The Naked Game

By: Derek Yu

On: April 18th, 2008

The Naked Game

Here’s a rather amusing experiment – The Naked Game is a simple, browser-based Pong reproduction that’s played by two computer AI’s. The twist is that its code is laid bare and the game allows the player to toggle each line on/off, altering the game’s mechanics in real time.

Unfortunately (in my opinion), the developer decided to cover the site with a bunch of very thinly-stretched “games as art” discussion… whether as a joke or what, it’s hard to say, but ultimately it just distracts from what is a pretty nifty idea.

I’d love to see this concept explored a bit more. It’d be kinda cool to build it into a multi-player game, where one person is playing and the other person is messing with the code in real time! Wouldn’t it?

(Source: Tim, via the IndieGames.com blog)

  • http://0xdeadc0de.org Eclipse

    i was expecting a game were you can actually edit the code in realtime, adding or changing variables and pieces of code.
    here you can only enabledisable a row so it’s kinda stupid because you’re only able to enabledisable collisions or ball or paddle movements.

    nice idea, stupid implementation

  • Mike Hawk

    This would be really cool…. for someone with no knowledge of code. “OMG! like you mean these lines do this and that?”

    Since the word “art” was mentioned I expect this game will be universally reviled around here just as I am sure if Pixel had made it it would be loved.

  • haowan

    so much hate

  • hello

    in before the word art in quotation marks

  • Yello!

    OR, what if both players messed the code? STRONGEST CODE FTW!

  • http://theschoon.com Schoon

    To that last statement, I’ve done it! I was working on a game about 10 mos. ago where the engine constructed allowed for a developer to modify the variables (and a little of the code) in real-time, modifying a running server or client while people were playing.

    It was great. The typical hack to do was make everyone’s FOV angle really high, so that everyone had fish-eye lenses of sorts. It went beyond that to “steering” AI in the right direction, etc.

  • Del_Duio

    Hmmm, almost like /TRACE and /NOTRACE for old BASIC.

    Well, almost haha.

  • Oddbob

    Yup, I’m in agreement with Derek on this. It is a lovely and nice idea, but the whole deep and profound meaning stuff just *really* put me off.

    Not because I dislike that sort of thing too much, more it felt ill fitting and sellotaped on afterwards.

    The earlier version before the page was cut in half and replaced with quotes was even more boggling.

    Basically, it’s a good enough concept to stand on its own two feet without any of the baggage it comes with now.

  • Pip

    As long as this spurs the TIGs community to expand on the idea and take it beyond the two basic rule changes shown here, this post wasn’t a complete fail.

  • Squidi

    I think that, for once, this actually is art, and deserves a bit of pretentious discussion on the matter. I think it is profound, and I could tell you why in great detail. What videogame is more universal than Pong? And what better way to expose the nature of the rules that define interactivity than through interactivity itself? Personally, I’d like to see this done with more simple games, like PacMan, Breakout, or Space Invaders.

    I think programmers, in general, are going to have trouble with it. After all, it’s little different from what they do everyday. But what makes it art isn’t what you do, but why you do it. The author has done something very interesting and I applaud him completely. This is such a better argument for games as art than Passage ever was because it makes blanket statements about ALL games.

    Anyway, whatever my opinion is worth, I’m impressed.

  • Pip

    *mentions Quine*

  • http://www.sophiehoulden.com GirlFlash

    its interesting, and I am all for art games, but throwing a bucket of paint randomly at a canvas isnt quite monet.

    I feel the same here, passage and the like really made me feel something, this made me go ‘ooh, thats kind of neat’.

    dont get me wrong, if this was taken and applied to something which allready had a strong ‘feeling’, then you could really get new reactions from people.

    but then I think I’m from one of the first generations that just didnt think pong was all that great =p

  • muku

    Um, there already are tons of games which are played by manipulating code (and in a much more sophisticated way than this), like Robot Battle or the venerable Core Wars. Just google “programming games” and ye shall find.

  • Foppy

    >> Personally, I’d like to see this done with more simple games, like PacMan, Breakout, or Space Invaders.

    I think it would be difficult to do something like this for those games, since even though they are often given as examples of simple games, a game like Pacman is not really that simple. Functions for controlling the movement of pacman and the ghosts will quickly be too complex (for non-programmers at least) to turn off arbitrary lines and see what happens in a clean way. (And the code would also take much more than a single screen.)

    Then again maybe something similar could still be achieved but in a different way, for instance by not showing the actual code but some kind of higher level interface instead.

  • Fronkinschteen

    It’s neat and artish. Doesn’t fall under the “dog turd with a title” art, by any means. It’s like an arty snack. That said, the poofy text is not useful for anyone over the age of 9.

  • Bezzy

    Me and JP have been using the term “Naked Game Design” for yeears.

    Funny that it should come up elsewhere.

  • DaVince

    “so much hate”

    Where? I’m only seeing expectation and disappointment.