Chris Crawford Interview
by Chris Remo, Sep 28, 2005 11:30am PDTThe Escapist has a lengthy interview with Chris Crawford conducted by Max Steele. Crawford, generally seen as one of the all-time greats of game design, is responsible for games such as Balance of Power and Eastern Front, as well as the book The Art of Computer Game Design, and the annual Game Developers Conference. He abandoned the games industry proper in 1993, attempting to really solve the problem of interactive storytelling. It's a goal that he hasn't yet reached, and he thinks the only people who have really come close are Michael Mateas and Andrew Stern with their recently released freeware game Facade.
The man known as the Dean of American Game Design toils alone, unfunded and underappreciated, in a forest in Oregon. He has renounced games; or perhaps, one might say, games have renounced him. Who is Chris Crawford, and why does he toil alone? Is he Don Quixote, a dreamer slaying dragons that exist only in his own imagination? Is he Albert Einstein, an unsurpassed genius fruitlessly spending his winter years chasing an impossible, grand theory while his peers reap high praise for incremental improvements in proven fields? Or is he Miyamoto Musashi, a peerless master soon to emerge from the wilderness of his isolation with brilliant insights into his craft?Despite a lack of new games bearing his name in recent years, Crawford's body of work is still widely cited and praised in serious conversations regarding game design and the history of games. This interview is somewhat abstract, but given the problems with which Crawford has tasked himself over the last decade, perhaps that's fitting.
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Comments
There is one question that I couldn't get out of my mind, though. If he succeeds, will it be fun? They're called "games" for a reason. There's little point in playing a game that has zero fun.. Artistic and creative value only goes so far. A big part of what makes games fun is that they're not realistic. There are vampires and aliens and plasma guns.
Why would you play a game that was exactly like real life, when you could just go outside for free?
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2) His most successful game was made in the early 80's - on a Mac.
3) I remember the box art for BoP but not the actual gameplay - the boxart was that good.
4) Journalists continually perpetuate this guy as a game design god without realizing it is all self-proclaimed. Got to give him props for this.
5) I have never, ever, heard a co-worker, peer or friend reference "Chris Crawford" in any game design discussion or decision. For that matter, any discussion. He simply isn't as relevant as he is made out to be in press.
6) Facade is boring. Games are fun. Does this make Facade a game?
7) Games don't need stories. Just like the 7th hole of golf doesn't require a plot twist to enjoy. Or the character development of ping pong is a flat line. If you want a great story, read a book. I'm all for a good story in a game - but I don't feel it's required at all.
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christ i need sleep.
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http://www.shacknews.com/ja.zz?comments=38848 , but it turned into a novel, so in reply:
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