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Newly unemployed Warren Spector has begun writing his monthly column for GamesIndustry. Let's dedicate this thread to laughing at them.
Where Are Gaming's Role Models?
There's also this "exit interview", where he says he doesn't understand why Disney closed down Junction Point and laments the soul-crushing AAA industry: http://www.gamesindustry.biz/articles/2013-04-05-warren-spector-the-exit-interview
Where Are Gaming's Role Models?
In the March 17, 2013 issue of the New York Times film critic Brooks Barnes wrote a column, "Hollywood's New Role Model (Beard Optional)." In that column, he talked about movie stars as role models - but role models of a very specific sort.
There is now a class of celebrity whose lives and (occasionally) work break out of the pure entertainment mode to deal with matters of serious significance to the world.
So, for example, a Ben Affleck can go from "Gigli" to "Argo" in the course of his career - and others of his generation can make similar transitions (witness Sean Penn, Angelina Jolie, Brad Pitt, Leonardo De Caprio and, precursor of them all, George Clooney).
Clearly, some movie people are bringing a social conscience and a seriousness of intent to at least some of their work. Being unable to divine what's happening in the soul of another, each of us must decide whether this reflects a cynical approach to career development or a sincere desire to express in their work what they find important in their lives. I, perhaps naively, choose to believe the former. However, whichever way you look at it, these celebrities are offering audiences greater variety of content and a level of seriousness that benefits their medium, even at the expense of their own and their studios' bottom line.
So here's my question: Is there any analogue to all of this in games?
I look around and, outside of a very few indie games and, of course, the self-styled and largely unheralded "serious games" movement, I don't see any mainstream developers or publishers offering this kind of serious fare. Ever. As a medium we remain mired in action and genre conventions. Even what passes for seriousness in mainstream gaming seems to require zombies, serial killers, aliens or demons to attract an audience.
If I were to say I wanted to make a game about rescuing hostages in Iran - without guns! - assuming I could figure out how to make such a game, I'd get laughed out of the pitch meeting.
Similarly, there's no way any publisher is going to fund development of a game about Abraham Lincoln that doesn't involve actually fighting alongside the Union army, leading it to victory. The behind the scenes machinations would take a backseat to an elevator pitch along the lines of "You are honest Abe! Once you used your axe to split rails. Now you must use it to split heads!" or, if you're a gamer of more serious intent, perhaps "Do YOU have the military expertise to Defy History and lead the rebel troops to a victory the real world denied them?!"
Can you imagine a game about a guy on a spiritual quest in a boat with a tiger? How about two old people struggling with the pain of love and aging? Or the story behind a raid to kill the world's most notorious terrorist? Okay, we could probably do an okay job of that last one, though probably not the events leading up to it - do you water board that guy or not? Seriously? But you get my point.
There's also this "exit interview", where he says he doesn't understand why Disney closed down Junction Point and laments the soul-crushing AAA industry: http://www.gamesindustry.biz/articles/2013-04-05-warren-spector-the-exit-interview
Q: What do you think of the idea of 'midcore' games; something with the depth of a hardcore game but that's approachable by a large audience. Is that really possible, or even desirable?
Warren Spector: Possible. Desirable. Necessary. I think the success of games like The Walking Dead and Heavy Rain and Journey and even World of Warcraft speaks to the appeal of traditional, approachable games. I'd go into more detail, but for now let's just say I think the secret to achieving the kind of approachability you're talking about lies in balancing skill, choice, goals and ethics. But that's something I'd like to talk more about in my column for you guys so I'm shutting up now.
Q: You've created quite a variety of games in your career. Is there a particular style or genre that you really want to work on now?
Warren Spector: I definitely want to mess around with mobile stuff - phones and tablets - and I'm intrigued by multiscreen gaming. I guess that just makes me another face in the crowd, doesn't it? Everyone's saying the same thing these days. I want to try to make 'real' games in that space - not just rail shooters or swipe-driven puzzle games. I want to tell stories and collaborate with players in the telling of them. Beyond that, I don't know much except I'll probably steer clear of cartoony stuff for a while. And I'm really hoping to make smaller games - games normal humans can finish (i.e., games that can be played in a few hours instead of the uncompletable 100-hour extravaganzas of my youth). I'm thinking smaller, deeper worlds packed densely with replayable story content, not epic quests where you have to do all the boring traipsing around and other stuff that movies wisely cut out.
In a weird sort of way, I've only ever worked in one genre and I don't see that changing. It doesn't matter whether I'm working on a fantasy game or a flight sim or a real-world simulation - I see every game I've worked on as just another step on a single evolutionary path. They're all about offering players more and more power to express themselves through play. The best way to tell you what I mean would probably be to just go and read the manifesto I wrote a long time ago. I've tried to live by that - and build or work with teams that lived by that - regardless of where I worked or what I was working on. Whatever I do next will embody these principles, too.