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August 2002
A
Chat with Bruce Shelley
GIGnews recruited Melanie Cambron,
known by most in the industry as The Game Recruiting
Goddess, to use her skills for the good of gamekind and
recruit some of the big names in the industry to give us
all valuable insight into what they do and how they do
it.In
this interview, Melanie chats up Bruce Shelley. A
professional game designer and developer since 1980,
Bruce Shelley has been hailed throughout the gaming
industry as a pioneer of computer gaming. Shelley began
his career at Avalon Hill
as a computer and board game
designer. Soon after, he joined Sid Meier to design award winning computer games at Microprose Software
including hit titles Civilization, Railroad
Tycoon, F-19 Stealth Fighter, and F-15 II.
In addition, Shelley has written a number of gaming
guidebooks, manuals and strategy guides. Having begun
career with paper and board games, he switched to
computer games in 1987. He has helped start or worked
for five game companies. Prior to the start of Ensemble
Studios in 1995, Bruce is best known for assisting Sid
Meier on the design of the original editions of
Railroad Tycoon and Civilization
when they were colleagues at Microprose. Today, he is a senior designer at Ensemble Studios, where he helped
organize the company and evolve their development
methodology. He contributed to the design of both
Age of Empires and Age of Empires II: The
Age of Kings, as well as Ensemble’s highly
anticipated title, Age of Mythology.
MC:
Bruce, thank you so much for taking time for this
interview. I know you’ve been extremely busy with
Age of Mythology which looks
awe-inspiring to say the least. I’ve read that the game
features a 36 scenario single-player campaign that
allows players to take part in an epic mythological
tale, inspired by a number of popular myths. And that
players will guide forces everywhere ranging from the
siege at Troy, to the pyramids in Egypt, to the snow
covered mountains in the North, to the mythological
underworld. How do you even start on a game like this in
terms of research and putting together the story?
BS: We started with
the premise that the game would be similar to our
earlier Age of Empires games but that the gods
would intervene in the affairs of our onscreen digital civilizations. We decided the gods would intervene in
two ways. First, directly with the dramatic impact of
lightning, or a tornado, or meteor shower. We chose here
mainly natural phenomena or something described in the
relevant mythologies. Second, the gods could call up
ancient, forgotten creatures to join soldier armies. The
mechanic for this would be a new resource called favor
(of the gods). At the same time these decisions were
being made, lead designers Ian Fischer and Greg Street
were reviewing world mythologies, searching for several
that were highly recognizable, no longer part of an
important religion, and rich in gods, myths, heroes, and
creatures. The three that best suited our needs were
Greek, Norse, and Egyptian. The story for the single
player campaign was the work of many people led by Ian
Fischer. The group did a great job building an
interesting story about one character that interacts
with each of our mythologies. The script was several
hundred pages and rewritten many times. We had a script
committee of 20 people or more who had input. Our
content team of four people built the scenarios (and
rebuilt them many times). All of this took a lot of
effort, but we believe the single player campaign is an
important feature for the large casual audience.
MC:
Richard Garriott, among others, has mentioned Joseph
Campbell’s The Power of Myth as a source of
inspiration. Will Wright has mentioned Scott McCloud’s
Understanding Comics as a big inspiration.
Are there
any books, in particular, that you believe are "must
reads" for game inspiration?
BS: No. I have read
the Power of Myth and I recommend that to anyone,
but as something that is just part of a good basic
education. For the games we have done (all based on the
human experience), a good general world history is a
must. One of the many things I learned working with Sid
Meier is to do a lot of your basic research in the children’s section of the library. The information there
is at a good general level that will match the interests
of most of the gaming audience, plus the books have a
lot of pictures. Games are intensely visual experiences.
MC: Your
games are so rich in detail and story, other than books,
what are your references and influences and how do those
references influence your game design? Do you draw
inspiration from other art forms? Film? Science? Or
other designers?
BS: The greatest
resource at our disposal is all the games that have
already been created. Our games are largely
derivative—that is built on what has come before in our genre—but clearly different and innovative. We have
built a large library of books on history and
architecture, and we search libraries for more. We get a
lot of info from the Internet. We watch films. I
remember during the early days of Age of Empires,
Brad Crow, our only animator and artist, watched
National Geographic videos to capture the movement of an
elephant. We have occasional movie nights in our
auditorium to watch Clash of the Titans and other films
with mythology elements.
MC: An
increasing number of schools are offering degrees in
game design. But when I read about and play games like
Age of Empires and Age of
Mythology, I think there is just no way that
sort of design can be taught. You got your start before
Game Design degrees were even a glint in a curriculum
advisor’s eye. Do you think game design is something
that can be taught in a school environment?
BS: Yes, we think
some fundamental principles can be taught. I gave a
presentation at GDC two years ago on 20 guidelines for
making successful games. Each could be the topic of a
classroom discussion. They were things we learned along
the way through experience and from colleagues. I wish
someone had given me that list when I was starting out.
We use a process of designing by playing and rely on our
instincts as gamers to tell us when features are working
or not. Having those instincts is part of the art of our
business. I’m not sure if they can be taught. At some
point in a game’s development a leap is made from
solving an engineering problem to creating something that entertains people. Being able to take your game
through that leap comes mainly from experience playing
and understanding games.
MC: A
game designer I very much admire, recently wrote an
article for this publication on
"losing the passion".
His point was that every job ad ever published by a game
company has asked for people who were "addicted to games," or "obsessed with games," or something equally
unhealthy-sounding. And that while it's easy to be
passionate about games as long as you stick to playing
all the time, it's hard to remain so once you're
actually inside the industry. He found his
idealism went the way of the dodo when chasing bugs eight (sixteen) hours a day, tweaking the same couple of
levels for two and a half years, or getting laid off by
email three hours before the company Christmas party. He
says while he still gets excited about a few new titles,
he says he won’t go out of his way to try out twenty new
demos every week like he’s told he should. And,
ultimately, he’s convinced that losing the passion has
made him a much, much better developer. Of course, he
goes on to expound on that quite eloquently. But, you’ve
been in the business for over 20 years, do you still consider yourself "addicted to games"? Are you still a
passionate gamer and, if so, what keeps that passion
going?
BS: I don’t play a
lot of different games, but somebody at Ensemble Studios
plays almost anything that comes out, so we get some
exposure to what is new. I got into games because I
found that nothing engaged my mind so totally as a good
game. Sid once defined a game as a series of interesting
decisions. I like games that set up an interesting and
well-paced series of decisions, and suspect that will
always be the case for me. I don’t think I am addicted,
but I can easily play for many hours straight, skip meals, and skip sleep, if the game is compelling enough.
One of the strengths of real time strategy is that
players always have more stuff to do in a game than they
can manage, so deciding what to do right now is very
interesting. Psychologists study the phenomena of mental
engagement and call it flow, the psychology of
optimal experience. People find flow in many different
activities (listening to music, reading a great book,
climbing a mountain, etc.), but gaming is a prime
source. We all seek flow, and I have not stopped finding
it in good games.
MC: Where
do you see yourself headed in terms of game design? Any
dreams or visions for the future?
BS: All of the
really successful games I have contributed to are
similar—strategy games based on history or the human
experience. That is what I most enjoy playing and I
don’t have a desire to do something else. In the near
term, I am excited about being part of whatever Ensemble
Studios decides to do next. We will soon be deciding
what our next big RTS game is going to be and anything
is possible.
MC: Now
that the industry is getting the same sort of "buzz" as
the film industry in terms of people wanting to work in
it, the stereotypical game industry geek has become less
prominent. GDC isn’t the fashion train-wreck of years
past. Over the past 20 years, what has changed most
about the industry in terms of the people? And has it
been for the better?
BS: Games and game
development are everywhere; they’ve gone mainstream.
Everyone in the developed countries has a machine to
play games or knows someone who does. This is a good
thing. It is the march of technology and the rise of a
new media. As the business of games has improved so has
the quality and breadth of what is available. It has
been amazing to see the changes. When I started making
computer games we used CGA graphics—four colors. The
industry is a little over 25 years old. I think we will
see equally amazing changes over the next 25 years. I
hope to live to see it.
MC: This
publication is inundated with folks who have visions of
grandeur when it comes to game design, many of whom
write as if they are on day 3 of a 3-day herb- induced
Cocoa Puffs binge. How important are writing skills to
landing a job as a game designer? And can you share a
few other pearls wisdom regarding game design basics
with our friends?
BS: Game designers
must be able to write clearly and quickly. In our
process, they are responsible for creating, holding, and
communicating the vision of the game. They create the
vision statement that describes the game succinctly, the
vision document that is a larger summary, and the design
document that spells everything out in great detail for
the other crafts and support groups (programming, art,
music, sound, test, marketing, PR). We would not
consider anyone for something other than an entry design position who could not write capably. Designers should
also have experience playing games and be able to
understand and explain what they liked and didn’t like.
This is the foundation for good design instincts. They
must also have imagination. Games do not come together
perfectly until late in the development process.
Designers must be able to see how it will all work when
they have only part of it in place. Designers should
keep their ego out of their work. Games in development
are highly criticized because they are incomplete and
many people cannot see what is not yet there. The
thin-skinned need not apply for the job. We believe in
prototyping early and designing by playing thereafter.
We understand we are just guessing until we can play.
MC: If
you could narrow your success down to three key
elements, what would they be?
BS: I am a casual
gamer and my tastes seem to mirror those of a large
audience, which means games I like have had a chance to
be very successful. I believe in prototyping early and
designing by playing. When each of our games got to the
point of being playable, I felt from then on that their
success was inexorable because of our instincts as
gamers and our process of playing, adjusting, retesting,
adjusting, etc. Get on a great team. I was lucky to work
with Sid Meier and a great crew at Microprose around 1990 and doubly lucky to join up with Tony Goodman and
Ensemble Studios in 1995.
MC: If
you hadn’t gone into game design what do you think you
would be doing today?
BS: I enjoy writing
and think I would have ended up doing that somehow. I
think I could write books on history, magazine pieces,
or even be a newspaper reporter. My parents were both
teachers, but I rebelled against that type of career.
MC: May I
have your 5 pound Yorkie Simone?
BS: You can have a
picture of her, but that’s the best I can do. I am
happily married and want to stay that way.
********************
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as EA, Sony, and Infogrames. Featured in
Game Design: Secrets of the Sages for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview With BigSky Interactive
(July 2002)
E3 Panel Highlights: Yu
Suzuki and Will Wright
(June 2002)
Interview With Elonka Dunin
(May 2002)
Interview With Will Wright
(April 2002)
Interview With Stevie
Case and John Romero
(March 2002)
Interview With Richard
Garriott
(February 2002)
Interview With George
Sanger
(January 2002)
Interview With Josh Resnick
(December 2001)
Interview With Paul
Steed (November 2001)
Interview With Marc
Saltzman (October 2001)
Interview With Rick Hall,
Senior Producer, Ultima Online (September 2001)
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