Peter Molyneux’s “The Room”: Simple, User-defined, and Maddening

GameSpy has a less than stellar rep within the gaming community, but they do occasionally have articles I really enjoy. Such is the case with this article covering Peter Molyneux’s talk during the GDC’s new “Vision Track” lecture series. His discussion on Simplicity resonated with the designer in me, and there are a few interface designers out there who could learn a few things from him. But for shear fun, it’s the last portion of the article that gets the juices going. It’s Molyneaux’s “The Room” experiment that really begins to capture some of what I think will crack open cyberspace to the average person (or drive them crazy).

the room

For years I’ve been puzzled by the hiring of architects to design virtual worlds, when I’ve always thought it should be just the opposite: virtual designers should be people who know nothing about real world constraints – children for example. “The Room” may seem unresolved to us adults; a virtual place with little or no purpose beyond defying the real world’s laws of…well… reality. But then we don’t turn cardboard boxes into juggernaut tanks to do battle on uncut lawns. Or sit for hours watching ants disappear into their little holes in the ground, imagining what it must be like to step into their labyrinthian world. Well, not anymore. I’d be more than happy to have someone create something that helps bring some of that wonder back. We could all use a bit of that in this world.

A Second Life Outside of Second Life

Scanning over last week’s news on GameDev.net I noticed an interesting entry: the Wall Street Journal reports (bottom of page) on the development behind Tringo, a game developed for play inside a virtual world but which has been licensed for both internet and mobile phone play.

Doom3 videogame in-world interface

I like this one because it’s related to this: I’ve been wondering and asking around why designers aren’t using the interface design tools now included with videogame SDK’s (Software Development Kits) to prototype real world interfaces inside a 3D game (e.g. Doom3 – see image above) – complete with in-game simulation of real world events like moving robotic arms or opening airlocks. It seems so obvious to be using these free tools. But no one’s responding to my inquiries.