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Randy Smith

Randy Smith's Recent Blog Entries

  • Randy Smith considers the ingredients for emergent situations, and how best to deploy them when designing a game.

    The spirit of emergence is unpredictability. The player will wind up in situations they did not expect. They will find solutions you did not foresee. This will break your design, unless the design is too flexible to be broken. The situations may seem too harsh, the solutions too degenerate, but the player has had as much a hand in creating them as you have. To support emergence is to empower co-authorship, to reach towards the interactive medium’s highest calling. If unpredictability is incompatible with your design, do not pursue emergence.
     

    August 26, 2010
  • No matter how open their worlds, games are bound by objective rules. But this is precisely what defines them, argues Randy Smith.

    The only strange thing about this talking wolf is the high quality of its conversation. “I could shoot you, you know,” I threaten the wolf, having already established that my daughter might still be alive inside its belly. That wasn’t picked from a dialogue menu; I typed it in. Without missing a beat, the wolf responds, “I’m afraid you’ll have to.” Sentient characters and interactive dialogue have been common this entire play session. Impressed? The game’s responses are driven by game designer Jason Rohrer.
     

    August 13, 2010
  • Game stories are rarely as good as those found in films, so why, asks Randy Smith, do developers insist on stretching them over 12 hours?

    A while back I wrote about how repetitive gameplay over long periods of time can provide a depth of familiarity unique to our medium. That’s true, and great, and whatever, but to be less sunny about it my honest opinion is that most games don’t achieve this ideal, this gradual osmosis of artistic intent. Most games are just way too long. Presumably, you also hardly ever finish games you start, and those you do finish involve some punishing, boring slog solely for the sake of completion. Right?
     

    August 5, 2010

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Messages to Randy Smith

Hi Randy, my name is Ary Shirazi, i am a recent game design graduate and i've been working on my own brand of "interactive animation" (i.e a 'game' story) for the past 2 to 3 years.

Altho there hasn't really been any info on LMNO....it sounded like it's a game returning to the LucasArts days of progessing a story being the whole point of the gameplay... in any case im glad that people are working on such a mysterious project.

I've only recently bumped into your blog on the edge-online website, but have read a few of the coloumns you've written in the back of the magazine... the things you are discussing struck me, as ive been writing and preaching similar thoughts during my time at art college 4 years ago and during my degree.

I'm also drawn towards Steven Poole's views of the medium as well as Ernest Adams (if you havent read his article Where's Our Merchant Ivory? on gamasutra i highly suggest it)

However, id like to suggest you read through my dissertation which talks about the unique properties of game time and game space, interactivity, immersion and flow (with research into mihail czk ... you know who i mean) the outdated narrative design (or screenwriting) in games today... and how the young generation of game designers graduating now is reminisant of the first film students coming out film school pushing the medium to a true art form..(i'm not sure how to "attach" a document here as this isnt an email, i will send you the document if you wish to read it)

We aren't designers that sit behind desks.... we're a new kind of artist.. artists of the globalised 21st century!

Any sort of feedback would be highly appreciated - The dissertation is linked to my interactive animation project (my attempt at gamings equivalent of the 2 hour movie).. i think its possible.. and in fact, id love to see a video game story win an Oscar in my lifetime.

Cheers

Ary Shirazi