October 29th, 2010 - 10:44 am

This is really an excellent talk by Richard Bartle on the topic of word building.

Intentionality and coherence: asking “WHY?” on a level that’s more than commercialistic or purely player oriented. It’s something you hear shouted on the fringes of game design, but it’s by-far not the prevailing opinion. It’s refreshing to hear this message come from someone as renown as Mr. Bartle.

Spake gian mancuso, tagged as: opinion

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January 22nd, 2009 - 12:59 pm

Christian Nutt has an interesting article on how Crisis Core: Final Fantasy VII has taken a small step forwards in meshing together gameplay and story. The innovative way Crisis Core tells its story with vignettes during battle through the Digital Mind Wave (DMW) system is definitely something to praise, and Christian does a good job of that.

But, I hate to say, it misses the mark on really getting passed the current gameplay/story divide. First, I’ll let Christian do all the work in describing how the DMW system works:

Most of the writing I saw (in reviews) was confined to confusion about the randomness of the DMW — it’s essentially a slot machine. When you hit onto the right combination of numbers you get stat boosts, powerful attacks, or even more impressive monster summons.

It also governs the leveling of your character, his special attacks, and spells. This is the bit people didn’t like: though it wasn’t actually random (since it masks a more-or-less standard experience point system) it appeared random, and that galls players.

[...]

As you fight battles, the DMW continuously spins, without your input, in the top left corner of the screen. When it gets close to making a beneficial match, the spinning reels zoom in to take over the entire screen.

Instead of fruit or other typical slot machine items, important characters from the game’s story populate the DMW; when you first encounter those characters in-game, they’re added to your DMW roster.

[...]

The DMW is affected by protagonist Zack Fair’s emotional state (hence the quote above.) The more intense his emotion, the higher likelihood there is of a match. When a match is made, that might be it — you just get a bonus.

But sometimes, a (very short) cutscene might play. This cutscene is always a memory Zack has of an important character of the game, and it’s always from Zack’s perspective.

[...]

When Zack remembers a particularly strong memory, he’s filled with strength to fight even harder. This is rewarding both from a story perspective and from a gameplay perspective.

I agree with Christian in that this game mechanic is definitely an interesting way for the game to present you with plot. This is a nice step forward. A method of telling story through game mechanics, as opposed to being slapped on top of them or jarringly stuck between the cracks, is always appreciated. But beyond this, what’s really interesting is that this game mechanic procedurally generates a plot in which the main character’s emotions conjure up vignettes of his past experiences which then influence the events of the present.

However, the reason this innovative step forward fails is because the game mechanics themselves are essentially built around a slot-machine-like system. Not only is this bad from a game design perspective, since rules should always be discernible in such a way as to not seem too arbitrary and frustrate the player, but it also implies (unintentionally) that emotions conjure up, like a slot-machine (??), past experiences to influence our daily lives. It’s the randomness and incongruity of the slot-machine mechanic that seems out of place. It grates against our gameplay and story expectations.

The reason Crisis Core doesn’t get past the gameplay/story divide is because, although it has an interesting system that innovatively introduces vignettes through a gameplay mechanic, the DMW system is inherently incoherent with the story being told. Emotions conjuring up the past and influencing the present suggests purpose, order, cause and effect. Randomness unhinges this feeling and makes the mechanic grating and annoying.

Spake gian mancuso, tagged as: opinion

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September 2nd, 2008 - 8:01 pm

Rubes over at The Monk’s Brew has a few thoughts on the tricky problem of trying to have a realistic protagonist that fits into the story… who is also controlled by an unpredictable player. The problem is of course that all too often a game’s mechanics will allow the playful player to do something ridiculous, something the protagonist would never really do. Should we just make a game and, as Jimmy Maher once said, expect the player  “to accept the premise and situation of the story she is in, and to behave in a reasonable manner”?

I don’t think we should ever expect anything of the sort. Let’s face it, there shouldn’t be a right and a wrong way to play a game. If it’s within the limits of the rules, then why shouldn’t the player be expected to do something that conflicts with the story? The answer isn’t, I don’t think, in having sophisticated enough AI to respond to a player’s inanity and keep the fiction going. The work required is just too astronomical.

It may some day be possible, but until then there is a solution that can be implemented in games today. The answer is to have game mechanics that are coherent with the story being told. Instead of having “all player actions [...]  interpreted by the game within the context of the character performing the action (his or her personality and relationships) and the situation within the narrative”, the game mechanics can be designed to only allow player actions that are coherent with the story. If every game mechanic is coherent with the story, then any version of the dynamic plot generated when playing the game will be coherent with the story being told. That’s the key.

How do we do this? Well, I’ve mentioned character creation before. Instead of first coming up with the character’s history, personality, or even their name… craft the character based on the function you want them to have in the story. Once you’ve established that, create game mechanics that coherently express this function. It’s easier said than done, which is why you rarely see it. But it isn’t by any means impossible, it just requires some forethought.

Spake gian mancuso, tagged as: dialectic

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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 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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July 30th, 2008 - 2:20 pm

I was familiar with Emily Short as an author of interactive fiction, but I just recently noticed her column at GameSetWatch called ‘Homer in Silicon’ where she “looks at storytelling and narrative in games.” Her most recent article is Playing the Reader.

Have you played hidden object games before? What’s interesting about them is that unlike most other casual games, hidden object games put a great deal of effort into their framing story rather than hyping their main game mechanic. I don’t personally recommend them, though I can see their appeal. Part of the problem, perhaps, is as Emily points out, “the interaction and the story usually have almost nothing to do with one another”. This lack of coherence in games is almost ubiquitous, and if coherence does occur, it’s often unintentional.

One of the complications in this whole coherence thing is that modern games are so complex, trying to build coherence into them can be a bit overwhelming. But by focusing on the hidden object games’ one mechanic, pointing and clicking to solve puzzles and advance the narrative, we can isolate what coherence means in this one case and maybe infer a heuristic for figuring out how coherence can be used in general to emphasize and better tell a story.

The key lies, Emily reasons, in matching what the hypothetical reader of a story would do while reading to what the player does while playing the game. This is consistent with our view that gameplay is the way in which a player experiences story, and so matching what a hypothetical reader’s behaviours would be to the player’s actual play helps, one would think, to ensure that the story is being told coherently. The reason puzzle solving works well in a game telling Agatha Christie stories is because her stories often “start out being very much like jigsaw puzzles, with pieces supplied one at a time and the reader [is] invited to fit them together.” The same mechanic wouldn’t work well with a game based on The Count of Monte Cristo, since “Dante doesn’t really spend most of his time scrutinizing furniture. His adventures are more about interpersonal manipulation.”

Simply and almost obviously put, a story that invites the reader to scrutinize clues and solve puzzles along with the protagonist is best suited to be coherently told by a game that has the player scrutinize clues and solve puzzles. Similarly, a game about manipulating interpersonal relationships would be best suited to telling a non-authoritative interpretation of The Count of Monte Cristo. The larger implication of this reasoning is, interestingly, that we can apply it to larger and more complex games.

Our heuristic, then, to discover how to coherently match game mechanics, environments, art, sounds or haptics to story is to ask the question: what do I want a hypothetical reader of my story to experience or do at this point in the story? and then conceive of game mechanics, environments, art, sounds or haptics that create that experience.

Spake gian mancuso, tagged as: epideictic,logic

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June 5th, 2008 - 10:33 pm

What’s this? Justin Marks says that artfully story-entwined gameplay is what major titles are missing? A man after my own heart.

Well, “entwined” is the editor’s word. In fact, what Justin was getting at was not that “story” ( some separate object from “game”) should be entwined with it. That’s pretty much what he says people should stop doing. Instead, what he wants game designers to do is to “start thinking about the gameplay as the narrative itself”. Instead of seeing the story as something to be added to the game, we should see that it is the act of playing that delivers the story to us.

Justin talks about how going on a date in GTA IV while packing a rocket launcher doesn’t affect the story whatsoever. This bit of inanity is an extreme example of a gameplay mechanic being incoherent with the story that the game is trying to tell. This incoherent mechanic has a function in the game’s generated plot, mainly to introduce inanity into the potential narrative (whether the developers intended it or not). To refer to Barthes (again, two posts in a row..), every function, “to varying degrees, signifies [...] even when a detail seems irreducibly insignificant, refractory to any function, it will nonetheless ultimately have the meaning of absurdity or uselessness” (The Semiotic Challenge). What this mechanic in GTA IV does to its story-tacked-onto-a-game is highlight that the story is in fact just tacked onto the game. Very post-modern, but not exactly praise worthy. I think this concept of coherence ought to be central to the act of designing a game if you want it to actually tell a story in an interesting way. You could make something incoherent, sure, but it has to be on purpose and for a reason.

Coherence can be simple, like making sure accurate WWII weapons are available in a WWII shooter. Games are already really good at this kind of coherence. Where they often lack is in having aspects of the game that are coherent in such a way that they enhance the way the game’s story is told. A good example of this second kind of coherence can be found in BioShock. The relationship between the Little Sisters and the Big Daddies is an important part of BioShock‘s story. That this relationship is made evident through one of BioShock‘s core mechanics, one that players can’t avoid if they want to become strong enough to progress in the game, is a visceral way to demonstrate this relationship. Having the Big Daddy initiate the Little Sister’s entrance into and exit from the level (the Big Daddy will bang on the Little Sister’s tunnel to wake her and get her to come out, and will eventually lead her back to a tunnel, offering his body as a stepping stool so that she can climb back in), that the Big Daddy follows her around the level, and that you must kill the Little Sister’s protective Big Daddy in order to get to her at all, all coherently reinforce this story element.

All three are just simple rules in the game:

1) Little Sisters can’t enter or exit the level without a Big Daddy
2) Big Daddies will follow their Little Sisters around
3) The player can not interact with the Little Sister until her Big Daddy is dead

But since these rules are coherent in just the right way, they also reinforce and shape the way the game tells its story. Coherence is a powerful storytelling tool.

Spake gian mancuso, tagged as: opinion

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