Process Intensity

At one of the earliest (C)GDCs I listened to Chris Crawford lecture about what he called "process intensity." In an article for the Journal of Computer Game Design, he later revisited the subject, and wrote:


    "Process intensity is the degree to which a program emphasizes processes instead of data. All programs use a mix of process and data. Process is reflected in algorithms equations, and branches. Data is reflected in data tables, images, sounds, and text. A process-intensive program spends a lot of time crunching numbers; a data-intensive program spends a lot of time moving bytes around."

In his lecture, one of Crawford's points was that computers (then) had far better ability to crunch numbers than to store data. As an example, consider the game-map for a board wargame: a typical such game has over 2000 hexes, each of which can contain a variety of terrain types; figure a byte per hex. Each of the hex sides can also contain terrain--roads, bridges, rivers, and so on. Each hex-side is shared by two hexes, so there are 6000 or so in total, and figure you need a byte for each of those too--so to represent the game-map for a board wargame, you need 8K.. If you're working on, say, a 48K Apple II, you've already consumed a big part of your memory budget. You're better off trying to create a game that exploits the strength of computers--the ability to crunch numbers--instead of trying to work around its weakness--the ability to store data.

Of course, this element of Crawford's argument was made moot by the progress of technology; today, you typically have a gig or more of RAM to work with, and (except for downloadable games), application size is almost never an issue.

Since the early days of digital games, the focus of the whole industry has been not on process, but on data, on improving our ability to display media--graphics, sound, and video. And it hardly needs to be said that enormous strides have been made, from the square blits of the Atari 2600 to the near-cinematic quality of modern games. Those who have followed this path have prospered, too; having a better looking game than your competitors has been the path to success.

But success has come at a cost; once technology permits better graphics, better graphics become mandatory (what Raph Koster calls Moore's Wall). An RTS game that does not look as good as the most recent Ensemble title, or an FPS as good as the most recent one from id, has little chance at conventional retail. While the tools used to create graphics have improved over time, they have not improved nearly as quickly as the capabilities of our game-playing machines--and this, in fact, has been the main driver of the industry's ever-spiralling development costs.

When we began, the bulk of the effort in developing a game was in the coding, and perhaps an artist was brought in toward the end of the project to turn "programmer art" into something better. Today, 80+% of the man-hours (and cost) for a game is in the creation of art assets.

In other words, we've spent the last three decades focusing on data intensity instead of process intensity. I believe we've reached and indeed gone beyond the point of diminishing returns; budgets are now so high that a million or more unit sales are needed for profitability for A-level games. And as Will Wright says, a game with 22,000 animations is not twice as good as a game with 11,000.

Moreover, while Moore's Law may not have slowed, the perceptible improvements in media display are increasingly minor. That is, the difference between the colored blocks of the Atari 2600 and the 8-bit sprites of the NES had a huge impact; the difference between the sprites of the SNES and Genesis and the 3D of Playstation was revealing; the improvement in poly count between the PS 1 and 2 was important. But while the demos that show off the capabilities of the Xbox 360 and PS 3 are impressive, they're still incremental improvements over the last generation, and nothing like as earth-shattering as prior leaps.

I would argue, therefore, that to expect to gain a competitive advantage over others by continuing to push the graphic envelope is today foolish. Graphics today are good enough. Indeed, it is worth noting that World of Warcraft, today's most commercially successful title (in terms of overall dollar gross) does not have high-end graphics--Blizzard made a conscious decision to keep their costs down, and broaden their audience, by sticking with much lower poly counts than most modern games.

With Spore, Will Wright is pushing the notion of "procedural content"--that is, models and animations that are not created by artists and stored on a disk, but generated algorithmically. He holds this up as one way to improve the variety of experience provided by a game while also reducing the effective asset creation cost. Which indeed it is, and some have suggested that procedural content is the future of games.

Perhaps so. However, the idea of "procedural content" is, in essence, a subset of the idea of "process intensity." Wright is using a computer's ability to process data to reduce the need to provide lots of data. He is, in other words, following Crawford's advice. But using processes to generate "content" is only one path to more variable and interesting games.

Crawford's original argument was based on the inherent characteristics of computers, as they then were, and today it is often viewed as moot because those characteristics have changed. Let us consider therefore not the inherent nature of computers, but instead the inherent nature of "the game" as a medium.

All other artistic media are either static and unchanging, like a painting--or change over time, like film or music. What's different about games is that they change over time, but not in a fashion planned by the creator; instead, they change in reaction to the actions of the players. Games are interactive at their core, and this is as true of Chess as it is of anything you play on a computer. Indeed, the reason games took to computers like ducks to water is because computers, being interactive by nature, are naturally suited to providing games, which are likewise interactive.

How does a game change state in response to players' actions? Through the use of algorithms. This is obviously so in the case of digital games, but equally so for non-digital ones; "rules" are in fact algorithms.

The very "gameness" of a game, the very thing that distinguishes games from other forms, is their use of process. Indeed, designing a game means specifying the processes that will be used in play--determining the rules, in other words.

The graphics, pieces, sounds, et al. are used to provide a representation of the game state to the players, but in a sense, they are the mere surface of the game. The heart of the game, and its meat, is in its processes.

Now, I do not wish to suggest that the nature of this representation is irrelevant to a game's appeal; the aesthetics of a game's imagery, components, etc. greatly affect the experience and the enjoyment of play. I suspect you could build a client for Quake that used 2D sprites, and play against someone using the original client, and have pretty much the same experience of play--but it wouldn't be anywhere near as interesting, or as much fun.

Nonetheless, what game developers have spent most of their effort on to date, and where most of the money is spent today, is on improving the surface expression of games--not on exploring the possibilities of new gameplay through the exploration of new processes, and combinations of processes.

To put it another way, we've been doing precious little actual game design; we've mostly been implementing new versions of existing game styles, but with prettier graphics.

But as I've argued, we've come to the point of diminishing returns along that road. In future, we have to do something else. And the something else we have to do is to start thinking about process--about how different algorithms can be combined to create challenges and gameplay that people haven't seen before; about experimenting with different approaches to gameplay; about how rules shape player behavior.

For two reasons, the indie game movement has a big role to play in this, I think. First, the financial pressures on conventional game development are so enormous that publishers are forced to do whatever they can to reduce the risk of development, and by and large that means sticking with the tried-and-true, with incremental changes to existing game styles and with licensing or creating different IP, and implementing an established game style within the framework of that IP. Yes, there is Spore--but don't expect a lot of similar innovation from the big publishers. Few people other than Will Wright are given that much rope.

And if we're talking about experimenting with process, rather than visuals, then you fundamentally don't need a big budget, anyway. You can play around with different approaches to design, releasing them at whatever graphic level your budget allows--and if and when you hit on an approach to strikes a chord with your audience, you can then gear up to deliver the high-end version of your design.

That's probably necessary, anyway; historically, major innovations in design take two or three iterations before the developer really nails the ideas down and figures out how to make them work. Wolfenstein 3d predated Doom, and there were two version of Grand Theft Auto before everything came together with the third... In the conventional market today, your first attempt would be viewed as a sales failure, and you wouldn't get the opportunity to try again. In indie games, its possible.

I don’t mean to suggest that there is any dishonor in taking an existing game style, and implementing it well; but if the field is to retain its vitality, we need to devise new gameplay, not just new games. This is, perhaps, the real promise of independent games--that, like independent music and film, it can provide an avenue for creativity and exploration, at lower risk than the larger market, and thereby serve to reinvigorate the mainstream.

I fully endorse the

I fully endorse the processing intensity/data intensity view of computing. But I think we should be careful to distinguish processing intensity from processing complexity. As a lifelong programmer, I have learned from hard-won experience that an increase in processing complexity is a path to madness as surely as is the explosion of data intensity. All throughout my life, it has been the programs sparest in algorithmic complexity and closest to the core essence of data processing that have been the most efficient, the most robust, the most beautiful. A linear increase in processing complexity often demands an exponential growth in effort to manage that complexity. It may be the same dilemma posed by the Mythical Man Month that attends project complexity. And we may also recall failed projects with an overly-ambitious design at their core (Trespasser?).

I don't think game designers and programmers need fear greater complexity, because I think we can create richer games from simpler beginnings. As a lifelong gamer, I have also learned that it is the games that give the player multiple simultaneous goals, goals beyond the ancient and effete goal of "winning", that have given me the greatest pleasure. Games like Civilization II. And I love action games as much as strategy games. Games like Ikaruga which, by addition of the simplest layer of play imaginable over top the traditional shooter and exploited to the fullest by its designers, created a sensation.

As I have grown older, I have grown more impatient with games that offer larger maps, more "data" (even if it be somewhat procedural, like Diablo 2) but the same flat gamespace that I have known for decades. I increasingly seek out the rare gems, games such as Nethack, which present the player with several simultaneous goals. It is this feature of Nethack, and not its randomly generated dungeons, that keeps me coming back.

Please forgive my wordiness.

Drama engines can do a lot

Drama engines can do a lot for lowering costs and improving re-playability and content. For instance, Storytron and Rocket Heart (the design I'm trying to mid-wife) both allow you to, theoretically, play any character, even though only only a sub-set might be truly playable in a balanced sense. So instead of building twenty models with 100 animations each to support one PC that allows 4 hours of play with some replay, you build twenty models with 100 animations each to support eight PCs with lots of replay in the recombinant potential of different social interactions. The value is automatically multiplied by game balance, which comes a lot cheaper than hard assets, though is ironically much harder to get right.

Great points, Greg. I think

Great points, Greg. I think you can apply your same points to tabletop game almost verbatim. It's one of the reasons the indie RPG movement has been so intriguing.

Take care,

Matt Forbeck
www.forbeck.com

great article, Greg. And I

great article, Greg.
And I agree with your points.

I personally want a world of games where there's lots of interesting gameplay, with rich mechanics, "good" complexity and the pushing of the glitz envelope is of secondary importance, if at all. I like both of those actually (I play CS regularly, I drool for HL2, Far Cry, etc.), but I think the industry got way overbalanced towards one extreme somewhere along the way, as you've pointed out. So I'm trying to do my part, and my basic philosophy is "create the games I want to play and wish more existed of". Another philosophy I'm following is to essentially pretend there was a fork in the space-time continuum around 1984 or so, and from that point on, games continued to get more rich and creative, with more powerful computers, more memory, more disk space, etc. but they did not necessarily get any better graphics/animation capability. An alternate history, if you will. And in that alternate historical timeline I will make games. As simple as that. (Well, I may try to remerge with the "real" universe at some point in the future, but the real universe is so boring, who knows, I may not.) Imagine a timeline where the original EA still existed and prospered, in the same form and philosphy it had when it started. Or that Bunten stayed active, and churned out another dozen masterpieces, each on more powerful computers. That kind of computer game universe.

Grand Theft Auto: Yeah I played GTA 1 and 2 (the flat, topdown 2D predecessors to GTA3), and I loved their gameplay. Adding 3D was just icing on the cake.

bml: NetHack. Yeah, agreed. A classic. I think it's a masterpiece and it's all about gameplay and mechanics, and it lets your imagination be the graphics card, essentially.

Mike Kramlich
Groglogic

It's an interesting

It's an interesting perspective to put on modern games, and I agree with many of your observations as well as one of your central conclusions: That the core process, the gameness if you will, of a game does not need a strong material implementation in it's first iteration.

There are also some of your observations I find less obvious, but I don't feel a need to go into that since the very concept of how to harness process intensity is so much more interesting to me. So let's talk about that.

I think such a general statement as the one I put in bold, is dangerous to apply universally in practice, however, and honestly, I think it always comes with a price: Prototyping.

Let me start out by making some observations of my own:
Take for instance any one of blizzards massively supported online games developed these past recent years. I'm talking about Starcraft&Broodwars, Diablo II&LOD, Warcraft III&TFT, WoW, and surely WoW:TBC is soon to follow the same pattern...these games have all been balanced and rebalanced as they took the shape they have taken today.

The very algorithmic nature of these games - their rules - have changed throughout their countless iterations. It can be said this is due to the nature of the beast - That what has been balanced and rebalanced is not the core of the games themselves, but rather the online metagames that have grown from the fabric of these games : the online economy that needed to be supported in Diablo 2, the unit-balancing to ensure no class, skill, item or map is wrongfully balanced in Warcraft 3 and WoW -
That it is these metagames that could not be balanced before they were live because golly, no developer could possibly build a game-system of 5000 players to betatest such a metagame on for the time it would requirre to see the full effects of the algorithmic structure take hold.

My example never-the-less goes to show that prototyping is a clear necessity for any kind of algorithmic development, something any programmer will tell you is true if he's worth much.
And it also shows that sometimes, the "machine" necessary to run your prototype game must be composed of so many rescourses, and so many actual players, that you must make sure the game is polished enough for a grand official release first. This is the case with World of Warcraft, and it is perhaps here that players find their ultimate role in the big developers pursuit for the delivering the most addicting experience possible: The gamers become not only a field of wallets ripe for harvest, but also the building blocks used for putting the game itself together.

But to return to the crux of my arguement: Yes, many game rule architectures can and should be developed before expensive art assets are assembled for them. Many. Not all. And that is perhaps disheartening: That indie developers cannot simply keep developing a design untill it is right, and then upgrade the art assets; this cannot be done if the design does not have the inherent ability to be properly prototyped without a strong artistic implementation.

But I should like to go on to analyse some of your other thoughts a little. You mention several development cycles for the GTA games; an example of prototyping, I would argue, and continous prototyping, since the GTA games have developed and gone in new directions with each release.

I personally hated the move to 3d at first, but with the later 3d games, this, to me, changed drastically. But in essence, this is also the very problem the industry is up against; relying upon designs that have already been prototyped. It is all the more frustrating for bloggers such as ourselves who can sense the potential that lies on the roads-not-taken, the roads that have as yet been prototyped.

As indie software developers, we are in the unique situation that we cannot really compete with companies who can afford more expensive art assets than us if we choose game designs similar to what they are likely to choose; you mention moores wall, and that concept definately plays a part.
As such, we must be willing to develop games with process designs that have not yet been prototyped, or games with designs that are somehow foreign or unacceptable to the larger companies. And that, I think is the real gain we can attribute to this discussion: We have a chance to make a difference for our medium with our creativety and innovation alone.

Most of us will fail, that is statistical fact; most indie movie directors and muscicians do not manage to effect their respective industries, and we shouldn't expect to either, but in trying not to end this overly long comment on a negative note, I shall at least note that I think our chances are far better, since our medium has far more untapped potential as of yet.

But I must again thank you for the inspiring blog entry, even if, as I said, I do not share an amount of your initial observations.

RinkuHero's picture

Semi-related, I discovered

Semi-related, I discovered this game yesterday:

http://www.youtube.com/watch?v=KgNfqYf_C_Q
http://en.wikipedia.org/wiki/.kkrieger

A *96kb* 3D FPS that would have taken 200-300 MB of data if it weren't created algorithmically.