An Interview with (Serious) Games Experts

March 2011

 

Authors: Dr. Stefan Göbel (TU Darmstadt), Roman Schönsee (Ranj), Dr. Florian Stadlbauer (DECK 13), Avni Yerli (Crytek)

By Stefan Göbel (TU Darmstadt); interviews performed by Viktor Wendel (TU Darmstadt)

 

Roman Schönsee has a varied background in the creative and the research industry. Starting as a music composer and sound designer Roman worked for several years as a account executive in the market research industry. Roman is since 2007 with Ranj Serious Games and worked as Game Producer and Sound Designer on many education, health, marcom and business training projects.

Dr. Florian Stadlbauer, MBR, was born in Heidelberg in 1976. He studied Business Administration at the Universities Frankfurt and Munich and achieved his diploma in 2003. Since 2001 he is founder, partner, and Executive Director of the Deck13 Interactive GmbH. From 2003 to 2005 he is Consultant and Head of Marketing at the Netvolution GmbH. He graduated as "Master of Business Research" (MBR) at the University of Munich in 2006 and achieved a PhD in Business Administration at the Institute for Information Systems and New Media at the Munich University and at York Universities' Schulich School of Business in Toronto/Canada. Dr. Florian Stadlbauer held different courses about management in the games industry at the universities / colleges of Leipzig, Erfurt, Kassel, Darmstadt and Ilmenau. Since 2007 he is a jury member of the Gamesload Newcomer Award of the German Developer Award and a member of the board of the gameareaFRM e.V. since August 2009.

Avni Yerli, Managing Director, Crytek GmbH: After completing a degree in mechanical engineering in 1994, Avni Yerli started his business career as a project manager at a leading Bavarian planning and consulting company. Three years later, he became a Managing Director of a subsidiary of a foreign consulting company and, by early 1998, he was running his own business as an independent consulter. But, being an ardent gamer, it wasn't long before Avni joined his brothers Cevat and Faruk in founding the interactive entertainment development company Crytek in November 1999. As founding member and Managing Director, Avni is responsible for business development and strategic development. He currently holds advisory board positions with GDC Europe and ACGI (All-Russian Conference on Game Industry).

Stefan Göbel holds a PhD in computer science from TU Darmstadt (TUD) and has long-term experience in Graphic Information Systems, Interactive Digital Storytelling, Edutainment applications and Serious Games. After five years work as researcher at Fraunhofer Institute for Computer Graphics, from 2002 to 2008 he was heading the Digital Storytelling group at the Computer Graphics Center in Darmstadt. In late 2008 he moved to TUD and is heading the Serious Gaming group at the Multimedia Communications Lab. Dr. Göbel is the author of more than 70 publications, associate professor for lectures and courses, initiator and host of the Serious Games conference and science meets business forum GameDays (since 2005), member of different program committees and serves as reviewer for the European Commission and jury member of the Serious Games Award.

 

Video games (digital computer games, short: games) are very popular and successful, both as leisure activity and contemporary information and communication medium in the digital age, and as relevant economic factor and prospering market, not only in the creative industries. Games tackle a diversity of research aspects, e.g. Computer Graphics, AI, Storytelling, interfaces and sensorics, authoring and production, usability and user experience or other ICT and multimedia technologies. Game technology and game techniques are broadly used by other application domains apart from pure entertainment as well. Prominent examples in the field of Serious Games (games `more than fun') are games for health, persuasive games, advergames or games for education and training, for instance in the form of multiplayer online games as tools to support collaborative learning settings.

Recently, numerous game-specific conferences - among others the Game Developers Conference (GDC), Future Play, Foundations of Digital Games (FDG), Games for Health or the GameDays - have been established to discuss underlying technology, methods and concepts of Games and Serious Games. Further, dedicated game aspects are discussed at well-known, high ranked academic conferences such as the ACM conferences on Computer Graphics and interactive techniques (SIGGRAPH) or about human factors in computing systems (CHI), the Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE), the international conference on computer supported learning (CSCL) or the European conferences on Technology-enhanced learning (EC-TEL) and Game-based learning (ECGBL).

Unfortunately, the Multimedia research community does not consider games and game technology in depth so far - for instance, at ACM Multimedia 2010, only a few submissions (<10 papers out of 974 publications) dealing with game aspects have been proposed and presented. Therefore - also considering the ACM SIGGAME approach - the aim of this article is to strengthen the (doubtlessly existing) tight link between games (the game industry and game research) and multimedia technologies (the multimedia RTD community) and to encourage scientists and practitioners from both sides to communicate and profit from each other. A set of questions was prepared by the editors and sent to selected, renowned specialists in games and Serious Games in order to encourage and cultivate that process and cooperation. The focus of the interviews is set on (massively) multiplayer online games and its use for training and teaching purposes. We are grateful to the interviewees Roman Schönsee (Ranj), Dr. Florian Stadlbauer (DECK13), and Avni Yerli (Crytek) for their contributions to this article. We also thank Dr. Stefan Göbel for summarizing the responses of the experts enhanced by personal insights.

 

Q1: Nowadays, the games industry represents one of the most prospering markets, not only in the creative industries. What do you think was the most significant change in the games industry during the last 20 years from a research/technology point of view?

Summary

The game industry - originating in the non-academic world, without well-established development processes or (academic) training and qualification programs - brought a set of high-end technologies, relevant not alone for pure entertainment, but also accepted and applied in other (serious games) application domains. The experts point out the broad spectrum and diversity of games and underlying technology, methods and concepts and emphasize the potential of cooperation between academia and industry in that field. For instance, a fruitful cooperation has been taken place in the context of the development of real-time, immersive 3D game environments.

Roman Schönsee

The most significant change is that games became grown-up and the industry is been taken serious. Other industries have adopted gaming and started to understand the strength of gaming technology and game techniques.

Florian Stadlbauer

I do not see one single technology, but rather a lot of small and incrementally further developed innovations. From a technical point of view it is the way how virtual worlds can be created and be shaped allowing players to completely immerse into them. Also how the "uncanny valley" could be overcome. I also see a lot of interesting developments in the field of A.I., or storytelling and arbitration of content, but I would not say that these developments are to be tied up to one single development step in gaming industry. The gaming industry itself evolves in a very iterative fashion. We are currently facing the release of one of the highest budgeted shooters, Crysis 2, which, compared to other shooters which have been released during the last years, has been further developed in many areas, but it is not a completely new invention. There were only few real inventions in the recent years where one could say "that was something never seen before". In how far Wii, Kinect and Wii Move help the (console) platform to reach new target audiences, which then can be utilized in the field of Serious Games, could be another issue.

Avni Yerli

20 years ago, the game companies were mostly solving problems by the process of trial and error and rarely looked for solutions in the academic world. This is not surprising since both worlds usually had opposite goals in mind. With the introduction of faster hardware, the range of opportunities increased and both worlds saw the value in collaboration. As the game industry was approaching the "uncanny valley", they realized the value in the extensive research that was done in the past tens of years by the academic world and turned there for help. In turn, more and more researchers learned to appreciate the pragmatic approach that the game industry brought and invested more time into real-time solutions while sacrificing some precision and physically correctness. During the past years, the combination of both worlds has generated some amazing results and we expect the collaboration to tighten in the future.

Q2: Which big research steps regarding (massive) multiplayer online games do you expect within the next 5 years?

Summary

The answers of the experts cover several RTD aspects ranging from bandwidth and processing power issues to game concepts such as `free-to-play' browser and social games or `seamless play' on multi-platforms anywhere at any time and the use of (M)MOG's in particular application domains, e.g. games for health or educational games. Hereby, according to performance issues and processing-intensive tasks in (M)MOG's, mechanisms of "cloud computing" are considered as promising approaches, which need further research investigations.

Roman Schönsee

I believe the health industry will look more closely into the possibilities to use multiplayer online games for convalescence, patient self-management, research and development. The health industry is changing on a global scale and demands new ways of thinking and working. New technologies and the possibility software combinations that include gaming as a component offer an infinite amount of possibilities that can help to find new solutions to these changes.

Florian Stadlbauer

I think that especially in the field of multiplayer online games, speaking of browser and social games which are being played by the general public and which have quite different numbers and growth rates than even WoW, two elements will become more important. First, the concept of "free-to-play" will be stronger established. Popular games already started to work on a "free-to-play" base. Second, for social and browser games, gameplay experience and game depth will play a more important role. The first generation of that type of games were kind of simple spread sheets regarding their visual representation. This circumstance is changing rapidly towards games which can compete with classical retail games in that aspect.

Avni Yerli

We have recently seen early examples of processor intensive tasks, like graphics rendering, happening in "the cloud" instead of on the player's computer or gaming console. This allows for the developer to design modern looking games without having to worry about how big part of the target audience having powerful enough hardware to run it. The delay caused by the Internet connection can pose a slight problem for games based on reaction time, but the tactical nature of most massive multiplayer games, and the fact that they are already online, suggests that they can be a perfect fit for this technology. Run your game on your PC or your iPad, play at home or play on the bus - neither platform nor location matter. Another challenge requiring further research is inherent to massive titles - allowing thousands of players to coexist in the same space at the same time without overwhelming the server.

Q3: Which multimedia developments/innovations would you consider useful/helpful for the (massive) multiplayer online games industry in the future?

Summary

Promising contributions are seen in the field of Human Computer Interfaces and multimodal interfaces, addressing the potential of increased dimensions of (multi-touch) displays on (mobile) devices and natural, gesture-based interaction and control of computers and applications (cp. the Wii and Kinect technology provided by Nintendo and Microsoft).

Roman Schönsee

I am looking forward to the development in the area of multi touch as well as alternative ways of controlling computers. I believe we are just at the beginning of a new era and especially in the gaming industry new developments in these technologies will lead to many innovative and exiting game concepts and the way we interact with games in a multiplayer surrounding. The way I see it we go back to a more natural way of moving. Interfaces we are currently using like mouse's, game pads and keyboards force the user to interact in an unnatural way with the computer. New interfaces and technologies to interact with machines will bring gaming to a much broader audience. I think the Wii has already proven this and I also believe that this was just the beginning.

Florian Stadlbauer

I do not see a direct link between multiplayer games and multimedia innovations. A good multiplayer game can be developed using typical technologies, like for example SmartFox for browser games. Multimedia developments have a rather supporting function. I would not say that because I have a 3D technology, my multiplayer game will be better. Multimedia can only indirectly influence that, if at all.

Avni Yerli

The increasing dimensions of the displays on multimedia devices change how they can be used. The larger displays will help a transition of moving towards multi-platform games where you stay connected to the game world all the time, and where the nature of the interaction depends on the shape of the device you currently use.

Q4: How do you see the role of the serious games industry for the development and acceptance of new multimedia applications (games, simulations) - especially in classroom?

Summary

Whilst the games and Serious Games experts agree on a general level and predict positive effects of using (serious) game technology and techniques for training, learning and teaching (in classrooms), on a practical level, the chances `to make it happen' are seen slightly different based on experience achieved in projects with schools and teachers - which are still very sceptic in the use of games at school. This situation might be improved by the increasing number of `digital native teachers' and - more relevant - by comprehensive, scientific validated best practice examples and sound evaluation studies, proving the benefit of games and game-based approaches for training and learning in terms of learning support and competence development. From a technical point of view, the major challenge is to merge gaming and learning methodologies and technologies, e.g. concerning the integration of game engines and learning management systems or the implementation of mechanisms for personalization and adaptation. Second, cost-effective production of high-quality educational games are necessary in order to meet a) the high expectations of learners and teachers in terms of quality in graphics, sound and gameplay respectively pedagogic and didactic aspects and b) the financial constraints of schools. These aspects have been tackled in the scientific community for several years, e.g. the interdisciplinary research project 80Days, funded by the European Commission in FP7 in the field of Technology-enhanced Learning.

Roman Schönsee

Schools in general hold tight to traditional learning methods. Although new technologies are introduced in schools, their full potential is still not used. Acceptance of serious gaming in the corporate sector will ultimately lead to an increased acceptance in the educational industry. Also a new generation of teachers will lead to an increased usage of technologies and software solutions such as serious games. In this context, a closer cooperation between the serious and non-serious games industry would certainly boost this process. Combined resources and commitment in technology and marketing activities could change a lot and lead to a broad acceptance. I also believe that such a development would not only increase the acceptance in classrooms but the acceptance of gaming in general and therefore being another step in the growing process of the industry.

Florian Stadlbauer

In my opinion it does not play a role at all. I very much regret that, because I think that the game medium is an excellent instrument to teach content to pupils for which otherwise a lot of persuasiveness would be necessary to get them interested in it. We made that experience with our games at school. Variant approaches show that playful learning is afflicted with various advantages and I think that schools slowly stop being afraid of games, although it is a very slow process. However, it is an ongoing process and the keyword "media competence" is a topic which gains in importance at school. I think Serious Games will enrich the teaching, not by playing fun games like shooters, but by using games especially developed for learning which loosen the seriousness of the learning situation, thus making learning easier.

Though, we do not think that Serious Games are a solution for everything. The teacher will still be necessary, however maybe in some situations he/she takes a new role with the positive side effect of increasing the learning performance. Explanatory work is very important in this context. Also, good games have to be developed which make that possible. Here, industry is responsible because nobody will commission a Serious Game as long as the benefit is unknown. However, if industry is confident then they have to show how these instruments can be used in a meaningful way, i.e. by companion studies. If this happens, I am convinced that `constant dripping wears away the stone' and such instruments will be deployed more and more.

Avni Yerli

The Serious Games Industry pushes gaming technology to be more practical for learning requirements. Although in many respects, learning tools do feature in gaming, under different names (e.g. multiplayer = group learning, replays = after action review), traditional learning management systems are being integrated into gaming engines to provide harder value for teaching effectiveness and the ability to design training and teaching within games to a greater level of effectiveness.

Continuing success stories in the use of games in training should broaden the appeal of gaming. As more game engines are used and developed for training, existing and new techniques will be implemented that increase the effectiveness of such learning programmes. There is little doubt that experience can be of more value that theory - gaming is virtual experience for learners. As that experience becomes more realistic, the benefits of learning via games will improve and soon will be the norm for most forms of training.

Q5: Do you think that the existing game engines / SDKs are robust enough to be used by non-specialists (for example, think of teachers as authors or game developers)?

Summary

At this point, the situation - and simultaneously relevant parameter about success or failure of game engines and software development kits - is characterised by the discrepancy between complexity/functionality and `ease-of-use'/usability of authoring tools: Whereas Avni Yerli underlines the possibilities of game editors - offered together with games (e.g. the Sandbox of the Cry Engine) - both Roman Schönsee and Dr. Florian Stadlbauer emphasize the highly varying expectations and (subject matter dependent) necessities of individual teachers and their (typically limited) programming skills to create interactive learning scenarios.

Roman Schönsee

In my experience non specialists like authors and teachers have high demands on the flexibility and technical requirements from SDK's and engines. On the other hand especially these users often leak sufficient technical skills. Therefore it is very difficult for developers to take the needs of the individual SDK and engine users into account and still produce software that is robust and intuitive. When developing SDK's for non-specialists we usually make sure to satisfy these needs and still include enough functionality to ensure enough flexibility. I have seen tools for teachers that were too complex and frustrating for the user due to a poor interaction design. Examples like this increase the reservation towards the use of new technology, especially in the educational industry. Lucky enough in my experience examples like these are only exceptions.

Florian Stadlbauer

No, not at all. When nowadays a game is produced, only about 5% of the content (graphics, sound) can be taken from other games, the other 95% are created specifically for that game. However, that content is not produced with game engines or editors, but with professional tools like 3D animation software. Those tools can be mastered only by experts. The games which can be "clicked-together" with game editors will always be very simple and not be able to provide a greater gameplay experience. I remember that there were a lot of game editors in the past, but all the games created with them were quite similar. If one could create both racing games and "jump n run" games with an editor, then all the racing games created with the editor would look quite similar and all the "jump n run" games as well. Another example from our company: We created a Serious Game for youths consisting of two parts, one part for youths in class 4 to 5 and another one for class 5 to 6. Regarding the fact that children in class 4 have a very different cognition compared to those in class 6, the requirements to the game are very different. Therefore, the two parts have to be shaped quite differently. A construction kit taking into account all variations for various target groups, thinking of children of different ages, seniors, or disabled people, would be very hard to handle and to control and would require a huge amount of assets.

Avni Yerli

Absolutely, generally modern game engines have grown up with the editors released with PC games for "Modding" communities. These are groups of amateur developers, often with no experience in game development, who teach themselves to use the tools for gaming very rapidly. Game Engine tools are also developed for modern, multi-discipline teams, aiming therefore at users with very different levels of skill. Of course, some processes and features of engines are complex and would still require specialist knowledge - for example, in animating a character in engine, but others are truly simple to use.

Q6: Summary - how can members of SIG Multimedia contribute to that research?

Summary

The industrial experts expressly appreciate the involvement and cooperation with scientists settled in the multimedia community, especially with regard to the (prototypical) development, implementation and testing of new, innovative concepts. In general, the situation is characterised by the typical chicken-and-egg problem: Industry needs proof of concept and evaluation studies proofing the (positive) effects (e.g. learning). Science is ready to deliver the proof of concept but in order to do so funding is required as well as realistic content and applied procedures and processes. Finally, it can be stated that cooperation between industry and science is necessary, so "let's work together".

Roman Schönsee

SIGMM offers a forum for those industries that are involved in this development. There will be a demand on specialized hardware, software solutions and research in terms of usage and medical benefit. Having a good network is a key factor in this development.

Florian Stadlbauer

I think that it is very important to clarify from a scientific point of view where learning results can be improved by a correct use of Serious Games. Another important field where science can help better then industry is the support of prototypical forms of innovative game-base learning methods. I think these are two very essential components which industry can pick up and turn into products.

 


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