Serious Game Design Traps

By Tim Carter (12 April 2007)

At the 2005 Serious Games Summit (which I did not report on on my site), I remember one presenter saying something I thought odd. He was promoting the making of serious games and said (to paraphrase): Imagine if schools, instead of waiting for interesting new games to come out, actually commissioned the making of these games. An image jumped out at me when I heard this - a scene from English class in high school. I saw myself watching the teacher. We were studying authors. Plays. Stories. I remember my love of that. Nobody commissioned those playwrights. Nobody commissioned those authors to write a book that would be used to teach children, teenagers, adults the important things of life. They did it for the love of it - they took the initiative. That's not to say they did it purely out of charity, but the point I'm making is it isn't so easy as just ordering it done and then watching it be done. There's a creative dimension to it. And that entails understanding the creative process, which involves risk. You can get it done - complete, working, on the disc or hard drive ready for delivery or download for payment - but the educational power it is intended to have still might not be there. That's the risk.

The idea promoted by the speaker seems to have gained a footing among organizations now scrambling to get into serious games. Need to teach particle physics, math, the history of the Renaissance, or the impact of the printing press? Hey, just commission a game development company and do it? Right? Simple.

Well... as a person who's been on the front lines of serious game design I'd have to say no, it ain't that simple. (They used to say this about writing screenplays: hey, anyone can use a word processor so it must be easy, right? No. It isn't easy.) And there are some pretty awful serious games coming out now.

What are some of the traps that can lead to a completed, graphically beautiful but ultimately valueless serious game?...

The "Game-Based Technology" Trap

To me this is probably the number one trap of would-be serious game designers. Often they are already involved in the modeling and simulation industry, or conventional training, they see these new games, and realize how cool the technologies are. So they believe that if they just take those technologies and graft it onto the same old same old, that makes them a good serious game developer.

Well, I'm sorry but it doesn't.

There is this tremendous temptation to look at serious games as, essentially, a byproduct of technology. Why wouldn't there be: technology provides such beautiful graphics, and people essentially believe what they see (computer graphics). Technology is a huge barrier to entry for computer serious games. If you can master that barrier, at least you can get the game out there.

But here's the question: Once you get it out there, does it have legs? Does it work in its guts? Does the audience buy it and does it lead to real training benefit? Or is it just really good-looking, graphically-beautiful (pardon my English) garbage?

I worked for one of the premiere serious game companies, BreakAway, and most people don't realize  that a core strength of that company is that it is staffed with ex-boardgame designers from Avalon Hill. You may sneer at this, but not if you are a game industry veteran. AH designers and their ilk, back in the day, would typically spend a year researching and designing a game - be it about the advance of civilization, or sports management, or a Napoleonic battle, or a WWII campaign, or a simulation of building a railroad company, or what have you. When you do this, you think in clear terms how to build meaningful game design. Today many AH games appear complicated compared to the current generation of boardgames, but they came out in a time before computers. I still like to play them now and then - they still ring true (and some of today's boardgames I find a little oversimplified). Many of the AH veterans went on to work at Firaxis (and other companies) and have been responsible for a lot of quality computer games.

The point here is to understand the difference between game design and game programming. Knowing how to use the technology is not going to save you from making a really bad game, one that looks great in screenshots, and runs stably, but still finds itself collecting cobwebs because nobody uses it.

The "Think-Tank" Trap

Having a PhD doesn't qualify you to make games. Being able to study them and being able to design them are two different things. Think of all the premiere game designers out there, like Will Wright, Sid Meier and so on. How many work for schools?

I'm not sure where people get the idea the greatest advances in game design come from schools. (Yes, some great technology advances have come from parties linked to, or fresh out of, universities - think Havok - but that's not the subject here.) If you look at history you see they come primarily from independent developers. I suppose this myth comes from the notion that if a person knows how to teach a subject that qualifies them to make a game about it. Well, Socrates never wrote anything down (leaving that bit to his protégés) - he was a much better teacher than an author.

There is just something about the academic environment that can slow things to a snail's pace. When I worked for Washington Hospital Center on Code Orange, I saw they specifically emphasize practical, real-world action and experience over classroom-oriented dialect, theoretical musing and so forth. They generally take a dim view of partnering with universities on research (even though they are a teaching hospital) because they are involved in emergency medicine and prefer practical training. In that world you have to learn how to act fast because if you don't, people die. The best way to do that is to get out of the classroom and into the real world.

But to some official funders there is a comfort-level associated with putting R&D money into an official institution versus a small garage startup. (At least they know the funds won't be blown on beer.) Yes, it's true a lot of brilliant students come out of universities. But universities also have a lot of "career students" - people with lots of great ideas but no clue how to apply them to the real world; or people who love to take problems apart to study them, but are unable to make the leap of then translating this knowledge into a creative and beautiful work with syntax and form. A game is not a dissection of a subject, like a textbook or a course (though dissection of its subject is necessary in the research phase). It is a creative work that assembles its knowledge into a single form, a form that needs to flow and hit the road running. If you want to define it in terms of technology development think of science versus engineering. The universities are more interested in the science of things - making prototypes only to learn about something. The engineers, on the other hand, are in it to make robust products that can be practically used in the real world.

I find it a little dismaying seeing all these R&D dollars being offered to games provided their developers are attached to educational institutions. The world's best game designers are out in the field, not dreaming in ivory towers.

(Addendum: There seem to be some schools that are getting out of the Ivory Tower trap, and tackling the issue of making stuff out in the real world - for example, having practical policies that encourage - not merely tolerate - the development and marketing of useful intellectual property while in the classroom / lab environment. I also note Guy Kawasaki puts particular emphasis on the benefits of engineering schools - though he is mainly focused on straight-up software development projects, which are a little different than games and serious games - so respect that opinion. Anyway, the main point is that, school or no, my opinion is the focus needs to be on getting in the trenches - delivering practical, working stuff.)

The "It's All About Graphics" Trap

This one is straightforward. A confusion of game design with graphics. It's a trap professional game designers fall into as well.

This one is not about technology - though it is close to that. It's about superficiality. It's about the temptation to think that because something is good-looking it is also good.

According to Jung's theory of the personality (which gave us terms such as introvert versus extrovert, the Meyers-Brigg Personality Test, and so on - and everyone has a little of all the personality types), the sensory personality type has this flaw: it doesn't go under the surface; it tends to judge things based on appearances. Applied here, going ga-ga over graphics is a superficial reaction. It's sensational, in the most literal definition of the word.

This, too, is why I cannot espouse tabletop game design enough. It forces you to design efficiently at the gameplay level, and when you show the prototype to the client you can't hide behind the graphics - the client instantly gets to look under the hood.

If you look under the hood of many computer games you will find they are rife with tricks that players never realize are being played. For instance, in the original Sim City, people were just amazed at the traffic simulation - when your city builds up in density you can get problems with traffic congestion. They asked Will Wright how did he model that? Well, turns out all he did was set a "traffic level" on the streets immediately bordering any zone; a level that would increase with the zone's property value. So naturally if you have narrow streets running between high-value zones, you'll get traffic congestion. That's it. He didn't compute little people driving from the residential to the commercial or industrial zones at 9am, then back at five.

That was a "cheat" - a game design device. Now, no pro game designer is going to tell you you must design without these tricks, abstractions and other devices. That is part of the creativity of game design. Knowing how to design an elegant system using certain design devices that achieve the result you're looking for. In the traffic congestion example, it would achieve basically the design's objective: force the player to consider the width of their streets in their targeted high-value zones. It's not totally realistic but it doesn't have to be, the same way when you watch a movie characters will make several key discoveries all within one five minute scene, even though that never happens in real life (it provides a less disjointed experience for the viewer than, say, cutting to several different times and places within a five minute viewing span).

But you have to face these devices and question them, whether they are appropriate and, in serious games, whether they lead to real training. When you rely on graphics over gameplay, you are making something facile.

In the serious games world, the promotional materials are full of pretty graphics. Want to get funding to make a game about dolphin training? Build a shallow graphic prototype with a 3D dolphin swimming around a tank and you're probably a lot more likely to get funding than if you build an in-depth tabletop prototype that accurately reflects the actions and feedback of dolphin training. Sure, the tabletop is more useful to the core problem of game design, you get to play it right away to see if it tests out, and you can always build the graphic layer on top of the core gameplay it delivers (whereas if you achieve the graphics layer first you are nowhere near over the main hurdle of gameplay), but the funders - overworked, with tons of other meetings and decisions to deal with - will merely note that if it's a tabletop you can't see the little dolphin swimming around...

I have come to realize that graphics in serious games are well-suited to layperson-oriented educational purposes, such as encyclopedia, issues of National Geographic, that sort of thing. You take someone who knows nothing about a subject - say doing a space walk in orbit - and put them into a high-fidelity 3D version of it they will go from zero knowledge to a medium level very rapidly. The problem is, in my experience, graphics are not nearly enough if you're doing a product to do expert-level training - they can't make up for thin design. In our space walk graphics will show you what it's like to float around the outside of the Space Shuttle, but it won't show you key details such as that when you work in space the air pressure in your suit forces the fingers of your gloves outward, a force your fingers need to work against, greatly increasing fatigue in doing hands-on work like making repairs. The graphics won't show you key things you need to focus on - that stuff can only be provided by research and game design.

I remember a serious game about pandemics where you spent time walking about picking up basic items, such as prophylactic doses, rubber gloves and whatnot. So you spend all this time doing "boilerplate" actions, but how does this help get to the bottom line of what you need to know to deal with a pandemic? In a pandemic, you need to analyze outbreak clusters, where people have been, who they have had contact with, mortality levels, contagion levels, incubation periods, and so on. Design a game about this and you need to cut to the chase: time spent picking up rubber gloves is a waste (yes, you need rubber gloves during an epidemic, but I don't need to make a high fidelity game to train you how to use rubber gloves).

If you want to provide insightful and expert-level training you need to do a lot, lot more than provide pretty graphics.

The Sensory Blandness Trap

This one is in some ways the opposite of the above. Here you have a computer game so devoid of beautiful visual (and audio) detail, and/or so limiting in what it permits you to do as a player, that it is bland and boring. It takes away your ability to really author your experience in the game in a freeform way. "Choose your own adventure" games fall into this trap. "There has been a terrorist bombing. A person shows up, not appearing to be hurt, but very quiet with a pallor. He faints in front of you. Do you A.) initiate ABC procedures on him?, or B.) call security to get this guy, who is obviously faking, out of the way of your real patients?" This example I wrote to blatantly illustrate how much these kind of games make you "go through the motions": you don't drive the game, the game just pulls you along and once in awhile you give an input. Net result: boredom and limited learning. For example, you obviously choose "A" in this situation (the guy probably has a tiny shrapnel wound, is now be bleeding internally into his belly). The problem, though, is this game doesn't hit the real issues.

The example above is about triage - sorting out casualties based on priority. When you train healthcare providers in disaster triage, this stuff isn't what they need to know. (Why? Because they already know it!, having done umpteen many Friday-night shifts in emerg.) What they need to know is stuff you can provide with exciting game development - an experience that looks, sounds and smells real. The explosion has gone off in downtown whereever; you are at the closest hospital, and now a hundred walking wounded and walking worried are trying to force their way into the emergency department. That is the triage situation. You are never going to presented with a discrete, isolated classroom situation where you are standing there in a nice calm environment, waiting for a victim come to you; a victim comes up, and then you do a cut-and-dried medical assessment of them. No. You are going to have ten, twenty potential victims coming at you, demanding care, and while you're paying attention to the guy who is crying loudest about how hurt he is, this other fellow is quietly slumping in the corner and bleeding out into his belly. That is what you need to train in! That is what graphics can give you: noise, visuals, dialogue - the feeling you are there! So when the shit hits the fan, you react.

These kind of issues seem obvious in retrospect, but you need to suss them out. This scenario I learned from Dr Asher Hirshberg, an Israeli trauma surgeon who has been through terror bombings. According to Dr Hirshberg, sending your best trauma surgeon to triage to categorize victims into four or five categories is a waste - both of time and a good trauma surgeon. Any decent paramedic can do it, and the only thing you need to focus on is this question: Is this guy about to die shortly? Yet at the last Games For Health Conference (2006), I watched a presentation on production of a high-fidelity 3D triage simulation game in which the objective was to methodically go through all the medical symptoms and so on of your current victim, as if that kind of minutiae would even be remembered when a screaming person, blood pouring from a scalp wound, is demanding help now now now! even though an improvised compress bandage is all they need at the moment, and you have at least five people unconscious (and thus not demanding help) who are about to die while this person siphons precious attention away from them. (Sounds cold doesn't it? Well, email or phone me and we can discuss the realities of mass casualty incidents.)

The Design Blandness Trap

Design blandness comes when you do not take pains to get under your subject. When you analyze it but do not perceive it.

Where sensory blandness (above) refers to a game that gives an experience devoid of interesting sensory detail, design blandness is one that is just plain dull even if it has interesting sensory detail. And when you spend how many thousands of dollars to make a serious game and it turns out dull you just shot yourself in the foot. After all, making the training interesting and compelling is the whole raison d'être of serious games. If you want to make a dull, linear training experience you should write a verbose course manual, hundreds of pages thick, with no graphics, little structure, et cetera. You'll waste a lot less money. (Not that written matter is intrinsically dull - far from it [as a serious game designer I spend a lot of time reading on my subjects] - but you know what I mean.)

We are seeing the design blandness issue now in entertainment games. There is a lot of talk of how creatively stagnant and lacking in originality games are these days. (I wrote a piece on that as it relates to serious games.) On the internet there is talk that the game industry is full of shallow, childish people who don't take their craft seriously; who sling the words innovation, passion and vision around as if they are everyday commodities.

Design blandness is difficult to measure. That's why people don't pay much attention to it. For the same reason that when they drop their car keys in the dark they'll still walk over and look under the streetlight - because even though it's far from where the keys are the light is better here. Design blandness touches the mysterious "X" in the equation.

I saw this film once called City Hall. During it Al Pacino reacts to a harsh judgement of someone, saying:

A man's life is not the bricks, it's the mortar... It's the stuff that lays between. It's the stuff... the stuff you can't see.

You can use that line for design in games - to persuade the people who want in now of the importance of it, even though it's intangible. The bricks are the technologies, the tools, the training content, and so on - the subject matter dissected into pieces, written in books and whatnot. But what you need is the mortar...

In serious games, the mortar that lets you avoid design blandess is interpretation. How you interpret what you are to teach in terms of gameplay. And interpretation is design. Design is the glue of it.

Game design, design of gameplay, is an aesthetic pursuit. Not a technological one. Not one even of expertise in the subject (though you certainly need to learn about the subject). You can take an expert, who knows an itemized list of all the important issues, who can even do it expertly in the field, but neither of these means they can turn their subject into a decent game.

The same has been said about veteran soldiers who write memoirs about battles they have been in: as a general rule, military historians are suspicious of these accounts because they tend to be skewed, faded with time, coloured by the effects of post traumatic stress and the pain of tears that cause the retellers to change things to make them bearable. This isn't to say those soldiers didn't do their job extremely well in the midst of the fire - just that there is a difference between being a soldier and a battlefield journalist or historian: being good at the one doesn't make you good at the other.

This is also true about serious games. There is a dimension of interpretation that goes beyond expertise in the subject matter - that goes beyond merely knowing how to use the technology. There is a huge difference between knowing game design and knowing how to use technology. If you have a choice between 1.) a designer who knows how to do the scripting, but hasn't designed anything of much depth, and 2.) another who knows how to study the subject and translate it into meaningful play dynamics, game mechanics, user interface, game story, et cetera - but spends so much time studying the world they haven't mastered any of the umpteen scripting languages out there - you are a damn fool to not go with the latter designer. But, alas, you cannot concretely measure the ability to translate something into a meaningful experience - you can concretely measure if the script runs without crashing. The light is brighter over here so the car keys must be under it.

A Personal Example of the Challenge of Design Interpretation

For me, one of the most challenging projects I had regarding design interpretation was Code Orange. I was dropped into the driver's seat  of this project - spearheading designer - after it was six months already done. They had done this prototype but somehow it wasn't getting to what the client felt was needed. We agreed to look at a total redesign. I was given carte blanche: design the game. I decided to build it from the ground up.

I was alone for months (while the team was off doing Incident Commander). The game had no predecessor: there were no games out there about medical resource management at the hospital level during a disaster. In fact, there were no games about ordinary emergency medical resource management - say, your typical Friday night at a big city ER. So I was in a position of designing the absolute foundation of gameplay with no prior examples to work from. What's more, there is very little hard data on this. Why? Because it's like combat: when your hospital gets "slammed" with critical casualties and people die, do you really really want to analyze the hell of it to determine, definitively, that you could have saved those few people who died in the trauma bays? Look at any report of a typical emergency room subject to mass casualties: it will generally conclude everyone received all the care they needed. Did they? Probably not. But I am not going to judge them, because I'm only a game designer: I can only know this intellectually. (Dr Asher Hirshberg - whom I had the pleasure of meeting - faced his colleagues at the ER One Conference in 2006 [which I attended] and told them this, to their faces: We need more hard data on the outcomes of disaster events in hospitals.) In the mean time, you game designer are just going to have to design your game based on... based on what?

Next, it isn't going to be played by gamers (laypeople) - it's going to be played by experts. Not only that, the people judging your game are world-renowned experts in disaster medicine. (Google Dr Erik Auf der Heide, for example. He was on the advisory board.) They make life-and-death decisions at the same rate that you and I do our laundry or go to the movies.

These are the challenges that can face you as a serious game designer.

As a game designer, I found Code Orange terrifying. Terrifying because I take game design seriously. Coming into BreakAway, starting the project, I got that feeling. The team - off finishing up Incident Commander while I researched and designed CO - seemed to treat me like the "FNG" the veterans ignore in Vietnam: nobody talks to him and they send him out "on point" to see if he gets shot; if he survives we'll treat him like "one of us". That's what it felt like at least. For a long time.

To me the catalytic moment came several months into it. The project seemed to be coming to a head among us on the team. I was spinning my wheels. I had done tons of research; had seen people come in to the trauma unit knifed, shot, thrown from buildings, smashed in car accidents, their limbs shattered like rag dolls; watched dedicated trauma teams save them; had donned gas suits during "chemical attacks" at hospital disaster drills (which my army training helped me with). Had figured out many key things about it. But still... the game was NOT gelling. The damn game wasn't giving up its secrets to me! I had already built all the key pieces for a tabletop prototype (that much I was able to do - which is nothing to sneeze at), and the art team was off building those assets for the computer version - so I had the raw tools, the tokens, the units (some of the "bricks", as it were).

One Friday we did a playtest on the floor of the open area of BreakAway. We laid the pieces out on the floor, building a mock emergency department and hospital. The team - there to have me guide them through this so they could figure out how, how this damn game is going to work! - they were there playing the roles in a hospital under the "siege" of mass casualties following a terror bombing attack: roles like trauma unit leader, public information officer, incident commander, chief planning, chief logistics, safety-security officer, delayed unit leader, minor unit leader, triage unit leader, inpatient services leader, surgical unit leader, intensive care unit leader, ancillary unit leader, and so on (some playing more than one role). We had all these pieces laid out on the floor representing all the critical resources and things that need to be tracked: emergency doctors, trauma docs, trauma nurses, emerg nurses, radiology techs and docs, reinforcement docs and nurses, ventilators, oxygen, blood (O-, O+, A, AB, B, et cetera), gurneys, security officers, family-members (yes, family members figure prominently!, both as potential resources and potential hazards...), ambulances, civilian vehicles, surgical beds, ICU beds, PACU beds, CT scanners, x-rays, portable x-rays, lab processing facilities, orderlies and patient "techs", ancillary services personnel, trauma bays, ambulatory bays, crash carts, and on and on and on - all represented by pieces. Made from cardstock and paper. And, then there were the patient cards... Stacks of them. The patient cards were key, with game-interpreted data to indicate all the needs victims of a terror bombing can have; that would have to be discovered; that they would "suck up": blood, surgery, CT scan, oxygen and so on. That the practitioners would rush - rush! - to get to them, to keep them alive...

That Friday game was total chaos. The pieces were right; the key elements were there; but the game was still chaos. It didn't have form. The team was terrified; the pressure on me incredible. The team said, "This is just too complicated. There's too much here." (Looking back on it, part of the reason it was chaos is because it was something of an accurate simulation of a disaster... which is chaos!) They accused me of doing too much research; of trying to put too much detail into the game. Some of that criticism was true (I later learned), but it felt so ironic to me that at earlier advisory board meetings, when we showed key materials we were devising - spreadsheets I had drafted with the direct input of emergency medicine practitioners (Xtreme Programming style) that depicted the "stats" of key injuries (sorted only by abstracted mechanism of injury, not by actual symptoms) and so on - those expert doctors and nurses unanimously told me this is too simplistic. We can't reality-check these figures because there's not enough detail here. It seemed like an impossible situation to be in as a game designer: the team telling you it's too much, the subject matter experts (who will play the game) it's not enough...

Saturday Dr Millo, the main client from Washington Hospital Center, took me to speak with his friend Dr Asher Hirshberg, the famous Israeli trauma surgeon (Google him too -  he's been through several terror bombings). We spent a whole day sitting in the conference room of the Georgetown Hospital emergency department in DC, going over mass casualty incidents at the hospital level. Terror bombings (our agreed-to starting point). Hirshberg is absolutely dynamic and decisive, with total command of his subject. You have to be that way if you want to save human beings in the midst of chaos, but he just seems beyond the fold. He showed me modeling work he had done on terror bombing events; gave simplified data on key aspects of it, statistics and knowledge based partly on his own experience. We call that stuff "hard crunchy bits" in game design. I wanted it. Badly. But looking back on it, I also wanted Hirshberg's attitude to it: his command of it and confidence over it. It was infectious.

Monday. I took the raw stuff Hirshberg gave and looked at it. I wrote up a basic point form set of rules based on it; interpretted things int he form of extensive charts on patient "decompensation rates" based on their global needs - the kind of charts you'd see in a good, complicated Avalon Hill boardgame (which is suiting, since many of the guys at BreakAway are AH vets).

Tuesday we played it.

And it rocked!

(Plus, we had fun playing it! I still remember Chris, the lead programmer, cursing at these little cards representing crashing patients, as if a trauma doc slamming his fist on their chests to shock the scrambled electrical waves of failing hearts back into normalcy. "Stay with me, damnit!", or something like that, when he rolled the D20 after throwing as many resources onto them as he could spare.)

Wednesday. Dr Millo was there for a pass of the prototype. Dr Millo, who was in search and rescue in the Israeli Defence Forces. He watched us play (though he was often glued to a cell phone, those ER types are so incredibly busy). From what I recall the lead programmer was the trauma unit leader; the other designer (lead of Incident Commander) the triage leader; lead artist was safety-security officer; the user interface programmer and a level designer were managing inpatient, including the surgical unit, PACU, ICU and the general medical units (the latter make up 75% of your typical hospital, sometimes called "the wards" or "the floors"); the producer had the hospital's command center (including the "labour pool" which supplied vital reinforcements); another key programmer had the remainder of the emergency department (the "non-trauma" ER). And Dr Millo - ex Israeli Army - in charge of disaster planning for a 5000-person hospital in Washington DC - was there watching us play. We gave him the role of external operations command - the guy up top the hospital would ultimately report its current situation to to coordinate with other hospitals also involved (to beg to redirect incoming criticals to other hospitals).

I was gamemastering and guiding the process. I had patients lined up. Stacks of 'em. Who would "present" every 5 minutes (the game turn length). The team - the programmers and artists and so on - knew how they were going to come. Minutes after the bombing, the hospital got slammed. Walking wounded. Panicked. Arriving by taxis and civilian cars. Desperately seeking help. Trying to get in. Do you declare this a mass casualty incident? Well, of course! That's why we're here playing. But keep those walking the hell out of the trauma unit! (You can't do that, Hirshberg says, I know. So what you do is they get "overtriaged" into the shock bays where you discover they're gonna be all right, and you shoot them the hell through into the hospital as fast as possible.) The ED is already running at nearly 100% capacity (hey, it's your typical American emergency department, and any terror bombing will happen in the middle of the day for maximum casualties). What to do with all these people here? Clear 'em out! I don't care if they're complaining. Just mass discharge 80% of them. The programmers and artists and designers are clearing these patients out. The GMU leader is clearing beds in the wards, so we can clear ICU beds, so we can clear surgical beds, so we can take what we know - what we dread - is about to come... Because in a terror bombing it all comes down to surgical beds. And any American hospital's surgery unit will always be running at 95% capacity with mainly elective cases (except for that one surgical bed the hospital is required by law to keep open). About thirty minutes past detonation it hits: slam! The criticals! Ambulances arrive and the criticals - half dead, their bodies smashed with shrapnel, ruptured spleens, blast lung, head injuries and other nasty effects of a terror bombing - wheeled through triage rapidly into the ED. The gamedev team is filling up the PACU; they are calling down reinforcements into the trauma unit to keep the criticals alive. Surgeons who normally specialize on hernias, residents with little experience, all find themselves pressed into action dealing with multiple fragmentation wounds, combined burn and thermobaric injuries, and other bizarre blast effect wounds; the unit's one trauma staff surgeon walking rounds in the now-crowded trauma unit. The actual trauma bays are overfilled, so they make improvised ones: a gurney, a bottle of oxygen and a crash cart is all you need for an 80% effective trauma bay. We stack patients in the hallways, but not the criticals. The criticals wait for no one: we shoot them straight through. Into surgery. One comes in, level 6 ("expectant"), and is rolled straight through to the one open bed. We stack 2 patients into each operating room, but we don't have the personnel at the moment to deal with them.

On it goes...

To me the moment - the moment I knew I had the game - the moment the game cracked and yielded itself - was when Dr Millo said to the team...

Okay, let's see how you do. I think you'll be okay with the patient load and the resources you have...

I had it. I had the game. He believed in the prototype. And I felt that because an expert in emergency medicine bought into it, this validated it. He looked at our team - programmers, artists, designers... game developers for gawd's sake - and spoke to them as if they were emergency medicine practitioners in the middle of a hospital disaster drill, training for the moment (that would hopefully never come) when they would  have to put this knowledge to real use. "I think you'll be okay with the resources you have..." Not, "I don't know if this game reflects a real terrorist bombing". He looked at it and it, as a whole, seemed real. He was in that teaching zone...

This prototype formed the foundation of the design for the computer game version of Code Orange. I wish I could say that Code Orange went on to be the big killer app in disaster response training. Truth is, I had limited control over it in the end: BreakAway had a dispute with a different company on a different project and, with the sudden disruption to cashflow, laid off a lot of people across the company (including four teammembers from Code Orange); and the designer "under me" was already a 25+ year veteran (worked for Avalon Hill; only reason I was "above him" was I was at the helm of designing CO while he was finishing up Incident Commander). True, the Washington Hospital Center immediately hired me to continue working on Code Orange - and I became a game designer at a hospital (which was bizarre, but interesting) - but my role was then only a consulting one. And then I used this expertise in Forterra (though, as a game designer I consider them a little too married to their technology [though being heavily committed to one technology does have its advantages, naturally]).

However, I look at this as an opportunity: the killer app for disaster training games has yet to be built. And now I know how to do it.

Conclusion

The basic message here is that serious games by their very nature are a combination of good technology, training and art. Viewing them as good technology and training and tedious, blandly-executed art is a way to make bland boring serious games. If you wish to do that, why bother?

Serious games still require the passion and perspective of creative game designers. When any artist creates - writes a book, paints a painting, directs a film, composes a new song, performs a role on stage or screen, et cetera - they always know there is risk in this. That nothing is guaranteed. They set out on a journey, an attempt - an attempt - to capture the essence of what they sense is out there - of what the subject is about - in the form of a paradigm-shifting work.

It is exactly the same thing in serious game design. You don't just dryly program it. You interpret it. You try to capture its essence - the mortar between its bricks.

If you're good... and have a little luck... you succeed.

 

 
Home | Top of Page | Copyright & Legal | Contact Info