CHRIS CRAWFORD
DEAN OF AMERICAN GAME DESIGN


CHRIS CRAWFORD made his game design debut at Atari in 1979, created countless games since, published The Art of Computer Game Design in 1982 - a seminal text dealing with the nature of game design at a time when computers were barely infiltrating the home - and founded the Game Developers Conference in 1985, to establish a dialogue between game design professionals.



Image copyright notice (© kimstringfellow 1999)

Having already published three books, Chris's prolific writings have graced the pages of Edge and other publications - many available directly on his website. His considerable narrative talents are now applied to the world of Interactive Storytelling, through his Erasmatazz project.

For more info: www.erasmatazz.com



Interview by
by Frederique Krupa.

How did you get into the game design industry?

In 1966, a friend showed me a paper wargame, "Blitzkrieg". We played it, I became an avid wargamer, and from there started thinking of my own designs. When computers became available, I built one and programmed it with a wargame. In 1979, I got a job at Atari.

What are the necessary skills for doing game design well, and can it be taught?

Most important, breadth of education. Game design is not a specialized form of programming. All the great designers have a broad range of intellectual interests: economics, history, music, science, etc. Also, a continuing insatiable intellectual curiosity. All the great designers are avid readers.

Of the game designer's we've interviewed, we have identified three approaches to starting a project - develop a scenario, follow a game-genre heritage, or start from a technological premise. Is there another method?

Yes. Decide what you want to accomplish, then do it. It's so simple, so obvious, yet so rarely done. For example, my last game, "Patton Strikes Back", was designed with the goal of creating "a wargame for the rest of us". Before that, I did "Balance of the Planet" with the goal of "showing people how environmental problems interact with economic and cultural issues". My most creative design, "Trust and Betrayal", was built with the goal "talk to the animals". The three methods you cite have no clear objectives, so it should come as no surprise that they don't accomplish anything. If you don't know where you're going, you'll never get there.

How do you initiate a project?

I set my objective, something that's important, something that I believe in. Then I explore ways to reach that objective. I normally choose difficult objectives, so the exploration process often takes a long time. Once I have hit upon a satisfactory strategy, I set to work implementing it, but there are often many ugly surprises along the way, requiring intense redesign effort. Eventually I get it working.

How do you organize your work? Do you have a predefined working process?

I have no set way of tackling any design problem other than hard work and a refusal to back down from difficult problems. Any truly interesting problem must be new enough to lie beyond the applicability of standardized methods. If you want to stamp the products out in rapid order, get a machine, or a human who has been ground down to the status of a machine.

What are the tools of your trade and what is your relationship to these tools?

Books, a computer, a compiler, pen and paper, music to listen to while I work, woods through which to walk while I think. The books educate me, the computer angers me, the compiler frustrates me, the paper clarifies my thoughts, the music harmonizes my mind, the woods maintain my perspective.

What is the biggest technological limitation of your profession, and how do you deal with it?

The execrable state of input devices. The keyboard and mouse reduce my user to an inarticulate clod; I can't very well interact with a user who can't say much to me. Would that computer systems spent half as much money on input devices as they spend on output devices!

Where do you get your inspirations? Who are your mentors?

My inspirations come from all around me, from the people I interact with -- ALL the people: the checker at the supermarket, the veterinary assistant, Bible-quoting neighbors, a PhD friend, a science fiction novelist, a French lady in England, a real estate agent. I minimize the role of computer people in this, because they're so stiflingly inbred, so caught up in their own world that they can't see the real world.

My mentor is Desiderius Erasmus of Rotterdam (1466 - 1536).

What do you think of the game design profession and of the work being done?

I try not to -- too depressing.

How do you see your profession evolving?

Not much potential for significant change in the game design industry. Games have settled down to their steady state in much the same way that comics have settled down. The comics today are, from a marketing point of view, not much different from the comics 40 years ago. Artistically, there has been some progress, but the most dramatic changes have been flash-in-the-pan sensations; the basic identity of comics has not changed. Computer games are now in the same position.

How do game genres crystallize? For example, could we have an Action Adventure game with no puzzles, physical feats, fights, stealth or social exchange, like a book or a movie?

I very much doubt that games will ever evolve into anything like books or movies. The games industry had the opportunity to do so in the mid to late 80s, and it consciously rejected that opportunity in favor of short-term success. It has now worked itself into a small but profitable hole from which it can never extricate itself.

Its audience is precisely defined, both in the positive sense AND the negative sense. We know exactly who our customers are: young males. We also know exactly who our customers AREN'T: everybody else. Worse, everybody else knows it, too.

What do you want to do in the future?

Interactive storytelling.

Someday it will be a new industry, quite distinct from games. Right now, it's nothing, but it feels to me just like "the good old days" back in the 1970s when computer games were fresh, untried, and bursting with potential.

Can you explain what Interactive Storytelling is - as well explaining your project Erasmatron? What is the potential for this "erasmatronic fiction" that is perhaps missing from game design?


Interactive storytelling is not "a game with drama added" or even "a game with dramatically interesting characters". It is a story that unfolds for the player at his direction. It adheres to the principles of drama yet permits the player to make interesting and dramatically reasonable choices. For example, if the player comes upon an obviously haunted house, he is not given a choice between "go inside" or "stay away", as the latter choice is not dramatically reasonable. It is psychologically reasonable, but not dramatically reasonable. In other words, the system follows dramatic logic, not spatial logic. When the captain of the starship Enterprise risks the safety of the crew to save one person, he NEVER loses the gamble; that is dramatically unreasonable for the imaginary universe of Star Trek. Dramatic logic is seldom reducible to broadly generalizable algorithms; therefore it must be created by a novelist, playwright, or scriptwriter -- but not a programmer. The product of this artist's efforts is not a story but a storyworld: a complete dramatic universe embracing all the dramatic truths the artist wishes to communicate. This storyworld is not a spatial region populated with walls, tunnels, and characters; it is certainly not a set of specifications for a physical simulation. It is instead a collection of stages, populated with objects and characters. The artist specifies many kinds of interactions between the characters, who then execute these interactions according to their personalities, relationships, and histories.

The Erasmatron project is my attempt to realize this. Version 1 is currently available on the website, but it has many flaws. Version 2 is approaching completion; I expect to have an alpha version ready in late January. The artist uses the Erasmatron to edit the storyworld. Most of this work consists of defining the possible interactions between characters; I call them "verbs". A good storyworld requires at least 500 such verbs. The artist must also define the characters' personalities, their relationships, and the stages upon which the story takes place. The Erasmatron also offers lots of analytical and testing facilities for evaluating the performance of the storyworld; I call this "rehearsal". When the artist is satisfied with the storyworld, it can be fed to the storytelling engine, an independent piece of software meant to be plugged into a front end. The storyworld, engine, and front end are used by the player to experience the storyworld. While version 1 has an unimpressive front end, I will provide only a pure text front end for version 2; I expect that vendors will prefer to build their own front ends.

It is my hope that such work will appeal to a broader range of audiences than games appeal to. It provides stories, not puzzles, not strategic problems, not tests of hand-eye coordination or reaction time.

What was the last great work that really impressed you in or outside your discipline?

Speilberg's Saving Private Ryan. An astounding combination of technical perfection and artistic brilliance. The sound bullets make when they whiz through the air, the ease with which unescorted tanks are destroyed in close quarters, the fellow picking up his arm, the ready shooting of prisoners -- vastly impressive in its attention to detail and its human feeling.

What was the last book that really pleased you?

Ride of the Second Horseman, a fascinating study of the origins of warfare. The author demonstrates that our concepts of warfare arose from the economic circumstances surrounding the dawn of our civilization. Thus, we westerners developed total war by fighting the decisive battle to destroy crops, thereby starving our enemies. The Chinese developed a theatrical style of warfare that minimized damage to the all-important irrigation systems. The Aztecs developed a cannibalistic style of warfare to compensate for the lack of protein in their diets.

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