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Proposed topics to date
(not prioritized)


1.  Training future game designers
One thing that’s been on my mind recently is, “What is the best way to train future game designers?”  Since basically everyone with success in the industry was self-taught or at best mentored unofficially, there’s no track record of how any given game design program has paid off.

                                                                                                          – Noah Falstein


2.  Using games to help change the world for the better
Another question that’s important to me is how designers can help change the world for the better, aside from the significant task of entertaining people.  This question has become increasingly practical as Serious Games have taken off.  Just in the list of games I’ve worked on there are a wide range of gratifying outcomes - helping kids with Cancer or ADD/ADHD, training physicians, staving off Alzheimer’s...  I really like this area and expect it will be my main focus over the next 5-10 years, and I’d love to come up with other ideas of areas to pursue or ways to grow this side of our business.  But it’s more of an opportunity than a problem.

                                                                                                          – Noah Falstein


3.  Putting creativity back into game design
I guess I would like to see the game industry get out of its RPG, RTS, FPS mode and back into doing things that are a little more creative. Most consoles now ship with “the worlds most complicated controller”™ and most normal people will never pick one up.  I think half the reason Guitar Hero did so well is because people could relate to the controller.

Remember back in the days when your Dad played you on the 2600?  Or you had to fight your Sister off to get at the controller to play asteroids? Doesn’t happen anymore.  How many Dads play video games with their kids? A whole generation played Pac Man yet we decided that wasn’t hardcore enough and went on to make GTA 3.

I guess what I am really saying here is that we used to experiment with different designs, small designs, asteroids, tempest, pac-man, and while these are not HUGE experiences they did develop interesting core gameplay elements that we still refer to today (well, some of us do). Where did that creative industry go?

                                                                                                          – Graeme Devine


4.  Innovation v. Derivative Crap, or How Do We Avoid Becoming Hollywood?
In many segments, the old garage game production methodology doesn't work any more.  Even games that do get made with innovative ideas have trouble getting picked up for wider distribution, and it is rare that we hire Developers from the ranks of the self-funded indy innovator.  How do we make sure that indy ideas get funded and built, so that we don't turn into Hollywood and churn out exclusively derivative crap for the rest of our lives?  Actually, Hollywood at least has boutique production companies (often just smaller groups within the big studios) who get promising projects seen and who bring promising young writers/directors into the industry.  Can we get that going within the games industry?  Why isn't there an "EA Searchlight Games" label?

                                                                                                           – Dallas Dickinson


5.  The Online Question
Do we believe that everything will have an online component within 5 years (even just leaderboards and high scores)?  10 years?  How do we feel about that as a required feature?  Should we build games with that in mind, or should we just build games and then figure out later how they interact with people and their online personae?  The same goes for multiple platforms.  If I can interact with my games like I interact with my music, movies and social contacts (via phone, iPod, laptop, TiVo, etc.), does that mean we need to build for that?  What would that service look like?  Does this disrupt/alter the core design questions of our projects?

                                                                                                           – Dallas Dickinson


6.  Item business model
I would like to talk about how to make games around the item business model.

                                                                                                            – Erik Bethke


7.  Making iterative development feasible

Here's a really quick explanation of a very complex issue:

Conflict: the importance of iteration and experimentation in game development vs. the restrictions of budgets / schedules.

This sounds pretty basic, but it's something I've been thinking about a lot. If you look at where a lot of the Really Big Things are coming from, you can see a pattern: extremely talented people who are allowed to experiment, and not forced to ship before they get it right. Think Will Wright, think Blizzard. How do you allow these people time to do what they do best, with no guarantee of a usable result, and no certainty of cost or ship date? How do you sort out the true talent in this area from masses of mediocre developers who *think* they should allowed to be work like this, but if given a chance, simply fill the time they have chasing their tails?

I'm very certain that iterative development is what makes the difference between bad / ok games and great games. I'm also certain that it makes life for people like me very difficult. Good project management means recognizing and accommodating this and creating an environment in which key talent can thrive - without spending the company dry.

                                                                                                           – Dana Hanna


8.    Why is there no equivalent to the XPrize for games?
If we had a million dollar fund and could award it to the first person or group to answer just one question about our medium, or invent a tool/process/algorithm - what would that be?

What is our GPrize?

                                                                                                           – Mark Terrano


9.  Finding the Grand Unified Theory of Game Design
I’ve entertained a six-part list of atomic game elements for years.  Raph has written an important set of axioms in his book.  XeoDesign has given us insight into players’ emotional states. And Noah Falstein is still cooking his 400 Project.  To me, all these attempts are worthy, but are like the blind men examining the elephant (they can only touch a portion, so they don’t realize the whole thing IS an elephant).

I’m not saying a Grand Unified Theory of Game Design exists, but it might be worth exploring.

                                                                                                           – Thom Robertson


10.  Interactive fiction format
When I started writing stories into my games, I quickly realized how hard it was, and I assumed that I was missing something, that there was a beautiful format or schema for writing interactive fiction that I was simply unaware of.  How anyone could keep track of 10,000 lines of dialog and make it all self-consistent was beyond me.  Sorry, no, there ain’t no such beautiful format, apparently.

Recently, I’ve congealed my thoughts on this into a simpler form; the Flashlight, Trashcan, and Dark Room.  Suppose I have an IF game where I get a flashlight in Act 1, and way over in Act 2 there’s a dark room that needs the flashlight to navigate.  No problem, except that I also put a trashcan in Act 1, which destroys everything you throw into it.  If the user throws the flashlight into the trashcan, they can’t get it back, and they’ll get stuck in Act 2.

Now, this is a bug, an error in my game logic, and there’s a million ways to fix it, once you become aware of it.  The problem I want to solve is, how do I make it so this logical problem is self-evident, or immediately obvious?  The IF veterans I’ve asked all shrug their shoulders and say “That’s what your testers are there to catch”, but as a lone wolf developer, I don’t have those testing assets, so I need a better way.

This problem seems like it could be rephrased as, “how do you write a programming language that automatically detects every bug you could possibly introduce”, and that seems pretty scary and rarefied.  But exploring answers to this question might be worthwhile, anyway.

                                                                                                           – Thom Robertson


11.  Visualizing game systems
Our computers are now doing millions of calculations for our graphics, but still only a handful for our game systems.  Why is that?  Why has our display increased in complexity several orders of magnitude, but our game systems haven’t?  One answer could be that we can see the results of our complex display code perfectly, right away.  If you have a 10,000 poly monster, and one of those polys is not right, you can see and fix it right away.

So it seems logical that our game systems could get more complex if we could somehow visualize them, with some sort of toolset, such that if there’s a single monster or sword that’s out of whack, we can immediately see that it’s wrong, and see HOW it’s wrong.

                                                                                                           – Thom Robertson


12.  Taking metagame structure to the next level
If Raph is right, then one of the basic rules of thumb to come out of his book is “a complex game is more fun than a simple game, everything else being equal”.  I’ve recently had to explain to a business partner how a single level of a puzzle game is fun, but the metagame, how you navigate between the levels, is also a game.  We spend a lot of time building complexity and fun into the levels of a game, but the metagame is still usually given little thought.

Now, people continue to explore alternate shapes for the metagame.  Many Japanese adventure games expect you to play the whole game through again, but this time with a chainsaw.  Dead Rising, and an older RPG, Breath of Fire, make you start over at the beginning when you die, but you keep all your XP and items.  I consider these design solutions to be small picture stuff.

What if we designed an AI that ran the meta-game differently for each player?  Beyond a simple set of rules (level 3 comes before level 4, level 5 is unlocked with 10k points, etc), what if we actually built something that worked almost like a human DM.  Oh, you want to get on the train and go north?  Sure, you can do that. Let me prepare the maps and encounters, while keeping the storyline and game balance intact.

                                                                                                           – Thom Robertson


13.  Games as a means of socio-political change
Regime change in Iraq was a noble goal. Could we design a game that would have led to democracy in Iraq without military involvement by any foreign country? Is there a way that Iraqis would have been able to play this game?

                                                                                                           – Andrew Tepper


14.  Making games more emotional than movies

How can games become more emotional than movies? What’s preventing us from doing so?

                                                                                                           – Nicole Lazzaro


15.  Alternatives to stimulus reward loops points and score

What’s next after stimulus reward loops points and a score? What equally enjoyable alternatives can we dream up for games to set objectives and create a sense of progress?

                                                                                                           – Nicole Lazzaro


16.  New ways to create tension and conflict in a game   

How can games create tension and conflict beyond time limits and guns? What alternatives are there for creating games that will make them deeply engrossing and reflect on the human condition. Yes, I believe that games can become art. What I want to think about is how can we move beyond the crayons of today to the broader emotional palette of tomorrow?

                                                                                                           – Nicole Lazzaro


17.  Core games vs. casual games

Will core games become more casual, casual games become more core, or will games develop along an entirely new axis? I vote for the later and wonder what it could be like.

                                                                                                           – Nicole Lazzaro


18.  New possibilities for games of the future

Beyond Doom, Football, WOW, Civilization and The Sims what new possibilities are there for games of the future? At this past and last E3 it was much harder to find innovation in game play than in previous years. I vote for changing this.

                                                                                                           – Nicole Lazzaro


19.  Using games to enhance existing social bonds

Games create real relationships in virtual spaces. Some accuse games of creating “WarCraft Widows.” What will games of the future do to bring friends and families closer together in real life? How can games do more to support enhancing existing social bonds?

                                                                                                           – Nicole Lazzaro


20.  Blending in off-computer play

In addition to ARGs, what new opportunities are there to blend off-computer play?

                                                                                                           – Nicole Lazzaro


21.  Effect of game mechanics vs. game design intent
If every game designer in the world were to evaluate ALL design decisions and design goals primarily in terms of what effect various game mechanics have on the nature of the interaction and communication between the people playing, and what kind of effect does the designer WANT the game mechanics to have on those interactions - then what kinds of practices and tools would best facilitate this way of working, and what kinds of end results would this approach lead to?

                                                                                                           – Dr. Cat


22.  Listing and evaluating all major factors in game design
“What is a list of ALL the major factors that need to be considered in doing the work of game design, what do we think of each one, and how are they best balanced against one another in actual projects?”  That sounds very much like a group-brainstorming type of question that needs lots of people chiming in ideas to keep from having something major get overlooked.

                                                                                                           – Dr. Cat


23.  Using games to stimulate inductive reasoning
How can we improve our game design practices in order to better optimize the extent to which our games stimulate inductive reasoning in the players?  I think it’s also worth pondering questions of deductive reasoning, how and why to relate it to inductive (and the gameplay mechanics that stimulate them), etc.  But I think inductive reasoning and pattern recognition are the “atoms” of the learning process to deductive reasoning’s “molecules”, and so I think that’s the place to start.

                                                                                                           – Dr. Cat


24.  Ten really good questions about game design
Personally, I think if the only result from the first year of Project Horseshoe was a list of ten Really Good Questions About Game Design, and no answers yet, I’d consider it a success.  But then, I always was eccentric.

                                                                                                           – Dr. Cat


25.  Serious Games and/or Bringing Game Design" to a Socially Conscious Space
We have all seen astonishingly simplistic "Don't Do Drugs" interactive ads out there, and I expect we have all cringed when someone has describe them as "a video game."  How can we make our games have real social/political/educational applications, while still being "good" games.  Or, conversely, how can we get better gameplay into the existing and upcoming serious games out there.  The SGS folks are already working on this, but my perception is that very few of us (the mainstream games industry) are directly involved with that effort.  IMHO, the existing serious games (some medical, some social/political, the dreaded edutainment) are all too often failures as games.  Is that just a function of the subject matter?  Is it due some deep disconnect players have between "playing games" and "learning/thinking about real problems?"  Or is it that we don't have enough of the best and brightest game designers working on the problem?  How do we fix that?

                                                                                                           – Dallas Dickinson


26.  How do games really become mainstream entertainment?
How do we make games that appeal to people who currently find their entertainment in other venues? When comparing games to (for example) TV, the capabilities of the TV medium are a pretty strict subset of the capabilities of a video game. In English: games can (and often do) run the same types of scripted video seen on TV, but TV can't be made interactive the way a game can. So why do so many people watch TV or movies instead of playing games, even at generally greater expense, and how do we make games they want to play?

                                                                                                           – Giles Schildt


27.  Game design testing
How can we improve testing of game /designs/? Most testing and QA today focuses on technical issues, and all too often the only pre-ship critique of the design is a very subjective answer to the open-ended question "is it fun?" - usually from a very small number of self-selected, hard-core gamers (or sometimes from a larger number of self-selected drooling fans). Frequently the game /rules/ are buried under so many layers that even the testers who want to analyze them are forced to approach the rules as a black box examination. What roles could peer design review and early/extended prototyping cycles play in improving designs?

                                                                                                           – Giles Schildt


28.  Life in the Trenches
How can we make it less daunting to create games?  Should we make it less daunting to make games?  Many foolish projects are begun, but many worthy ones die for lack of resources as well.  The ability to gather the resources needed to do more than just talk about making games is an inescapable part of game development.  What are some new and/or insightful avenues for success in this area?

                                                                                                           – Mike Sellers


29.  Game Design Potlatch
How can we stop re-inventing the wheel and (especially) making stupid mistakes?  Noah’s 400 project is a good start, but I’m afraid will end up with a mass of unwieldy rules that won’t help most of us most of the time.  How can we know if we’re working on something that’s unsolved or if someone else has a keen insight on it?  How can we come to trust each other sufficiently (beyond our immediate social-professional sets) to share our insights, to potlatch each other past difficult design areas?

                                                                                                           – Mike Sellers


30.  Beyond Aeschylus: Third Millennium Storytelling
How can we move forward with creating meaning via storytelling in many-viewpoint games?  Single player games have one viewpoint (the player) and a high degree of authorial control.  Games with many players and a persistent world have lost all but the ghostly form of story because of this loss of viewpoint and authorial control.  This situation continues to not improve despite years and years of a lot of people at least paying lip service to it.  What can we do about this?  On a related theme, how can we make games more emotionally and relationally compelling?  How can we make the relationships you have with your character, others’ characters, and NPCs more meaningful?

Shared experiences make for the most compelling ones, and also lay the foundation for personal change, social engagement, and community.  Given this, many-viewpoint games are increasingly important, and these questions of story, narrative, dynamism, emotion, and the like are some of the main challenges ahead for games.

                                                                                                           – Mike Sellers


31.  Games with (and for) Heart and Brain
Last year at the Serious Games Summit, Dr. Merrilea Mayo from the National Academy of Science gave a compelling talk on how important games are for education in the US – to her this is not a frivolous thing at all.  There have been a few examples of “games to do good” but I’m wondering about doing good within our games: without making players wade through heavy-handed moralizing or the dreaded “edutainment,” how can we make games more than a cotton-candy-for-the-mind experience?

                                                                                                           – Mike Sellers


32.  The $100M Challenge

If you had $100M to produce a game, what would you do?

                                                                                                           – Mike Sellers


33.  What happens if we invest in the things that make games unique?
What is the soul of a great game?  Can we strip away (or mangle beyond recognition) many of the techniques that we've adopted from linear narratives like novels and movies and still make a great game that is meaningful to our audience? Each new genre that takes over the marketplace tends to have a strong economic advantage based in large part on increased 'gameness'.  Throughout the years, we've seen a slow (but steady) progression of richer feedback combined with more interactivity. Yet, we spend an inordinate amount of time trying to replicate existing content in movies and books.  What happens when we drop the baggage and focus on making games that soar as games. 

                                                                                                           – Daniel Cook


34.  Next-gen mechanisms to secure funding
What are the appropriate next-gen mechanisms by which we secure funding for promising titles? Short of market-forces, how do we thresh the wheat from the chaff?  Is this about early focus testing?  Peer reviews?

                                                                                                           – Mike Steele


35.  Choosing Wisely
How can we increase the hit rate of those picking good teams and good games (reducing false-positive and false-negative choices)?  Whether you are an indie or part of a large-corporate hive-mind, it is a tough job to be in the position of filtering between good and bad player experiences. This is well nigh impossible on paper, it's even hard once they are done. There is so much more known about what makes games fun. And then once we have that down pat we need to express this in a tight easily digestible language or model that allows us to make measurements (qualitative or quantitative).

                                                                      – Mike Sellers, Nicole Lazzaro, Mike Steele


36.  Smart product innovation techniques
The current product innovation management system (pitching and milestones. Aka "begging" and "pleading") in the game industry has issues. There are other product innovation systems that rely on public and open information exchange between product developers and portfolio management.  They use statistically validated metrics for selecting which products get resources and which ones are killed.  By making the innovation process transparent, they also open the door to other radical process improvement opportunities. In other industries, the adoption of such system results in improved success ratios and a greater percentage of 'new to the world' products.

If we were to create such a stage gate innovation pipeline for game design, what would the stages be and what metrics would we use to judge each gate?

                                                                                                           – Daniel Cook


37.  Customer-centric design: What if we made games for our customers?
How do we spread the techniques of product design throughout the game design process? This is perhaps a philosophical preference:  Don't let production/craft be the tail wagging the dog.  Figure out and anticipate the customers needs and bend over backwards to meet them.

                                                                                                           – Daniel Cook 


38.  Actual Methods for Game Design and Development
A discussion of how people have tweaked, combined, mutated, and applied various methodologies – iterative, spiral, agile, extreme, etc. – to game design and development would be welcome.  I’d especially be interested in how people have successfully dealt with the reality of applying necessary milestones or other process bounds to a creative process without sacrificing either the accountability or the creativity.

                                                                                                           – Mike Sellers


39.  The Human Condition
I am opposed to thinking of games as "Art" (that's a longer discussion). But one thing that much of our great art, entertainment, and media culture does is help us understand something about what it means to be human - to shed insight into our experience, or ideas, or history, or the world. Can games do this? Are games already doing this? Could they do it more fully?

                                                                                                           – Eric Zimmerman


40.  Whither AI?
I don't want to put us all out of a job by creating the magical "FunGamifier2000 AI System", but AI is a gigantic failure area in our games these days.  The only thing we simulate at all well is Combat, and even that is usually just a series of fight/flight decisions combined with a handful of different fighting tactics.  Given that much of what makes Games different from, say, Movies is that they are INTERACTIVE, shouldn't we be putting some efforts towards making those interactions between players and NPCs as rich and meaningful as possible? 

What are the specific AI needs of Sandboxes versus Directed Experiences (or even if that is a useful distinction).  What other behaviors (beyond Combat/Hate) do we need to work on simulating?  How do we get our players to *really* engage in the stories of our games?  A Love Engine?  A Trust Engine?  A Fear Engine?  At what point do these simulations stop being useful - shouldn't we want to exert SOME narrative control in our games?  Pure online games may need *less* of this, but an AI-free world is pretty sterile-feeling until the players have filled it up (and even then, the results are often more chaotic than fun).

Graphics cards appeared on the scene so we could give dedicated resources to the rendering of our environments (often to make those environments more "realistic").  Physics cards are trying to do the same.  Are we going to make AI cards some day?

                                                                                                           – Dallas Dickinson


41.  Responsible design of social systems
As humanity moves rapidly towards becoming a vastly interconnected organism, Internet related memes will rapidly come to permeate all facets of our culture.  These social mores, the new 'nettiquette', will become a core form of all human communications, and will become in increasingly important form of safety; promoting understanding between diverse groups of people, spreading information and comprehension, preventing misunderstandings and even real wars.  The foundations of how an interconnected humanity will communicate, and how they will reshape societies, are being laid down right now in online gaming spaces! They are the pioneers of the vast digital archology that is forming around us all with breathtaking speed. 

The social systems YOU design into games; the rewards, the healthy-competition mechanisms, the strictures and prohibitions and community building tools... these will teach billions what to expect from their interactions with other humans online.  In a very real sense, with no exaggeration, these lessons will have a great effect on how the rest of human history unfolds.  Todays game designers are VASTLY more powerful as agents-of-change than they realize: They are standing in the right place at the right time, with a very long lever indeed.

By what conceivable conceit are we qualified to undertake solving this ?!  "Well if we don't, the foundations will be laid down without us by 17-year-old L33t D00d Quake and GTA players!"

                                                                                                           – Mike Steele


42.  Healthy ways to have primal fun
How do we teach human beings to get along if we let them 'kill' each other in spectacular gore-spattered games?  Are there 'healthy' ways to do this without sacrificing primal 'fun'?  "Maybe these are healthy ways... remember that Columbine was about bad parenting, and not about video games"

                                                                                                           – Mike Steele


43.  Next level community management
What level of hard-science expertise do Game Designers *really* need to learn about 'Community" in order to take this to the next level?  "When you think about *billions* of players, you realize that up till now, we've just been f*cking around with 'Community Management" in games."

                                                                                                           – Mike Steele


44.  Mediation and arbitration between player groups
Are there scalable ways of approaching mediation and arbitration between large and small groups of game players?  "Yes, they are called 'Wars'"

                                                                                                           – Mike Steele


45.  Keeping real world ugly out of games
Games are becoming more 'mainstream' culturally relevant everyday... is there are way to avoid having the abyss stare back at us?  "I think he means 'Can we avoid dragging some of the ugliness of real-world culture into games so they might lift people to a higher/better place, rather than just reflecting the bad parts of modern culture'"

                                                                                                           – Mike Steele


46.  Game creators union
Should we form a Union, etc. to become politically active around some of these points?  "... and how not be confused or tied up with the political activism centered around censorship issues?"

                                                                                                           – Mike Steele


47.  Creating Deeper Community
How can we create more engaging and more substantive social systems in games, especially ones that survive some degree of transference to the outside world?  (And how can we package these up in a way that makes them palatable to funders, producers, and eventual buyers without diluting them to nothing?)

                                                                                                           – Mike Sellers


48.  Wasted Data and Wasted Nights
I recently became suspicious of traditional guitar tuning, and how it threatened to break my big fingers.  So I decided to attempt to find an alternate guitar tuning, one tailor-made for me.  As always, I decided to solve the problem with code.  Going through every permutation of every chord of every possible tuning was a massive bit of brute force, but my P4 3.0g machine chewed through it in less than a minute!

My god, how powerful our computers have become.  And yet, my workstation rarely does anything useful unless I'm sitting and pushing the mouse around.  What about all those cycles wasted through the night?  Yes, yes, I COULD just turn the box off, but that's not the point.

How can we, as game designers, take advantage of the vast wealth of computation we have available?  What program can we leave running overnight, which can serve the craft of game design?  What would "game_designer@home" be, and what would it help us do?

                                                                                                           – Thom Robertson


49.  Early design vs. concurrent design and dev
This is more of another way to look at the conflict between experimentation and budgets than a new question, but one difference between game production and other forms of video entertainment is that movies and TV shows tend to be completely written before any other talent is committed to production; however games are often designed concurrently with programming and even art asset development, and that means tight design deadlines and the need to commit to some "final" (or at least expensive to change) decisions while other parts of the design may still be in rough form. This analogy isn't perfect of course, but any movie producer would laugh at the idea of dressing a set before the script was finished and many game companies don't. How does this impact the quality of the game experience, is the "Hollywood" model of early design right for games, and if so, how do we implement that in the existing game business environment?

                                                                                                           – Giles Schildt


50.  How do economics impact game design?
Certain game design activities cost more money than others. For example: You could rely on expensive level design and in game cut scenes.  Or you could add in a Tetris mini game.  The choice can substantially alter how much production money you spend. The profitability of the game and your future job stability depends on the market adoption of your title minus expenses.   Who has taken a finance course? Who creates a business plan for their game design?  Who references this business plan when making game design decisions?  (Apologies for being such a pedantic ass)

                                                                                                           – Daniel Cook


51.  How do we avoid making "social destructive" games?
The flip side of the Serious Games discussion.  For most people games are a positive addition to their lives.  Much like flowers.   However, a small percentage of gamer seem to become highly obsessive about playing games.  Lives are ruined due to people choosing to consume the products that we produce.  Flowers don't have this problem.   What is the game designer's responsibility to his or her players?

                                                                                                           – Daniel Cook


52.  Cool Tools

What game design/development tools do you use and/or wish for?  I'm especially interested in tools that make modular and parametric design possible, but without limiting hand-crafted creativity.

                                                                                                           – Mike Sellers


53.  New Kinds of Conflict
One approach to the question of game content is frame it in terms of modeling conflict. All games are in some way a conflict, usually about territory (military conflict) or resources (economic conflict). There are many other kinds of conflict for us to model, from emotional and interpersonal conflict to social and cultural conflict. The conflict of an argument, or office politics, or seduction at a bar. The design problem is to simplify these conflicts into a numerical simulation, so that game system itself is representing the conflict, not the visual and audio assets.

                                                                                                           – Eric Zimmerman


54.  Defining Game Design
OK, this may be too fundamental to ponder, but it struck me that we aren't all necessarily operating from a common understanding of game design. Do we all agree about what game design is and what a game designer does? Just what is game design?

                                                                                                           – Eric Zimmerman


55.  A Soulful Game?
Daniel has asked what is the "soul" of a great game. I'd like to ask what makes a game "soulful" - in the way that Louis Armstrong can be soulful, or the way that sex can be soulful. Is soulfulness linked to aesthetics and player experience? Is it tied to the cultural response of an oppressed people to their oppression? Are games doomed to be geekily analytic machines incapable of soulfulness? Or is soulfulness tied to the use of a game in context - the way two Go masters revere the game and its rituals as they play, very much apart from the game design itself? What can we do to make our games more soulful?

                                                                                                           – Eric Zimmerman


56.  A Business for Indy Games
Music has its small record labels, indie dj cultures, and rock & roll clubs. Film has independent film investors, festivals, and grant-making foundations. Yes, the internet is changing everything. But games lack a middle ground between fan-created game culture and Hollywood Blockbuster-sized megaprojects. The margins that supports the creation of experimental culture is where popular media like film and music invent new forms, which then go on to reinvigorate the big-budget center. What will it take in terms of funding, revenue models, audience, or distribution for games to have a commercially viable independent industry?

                                                                                                           – Eric Zimmerman


57.  The Next Big Game Technology
Graphics technologies drove innovation in game design and player experience for the first few decades of videogame history. Now that role seems to be taken by network communication technologies that enable multiplayer play, as well as artificial intelligence and other complex systems-related technologies. Are there other technologies on the horizon that will drive new directions in game design? (Note that I'm not arguing that game design is technologically determined, but certainly some videogame technologies have made new game experiences possible.)

                                                                                                           – Eric Zimmerman


58.  Business Design
When will game developers realize that business concerns are just as important as any other decision in developing the game?  How long will we allow people with business savvy but little or no real interest in games as a creative medium to dominate the economics of games?

                                                                                                           – Brian Green


59.  Putting Tech in Its Place
It's obvious that there is a huge emphasis on technology in games. Graphics have improved much faster than the field of design because graphics are an "interesting" tech problem.  How much should we rely on technology to fix problems?  For example, is better A.I. really what we need, or is there some other design-related issues we should be looking at?

As a programmer by training, I realize I'm a traitor to my profession by asking this question. ;)

                                                                                                           – Brian Green


60.  Games and Media Envy
Why do people always compare games to other media?  Is it realistic to look at the usage numbers for other non-interactive media and expect that games will ever match the numbers of these other media?  Should aspiring movie-makers go work in the appropriate medium instead of messing up our industry? ;)

                                                                                                           – Brian Green


61.  Games As Legitimate Medium
This the single most important question facing our industry, in my opinion.

I hesitate to use the word "art" here, but that's usually how this is described.  A less loaded way is to ask: What will it take to have games considered a legitimate medium?  Right now most people consider games as something for kids, and this is why we get slammed for things you see in nighttime TV.

To paraphrase Scott McCloud in _Reinventing Comics_: "As long as the broader community assumes that comics [or, in our case, games], by their nature, are without social value and, by their nature, are suitable only for kids -- then charges of obscenity will always hit their mark."  So, what do we have to do to be considered a serious medium like movies, books, and TV?

Related to this, how can we make "mature" games without resorting to sexual titillation or hyperviolence?

                                                                                                           – Brian Green


62.  Reconnecting the player and game creator
As I think about what's missing from current games, one of the things that has struck me for some time is that players no longer have a sense of personal connection to the game's creator.

In many art forms (some more than others) the beholder gets some sense of the personality of the creator.  This used to be the case with some games, where we as players felt in some way that we were playing "against" the person who made the game, and we formed opinions of what that person was like.

I miss that -- a lot -- both as a player and a creator.  Games today seem impersonal.  Naturally, part of this is a byproduct of huge team sizes and corporate decision-making that goes into our products.  But I think something valuable has been lost, so I would suggest that "one of the toughest problems facing game design today" is figuring out how to get that personal connection back.

                                                                                                           – Bob Bates


63.  Game industry specific metrics
Can we come up with our own metrics, or will we forever be stretched out against the Procrustean model of Hollywood?” So much of the discussion that goes on either places what we do in opposition to movies or holds them up as our shining example. Are we by necessity locked in, is there another paradigm for discussion that we can develop, and is it worth trying to do so?

                                                                                                           – Richard Dansky


64. What do we want to teach?
It seems clear that players around the world know a lot more about the technological development of mankind after the variety of games like Civilization and Age of Empires; and a lot more about combined arms tactics and the stopping power of a MG-42 from games like Company of Heroes and Call of Duty.

Therefore, I would ask: What body of knowledge do we think it is critical that develops in society, and how do we infuse it into gameplay?

                                                                                                           – Chris Early


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