Errata for chris crawford on game design by Zube (zube@stat.colostate.edu) Created: Apr 26, 2004 Updated: Jun 3, 2009 http://www.stat.colostate.edu/~zube/crawford.txt Updates: Oct 27, 2005, p. 151. Jun 3, 2009, links to Williams article and Space Monster picture. ** The entries fall into four categories: * factual errors * stylistic or typographical errors * my own biased opinions * additional information As always, YMMV. Preface ------- On page 170, Mr. Crawford writes: "I would abandon a discredited idea with ruthless disloyalty, and I assault faulty ideas with barbaric ferocity." So I assume he will be most pleased with this errata. :) Errata ------ p. 11 -- "If you want to write novels, you've got to read lots of novels." As a general point, I agree with this. However, it might be noted that much of the truly revolutionary work that occurs in other fields is done by young people who have almost certainly not followed this principle. Mozart comes to mind. Another is Godel, whose proof of the Incompleteness Theorem before age 26 is perhaps another counterexample. p. 15 -- "Space Invaders, half its [Diplomacy's] age, is utterly obsolete." On page 18, Mr. Crawford calls Space Invaders a milestone game, considers it a must-play for all game designers and on page 30 gushes about the metaphor it presents. Surely such a game cannot be utterly obsolete. p. 18 -- "As far as I know, the game [Space Invaders] had no obvious predecessors; it was an original creation." This is actually one of the great unanswered questions. Kevin Williams, in this article: http://classicgaming.gamespy.com/View.php?view=Articles.Detail&id=223 claims that Space Invaders was actually inspired by a '70s Taito shooting game called Space Monster. Here's a pic of the cabinet: http://pnmedia.gamespy.com/classicgaming.gamespy.com/images/oldsite/clusterimages/spacemonster.jpg On the other hand, Toshihiro Nishikado, the designer of Space Invaders, gave an interview in the November 2001 Electronic Gaming Monthly and he makes no mention of the game. David S. J. Hodgson, who interviewed Mr. Nishikado, states that he was "IN NO WAY" (Hodgson's words) influenced by the game. p. 19 -- [Space Panic] "When anybody stepped into a hole, they would fall through and be destroyed upon hitting the next floor." Not quite. Our hero dug holes. It took three digs (three button presses or holding the button for a short time) to dig a hole. When a baddie fell in a hole, our hero had to "bury" him with three more button presses. The baddie fell and was destroyed (as were any baddies unlucky to be in the wrong position on the floor below). One could also dig holes on many floors and if they were lined up correctly, one could "bury" the baddie down multiple levels scoring additional points. Indeed, some enemies could be destroyed only by a multi-floor fall. If a baddie fell in a hole, it made a rather angry buzzing noise. But this was nothing compared to the ugly crunching sound it made coming out of the hole or the serious "You are very dead" noise if one got you. p. 20 -- The Donkey Kong entry is far too simplistic. DK not only had 4 different screens (and therefore 4 different strategies) but to say that "the development of the genre consisted of little more than adding more doo-dads and gew-gaws" is a sure sign of never having played Donkey Kong Junior. I mention this game because I believe it to be an excellent example of what happens when a creative someone makes a creative sequel, but does it so well that it could easily stand on its own. p. 21 -- "I take some pride in being the only person in the universe (?) to dismiss the game [Dragon's Lair] as a technological flash in the pan. Everybody else laughed at me, rushed to build their own laserdisc games, and lost their shirts." This is hyperbole. I agree that laserdisc games were not as robust as traditional games. However, one must remember that there were two types of laserdisc games: those like Dragon's Lair, Space Ace, Cliff Hanger and Cobra Command, where one had to face "binary challenges" and those that used the disc for backgrounds and instead generated computer graphics on top of the eye candy. I don't think one of the first of these games, MACH 3 by Mylstar, caused the company to "lose their shirts." Indeed, one company, American Laser Games, stayed around for a while, so if it was a flash in the pan, it was a fairly long flash. I won't comment on the quality of the games, however. Also, Dragon's Lair II was released in the early 90's by Leland after sitting in the vault for years, so again, the flash is either a long one or it is many flashes. p. 22 -- "Just like The 7th Guest, the sequel [to Myst] sold reasonably well, and that was the end of the series. Incorrect. Mr. Crawford mentions the third in the series, Exile, on page 83. p. 39 -- "It's easy to ruin a good challenge by exploiting loopholes in the rules." Indeed and it not only ruins the designer's vision, but also the player's spirit. Try 2600 Q*bert sometime. I wanted to roll the score but could never do so as it was a very difficult game. Then one day I found I could play indefinitely by not moving from the top cube, waiting until the snake was about to pounce on me and then jumping off the pyramid into the void. I received the points for killing the snake but the game did not take away a life for this action. I was instantly put off and never came back to it. p. 62 -- " ... wrap themselves in the First Amendment ...." I abhor politics as it tends to divide people and I agree with the sentiment expressed by Mr. Crawford: that the games industry does not face the problem of video game violence with anything resembling a reasonable response. However, the phrase bothers me. It implies that there is something less than above-board with asserting a right given by the Constitution. p. 62 -- "Game designers cling to violence because they cannot imagine other forms of conflict." I would have guessed it was simpler than that: violence sells games and (in the US anyway) it is many times more palatable than any mention of sex. p. 62 -- "... recall Mortal Kombat's crowning moment, when the player has overcome his opponent, and the words "Finish him!" appear on the screen, at which point the player rips out his opponent's head and spine." This is a bit inaccurate. While it is true that there were fatalities in Mortal Kombat, the spine rip one was due only to Sub-Zero. The other characters had other, no less gruesome end moves, but they were not all of this type. Also, it must be noted that it was not compulsory to kill your opponent and that certain conditions had to be met for the kill to work (some had to be done at some distance, all had special and different button/joystick moves for it to happen). Admittedly, it was encouraged, but it was not required. MK II added friendships to the mix, so that a different button press at the end of the fight would not result in death, but instead (for example) a rainbow and the word "FRIENDSHIP." The worst of the games was arguably Time Killers, a poor fighting game that featured dismemberment during the match. p. 99 -- "And the Internet contains very little of intellectual substance. The grand total of all the information that I can find on the Internet about any given topic of real intellectual interest is less that [sic] what I can get in a single good book." This is extreme hyperbole. Certainly, one can find uninformed opinion and trash on the Net, but one can also find much that is interesting and intellectually stimulating. Like a library, one can also find books there: http://www.gutenberg.org I believe the author is attempting to make a point: that a summary written by Joe Person is not a substitute for the deep understanding obtained by the careful reading of an expert's words. Still the dichotomy of "Net shallow and bad" v. "books deep and good" is too much. There is much that isn't available via the Net. It would not surprise me that the author has eclectic tastes and that much of what interests him isn't there. Still, to say that the Internet constains very little intellectual substance is to dismiss, for example, every university department that makes papers and tech reports freely available, meaning virtually all of them. A statement that throws out almost all university research in one fell swoop is one that needs revision. The Net is a tool. Like other tools, it will be very useful in some areas and less useful in others. If a carpenter uses a screwdriver to hammer nails, the problem is not that the screwdriver isn't a good tool. The problem is with the carpenter's judgment. p. 102 -- "The moral of this story, in regards to software, is that we accommodate ourselves so willing to poorly designed software that we start to think that the software itself is good and that we are cripples." I like this story, but there is a flip-side as well. We might call it the _Clifford Stoll Manual Typewriter Cognitive Dissonance Effect_, or perhaps _E=Emc^2_. In this story, Clifford Stoll has been working for years on a typewriter. He is happy with the way it functions. But he is curious about this new thing called a computer. Each time he is shown how to do X on it, he complains that it is different from how he performs the same function on a typewriter. To wit: "The margins are *so* much easier to set on a typewriter." "My typewriter doesn't crash." "The manual for my typewriter is easier to understand than unix is." ... ad nauseum. Of course, he won't give up the computer because it can do so much more than a typewriter. Indeed, he wants all the benefits of a computer and none of the drawbacks, including *learning.* He has no responsibility in this scenario; just plop him down in front of it and if it doesn't work like a typewriter, well, the problem isn't his. I suppose the true flip-side of the suit story is a tailor who makes a perfect suit, but the customer continually complains that he can't jog in it, he can't throw it in the washer to clean it and doesn't last as long as his jeans do when he wears it to his construction job. There must be some middle ground here somewhere, eh? p. 106 -- "It's probably best to keep your head down and work on a sequel." Now, why would I do that? According to Lesson 47 on page 282, "Sequels are for entertainment; they have no artistic content." Frankly, the comment on page 282 seems terribly off the mark. Ever play Donkey Kong Junior? BTW, did Balance of Power not have any artistic content? p. 112 -- "Consider, for example, the classic cartoon scene in which Character A foists a stick of dynamite with burning fuse onto unwitting Character B. The dynamite explodes, and when the smoke clears, Character B is revealed to be singed but unhurt. "Ooo, that smarts!" exclaims Character B. Now if this scene were played out in full graphic realism, with a real human being and real explosion, it wouldn't entertain. It wouldn't be funny, it wouldn't be exciting, it wouldn't be dramatic; it would be confusing and stupid." I can't agree with this. I would argue that many a silly gag and many a farce would be snuffed out if this were not possible. Let's spice up the line though, maybe "You're only supposed to blow the bloody doors off" or perhaps "Hey, that really *was* a speecy, spicy meatball." It appears that I may have misinterpreted this passage. If "full graphic realism" means "a spatter of blood and organs", i.e. a person *really* being blown up by dynamite, then the point is correct. It isn't funny. p. 120 -- "Then came the second generation of high-level languages, such as C, Forth and Pascal, that simply excluded GOTO." Forth doesn't appear to have a GOTO, but both C and Pascal do. Its use is usually discouraged in programming courses, but the primitives exist. p. 122 -- "You don't use a library in the same manner that you use a tool; it's a different beast and obeys different laws of utilization. None of my comments in this section apply to software libraries." I'll bite. Why? Without some kind of further explanation, this is proof by assertion. p. 137 -- "Make friends of people you wouldn't normally make friends with: fundamentalist Christians, ..., skinheads, leather-clad motorcyclists, ...." The sentiment of such "social education" is fine, but the advice is exceedingly short-sighted. In the USA anyway, such advice could get you or your family and friends harassed, injured or if you are extremely unlucky, killed. If you want safety along with the substance, I'd suggest reading about each of these types of people to understand how they think (the internet is a wonderful thing). p. 151 -- "If we wish to be liberal with our definition of self-modification, we could say that Pac-Man has a self-modifying element. When the player eats a power pill, the tables are turned on the ghosts, for now the player can dispatch them by chasing them down. For a short period of time, the roles reverse. This is a kind of rules change." To paraphrase Eddie Izzard, we *could* if we wish say that Pac-Man has a self-modifying element, but ... we would not. I agree that it's a rules change. I don't agree that it is self-modifying. It implies that every power-up is a self-modification, which is a bit too much for me. In an extreme view, it implies that anything out of the ordinary is self-modifying, which is absurd. p. 159 -- "The next logical step was to integrate some of those flashy splash screens into the game. Cinematronics was one of the early perpetrators ...." Cinematronics should probably be CinemaWare. Cinematronics was an arcade game company that produced Star Castle, Rip-Off and Armor Attack, among others. p. 185 -- "Nintendo reinforced this attitude ["games should provide happy, clean fun"] with its early enforcement of "family values" in games for its platform." With the emphasis on "early." By the time Mortal Kombat II arrived, it was clear that, given a choice between market share and "family values", Nintendo would choose the former. The first Mortal Kombat for the SNES was toned down quite a bit: blood changed to sweat, some of the fatalities changed. The Genesis version was also toned down, but there were codes to get the fatalities and blood back. The market preferred the Genesis version by a long margin. MK II was uncensored on the SNES. p. 185 -- ".... Mortal Kombat, seemed to take special pleasure in gore, concluding each victory with the yanking out of the loser's spine." No. As before, that was one character (Sub-Zero), it required that certain conditions be met and it was optional. p. 186 -- "As I write this, the newest sleaze game, BMX XXX ...." While it was hyped initially, it was panned by reviews and gamers alike. In the end, a bad game with sexual overtones is still a bad game. p. 186 -- "The only solution is to take a deep breath, devote a large amount of money to breaking out of this self-imposed pit, and pay the price of developing a healthier marketplace." Perhaps Mr. Crawford is correct, but it's unclear to me who will finance this deep breath. p. 197 -- spacing error (commandROTATE LEFT) p. 198 -- In the example on page 196-197, the display and the text seem to coincide and I understand it. However, on page 198, the example states "It has 8 rounds of ammunition left. It can currently see enemy Tank 8." In the previous example on 196-197, the last column on the second row seemed to specify the number of rounds of ammunition left. How does the display reflect that Tank #2 can see enemy Tank 8? p. 219 -- "The VCS ... was not the first programmable home videogames machine -- Fairchild deserves the credit for that." Actually, the original Odyssey accepted circuit boards (not carts) that allowed the machine to play different games. The technology was exceedingly rudimentary, requiring overlays taped to the TV for "graphics," but there it is. p. 239 -- "The game offered eight controllable devices: four pumps (the orange octagons), three valves (the orange X-shaped objects), and the reactor core." The black and white picture of Scram on page 238 confuses me. I count 5 octagonal shapes and can't discern color from the picture. Is one of the octagonal shapes "the reactor core?" p. 440 -- "Lesson 89: If you don't fail at least 90 percent of the time, you're not aiming high enough." But ... but on page 428, Mr. Crawford concludes that his game career had a failure rate of 15%. Does this mean that he did not aim high enough?