In this 2017 Norwich Gaming Festival talk, Stuart Ashen tells the amazing story of Hareraiser, a 1984 computer game (of sorts). I wasn’t expecting much based on the hyperbolic video title, but the events surrounding this game are actually layered with intrigue and Ashen’s expert storytelling makes the thirty-six minutes fly by. In the end, I am persuaded - Hareraiser is quite possibly the worst game ever published and sold, but not for any of the reasons you likely expect.
It’s worth reading in its entirety, but here’s my summary: Deciding which games can be sold on Steam is a hard problem that Steam has struggled with for years. There’s a long list of controversial topics and kinds of content - and for each one, many people in Valve’s huge multinational audience feel strongly that it should be allowed on the store and many people feel strongly that it shouldn’t. Many of these topics are also controversial among Valve’s own employees. So rather than continue to struggle with the increasingly impossible goal of consistent curation, Valve is scaling back to block only games that are illegal or “straight up trolling” (later clarified somewhat to mean “designed to do nothing but generate outrage and cause conflict"). Valve’s efforts will instead go toward creating tools to allow people to control what content they see - customers will be able to block specific kinds of games from their own slice of Steam and creators will be able to avoid harassment if they release something controversial.
We’ll have to wait and see the filtering and anti-harassment tools to know whether this plan will succeed, but the reasoning and intent seem solid and likely to lead to a vast improvement over the current unpredictable mess. So I was shocked to see that the reaction from the game journalism community featured widespread rage and contempt.
Last week, we discussed the spectrum of allowance - a way to describe how allowed a given action is within a game, ranging from impossible to required. A key point is that the game’s designer places each action on the spectrum. Aside from bugs (which violate the designer’s intent) and hacks (which partially override the original design with another), in a game you can only do what the designer lets you. This is true even when you have freedom of choice - that freedom was granted by the designer.
Some games understand this well and play with it effectively - see for example The Stanley Parable, especially the confusion ending (warning: spoilers). But not all games that examine player choice understand the designer’s role.
The Journey Of Me is a free browser game. It’s a 2D platformer and it takes about fifteen minutes to play. I am now going to spoil the hell out of it, but honestly I don’t think you should be too worried about spoilers in this case.
Raph Koster’s fascinating and chilling GDC 2017 talk about the responsibilities of designers and maintainers of virtual and social spaces. Modern games and services from Facebook to Pokémon GO are ignoring the many lessons learned in the early days of shared online worlds, and you don’t even have to be a player or user to be affected by the fallout.