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Warren Spector collaborating with Hollywood on new title

Coupling the refined sensibilities of Deus Ex designer, Warren Spector, with the more commercial tendencies of Hollywood seems like a dangerous situation, especially in how it allows for ill-advised Perfect Strangers references. During last week's Game Developer's Conference, Mr. Spector vaguely described two of his upcoming projects to Eurogamer. One is based on an original gameworld he created with his fantasy writer wife, Caroline Spector, while the other is a "collaboration with a fellow you would have heard of out of Hollywood."

The latter title seems particularly interesting, if only because of the unusual cooperation between an entity that traditionally encourages compartmentalized safe bets and another that takes pleasure in smashing genre conventions with a mallet. Since it's unlikely to be a licensed title, it leaves us speculating about how exactly the Hollywood touch will play into Spector's plans. Could a first-person Night at the Museum RPG be in the works?

Of course not, don't be reedigulas!

Warren Spector tells us some game stories



Three years ago, Deus Ex creator Warren Spector spoke about the sad state of narrative in the then-current crop of games and challenged the industry to makes some changes. Three years later, Spector today told a packed GDC auditorium that they had made some progress, but there was still a lot of work to be done.

Spector broke game narratives down into a few basic forms. There's:
  • The rollercoaster: An exciting story that gives the illusion of a lot of exciting twists and turns, but inevitably ends up going in more or less a straight line. Spector said the influence of this type of game story is weakening, but it will never go away completely.
  • The "Will Wright": Like archetypal games SimCity and The Sims, these games build stories with the player's input rather than overpowering them with a narrative decreed from above. These games are built on the idea that players can share better stories with each other than the ones told to them by developers.
  • Procedurally generated stories – Games like Facade that can alter the story on the fly without following pre-defined paths. These games offer a "terrifying amount of freedom," and provide a great way to "explore the innerspace of personal relationships as much as the outerspace of the game world," as Spector put it.
While game stories have made progress on issues like structure and character graphics, Spector said stiff character interaction and animation remained the biggest obstacle to creating engaging stories in games. He also chastised the industry for not offering enough ways to interact with a game story without killing things. "I want the opportunity to play a game and not play the part of Vin Diesel," he said. Spector also encouraged developers to build fully explorable worlds, not simple, flimsy movie sets that are "just an excuse to shoot stuff."

Fixing these problems is going to take some major time and effort, Spector said, as well as a willingness by developers to fund something other than better graphics. It also take a fundamental change of perspective for many game writers. "Get over yourself," Spector told the audience. "Your story isn't that interesting. Trust the players a little bit ... let them off rails. ... This is as much a design issue as a technology issue at this point."

Role-playing titles that made a "quantum leap"

Role-playing titles that made a Gamasutra recently polled its readers on which role-playing game made the biggest "quantum leap" at the time it was released. Any RPG throughout the history of the genre was fair pickings, but the top entry was the game that received the most votes from readers identified as industry professionals (because grunts like you and me only dilute the quality of the selection process).

Classic heavyweights such as Final Fantasy IV, Neverwinter Nights, EverQuest, Baldur's Gate II, and the Ultima series are celebrated as honorable mentions, which illustrates the impressive depth of the genre. I won't reveal the top five vote-getters, but a certain spike-haired dude with a huge sword is absent from the list -- just one omission of many that should fuel some interesting debates among the RPG faithful. What are your thoughts about the list?

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Developer spotting: Warren Spector


I tend not to notice the many faces flying by when I'm rushing to and from various booths in the LA Convention Center, but the aura of genius emanating from the man responsible for System Shock, Deus Ex and Thief: Deadly Shadows (amongst others) was simply too great to ignore. I managed to snap a picture of Mr. Warren Spector before he had to rush off to a super top secret meeting.

"I look forward to your next game, Mr. Spector."
"Yeah, me too."

GDC: A game worthy of the Nobel Peace Prize

Nobel Peace Prize coinWhat kind of game concept would be considered for the Nobel Peace Prize? That's the question GameLab CEO Eric Zimmerman posed to the group of developers competing at the third-annual Game Design Challenge.

The winning concept (as judged by audience response), Peace Bomb, developed by Deus Ex lead designer Harvey Smith, would be a multiplayer game for the DS. Players would join together and trade resources, eventually leading to real world flash mobs — a crowd that assembles suddenly in a public space, performs a notable act, and then quickly disperses. It's Smith's hope that the Peace Bomb flash mobs would erupt around socially constructive movements, encouraging players to transform an entertaining game into an effective social project.

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