• On TV.com: 10 More Most ANNOYING Characters On TV
March 25, 2009 6:08 PM PDT

Tough task: Designing a game about your 'first time'

by Daniel Terdiman
  • Font size
  • Print
  • 6 comments

The annual Game Design Challenge at GDC tasked contestants with coming up with a game about "your first time." It seemed that most computer- or game-oriented terms could be considered risque.

(Credit: Katrina Glerum)

SAN FRANCISCO--In an industry dominated by men, leave it to women to come up with the winning idea in a contest to create a concept for a video game about losing one's virginity.

On Wednesday, at the Game Developers Conference here, the two-woman team of Heather Kelley and Erin Robinson won the Game Design Challenge with just 36 hours of preparation, while their competitors had weeks to come up with concepts for a game about "your first time."

This was the sixth straight year of the design challenge, hosted annually by New York-based game developer Eric Zimmerman. The contestants are generally top-tier game designers like two-time winner and Spore and The Sims creator Will Wright, Deus Ex lead designer Harvey Smith, or 2008 winner and Leather Goddesses of Phobos creator Steve Meretzsky.

The contestants are generally given several weeks to come up with a concept for a game based on some sort of unusual challenge posed by Zimmerman. Past themes have included a game about love, a game based on the poetry of Emily Dickinson, and a game that could win the Nobel Peace Prize.

"We are in a medium that is just incredibly plastic," Zimmerman said. "We can put anything up on the screen...Still, we find every year that most of the money being put into games is put into a relatively narrow (set of) genres" that tends to include monsters, dragons, and the like.

He also threw away "Call of Booty"--because it would have "problems that would keep it off the shelf at Wal-Mart"--and then almost settled on a beat-matching idea called "Hump Hump Revolution."

Zimmerman added that the purpose of the challenge is "to think about how we can create games that really break away" from what's been done so many times before.

Sex and autobiography have been constant themes in literature, film, and theater, Zimmerman argued, pointing to "Lolita," the work of Henry Miller, Chaim Potok's novel, "My name is Asher Lev," and the films of Fellini and Woody Allen.

But while Zimmerman touted the widespread historical acceptance of the theme of autobiographical sex, he noted with some dismay that veteran game designer Kim Swift, who works for Valve and who created the award-winning Portal, had originally been slated to be among the contestants but had eventually been pressured by Valve to withdraw due to the theme.

"I'm saying this as a fan of Valve," Zimmerman said, "but I do find it frustrating and disturbing that Kim would be pulled from the panel."

Still, he said, after word got around about Swift's withdrawal, Lapis designer Kelley and independent developer Robinson volunteered to step up and compete.

The two ended up facing off against Meretzsky, on hand to defend his crown, and Habbo Hotel lead designer Sulka Haro.

And in the end, while all three submissions were well-received, the duo of Kelley and Robinson were judged by the audience to have very closely beaten out Meretzsky.

The two women came up with a concept for "Our first times," and presented it as a two-level game, one level for Kelley's experience and the other for Robinson's. They imagined a series of mini games that could be played on Nintendo's Wii, or possibly on Apple's iPhone.

Kelley began by explaining that her game would commence with the player having to pick an outfit for a date that was intended to conclude with their deflowering. It would have to be the least complicated outfit possible, she said, nothing with zippers that get stuck, or too many buttons or ties.

An artistic rendering for a mini game that was part of the winning concept at the Game Design Challenge at GDC.

(Credit: Katrina Glerum)

Then, there would be a mini game in which players would have to shave their legs, making especially sure not to miss the all-important spot "by the knees." Next up, dinner, and making sure to remove all the garlic from the meals, something the main character--clearly a female, since the game was presented from a woman's perspective--would have to do because of the general cluelessness of the boyfriend in question.

The next mini game would revolve around choosing the proper mood music from a selection of LPs--yes, records, since the game would be set in the timeframe of Kelley's first time. And clearly, she said, Miles Davis would have to be the choice.

The penultimate mini game would task the player with "not falling off the top bunk" in a college dorm room," while the final task would involve flicking off the smirking roommate.

The Robinson level also involved a series of mini games that commenced with "driving home from ultimate-Frisbee practice" and setting the radio station in a car--perhaps using the Wiimote dial, she said--to anything except country music. Next would be a stop at a drug store to buy a brand of condoms that doesn't terrify you, and then going "back to his place," and grappling with adjusting the tracking on his "antiquated" VCR.

Being a game concept presented from the woman's perspective, the next mini game would revolve around "making the first move. Poor guy."

And then, afterward, calling the best friend to tell the tale.

"But you have to be careful," Robinson said, "because she's next to mom and grandma on the speed dial."

Perhaps given their short notice, the mini-game concepts created by Kelley and Robinson weren't very fleshed out, something that was a shame since they seemed to be onto something. But the crowd appreciated how much effort they had put into the storyboards they'd created, and forgave the rudimentary fleshing out of the details.

Meretzsky's concept--which came in a very close second--ended up revolving around the idea of moving beyond the awkwardness of fumbling high school attempts at romance. But before explaining his final design, he talked at length about the challenges of coming up with a game idea when every possible title was too overtly sexual. He said he tried out "Where's dildo," but discarded it because "it had nothing to do with my autobiography."

And then, he thought "about the almost too obvious genre of first-person shooters."

He also threw away "Call of Booty"--because it would have "problems that would keep it off the shelf at Wal-Mart"--and then almost settled on a beat-matching idea called "Hump Hump Revolution."

And, playing off the title of Swift's hit game, as well as a popular 2008 film, he said he nearly ended up with "Zack & Miri make a Portal," but "my business people tell me paying licenses for two different (intellectual properties) is a non-starter."

Defending champion Steve Meretzsky said he considered a concept for a game called "Zack & Miri Make a Portal" but backed off after he was informed that it would be a non-starter to license two separate IPs.

(Credit: Katrina Glerum)

In the end, he said, he came up with a three-act structure for a game based in the virtual world, Second Life, where act one involves the awkward era of high school, the second act is the more promising college years and finally, act three, happiness in the form of a series of vignettes including dates, a wedding, and then, home life.

The game, he said, would be called, "Wait, time passes."

"No matter how picked on you are," Meretzsky said, "this too shall pass. Your time will come, and you will find happiness and your place in the world."

Of the six Game Design Challenges, this year's felt the most wanting for detail and working game mechanics. That may have been because the contestants' task of building something autobiographical didn't meld well with game design. Still, the crowd, which was heavy with game designers, appreciated the efforts and shouted out their support for all three contestants.

After all, in the end, the point was to take a particularly challenging game design topic and create something that could plausibly be a working title. And who would know better the difficulties of doing so than a room full of game designers?

Daniel Terdiman is a staff writer at CNET News covering games, Net culture, and everything in between. E-mail Daniel.
Recent posts from Gaming and Culture
What is Halo Reach's 'Super Secret Game Mode?'
Xbox 360 is most-used game console, Nielsen says
Nielsen: You sure have a lot of TVs
Disney opening 'magical' Times Square store
Box office sales outpace disc sales in 2009
Video games outsell movies in U.K.
Kid gets Xbox 360, loses mind
Online holiday sales hit $27 billion
Add a Comment (Log in or register) (6 Comments)
  • prev
  • 1
  • next
by bakedpatato March 25, 2009 8:00 PM PDT
"Zach and Miri make a Portal", clever title!
Reply to this comment
by demner March 25, 2009 8:13 PM PDT
Those all sound really lame. Maybe they should pick people with more 'experience' for the second time.
Reply to this comment
by Guardius March 25, 2009 8:22 PM PDT
I remember my first time. I was using a Sony Playstation and it abused me... mentally. The SDK was pretty nasty seeing as I had just come off OpenGL and DirectX in the PC world.

Originally the game was supposed to be about surfing, but the Playstation (this is a PS1) couldn't handle the complexity of the algorithm and pretty soon the game 'became' Beach Bum. Sit on the beach and watch waves off in the distance. Kinda reminds me of the ATHF game Clam Digger in terms of how much gameplay the game ended up with.
Reply to this comment
by 3rdalbum March 26, 2009 5:00 AM PDT
That's what the Wii really needs: A dating sim with online multiplayer. Why oh why won't Nintendo see that the Wii is the perfect platform for this?
Reply to this comment
by man_w_balls March 26, 2009 8:25 AM PDT
there's already a game that turns the Wii into a vibrator - http://www.dcemu.co.uk/vbulletin/showthread.php?t=117544

"Add "stimulating" slideshow image support.
Online multiplayer mode supporting up to 32 players, possibly more (this would make it the first ever widely available tele-dildonics).
Support for usb webcam use and online chat client.
Support for 4 simultaneous Wii-motes "


So the game developers should have integrated some of this technology for a more realistic experience...
Reply to this comment
by uglo March 27, 2009 9:45 AM PDT
This is a ridiculous sounding game in these times of "anything goes". There is no first time with young people today. By the time they are 13 or 14 they have jumped in the sack with many, many people and they probably don't even know what the first time was because they were probably both wasted with booze or drugs. Stupid game! It would be wonderful if there were such a thing now as a virgin until you're married but there is not. For heavens sake, there isn't even any dating today. There is just get togethers and go to bed.
Reply to this comment
(6 Comments)
  • prev
  • 1
  • next
advertisement

Google's mobile hopes go beyond Nexus One

The world may have thrilled to the potential for a Google Phone, but what Google actually unveiled is its plan for a new smartphone world order.
• Photos: Unboxing Nexus One

Using your smartphone safely

faq Worms, Trojans, and SMS attacks are risks for mobile phones, but the biggest practical threat to users is losing the device.

About Gaming and Culture

At the tech culture nexus of video games, fire art, Legos, 3D virtual worlds, social networking, aviation, hacked Roombas, and much more.

Add this feed to your online news reader

Gaming and Culture topics

advertisement

Inside CNET News

Scroll Left Scroll Right