Can a social game make you cry?

I got into the game industry and joined Playdom to experiment with interactive drama. I dream of a future where we play or interact with games for the drama more than the game aspect. It’s a lofty goal but very similar to Bing Gordon’s dream at EA to see if a computer can make you cry.

“We see farther”, we crowed. We predicted the games business would develop to stand side by side with the $20 billion annual revenues of movies and recorded music. We foresaw a day when a New Hollywood would be created by “software artists” who harnessed Moore’s Law into a new category of art. We believed that their digital games would one day deliver the kind of emotional experiences we all enjoy in movies, what Stephen Spielberg describes as “sitting back and being washed over with emotion.”

Sadly though EA failed.

But we fell short of the lofty creative goal of “Can a Computer Make You Cry?” because we didn’t develop new models of character and narrative. Floyd, the robot friend in Steve Meretsky’s Planetfall, was a heart-warming sidekick but, no matter what words we typed into the Infocom parser, he died a sacrificial, text-only, death for us.

Bing has since had an epiphany and replaced his dream with a strange amalgamation. Instead of eliciting emotion through story he thinks the answer is allowing people to relive their gaming moments socially, to reinforce and create social connections.

But while we were looking for movies powered by millions of transistors, we ignored the emotions we were creating in games as a new kind of playground. Instead of creating emotion-laden, but passive stories, we elicited emotional moments off the screen, between friends, in the retelling, in the trash-talking. The emotional moments turned out NOT to have correlation with processing power, visual effects, and 3d graphics. The emotion came from who we played with, not what machine we played on. Games help us create richer photo albums of our lives.

So rather than trying to create stories and characters that “wash over” our audience, rather than trying to prove that a computer can make you cry, let’s create play spaces that help us make more and better friends. We are the characters, the heroes, the actors. And we are making stories together.

In that light Bing sees social games as the perfect beast but I completely disagree. I agree that social games help us connect but we aren’t building stories here. We aren’t the character, the heroes, the actors. I think their original goal to have computers make us cry is still attainable even if they failed. When EA started it was a much different environment, but as Bing mentions the playing field has changed with social games. And where Bing now sees social games as a place to make connections I see them as the perfect opportunity to try and make a computer, a game, an interactive experience make us cry.

It’s not a technology problem

Bing starts his post by describing Moore’s Law and how at EA they thought it would do the same for the video game industry. As processors got more powerful so would the game engines and graphics.

For 25 years, the videogame business has counted on Moore’s Law to deliver the promised land of the New Hollywood. We thought more powerful chipsets driving higher resolution pictures, more lifelike animations and bigger production budgets would almost automatically deliver the emotion of movies. We thought that amazing hardware would spontaneously generate resonant characters and heart-wrenching stories, but the highest points turned out to be a robot, a polygonal babe, and a horny swinger wearing a gold medallion.

Though good story has never needed technology to be. Even as movies became a popular medium for story books and comic books remained, even thrived. Story isn’t a technology problem, it’s a problem of creativity. They were led astray by the visual, Bing even admits to it.

They went after the wrong audience

We’re all familiar with the video game industry and its struggle to attract women. Most games are built for men and why not, they’re the ones lining up outside the stores. Listening to Bing talk of the early days at EA I would think them ecstatic if EA could deliver Star Wars in interactive form, with graphics equal to the movie. I would have loved playing that as a kid – fly the X-wing fighter, practice with the lightsaber, all that. But in reality if you handed me the controls I would just wreck shop. I would cut Obi-Wan’s arm off just to see what he’d do. A controller in my hand I could care less about the story.

However if you could create an interactive version of Gone with the Wind I would expect women to treat it very differently. Taken in by the story elements I would expect them to play the parts. Men, boys are the wrong audience to start experimenting with story.

Social games are a new opportunity

Where as Bing thinks the promise of social games is making connections I think they’re ripe for attaining his original goal at EA.

For one, a large percentage of the social game audience is female and they’re looking for story.

They also tended to prefer games that emphasized narrative and character development over combat and preferred solo to group gameplay.

Secondly, social games are easily accessible so if there is a hit the audience can grow overnight. And thirdly, the technology isn’t complex and is already in the hands of artists.

The dream to have computers make us cry was never a technology problem as Bing thought, it was a creative problem. What we need is artists and narrative designers to experiment with story. Social games seem to be the perfect opportunity to try and achieve the dream to have computers make us cry.

The iPad screams for a new form of entertainment to compliment it

I spent most of Saturday playing with my new iPad at WordCamp San Francisco 2010. Of course it was a bit odd playing around with the famously proprietary device while Richard Stallman was on stage, but oh well. I have to say I’m very impressed with the iPad. I bought it mostly as an e-reader and excuse to test games, but am surprised at how the device fills me with a desire for other forms of interactive entertainment.

At home I love streaming Netflix movies through a Roku. Equally I was happy to see I could stream the same movies on the iPad as well. However I haven’t been able to sit more than a minute watching any of them on my iPad. My thumbs are right there, I want to interact, I want to do more than just watch. For me static media isn’t going to be enough, I want more.

Sure I can jump on Twitter or some other social media apps but I find even those don’t capturing my attention. I want more, I want entertainment. So I download a few games. Yet even these don’t keep my attention for long. Sure they’re clever how they take advantage of the iPad’s novel interface but I just don’t find them that compelling. Maybe it’s a consequence of that very novelty? Maybe it’s still early in the evolution of these games? In either case I find myself wanting more.

What I want is a mashup of Netflix and games – interactive drama. It would be more  akin to visual novels or dating sims. Sadly the only visual novel I could find in the App Store was in Japanese and there are no dating sims yet. After spending the day with the iPad I find it to be as revolutionary as Steve Job’s attests and believe it should find an equally revolutionary medium to complement it.

Joining Playdom and the social game phenomenon

I start at Playdom on Monday. I’m incredibly excited to dive head first into the social game arena and with a company like Playdom. The market is wide open, it’s the Wild West and I feel incredibly fortunate to be getting in at this point. Being the Wild West I hope to test the medium’s potential for interactive drama. Unlike virtual worlds, social games have the audience and they’re hungry for something new, for interactive entertainment.

Hollywood meets A/B split testing

The opportunity is also exciting because it’ll allow me to use my experience as a Product Manager building online apps and apply that toward entertainment. Imagine applying the type of feedback loops we see on the Internet to movies? Split test a movie or video game in real-time? I’ll also get the opportunity to leverage my years of studying screenwriting. It’s a very different world from trying to optimize a feature in Yahoo! Messenger to trying to figure out what game feature or story twist was more entertaining. It’s a different game and one I’m desperate to get into.

Saying goodbye to Visual Purple

It’s with some trepidation that I say goodbye to Visual Purple. I learned a lot about interactive story from the seasoned team there. Their roots are in interactive movies from the 90′s, producing such hits as Silent Steel and Blue Force. Beyond that they’re experience with interactive story goes as far back as Leisure Suit Larry.

I’ll miss reminiscing about Hollywood’s multiple attempts to make the medium interactive – from games or interactive drama. I remember returning from the 2009 Screenwriting Expo where Anthony Zuiker was pitching is digi-novel Level 26.

Scene from Leisure Suit Larry

I mentioned it at the office and was met with tale after tale of similar attempts to merge Hollywood and interactive story. From Mr. Payback and the doomed CSI Second Life tie-in, to expensive startups we’ve never heard of.

It was great learning about the convoluted history of interactive story and actually build training simulations that almost crossed over to interactive drama. I’ll miss it, but I’m hopeful social games will open up a new chapter for interactive drama.

Interactive drama won’t be about the technology

Tim O’Rielly recently posted about a dream he had for augmented reality and fiction.

I share this dream as a reminder that the fiction and entertainments of the future may have a very different form than the fiction of today. The first metamorphosis is just to change the medium, in the way that the paper map or atlas morphed first into online mapping sites.

In a lot of ways what he’s describing in his post is interactive story, or more specifically interactive drama. The technology is usually what draws people to interactive drama, but it’s the story that makes them run for the hills.

Story is hard

As Robert McKee has a funny line comparing aspiring writers to aspiring music composers.

If your dream to compose music, would you say to yourself: “I’ve heard a lot of symphonies… I can also play the piano… I think I’ll knock one out this weekend”?

McKee’s message – story is hard and it takes study. I’ve spent the last 10 years just trying to write a good screenplay. I’ve written lots of screenplays, none of them good so who cares. If the story can’t hold an audience no amount of technology is going to change that. It might prompt some posts on TechCrunch but the buzz will fade and the artist will move on to more rewarding projects.

Adding technology only adds to the difficulty of creating story

A few people have been plugging away at the interactive drama conundrum for nearly two decades. I’ve been plugging away for 5 years and have nothing to show for it but half-finished scripts, mock-ups, and this blog. Chris Crawford is probably the most dedicated in a field where I’ve seen more than a few come and go. It’s a tough problem to solve and it gets old when no one finds mainstream success. To this day when you explain interactive drama most people reply, ”You mean like those Choose Your Own Adventure books from the 80′s?”

Choose Your Own Adventure diagram by David Sky

There’s a reason Choose Your Own Adventure books were for kids, they’re really hard to write. David Sky does a great job of mapping out the branching storylines. Seeing it laid out you can better appreciate when Chris Crawford discusses the problems of branching storylines. The author had to keep everything in their head and resolve every storyline in a satisfactory way. It’s hard enough to perfect one storyline, try multiple intermingling.

Even though branching is the most common method for creating interactive drama there are others, or at least other theories. Chris Crawford has his approach. I think there is a lot that can be done with perceived agency.

Unanswered question

In many ways those of us in the field plug away with one unanswered question hanging over our heads – do audiences actually want the interactivity in their stories? The question has probably been the impetus for more than a few to leave the field as we can’t get the answer we want until we find mainstream success.

I know personally that it was the interactivity that drew me to the Choose Your Own Adventure books as a kid, however I also remember jumping back and forth to see how each storyline played out. Was it the interactivity that I enjoyed or was it the story? It all reminds me of how for years people told ATT they wanted picture phones. Hundreds of millions of dollars and decades later they gave them the Picturephone, but all people did was dial and walk away.

What we need are more artists

Film pioneers first occupied their time filming Vaudeville acts and oncoming trains. It wasn’t until the discovery of continuity editing that artists created the modern film. And when you really look at it, modern film doesn’t make much sense. We know logically that Superman will win in the end, he always does. But we still go along and emotionally feel that he might not. The artist is able to weave his tale and play with our emotions.

I hope the same will be true for interactive drama. Right now we mostly have technologists in the field, what we need are more artists. And I think they’re coming for a few reasons:

  1. There’s a captive audience thanks to Facebook – artists can get feedback and social gaming companies are looking to feed that audience anyway possible
  2. Hollywood model is dieing – they need to find a new model
  3. Technology is cool – it draws buzz

Remember, it’s about the story

All that said, there are some examples of succesful interactive dramas – just from Japan. Look at visual novels and dating sims. To some these might only be scratching the surface of what the technology is capable of, however remember that it’s mostly about the story. I hope we see more variations, but it’s more about the story. Dan Hon said pretty much the same thing in his piece about ARGs – it’s not about the tricks and games but the story.

Social gamers aren’t looking for games

Talk to most hardcore gamers and they don’t consider social games to be games at all. Talk with many social gamers and it’s likely they don’t consider what they’re doing a game either. So what exactly are they doing? Facebooking, that’s what.

Urban Dictionary defines Facebooking as a verb:

To check your facebook profile, search for something on Facebook or use one of its many apps.

Social games are apps, so social gaming is Facebooking. Daniel James, Co-founder and CEO of Three Rings spoke about Facebooking at a recent panel on social gaming.

They are mentally Facebooking. They are not there to play games, they are there to Facebook. And as a part of their Facebooking they are engaging with game experiences.

However that might be a little out of context as even he points out that the big question is if they think they’re playing games at all?

The big question that no one really knows yet is when someone is on Facebook are they in fact mentally, in there little mind, playing games at all?

So if the users don’t feel like they’re playing a game, can it be a game? That might be more, if a tree falls and no one is there to hear it… We could turn to some of the experts in the field of games for more help. But according to Daniel, they might not have high opinions of social games.

A lot of people, especially in the game business have a very snooty opinion about Facebook games. They describe them as basically, they won’t call them a game, “that’s not a game, I won’t call that a game, it’s a distraction” is a term I’ve heard used.

Social games are just a distraction - really?

A distraction! Now that isn’t very nice. But given all this, it isn’t too much of a stretch to assume two things:

  1. Facebook has found a captive audience
  2. Social gamers aren’t looking for games

In a way it’s a captive audience

They’re all on Facebook and they’re looking for a distraction, that makes them a captive audience. They aren’t looking as much on AOL or Yahoo! these days but they sure are on Facebook. Facebooking might be the modern form of channel surfing.

They aren’t looking for games

If they’re just Facebooking and don’t consider themselves gamers they can’t possibly be looking for games. They’re looking for a distraction, for anything. Well not everything, they seem to gravitate toward interactive entertainment. From Daniel again (I love pulling quotes from this guy):

I don’t know if that necessarily plays to the person wanting to a have a deeper more engaging, generally social experience. If they are there for distraction maybe that’s all the large scale market wants.

The opportunity is bigger than just games

What all this means is the opprotunity to experiment is huge. Everyone loves a captive audience and we know what they’re looking for – interactive entertainment. That’s a pretty broad category however. You can throw games into that, but it’s not just games. If I go to GameStop it’s likely people there are looking for games, not so much with a random sampling of people from the food court. The same is with people Facebooking, we don’t know exactly why they came to the mall but it’s safe to say it was to shop. What we don’t know is what for. So shouldn’t we try to throw everything and the kitchen sink at them?

To see the opportunity for social games as just games might be missing a whole lot. What about visual novels? Dating sims? Both are huge in Japan. I know I continually harp on how we need more story driven stuff but this seems like the perfect fit.

A friend of mine is addicted to Professor Layton. The game is a series of puzzles and for each you unlock you get more of the story. It’s nothing new but apparently my friend has been hooked by the story. So much so that she read blogs about the upcoming games in the series all the while professing that she does not like games.

People follow stories, gamers follow games.

As humans we can all follow a story; we think and learn in story. We can all play games as well but they don’t grab all of us equally. Some people love games, others can put them down at any moment. If I’m at GameStop my captive audience is looking for games, if I’m on Facebook what they’re looking for is much broader. Currently we throw games at the that captive audience. For one, it’s what’s working and bringing in profits. Second, it’s a great way to enhance sociability. However there has been little experimentation in interactive drama – outside of Japan that is. The classic example thrown around in the United States is, “Oh do you mean something like those Choose Your Own Adventure books?”

Facebook delivers a captive audience for interactive entertainment and the opportunity to experiment is huge. It goes way beyond what we’ve traditionally thought of as games.

Hollywood, meet multivariate testing

Let’s say the social gaming industry begins to experiment with interactive drama, just imagine what they could do. This is an industry built on metrics, on split testing – think of what you could do if you applied those techniques to a movie? Continuous deployment? You could start with a minimum viable product  that isn’t very good and over time evolve it into something worthy of an Academy Award. That might be stretching it, but it’s very different from the screen tests Hollywood does after shooting has ended. This would be the true digital revolution Hollywood has been waiting for.