As of April Blix has been played 3 million times. This makes its portion
of Shockwave.com desirable virtual real estate. The United States Air Force
signed on as sponsor for the site, making Blix's ad space its exclusive
real estate. "I'm sure that if they'd paid enough," Zimmerman
says, "Shockwave would have renamed Blix 'The Airforce Game.'"
As a result Shockwave has recouped its development costs and is paying out
royalties to GameLab. Loop--which went up on the site in February--was played
almost 2 million times in its first three months, but has not yet made a
profit. "In budgeting our expenditures, we can't ever count on a game
earning royalties," Zimmerman says. "We get by because publishers
like Shockwave fund the actual production of our games."
If the three-dimensional narrative epics people like Warren Spector make
are analogous to novels, GameLab's games--where a handful of simple rules
result in an engaging play experience--can be better compared to elegant,
rigorously structured poems. "The fact that they don't have a huge
budget for developing these 3-D interactive environments enables them to
pull games back to the basics," says Jenkins, who hired Zimmerman to
teach a game-design class at MIT last semester. "It's almost a garage-band
aesthetic: simple is better. Game play is more important than graphic realism.
It forces them to be creative about thinking about new kinds of play that
might not make their way into a more high-budget experiment. Independent
game designers have targeted groups, such as women, who had not been in
the scopes of the major studios until the indies demonstrated the viability
of those groups as part of the game market."
It's telling that last year's best-selling computer game wasn't a gory first-person
shooter like Quake (which was burned into the national consciousness in
the wake of the Columbine massacre, for which it was blamed by lazy pundits)
but The Sims, a game about social interaction aimed at adults in which the
player controls a simulated suburban family. (This includes dealing with
such minutiae as instructing them to set the alarm so they don't oversleep,
to eat so they don't die, and to use the toilet rather than the floor, as
they would if left to their own devices.) Electronic Arts sold 1.8 million
copies last year at about $50 a pop, netting some $73 million.
Katie Salen, a professor of design at the University of Texas, Austin, has
collaborated with Zimmerman on a book called Game + Design that MIT Press
is publishing next year. "One reason we're writing this book is to
say that games are an incredible model of study for designers," Salen
says. "I began to look at them as a kind of closed system. A game has
a user, it has this notion of play, it has an inherent methodology of prototyping
and iteration. These are all things that we're trying to get our students
to understand when they're learning design."
"Games need to create forms of interactive design that are readily
available," Jenkins says. "Kids don't read instructions; they
simply sit down and play. A game has to be clear, it has to be fun, it has
to be engaging. Games take these ideas about interactivity that other sectors
talk about in a theoretical or aesthetic sense and make them sell. Anybody
who wants to create an interactive design that's actually used--that enables
people to do things--is better off looking at games than looking at the
spiffy folks who work in Web design."
"Games are actually starting to leak out into other forms of interactive
design," Zimmerman says. "And in some ways playing games has made
people more sophisticated users. If you look at cell phones, for example,
the interaction is very gamelike. You are managing several things at once:
your battery level, the number of minutes you have in your plan, the strength
of your signal, all the phone numbers in your database." A cell phone's
interactive design is remarkably similar to a Tamagotchi's (the Japanese
virtual pet that was the big toy craze in 1997), but in the service of a
real-world function rather than the care and feeding of a digital creature.
GameLab is currently finishing a project for Lego's Web site (on a budget
similar to Loop's) that will be available online later this summer. "We
would like to make larger games," Zimmerman says. "If a publisher
is going to invest a seven-figure budget in a project, they need to be comfortable
with the company's track record." But that doesn't mean they just want
to make another Sims or Deus Ex. In the movie industry, independent filmmakers
work outside of the studio system for a variety of reasons: some make their
low-budget movies as calling cards, actively pursuing mainstream success;
others simply aren't interested in doing studio work. "In games, most
independent development is just a miniature version of what the big boys
are doing," Lantz says. "We see ourselves as a conscious alternative
to the mainstream, using different conceptual models."