Posted on Leave a comment

11 bit makes moves to bring ‘meaningful games’ into AAA realm

Warsaw, Poland-based 11 bit Studios is best known for finely-crafted, systems-centric strategy games that aim to do more than just encourage players to solve problems, but to solve problems that account for deeper human emotions.

“Meaningful games” is the term used often by 11 bit CEO Przemyslaw Marszal. The studio’s most recent games, This War of Mine and Frostpunk, are superb examples of the concept of meaningful games. They both explore the value of human life and relationships, while forcing the player to make difficult decisions to the point where they’re choosing the “best” options out of many terrible options.

With Frostpunk 2 recently confirmed (release date TBA), Marszal said 11 bit’s goal is to keep the same concept of “meaningful games” into more expansive games more akin to AAA quality and scale.

“We would like to make those meaningful games for the widest audience we can,” said Marszal. That means investing more heavily in internal and third-party games by adding more projects and team members.

The move toward aggressive growth is an interesting move for the 170-person studio. The studio is known for smaller, focused game experiences with emergent narrative and big emotional impact. So the question becomes how to maintain that creative focus while appeasing shareholders and growing a company to make it competitive on a global scale.

One of the keys is to preserve how 11 bit has always made games, said Marszal. “Going back to how we create our games, and how we approach creation of our games, the main thing is that whenever we started our games, we started with an idea,” he said. There wasn’t a lot of focus on genre in the very early stages of game creation, or on mechanics; it was always the idea that guided the design.

That “unique ideas first” approach is one that 11 bit is maintaining as the company grows, with one team working on an unannounced “unique idea”-led game. But that is being accompanied by two other creative approaches from two additional parallel teams whose projects began with a defined genre: one working on the strategy sim Frostpunk 2, the other working on 11 bit’s first attempt at a third person perspective game.

To Marszal, this is about specializing the studio and moving further past what he called the “indie game horizon” to enter a world of higher-production, AAA-level game development. He doesn’t see how growth can happen if 11 bit exclusively follows ideas into random genres.

“What we saw is that we should ask ourselves, ‘how would we like to specialize?'” he said. “When we…make the second game in [a genre], we will make a much better game, and the next time we want to do that we will do even better. So we saw we must adjust our model of making games and the equation of specialization. So not only [should we] have an idea as one driving force, but also have some thought about how we should specialize in [specific genres].”

The move toward specialization also meant dropping 11 bit’s internally-developed Liquid Engine and adopting Epic’s Unreal Engine–a difficult move that Marszal admitted disappointed the studio’s engine programmers.

Marszal said the studio tried to keep Liquid for just one of the projects, but it just didn’t work out. “It was impossible for us to have an engine internally that would suit all of those needs [of multiplatform, multi-game development],” he said. The porting of Frostpunk across platforms was “so fucking hard” Marszal said, reliving the exasperation of the ordeal. “And so we understood, okay, our focus is not in creating engines, we should focus on creating games.”

The studio is also ramping up its external publishing efforts, investing millions of more dollars into third-party games that follow 11 bit’s “meaningful games” mantra. The studio will remain one to watch as it expands its mission to make games that mean something.

“[I want to make] meaningful games, those valuable games, the games that respect players’ time, [that] respect the player,” he said. “I would like to make games that are entertaining, that I would like my children to play. That guides me, so I instill those values in our games.”

Posted on Leave a comment

Frostpunk 2 is no longer listed for pre-order on Kinguin

Game key reseller Kinguin has removed Frostpunk 2 from pre-order after the developers at 11 Bit Studios publicly complained about the early, unapproved listing on its site.

The game had been originally listed with both a PEGI rating and price, even though neither had been determined at the time. 11 Bit Studios called Kinguin “shitty scammers” in a public statement, criticizing the company for opening pre-orders for Steam Keys which didn’t even exist yet.

Kinguin initially attempted to mollify concerns from 11 Bit by removing “inaccurate details” from the pre-order page, but initially did not elect to remove the game from sale. That appears to have changed.

Kinguin’s attempt to get in on the pre-order rush for an anticipated game hilights the limits and frustrations that many developers have with the secondhand key reselling market. 11 Bit Studios explained to Game Developer that “means that the false information Kinguin is putting out there can cause a bunch of troubles when Frostpunk 2 is officially available for purchase.”

The studio representative explained that players might complain if the price for pre-ordering Frostpunk 2 elsewhere didn’t match Kinguin’s price, or worse, if Kinguin had any issue delivering secondhand keys for the game, said players might complain directly to 11 Bit Studios, not understanding the distinction.

It’s also just kind of scuzzy that Kinguin was attempting to collect players’ money for secondhand copies of a game well before a price had been set. Because they’re secondhand keys, none of that money would ever make its way to 11 Bit Studios, the developers actually making Frostpunk 2.

Posted on Leave a comment

Gearbox opening Montreal studio to work on Borderlands and new franchises

Borderlands developer Gearbox Entertainment plans to open a new studio in Montreal, Canada. 

Gearbox said it will invest $200 million CAD into the Quebec region to facilitate the creation of Gearbox Studio Montreal, creating 250 tech-sector jobs to bring its company-wide workforce to over 850 employees. 

Industry veterans Sébastien Caisse and Pierre-André Déry have been tapped to co-lead the newly formed studio, which will work on the Borderlands series while also creating new franchises.

Both Caisse and Déry previously worked together as the co-leads at Tiny Tina’s Wonderland developer Gearbox Studio Montreal, which itself was only formed in 2015. 

Gearbox founder Randy Pitchford said the expansion plan is indicative of the company’s ambitions both internationally and domestically, and will allow Gearbox to “meet the incredible demand our customers have for talent-crafted experiences.”

“Following our successful experience establishing Gearbox Studio Quebec, our investment in a new studio in Montreal creates an exciting new prospect for Montreal-based talent — whether they wish to work on existing Gearbox franchises, or help with the creation of new, original ideas,” said Pitchford.

News of Gearbox’s expansion comes just a few months after the company was acquired by Swedish conglomerate Embracer Group for $1.38 billion.

At the time, Pitchford explained the deal could serve as a “propellant” for Gearbox, while Embracer chief exec Lars Wingefors said he intends to position the studio for “continued significant growth in the years to come.”

Posted on Leave a comment

NES and SNES hardware designer has retired from Nintendo after almost 40 years

Nintendo design and brand director Lance Barr is departing the company after almost four decades. 

As spotted by NintendoLife, Barr posted the news on Linkedin and indicated he would be retiring “and moving onto ‘other’ projects.” 

Barr is perhaps best known for designing the North American editions of the NES and SNES consoles, and also worked on a number of peripherals including the NES Zapper, NES Advantage, and NES Max. 

In more recent years, Barr was involved with creating the Wii Nunchuck, which became an iconic design in its own right as the Wii surged in popularity to eventually sell 101.63 million units during its lifetime.

Posted on Leave a comment

Revisiting Mohawk Games’ diversity overhaul – GDC Podcast ep. 23

This episode brought to you by Telstra

In this episode of GDC Podcast, recorded earlier this year live at GDC Showcase, Kris Graft and Alissa McAloon talk to Leyla and Soren Johnson, CEO and design director at Offworld Trading Company and Old World developer Mohawk Games.

Soren and Leyla talk about how you might avoid typical small studio pitfalls, and in one of the most candid segments yet, about the significant lack of diversity at the studio–a difficult problem that the pair eventually corrected head-on.

Music by Mike Meehan.

Check out some highlights:

Soren: “If you’re struggling for resources it is tough. We’re really lucky because we made games before the market exploded, in the sense that we had a reputation that was established before that. I think nowadays it’s very easy to imagine that a small team makes a game that’s really good, but no one ever notices it. It’s really difficult. I’d say the best advice is to pay attention to the thing that’s so personal about yourself [which is] the special advantage that you may have over other people. That’s hard and it takes a lot of self-awareness.

“Also be very careful about the scope that you set for the game. If you don’t have a lot of resources, then you’re just going to have to make a really small game, so you have to figure out what’s the best way to make a really small game.”

Leyla: “And think ahead. We had difficulty after Offworld trying to find financing for the next thing. If you’re a small studio and you’re going to need the money, and there’s no revenue coming from anywhere else, think ahead about what you could do. Start pitching early for your next project so by the time you wrap up or publish your game you at least have an idea of where you will be with your team, because they’re going to be frustrated, they’re going to be worried, and that’s going to affect them personally, their families, and their results at work. They’re not going to be able to give you 100%.”

Leyla: “When I joined Mohawk Games, Mohawk was made up of just men. Everyone was white, and everyone was a man…When I went up to Mohawk and saw that, I was surprised…Soren is a bit conflict-averse, and I was raised in a culture where you are very polite, so when you are very polite, and very conflict-averse, you’re going to postpone dealing with an issue for a very long time.

“…There was a wall of negativity and non-inclusivity, and we felt it. We tried to hire a writer, a woman, and when she visited, her reaction was [that] she was very uncomfortable with that situation. And it hit us: Wow did we not notice that slowly, the hiring was just of white men? The type of conversation was inappropriate, crossed boundaries, [and] at times was xenophobic–I’m from Lebanon and someone asked me about my English and said maybe I didn’t understand the word ‘sexism.’

“This is just stuff you do not say anywhere, period. And that was the level of conversation…So Soren and I were just having to deal with this, bottling it in, and wondering how we were going to get out of this–this is not what we want to work with in the long run.

“…When we got the Epic deal [in which Old World was signed]…we were able to get a working space in a commercial area and reboot the whole system. It didn’t come without tears, it didn’t come without pain, but I’m very glad we had the stamina, energy, and strength to regroup and reboot [to reach] where we are today.”

Posted on Leave a comment

Get a job: Join Nintendo as a Assistant Manager, Special Projects

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Redmond, Washington

DESCRIPTION OF DUTIES

  • Outlines strategy, ideates, advocates for, and executes 3rd party marketing opportunities that deliver meaningful consumer awareness, engagement, and sell-through, in partnership with Product Marketing leadership / internal stakeholders / partner organizations and with a focus on special projects such as video executions, trade shows integrations, etc. as personally owned area of business
  • Supervises integration of 3rd party content into highly complex global special projects, including Nintendo Direct videos and E3, and contributes to creation of and adherence to complex project charters and schedules that can be highly interdependent on efforts of global stakeholders and internal / external partners
  • Sets strategy, documents, and communicates 3rd party Special Projects calendar
  • Spearheads development and implementation of best-in-class project-management practices across PDR product marketing team and global stakeholders
  • Supervises hardware loan program for 3rd party developers
  • Collaborates with internal stakeholders, partners, and vendors to create value-adding merchandising opportunities for Nintendo’s 3rd party business (engaging and innovative promotional items, etc.)
  • Work in close partnership with other global regions (NCL and NOE) in both English and Japanese to design and execute special projects based on best practices.
  • Creates and executes marketing funding agreements / Action Memos, reviews / approves invoices, and manages budget allocated to owned area of business
  • Supervises work of assigned staff, including delegation of tasks and provision of guidance / training
  • Evaluates effectiveness of marketing investments in owned area of business and adjusts plans accordingly to continuously improve ROI and deliver on PDR business goals. As part of this work, supervises the generation and analysis of applicable reports on an ongoing and ad hoc basis and drives recommendations based on said learnings
  • Acts as a compelling front-line representative and advocate of PDR marketing and departmental priorities / goals with internal and external stakeholders
  • Manages the support of internal initiatives generated by NOA Sales and Marketing teams that involve 3rd party content and impact owned area of business
  • Analyzes and understands market / consumer / retailer / industry trends
  • Briefs internal and external stakeholders on priority initiatives for owned area of business in a timely and productive manner
  • Coordinates and delivers internal product demonstrations
  • Evaluates games in various stages of development to assess product quality, demand potential, and alignment with strategic objectives
  • Works closely, effectively, and in cooperation with external and internal stakeholders to ensure assets and marketing materials are accurate and consistent with key messaging and strategy
  • Works with highly confidential information in a fast-paced, high-pressure environment that requires scheduling flexibility during peak seasons
  • Up to 15% travel
  • Other duties as assigned 

SUMMARY OF REQUIREMENTS

  • Five+ years of related experience in marketing or game publishing
  • 1-2 years of people management / team leadership with demonstrated growth potential
  • Proven experience in end-to-end project management under strict and tight time constraints
  • Proven experience with managing and maintaining project budgets
  • Proven experience working with cross-discipline teams (PR, Advertising, CRM, Retail, Web, etc.)
  • Japanese fluency (spoken and written)
  • Familiarity with Nintendo’s platforms, IP, and 3rd party content strongly preferred
  • Software proficiencies: Advanced Microsoft Office, with emphasis on Excel, PowerPoint, and Teams; online tools and systems, with emphasis on Oracle Tools and Confluence
  • Undergraduate degree in Marketing Management, Project Management, Business Administration, a related field, or equivalent combination of education and experience

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

Posted on Leave a comment

Xbox once pitched an acquisition of Nintendo, and was met with laughter

“Steve [Ballmer] made us go meet with Nintendo to see if they would consider being acquired. They just laughed their asses off.”

Kevin Bachus, one of the key figures behind Microsoft’s launch of its first Xbox, shares one particularly interesting failed accusation pitch.

The last few years have seen Microsoft turn to acquisitions as a way to bolster its first-party lineup and, according to several folks involved in Xbox’s debut way back when, the company took a similar strategy ahead of its first console launch…with varying levels of success.

Among those pitched on potential acquisition early on was apparently Mario-maker Nintendo, an idea that was, according to a recent oral history from Bloomberg, met with resounding laughter from the Japanese company.

Kevin Bachus, then Xbox’s third-party relations director, says that the team approached Nintendo (after earning a “no thanks” from EA) for acquisition talks at the behest of then-CEO Steve Ballmer, but the pitch didn’t go over well.

“They just laughed their asses off,” recalls Bachus. “Like, imagine an hour of somebody just laughing at you. That was kind of how that meeting went.”

The idea, continues then-business development head Bob McBreen, was that Nintendo was outgunned in the Japanese console market and would do better as a part of Microsoft’s console lineup.

“We actually had Nintendo in our building in January 2000 to work through the details of a joint venture where we gave them all the technical specs of the Xbox,” says McBreen. “The pitch was their hardware stunk, and compared to Sony PlayStation, it did. So the idea was, ‘Listen, you’re much better at the game portions of it with Mario and all that stuff. Why don’t you let us take care of the hardware?’ But it didn’t work out.”

Square (now Square Enix) and Midway Games were also on Microsoft’s shopping list, but while those discussions seemingly went better than chats with Nintendo, neither worked out in the end.

There’s plenty more on the history and early trials of Microsoft’s early days in the console market in the full story from Bloomberg, found here

Posted on Leave a comment

JetBrains Investigated by FBI in SolarWinds Hack Probe

JetBrains, maker of popular development software including the likes of IntelliJ IDEA, WebStorm, Project Rider, the Kotlin language and even the Mono font, are being investigated by the FBI as part of the SolarWinds hack probe according to the New York Times. The product in question targeted in this investigation is their build management solution TeamCity. Please keep in mind, this is just an investigation at this point, there is no guilt established and no indication JetBrains products have been compromised.

From the New York Times article, JetBrains deny any knowledge of a compromise in their software:

JetBrains said on Wednesday that it had not been contacted by government officials and was not aware of any compromise. The exact software that investigators are examining is a JetBrains product called TeamCity, which allows developers to test and exchange software code before its release. By compromising TeamCity, or exploiting gaps in how customers use the tool, cybersecurity experts say the Russian hackers could have invisibly planted back doors in an untold number of JetBrain’s clients.

Government officials are not certain how the compromise of the JetBrains software relates to the larger SolarWinds hacking. They are seeking to learn if it was a parallel way for Russia’s main intelligence agency to enter government and private systems, or whether it was the original pathway for Russian operatives to first infiltrate SolarWinds.

Information on the JetBrains investigation are limited, there is also an extremely short article on Reuters. The extent of the SolarWinds hack continue to grow daily. After the video was published, JetBrains have issued a response to the New York Times article, included in full:

The New York Times has published a story in which they point to JetBrains being under investigation and somehow related to the SolarWinds breach that recently took place.

First and foremost, JetBrains has not taken part or been involved in this attack in any way. SolarWinds is one of our customers and uses TeamCity, which is a Continuous Integration and Deployment System, used as part of building software. SolarWinds has not contacted us with any details regarding the breach and the only information we have is what has been made publicly available. It’s important to stress that TeamCity is a complex product that requires proper configuration. If TeamCity has somehow been used in this process, it could very well be due to misconfiguration, and not a specific vulnerability. Furthermore, security is our top concern and we notify and manage updates transparently in our Security Bulletin.

Secondly, we have not been contacted by any government or security agency regarding this matter, nor are we aware of being under any investigation. If such an investigation is undertaken, the authorities can count on our full cooperation.

We remain open to answering any and all questions regarding this matter and as always are committed to delivering the best possible products and services to our customers.

Thank you
Maxim Shafirov
Chief Executive Officer

Posted on Leave a comment

Blog: An empathy-driven way to design games

<!– –> Gamasutra: Chris Solarski’s Blog – 2020 Relief: An Empathy-Driven Way to Design Games

Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC’s registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer

<!–

–>

If you enjoy reading this site, you might also want to check out these UBM Tech sites:




Share on Twitter    RSS

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


The Interactive Empathy and Embodiment (IEE) framework is an innovative, sensory design approach to game design and interactive media that uses traditional craft techniques to heighten the player-audience’s physical experience of gameplay. 

You can think of sensory design as working inside-to-outside, whereby the design process starts by defining the player’s kinaesthetic state (referring to physical activity-based aesthetics) before orchestrating external solutions that evoke this predetermined experience. Approaching the game development process from a sensory perspective—as opposed to a rules, objectives and mechanics-driven approach—enables readers to actively explore solutions to the following ideology:

What if empathy, not conflict, was the organizing principle of game design?
 

2020 was a challenging year for everybody, which is why the 2-part book is unreservedly FREE (with the possibility of giving a donation), since the need for interactive experiences that promote empathy and reconciliation is at an all-time high. The IEE framework therefore hopes to nudge the industry in a more conscientious direction and provide game design in a format that is accessible to everybody. 

The following is an extract from the Introduction of Volume 2: Framework Walkthrough. Volumes 1 and 2 are available as a FREE download on Gumroad

Coming from a traditional figurative art background, my perspective of game design has always been at odds with convention: as a process that starts by the definition of rules, objectives and game mechanics for generating gameplay. The aesthetics of such a game design approach are treated as a byproduct of the rules and mechanics and have the lowest priority in the development sequence known as M-D-A (mechanics > dynamics > aesthetics). Many developers feel that this is the only way that interactive experiences can be produced.

As discussed in Volume 1: Shape Language and Composition Fundamentals (IEE Fundamentals) of this framework, a common conceptual error is to define the “A” for aesthetics to mean visual aesthetics. Video games are inherently an interactive medium and their artistic structure is rooted in player-activity, which requires movement. So could aesthetics be approached from a different angle to upend the established M-D-A structure?

Gesture drawing

My personal approach to game design is greatly informed by gesture drawing—the practice of drawing a live model within a limited time, which can be as short as 30-seconds or 1-minute (examples below). The relevance that gesture drawing has to interactive media is that it similarly involves a person (player) observing a dynamic subject (gameplay) and making split-second decisions before reacting with corresponding pencil strokes (controller inputs). Just like a player reacting to on-screen activity and directing their avatar’s movement via an analog stick, an artist captures life and movement using a minimalist set of lines of varying aesthetic quality. In both cases, the artist and player have a unique and personal opportunity to embody the aesthetics that they perceive visually—physically channeling the subject’s energy through the act drawing/playing.


The aesthetic quality of every line in these 1, 2 and 5-minute gesture drawings, by Chris Solarski, must convey the dynamic energy of the model.

My gesture drawing experience—more than any other artistic practice—has led me to develop a methodology that approaches the game design process with an emphasis on aesthetics over rules and game mechanics. Titled Interactive Empathy and Embodiment (IEE), the framework promotes a high-level sensory design approach for game design, although the concepts are equally relevant to interactive media like virtual reality (VR), augmented reality (AR) and cross-reality (XR).

The evolving definition of video games

The IEE framework’s sensory approach accordingly defines “video games” as interactive experiences deliberately designed to evoke a kinaesthetic response. The player’s kinaesthetic response may be the exhilaration of victory, happiness, sadness, and any other aspect of human experience. You may feel that this all-encompassing definition is too broad and that some gaming genres can be de facto classified as “video games” (i.e. role-playing games) and other genres (i.e. walking simulators) as “not games” or “interactive art.” The broader counter argument contends that industry pioneers helped shape our common perception of what video games are/are not, but our understanding of the medium and its aesthetic scope is continually growing and evolving. The mainstream definition of video games will therefore continue to expand accordingly until “video games” is comfortably associated with the entire range of interactive experiences available to us—as suggested by game designer and academic Eddo Stern, who expressed the following statement at a games-as-art panel discussion at swissnex San Francisco in 2012: “don’t change the name, just wait.”

Deepening the in-game experience

It used to be that retro game box art would present richly detailed Hollywood-style action and effects but the in-game product, while still entertaining, delivered an unspectacular pixelated experience. This is no longer the case, with in-game graphics matching the fidelity promoted on their covers.


Retro game box art promised Hollywood-style effects but the in-game product was delivered pixel graphics, such as Defender (1981) by Williams Electronics. [Images from 8-bit Central]

Dramatic devices like non-interactive cutscenes are arguably the new retro box art—designed to emotionally-embellish in-game experiences that comparatively remain narrow in aesthetic scope.


Cutscenes follow the same convention as retro game box art—promising emotionally-resonant experiences while the in-game product is reduced to exploring a narrow aesthetic range. Uncharted 4: A Thief’s End (2016) by Naughty Dog

This is not to say that titles like God of War (2018) and Uncharted 4 (2016), pictured above, are bad. Quite the opposite. They are at the cutting edge of what’s currently possible in game design. However, to paraphrase and expand on Anita Sarkeesian’s valuable guidance: it’s both possible, and even necessary, to enjoy media while simultaneously being critical of its problematic aspects and creative weaknesses, so as to help identify the industry’s next level of progression.

The IEE framework aims to help remedy this disconnect between cutscenes and the in-game experience by offering design tools for shaping the in-game kinaesthetic experience, thus bringing the emotional fidelity promised by cutscenes into the hands (and bodies) of players during gameplay. To achieve this, designers will be required to think less about what players will be doing and more about the transient kinaesthetic nature of the person they will become while playing.

Physical, non-verbal communication

The act of defining (or re-defining) video games is necessary if we wish to expand the medium’s artistic potential. A kinaesthetics-driven approach is an important aspect of this re-defining process because a person’s outward-facing physical state is crucial for communication and generating empathy. In fact, around 90% of communication involves physical components like facial expressions, gestures and posture, with only 10% given to verbal communication. And what sets interactive media apart from other storytelling forms is the active participation of the audience. The very word “interaction” implies an interrelated and inherently kinaesthetic activity between people, or between a person and virtual entities.

This interaction is immensely significant because it means that designers have the unique opportunity to communicate with a player-audience through the tactile senses of touch and movement—the distinguishing ingredient of interactive media, which sets it apart from other art forms. Consequently, while cinematographers abide by the principle of show, don’t tell, interaction designers must one-up their craft with the principle of move, don’t show.

It’s by no coincidence that the word “emotion” has deep etymological links to “motion”—originating from the Latin word “emovere” (“movere” meaning to move). And, as the influential choreographer of modern dance, Martha Graham, was fond of saying: “movement never lies.”

By activating the player’s body we can affect their mind and emotions. The IEE framework therefore focuses on the player-audience’s kinaesthetic sensations with the aim of heightening embodied empathy towards avatars, objects and activities within the intangible virtual worlds that they inhabit. This is why the term player-avatar is often used throughout the framework, to emphasize the heightened kinaesthetic connection between the player and their virtual representation in the game world.

Mirror neurons

Kinaesthetic expression will remain essential even after science perfects neuro-control (allowing the human brain to directly interface with a computer). The work of David Freedberg and Vittorio Gallese—see Motion, emotion and empathy in esthetic experience (2007, Trends in Cognitive Sciences)—among others, has demonstrated how mirror-neurons give us the ability to experience empathy towards observed subjects even when no overt movement or contact is involved. This extends to the seemingly “passive” experience of appreciating a static artwork like a painting or sculpture.

The video montage linked below of parkour and skateboard “fails” will give you a heightened sense of your mirror neurons at work. While watching the video, pay close attention to sensations in your body. You’ll find that, not only are your muscles triggered by each impact, but that the sensations you feel relate to the specific body parts being impacted.


Pay attention to the sensations in your body in response to each impact. [Clips sourced from YouTube videos by FailArmy and RibeiroSK8]

Keep in mind that what you just experienced was triggered by non-interactive video clips viewed on a static, two-dimensional digital display. There is no overt interaction between you and the activity occurring on-screen and yet you kinaesthetically empathized with each athlete to a lesser or greater degree.

This proves that even media that we regard as passive experiences are constantly acting on our physical senses, although the effects are more often experienced on a subtler, subconscious level. This neurological phenomenon suggests that interaction designers have the potential to use virtual proxies to trigger kinaesthetic sensations in specific body parts of the player-audience. Similar kinaesthetic sensations occur in players of classics like Pong (1972), who “feel” the collisions between the paddle and virtual ball, although the subconscious begins bracing itself for impact as soon as it anticipates that a collision will occur.

The must-watch rubber hand illusion (also known as the body transfer illusion) further proves that we can think of our bodies as merely incidental to our sense of self. Like Mario’s hat in Super Mario Odyssey (2017), our body is ready and willing to embody any subject that we observe. This tenuous relationship between mind and body is partly the reason why players of The Walk VR (2016), pictured below-left, automatically embody the French acrobat, Philippe Petit, who performed the original tightrope stunt featured in The Walk (2015) film, pictured below-right.


From left: players of The Walk VR (2016) automatically embody Philippe Petit, the tightrope-walking protagonist of The Walk (2015), even though they are playing in the safety of closed room. [Images by Sony Pictures Home Entertainment]

Our bodies are compelled to react, and the more experience we have with an activity or object the greater the kinaesthetic empathy.


Like Neo’s body physically reacting to virtual stimuli in The Matrix (1999), by the Wachowskis, neuro-controls will not invalidate the need for interaction designers to shape the kinaesthetic experience of players.

Neuro-controls cannot nullify these sensations since kinaesthetic responses are a natural human response mechanisms. Player’s will always need some form of physical outlet, like Neo’s body convulsing when “jacked” into the virtual matrix. A completely passive physical state is not possible outside of advanced meditation.

The question will therefore forever remain: what kinaesthetic impact do interactive experiences have on the player-audience—irrespective of the development approach?

The Interactive Empathy and Embodiment framework serves to give developers the tools to begin answering this big question. And, just like the 2000+ years of traditional craft that have come before games, the principle tools to solving this question involve the humble practice of drawing and two particular traditional craft techniques: shape language and composition. The fundamentals of these techniques are extensively examined in IEE Volume 1: Shape Language and Composition Fundamentals.

A work in progress

Please note that Interactive Empathy and Embodiment is a work in progress. It may be the culmination of 15+ years of research, practice, and game development (not to mention the 2000+ years of traditional craft techniques on which it is founded), it nonetheless requires extensive testing and further development. I am aware that the framework has diversity and inclusivity issues and I have yet to investigate how my work holds up against valuable research in the fields of data feminism, disability, black, indigenous and people of colour (BIPOC), and LGBQTIA+, which are outside my immediate area of expertise. I therefore humbly welcome critiques and feedback that will help expand the framework’s scope to rightfully acknowledge an even wider range of peoples and historic contributions to traditional craft. The advantage of IEE being in a download-able PDF format, over a conventional book, is that it can readily be updated.

I would also be grateful for assistance with proof-reading, editing and translations, since I hope to have the framework available in multiple languages.

About the author

Chris Solarski’s started work in video games at Sony Computer Entertainment’s London Studio as a character and environment artist before making a career-defining detour into figurative oil painting. The unusual mix of game art and classical art eventually resulted in Chris authoring Interactive Empathy and Embodiment—a sensory design framework that adapts traditional craft to interactive media with the aim of heightening kinaesthetic empathy and embodiment. Chris has also authored two books on game art and storytelling in games that are endorsed by the likes of Assassin’s Creed founding member Stéphane Assadourian, and Cyberpunk 2077 level designer Max Pears. Chris’ work has been described as gaming’s equivalent to Robert McKee’s screenwriting classic, Story (1997), and Joseph Campbell’s universal storytelling structure. Chris has had the pleasure of presenting at the Smithsonian Museum’s landmark The Art of Video Games exhibition, Disney Research, SXSW, Google and FMX, to name a few. 

Please visit solarskistudio.com for more info.


Related Jobs

innogames

Gameloft Australia Pty Ltd
Gameloft Australia Pty Ltd — Brisbane, Queensland, Australia
[01.05.21]

UI Developer

innogames

Crate Entertainment



<!–

Extra Div –>