features podcast blogs about
recent posts

Clint Hocking: Click Nothing Tour 2009 Interview

By Yu Zun Kang

Clint Hocking is an award-winning designer, whose work on Splinter Cell and Splinter Cell: Chaos Theory has cemented him as one of the most unique and intellectually rigorous voices in the industry. His most recent game, Far Cry 2, was both a critical and financial success for Ubisoft. Hocking currently works as a Creative Director at Ubisoft-Montreal and you can find his full bio on his blog.

Clint Hocking started off his Click Nothing Tour 2009 on Day 2 of the GameX Industry Summit with his new lecture titled The Territory is not the Map: Hyper Realism and the New Immersion Paradigm. As described by Hocking, the talk is “about changing notions of what immersion means in the context of social and cultural shift in the face of technological change and generational change.”

The talk focused on the competing approaches to creating immersion between Generation X and Generation Y developers. While Generation X games create content-based immersion using traditional narrative tools (such as story, characters, etc.), Hocking says that the Generation Y model creates context-based immersion by focusing on the game’s framework. He believes that the generational shift, both in the development industry and the consumer population, means that Generation X developers will have to rethink their investment in the traditional model of content-based immersion.

Hocking was very generous with his time, and answered questions about his keynote address, Far Cry 2, and the ongoing ethical gaming debate.

KEYNOTE

You recently participated in an EDGE roundtable discussion about the relevance of authorship in games. Where do you think the traditional role of authorship you addressed in the EDGE roundtable is headed given the [Generation X to Generation Y] shift in the game industry?

I think that’s a big question, and I definitely don’t have the answer to that. I think that, again, a lot of what [my keynote] on what immersion in a game means has to do with things like story, and character, and universe creation and all of that stuff. I think that Generation X, in particular, and thus the industry in extension, has made those things very, very important because they are very important to [Generation X]—because that’s what [Generation X] was raised on.

The importance of those things is changing. I don’t want to say that it’s diminishing or that it’s going away. I think that it’s changing, and there’s this other level of authorship, if you want, which is the creation of the entire framework—[it’s] the creation of the context outside of the fiction. That’s becoming really important. And people who play games are becoming aware of it. They’re not aware of the cultural change that’s happening, [but] they are aware that those other things are important. I believe it’s going to de-emphasize the importance of having a really richly immersive story and scripted characters.

Games that allow you to escape and forget about the exterior world are always going to be popular, the same way films are always going to be popular or novels are always going to be popular. But, just because of the nature of what a games is, we’ve gotten to a point where we’re trying to almost deny the existence of the framework reality in which the game exists. And that’s not a sustainable model for the new audiences that are starting to appear.

During that roundtable you talked about Grand Theft Auto IV and the disconnect between how you felt as a player and how you were told to feel by the game. Were you addressing that as a failure of traditional authorship?

I don’t think that GTA IV ’s story and world and characters are a failure. Compared to your average TV show about the same thing, it’s on par, right? It’s as good as that stuff. The issue is that the stuff being embedded in the framework is so ludic and has so many things going on that there’s a conflict, at least for me anyways, between who I’m being told I am and the things I’m being told are important and the things that are, in fact, actually important to me as the player, right? If it’s important to me to find yet another pigeon or to do another stunt jump [then it’s], “Oh I didn’t see that stunt jump before, and I’m in the middle of this really important mission but I’m probably going to fail it anyway, so I might as well hit that jump while I’m here.” I mean, imagine if a character did that in a television show. Imagine if the bad guy was trying to chase down the guy who killed his cousin and was about to catch him and a truck pulled in the way and he went, “Fuck, that looks like a rad jump!” and just did a left and just jumped. [You’d] go “Dude you were just chasing someone! It was really important for the plot, this is the climax and you just went and did a rad jump—what the hell?” Yeah, actually, that would be a really great TV show (laughs).

You’ve talked in the past about how film, in its early stage, [borrowed heavily from] plays, and used that as an example of how each artistic medium has to find its own footing outside of the influence of other artistic mediums. This new Generation Y model almost sounds like your way of moving towards that goal. What to you is the purest state of what a game medium can be?

I think it’s fundamentally ludic. I think one of the main points I’m trying to make that I never said explicitly in the talk is that games fundamentally are something that you play WITH, not something that you play IN. I think we really have tried for too long to force them to be something that you play in, to try and get rid of the notion that the game itself is something that can be manipulated by the player.

But it can’t be gotten rid of. No matter how immersive a game is people WILL stop and play WITH it. They may switch back and forth between playing WITH it and playing IN it, but when that’s the case it’s always the case they are still playing WITH it. So I think we’re better off acknowledging that, and getting on with it. To me it almost feels like Generation X is ashamed of that. It’s like we need to make our games more immersive so people will start taking them more seriously and stop playing with them like they’re toys. And start playing IN them in these things that we have created. I think we should stop taking ourselves so seriously and let people play WITH [the games] the way they seem to want to.

How do you see social games or MMOG’s, where the play is purely contextual within a social setting, come into play [in regards to your keynote]?

Yeah, I think it’s critical. Again, I think it’s something that we’ve neglected too long. Even just looking at the console platforms [and] the comparative absence of cooperative play in any deep meaningful way compared to Facebook, what do you have, like a dozen [Xbox 360] games that can be really enjoyed in a cooperative way? And maybe two or three of those games are fundamentally about co-op, like Army of Two or Left 4 Dead? And even in those cases they are about co-op among very small groups. Compare that to Facebook where you have social play on the scale of hundreds and thousands of users – it’s much more distributed, it’s much lighter. The amount of person-to-person contact in a Facebook game is infinitesimal compared to the amount of person-to-person contact you have in Left 4 Dead. Shooting the tongue that’s wrapped around someone, and picking them up off the ground and healing them, you are not physically doing it to me but our avatars are doing it through direct high agency input, from me, that’s affecting you. That feels very very personal. You don’t have that level of connection in Facebook [games] but you have one ten thousandth of that [experience] with ten million people in Facebook. It’s a different model, and a different way of thinking about it. I think it’s very important for the future.

You seem optimistic about this generational shift. Do you have any concerns about this model?

(laughs) Just that I don’t understand it. I’m talking about it, and thinking about it, [because] I don’t get it. It’s a problem I’m thinking about all the time that I don’t know the answers to, that I don’t know the solutions, the why’s, and the what’s, and the how’s. I don’t know if anybody does. Probably some people do (laughs). [So], I think it’s really important that I wrestle with these problems and understand them, because this is the beginning of my obsolescence if I don’t kind of figure this stuff out. That’s what worries me.

FAR CRY 2

When you were setting Far Cry 2 in Africa, I, personally, felt extremely uncomfortable playing the game itself, because it’s something that’s happening now, it’s a [real world] problem, and I’m having a negative effect on that world. I haven’t felt that way about a game for a long time. Did you have any concerns placing the game in that kind of setting?

No, actually, we wanted to make people feel that way. One of the challenges of games is that those kinds of feelings are not part of our vocabulary. You can make a movie that’s scary, but you can’t make a car that is scary to drive. You’re just not allowed. It’s not permitted in the design vocabulary of what a car is allowed to be, that it would be terrifying to operate. There’s good reasons for that, because people can die and cars are dangerous and all that kinds of stuff.

Video games, [like films], are not dangerous except that they may give people ideas. But that’s a healthy kind of danger. So, we shouldn’t be making games, like cars, that shouldn’t be about certain things. I think games should be allowed to be about things that are disturbing, things that are uncomfortable, things that are frightening, things that make you question, you know, your own world view and perspective. If we’re not doing that then we’re not just neglecting a piece of our medium but we’re neglecting like 50% of it. Imagine if every movie had to be a musical comedy—that would suck. We like scary movies, and it’s okay that they’re scary, and that we feel weird and scared when we watch them. We like depressing political dramas about corruption and stuff like that to make us realize how fucking broke this real world is; and yet for some reason we only want games that are just sort of peppy, drively entertainment. I think we can do much better.

I understand that point, but what is the ultimate [value after] the initial effect of placing [the player] in that kind of situation? Not to make a moral or ethical dilemma out of the whole thing, but is there anything beyond than just that initial effect?

Well, it goes to the idea of dangerous ideas—it’s good to have dangerous ideas. I mean if people are playing a game like Far Cry [2] and they’re being disturbed about the political realities of the violence in Africa, [then] probably people need to be more disturbed about that than they currently are! There’s a billion fucking people who live there and they don’t have what we have here; and it is because guys with AK-47’s can pretty much do whatever the fuck they want a lot of the time. If I made someone uncomfortable… then good! (laughs)

The funny thing is that [the game and its play] are more immediate to me than what I see on the news.

Well yeah, for sure. It starts the conversation and it gets people thinking about it. We’re exhausted by all the horrible shit that goes on in the news all the time that we just don’t pay attention to it anymore. If this is a new way to talk about a problem that people have gotten very good at ignoring for a very long time, [then] that’s probably more than just a good thing—it’s probably a great thing. It puts [the problem] back into your mind in a different way.

This is something I’ve wanted to ask for a long time—what was the design decision behind limiting terrain exploration in Far Cry 2?

You mean like not allowing the player to go over different mountains?

A lot of those mountains seemed scalable to me, and given the [game’s focus on] dynamic play of the game I found that [restriction odd].

There were some technological constraints—obviously that was one part of it. But that wasn’t the reason. We actually didn’t want Far Cry 2 to be open like Oblivion or Fallout. We didn’t want the player to have complete free reign over the height map, because as a shooter we did want to channel the player through corridors, intermittently. So you would have large open areas to make decision about how to do it, corridors for chases, and sort of have little bit of planned encounters going on. So it would switch back and forth so it wouldn’t be just completely open all the time like Fallout is, for example. And even Fallout isn’t even completely open all the time. Sometimes when I get inside a building the doors are blocked in such a way that I have to go through [the building] like a linear level, but nobody complained about that. But for us, because it was the terrain or something… I don’t know. That bothers me. There is no question that we underestimated the strength of people’s expectations that they had toward being able to go anywhere in the terrain.

It’s probably better than the grocery carts blocking the doorway, and you go, “Oh, looks like I’m going another way now.”

It’s a good point. You see the grocery carts and you go, “ah, it’s a game.” They’re telling me I have to go that way, but when you see this very organic mountain that doesn’t look any different [than the] rocks and trees and bushes [at the bottom] and you shoot a rocket up into those trees and they still explode and catch fire and [then you think], “That’s part of the game—why can’t I go there?” You don’t understand the “why” the same way as you do when you see the pile of shopping carts in the stairwell. [You can’t go in there] because the game designer put carts in that stairwell, [as opposed to] I don’t know why I’m not allowed to go on top of that hill.

ETHICS IN GAMES

You recently engaged in an online debate with another developer, Manveer Heir, about ethical gaming. When you hear the words ethical game design, what are some of your larger concerns regarding that phrase?

What I’m concerned about is just the idea of “New Chocolate Covered Coco Puffs—with Ethics!” I’m concerned about an industry that’s going to make into bullet point features the idea of the ethical decision as though it’s something that adds game play value to your game and is also, somehow, socially responsible.

I just don’t think it is [that simple]. I’ve never encountered an ethical problem, which was cut and dry and had an interesting set of solutions [where] one of them was good, and one of them was evil, and one of them was neutral.

By their very definition, ethical decisions and moral life is unbelievably complicated. We’ve been talking about it for millennia and no one still has any answers. Or even for the simplest things. So turning those things into little game design challenges that make the game more clearly differentiate between black and white is sort of weird to me. And I’m not against doing it. I’m just against certain implementations of it, and against the sort of featurization of it as though it’s something that every game needs to have. […] It’s like the health food stamp on the box of cereal—in order to sell more copies you need this, but it actually doesn’t mean anything. In some ways it works against the things that it’s supposed to be proposing. Fundamentally morality and ethics is about having a life of self, and thinking about what your actions mean in consideration of all the complexities, right? But it’s not about being able to make choices to have more fun.

Posted Oct 30, 09:48 AM

Filed under

Comments


Splinter Cell is such a great series. I wish they would bring it back but make it good instead of the 360 title which was garbage to a large extent. Chaos Theory is pretty much perfect in every way.

Jimbo · Nov 2, 01:26 PM · #