Some time ago, I conducted an informal little survey
of my game developer friends, and The Sims was
revealed as one of their favorite pastimes. It is also
my dear wife's current obsession; since I made the
mistake of introducing her to these ungrateful little
critters, she has been merrily wasting away 4-6 hours a
night in front of the computer, thus depriving me of my
inalienable right to do so myself. This is particularly
surprising, given the fact that she has never showed
any interest in a computer game before, except for a
passing tryst with some of Will Wright's earlier designs
in the mid 90's.
As far as I can tell, the reason for The Sims'
enduring popularity is that it is one of the few games
about creation: players get to play not only God, but
also parent, friend, seduction machine, architect, and a
million other things, so much so that we end up
desperate to give our virtual children the kinds of
good, simple, Pleasantville-like lives we wish we
could have for ourselves.
The Ultimate Creation
As I was thinking about this, I stumbled upon a book
about the ultimate creative experiment: the Creatures
project, a game series that made a huge splash in Europe
and should have made a much bigger one in North America,
because it featured the first successful large-scale
experiment in artificial life.
Creation: Life and How to Make It (ISBN:
0-297-64391-6), by Creatures' designer and lead
developer Steve Grand, explains how he defines life, and
how he came about trying to populate cyberspace with
entirely new genera of living organisms.
A warning: Creation is not a how-to book by
any stretch of the imagination. Readers interested in
technical details about the Creatures will likely feel
cheated, since over 75% of the book is devoted to the
author's definition of life and to the philosophy
underlying his research:
"The argument I want to put forward is that the
natural world is composed of a hierarchy of 'persistent
phenomena', in which matter, life, mind and society are
simply different levels or aspects of the same thing."
Of the entire book, only 2 chapters really qualify as
entity-building blueprints, and then only in the most
general terms. Furthermore, despite its flowing style
and occasional bursts of perfectly crafted off-beat
humor, Creation can be a frustrating read,
because the author felt compelled to justify his
motivation in far more detail than was really needed. As
a result, this is a book best consumed in small doses.
Nevertheless, I believe this is an important milestone
in our industry's history for several reasons, not the
least of which is that artificial life may well be one
of the breakthrough technologies of the new century.
But Why?
However, one question that my wife's love story with
the Sims raised (and that Grand's book failed to answer)
is: Why do we feel the need to create in the first
place? What is it about the human soul that drives it to
seek immortality in as many ways as it possibly can? And
why does this primal urge occasionally express itself as
a need to make computer and video games, even though we
could be living much more comfortable and balanced lives
doing something completely different?
I won't pretend to have the answer. At most, I may
have identified a handful of hints that may or may not
end up blurring the mystery even more. Or maybe I'm just
full of it. (If so, please don't tell me.)
Defying Entropy
Let's face it: the big dirt nap at the end of the
road is always gnawing at the back of our minds. We know
we're going to end some day, but since we can't face
that and maintain our sanity, so we do our damnedest to
upstage the Universe and to outlive our own lives.
For some, religious beliefs are enough to solve the
dilemma. Others seek immortality through their children,
although anyone who thinks children can actually fight
against the overpowering clutch of chaos has
obviously never been to McDonald's on Sunday at
lunchtime. Our solution is to build something, anything
that could outlast us: a novel, a painting, or a game.
If there is one thing that all game developers have
in common, despite our endless artist-programmer and
designer-management quarrels, it is this thing
that we can hold in our hands, show to the world and
say: "Here, I made this." That is a defining moment. And
it works: even the most jaded (and I defy you to find
anyone more jaded than I am) can't help but feel a
little shard of immortality creeping in when they see
one of their games on a shelf or on a complete
stranger's computer for the first time.
Power and Worth
Even those with little interest in the long-term
fight against chaos (i.e., immortality) need some order
and control in their daily lives. The problem is that
people under 30 usually don't have a whole lot of
either: they have to make do with the jobs the
middle-aged don't want, don't often have time for
vacation, lack the money to fill their homes with the
stuff they want, and if they have kids, they don't even
get enough sleep.
Some rebel against this by creating even more chaos,
on the principle that, if they're going to live crazy
lives anyway, it might as well at least be their own
faults. But here again, creativity can provide a partial
solution: when a game is done, it is done. It is
a finite thing, immutable, complete, perfect; a little
local victory over entropy. In a sense, the need to
have created becomes stronger than the need to
create itself.
Unfortunately, for game developers, this benefit of
creation is quickly fading. In this era of never-ending
series, patches, online subscriptions and the like, the
creative act is never complete. Thus, the psychological
rewards of having created become as futile as those
gained by obsessive-compulsive cleaners who finish
wiping their houses just in time to see specks of dust
gathering again. David Brin (I believe) once compared
novel-writing to walking from Moscow to Vladivostok on
your knees, spending one glorious evening there once the
book is complete, going to sleep in utter contentment -
and waking up in Moscow on your knees. That metaphor
explains the trials of the creative process, but at
least the writer gets to see Vladivostok once in a
while. In our case, the destination has taken up the
habit of running away.
Conclusion
Again, I come back to a conclusion I derived from
the examination of several unrelated phenomena over the
years: we create to gain control over our lives, just
like we start businesses, become freelancers, or join
political parties for the exact same reason.
Life is an abnormality in the Universe; a local
reversal of entropy, a temporary violation of the laws
of thermodynamics. Well, good for us. Let's keep
creating. If I have to go out (and somehow I'll never
quite accept that as fact), I'll go out in a blaze of
glory.
BIO
If you aren't really tired of FDL by now, don't say so
in public unless you are looking for a serious beating.
He's been the bane of the game industry for over 10
years, during which he cajoled and threatened his way
into over 20 credits as designer, producer, programmer
and writer. For some reason, magazine and book editors
seem to like him; his Game Design Perspectives
are available now from Charles River Media, and another
tome called Secrets of the Game Business will be
released by the same publishing house at GDC 2003. With
the dozens of articles he has contributed to other
industry publications and the roundtables he hosts at
GDC every year, it is getting really hard to avoid him
these days. But there is hope; FDL has been freelancing
for 5 years, so we expect him to starve to death any day
now. Visit his mediocre web site,
http://pages.infinit.net/idjy, at your own risk.