Will Wright - The Future of Gaming @ BAFTA
Wednesday, August 30th, 2006
I was fortunate enough to get a ticket to last night’s EA sponsored talk at BAFTA last night - the first in a series targeting not just the games industry but also professionals in other media. The EA representative was swift to indicate the presence of film industry members, despite the fact that it looked remarkably like a most game events in terms of demographic.
Anyway, the main event was a talk by Will Wright (the creator of such seminal games as Sim City, The Sims and the upcoming “sim of all sims” Spore) entitled “The Future of Gaming”. Obviously this is quite a daunting topic to tackle - but Will decided to broadside expectations by renaming it “Programming Next-Generation systems”. Will’s attempt to unnerve the audience with a suggestion of a hugely technical talk was quickly dismissed as he informed them that the next-generation systems he was referring to are the minds of children rather than the consoles about to battle it out for living rooms around the globe.
Will is a fantastic speaker. He exudes charm, passion and is obviously exceptionally bright. It is a pleasure to hear someone speak so freely - there was almost no mention of any specific products. It was quite clear that these were his personal views and there was (almost) no notion of promotion as part of the talk (except for the fact that his talk was sandwiched by EA showreels).
The talk kicked off describing the different world that children are growing up in, compared with the youth of twenty years ago. The enormous bandwidth of information available to them and the size of the repository of knowledge sitting the other side of their browser is phenomenal. Will gave the example of the library of congress as one of the biggest single repositories of information from the recent past, and how this amount of information can now be stored in a backpack full of hard drives. The power of computers has incrementally increased. Given these new opportunities, how can we use them to educate children, motivate them, encourage positive behaviour and ultimately change the world?
Will stated that one of the key changes that is needed to the games that are currently created is an increased social relevance. Most of the content in games today is particularly shallow, comparable to blockbuster action movies or worse. Compare this to the deep material in other art forms. Will suggested that too much influence on the games industry currently comes from cinema, while their are other relatively-untapped creative disciplines that have so much to offer, such as architecture and behavioral psychology.
The ability for interactive media to provide a filter on the information we receive, or a perspective on situations or events is breathtaking. Will gave an example of a 9-year old relative of his critisizing the industrial zoning plans of a town as they were driving through - an insight gained from playing Sim City. He suggested that interactive media has the ability to build world views for children (and perhaps renovate world-views that had already been built in the mind of adults). Another benefit is that children are learning to apply the scientific method to systems presented by interactive simulations and games in order to understand how they work.
Will touched on the (perhaps over-used) subject of memes, and their ability to change reality, particularly in the way that they can paint a vision of the future. He gave the example of Walt Disney’s futurist tendancies, including his vision for EPCOT (Experimental Prototype Community of Tomorrow) and the collaboration with Wernher von Braun resulting in a number of education films such as Mars and Beyond.
Touching on the subject of narrative, Will talked on the concept of possibility space, and the fact that exploring this possibility space is at the core of a game experience. You explore, maybe make a mistake and go back to your last successful exploration point, explore a new path… and so on. He compared linear narrative such as movies as a rollercoaster ride, while playing a game is more like driving a buggy over a possibility landscape. In the questions that followed, he was quite critical of games that pulled a player away from their explorations in order to force them onto a prescribed narrative arc through that possibility space.
The final section of Will’s talk concerned the creativity and imagination of the player. Obviously this has been a big component of all of his games, from Sim City right up to the most dramatic example in the form of his upcoming title, Spore. Comparing the computer to an amplifier of imagination, he elaborated on its ability to encourage self-expression and to build communities around shared expression. He talked of how his niece uses the Sims as others might play a musical instrument. A nice anecdote talked about the fact that many of us may have design aspirations but they are somehow beaten out of us in the transition to adulthood. He described how a lecturer went into a primary school and asked who could sing - most hands go up… who could dance - most hands go up….. how can draw - most hands go up…… but when he asked the same questions in college the situation was entirely reversed. As he said “Education teaches us what we can’t do!”. Games of the future have the ability to right this wrong, and produce an environment where players can be self expressive, amplified by the power of collective effort by the communities that form around such self-expression.
-I’ve got some notes from the questions, which I’ll post over the next few days-

Its great to see the
Definitely makes a good soundbite, but the
Rhythm Tengoku
Bit Generations Series
Gamasutra has a
I was poking around some of the
Its definitely
One of my favourite aspects of the web is its ability to nurture the extensive portfolio of people doing unusual things. Once such example is the work of 




















