Amateur Game Design for Consoles
Wednesday, August 16th, 2006One of the my fondest memories of playing games as a kid has to do with having the chance to design for them. After battling through dozens of Lode Runner levels on an Apple IIe, a friend gave my dad a floppy disk that let us not just play the game, but let us design new levels (aside: if you haven’t had a chance to play Super Serif Brothers, I highly recommend it. The ability to design new levels for others to play is just nostalgia-inducingly great.)
“Modding” PC-based games–creating new levels, maps, characters, or even new games out of existing ones–has been around for quite a while. And, while I’m sure that there are people out there who have discovered all kinds of ways to hack into console games (anyone want to send me links?), creating games for consoles has generally been something that is not possible for amateur game developers.
Microsoft is trying to change all that. This past week, Gamasutra ran a story about XNA, Microsoft’s new platform for developing games for both the PC and the XBox 360. The software itself is free, and for a subscription fee of $99 a year, game designers will be able to join a community of designers and be able to produce and share games to other subscribers.
I think that this is a big deal.
I can think of lots of reasons why this is a great business idea for Microsoft and why people may see this as just another part of the company’s plot to take over home entertainment. But, I also see this as waking up people to the idea that game consoles, like PCs, can be platforms for an incredible amount of creativity.
I won’t claim that consoles are “ubiquitous,” but studies have shown that people of all socio-economic backgrounds in the U.S. have game consoles; in fact, a 2002 Markle Foundation report indicates that at that time low-income households were more likely than high-income ones to have came consoles. And, it’s not shocking to think that a couple-hundred dollar console would be more prevalent amongst lower-income families then PCs with the memory and graphics capable of running the latest and greatest games. So, the idea that people (still using PCs) can develop and share games for consoles is really appealing.
Hopefully Microsoft’s initiative is a step towards leveling the–er–”designing field” when it comes to practices like game modding (of course, “modding” games would require toolsets provided with games for the console, but I see this is a distinct possibility). In the current vision, the console will be a distribution platform for content made on a PC, but who knows what tools could eventually be developed for the console itself (or some hybrid platform?).
In the XNA FAQ, Microsoft pushes the utopian rhetoric:
“Eventually, you’ll be able to distribute that code to other Xbox 360s, opening up a unique publishing avenue which will democratize game development on consoles.”
One day we’ll stop talking about “democratizing” everything. As it stands now, this initiative will not “democratize game development on consoles.” It will allow people who know or are willing to use a Microsoft language (C#) to make games for Windows PCs and XBox’s. Of course, if this effort is what it takes for the other players to step up or, better yet, to pave the way for some kind of open-source game console to hit the market, than maybe Microsoft is, in its usual way (read: causing panic), helping the cause.
I hope that Sony and Nintendo follow suit. Fast. Because, in Microsoft’s initiative I have a vision of all sorts of possibilities for motivated people of all ages making games for each other to play. I like where this is heading, but I don’t want it to be controlled by Microsoft, and I hope that in the future, the technical and economic barriers to creating console games will be significantly lower.
Update:
There have been many interesting discussions about this on the web, and some updates from Microsoft. This post on the Wired blog talks about Microsoft’s upcoming camp for kids aged 10-16 to develop XBox games.
In the ensuing discussion, one person mentioned that he’d rather build for the PS3, because “the tools don’t cost money and are mainly based around open source libraries.” It also looks like I have some more reading to do.