legend. I would consider the following examples of legendary process.

1. The team on Metal Gear Solid 2 each had a book in which they sketched and jotted down ideas. At the end of the week, the team's senior staff would examine everyone's book and consider including the ideas.

2. The team on The Legend of Zelda: Ocarina of Time had a large wall at one end of the office, on which they stuck Post-It notes. These notes represented brainstormed ideas about features to add to the game.

3. Lionhead Studios have a continual influx of young work-experience testers that play the studio's games, sit in on design meetings and offer their opinions.

4. John Carmack takes his laptop on holiday and works seven days a week.

5. Miyamoto's teams at NCL habitually take a game to beta, scrap it, and start again from scratch.

6. Yu Suzuki invited his six-year-old child into the development of Shenmue, in order to get their opinion on gameplay and story.

It is the received wisdom that these examples of esoteric process are significant contributing factors to the success of the associated games. That people who take chances and push the boundaries in process can expect to reap the rewards in games that likewise push the boundaries in user experience or commercial success. I'm not sure that this is the case at all. As Watts says;


Conventionally, when something or someone is successful, we assume that the extent of the success is proportional to some underlying measure of merit or significance.


What if the people behind successful games had no idea what they were doing to manufacture that success? What if these were processes that were too subtle, complex or unconscious to be identified, let alone communicated to others? What if (as is often the case) successful creators and teams are unable to repeat their initial success precisely because they are unable to determine what they did right in the first place? What if none of these esoteric and legendary methods has any effect on the projects at all?

The relationship between cause and effect in other people products in other people companies is so complex, and probably so different to ours in our individual teams, that I think it should be given significantly less consideration than we currently give it. If we continue to analyse process over product, then we are doomed to see random success and failure, and we will never have a codified set of skills that we can pass onto other designers. We'll be forever worshipping artistic geniuses, only to scratch our head in confusion when they create a dud next time around.

We need to look at the actual experience of playing the game in as much detail as we examine the process of developing the game. We need to identify what it is about the low and high level structure of Ocarina of Time that makes it so compelling, before we read three hundred interviews with Miyamoto in which he talks about applying the experiences of playing as a child to development. We need to understand the complexities of the cultural and economic landscape that make State of Emergency outsell Beyond Good and Evil, before we blame the failure of the latter on the magic get-out-clause of 'bad marketing'.

By looking at a game in detail, precisely examining the experience and possibilities of the product, we get right to the centre of things. Yes, Kojima might have come across that game mechanic while reading Plato, but that doesn't mean we should all rush out and buy The Republic. The path which he took to create that mechanic can never been re-created, even by him, so lets not waste our time examining it. We need to look at what it is about the object itself that works, before making any assumptions about the process that created it. Once we think we've determined what the game is doing right, then we can look at creating a process tailored to our individual circumstances which that can help us emulate that kind of success.


June 27th 2004

Richard Feynman's 'Computer Disease'


From The Pleasure of Finding Things Out

by Richard Feynman

The world-famous physicist is describing his time spent on the Manhattan Project in Los Alamos, New Mexico during WWII. The team have just taken supply of some IBM Tabulators to help them with the vast amount of calculations they are doing on the project. A certain Mr. Frankle is in charge of the machines, and Feynman notices a change in him...


Well, Mr. Frankle started this program and began to suffer from a disease, the computer disease, that anybody who works with computers now knows about. It's a very serious disease and it interferes completely with the work. It was a serious problem that we were trying to do. The disease with computers is that you play with them. They are so wonderful. You have these x switches that determine, if it's an even number you do this, if it's an odd number you do that, and pretty soon you can do more and more elaborate things if you are clever enough, on one machine. And so after a while the whole system broke down. He wasn't paying any attention; he wasn't supervising anybody. The system was going very, very slowly. The real problem was he was sitting in a room figuring out how to make one tabulator automatically print arc-tangent x, and then it would start and it would print out columns and then bitsi, bitsi, bistsi and calculate the arc-tangents automatically by integrating as it went along and make a whole table in one operation. Absolutely useless. We HAD tables of arc-tangents, but if you've ever worked with computers you understand the disease. The DELIGHT to be able to see how much you can do. But he got the disease for the first time, the fellow who invented the thing got the disease.


So there you go. People were doing it at the very dawn of computing.

How many people have you seen succumb to this disease? Have you ever been infected yourself? Ever worked for a team that is infected to the point that they become shuffling zombies?

Designers, especially today, where technical expertise is pretty much a pre-requisite of the job, are very susceptible to this disease. As scripting languages and tools become more powerful, it is ever more tempting for designers (people who should be considering the customer experience above all others) to stop worrying about entertaining the public and concentrate on entertaining themselves.

We've all seen the signs. A coder exposes a new aspect of the game to the designers, and before even thinking about it they've got something on screen and they are entranced by the power in their hands. Before you know it, they've devised the videogame equivalent of Mr. Frankle's 'bitsi, bitsi, bitsi' arc-tangent tables. A complex and satisfying technical problem with no use to the project whatsoever. It might be a complex AI manager that does things the player with never see. It might be a flashing icon in the HUD that a coder and artist should be dealing with in the last three months of the project. It might be a level which is full of clever tricks but plays like a dog.

I'm not suggesting those who succumb to the disease are weak or inferior at all. As soon as I find myself doing a vaguely technical task I get re-infected and start fiddling with useless crap which entertains me rather than contributing to player experience. What a smart designer needs to do is understand that they will succumb at some point during a technical task, be able to recognise the symptoms nice and early, and take the necessary steps for recovery as soon as possible.

Some designers might find they can cope by stopping technical work and doing some creative work for a day. Some might find they can simply concentrate their mind on the design document and implement like a robot, without giving themselves leeway to fiddle. Some might rely on a lead designer to pick them up and put them back on the straight and narrow. Others may become completely infected and become a coder (joke).

The worst thing that can happen is for this disease to infect an entire team, or someone in charge of a team. Under these circumstances the whole project becomes focused around the pleasure of the loop (idea, design, implement, results) and focus is permanently lost on the final end-user experience. Games developed this way are pretty easy to spot. They have lots of little moderately impressive elements, each technically impressive and entertaining for the viewer for about five minutes. They usually take over five years to develop. I once worked for a company who's founder used to get excited about developing scripting languages that were fun for the scripters to use, or that in some way did something clever, new and completely useless. That company spent a year longer than scheduled implementing scripts on that project and in the end they all had to be hard coded because the scripting language was so impractical.

It all comes down to an ironic fact. Using computers is fun. They give you power and control and the opportunity to experiment and be creative. All of that entertainment is available to the user of the software or system. All we need to do as game designers and developers is make sure we are creating environments in which our customers feel that enjoyment as much as we do. We want the players to become infected, while staying away from the disease ourselves.


May 30th 2004

The Dangers of Language


From Notes on the Synthesis of Form

by Christopher Alexander

 


A designer may object that his thinking is never as verbal as I have implied, and that, instead of using verbal concepts, he prepares himself for a complicated problem by making diagrams of it’s various aspects. This is true. Let us remember, however, just what things a designer tries to diagram. Physical concepts like “neighbourhood” or ”circulation pattern” have no more universal validity than verbal concepts. They are still bound by the conceptual habits of the draftsman. A typical sequence of diagrams which precede an architectural problem will include a circulation diagram, a diagram of acoustics, a diagram of the load-bearing structure, a diagram of sun and wind perhaps, a diagram of the social neighborhoods. I maintain that these diagrams are used only because the principles that define them – acoustics, circulation, weather, neighborhood – happen to be part of current architectural usage, not because they bear a well-understood fundamental relation to any particular problem being investigated.



Where a number of issues are being taken into account in a design decision, inevitably the ones which can be most clearly expressed carry the greatest weight, and are best reflected in the form. Other factors, important too but less well expressed, are not so well reflected. Caught in a net of language of our own invention, we overestimate the languages impartiality. Each concept, at the time of it’s invention no more than a concise way of grasping many issues, quickly becomes a precept. We take the step from description to criterion too easily, so that what is at first a useful tool becomes a bigoted preoccupation.


While reading these passages I experienced an interesting and pleasurable sensation. What I was reading expressed a feeling I have had experienced unconsciously, but never solidified into a concrete concept. This is one of Alexander's strengths as a writer, he seems to come at concepts from an odd and original angle and somehow express things that are obviously true, but surprisingly obscure. I'm sure I'll introduce you to more of these revelations in later updates.

The problem Alexander describes is one that is prevalent in game design just as much as architecture or product design. In the confusion of working in a field with little formal structure, it is all too easy to grab onto any large floating object. Alexander points out that those concepts that can be most clearly expressed are precisely the 'large floating objects' that we notice first. For example, in creating a design document or project schedule, it's very easy to start addressing issues that are easy to grasp, without actually examining the project's real needs.

This idea relates to my constant repeated mantra that designers need to focus more on the low-level fundamentals of games rather than the higher-level interactions. It just so happens that the higher-level interactions are precisely those that 'can be most clearly expressed'. I think this is probably the reason for this typical mistake made by designers. In a design document I can very easily use the written word to describe plot, character, mission structure, weapon capabilities and enemy descriptions, but it is almost impossible for me to clearly express the dynamics of the character's mid-air jump control. Similarly in a conversation I can express some concepts more easily than others, often frustrating myself and others as I struggle to put into words a description of a sub-second interaction or completely abstract notion. People who have worked with me will recognise this frustration well.

There are two ways which we can address this issue, as I see it. The first is to rigorously apply positive discrimination in our work to ensure we always apply adequate time and energy to precisely those aspects of a design that we are having trouble describing and expressing. The moment we find ourselves struggling with language, confusing or boring people in meetings, making odd abstract drawings or waving our arms in the air, we need to be aware that we have just come across one of those aspects, make a mental note of it and be aware that this aspect of the project is likely to become easily obscured by the less important, but easier to express aspects.

The second method of addressing this issue is to make attempts to apply terminology to things that do not yet have them. This is hard to do, because it feels pretentious and academic, nevertheless if there is something we are going to find ourselves referring to and describing at length in the duration of the project, it is vital that it has an agreed label for it. This applies not only to aspects particular to the project, but also concepts and techniques that we can carry from project to project. 


May 18th 2004

Microscopes


From The Tipping Point

by Malcolm Gladwell

While examining the details of what makes a piece of communication effective, Gladwell describes a famous piece of scientific analysis.


The pioneer of this kind of analysis – of what is called cultural microrhythms – is a man named William Condon. In one of his most famous research projects in the 1960’s he attempted to decode a four-and-a-half-second segment of film, in which a woman says to a man and a child, over dinner: “You all should come around every night. We never have had dinnertime like this in months.” Condon broke the film into individual frames, each representing about 1/45th of a second. Then he watched – and watched. As he describes it: 

‘To carefully study the organization and sequence of this, the approach must be naturalistic or ethological. You just sit and look and look for thousands of hours until the order in the material begins to emerge. It’s like sculpturing…Continued study reveals further order. When I was looking at this film over and over again, I had an erroneous view of the universe that communication takes place between people. Somehow this was the model. You send the message, somebody sends the message back. The messages go here there and everywhere. But something was funny about this.’ 

Condon spent a year and a half on that sort segment of film, until, finally, in his peripheral vision, he saw what he always sensed was there:


Now I'm a pretty analytical and anal fellow, but that description of Condon's research is shockingly detailed, even to me. But when you think about his actions in the context of the rest of science, it doesn't seem that odd. Much of our understanding of the world comes from the analysis of elements that are very small in relation to the system being analysed. The structure of atoms helps explain the more complex phenomena in chemistry, the behavior of cells biology, and the detail of sub-atomic particles and forces physics.

So what's wrong with applying the tool of micro-analysis to other fields? It's turns out that there's nothing wrong with it at all. fields on the borderline of science have been busy adopting microscopic analysis for many years. An example would be in the subset of linguistics known as 'Phonetics' or the science of speech sounds. Central to the study of Phonetics is the element known as a 'Phoneme'. The use of the microscopic phoneme elements really helps Phoneticians (like my girlfriend) understand how the vast complex stream of speech is structured, because it subdivides complex sequences of sound that happen too fast to consciously hear, into discrete units that can be logged and examined.

Condon's microrhythms research is an example of microscopic analysis applied to social interaction, and I think this type of analysis has a place in the development and understanding of videogames. The content in a game is thrown at a player in a manner that is too fast for us to comprehend. Like the dense clusters of phonemes in speech, the television, speakers and rumble motor output from videogames sends out vast streams of information which we are unable to process in detail. Without realising it, as gamers we are bombarded with thousands of atomic particles of 'gameplay' every minute we sit and play.

What really needs to happen is for someone to do what William Condon did with human interaction - take a short sequence of gameplay, and painstakingly divide it up into constituent atoms, applying the Phonetic rule that the atoms should be the smallest possible size while still being meaningful in the context of the analysis.

As it turns out someone has done what Condon did with human interaction (without being aware of his work, I hasted to add). That person is me, and you'll be able to read about my analysis and method at some point later this year...


April 4th 2004

Notes from Notes on the Synthesis of Form


From Notes on the Synthesis of Form

by Christopher Alexander

When I read a book, if I find a passage that is some way relevant to my work, I tend to fold over the page so that the corner of it points to the relevant section. I've just finished this famous book on design theory by the Cambridge educated mathematician and architect and I have nineteen folded pages, which is pretty good for a book that only numbers 130 pages. I could have just folded over every page, given the amount of stuff which is relevant, but that would have been a bit silly.

To be honest the best recommendation I can make is that you read the book, but I'll pick some of the passages the page-corners are pointing to so I can illustrate the recommendation. Bear in mind this book was written in 1964, two years after the creation of the first videogame Spacewar by Stephen Russell and others at MIT, an event that Alexander was doubtless completely unaware of. The book manages to discuss design in such a brilliantly general way that it can be applied not only to kettle makers and architects (its intended audience) but also people like us sitting in front of LCD monitors forty years later. Some of it is a bit bizarre, it's certainly a little difficult to read, but there are some real gems for those willing to stick it out. I'll keep the comments to a minimum, because the quotes really speak for themselves.


The use of logical structures to represent design problems has an important consequence. It brings with it the loss of innocence. A logical picture is easier to criticize that a vague picture since the assumptions it is based on are brought out into the open. Its increased precision gives us the chance to sharpen our conception of what the design process involves. But once what we do intuitively can be described and compared with non-intuitive ways of doing the same things, we cannot go on accepting the intuitive model innocently. Whether we decide to stand for or against pure intuition as a method, we must do so for reasons which can be discussed.

I wish to state my belief in this loss of innocence very clearly, because there are many designers who are apparently not willing to accept the loss. They insist that design must be a purely intuitive process: that it is hopeless to try and understand it sensibly because the problems are too deep.

I wish to state my belief in this loss of innocence very clearly, because there are many designers who are apparently not willing to accept the loss. They insist that design must be a purely intuitive process: that it is hopeless to try and understand it sensibly because the problems are too deep.



Now we are at a second watershed. This time the loss of innocence is intellectual rather than mechanical. But again there are people who are trying to pretend that it has not taken place. Enormous resistance to the idea of systematic processes of design is coming from people who recognize correctly the importance of intuition, but then make a fetish out of it which excludes the possibility of asking reasonable questions.


24 Carat solid gold.


The modern designer relies more and more on his position as an "artist", on catchwords, personal idiom, and intuition - for all these relieve him of the burden of decision, and make his cognitive problems manageable. Driven on his own resources, unable to cope with the complicated information he is supposed to organize, he hides his incompetence in a frenzy of artistic individuality. As his capacity to invent clearly conceived, well-fitting forms is exhausted further, the emphasis on intuition and individuality only grows wilder.


Hands up who recognizes people they have worked with or perhaps notable 'rockstar' designers?

There is much more I will come to at a later date, but Alexander makes some excellent points on the need for a synthesis of artistic and analytical thinking, the dangers of using verbal categories to organise problems rather than categories that are fundamental to the problem itself, and a brilliant contrast of ancient (unselfconscious) methods of design with modern (self-conscious) ones. He's evangelical but cautionary on the use of process over intuition and he illustrates his ideas with mad diagrams (and linguistics-influenced hierarchies and tree diagrams).

Looking at Alexander's other work, I find he has written a four volume series called the 'Nature of Order'. that costs about a hundred and fifty dollars in total. Where's my credit card?


Mar 22nd 2004

The Measure of Things


From A Short History of Nearly Everything

by Bill Bryson

In a chapter about the early attempts at measuring the Earth, Bryson describes the obsessive technique used by mathematician Richard Norwood in his efforts to determine the length of a degree of arc of the earth's surface.


'Starting with his back against the Tower of London, Norwood spent two devoted years marching 208 miles north to York, repeatedly stretching and measuring a length of chain as he went, all the while making the most meticulous adjustments for the rise and fall of the land and the meanderings of the road. The final step was to measure the angle of the Sun at York at the same time of day and on the same day of the year as he had made his first measurement in London. From this, he reasoned he could determine the length of one degree of the Earth’s meridian and thus calculate the distance around the whole. It was an almost ludicrously ambitious undertaking— a mistake of the slightest fraction of a degree would throw the whole thing out by miles— but in fact, as Norwood proudly declaimed, he was accurate to “within a scantling”— or, more precisely, to within about six hundred yards. In metric terms, his figure worked out at 110.72 kilometers per degree of arc.'


Scientists have been using manufactured measurement devices and specific measuring techniques since the earliest days of engineering, and today they use all manner of vastly expensive and hugely impressive devices to determine all sorts of values for objects that we can't even perceive, never mind take a guess at the measure of.

What form does measurement take in game development? Well, you can be pretty sure that the programmers on your team are measuring quite a lot, determining the amount of time it takes to compute something or the amount of memory used to store something, and all of this generally logged, cross referenced and available to everyone who needs it. Your production guys are also probably making an effort to measure time in man-hours, keep an eye on team size and track the expenditure of the team in hard numbers. Artists are more than likely working within established size conventions for characters/vehicles/agents and (hopefully) keeping a keen eye on the poly-counts and texture measurements of their work.

So what are the designers measuring? How big is one of your levels in game-units? How long does it take you character to land after hitting the jump button? What's the length of a standard combat encounter? Approximately how long does it take for your heroes to level up in real-time?

The chances are the answer to those questions is 'uhh...dunno'. There's nothing absolutely terrible about that (I'm sure a bunch of amazing games have been made with an entire team of otherwise brilliant 'uhh....dunno' designers), but I think there is a lot that you can learn about your game and other games if you spend an afternoon with a chinagraph pencil, a stop watch, the tape-measure tool in your level editor and a video camera. Here's some interesting values to measure.

1. Time

How long do some key things in your game take to happen? This could be anything from your character jump, weapon reload, level load time, mission length, game length, typical time between save-points etc.

2. Distance

What are some of your average distances in your game and are they consistent? Do they follow a deliberate pattern? Are all your four-player multiplayer maps about the same size, are the two teams in a CTF map about the same distance from each others maps, is the choke point directly central? Do you have one vehicle that is unintentionally longer than the rest? Does one of your enemies have a longer melee weapon than you expected? Has anyone been keeping tab of gameplay-critical distances?

3. Density

How often to things happen in your game? How spaced apart are the enemies, the pickups, the resources etc? Is there a consistency or deliberate design to the density of elements in the game?

4. Weight

Looking at your difficulty curve, how are you dealing with the spacing of tough sections? Is the game 'light' at one end and overly 'heavy' at the other with content and plot, or is it unattractively 'lumpy'? Do any of your weapons/enemies/abilities feel out of balance with each other? Do players favour one strategy or technique over others where this is not wanted? Is the game overall too 'heavy' with difficulty or plot?

5. Mass

Just how much stuff do you have in your game? How long is/will be a play-through? Is there any extraneous mass in the game systems or content? Do the game systems feel unnecessarily bloated? Like a sports-car designer, can you justify every bit of weight on the vehicle? Is there anything that could be trimmed away to make the product fitter?

6. Velocity

How fast does your game move along, in terms of the rate of unlocking/learning abilities/weapons/tools? What about the speed of plot development, the introduction of other elements like characters? How quick do your characters/vehicles/agents move in relation to the game world? Do your players control these velocities or are they determined by you as designers? Is this intentional?

8. Area

Looking at the screen, what are the relationships between this 2D plane and the things that inhabit your world? How does the character/vehicle/gun/agent move in relation to screen-space? What proportion of the screen is filled with UI? How much of the screen is drawing floor and how much sky/ceiling? What is the relationship between the importance of game elements and the amount of real estate they use in the screen? All of these measurements are much easier if you draw on the screen with a chinagraph pencil or a washable marker.

What are you supposed to do with this info? Well you might learn something in the process of measurement, maybe you haven't been paying attention to the expanding or shrinking nature of one of these values, maybe there's a value that seemed to make sense a while ago, but that now seems too big/small, maybe you'd never even considered the need to measure or pay attention to a particular value.

You might also use this data to try and tune your game to feel more like other titles you either admire, or which have set important conventions in your genre that you wish to follow. For each value you want to investigate, take two or three games which you feel have nailed that area of design, and measure them using the same method you used to measure your own title. The chances are you find some correlation or convention in the figures between games that feel right in those areas (the two successful games might have the same reload time for the shotgun, the same waiting time to create a low-level unit, or the same amount of screen-space used by the vehicle in a sharp turn). Compare that convention to the value in your game, and try to adjust yours accordingly to bring it in line with the others. If you are lucky, you might find a solution for that nagging problem you were finding hard to solve.


Mar 7th 2004


From Biophilia

by Edward O. Wilson


'Elegance is more a product of the human mind than of external reality. It is best understood as a product of organic evolution. The brain depends on elegance to compensate for its own small size and short lifetime. As the cerebral cortex grew from apish dimensions through hundreds of thousands of years of evolution, it was forced to rely on tricks to enlarge memory and speed computation. The mind therefore specializes on analogy and metaphor, on a sweeping together of chaotic sensory experience into workable categories labeled by words and stacked into hierarchies for quick recovery.'


I've already talked about the power of analogy, so lets turn to the other organisational principle of the mind, the use of hierarchies. If the mind is designed by nature to organise complexity into hierarchies, then how come designers use them so little? Let's have a look at a possible method for the integration of more formalised use of hierarchical organisation by designers. 

Wikipedia has a great page describing the numerous meanings and applications of hierarchies including this section: 


‘Many aspects of the world are analyzed, arguably fruitfully, from a hierarchical perspective. Science provides the following examples:

In biology, organisms are commonly described as an assembly of parts (organs) which are themselves assemblies of yet smaller parts, and so on.

In physics, the standard model decomposes bodies down to their smallest particle components.

In linguistics, words or sentences are often broken down into hierarchies of parts and wholes.’


This type of hierarchical reasoning is the one that is most useful to us. Linguists, Physicists, Biologists and Game Designers have something in common- they all deal with the understanding or creation of complex phenomena which contain information which can be perceived in layers. The use of layering and hierarchies directly increases the efficiency their work. For example, in Biology information presented in this way tells you nothing:

Organic chemicals, social groups, organelles, cells, families, atoms, organs, organisms, species

But the following hierarchical organisation is one of the cornerstones of the science

Species

Social Groups

Families

Organisms

Organs

Organelles

Cells

Organic Chemicals

Atoms


In this 'stack' the jumble of terms is transformed into a system whereby the position of an element gives us information about it's relationship to other elements. The hierarchy tells us that families are collections of organisms, it tells us that species are made up of social groups and that cells are collections of organic chemicals. These relationships have an impact of the work of biologists - The study of dynamic family relationships (say, conflicts in sexual selection amongst brothers in chimpanzee families) is informed by information from the study of the behavior of organisms (The precise mechanisms of male chimpanzee sexual behavior) , which is in turn informed by the interrelationships of the organs in the organisms (the genitalia and mental functions of the brain in the chimp).

In game development, designers are unlikely to apply as stringent an organisation of elements, and as a result they can miss out on the advantages of this type of system. Most design documents are unlikely to structure information about game systems in anything other than a linear jumble. Here's a typical jumble of game that we might typically see in the course of reading a design document. 

This organisation of this information tells us nothing about the interrelationships and the dependencies of each system and the lack of weighting or order makes it quite difficult for outsiders to understand. But we can improve on this jumble by creating a hierarchy;

This tree diagram tells us three important things that the jumble could never say.

Firstly it gives us information about elements of the game which are made up of groupings of several smaller elements. The story is made up of a bundle of missions, and the missions are bundles of different interrelating game systems. Understanding elements as being made up of groups of other elements helps create a clearer picture of the process. It teaches the team that it's a mistake to start writing the plot until we know what types of missions will work, and it also explains that mission design needs to wait until we know what our game systems are going to be.

Secondly this diagram tells us the dependencies between systems that are important in development. The jumping system can only be implemented properly after the completion of the running system, there’s no point in polishing the turret system until we get a sense of how the vehicles carrying the turrets work.

Finally the hierarchy gives us information based on the application of one other criteria. I’ve placed what I feel are the most important aspects of the game design at the bottom of the tree. The lower an item is placed, the earlier it needs to be implemented, giving more time for polish and iterative work. Using a tree like this in development, I would encourage the team to tackle elements at the bottom of the tree first, slowly moving up the hierarchy until the team moves into content creation (missions and story) in the final stage of development. In a sense this tree is stating 'don't worry about the stuff at the top of the hierarchy now, we have fundamentals to concentrate on'.
Hierarchies like these can be a very useful reference point throughout the development of a game. They allow designers map out the entire game at an early stage, in a way that is easily communicated to others and can act as a point of reference throughout the developmental process. They let project managers see at an instant the most effective scheduling order for gameplay related code and art assets, as well any potential bottlenecks and important dependencies. They give coders a familiar and organised vision of gameplay modules that they can understand in an instant without trawling through wordy design documentation, and they can also give senior management and publishers an overview of the project and information about possible budgetary requirements in an instant.


Feb 18th 2004


From Creativity and Intuition: A Physicist Looks at East and West

by Hideki Yukawa


‘Suppose there is something which a person cannot understand. He happens to notice the similarity of this something to some other thing which he understands quite well. By comparing them he may come to understand the thing which he could not understand up to that moment. If his understanding turns out to be appropriate and nobody else has ever come to such an understanding, he can claim that his thinking was really creative.'


This quote I think brings up two distinct aspects of the game designers process which are vitally important. 

1. Analogy within games.

As a designer working through problems and issues in gameplay design on a daily basis, it's vital that you have enough knowledge to be able to draw analogies between the work you are doing on your project, and the work already complete in other games on the market. Good designers make an effort to find these analogies and for great designers this it is an unconscious process. 

You may find for instance that the precise issue of button assignment for your object interaction system has been solved more elegantly in an RPG or you might find that there's a beat 'em up with a great progression structure that solves your issues of plot development in an FPS. An encyclopedic knowledge and a keen eye for analogy within games is essential in your day to day work. You need to be able to see across genres and apply abstract structural analogies to find solutions to problems. In the same way a scientist is able to see beyond the surface of a subject to see the hidden patterns and logic beneath, game designers need to have a mental record of the structural blueprints for all the games they've played. In what way is Mario 64 like GTA?* What are the similarities between The Sims and Crystal Castles?** A good analogist sees them in seconds.

2. Analogies outside of games.

He's the most over-quoted game designer of all time, but Will Wright was making a great point in his 2001 GDC keynote when he made analogies between game design and architecture, toy robots, comic strips and Japanese gardens. The rather typically insular psychological make up of game makers, and the huge obsessive effort that is required to learn the craft of game development doesn't exactly foster an ideal breeding ground for familiarity with the wider world, but Wright's point was that there is a huge amount of rich and varied information in other subjects that can lead to a better, fresher understanding of games.

A keen analytical mind will often search around subjects to try and find patterns and structure that can be applied to other subjects, just as Yukawa describes in the quote. Perhaps there is something to be learnt for game designers in subjects are diverse as food design, pornography and the elegant combination of function and form in a pair of jeans? By limiting our analogies to games, films, literature and comic books we are potentially limiting the creative possibilities of our craft. I have a friend who works as an architect, and we often talk together about our experiences in the workplace in terms of project and team dynamics, the design and implementation process and the interesting dynamics between predominantly creative and predominantly engineering people. Each time we speak I am surprised by the huge degree of correlation between our two experiences. I would even suggest that he has more common experience with me than many of my contemporaries in game development. In the future I might be able to solve problems in game design by talking with him about them. The same might be said for what I can teach him about my experiences. 

Learning about other subjects, talking to people in other complex fields and observing the world around you can open up new ways of thinking about and approaching your work. It doesn't always work (I read about ten almost identical mountaineering books before I realised there was absolutely nothing in common between mountaineering and game design), but it's always fun finding out.


* The most striking similarity is in the way the games carefully deal out tasks for the player so that at any point there is more than one 'mission' available. Players can get very frustrated by the difficulty of one mission, without it stopping their progression in the game, as there's always something else to try somewhere else. I'm surprised more people don't rip off this idea, as it's technically simple and easy to design.

**Both are isometric (duh) and both deal with sensations of panic related to time management.


Feb 11th 2004


From The Blank Slate: The Modern Denial of Human Nature

by Steven Pinker

In this chapter Pinker is searching for evidence that man’s appreciation of art is innate, and therefore universal across cultures and grounded in the human brain's prehistoric evolution.


‘A wry demonstration of the universality of basic visual tastes came from a 1993 stunt by two artists, Vitaly Komar and Alexander Melamid, who used marketing research polls to asses Americans’ taste in art. They asked respondents about their preferences in color, subject matter, composition and style, and found considerable uniformity. People said they liked realistic smoothly painted landscapes in green and blue containing animals, women, children, and heroic figures. To satisfy this consumer demand, Komar and Melamid painted a composite of the responses: a lakeside landscape in a nineteenth-century realist style featuring children, deer, and George Washington. That’s mildly amusing, but no one was prepared for what came next. When the painters replicated the polling in nine other countries, including Ukraine, Turkey, China and Kenya, they found pretty much the same preferences: an idealized landscape, like the ones on calendars, and only minor substitutions from the American standard (hippos instead of deer, for example). What is even more interesting is that these McPaintings exemplify the kind of landscape that had been characterized as optimal for our species by researchers in evolutionary aesthetics’


(More about this experiment can be found at Komar and Melamid’s website)

When I read this passage in The Blank State something immediately grabbed me. The description;

'landscapes in green and blue containing animals, women, children, and heroic figures.'

Immediately sounded to me like a description of the opening levels of an action adventure or RPG game. Could it be that the kind of settings and narratives in these games reverberate in human culture for the same reasons the McPainting images do?

Legend of Zelda: The Ocarina of Time is the highest ranked game of all time at Game Rankings. It's opening levels contain landscapes of green and blue, populated by animals, women, children and the heroic figure of the player. Look at an image of Hyrule Field next to one of Komar and Melamid's Mcpaintings

I could have deliberately picked an image from Ocarina of Time that was even more similar to the McPainting, but I think this image of Hyrule field has enough striking similarities for the sake of this examination. Both are predominantly blue and green. Green and blue were in the favourite top three colours chosen by each country polled in Komar and Melamid's experiment. Both images contain relatively flat undulating landscapes, with distant features (if we were able to move the camera in the Zelda shot to the right we'd be able to see a nice picturesque mountain). Both have a heroic figure in the centre foreground, and if the Zelda image had one of the Hyrule Field monsters in it, we'd have our prerequisite hunt-worthy animal. The early levels in Ocarina of Time also contain women and children (as do most starting environments in RPG's).

I'm not one to easily jump to conclusions, but it seems to me that the findings of Komar and Melamid can be applied to the creation of landscapes in videogames. If you want to create an idyllic environment to destroy and have the player seek to save, you could do a whole lot worse than examining the detail of their findings. If you are worried about making landscapes that appeal to a cross-section of international games players, then don't because it seems we all have the same taste in natural beauty. Could it be that the relative lack of impact made by The Wind Waker and Beyond Good and Evil be related to their much less welcoming drowned worlds? 

This innate human appreciation for a certain, very specific type of landscape is part of the biologist E O Wilson's 'Biophilia' hypothesis. He argues that the human mind evolved to appreciate landscapes and environments that gave our ancestors an advantage in the prehistoric plains of Africa. Archetypal biophilic scenes typically contain a wide view of the landscape (to keep an eye out for approaching predators and enemies), a body of water (for drinking and washing), trees (for fruit collection), animals (to hunt), and distant pathways and mountains (for the promise of exploration and further riches).


Feb 11th 2004


From: Consilience : The Unity of Knowledge

by Edward O. Wilson

In writing an overview of the scientific method, Wilson begins to describe the concept of reductionism, the term used for the process of examining systems and reducing them into smaller, more manageable parts.


'Here is how reductionism works most of the time, as it might appear in a user's manual. 
Let your mind travel around the system. Pose an interesting question about it. Break the question down and visualize the elements and questions it implies. Think out alternative conceivable answers. Phrase them so that a reasonable amount of evidence makes a clear-cut choice possible. If too many conceptual difficulties are encountered, back off. Search for another question. When you finally hit a soft spot, search for the model system – say a controlled emission in particle physics or a fast-breeding organism in genetics – on which decisive experiments can be most easily conducted. Become thoroughly familiar – no, better, become obsessed – with the system. Love the details, the feel of all of them, for their own sake. Design the experiment so that no matter what the result, the answer to the question will be convincing. Use the result to press on to new questions, new systems. Depending on how far others have already gone in this sequence (and always keep in mind, you must give complete credit), you may enter it at any point along the way.’


Sounds like an interesting description of some aspects of the mental process of game design. Let's look at it bit by bit.

'Let your mind travel around the system. Pose an interesting question about it.'

Generally we don't have to look very far for an interesting question! The mental wrestling of the game designer usually begins with a problem or question posed to them about their system - 'What is the button configuration for this action?', 'Where on the interface can we put this?', 'Is there any way we can simplify this?'

'Break the question down and visualize the elements and questions it implies. Think out alternative conceivable answers.'

This should indeed be the next step in the action of problem solving. What precisely is the problem, what are the elements involved and what is implied by the question itself. 'Why is this action in the game?' 'Why do we need this to be on the interface?', 'Why does it need simplifying?'

'When you finally hit a soft spot, search for the model system – say a controlled emission in particle physics or a fast-breeding organism in genetics – on which decisive experiments can be most easily conducted.'

Scientists simulate the natural world in the lab with model systems - fast moving, easily set up and giving hard, repeatable data. As game designers, once we have a possible answer to our question we should do exactly as the scientists do - get it in the game, or in a test bed and see what happens. We can even go one step closer to the scientist and put the solution into a usability lab to discover what happens to the system in a more accurate model of the real world of customers and controllers.

'Become thoroughly familiar – no, better, become obsessed – with the system. Love the details, the feel of all of them, for their own sake. '

In my opinion, the obsession with the details is what makes a great designer. The obsession with the system, the feel for it, for it's own sake is what leads to the polish of a game. It's only by living in the system, understanding and engineering the details and becoming obsessive with the tiniest of decisions and interactions that you can create good create products.

'Design the experiment so that no matter what the result, the answer to the question will be convincing.'

Once you've found your problem, searched for solutions, tested them and become obsessed with the details of the system obviously you need to make sure your solution is convincing. This should be done by ensuring that you are not swayed by your closeness to the design. Be ruthless with yourself, seek the opinions of people you trust and respect to make sure you have a convincing solution to the problem.

'Use the result to press on to new questions, new systems.'

Scientists use knowledge gleaned from experiments to serve as a foundation for further enquiry. Game designers do something similar. Our experiences solving a specific problem can be applied to similar problems we come across in later projects or later in the same project. It may even be wise to make a diary of decisions and thought processes that can be consulted later.

'Depending on how far others have already gone in this sequence (and always keep in mind, you must give complete credit), you may enter it at any point along the way.’

This is a final important point. All science is based on references to information discovered by previous experiments. Scientists are not ashamed of publicly utilising the knowledge and conventions of their forefathers, in fact the whole of science would come tumbling down if each experimenter tried to re-invent the wheel. 

Game designers have come some way in this respect, but I feel there is a definite need for us to be more open and positive to the idea that we need to search for the conventions and build more formally on the successes of those who have gone before us. If game design were a pure art, then we'd be right to feel the need to forge forward on the crest of individual creativity, but game design isn't an art, it's a craft and a science, and crafts and sciences depend on the conventions, the discoveries, the tools and the knowledge of previous work in the field.