“Reactive” vs. “Clean-slate” game designers…

September 16th, 2007

Warren Spector talks about the difference between reactive and clean slate designers and creativity.

A reactive game designer takes an existing idea and twists / improves on it. Many commercial games are reactive games, steadily improving on a known formula:

  • Halo
  • Half Life
  • Burnout
  • Flatout
  • Doom
  • Ratchet & Clank
  • Guitar Hero

Clean slate games are entirely new things that people have not seen before:

  • Pong
  • SimCity
  • Bridge Builder
  • Spore
  • Parappa The Rapper
  • Electroplankton
  • Katamari Damacy
  • Paper Mario
  • Asheron’s Call / Everquest
  • Command and Conquer

I’m mostly a reactive game designer with a few clean slate ideas thrown in. This also follows my novel writing path(80-20). About 20% of my game ideas and novels/stories are bizarre and completely non-commercial, but implementable. And majority of my reactive game ideas stem from tech demos or novel ways of using technology – i.e wouldn’t it be cool to be able to reverse time? Or use a dance pad? Or gestural input?

Which is better? Neither to Mr. Spector. He says:

“Clean slate? Reaction?… Who cares? In the same way complex behaviors can emerge in a game or simulation from the interaction of simple rules, it doesn’t take too many new ideas mixed in with the old ones to result in something new, unexpected and wonderful.”

I think indies who want commercial success need to be a little more on the reactive side. The experimentalists (like me) need to stick with clean slate concepts and hope the public understands.

Entry Filed under: Game Development


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