{"id":265,"date":"2006-06-15T09:13:22","date_gmt":"2006-06-15T08:13:22","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=265"},"modified":"2006-06-15T09:17:21","modified_gmt":"2006-06-15T08:17:21","slug":"video-games-are-dead-chris-crawford","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2006\/06\/15\/video-games-are-dead-chris-crawford\/","title":{"rendered":"Video Games are Dead: Chris Crawford"},"content":{"rendered":"<p><a href=\"http:\/\/gamasutra.com\/features\/20060612\/murdey_01.shtml\">Interview with Chris Crawford at Gamasutra<\/a>.<\/p>\n<p>I must admit that I admire the conviction of  Chris Crawford&#8217;s statements, but there is a worrying edge to them, as in:<\/p>\n<blockquote><p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\" \/><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><strong>GS: How do you feel that the creative spark has gone out of  the industry?<\/strong><\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">CC: Well basically, new ideas don&#8217;t go anywhere. So the industry is just rehashing the same stuff over and over. During the 80s there was a lot of experimentation, a lot of new ideas being tried (many of them really bad) but there was at least experimentation. Now we don&#8217;t see any experimentation whatsoever.<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p><\/blockquote>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">I would personally say that a lot of new ideas <em>are<\/em> popping up &#8211; in rhythm games, open-ended simulations, MMOs, alternative interfaces, the Icos, etc&#8230; So what about the Wii?<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p>\n<blockquote><p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><strong>GS: Continuing with the Nintendo theme, do you feel that the Wii in is a step in the right direction as far as innovation? Or do you think it&#8217;s going to be the same old stuff only with a fancy new controller?<\/strong><\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">CC: More likely, the latter. I&#8217;m not a fortune teller. I don&#8217;t know what they&#8217;ll do. But I think that it is reasonable to expect that an industry that hasn&#8217;t produced any innovation in at least a decade is unlikely to change its spots.<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p><\/blockquote>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">Perhaps being open to new directions and surprises can be a good thing?<br \/>\nSo what does Crawford propose with the new <a href=\"http:\/\/www.storytron.com\/\">StoryTron<\/a>?<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p>\n<blockquote><p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">CC: It&#8217;s interactive storytelling. [Now that&#8217;s new! &#8211; JJ.]<br \/>\n<\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><strong>GS: And what does that mean to the common person?<\/strong><\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"><\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">CC: It&#8217;s a story you get to participate in as the protagonist. You&#8217;re the hero&#8230;and you let the story go. It&#8217;s not at all like a regular story. It&#8217;s not as if you&#8217;re just following the footsteps of the hero in a standard movie. Interactive storytelling has a more meandering feel to it. You don&#8217;t charge down a plot line towards the end, you meander through a social environment. The key thing is that it&#8217;s about people, not things. Social interaction, not mechanical interaction. The primary thing you do an interactive storytelling is talk to other people. What a concept! Most gamers react to that concept with some disdain: ?all you do is sit around and talk? That?s no fun,? and it <em>isn?t<\/em> any fun for many gamers. But that&#8217;s the  kind of thing that most people spend most of their time doing.<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p><\/blockquote>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">I don&#8217;t think I can count the number of times I have heard such a description of a new game or game project. How about <a href=\"http:\/\/www.quanticdream.com\/pages\/games.php?page=omikron\">Omikron: Nomad Soul<\/a>?<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p>\n<blockquote><p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">The game is entirely in 3D real time. Players can visit the immense city of Omikron, with its hundreds of passers-by, air-cushion vehicles, its day\/night cycles and its random weather. Behind each door in the city lies a real decor. The player can thus go for a drink in a bar, buy a book in a bookshop, look for medication in a pharmacy or go to watch a strip tease show.<br \/>\nHe can also go back to his apartment to watch hologram television.<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">In Omikron-The Nomad Soul, the player can explore the universe, dialog with the characters, interact with the environment, fight with hands\/feet, use weapons, make and cast spells, drive air-cushion vehicles and reincarnate.<\/font><\/p>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><\/p><\/blockquote>\n<p><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\"> <\/font><font size=\"2\" face=\"Verdana, Arial, Helvetica, sans-serif\">To Crawford&#8217;s credit, his two main points about <em>verbs<\/em> and <em>people, not things<\/em>, really <em>are<\/em> strong points. Now show me the money!<\/font><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Chris Crawford at Gamasutra. I must admit that I admire the conviction of Chris Crawford&#8217;s statements, but there is a worrying edge to them, as in: GS: How do you feel that the creative spark has gone out of the industry? CC: Well basically, new ideas don&#8217;t go anywhere. So the industry is &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2006\/06\/15\/video-games-are-dead-chris-crawford\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Video Games are Dead: Chris Crawford&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2],"tags":[],"class_list":["post-265","post","type-post","status-publish","format-standard","hentry","category-games"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/265","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=265"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/265\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=265"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=265"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=265"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}