Giving Back

A few days ago, a friend of mine shared a link to this New York Times article on the value of giving back. It struck me as true, on many levels.

As I have mentioned before, when Martin and I stated Funomena last fall, one of our major goals was to dedicate 20% of our time for projects that expand the reach and positive impact of games. That could be working on a project with a friend whose idea we really respect, volunteering time to lecture about games at a local school or even organizing events like Experimental Gameplay Workshop. Our goal was to structure the company so that everyone who works here feels comfortable spending at least 1 day a week working on things to improve our community, expand dialog about game design or just make the world a more playful and enjoyable place.

Shortly after our first conversations about this, a friend reached out to inform us that a grant I’d help write in 2010 had finally been approved! They were looking for a developer to partner with UC Davis and the NSF to build a pedometer-based game for kids in Sacramento. The goal of the project was to explore how a game involving step data could make kids more aware of their activity. That day, “the pedometer game” became our 20% time project!

In the months that followed, Martin and I began working with Chelsea and Charlie to create a web-based game that takes data from the FitBit pedometer and turns it into action points for exploring & terraforming a foreign planet. I’ve always wanted to make a game in tribute to my love of M.U.L.E. – and as we began designing it, we got more and more excited. Especially to see how we could design a low-spec, easily-accessible game to introduce the the concept of “staying active” without focusing on exercise as a theme for the game itself.

Working on a part-time, not-for-profit project may seem crazy for a small start-up. After all, shouldn’t we be spending all our time hacking away on our core prototype, so that we can bootstrap more quickly? Perhaps that’s a recipe for success in other companies. But for us, it’s actually proved to be one of the most fulfilling parts of working at Funomena – energizing and uplifting us in ways we never expected.

We began by just meeting the kids – which has been so inspiring. Their love of games, their passion for the program, and interest in participating in the design was obvious from day one. On multiple visits to the school, we saw what their environment was like, heard from them about their experiences and expectations. And then we began paper prototyping.

We needed the game to be highly portable: these kids don’t have smartphones, necessarily – and will often be playing on older, lower-end machines. We wanted kids to feel a sense of ownership over their individual games, while providing incentives for them to talk to one another about their level of activity. That meant we also needed to develop mechanics for solo, asynchronous play as well as some elements of collaboration (say, working together as part of small teams).

It took a while to get things … playable. Early versions of the game were too math-intensive, and then our prototype got too simple and boring. But by continuing to push on the rules and iterating on the game – we found something that we wanted to commit to code.

Yesterday afternoon, we travelled out to the school to demo the first digital prototype. It was nerve wracking! Would the kids enjoy it? Would they find it boring or slow? How would they feel about the idea of exploring this planet, and would the systems we’d put in place resonate with them? After about 15 minutes of watching (and listening) to them play – it was clear we were heading in the right direction. Relief! Happiness! Excitement!

In the post-play discussion, the kids came up with over 45 awesome ideas for improving the game, from systems for trading to mechanics involving creatures, crop discovery and character customization. We were able to discuss the game with them as a *team*, choose some next steps on the feature path and outline our goals for the next playtest. Best day in a 7th grade classroom I can ever recall.

We’re so excited to be working on this project that we just wanted to share an update. The weather here in SF looks to be sunny and we’ll be basking in the glow, both literally and figuratively. Here’s to a fantastic weekend!

permalink →

Inside/Out

A couple of days ago, a journalism student sent me a request over Twitter to see if I would answer some questions about games as art. We’ve been super busy here at Funomena in the post-GDC email crunch… working on our projects, creating some exciting new possibilities, and mulling over all we learned from the experience.

This afternoon, I decided to take a moment to answer the questions – and found myself really moved by them. I wanted to post them because they actually do a very good job of getting at what Martin and I feel is most important about art, games – and life in general.

Thank you for reaching out to me Jamie! I really am looking forward to reading your full piece.

- – -

1. How have games evolved as an art medium over the years?

Games have existed for many years, and artistic, experimental games have always been a part of our design heritage. Games like M.U.L.E, Rez, or The Sentinel for example. In a way, games started as a personal hobby and artform, and evolved into an attractive business, with millions of dollars invested in its success.

Now, developers can once again explore the frontier edges of game design and earn a living. The technical barrier to entry is also lower, so more hearts and minds can lend their perspective to the medium. As this was true for fine art, writing and film, it is now true for games. The medium itself is opening up, and giving birth to new voices.

2. What is the criteria (if any) that would help classify a game as a work of art?

Art is a personal experience. It is about the relationship between creators and audience, performers and participants. So for me, the question is about that relationship. And the question is: Did it transform you?

I’m not talking simply about the experience of beauty or craft, or even feelings of fear, rage or sadness. I’m talking about being pushed to re-think what you thought you felt or knew. To examine yourself or others in a new light. As when engaged in a dialog.

Many works of art have made me feel joy and pain. But it’s the ones that truly moved me to reconsider my perspective, to re-approach or re-engage with a feeling or a viewpoint that I am truly grateful for.

3. What kind of process is involved when making a videogame feel emotional?

I think the process for making an expressive or emotional game is about introspection. It’s about pushing yourself to engage and feel empathy for yourself. If you can be open to your own ideas, fears and desires, you can share them through a work of art. If you are closed to yourself, it will be much harder.

Consider Lee Bontecou and Tiffany Bozic, whose stunning work translates both the delicate and dangerous aspects of the natural world. Inka Essenhigh and Anish Kapoor, who shape time and space in completely different, but equally inspiring ways. Vincent Van Gogh and Henry Darger, whose work spoke to others when they could not. Each has touched me deeply, but I do not think their work is *about* me. It is about them, and then my relationship to them… and to all perspectives.

To accomplish that kind of dialog, I really believe you first have to look deeply inside – and then, reach out.

4. Do you think games are moving more towards art these days or are games like Journey and The Unfinished Swan just distractions from the core gamer experience?

Games like Journey are about exploring our connection to one another. Far from a distraction – I think this is our biggest challenge as a species.

In general, I am a positive person. I believe that we are becoming more empathetic, aware and loving as a global society. We are not perfect, but we are making invaluable progress. Now more than ever before, we can see and feel the impact of our beliefs, word and actions on other people, cultures… and the planet itself.

If we succeed at surviving, it will be because we used every medium at our disposal to increase understanding, build bridges and solve our greatest problems creatively, in peace. Games are only one of the tools at our disposal – but they are an important part of the solution.

permalink →

GDC <3

Wow, wow, wow.

I have been attending GDC now for 13 years. It’s an amazing conference, for many reasons. But first and foremost among them are the people that attend: fellow developers who inspire and delight us with their thoughts, creations, and love for games.

This week jump-started as usual with the 2 day MDA workshop, where we saw some amazing paper prototypes for games like this amazing Katamari Damacy game based on the thrill of getting bigger! It’s probably not clear to the attendees (about 150 devs from all areas of the industry) but I learn more from them by helping out with their designs than they do from me. Because their prototypes show me that at the center of all games is something unique and inspring – the joy of interaction.

And while the conference has given me many occasions to smile over the years at GDC, this year really taxed my cheeks! Especially since the Journey team was nominated for 6 Choice awards and 7 GANG awards – and took home 11 total. Far more than any award, and even hugs from fans – embracing as we stood on stage accepting for Game of the Year at the Choice Awards was a highlight of my year.

On Thursday, this trend continued – hugs and congrats from people who were touched by the game… and then from people who attended the #1ReasonToBe panel and our panel at Microsoft’s Women In Games awards luncheon. It was such an honor to be part of the ongoing dialog, and I thought deeply about both presentations because I wanted to do two very specific things.

First, I wanted to let people know how I got where I am today (which while not planned, but looking back was definitely no accident!). Second, I wanted to inspire GDC attendees to reach out and find more developers – people like my IGDA Scholar Mentee Brittany Oswald, who is interested in games, education and generally making the world a better place!

It has been fantastic hearing from so many of you about how these talks demystified my career and inspired yours. Please use Facebook or LinkedIn to stay in touch, so I can promote your awesome games when they come out. In the days and weeks to come I’ll post here when things related to the panel (including the session video) are made publicly available.

By Friday I thought I was all hugged out – but this year’s Experimental Gameplay Session was a yet another occasion to embrace and celebrate new perspectives and I think it may have worn my arms out with all that clapping! We had a fantastic session filled with amazing games, which I will also link to here as coverage emerges in the next week or so.

To the attendees: REMEMBER OUR CHALLENGE: Not everyone who makes or dreams of making games is a member of our community yet, and it’s our job to change that. Please – do your part to make next year our most diverse session (and conference) yet!

Huge thanks to our fellow organizers for helping us sort through 130 submissions, and prepare everyone for the session. Giant hugs to each of our 24 presenters, for showing us how and why gameplay experimentation is so vital to our industry. It was especially heartwarming to see devs playing each other’s games onstage, and to see the attendees playing games in the room after, as we prepared to say a wistful goodbye to GDC2013.

Games bring us together, show us what we are … and inspire what we can become.  Because of all of you, I woke up inspired, recharged, and am walking on air. Till I see you all again in 2014….

<3

permalink →

Losing Count

March is always a crazy month – with preparing to teach MDA, organizing the Experimental Gameplay Workshop, and prepping ourselves for the gamut of parties and events associated with GDC. It’s probably my favorite time of year – especially since San Francisco is becoming so lovely and sunny just as everyone arrives. And then, there’s my birthday…

But the good vibes seem to be following us through this year month to month… which makes this year feel a bit like a ride in the clouds! At this year’s BAFTA games celebration, Journey won 5 of 8 nominations – earning yet another award for Best Online Game. Crazy!

Why crazy? Because last year, at this time, while the rest of the Journey team was prepping for GDC, Martin was hard at work simulating network play for the game, checking our server code twice, and then again… waiting for launch. We’d had a small beta (just a few thousand players) which helped us nail down a few issues – but had no idea if the game would hold up once we launched. Really.

One year ago today, at SXSW, I was sipping a beer as it softly rained outside – sitting with Martin, Kellee and her husband Mike. We wondered aloud what the launch of Journey would be like. Will people play the game connected? Will they find each other? What if they can’t stay connected – or worse, don’t want to? The suspense was… intense. Here’s a photo I took of Martin later that night. We were just.. waiting.

I suppose that’s true with any creative effort – launching is when you face the music. And with an experimental concept, the stakes are just a little bit higher because you don’t know if people will really enjoy it. But when you’re trying something totally new to your team, especially on the tech side, it’s unnerving.

Returning to the US this week I felt especially grateful that Martin’s seamless lobby code held up at launch – especially considering the harsh alternative. It’s a good reminder that it’s important to count your blessings. A deep and heartfelt thanks to everyone who supported us when we had no idea if Journey would really *happen*… and to the BAFTA organization for recognizing how hard we worked so that it could.

permalink →

Unreal

2013 got off to an interesting start for us here at Funomena. Martin and I both had a lovely break visiting with with family and friends… but unfortunately we also caught the dreaded holiday plague. Martin came down with it just before the break, and then I picked it up on the tail end of my vacation. Blech!

Not unlike most folks, I get incredibly frustrated when sick. Too tired and groggy to focus on anything “productive” or creative, I start to feel a backlog of mental energy. Luckily I received some lovely new hand-made origami paper and a small bone folder for the holidays – which helped pass the time. That, and the new XCOM for PS3, which I played for about 4 days straight during the worst part of my cold. It was just as good as I’d hoped it would be, and probably saved my sanity!

- – -

Towards the end of January we began to make plans to travel to Vegas for the DICE awards, and then on to the Grand Canyon. I’d never been to see this wonder of erosion and tectonic motion, which is surprising given my love of geology. We knew it would be cold, but thought it would be a nice way to round out our visit to the bright casino lights and glitzy award show. And boy, were we right…

DICE was nuts! Journey was nominated for 11 awards including Game of the Year, and we ended up winning 8 of them which was… unbelievable. On top of all the lovely letters and comments from fellow devs who were touched by the game, this kind of recognition is almost overwhelming. So many people we respect and admire were on the stage that night – and many of the games in our categories were expensive, large-scale productions. It’s humbling and a little unreal to think that a game made by ~12 people can compete at that level.

- – -

Driving out to the canyon the next day, we raced a heavy stormfront that was supposed to drop snow later that evening. The clouds filled the sky to the north, and the sun passed through them and faded to purple just as we arrived. Sunset in the cold, cloud-softened canyon was breathtaking. But in the morning – how much more amazing to see the cliffs and crags of this massive structure dusted white, drifting among the storm clouds like a dream.

Time passes slowly on the earth, but for people it seems so much faster. The temptation is to hurry… to resist rest when you are sick, to rush from one success to the next. But slowing down is critical for perspective.

It’s going to be a wonderful year.

permalink →