August 13th, 2008 - 7:51 pm

Welcome to part III of The Flaws of Narrative, Manifested, a look at Michael Abbott’s Narrative manifesto. Check out part I and part II, to see what I think about the rest of the manifesto. Keeping the best (and most difficult) for last, part III is dedicated to Jonathan Blow.

I don’t think there’s any other single person in the games industry today that’s more in line with my feelings on story and games than Jonathan Blow. That being said, somehow I feel that if ever we got together to talk, we’d end up disagreeing more than agreeing.

Jonathan Blow – Conflicted games

Well, let’s start with what we’d agree on, because ultimately that’s what’s most important.

First of all, game mechanics that are “disharmonious” with the story being told create conflict in games, preventing the game from really resonating with players. This is exactly in line with what I’ve said before on coherence in games. He gives the examples of how in BioShock the story tries to establish a ideological conflict between radical individualism and altruism by having the player chose between killing the Little Sister for personal gain, or saving her for…well, here’s the problem: saving her gets you half the personal gain, and every third Little Sister you save you get a bonus. In the end, the difference between killing or saving the Little Sister is negligible. The story wanted to say one thing, and for obvious game balancing reasons, the mechanics subverted that meaning. BioShock’s game mechanics establish a “dynamical meaning” (I’d go with “procedural meaning”) that conflicts with the meaning the story is trying to tell. Jonathan argues that every game mechanic has a meaning, whether intended by the designer or not, due to our natural inclination to attribute meaning to everything we encounter. Since we can’t avoid it, we need to start looking for it and training ourselves to design games with it in mind.

All of that aside, I figure where Jonathan and I will disagree is with small things like the meaning of “story”. I see story as an abstract choronology outside of any medium that can be any possible narrative about any possible thing, whereas Jonathan sees stories as those narratives that are worth telling. But really this isn’t an impasse, we’re talking about the same thing. I chose not to narrow what should be considered a story because I don’t want to inadvertently limit the power of what we’re establishing here. I think that even games that don’t try to tell stories can still benefit from the notions of “harmony” and “dynamic meaning”. Take what I’ve said recently about Team Fortress 2 as a good indication of a mainstream game without a “story” worth telling that still benefits from these concepts.

I expect that this is just one of the small quibbles we’d have because of our different backgrounds. I mean, he agrees with Gaynor’s panic over the inherent chaos and unpredictability of the player, and I don’t. But I figure ultimately we’d agree more often than we disagree.

Spake gian mancuso, tagged as: dialectic,epideictic

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August 11th, 2008 - 1:21 pm

This is part two of the Flaws of Narrative, a look at Michael Abbott’s Narrative manifesto. Click here to read part I.

If I were to follow Michael’s order, I would next comment on Braid‘s visionary designer Jonathan Blow, but since I basically agree with everything he says, that’s going to be a mountain I’ll climb in part III.

Steve Gaynor – The game designer’s role

Steve’s point of view is similar to Redding and Hocking’s (part I) in that he believes the designer should be largely “hands-off” and simply give players the tools they need to create their own stories.

I believe this is again an example of a viewpoint that sees the inherent chaos and unpredictability of the player, and without being able to see beyond traditional linear storytelling just gives up on story in games by pointing to the popularity of games like The Sims, or online worlds, where players create their own stories. My reply is basically the same in part I. Just because there is an infinite number of prime numbers, we shouldn’t avoid looking for the Riemann zeta function; and just because genetic mutation is inherently unpredictable and chaotic doesn’t mean we shouldn’t pursue the limits of the theory of evolution. Again, Gaynor’s point of view isn’t wrong, we should definitely endeavour to allow players to experience richer stories that they feel are unique to their actions. It’s just that this view keeps us from fully considering the larger picture of storytelling in games.

L.B. Jeffries – Non linear reactive stories

Jeffries is definitely a wild-card, but I like that. I think it’s definitely by getting away from our preconceived notions of games and stories that we’ll make progress in this field. The application of tarot card reading, an ancient “storytelling” art, to storytelling in games is really fascinating, but isn’t the answer to the overall problem.

Jeffries suggests that just like tarot cards take advantage of our mind’s natural inclination to create meaning, to take chaos and enforce order on it, so too could these principles take the chaos of player agency and allow the player to infer their own meanings:

A series of reactions like someone crying for help if you shoot them or a dog following you if you feed it could be created in response to the player. Rather than worry about how these relate to some grand linear story, simply leave them as short vignettes that connect and relate to one another through A.I.

This, I believe, is a fantastic approach to storytelling in games, but it doesn’t need to come at the expense of a grander story. With enough forethought, the vignettes could easily combine to form a larger dynamic plot, or else help reinforce a dynamic plot told through other game mechanics, art, environments, sounds and haptics (yes, I will hammer you with this string of potential storytelling vehicles every chance I get).

Spake gian mancuso, tagged as: dialectic

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August 9th, 2008 - 3:40 pm

Michael Abbott, catching on to this crazy confluence of ideas about games and narrative, has proposed a Narrative manifesto by quoting from some of “the most thoughtful and articulate members of the games community” on this very topic. I applaud the effort, and certainly feel strongly that our anti-status-quo way of looking at things needs a call to arms, but I can’t help but feel that the whole story and games thing is misunderstood. It’s not that the people that Michael chose to quote are wrong. What they say is true, but they miss the larger point, or muddle the concept of narrative in games. Rather than a manifesto for narrative in games, Michael has done a splendid job of collecting the kinds of viewpoints that serve to confuse the issue of narrative and games. Yes, I’m going to disagree with thoughtful and articulate members of the games community that are better known, better liked, better experienced, and hell, probably better dressed than me. I hope you don’t think me pompous.

Patrick Redding and Clint Hocking – Dynamic story architecture

Patrick and Clint are of the opinion that it’s all about the player and that the designer should just get out of the way and stop worrying about crafting a story: “the designer builds a system, but the player authors the story”.

There are hints of truth here, which is what make this viewpoint deceptively convincing. Designers definitely build the system, and players definitely act out their own story, but the key distinction is that the player’s story is constrained and controlled by the system. In that sense, what the player is actually doing is acting out their own plot to a pre-defined story.

The Sims is considered a powerful example of a game that lets players author their own stories. But really, what they create is a version of a specific kind of story: a story about suburban life, friends, love, marriage, getting a job, having a child, etc. The system of The Sims provides the building blocks necessary for a player to create their own version of this story, but they’re limited to the story the system provides. They can’t create a story about a Sim giving up their meaningless, commercialistic life, moving to India, joining an obscure religious sect and living out their dream of an ascetic life… until one day! Carla (from back home) finds you and begs you to please! please come home! … unless that’s an expansion pack I haven’t heard about yet? The reason players can’t write that story is because the building blocks that The Sims provides the player don’t include these potential story events. The “story” of The Sims is pre-defined by the game’s mechanics, by the system’s units and rules.

It’s in this sense that I believe designers have a whole heck of a lot of control over the story experiences of players. Absolutely, interaction and agency allow the player to affect the outcome of the game, and every player will experience a different “story” based on their actions, but all of this will happen within the confines of the system. They’re not really changing the actual story, that’s set by the system, what players do when playing the game is author the plot, or the way the game tells them the story. It’s like this: I can tell you the story of the Lord of the Rings over lunch, I can read it over the course of roughly 1500 pages, or I can watch it over the course of 11 hours and 23 minutes. Each telling omits, adds and even slightly changes the small details of events, but in the end it’s all the same story.

Just because there is an infinite number of prime numbers, we shouldn’t avoid looking for the Riemann zeta function; and just because genetic mutation is inherently unpredictable and chaotic doesn’t mean we shouldn’t pursue the limits of the theory of evolution.

Games make storytelling more complex since the potential variations on the telling are virtually endless, you might even have a branching story with multiple endings, and the player is inherently unpredictable, but in the end, no matter how you play it, you’re playing the story set up by the game’s mechanics, art, environment, sound and haptics. Once designers realize this distinction, they’ll be in a better place to realize how they can manipulate their game design to better relate a potential story.

Check out parts II and III.

Spake gian mancuso, tagged as: dialectic,logic

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August 1st, 2008 - 12:15 pm

Gamasutra was at Microsoft’s recent Gamefest and gives us this piece on How Valve Makes Art to Enhance Gameplay. And well, to me ‘gameplay’ is just another word for the way a game tells you its story. Okay, okay.. so Team Fortress 2 and Left 4 Dead aren’t exactly bereft with story. They do focus heavily on their game mechanics, and these are the primary reason why people do and, in the case of Left 4 Dead, probably will play these games. But that being said, what makes these games so much more than just their mechanics; what, in part, makes them a cut above the rest of the industry and helps make these games as wildly popular as they are isn’t just Valve‘s commitment to giving you fun mechanics, but their commitment to creating rich and interesting fictional worlds that mesh beautifully with those mechanics.

Team Fortress 2 “is over-the-top from a gameplay perspective – you can rocket jump, you can magically heal people. [...] Valve designers came to the conclusion that they should aim to match the game’s look to the gameplay.” So far here at Systems of Play we’ve talked about designing gameplay mechanics that are coherent with the story the game is trying to tell, but the opposite is also equally true: you can make story to enhance gameplay. TF2′s classes were given “grossly distinct physical shape[s]” not only to help differentiate between classes, but also to coherently reflect the classes’ main functions in the game.

I don’t mean to muddle art and story, but if you think about it, story isn’t just the “text” behind a work of fiction. Story is that abstract chronology that can be told using text, sound, images, environments, haptics and yes, even play itself (enactment). So in that sense, creating art in a work of fiction is to tell the story in a particular way. If you consider how The Joker has been portrayed over the years, you can tell that although the abstract story of The Joker has remained relatively the same, different ways of portraying him relate (tell) that story differently.

Although not mentioned in the article, Valve uses more than just art to reinforce their game mechanics. Different classes also have very unique voices and sounds that emphasize their character and their role in the game. Even each class’ “feel” (haptics) is coherent to their character and their role, with the Heavy feeling much.. heavier than the Scout. Valve even uses the environment to emphasize the fictional world:

for the red team we used predominantly warm colors – some grays, but they’re warm as well. We used natural materials such as woods and red brick, and angled geometry [...] Then for the blue team we used cooler colors, and industrial materials such as concrete and steel, and orthogonal forms.

That’s the whole lot: game mechanics, art, environments, sound and haptics; used coherently to emphasize TF2′s fiction, to tell TF2′s (albeit simple) story. Why does Valve make such great games? Look no further.

Spake gian mancuso, tagged as: opinion

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