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| GAME
WIZARDS Anthony Borquez, Vincent Diamante and Tim Langdell, all of the
USC Viterbi School, are breaking open the frontiers of interactive
gaming.
Photo by S. Peter Lopez |
Issue: Summer 2005
Game Plan
They
are often slammed as the root of all social evil, so why are videogames
the hottest thing in academe? Because, say experts, they’re also the
key to an avalanche of 21st-century innovations. Best of all, it’s a
field USC is poised to dominate. By Eric Mankin
Bathed
in a strange light, the familiar architecture of USC’s Von KleinSmid
Center flickers from the computer screen, accurate in every detail,
lovingly rendered in 3D. Using joystick controls, Anthony Borquez moves
through the landscape. He enters, walks down a corridor past classroom
doors, past the soda machines.
Outside, the campus looks
strange. A flat plain stretches to the horizon in most directions. But
the ornate façade of Doheny Memorial Library rises to the east; to the
west, the bronze statue of Tommy Trojan stands.
“If you break off Tommy’s arm, you can get some more weapons,” Borquez
tells the 60 students filling a large Kaprielian Hall classroom to
capacity.
It’s soon clear why weapons are needed. Through the columns of the VKC
arcade, two creatures unlike any faculty, staff or students you’ve ever
seen (they’re flat-headed, olive-colored robots with green eye slits)
advance, machine guns blazing.
Borquez fires back, destroying the pair. But more adversaries – these
are horned demons with white eyes and prominent fangs in their lower
jaws – approach from behind VKC’s signature tower. They quickly
extinguish Borquez’s remaining lives, freeing the USC researcher to
continue his lecture on game design (and leaving virtual-VKC in
malevolent hands).
Borquez (’94, MS ’98, EdD ’04), who directs the USC Viterbi School of
Engineering’s Information Technology Program, built the VKC environment
on top of “Unreal Tournament.” That popular game lets advanced players
construct new worlds for its stock characters.
The symbolism behind combining a hit game and USC facilities is
striking. Games (or, in more academic terms, “interactive media”) are
making a bid to become a defining force in the 21st century – as
important, some say, as film and television were in the 20th. And
thanks to a confluence of strategy, geography and exceptional talent,
USC is primed to become the dominant academic center for the teaching,
study and advancement of games.
Trojan graduates already flow by substantial numbers into the booming
games business. One can only speculate on the rewards of academic
domination of an industry that took in $9.1 billion in software and
hardware sales last year. And that’s just the first volley. The game
envelope is exploding: millions more people inhabit this space every
year, by ones, twos and threes in video arcades and at home
playstations; by hundreds and thousands on mass-participation Internet
sites.
The technology is fast spilling over the boundaries of mere
entertainment. A group of USC researchers has adapted the same
framework that put monsters in VKC to a game that teaches soldiers the
basics of Iraqi language and culture. Beefed up with artificial
intelligence, similar systems have the potential to change education at
every level from kindergarten to graduate school. Imagine the VKC game
populated not by horned demons and killer robots but by complex,
conflicted, manipulative personalities who learn, adapt and even
deceive.
Another game developed at USC blurs the line between fantasy and
reality, turning the physical campus into virtual playspace. Gamers
with hand-held devices now wander the university’s gardens and quads
planting and uprooting cyber flowers and crystals visible only to
themselves and other players.
Naturally, a cadre of USC social scientists – mass media scholars,
culture critics and sociologists – is closely monitoring these
developments, studying their meanings and possible societal impacts.
In a Classroom
of the Johnny Carson Television Center, students gather for the first
meeting of CTIN 489, “Intermediate Game Design Workshop,” taught by
Chris Swain and Peter Brinson. The room is packed with computer gaming
gear and intense young faces – faces not much younger than those of the
instructors.
Swain, co-author of one of the first textbooks in
the field, already knows most of the 19 students. He snaps digital
pictures of three newcomers to jog his memory.
He probably needn’t have bothered: they would soon know each other very
well. A couple of weeks into the semester, he and his students met at
LAX and boarded a plane for Redwood City, Calif. – headquarters of
Maxis, a subsidiary of games industry giant Electronic Arts.
Maxis is the home of “The Sims,” a game phenomenon in which players
take care of doll-like characters whose specific desires – for food,
cleanliness, social interaction – are displayed and quantified on
screen dials. Sims can satisfy their desires by interacting with
objects – exercise equipment, showers, refrigerators and so forth – in
their virtual environment. They can have pets, go on vacation, fall in
love, and, coming soon, attend college. Some 52 million copies of “The
Sims” are in circulation, making this the biggest single franchise in
gamedom.
Swain’s class spends a weekend in intensive meetings with Sims
gamemasters. They spend the rest of the semester designing objects and,
if all goes well, a new environment for Sims to exist in – a virtual
university.
To permit the work, each student has been given a flashcard containing
the highly proprietary Edith, the top-secret Sim-building tool.
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BING GORDON
Electronic Arts’ chief creative officer, he is the initial holder of
the first endowed chair in electronic gaming and interactive
entertainment at a university.
Photo by S. Peter Lopez
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Many
USC alumni will not recall courses including company-paid trips, hotel
stays and intensive contact with commercial project teams. EA chief
creative officer Bing Gordon admits it is generous. But, he says, he
wants the project to have every chance of success.
“We
are investing money, people, energy; we are trying to do everything we
can to help,” he says. Support for Swain’s workshop is part of a
multi-million dollar investment EA has made in the USC School of
Cinema-Television. The company also established an interactive
entertainment program to support the film school’s MFA in game design,
and has endowed a new rotating faculty chair, which brings leaders in
electronic gaming to the film school for two-year terms. Gordon himself
is the chair’s first holder.
As part of this program, EA fosters a series of interactive encounters
between company personnel and USC students – a series that brought
Gordon to campus in January. “If you’re in the game business and don’t
have a hit game, you’re out of business,” he tells the audience of USC
game students in Bing Theater. Dressed in a black velour sweat shirt,
jeans and running shoes, Gordon leans casually into the podium. His
big, buff presence and slow, casual manner are strangely at odds with
the intensely competitive world he describes.
The way to build hit games, he says, is by recruiting talent. And the place to do that, he implies, is right here.
“USC is the best at what it does in film,” Gordon explains. “The film
school strongly believes in team building and project-based skills,
with great exposure to specialists in the industry.”
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TRACY FULLERTON
A graduate of USC’s film production program and now a member of the
faculty, she has spent the last decade on the outer technological edge.
Photo by S. Peter Lopez
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To
see what EA executives so admire about the USC film school, visit the
classroom of Tracy Fullerton MFA ’91. A graduate of the film production
program, she has spent the last decade on the outer technological edge.
Among her many ahead-of-their-time projects is the film Ride for Life.
Produced for experimental theaters, the multiple-outcome movie lets
spectators influence the plot by pressing buttons at crucial story
points. Fullerton also developed play-along-at-home companions to the
popular game shows “Wheel of Fortune” and “Jeopardy” – precursors to
the new generation of computer home participation elements now
enhancing TV shows like “Crossing Jordan.” And she’s worked on many
video games, of course.
The most important concept she
teaches – one at the heart of all game production – is interactive
design. The electronic game, perhaps even more than film, is a
collaborative medium. “It is so rare that one person designs a game,”
Fullerton says. No single individual can possibly generate all the
elements – design, art, story, computer coding, action – that make up a
video game. Nor would they want to try.
As Fullerton explains in Game Design Workshop: Designing, Prototyping and Playtesting Games
(2004), the seminal textbook she co-authored with Swain, game
development happens in a continuing creative spiral: create, playtest;
revise, playtest; revise again, playtest. Each new feature is checked
against the reaction of users – ideally, people outside the creative
team. The key, Fullerton tells her students, is to help others
fix and improve the product. Indeed, the most important skill her
students will gain in the class is knowing how to playtest and be a
playtester.
Playtesting – learning to understand and
usefully critique games in progress – is as fundamental to game design
as film editing is to movies, says the Viterbi School’s Tim Langdell,
another longtime USC games expert who was present when
interactive-media instruction began here. He and two co-authors
recently published the first textbook exclusively devoted to
playtesting (Game Testing All in One). “Imagine,” he says excitedly, “being the first person to be writing a book on film editing!”
Playtesting and other game-development activities have dedicated homes
at USC. The cinema school recently opened the EA Game Innovation
laboratory, where students created “Dyadin” (www.dyadin.com).
The 3D action puzzle won a coveted spot at this year’s Independent
Games Festival. The engineering school’s newly opened Tutor Hall has
space allotted for a gaming center.
Game-development theory
and activity flourishes at USC outside the classroom, too. A student
club founded by Fullerton and Swain meets regularly. Members engage in
interactive experimentation and play, including remote intercollegiate
contests. (USC took on Carnegie-Mellon in February; the Trojans lost.)
More formally, Swain leads the USC Game Deconstruction Group, which
conducts monthly salons with the region’s leading game professionals.
“We choose the hottest digital game on the market and have two students
play it all the way through,” says Swain. “The students put on a
two-hour presentation that lets the industry guests see and interact
with all the innovative features of the game. It’s like the game
industry’s version of a private screening.”
Bottom line: USC students have extraordinary exposure to gaming in all forms. And the industry appreciates it.
“Most of our successes have been from USC,” says Shannon Studstill, a
director of production at Sony Playstation Studios in Santa Monica.
“Every intern that we’ve brought in from USC has a phenomenal work
ethic, great attitude. We’ve got guys who are working their tails off,
willing to do whatever it takes.”
“I really like Tim’s game proposal class,” echoes John Hight MBA ’04,
an executive producer at Atari who has hired several Langdell proteges.
“They form a team. They put together a design, rip it apart and refine
it. It’s only recently that universities have begun teaching this.”
Eager to get in on the action, several institutions have approached
Hight to inquire what students entering the game industry need to know.
It takes more than a couple of classes to train a game designer, he
tells them: “There are so many aspects: art, software, business.” Only
a large research university is likely to have the breadth of
disciplines necessary to put together a complete interactive media
curriculum. With 29 different gaming courses across several schools and
programs already in place, USC is clearly the school to beat.
Meanwhile, the demand for skilled games people is skyrocketing. In his
presentation, EA leader Bing Gordon estimated his company will add
1,100 new employees in the near future, including 45 new executive
producers, 55 head designers, 10 art directors and 10 design managers.
Remarkable economic forces are driving this industry. A new game costs
about $10 million to produce; if it’s a hit, it could generate $300
million in revenues. Compare that to a movie, where the average
production costs $50 to $60 million and must earn nearly three times
its budget to see a profit.
In October,
Langdell teamed with cinema’s interactive media chair Scott Fisher and
three other games faculty to convene the USC Games Summit, a two-day
event to foster the exchange of ideas and information on videogame and
simulation research at the university. Topics ranged from curriculum to
cognitive and behavioral research to next-generation hardware and
software R&D.
The program addressed gaming from all
sides. Presenters came not just from the cinema and engineering
schools, with their longstanding and self-evident ties to the
discipline, but also from the USC Rossier School of Education, the USC
Annenberg School for Communication, the School of Fine Arts, the
College of Letters, Arts and Sciences, even from the Keck School of
Medicine of USC. Media theorists and critics talked about games and
popular culture; psychologists and psychiatrists talked about ways to
use games to understand how the brain functions; educators discussed
new ways to teach and present scholarly material.
Presentations had intriguing titles like “Building Virtual Humans” and
“Gestalt Design for Immersive Environments,” or “Examining Violence and
Sex in Popular Video Games” and “A Russian History Game for the Masses.”
Researchers working in the USC Viterbi School’s Information Sciences
Institute explained how they had employed supercomputers to create a
strategy game for the Pentagon that brings to life a whole continent
teeming with people, weapons and vehicles. Another ISI group, in
collaboration with the interactive Newseum project in Washington, D.C.,
described a game that allows visitors to experience what it’s like to
be a reporter covering a breaking news story. Psychologist Skip Rizzo
talked about a game environment to help war veterans suffering from
post-traumatic stress disorder deal with their experiences. Media
theorists discussed ways of characterizing and understanding the rapt
play-state called “flow,” in which time is suspended, the player
consumed by tasks of a difficulty level in perfect sync with her
problem-solving abilities.
Following the presentation, EA’s Bing Gordon – who was the keynote
speaker – excitedly announced: “There’s no other university that could
have put on something like this. This range of work is going on nowhere
else!” To be sure, much of it is academic. Only a few presentations had
content with immediate commercial potential, Gordon notes.
USC vice provost for research Cornelius Sullivan is very well aware of
the university’s strengths, and of the stakes. Does USC have the
potential to become the dominant academic center for the study and
teaching of games? “Right now, it is ours to lose,” says Sullivan. He
is determined the opportunity will not be lost.
Before the USC Games Summit, Sullivan himself had organized a meeting
of interactive media researchers. Last year, noting a wave of USC
activity in gaming and wanting to sound its strength and depth,
Sullivan gathered together three deans and 80 faculty members involved
in the field. What emerged is the University Games Steering Committee,
a body that oversees the cooperative growth of game activity at USC –
to ensure that strengths complement and reinforce each other rather
than compete.
A top priority for the committee is the creation of an
interdisciplinary undergraduate minor in computer games, drawing on
courses across many schools.
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UTE RITTERFELD AND PETER VORDERER
These researchers head an interdisciplinary group probing the impact of
computer game-playing on individuals, groups and society.
Photo by S. Peter Lopez
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The
year before, the USC Annenberg School formed its own interdisciplinary
research group to probe “the impact of computer game-playing on
individuals, groups, and society.” Not just their risks and dangers,
but their educational opportunities. The group, led by Ute Ritterfeld
and Peter Vorderer, now works on projects ranging from experimental
psychology (specific brain activity while playing violent computer
games) to social psychology (effects of violent computer games on male
adolescent aggression) to philosophical attempts to describe game
experiences (such concepts as “presence” and “flow”).
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CHRIS SWAIN
With Tracy Fullerton, he co-authored Game Design Workshop: Designing,
Prototyping and Playtesting Games, a seminal textbook in the gaming
field.
Photo by S. Peter Lopez
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In
one major study, USC Annenberg School researchers are performing an
ultra-detailed analysis of players’ experiences in “The Sims” world –
the same virtual universe that students in Chris Swain’s game-design
class are hard at work enhancing.
A husband-and-wife team, Ritterfeld and Vorderer are experts in the psychology of entertainment. He is the co-editor of Playing Video Games, a comprehensive collection of essays on social and psychological aspects of the phenomenon.
“There are two ways of looking at games,” says Vorderer, “and at USC we
are lucky enough to be following both paths. One is the
engineering-production-creative side: everything about the product
itself. But the other approach is to look at those who use the games,
and see how it affects them both individually and as part of society.”
But back up
a step: Is this something a research university ought to be pursing?
For engineering dean C.L. Max Nikias, the imperative is clear. “The USC
Viterbi School is involved in gaming because games pose engineering
research challenges right at the limits of technology – in such
important areas as artificial intelligence, 3D visualization and
immersive environments,” he says.
Nikias is not the only
engineer to see this. In March, a regional conference of the National
Academy of Engineering convened at USC for “a special look at games and
gaming as a newly pervasive element in society, not just as a form of
entertainment, but also as a foundation for research and education.”
Academic presenters included Nikias, Cinema-Television dean Elizabeth
Daley, USC Annenberg School dean Geoff Cowan and USC Thornton School of
Music dean Robert Cutietta.
Still, the term “videogame” carries a stigma. We think of operations to
hunt down bizarre, heavily armed monsters (like the ones lurking in
VKC); or high-speed chases in speeding, careening, crashing and burning
vehicles. Is improving such a genre part of USC’s mission? In other
words, what is the proper intersection between academe and popular
culture?
Cinema’s Elizabeth Daley has been on the front lines of questions like
these for years. Her mind was made up long before 2002, when her school
introduced its interactive media MFA program. She’ll tell you about
USC’s longstanding status as an academic center for the study and
advancement of culture in dimensions beyond the printed word. (The
school just celebrated its 75th anniversary.) Games, says Daley – who
also directs the research-focused USC Annenberg Center for
Communication, with its Institute for Multimedia Literacy – are a
seamless extension of film and TV.
Videogames are a driving force in our culture, she says. “It would make no sense not to study them. When something is such a huge phenomenon, we need to address it.”
Though games culture is enabled by technology, “it is a social
phenomenon – expressed and interpreted through a shifting cultural
prism,” Daley adds. She points to “World of Warcraft” and “EverQuest,”
games whose online communities number in the hundreds of thousands.
“They have thriving economies and social infrastructures that rival
those of small cities,” she says.
To understand this emerging world, Daley explains, “we want to study
and understand games. We want to train the next generation of game
leaders and creators. And we want to create a place – a sandbox – where
new forms can emerge.”
The tools in that sandbox come from a large array of subspecialties:
character design, story, graphics, 3D modeling, playtesting, movement.
But one of the most important tools is bound to be artificial
intelligence – a nascent field in which USC’s strength is manifest.
AI’s promise is already visible in the field of “serious games.”
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MIKE ZYDA
The head of USC’s GamePipe Laboratory sees the goal of serious games as
instructional, not recreational. “Tactical Iraqi” puts soldiers in
real-life situations.
Photo by S. Peter Lopez
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EA’s
Bing Gordon once defined videogames as “story, art and software.” To
this trio, USC’s Mike Zyda adds a fourth element: pedagogy. The goal of
serious games is instructional, not recreational, explains Zyda, who
directs the GamePipe Laboratory at the USC Viterbi School’s Information
Sciences Institute.
Sgt. Amy Perkins of the 3rd Cavalry
division is now a believer in the power of serious gaming. Perkins is a
linguist who, by dint of hard study and practice, now speaks fluent
Arabic. During a recent tour of duty in Iraq, she served as translator
for frontline troops and helped supervise non-military contract
personnel.
After a two-day training at USC in late January, she introduced her
unit in Ft. Carson, Colo., to “Tactical Iraqi,” a system built on the
“Unreal Tournament” engine (the same one Borquez used to create his
virtual campus game). The game’s landscape is the towns, villages and
houses of contemporary Iraq: its geography was taken directly from
maps. Instead of gun-toting demons and robots, however, the characters
in this world are ordinary humans living in a war zone.
To win the game – that is, to move up to the next level – the trainees
(wearing headsets and microphones) must converse with the virtual
characters without displaying rudeness in word or gesture. Game
scenarios involve typical war-theater activities, such as locating a
head man or checking documents at a road crossing.
Voice recognition and AI software give the Iraqi characters the ability
to comprehend what is being said, so long as it’s pronounced in
understandable dialect.
Perkins acknowledges that the USC-developed game “is a much better way
for soldiers to learn a language” than traditional instruction. As she
explained in a recent NPR “All Things Considered” segment: “These guys
are not going to be sitting in a class learning Arabic – they’ve got
other jobs that they have to do. And this is a computer game – and,
well, all soldiers like computer games.”
Ralph Chatham of the Defense Advanced Research Projects Agency, which
sponsored the system, agrees: “This is the most promising project I
have funded in eight years at DARPA, during which I have disbursed more
than $150 million in funding.”
“Tactical Iraqi” realizes a longstanding dream for creator W. Lewis
Johnson, an ISI researcher trained both as a linguist and computer
scientist. The key to making it work is artificial intelligence,
specifically the branch of AI that involves the creation of “agents” –
programmed entities that behave like people. They are not robots: they
can’t move, they don’t have bodies or even shape; they are just
software. But they can “live” within a virtual world.
AI agents date back to pioneering work done in the 1970s by Allen
Newell at Carnegie-Mellon University and John Laird at the University
of Michigan. But only in the past decade have computing power and
programming techniques begun to realize the full promise of this
technology.
One of the most visible triumphs of AI came precisely in the sphere of
games – the 1996 defeat of world-champion chess player Gary Kasparov by
the Deep Blue system.
Deep Blue was not a USC creation, which makes it rather an oddity. The
USC Viterbi School – with its resources in the top-rated Department of
Computer Science and its star researchers at ISI, the Integrated Media
Systems Center (IMSC) and the Institute for Creative Technology (ICT) –
boasts one of the world’s largest groups of AI specialists. As many as
50 Ph.D.-level researchers work on some form of artificial intelligence
at USC; at least 20 work on AI agents.
Improved and
enhanced AI, in turn, opens all kinds of new doors in gaming. Johnson,
who has long investigated ways to cast AI agents in the role of
teachers, says the range of topics potentially taught in this manner is
endless.
Complex social skills, for example, are already
being modeled at ICT, a $150 million joint venture between USC and the
U.S. Army. A new example now undergoing fine-tuning is the “Think Like
a Commander” system. The program uses storytelling and interactive
dialogue with virtual characters to train soldiers in leadership.
Trainees watch a brief video explaining a real-world situation, then
engage in a natural-language dialogue with a virtual mentor about
tactical concerns in the narrative. They can also interview key
characters from the video.
Obviously, the depth of the interaction and the learning is directly
dependent on the ability to create richer characters. Such characters
might need to understand spoken language and interpret the player’s
gestures: an AI problem. In instructional games, a teacher-agent has to
recognize errors: another AI problem.
Other startling developing technologies will let players interact with
computers in new ways. USC computer scientist and linguist Shrikanth
Narayanan specializes in voices. He’s currently trying to isolate the
elements that give a spoken sentence its emotional shadings of anger,
boredom, fear or amusement. Meanwhile ICT researcher Frederic Pighin
concentrates on facial expression. He’s working on software that can
make an agent seamlessly smile, frown, roll its eyes or yawn. AI
characters in games will someday have realistic expressions and nuanced
voices thanks to this research.
In
principle, these technologies are two-way; in other words, computers
may learn to “read” the player. “Can you imagine?” says ISI GamePipe
Laboratory’s Mike Zyda: “In some future games you may not be able to
get to the next level unless you can convince the computer that you
have the right attitude.”
Expression
and voice is only the beginning. IMSC computer scientist Cyrus Shahabi
specializes in analyzing what he calls “immersadata” – the flutter of
signals that a player’s hand on the joystick sends to a computer. While
unique to each player, these signals can form patterns.
One
pattern, isolated by ICT psychological-cyberneticist Skip Rizzo,
accurately identifies children diagnosed with ADHD simply by the way
they interact with a virtual play environment. Such applications of
instructional and recreational videogames are only beginning to unfold.
Rizzo himself is using the ICT-developed game “Full Spectrum Warrior”
to diagnose and help Iraq war veterans with post-traumatic stress
disorder. “We can put the patient in a simulation that resembles the
Iraqi environment and deliver trigger stimuli in a controlled
environment,” he recently told Newsweek.
While much of the work on AI and serious gaming has been done by the
military, at USC or by people now at USC, the field is branching out.
This may be good news for parents of young children. Adam Clayton
Powell III, who just took the reins at IMSC, plans a new focus on
AI-enhanced games geared toward improving K through 12 education.
“This is a tremendous area of opportunity,” Powell says. “It’s a form
of entertainment that has been embraced by millions – and especially
school-age children. The key is to maintain the compelling attraction
of play, of games and architecture, while marrying it to educational
ends.”
Current educational software seldom takes advantage of existing game
technologies and insights. That’s about to change, predicts William R.
Swartout, director of technology at ICT. “We are going to see a much
more pervasive use of games as part of the educational process,” he
says. “They obviously won’t replace teachers, but teachers will be able
to use games as a lab component – even for classes that don’t have
labs. It adds the element of giving people concrete experiences to tie
together pieces of knowledge.”
The 54-year-old computer scientist has been programming games since
high school, when he first taught a time-shared computer to play
blackjack. Artificial intelligence, he says, takes the process to new
levels. “We’re starting to develop characters that are smarter, more
adaptive. We are even starting to have characters that can model
emotions,” Swartout says. In other words, a character’s attitude
changes depending on her experiences in the game.
Working with Swartout on the front lines of this revolution is Mike Van
Lent, a disarmingly young-looking AI specialist. (With AI pioneer John
Laird, his teacher, Van Lent created the University of Michigan’s first
games course in 1997.) Van Lent was the genius behind ICT’s remarkably
successful “Full Spectrum Warrior” and “Full Spectrum Command” –
training games developed for the Army that subsequently morphed into
huge commercial hits. Van Lent began developing the system as a board
game, working it through successive versions on PC, Xbox and
PlayStation.
He loves games – and what he believes they can ultimately do. And he defends them passionately against detractors.
Commercial games have so much violence, Van Lent explains, because it’s
easy to program violence. Right now, that’s all the AI technology can
handle. The reason game characters are stereotypes is because AI can’t
generate real characters yet. As AI technology becomes more
sophisticated, he predicts, so will the characters, the effects and the
audience for games.
“AI will make it possible to go from the dollhouse to the playhouse in games,” says Van Lent.
The “A” word – art – is unspoken, but knocking at the door. The door to USC.
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