Search

Dreams: The Video Game That Lets You Make Video Games - The New Yorker

A small triangular figure stands in a room with other objects.
By presenting players with a set of tools nearly as powerful and flexible as those used by professional game makers, the game Dreams represents a major step change in the genre.Illustration Courtesy Sony Interactive Entertainment

A video game can be as dense as a puzzle or as expansive as a universe, but it always makes a god of its maker. The creator is, after all, responsible for the rules and boundaries of a world, everything from the force of its gravity to the color of its sky to the temperament of its creatures. In Nintendo’s Super Mario Bros., from 1985, each of Mario’s jumps lasts a little over a second; he sails through the sky with the hex value #C0B1FF and evades murderous mushrooms called Goombas. Once upon a time, Shigeru Miyamoto, the game’s designer, typed the programming equivalent of “let there be light,” and, lo, in the Mushroom Kingdom, there was light.

Within the pantheon of video-game gods is a forty-eight-year-old British designer named Mark Healey. Healey has long gray hair and peppery stubble and wears a grunge-like wardrobe. In 2006, he and four friends founded Media Molecule, a development studio; Healey serves as the creative director. Media Molecule’s offices, in Guildford, a large town equidistant from London and England’s south coast, look much like those of any other studio, but its work sets it largely apart from the rest of the industry. Healey doesn’t want players to marvel at the worlds he creates. Rather, he wants to give them the power to create worlds of their own.

Dreams, which was released for PlayStation 4 on Friday, is the most powerful example yet of the genre that Healey and Media Molecule have helped pioneer. The game has no central narrative or character, no universal objectives, and no side quests or treasure hunts. Instead, it offers a suite of creative tools that can be used to create art, music, and games themselves. “We want people to go out and make stuff that we could never predict,” Healey told me. Dreams acts as both divine canvas and gallery, with players broadly working in two modes. One, Dream Shaping, is the “create” function, in which users build using a collection of gadgets, tools, and tutorials. The other mode, Dream Surfing, is similar to YouTube: users can explore, play, and even borrow from other users’ creations, either by following their favorite game makers or by browsing through various filters. Some filters elevate the most popular games on Dreams; others feature hand-picked selections from Media Molecule’s curators, who also flag inappropriate content.

Dreams began development in 2011. Last April, the game entered “early access,” the pre-release phase during which customers can play a beta version and help shape the final product. Within three months, more than seventy thousand creations ­­­had been uploaded to Dreams’ servers. The results ranged from the experimental to various forms of pastiche. (Many builders chose to re-create scenes from their favorite films or video games.) Some players built first-person shooters or pastoral landscapes, while others created Pixar-esque animations or pieces of music, recording via the PlayStation camera’s microphone. On the eve of the game’s release, one fan stitched together a trailer, backed by a stentorian soundtrack, highlighting the variety of media that had been created. Crucially, all of it had been made without typing a single line of code.

Healey’s obsession with democratizing game development began early. Born in Ipswich, in Suffolk, he spent much of his childhood frustrated by an inability to enter the industry. At the time—the nineteen-eighties—titles like Pinball Construction Set allowed players to create games but offered a limited set of tools. “I was desperate for some software that would enable me to make games,” Healey said. “But there wasn’t really anything. So I had to learn machine code. I’ve always had in my head that we should make it easier for people to make games.”

Healey eventually won admission to an art college in Ipswich. At the start of his second year, he received a check for two hundred pounds—as the child of a single parent, he was eligible for a government grant—but “spunked it all in one go” on a disk drive for his Commodore 64 computer. Without the funds to buy school supplies, Healey dropped out and joined a government training course in business programming. During his first session, his tutor recognized that Healey knew more about programming than she did. She put Healey in contact with the British video-game publisher Codemasters, who offered him a contract. Healey presented the two-thousand-pound fee to his mother, as back pay for his rent.

When he was twenty-six, Healey joined Lionhead, a Guildford-based game studio, where, in his spare time, he began working on a personal project called Rag Doll Kung Fu. The game was a simple fighting title in which comically rendered mannequins hurled one another around the screen. It also allowed players to design and build their own characters, a popular feature that attuned Healey to the power of so-called user-generated content. Three of Healey’s Lionhead colleagues—Alex Evans, Kareem Ettouney, and David Smith—helped him finish the game, which achieved significant success, and which spurred the men to leave their jobs and co-found Media Molecule. (A fifth co-founder, the studio director Siobhan Reddy, joined them from EA).

From the beginning, Media Molecule aimed to keep a small, intimate team, and to reconceive what a game might be. The studio released its first title, LittleBigPlanet, in 2008. It is a Super Mario-style platform game in which players guide a knitted doll named Sackboy through scenes built from craft materials: cardboard walls, woollen bushes, staircases made of paperclips. After completing these prefab stages, players are invited to design and build and share their own levels, uploading them to the game’s servers for others to try out. To date, more than eleven million user-generated levels have been published inside LittleBigPlanet and its two sequels, and the series has sold millions of copies. In 2010, Media Molecule was bought by Sony.

LittleBigPlanet’s success soon inspired other publishers. Nintendo’s Super Mario Maker series lets players build their own levels using a palette of approved assets; videos of the most punishing or inventive specimens are routinely shared on social media. And while Minecraft isn’t, strictly speaking, a game engine, its millions of players have constructed from Lego-like building blocks everything from replicas of the Taj Mahal to scale models of the “Game of Thrones” universe. Dreams, by presenting players with a set of tools nearly as powerful and flexible as those used by professional game makers, represents a major step change in the genre. Though broadly accessible, its software contains obscure depths. In fact, Media Molecule’s designers—many of whom were amateurs recruited from the pool of LittleBigPlanet’s level creators—built Dream’s single-player campaign mode using only the tools available in the game itself.

Dreams allows players to conjure entire landscapes or edit and modify existing game templates.Illustration Courtesy Sony Interactive Entertainment

One of the most significant barriers to making video games is the medium’s multidisciplinary nature. Unlike a novelist, who can conjure entire worlds with language, a game maker must often be a polymath, skilled in programming, art, design, and composition. To lower this threshold, Dreams encourages artists, musicians, and designers to collaborate on projects, much as they might do in a studio. (A similar spirit is encouraged at Media Molecule, where employees sit together at a long “Last Supper”-esque table to eat a lunch cooked by an in-house chef). Scores of amateur teams have convened in Dreams, with some coining their own names, creating lavish logos, and launching social-media channels to promote their works in progress. Artists and musicians who aren’t directly collaborating can publish a 3-D chair or a two-minute composition for string quartet and allow others to use the asset in their projects—or, with the appropriate permission, to adapt or remix the work.

For those with more modest ambitions, Dreams provides game templates that new players can edit and modify—an option meant to stave off blank-canvas syndrome. “We have tried to make sure that anyone can come into the game and make something straight away,” Healey said. “But the depth is there if people want it. If I give you a pencil, you can immediately draw a stick man. I give the same pencil to Leonardo da Vinci, and he can draw something incredible. Dreams is the pencil.”

Media Molecule’s art director, the forty-four-year-old Kareem Ettouney, also cited the idea of an instrument, one that responded as instinctively as the kind you hold in your hand. Ettouney is an artist who believes that most 3-D art software impedes creativity. “3-D software becomes very complicated very quickly,” he told me. “And it’s unattractive to watch someone working with the tools—not like seeing a painter throwing paint on a canvas.” Dreams, by contrast, enables artists to use the wand-like PlayStation Move controllers to draw, sculpt, and manipulate 3-D art using arm gestures, much as a sculptor might chip at stone. At one point, Ettouney demonstrated how quickly an entire landscape could be conjured in the game. Onscreen, he plucked a mossy rock from thin air before enlarging and duplicating it; then, layer by layer, he proceeded to erect a mountain. When painting grass, Ettouney created alluring pastel fades before twisting the angle to survey his work. Finally, with a press of a button, he summoned a character and began hopping across a landscape that, moments earlier, did not exist.

“The trouble with a lot of traditional modelling packages and traditional computer game-making software in general is you kind of need to plan what you’re going to do,” Healey said. “Here you can simply sketch.”

Doodles are one thing, but many of Dreams’ players have ambitions to create larger, more fully realized projects. Often, these ambitions collide with the issue of ownership. Who has the rights, for example, to a character designed in Dreams? Is it the artist who bought the game, the studio that made the game, or Sony, the company that published the game? The question has stirred intense debate among players. On Reddit, one asked, if “I take my short story and, in Dreams, make a decent short film, is that still my intellectual property? If someone else uploads it to YouTube, who files the copyright claim?”

Healey assured me that anything created inside the magic circle of Dreams belongs to the people who make it. “We want people to invent new genres and new brands,” he said. A spokeswoman from Sony told me, via e-mail, that the company is “still not in a position to comment” on the issue, but that staff are “continuously monitoring what people create and are working closely with our Legal and Business Affairs team.” The minor conflict in these statements represents, perhaps, the difference in perspective between the magnanimous creator and the vigilant corporation. (As one headline writer at Vice put it recently, “Dreams is a powerful tool to create anything and own nothing.”) When I talked to Jas Purewal, a British lawyer who specializes in the video-game industry, there seemed to be no clear procedure by which a Dreams player could copyright his or her work. “Who owns user-generated content in games is one of the great unanswerable questions in our industry,” Purewal said. “Copyright law doesn’t yet do a very good job of dealing with Dreams-type situations. The ways in which people can create new online content are moving much faster than the law that is intended to protect creative works.”

More generally, there is the question of how useful Dreams is for a young game designer who, like Healey in the eighties, hopes to break into the industry. The game may teach the basic principles of 3-D art, level design, and music sequencing, but it could be argued that those who want to become actual game makers are better off working with professional-software packages, which would allow them to hone their skills and retain the full rights to any work they feel is salable. Still, Healey is adamant that Dreams’ affordability—the game is only $39.99—is the first step toward a more democratic art. “There are gifted designers out there sitting in their bedrooms who maybe don’t have the opportunity to go to university or who can’t get hold of a powerful-enough PC to learn to make games on,” he said. “Dreams shows that, if you provide the tools, talent will reveal itself.”

Let's block ads! (Why?)


https://www.newyorker.com/culture/culture-desk/dreams-the-video-game-that-lets-you-make-video-games

2020-02-19 11:00:44Z
CAIiEFHrD5i1L1MPy_W5tZ_XkUEqGQgEKhAIACoHCAowjMqjCjCJhZwBMNWYrQM

Bagikan Berita Ini

0 Response to "Dreams: The Video Game That Lets You Make Video Games - The New Yorker"

Post a Comment

Powered by Blogger.