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	<title>Systems of Play &#187; game mechanics</title>
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		<title>A Common Framework for Storytelling in Games</title>
		<link>http://www.systemsofplay.net/2010/06/08/a-common-framework-for-storytelling-in-games/</link>
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		<pubDate>Tue, 08 Jun 2010 14:00:32 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[opinion]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[ludology]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[narratology]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

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		<description><![CDATA[[also posted on GameCareerGuides] Do games tell stories? Sure, text, artwork, voice acting and cut-scenes can all arguably tell or help tell a story, but how can you truly say that the game itself is telling the story? And by the game, I mean the actual system, the units and rules that create the possibility [...]]]></description>
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<p style="text-align: right;">[also posted on <a title="A Common Framework for Storytelling in Games - GameCareerGuide.com" href="http://gamecareerguide.com/features/860/a_common_framework_for_.php" target="_blank">GameCareerGuides</a>]</p>
<p><span style="font-size: small;">Do games tell stories? </span></p>
<p><span style="font-size: small;">Sure, text,  artwork, voice acting and cut-scenes can all arguably tell </span><span style="font-size: small;">or help tell a </span><span style="font-size: small;">stor</span><span style="font-size: small;">y</span><span style="font-size: small;">, but </span><span style="font-size: small;">how can you truly say that  the</span> <em><span style="font-size: small;">game  itself</span></em> <span style="font-size: small;">i</span><span style="font-size: small;">s</span><span style="font-size: small;"> telling the story</span><span style="font-size: small;">? And by the game, I mean the actual system, </span><span style="font-size: small;">the </span><span style="font-size: small;">units and rules that create  the possibility for gameplay. Is gameplay a form of storytelling? Maybe  not in most games (to avoid the argument), but if we wanted to  conceptualize gameplay as storytelling, how would we do it? And if we  wanted to make a game that told its story </span><em><span style="font-size: small;">well</span></em><span style="font-size: small;">, what would it take?</span></p>
<p><span style="font-size: small;">In short,</span><span style="font-size: small;"> and I’ll go into more detail later in this article,</span><span style="font-size: small;"> yes: </span><span style="font-size: small;">it can be useful to think  of </span><span style="font-size: small;">gameplay </span><span style="font-size: small;">as</span><span style="font-size: small;"> a medium through which  players experience a unique form of storytelling. Maybe you&#8217;ve  experienced it yourself where for one brief moment everything—the  characters, the sounds, the visuals and what you were doing—all seemed  to </span><em><span style="font-size: small;">click</span></em><span style="font-size: small;">, and you felt truly  engaged in the story being told</span><span style="font-size: small;">. It&#8217;s something that many gamers have felt at  some point, but that no one has yet been able to consistently reproduce.  &#8220;It&#8221; eludes us not because we lack the tools to describe or evaluate  it, but because it crosses so many fields and disciplines. Theories of  fun and swords and circuitry, research into expressive AI and dreams of  Hamlet on the </span><span style="font-size: small;">Holodeck</span><span style="font-size: small;"> all bring us closer to understanding it, but none provide  that one true holistic vantage point from which a game designer can  envision how to truly tell stories </span><em><span style="font-size: small;">well</span></em><span style="font-size: small;"> through gameplay.</span></p>
<p><span style="font-size: small;">A holistic approach to storytelling in games has to consider  many literary and filmic concepts </span><span style="font-size: small;">like</span><span style="font-size: small;"> story, plot, </span><span style="font-size: small;">character</span><span style="font-size: small;"> development</span><span style="font-size: small;">, </span><span style="font-size: small;">cinematography, lighting, </span><span style="font-size: small;">audiography</span><span style="font-size: small;"> and “editing”. But unlike  film, a holistic approach must also consider the game mechanics and  expressive processes that determine the above (no small feat), all the  while recognizing that games are interactive,</span><span style="font-size: small;"> and</span><span style="font-size: small;"> have spatial </span><span style="font-size: small;">and haptic </span><span style="font-size: small;">dimension</span><span style="font-size: small;">s</span><span style="font-size: small;">. Is it any wonder that a  holistic view of storytelling in games has eluded us for so long?</span> <span style="font-size: small;">The solution isn’t  to mash the concepts together and hope for the best. Putting Steven  Spielberg, Conrad Hall, </span><span style="font-size: small;">Syd</span><span style="font-size: small;"> Field, Jorge Luis Borges, Chris Crawford,  Nobuo </span><span style="font-size: small;">Uematsu</span><span style="font-size: small;">, and Michael Mateas into a  room </span><span style="font-size: small;">probably </span><span style="font-size: small;">won’t  produce anything worthwhile because they have no common framework on  which to have a meaningful discussion.</span></p>
<p><span style="font-size: small;">To find that common framework, we have to go up the conceptual  tree to find what all of these seemingly disparate disciplines share</span><span style="font-size: small;">. </span><span style="font-size: small;">And t</span><span style="font-size: small;">hat shared concept is </span><span style="font-size: small;">communication. Ultimately,  they are all means of getting an idea from person A, across some  medium, to person B. But that net might be cast a li</span><span style="font-size: small;">ttle too wide for our  purposes.</span> <span style="font-size: small;">Storytelling is a specific form of communication, a form  studied for thousands of years by that often misunderstood field of  study</span><span style="font-size: small;">:</span><span style="font-size: small;"> narratology (as it’s  called today). But I’d like to ignore Aristotle for once and instead  shed some light on the modern founders of narratology, the Russian  Formalists, who a hundred years ago decided to analyze literature as if  the stories it told were complex machines intentionally and purposefully  constructed using “devices” or “functions” that serve particular  purposes. </span><span style="font-size: small;">It’s from this concept that we get the term “plot device”. </span><span style="font-size: small;">This approach </span><span style="font-size: small;">to understanding stor</span><span style="font-size: small;">ytelling</span> <span style="font-size: small;">is interesting because  today we use complex machines </span><span style="font-size: small;">to</span> <span style="font-size: small;">intentionally and purposefully design and  program</span><span style="font-size: small;"> functions that serve particular purposes in order to tell stories.  Somehow, this conceptual simi</span><span style="font-size: small;">larity has rarely been noticed.</span></p>
<p><span style="font-size: small;">Unfortunately, after years of largely pointless “Ludology vs.  Narratology” debates, narratology is seen as a dead horse whose body is  periodically dragged out </span><span style="font-size: small;">by articles like this one </span><span style="font-size: small;">for yet another beating.  Except that this article isn’t about using narratology to “understand”  games, it’s about giving designers a framework on which they can use all  of the tools in their toolkit, not just a few. Narratology is the</span><span style="font-size: small;"> foundation</span><span style="font-size: small;"> for </span><span style="font-size: small;">a</span><span style="font-size: small;"> common</span><span style="font-size: small;"> frame</span><span style="font-size: small;">work</span> <span style="font-size: small;">that </span><span style="font-size: small;">we can all use to </span><span style="font-size: small;">set up and guide</span><span style="font-size: small;"> the shape and direction</span> <span style="font-size: small;">of </span><span style="font-size: small;">ours</span> <span style="font-size: small;">stor</span><span style="font-size: small;">ies</span><span style="font-size: small;">; game design,  cinematography, level design, </span><span style="font-size: small;">artificial intelligence</span><span style="font-size: small;">,</span><span style="font-size: small;"> art,</span><span style="font-size: small;"> sound design, etc., </span><span style="font-size: small;">are the tools </span><span style="font-size: small;">we</span><span style="font-size: small;"> use to create </span><span style="font-size: small;">a</span><span style="font-size: small;"> story; and gameplay is the  way we as players experience th</span><span style="font-size: small;">at</span><span style="font-size: small;"> story. So what is this common framework?</span></p>
<p><span style="font-size: small;"><span id="more-364"></span></span><strong><span style="font-size: medium;">Laying the Foundation</span></strong></p>
<p><span style="font-size: small;">Before  describing the framework, we need to build a foundation of commonly  accepted terms and definitions to stand on. One of the major stumbling  blocks when it comes to talking about story in games is that we can’t  agree on what “story” even means. It seems like everyone in </span><a href="http://www.gamasutra.com/blogs/EmanuelMonteroReyno/20090506/1327/Some_Definitions_About_Interactive_Storytelling.php"><span style="text-decoration: underline;"><span style="font-size: small;">this</span></span></a> <a href="http://www.gamasutra.com/view/feature/3965/game_writing_from_the_inside_out.php?page=1"><span style="text-decoration: underline;"><span style="font-size: small;">industry</span></span></a> <a href="http://blog.pjsattic.com/corvus/2005/08/story-got-game/" target="_blank"><span style="text-decoration: underline;"><span style="font-size: small;">has</span></span></a> <a href="http://onlyagame.typepad.com/only_a_game/2005/08/story_plot_narr.html" target="_blank"><span style="text-decoration: underline;"><span style="font-size: small;">their</span></span></a> <a href="http://braid-game.com/news/?p=385" target="_blank"><span style="text-decoration: underline;"><span style="font-size: small;">own</span></span></a> <a href="../terms/#story" target="_blank"><span style="text-decoration: underline;"><span style="font-size: small;">definition</span></span></a><span style="font-size: small;"> of </span><a href="http://gamestudies.org/0101/juul-gts/"><span style="text-decoration: underline;"><span style="font-size: small;">story</span></span></a><span style="font-size: small;">, </span><a href="http://emshort.wordpress.com/writing-if/books-and-other-resources/chris-crawford-on-interactive-storytelling/"><span style="text-decoration: underline;"><span style="font-size: small;">plot</span></span></a><span style="font-size: small;"> and </span><a href="http://web.mit.edu/cms/People/henry3/games&amp;narrative.html"><span style="text-decoration: underline;"><span style="font-size: small;">narrative</span></span></a><span style="font-size: small;">; it’s again no wonder  that no one can agree on anything. </span></p>
<p><span style="font-size: small;">Meanwhile,  narratolog</span><span style="font-size: small;">ists</span><span style="font-size: small;"> has generally agreed on specific definitions of “story” and  “plot” for about a century. Although “narrative” has some academic  wrinkles left in it to iron out, for our purposes a (</span><span style="font-size: small;">fuzzy[</span><a href="http://cco.cambridge.org/extract?id=ccol0521856965_CCOL0521856965A003"><span style="text-decoration: underline;"><span style="font-size: small;">1</span></span></a><span style="font-size: small;">]) definition is easy  enough to come to. The basic theory goes like this: a narrative is a  linear sequence of events through time where it’s said that things cause  things to happen to other things. I think that’s generic enough.  Whether we’re reading a book, watching a movie or playing a game, the  way we experience reading, watching and playing is </span><em><span style="font-size: small;">as a narrative</span></em><span style="font-size: small;">. Games are </span><em><span style="font-size: small;">experienced </span></em><span style="font-size: small;">as</span> <span style="font-size: small;">narratives. </span></p>
<p><span style="font-size: small;">But that’s not really the useful part of the theory. What’s  useful is the implication that whenever something is narrated to  you—whenever you have a narrative—that narrative can be described as  being composed of two simultaneous planes, like two sides of a coin: the  “content plane” (story) and the “expression plane” (plot). The story is  the abstract chronology of events and characters behind any narrative.  That movie you want to see and spoiler you avoid reading refer to th</span><span style="font-size: small;">e same content, the same  story, </span><span style="font-size: small;">even  if they</span> <span style="font-size: small;">tell</span><span style="font-size: small;"> it differently.</span></p>
<p><span style="font-size: small;">Plot, on the  other hand, isn’t used here in the everyday sense of rising action,  climax and resolution; the story arc; and all that. </span><span style="font-size: small;">In </span><span style="font-size: small;">this article, I’d like to  take </span><span style="font-size: small;">use </span><span style="font-size: small;">a  different </span><span style="font-size: small;">definition of</span><span style="font-size: small;"> plot. </span><span style="font-size: small;">To</span><span style="font-size: small;"> narratolog</span><span style="font-size: small;">ists</span><span style="font-size: small;">, plot is the order of events as they’re told, and plot devices  are used to deliberately create certain effects, express certain  meanings. The film </span><em><span style="font-size: small;">Memento </span></em><span style="font-size: small;">(2000, Summit Entertainment) starts at the end of its story,  and scene by scene takes the viewer back to the beginning. The  difference in </span><em><span style="font-size: small;">Memento</span></em><span style="font-size: small;"> between “story order” and “the order that the story is told”  is the difference between story and plot. </span><em><span style="font-size: small;">Memento</span></em><span style="font-size: small;">’s reverse chronology is a  plot </span><span style="font-size: small;">device</span><span style="font-size: small;"> used to great effect.  Without the reversal, the film would arguably be far less effective</span><span style="font-size: small;"> in engaging the viewer  and </span><span style="font-size: small;">in </span><span style="font-size: small;">expressing that sense of  piecing together lost memories</span><span style="font-size: small;">.</span></p>
<p><span style="font-size: small;">I hope the  above helps </span><span style="font-size: small;">clarify</span><span style="font-size: small;"> how </span><span style="font-size: small;">we</span><span style="font-size: small;">’ll be using the terms story, plot and narrative in this  article. I’m not </span><span style="font-size: small;">so </span><span style="font-size: small;">naïve to think that I can change the way people talk about  storytelling</span><span style="font-size: small;"> with an article</span><span style="font-size: small;">, but I do hope </span><span style="font-size: small;">that</span><span style="font-size: small;"> the basic concept that we  can differentiate between </span><em><span style="font-size: small;">what</span></em><span style="font-size: small;"> is being told (the story),  and the </span><em><span style="font-size: small;">telling </span></em><span style="font-size: small;">itself (the plot)</span><span style="font-size: small;"> is now apparent</span><span style="font-size: small;">. </span></p>
<p><span style="font-size: small;">The point?</span><span style="font-size: small;"> By using these definitions for story, plot and narrative we  can deduce that since gameplay is experienced as a narrative, then  gameplay can also be described as expressing a story by means of a  dynamic plot. This deduction becomes important when considering famed  literary theorist Roland Barthes</span><span style="font-size: small;">’s</span> <span style="font-size: small;">argument[</span><a href="http://books.google.ca/books?id=BsOafwrPWTYC&amp;lpg=PP1&amp;dq=%22Semiotic%20Challenge%22&amp;pg=PA95#v=onepage&amp;q=&amp;f=false"><span style="text-decoration: underline;"><span style="font-size: small;">2</span></span></a><span style="font-size: small;">] that </span><strong><span style="font-size: small;">every </span></strong><span style="font-size: small;">aspect of how a story is  told can b</span><span style="font-size: small;">e usefully described as a plot device</span><span style="font-size: small;">. The choice of words, the  sequence of shots, the musical score and/or the visuals that express the  story are all meaningful, whether that meaning is intended or not. For  game designers, this suggests that every game mechanic, art asset,  animation, environment, sound effect, musical score and haptic sensat</span><span style="font-size: small;">ion is made meaningful  through </span><span style="font-size: small;">play.  It isn’t enough to consider how a tweak in game mechanics or the  placement of a door will affect the game’s playability; </span><em><span style="font-size: small;">how will it affect the  story</span></em><span style="font-size: small;">?</span></p>
<h1><strong><span style="font-size: medium;">Experiencing Story  through Play</span></strong></h1>
<p><span style="font-size: small;">As mentioned above, it’s  useful to describe gameplay in terms of story and plot. Not all games  should be described this way, since </span><span style="font-size: small;">a </span><span style="font-size: small;">game for gaming’s sake ha</span><span style="font-size: small;">s</span><span style="font-size: small;"> arguably no reason to  worry about storytelling. But with the release of</span><span style="font-size: small;"> titles like</span> <em><span style="font-size: small;">Uncharted 2</span></em><span style="font-size: small;"> (Naughty Dog, 2009) and </span><em><span style="font-size: small;">Heavy Rain</span></em><span style="font-size: small;"> (</span><span style="font-size: small;">Quantic</span><span style="font-size: small;"> Dream, 2010), it’s easy to  see that good storytelling </span><span style="font-size: small;">continues to be</span><span style="font-size: small;"> an important selling  feature. </span></p>
<p><span style="font-size: small;">For games that actually do  care about telling a story well, it can be useful to describe gameplay  as the expression of a game’s story. In other words, gameplay can be  usefully described as a system of both play and plot. Games dynamically  produce plot as an emergent experience. When a player plays a game,  their agency allows them to experience a different narrative with every </span><span style="font-size: small;">playthrough</span><span style="font-size: small;">, but importantly, not a  different story. It isn’t the story that changes, it’s the plot that  does. The story stays the same because, in games, the story is dictated  by the game mechanics, </span><span style="font-size: small;">art assets</span><span style="font-size: small;">, animations, environments, sound effects, </span><span style="font-size: small;">musical score</span><span style="font-size: small;"> and haptic sensations  that make up the game. A game’s story materializes itself experientially  through the interaction of its many parts. Worries over linear and  non-linear storytelling are irrelevant. Gameplay is pseudo-linear at  best, but describing stories in terms of linearity doesn’t bring us any  closer to telling those stories better. Instead, we should consider that  when a game is played, its plot—the </span><em><span style="font-size: small;">expression</span></em><span style="font-size: small;"> of its many parts and  possibilities—is emergent, dynamic, and never the same twice, and that  because the parts and possibilities stay the same, the story stays the  same even if the narrative is different. I’m sure that someone could  make a polymorphic game where this isn’t the case, or that we could get  hung up over stories with multiple, branching storylines, but let’s not  pull hairs. </span><em><span style="font-size: small;">Heavy Rain</span></em><span style="font-size: small;"> may have multiple endings, and </span><em><span style="font-size: small;">The Sims</span></em><span style="font-size: small;"> (Electronic Arts) may  have no true ending, but both can usefully be described as </span><em><span style="font-size: small;">telling</span></em><span style="font-size: small;"> a story.</span></p>
<p><span style="font-size: small;">In fact, describing certain games </span><span style="font-size: small;">this way</span><span style="font-size: small;"> can be insightful. For  example, </span><em><span style="font-size: small;">The Sims</span></em><span style="font-size: small;"> is considered a powerful example of a game that lets players  author their own stories; except, that’s largely an illusion. In  actuality, what players create is a version of a specific kind of story:  a story about suburban life, friends, love, marriage, getting a job,  having a child, peeing yourself in public, etc. The game mechanics of </span><em><span style="font-size: small;">The Sims</span></em><span style="font-size: small;"> provide the building  blocks necessary for a player to bring about their own </span><strong><span style="font-size: small;">rendition</span></strong><span style="font-size: small;"> of this story, but  they’re limited by the game’s space of possibilities. They can’t create a  story about a </span><span style="font-size: small;">Sim</span><span style="font-size: small;"> giving up his meaningless, commercialistic life, moving to  India, joining an obscure religious sect and living out his dream of an  ascetic life … until one day Carla (from back home) finds him and begs  him to please! </span><span style="font-size: small;">please</span><span style="font-size: small;"> come home! The reason players can’t author this particular  story is because the building blocks that </span><em><span style="font-size: small;">The Sims</span></em><span style="font-size: small;"> provides the player don’t  include these potential story events. The story of </span><em><span style="font-size: small;">The Sims</span></em><span style="font-size: small;"> is pre-defined by </span><span style="font-size: small;">its</span> <span style="font-size: small;">game mechanics, </span><span style="font-size: small;">art assets</span><span style="font-size: small;">, animations,  environments, sound effects,</span><span style="font-size: small;"> and</span> <span style="font-size: small;">musical score</span><span style="font-size: small;">, and what players do when  playing </span><em><span style="font-size: small;">The Sims</span></em><span style="font-size: small;"> is bring about one of the virtually infinite (yet  pre-defined) dynamic, emergent plots afforded to them through their  interactions with the game’s space of possibilities.</span></p>
<h1><strong><span style="font-size: medium;">But What about Characters?</span></strong></h1>
<p><span style="font-size: small;">I think narratology has an interesting and, importantly, useful  way of looking at characters in stories. In narratology, characters in a  story aren’t living beings that exist in a fictional world. They don’t  think, they don’t have emotions, they don’t feel. Instead, they’re  described in a purely functional way. Characters only exist because an  author wants a certain action or event in their plot to take place. It’s  a subtle change in perspective that constantly acknowledges the  fictionality of the story, or in other words, that the </span><em><span style="font-size: small;">way</span></em><span style="font-size: small;"> a story is told is a  construction and not a projection of some kind of reality. To a  narratologist, in Spiderman’s origin story, Uncle Ben doesn’t die at the  hands of some burglar because one rolled lawful good and the other  chaotic evil, or because the burglar had a higher agility score, or  because the burglar had a bad day, really needed some cash and got  careless. The reason Uncle Ben dies at the hands of </span><span style="font-size: small;">some burglar is to provide  the realistic motivation needed by the plot to satisfy the necessary  causes and effects that lead to Peter Parker’s transformation into the  friendly neighbourhood Spiderman we all know. Peter doesn’t decide to  fight for justice because of the guilt he feels over Ben’s death; Peter  doesn’t decide or feel at all. Peter, Ben and the burglar are just ink  on a page or moving images on a screen, they don’t exist. As far as  Spiderman’s origin story goes, the only reason why the characters of Ben  Parker and the burglar exist in the plot is to provide a realistic  reason for Peter Parker’s transformation from selfish mercenary to  altruistic hero. </span></p>
<p><span style="font-size: small;">What does that have to do  with game design? Well, what’s interesting is that game designers  already see characters in a similar way. When designing gameplay,  characters are just collections of functionality encased in mesh or  sprite. Narratologists analyze what a character’s function in the plot  is, and game designers determine what a character’s function during play  will be. And this is where the two meet: once you know exactly what a  character’s purpose in the plot will be you can start thinking about  what game mechanics  best serve to fulfill that purpose. Or considered  differently, when designing character AI don’t fret over simulating what  they’re thinking or feeling, instead focus on creating behaviours</span><span style="font-size: small;"> that act as coherent plot  devices</span><span style="font-size: small;"> that reinforce the story in meaningful ways.</span></p>
<p><span style="font-size: small;">Unfortunately, creating meaningful character behaviours is no  simple task. Characters in many games are based on functional roles:  hero, quest giver, villain, </span><span style="font-size: small;">helper</span><span style="font-size: small;">. These are the kinds of roles that</span> <span style="font-size: small;">narratologist  Vladimir Propp discovered were pervasive in fairytales. </span><span style="font-size: small;">When we find these</span><span style="font-size: small;"> character archetypes in  games</span><span style="font-size: small;">,  they</span><span style="font-size: small;"> do  indeed align their game function with their story function, but like  most fairytale characters they’re also flat and boring. The game  industry has been trying hard to move away from flat characters, but in  most cases we don’t know how to approach creating that depth. Back story  and cinematics can only go so far in establishing characters. What  matters more is how those characters behave during gameplay. If their  only role during gameplay is to be a mindless “helper,” then even the  most masterfully rendered cut-scene will fail to convince a player that  they’re anything but a flat character once the cut-scene ends.</span> <span style="font-size: small;">The key </span><span style="font-size: small;">lies </span><span style="font-size: small;">in creating in-game  character behaviour</span><span style="font-size: small;">s</span><span style="font-size: small;"> that help reinfo</span><span style="font-size: small;">rce their characterization</span> <span style="font-size: small;">and </span><span style="font-size: small;">the story’s themes, and  dynamically create moments for the player to experience the story you’re  trying to tell.</span></p>
<h1><strong><span style="font-size: medium;">Agency</span></strong></h1>
<p><span style="font-size: small;">So we’ve covered story, plot and characters, but there’s one  more element to stories in games that all other forms of storytelling  don’t have to worry about: the meddlesome player.</span></p>
<p><span style="font-size: small;">Player agency can bothers us when we think about it</span> <span style="font-size: small;">too hard</span><span style="font-size: small;">. Giving some chaotic  player free-reign in our exquisitely crafted world is exhilarating, but  having to worry about how they might go against our intentions can be  frustrating. Throw in a complex story and what you have in front of you  is so sublimely complex that it just seems better to avoid thinking  about both </span><span style="font-size: small;">the </span><span style="font-size: small;">story</span><span style="font-size: small;"> and gameplay at the same time. </span><span style="font-size: small;">How can you tell a genuine  story when the player can do whatever they want?</span></p>
<p><span style="font-size: small;">Yet, this way of looking at player agency ignores one basic  fact: a player can’t do </span><em><span style="font-size: small;">whatever</span></em><span style="font-size: small;"> they want; they can only  do </span><em><span style="font-size: small;">precisely</span></em><span style="font-size: small;"> what you let them do. If a  player can take a game’s mechanics and subvert its story (bugs and  exploits aside) then those mechanics weren’t well designed. This isn’t  meant to be an insult, just a statement of fact. If every game mechanic  is designed from the start to tell a particular story, then no matter  what the player does within the limits of those game mechanics, the  result should be the story that the game was intentionally and  purposefully built to tell. Let’s take a step back and look at what this  actually means in practice.</span></p>
<p><span style="font-size: small;">Let’s say an  intrepid designer wants to tell a story about freedom, levity and  reckless youth. She decides that a good way to tell that kind of a story  is through a set of core game mechanics that revolve around flying.  Flying: freedom, levity, recklessness—it makes sense. Unfortunately, she  realizes during some initial design sessions that a player could  undermine her theme of reckless youth by repeatedly smashing themselves  into cliff faces and dying. The point of reckless youth is that you feel  invincible; such an obvious vulnerability hinders that feeling. What  should she do? Remove those dangerous cliffs entirely? Add artificial  boundaries that bounce the player away? Insert a</span><span style="font-size: small;">n all too</span><span style="font-size: small;"> convenient excuse into  the story? These design/story choices may solve the problem  mechanically, but they would only serve to undermine or at least dilute  the sense of freedom and recklessness she was trying to express in the  first place.</span></p>
<p><span style="font-size: small;">Instead, her solution is to  change how wall collisions are handled. When the player hits a wall, he  will acrobatically bounce off, or by holding down the grab button, just  latch on. Now that feeling of reckless invincibility is palpable. Even  if a subversive player wants to ruin the story by smashing themselves  into walls repeatedly, </span><span style="font-size: small;">this mechanic acts as a plot device </span><span style="font-size: small;">that</span><span style="font-size: small;"> ensures </span><span style="font-size: small;">the game stays on message  by taking “bad” player behaviour and </span><span style="font-size: small;">making</span><span style="font-size: small;"> it nonetheless tell the  story the way our designer wants it to be told. Rather than try to  create a realistic simulation that panders to the flawed notion that  players need absolute, realistic control over a system in order to feel  immersed, our designer sees that the story’s needs outweigh the player’s  need to feel they have the freedom to commit suicide on cliff faces.  Immersion is important, but it’s also important to recognize the </span><em><span style="font-size: small;">degree</span></em><span style="font-size: small;"> of simulation needed to  preserve that sense of immersion.</span></p>
<p><span style="font-size: small;">These  collision mechanics also avoid punishing the player as they learn to  play. Not only does it help reinforce one of the story’s themes, on its  own it’s also a sound desi</span><span style="font-size: small;">gn decision. Maybe near the </span><span style="font-size: small;">end of the game our  designer will remove this mechanic (</span><span style="font-size: small;">accompanied by</span> <span style="font-size: small;">a credible</span><span style="font-size: small;"> story pretence, like a  broken leg) because, after all, the invincibility of reckless youth is  only an illusion… </span></p>
<p><span style="font-size: small;">The key here is that she  had to face the fact that either (a) her game’s mechanics didn’t suit  the story, or else (b) her story didn’t suit the mechanics. This may be a  broad generalization, but I hope that it sparks a shift in perspective:  if you’re telling your story in a way that ruins the story, then you’re  not doing it right.</span></p>
<h1><strong><span style="font-size: medium;">Conflicts and Coherence  in Dynamic Plot</span></strong></h1>
<p><span style="font-size: small;">We’ve all played those  games where the game’s story is trying to be serious, but the game  mechanics make it ridiculous, or where </span><span style="font-size: small;">we</span><span style="font-size: small;"> know what the story is  trying to do, but </span><span style="font-size: small;">we</span><span style="font-size: small;">’re just not feeling it. A lack of coherence between story and  plot,</span><span style="font-size: small;"> or story and gameplay,</span><span style="font-size: small;"> unless done for satirical effect, is the mark of bad  storytelling. Let’s take a look at a game-related example. In </span><em><span style="font-size: small;">Grand Theft Auto IV</span></em><span style="font-size: small;"> (</span><span style="font-size: small;">Rockstar</span><span style="font-size: small;"> Games), the player can go  on dates outside of the main storyline with four women: Kate, Alex,  Kiki and Carmen. These side quests aren’t just there to be amusing;  completing multiple successful dates with these characters will reward  the player with tangible, in-game abilities (e.g.: calling Kiki will  take three stars off your wanted level). All of them, that is, except  for Kate. No matter how many successful dates you go on with Kate there  is no in-game advantage. Because of the precedent set up by the other,  similar side-quests, the effect is either that the player is annoyed by  Kate or else avoids Kate completely. </span></p>
<p><span style="font-size: small;">In the  story, on the other hand, Kate is the player character’s main love  interest. What’s meant to be an emotional moment towards the end of the  game instead comes off as ineffectual because an emotional attachment  with Kate isn’t established during the course of actual </span><span style="font-size: small;">gameplay.</span><span style="font-size: small;"> In fact, the gameplay is  in conflict with the story, and acts against the story’s attempts at  establishing this emotional attachment. If the game had gotten the  player to like Kate through gameplay, the emotional moment would have  been </span><span style="font-size: small;">much  more effective. This conflict between story and gameplay in </span><em><span style="font-size: small;">Grand Theft Auto IV</span></em><span style="font-size: small;"> suggests two things.  Firstly, gameplay becomes meaningful to the story whether the designer  intends that meaning or not. And secondly, coherence is an important  factor in making gameplay that harmoniously reinforces and enriches the  story being told.</span></p>
<p><span style="font-size: small;">Coherence can be as simple  as making sure that the units and rules in a World War II themed game  somewhat accurately </span><span style="font-size: small;">reflect</span><span style="font-size: small;"> our expectations of World War II. Most game designers are  already skilled at implementing this kind of coherence (realism) into  their games. But beyond this, designers interested in telling stories  better need to start considering what kind of plot they want their game  mechanics to create, and whether that plot is telling the story the way  they want it to be told.</span></p>
<p><span style="font-size: small;">One example of  this second kind of coherence, </span><span style="font-size: small;">ludonarrative</span><span style="font-size: small;"> coherence (described  variously by </span><a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html"><span style="text-decoration: underline;"><span style="font-size: small;">Clint  Hocking</span></span></a><span style="font-size: small;"> and </span><a href="http://braid-game.com/news/?p=385"><span style="text-decoration: underline;"><span style="font-size: small;">Jonathan  Blow</span></span></a><span style="font-size: small;">), can be found in </span><em><span style="font-size: small;">BioShock</span></em><span style="font-size: small;"> (2K Games). The  relationship between two non-player character types that populate the  levels of the game, the Little Sisters and the Big Daddies, is an  important part of the game’s story. This relationship is made evident  through some of </span><em><span style="font-size: small;">BioShock</span></em><span style="font-size: small;">’s game mechanics, mechanics the player can’t avoid if they  want to become strong enough to progress in the game:</span></p>
<p><span style="font-size: small;">1.</span><span style="font-size: small;"> </span><span style="font-size: small;">A Little Sister cannot  enter or exit a level without a Big Daddy.</span></p>
<p><span style="font-size: small;">2.</span><span style="font-size: small;"> </span><span style="font-size: small;">A Big Daddy will follow his  Little Sister.</span></p>
<p><span style="font-size: small;">3.</span><span style="font-size: small;"> </span><span style="font-size: small;">A  Big Daddy will threaten and push anyone that scares his Little Sister.</span></p>
<p><span style="font-size: small;">4.</span><span style="font-size: small;"> </span><span style="font-size: small;">A Big Daddy will attempt to  kill anyone that tries to harm his Little Sister.</span></p>
<p><span style="font-size: small;">5.</span><span style="font-size: small;"> </span><span style="font-size: small;">The player cannot interact  with a Little Sister until her Big Daddy is dead.</span></p>
<p><span style="font-size: small;">These simple interactions between units, their rules, the  environment and the player are coherent with the game’s story. They are a  visceral way to showcase the Big Daddies as protectors, demonstrating  their unyielding dedication to the safety and wellbeing of their Little  Sister. Without saying it orally, textually or visually, these rules  procedurally communicate a strong relationship between these two units,  reinforcing the story that the game is trying to tell. These rules can  be usefully described as </span><em><span style="font-size: small;">dynamic plot </span></em><em><span style="font-size: small;">devices</span></em><span style="font-size: small;">; together they create  dynamic situations for the player to experience the story of </span><em><span style="font-size: small;">BioShock</span></em><span style="font-size: small;">.</span></p>
<p><span style="font-size: small;">No </span><span style="font-size: small;">playthrough</span><span style="font-size: small;"> of </span><em><span style="font-size: small;">BioShock</span></em><span style="font-size: small;"> is ever the same, but everyone who plays </span><em><span style="font-size: small;">BioShock</span></em><span style="font-size: small;"> experiences the same  relationship between Big Daddies and Little Sisters. Without these rules  there would be far fewer opportunities for the player to observe and  emotionally react to their relationship outside of an initial opening  cinematic. Sure, these NPC behaviours are also sound design  decisions—decisions which were likely made for reasons that have nothing  to do with the story, but that’s the beauty of it: you shouldn’t have  to sacrifice good game design for story.</span></p>
<h1><strong><span style="font-size: medium;">Putting it All Together</span></strong></h1>
<p><span style="font-size: small;">So far we’ve discussed the foundation needed to establish a  common framework, and the implications this foundation has on the way we  talk about and understand stories, characters, agency and game  mechanics, but we haven’t really established what that common framework  is. The crux of it all comes in shifting our perspective. By seeing all  of the various tools we use to tell a story as </span><span style="font-size: small;">systems</span> <span style="font-size: small;">in</span><span style="font-size: small;"> their own right</span><span style="font-size: small;">, systems of meaning that  can be used to affect the way a story is told during gameplay</span><span style="font-size: small;">, we can refine our </span><span style="font-size: small;">perceptions</span><span style="font-size: small;"> to what matters most  about each tool and how they intera</span><span style="font-size: small;">ct when building an  experience.</span></p>
<p><span style="font-size: small;">When building a house you  might use</span><span style="font-size: small;"> hammer</span><span style="font-size: small;">, it</span><span style="font-size: small;"> might be made out of steel or zinc alloy, it might be 12”  long, it might also be useful for hanging picture frames, and all of  these characteristics might be important to the person wielding the  hammer, but when talking to the person working the </span><span style="font-size: small;">bandsaw</span><span style="font-size: small;">, what matters most is how  these two tools interact with the raw materials available in order to  produce a set of trusses for the roof. Whether we want to impart a  certain atmosphere through lighting, a certain emotion through music, a  certain mood through character art, or a certain reaction through game  mechanics, all of these tools can be used well together if we  holistically frame the game and all </span><span style="font-size: small;">the tools we use to create  that game</span><span style="font-size: small;"> as a system that communicates meaning through play.</span></p>
<p><span style="font-size: small;">Our task as designers and artists is to use that common  framework to visualize a holistic blueprint, to know how to  intentionally and purposefully use all of the tools in our toolkit to  create</span><span style="font-size: small;"> a  game that</span><span style="font-size: small;"> tells a story the way </span><span style="font-size: small;">we want it to </span><span style="font-size: small;">be told</span><span style="font-size: small;">, and to understand how one  tool interacts with another tool in order to create a game where the  total sum of th</span><span style="font-size: small;">ose</span><span style="font-size: small;"> meanings constructed and expressed by each individual tool  comes together to form a singular, cohesive (or ironic) story as </span><em><span style="font-size: small;">experienced through  play</span></em><span style="font-size: small;">.  With a common framework in mind, </span><span style="font-size: small;">artificial intelligence</span><span style="font-size: small;"> isn’t designed to  accurately simulate cognition, but to create compelling story  experiences; levels aren’t designed with the back-story in mind, but  with an aim to meaningfully reinforce the story being told; and game  mechanics aren’t just fun, they’re meaningful.</span></p>
<p><span style="font-size: small;">But after all that pomp, I do want to emphasize that we are  already doing this today</span><span style="font-size: small;">,</span><span style="font-size: small;"> to some degree. I hope many of you reading  this article weren’t surprised by what was said and saw instead a  reflection of your own thoughts. Many of the notions presented here come  naturally, others need refinement, and so much has yet to be  discovered. We still have a long way to go in perfecting our craft, and I  hope the idea of a common framework based </span><span style="font-size: small;">on</span><span style="font-size: small;"> coherently communicating a  shared meaning will help get us there.</span></p>
</div>
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		<title>Overcoming Blow&#8217;s Challenge vs. Story Dilemma</title>
		<link>http://www.systemsofplay.net/2009/05/27/overcoming-blows-challenge-vs-story-dilemma/</link>
		<comments>http://www.systemsofplay.net/2009/05/27/overcoming-blows-challenge-vs-story-dilemma/#comments</comments>
		<pubDate>Wed, 27 May 2009 14:50:10 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[opinion]]></category>
		<category><![CDATA[challenge]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=345</guid>
		<description><![CDATA[Jonathan Blow first brought up the conflict between story and challenge back in November 2008 at MIGS. Blow describes the problem as a conflict where “the challenge part is trying to hold the player back and keep him from getting to the next segment. But the story part wants you to get to the next [...]]]></description>
			<content:encoded><![CDATA[<p>Jonathan Blow first brought up the conflict between story and challenge <a title="Blow's MIGS Presentation" href="http://braid-game.com/news/?p=385" target="_blank">back in November 2008 at MIGS</a>. Blow describes the problem as a conflict where “the challenge part is trying to hold the player back and keep him from getting to the next segment. But the story part wants you to get to the next part in order to keep going.”  As of January 2009, <a title="Blow: The Next Phase - Gamasutra Interview" href="http://www.gamasutra.com/view/feature/3911/jonathan_blow_the_next_phase.php?page=4" target="_blank">Blow doesn’t seem to be any closer</a> at resolving the issue. I remember when I first heard his argument; I was really taken aback by how blind I was to this obvious yet pervasive conflict. It stumped me, plain and simple. The solution isn’t to tell stories without challenge, or challenge the player without story. That doesn’t really get us anywhere. I’ve been thinking about it recently and I’ve come to the conclusion that instead of trying to tweak story or conflict individually, we need to look at the fundamental assumptions that put challenge and story into conflict in the first place.</p>
<p>Plot in games is almost always set up as a gated experience. The player is presented with a few plot points before a gate is reached, and the plot can’t progress until that gate is unlocked. To unlock a gate you have to successfully complete a gameplay challenge. If you make the challenge too difficult, the player will have to experience the same plot points again and again as they restart the challenge, effectively ruining the game’s storytelling. On the other hand, making the challenge too easy negates the thrill associated with challenge based gameplay. Interestingly, these two approaches mimic two different play styles. Some players play for the story, and when the game gets too hard resort to cheats and walkthroughs to get through it, or they just plain quit. Other players play for the challenge, will be bored unless they are challenged and see the story as fluff or context. There are of course several shades of grey in between—I think I fall in the middle somewhere—but what this divide really does is beg the question: what are we trying to do here? Is the addition of storytelling to games a misplaced fantasy? Should we be purists and acknowledge that what games do best is challenge us and that what other forms of media (film, theatre, comics) do best are tell stories?</p>
<p>I think this is a really easy argument to make, but it isn’t the one we should be making. Like with every innovative idea, it’s always easier to keep doing things the way we have always done it rather than change the way we think about things. Here too it’s the way that we think about story and challenge, our fundamental assumptions, that is keeping us back.</p>
<p>The first fundamental assumption we need to break is seeing story, or story progression, as a reward. This is the core of the story vs. challenge conflict. We create challenges, and we reward our players with story. If the player fails the challenge, then they don’t get their story. If instead the story is detached from the challenge and a supplementary reward is offered, challenge no longer impedes story. <img style="float:right" title="Calamity Annie" src="http://calamityannie.dessgeega.com/screen9thumb.png" alt="" width="96" height="160" />Take for example <a title="Calamity Annie" href="http://www.auntiepixelante.com/?p=177" target="_blank">Calamity Annie</a>, a lesbian fast-draw cowboy romance shooter with an old-school retro feel. The challenge is straightforward and amusing. Using your mouse you try to out-draw and kill a list of lone gunmen, and meanwhile an interactive love story is slowly revealed. Taking someone out rewards you with a bounty based on their difficulty, how quickly you drew your gun, and a bonus for disarming them (with a satisfying TING! as their gun flies away). The gameplay is unforgiving. You are given three lives and each new set of gunmen get faster on the draw. If you die, you start all over with a score of 0, but interestingly you can chose to continue the story from where you left it. You can enjoy the challenge while still experiencing an unobstructed plot. This may be all well and good for a freeware game, but this kind of implementation wouldn’t really work well in a AAA title. Plus, it reinforces the disconnect between story and game, which should be avoided.</p>
<p>Simply removing the association between gameplay progression and story progression doesn&#8217;t solve, in a satisfying way, the issue of the game stopping when the story wants to keep going. To get past the gameplay progression issue, we need to examine our second fundamental assumption: that the only correct resolution to a challenge is success. Game stories are likely the only stories where everything absolutely always goes the protagonists’ way (in an ideal play through). The reasoning is easy enough to understand. We’re here to entertain our players and ensure that they have fun. Losing is not fun, so losing is never an acceptable resolution. However, this assumption forgets that many of the greatest stories ever told have moments where everything goes wrong for the protagonist. In fact, you can reliably predict that at around the 1 hour 15 minute mark in any Hollywood movie, after everything goes perfectly right for the protagonist(s), everything will suddenly go horribly wrong. As much as I hate this cookie-cutter predictability, Hollywood uses it because it has consistently worked so very well for them in the past. Why would Hollywood, always keen to entertain and please its audience, introduce these negative feelings into all of its stories? Because it creates dramatic tension, it leaves you guessing, it brings you deeper into the experience and makes the final victory (or loss) at the end that much more powerful (if it’s done well, of course).</p>
<p>We as designers need to learn how to integrate failure into our gameplay and stories, and the biggest hurdle to accomplishing this is our third fundamental assumption: failure means death. Death itself is a tricky, hotly debated subject, and I freely admit that I don’t have all the answers; but I do think I can provide some insight by re-jigging the assumption in saying that it’s actually <em>failure means punishment</em>. Designers have been talking for years about not punishing the player to the constant consternation of gamers that love a challenge. I also don’t consider the simple removal of punishment the final solution, obviously, since I think we should let the player fail and feel bad about it (in the right way) to create dramatic tension. The key is in controlling the dramatic experience, which is something we’re not very good at because the tools and know-how aren’t out there yet. Our young industry hasn’t arrived at that point yet, but it’s getting there. It’s easy to imagine…</p>
<p>Imagine a game where, instead of having failure mean death, failure meant alternate, parallel plots and <em>less</em> reward. Imagine a game that could produce a <em>fun</em> experience even when the player fails every challenge while still progressing through the story, and an <em>awesomely fun</em> experience when the player succeeds at every challenge. It would require a masterfully designed game that changes the meaning of failure in the player’s mind. <em>I’ll believe it when I see it</em> is a perfectly acceptable reaction to this idea.</p>
<p>Specific implementations aside, the point of the post is this: If we want to beat the story vs. challenge conflict, we need to upend our fundamental assumptions about them:</p>
<ul>
<li>We need to stop considering story as a reward for the successful completion of challenge.</li>
<li>We need to avoid thinking that success is a challenge’s only correct and acceptable resolution.</li>
<li>And we need to find a way to avoid or improve on that classic game mechanic: failure means death.</li>
</ul>
<p>Can it be done? Absolutely. I have some vague ideas, maybe you do too?</p>
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		<title>Crisis Core&#8217;s Small Step Forward</title>
		<link>http://www.systemsofplay.net/2009/01/22/crisis-cores-small-step-forward/</link>
		<comments>http://www.systemsofplay.net/2009/01/22/crisis-cores-small-step-forward/#comments</comments>
		<pubDate>Thu, 22 Jan 2009 17:59:28 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[opinion]]></category>
		<category><![CDATA[coherence]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=205</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Christian Nutt has an interesting article on how <em>Crisis Core: Final Fantasy VII</em> has taken a small step forwards in meshing together gameplay and story. The innovative way <em>Crisis Core</em> tells its story with vignettes during battle through the Digital Mind Wave (DMW) system is definitely something to praise, and Christian <a title="Crisis Core's Quiet Redefining Of The Gameplay Narrative Divide" href="http://www.gamesetwatch.com/2009/01/opinion_crisis_cores_quiet_red.php" target="_blank">does a good job of that</a>.</p>
<p>But, I hate to say, it misses the mark on really getting passed the current gameplay/story divide. First, I&#8217;ll let Christian do all the work in describing how the DMW system works:</p>
<blockquote><p>Most of the writing I saw (in reviews) was confined to confusion about the randomness of the DMW &#8212; it&#8217;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.</p>
<p>It also governs the leveling of your character, his special attacks, and spells. This is the bit people didn&#8217;t like: though it wasn&#8217;t actually random (since it masks a more-or-less standard experience point system) it <em>appeared</em> random, and that galls players.</p>
<p>[...]</p>
<p class="newsbody">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.</p>
<p>Instead of fruit or other typical slot machine items, important characters from the game&#8217;s story populate the DMW; when you first encounter those characters in-game, they&#8217;re added to your DMW roster.</p>
<p>[...]</p>
<p>The DMW is affected by protagonist Zack Fair&#8217;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 &#8212; you just get a bonus.</p>
<p>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&#8217;s always from Zack&#8217;s perspective.</p>
<p>[...]</p>
<p>When Zack remembers a particularly strong memory, he&#8217;s filled with strength to fight even harder. This is rewarding both from a story perspective and from a gameplay perspective.</p></blockquote>
<p>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&#8217;s really interesting is that this game mechanic <em>procedurally generates a plot</em> in which the main character&#8217;s emotions conjure up vignettes of his past experiences which then influence the events of the present.</p>
<p>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&#8217;s the randomness and incongruity of the slot-machine mechanic that seems out of place. It grates against our gameplay and story expectations.</p>
<p>The reason <em>Crisis Core</em> doesn&#8217;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.</p>
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		<title>Games (Could) Make You Cry</title>
		<link>http://www.systemsofplay.net/2008/12/10/games-could-make-you-cry/</link>
		<comments>http://www.systemsofplay.net/2008/12/10/games-could-make-you-cry/#comments</comments>
		<pubDate>Wed, 10 Dec 2008 20:51:21 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[logic]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=190</guid>
		<description><![CDATA[This one will be quick. Take a look at this quote from Chris at ihobo.com: This is the nub of the issue here: a story can make you cry by empathising [sic] with the protagonist (or another character), but a game (when viewed as a formal system) cannot do this. It follows that the only [...]]]></description>
			<content:encoded><![CDATA[<p>This one will be quick. Take a look at this quote from <a title="A Game Has Never Made You Cry" href="http://blog.ihobo.com/2008/12/a-game-has-never-made-you-cry.html" target="_blank">Chris at ihobo.com</a>:</p>
<blockquote><p>This is the nub of the issue here: a story can make you cry by empathising [sic] with the protagonist (or another character), but a game (when viewed as a formal system) cannot do this. It follows that the only way that a videogame can make you cry is by using narrative tools that have nothing to do with games as formal systems whatsoever. So even though, for instance, many people report that they cried when they played <em>Final Fantasy VII</em> at the fateful scene [...] the moment that actually brought the player to tears was a <em>non-interactive</em> <em>cut scene</em>. It wasn&#8217;t the game (in the systems view) that made them cry – it was the story – and there never was a question as to whether stories could make you cry.</p></blockquote>
<p>I agree and disagree. His examples are true, in so far as the part of the game that makes you cry isn&#8217;t an actual, functional part of the game at all. So in his examples it&#8217;s never really the <em>game</em> itself that makes you cry. However, this overarching statement is shortsighted in that it doesn&#8217;t account for the possibility that a game&#8217;s mechanics could <em>themselves</em> be the <a title="Story-Coherent Gameplay" href="http://www.systemsofplay.net/?p=30" target="_self">ones communicating the story</a>. And this is an important distinction.</p>
<p>If it&#8217;s safe to say that a <strong>movie made you cry</strong> because of the way it tells you its story, then it&#8217;s also safe to say that if a game&#8217;s constituent parts (units and rules) convey a story, then a <em>game</em> can make you cry.</p>
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		<title>A Dead Space of Possibilities</title>
		<link>http://www.systemsofplay.net/2008/12/02/a-dead-space-of-possibilities/</link>
		<comments>http://www.systemsofplay.net/2008/12/02/a-dead-space-of-possibilities/#comments</comments>
		<pubDate>Tue, 02 Dec 2008 18:22:24 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[epideictic]]></category>
		<category><![CDATA[opinion]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[Dead Space]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[player]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=170</guid>
		<description><![CDATA[If you want a great example of why a good story isn&#8217;t necessary for a game to be fun, take a look at Tom Cross&#8217; opinion piece on Dead Space. I haven&#8217;t gotten around to playing Dead Space, but according to Tom, just about everything non-game is &#8220;carefully and stylishly unoriginal&#8221;. The characters are flat [...]]]></description>
			<content:encoded><![CDATA[<p>If you want a great example of why a good story isn&#8217;t necessary for a game to be <em>fun</em>, take a look at <a title="Why Blood and Guts Make Up For A Dead Story, Characters" href="http://www.gamasutra.com/php-bin/news_index.php?story=21272" target="_blank">Tom Cross&#8217; opinion piece on <em>Dead Space</em></a>. I haven&#8217;t gotten around to playing<em> Dead Space</em>, but according to Tom, just about everything non-game is &#8220;carefully and stylishly unoriginal&#8221;. The characters are flat and uninteresting, the plot is completely predictable, and overall the game fails at establishing a truly frightening experience. That being said, Tom loved playing the game.</p>
<p>I think <em>Dead Space</em> is a good argument against <em>laissez-faire</em> story design: the point of view that believes that games don&#8217;t need a story, just interesting game mechanics, and that the goal is to have the game act as a vehicle for players to <em>put themselves into a world</em> where they can make their own story. It seems that the designers of <em>Dead Space</em> attempted to create a blank slate protagonist that anyone could relate to, hopefully facilitating the player&#8217;s desire to insert themselves into a fantasy world where they can create their own story. The problem is that from a plot perspective, a flat protagonist is uninteresting.</p>
<blockquote><p>Isaac never speaks, and you never get any indication of his mood, other than that he doesn&#8217;t like dying. He wears a mask throughout the game and reacts to little. Apparently, this makes him relatable, because so many of us are demure, voiceless, deep space mechanics who constantly wear masks.</p></blockquote>
<p>And because the main character is flat, the story that revolves around him lacks any emotional attachment or depth. But the game is fun, it has a good set of  core game mechanics. What get Cross worked up is that the gamer in him enjoys the pure game, but because <em>Dead Space</em> makes an attempt at telling a story, his basic human desire for interesting and compelling plot drives him to feel annoyed at the same time. A game doesn&#8217;t need story to be fun, but if a game does try to tell a story, the lack of a coherent and interesting plot generates the slightest bit of friction during gameplay. It rubs us the wrong way. A game doesn&#8217;t need story to be fun, but if you do want to have a game that tells a story, make sure you implement that story&#8217;s <a href="http://www.systemsofplay.net/terms/#plot" target="_blank">plot</a> properly.</p>
<p>The problem with <em>Dead Space</em>, aside from the mediocre effort placed in crafting a story, is that there is no care to implement game mechanics that best tell this story. The story and game mechanics in <em>Dead Space</em> are for the most part completely unrelated. On top of that, the reason the game isn&#8217;t as frightening as it could be stems from the fact that the <em>space of possibilities</em> afforded by the game&#8217;s mechanics simply don&#8217;t have a scare factor to them; they don&#8217;t deliver.</p>
<p>I&#8217;m not suggesting that every flaw Cross points out is directly related to a flaw in game mechanics and nothing else. But I do want to emphasize that every flaw, in part, does relate to poorly executed game mechanics. I find this last statement odd when considering that those very same game mechanics provide Cross with an &#8220;amazingly fun&#8221; experience. However, it does makes sense when you consider that games and stories are two completely different things. What makes a game fun and what makes a game tell a good story aren&#8217;t necessarily the same. But imagine for a second what would happen if they were the same. This is what <a title="Story-Coherent Gameplay" href="http://www.systemsofplay.net/terms/#coherence" target="_self">coherence</a> is all about.</p>
<p>Overall, though, I think the most fascinating part of Cross&#8217; article is the following chunk of text:</p>
<blockquote><p>[...] most people are focusing on how the tempo of that movie [<a title="Aliens (film) Wikipedia" href="http://en.wikipedia.org/wiki/Aliens_(film)" target="_blank"><em>Aliens</em></a>] is similar to <em>Dead Space</em>’s gameplay. They say that this game is like<em> </em><em>Aliens</em>, with its frantic action and small scares, and less like <a title="Alien (film) Wikipedia" href="http://en.wikipedia.org/wiki/Alien_(film)" target="_blank"><em>Alien</em></a>&#8216;s slow creeping dread.</p></blockquote>
<p>What &#8220;most people&#8221; are doing here, without even knowing that they&#8217;re doing it, is focusing on how the dynamic plot (telling) created by <em>Dead Space</em>&#8216;s game mechanics (and experienced through gameplay) is much more like the plot (telling) of James Cameron&#8217;s <em>Aliens</em> than Ridley Scott&#8217;s <em>Alien</em>. Fantastic. It&#8217;s good to see people intuitively catching on to this concept.</p>
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		<title>Confusing Themes and Terms</title>
		<link>http://www.systemsofplay.net/2008/11/05/confusing-themes-and-terms/</link>
		<comments>http://www.systemsofplay.net/2008/11/05/confusing-themes-and-terms/#comments</comments>
		<pubDate>Wed, 05 Nov 2008 15:11:50 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[opinion]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[terms]]></category>
		<category><![CDATA[theme]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=168</guid>
		<description><![CDATA[I was reading an analysis by Daniel Cook over at Gamasutra that at first made me nod in agreement. Games have repetitious themes and often implement them in disjunction with or with disregard for their game mechanics. It&#8217;s good to see yet another member of the games industry catch on to this endemic problem and [...]]]></description>
			<content:encoded><![CDATA[<p>I was reading an <a title="On Theme And Game Design" href="http://www.gamasutra.com/php-bin/news_index.php?story=20692" target="_blank">analysis by Daniel Cook</a> over at Gamasutra that at first made me nod in agreement. Games have repetitious themes and often implement them in disjunction with or with disregard for their game mechanics. It&#8217;s good to see yet another member of the games industry catch on to this endemic problem and suggest a solution. But then a curious thing happens, Cook goes from talking about literary themes to what I&#8217;d rather call genre, but he keeps on calling it &#8220;theme&#8221;. Piracy in a work isn&#8217;t, as Cook assumes, a literary theme like &#8220;redemption&#8221; or &#8220;estrangement&#8221;. It&#8217;s a theme in the same sense that you can have a costume party with a pirate theme&#8230; but that definition doesn&#8217;t do us any good here. A literary theme arises from the interplay of plot, setting, character, conflict, and tone. According to Cook:</p>
<blockquote><p>The theme you select directly influences how you present your initial skills to the user. By saying &#8220;pirates,&#8221; I turn on a particular schema in the player&#8217;s brain and a network of possible behaviors and likely outcomes instantaneously lights up.</p></blockquote>
<p>&#8220;Pirates&#8221; here is more of a genre, a mental model for what is  expected of the structure and content of the work. It isn&#8217;t the same as a story about redemption, something much more intangible and difficult to communicate. But whatever you want to call it, mixing up this &#8220;theme&#8221; with literary themes only leads to a confused analysis of how themes and games interact. To implement a literary theme, let&#8217;s say redemption again, would require well thought out and coherent game mechanics that convey the essence of what it is to be a protagonist experiencing or delivering redemption. There isn&#8217;t a <em>simple</em> mental model for the representation of a literary theme, since these are generally aspects of the human condition that have confounded us since the dawn of recorded history.</p>
<p>I mean, okay, this kind of stuff is generally dismissed as quibbling. Getting into arguments about terms and definitions is usually the quickest way to say a whole lot of nothing while annoying the hell out of everyone. But, clearly defined terms are the only way we can have productive conversations. It seems everyone in this industry <a title="story got game" href="http://blog.pjsattic.com/corvus/2005/08/story-got-game/" target="_blank">has</a> <a title="story plot narrative" href="http://onlyagame.typepad.com/only_a_game/2005/08/story_plot_narr.html" target="_blank">their</a> <a title="A new lecture about story and game design." href="http://braid-game.com/news/?p=385" target="_blank">own</a> <a title="Terms" href="http://www.systemsofplay.net/terms/#story" target="_blank">definition</a> of theme,  story, plot and narrative; and we wonder why no one can agree on what it means to have a game that tells a story.</p>
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		<title>The All Storytelling Eye</title>
		<link>http://www.systemsofplay.net/2008/10/05/the-all-storytelling-eye/</link>
		<comments>http://www.systemsofplay.net/2008/10/05/the-all-storytelling-eye/#comments</comments>
		<pubDate>Sun, 05 Oct 2008 19:21:26 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[epideictic]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[cut-scene]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=163</guid>
		<description><![CDATA[The &#8220;eye&#8221; or  &#8220;camera&#8221; in video games (essentially the player&#8217;s viewpoint) has always been designed pragmatically to allow the player to play the game. Rarely has there been any consideration of what the viewpoint is telling the player about the experience, other than purely game-related facts. If I could make an analogy to film, the [...]]]></description>
			<content:encoded><![CDATA[<p>The &#8220;eye&#8221; or  &#8220;camera&#8221; in video games (essentially the player&#8217;s viewpoint) has always been designed pragmatically to allow the player to play the game. Rarely has there been any consideration of what the viewpoint is <em>telling</em> the player about the experience, other than purely game-related facts. If I could make an analogy to film, the camera in video games today is  used like it was by filmmakers at the dawn of the 20th century. They say, &#8220;here is the scene!&#8221;, and really nothing else. Similarly, in games the camera says &#8220;here is the game!&#8221;, and really nothing else. It wasn&#8217;t until the 1950s that different camera angles and the introduction of the jump cut started to be used to tell the story rather than just present the scene.</p>
<p>Corvus has a <a title="Picture Imperfect - Schizophrenic Camera/Eye" href="http://blog.pjsattic.com/corvus/2008/10/picture-imperfect-schizophrenic-cameraeye/" target="_blank">series of posts on the topic</a> over at  Man Bytes Blog. He believes that &#8220;by limiting our video games to this presentation, we’re limiting our ability to use the camera as an effective storytelling tool&#8221;.</p>
<p>Absolutely. We&#8217;ve seen attempts at adding interesting camera angles and even dynamic cut-scenes to games, and where these didn&#8217;t destroy gameplay by making the game impossible to play, they certainly did make the presentation of the game more lively, but ultimately their goal is still to show you the game. The only exception is probably the &#8220;establishing shots&#8221; that some games offer you when entering a new level or being faced with a new foe or puzzle. I believe looking to film for inspiration is a good starting point, like early film looked to theatre. However, it&#8217;s important to realize that the presentation of story in a game happens differently. Cut-scenes, dynamic or otherwise, can certainly take advantage of film theory to better tell what they hope to tell, but these aren&#8217;t intrinsic parts of a game.</p>
<p>If we want to consider how to revolutionize the use of camera in video games, we must consider them from a systems point of view. How do they function within the game&#8217;s system of play, what game mechanics govern their behaviour? By considering cameras as a functional unit, with rules and behaviours that, if coherently designed, can impart mood, atmosphere, character, emotion—that is to say: <a href="http://www.systemsofplay.net/terms/#plot" target="_blank">plot</a>—then, it might be possible to discover our very own version of the  &#8220;jump cut&#8221;, something that revolutionizes the way cameras tell stories in games.</p>
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		<title>The Unpredictable Protagonist?</title>
		<link>http://www.systemsofplay.net/2008/09/02/the-unpredictable-protagonist/</link>
		<comments>http://www.systemsofplay.net/2008/09/02/the-unpredictable-protagonist/#comments</comments>
		<pubDate>Wed, 03 Sep 2008 01:01:14 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[coherence]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[player]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=159</guid>
		<description><![CDATA[Rubes over at The Monk&#8217;s Brew has a few thoughts on the tricky problem of trying to have a realistic protagonist that fits into the story&#8230; who is also controlled by an unpredictable player. The problem is of course that all too often a game&#8217;s mechanics will allow the playful player to do something ridiculous, [...]]]></description>
			<content:encoded><![CDATA[<p>Rubes over at The Monk&#8217;s Brew has a few thoughts on the tricky problem of trying to have <a title="Playing the Protagonist, Partly" href="http://monksbrew.blogspot.com/2008/08/playing-protagonist-part-partly.html" target="_blank">a realistic protagonist that fits into the story&#8230; who is also controlled by an unpredictable player</a>. The problem is of course that all too often a game&#8217;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  &#8220;to accept the premise and situation of the story she is in, and to behave in a reasonable manner&#8221;?</p>
<p>I don&#8217;t think we should ever expect anything of the sort. Let&#8217;s face it, there shouldn&#8217;t be a right and a wrong way to play a game. If it&#8217;s within the limits of the rules, then why shouldn&#8217;t the player be expected to do something that conflicts with the story? The answer isn&#8217;t, I don&#8217;t think, in having sophisticated enough AI to respond to a player&#8217;s inanity and keep the fiction going. The work required is just too astronomical.</p>
<p>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 &#8220;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&#8221;, 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 <a href="http://www.systemsofplay.net/terms/#plot" target="_blank">plot</a> generated when playing the game will be <a href="http://www.systemsofplay.net/terms/#coherence">coherent</a> with the <a href="http://www.systemsofplay.net/terms/#story">story</a> being told. That&#8217;s the key.</p>
<p>How do we do this? Well, I&#8217;ve <a title="Crafting Compelling Characters" href="http://www.systemsofplay.net/?p=46" target="_self">mentioned character creation before</a>. Instead of first coming up with the character&#8217;s history, personality, or even their name&#8230; craft the character based on the function you want them to have in the story. Once you&#8217;ve established that, create game mechanics that coherently express this function. It&#8217;s easier said than done, which is why you rarely see it. But it isn&#8217;t by any means impossible, it just requires some forethought.</p>
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		<title>The Flaws of Narrative, Manifested &#8211; part I</title>
		<link>http://www.systemsofplay.net/2008/08/09/the-flaws-of-narrative-manifested-part-i/</link>
		<comments>http://www.systemsofplay.net/2008/08/09/the-flaws-of-narrative-manifested-part-i/#comments</comments>
		<pubDate>Sat, 09 Aug 2008 20:40:53 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[logic]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[manifesto]]></category>
		<category><![CDATA[narratology]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[The Sims]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=141</guid>
		<description><![CDATA[Michael Abbott, catching on to this crazy confluence of ideas about games and narrative, has proposed a Narrative manifesto by quoting from some of &#8220;the most thoughtful and articulate members of the games community&#8221; on this very topic. I applaud the effort, and certainly feel strongly that our anti-status-quo way of looking at things needs [...]]]></description>
			<content:encoded><![CDATA[<p>Michael Abbott, catching on to this crazy confluence of ideas about games and narrative, has proposed a <a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-time-for-mani.html" target="_blank">Narrative manifesto</a> by quoting from some of &#8220;the most thoughtful and articulate members of the games community&#8221; 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&#8217;t help but feel that the whole story and games thing is misunderstood. It&#8217;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&#8217;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&#8217;t think me pompous.</p>
<h3>Patrick Redding and Clint Hocking &#8211; Dynamic story architecture</h3>
<p>Patrick and Clint are of the opinion that it&#8217;s all about the player and that the designer should just get out of the way and stop worrying about crafting a story: &#8220;the designer builds a system, but the player authors the story&#8221;.</p>
<p>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&#8217;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.</p>
<p><em><a href="http://en.wikipedia.org/wiki/The_Sims_2" target="_blank">The Sims</a> </em>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 <em>The Sims</em> provides the building blocks necessary for a player to create their own version of this story, but they&#8217;re limited to the story the system provides. They can&#8217;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&#8230; until one day! Carla (from back home) finds you and begs you to please! please come home! &#8230; unless that&#8217;s an expansion pack I haven&#8217;t heard about yet? The reason players can&#8217;t write <em>that</em> story is because the building blocks that <em>The Sims</em> provides the player don&#8217;t include these potential story events. The &#8220;<a href="http://www.systemsofplay.net/terms/#story" target="_blank">story</a>&#8221; of <em>The Sims</em> is pre-defined by the game&#8217;s mechanics, by the system&#8217;s units and rules.</p>
<p>It&#8217;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 &#8220;story&#8221; based on their actions, but all of this will happen within the confines of the system. They&#8217;re not really changing the actual story, that&#8217;s set by the system, what players do when playing the game is author the <em>plot</em>, or the way the game <em>tells</em> them the story. It&#8217;s like this: I can tell you the story of the <em>Lord of the Rings</em> 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&#8217;s all the same story.</p>
<p>Just because there is an infinite number of prime numbers, we shouldn&#8217;t avoid looking for the <a title="Riemann zeta function" href="http://en.wikipedia.org/wiki/Riemann_zeta_function">Riemann zeta function</a>; and just because genetic mutation is inherently unpredictable and chaotic doesn&#8217;t mean we shouldn&#8217;t pursue the limits of the theory of evolution.</p>
<p>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&#8217;re playing the story set up by the game&#8217;s mechanics, art, environment, sound and haptics. Once designers realize this distinction, they&#8217;ll be in a better place to realize how they can manipulate their game design to better relate a potential story.</p>
<p>Check out <a href="http://www.systemsofplay.net/?p=143" target="_self">parts II</a> and <a href="http://www.systemsofplay.net/?p=145" target="_self">III</a>.</p>
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		<title>Art to Enhance Storytelling</title>
		<link>http://www.systemsofplay.net/2008/08/01/art-to-enhance-storytelling/</link>
		<comments>http://www.systemsofplay.net/2008/08/01/art-to-enhance-storytelling/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 17:15:31 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[opinion]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[coherence]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[haptic]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=77</guid>
		<description><![CDATA[Gamasutra was at Microsoft&#8217;s recent Gamefest and gives us this piece on How Valve Makes Art to Enhance Gameplay. And well, to me ‘gameplay&#8217; is just another word for the way a game tells you its story. Okay, okay.. so Team Fortress 2 and Left 4 Dead aren&#8217;t exactly bereft with story. They do focus [...]]]></description>
			<content:encoded><![CDATA[<p>Gamasutra was at Microsoft&#8217;s recent Gamefest and gives us this piece on <em><a href="http://www.gamasutra.com/php-bin/news_index.php?story=19527" target="_blank">How Valve Makes Art to Enhance Gameplay</a></em>. And well, to me ‘gameplay&#8217; is just another word for the way a game tells you its story. Okay, okay..  so <em><a href="http://en.wikipedia.org/wiki/Team_fortress_2" target="_blank">Team Fortress 2</a></em> and <a href="http://en.wikipedia.org/wiki/Left_4_Dead" target="_blank"><em>Left 4 Dead</em></a> aren&#8217;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 <em>Left 4 Dead</em>, 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&#8217;t just <a href="http://www.valvesoftware.com/" target="_blank">Valve</a>&#8216;s commitment to giving you fun mechanics, but their commitment to creating rich and interesting fictional worlds that mesh beautifully with those mechanics.</p>
<p><em>Team Fortress 2</em> &#8220;is over-the-top from a gameplay perspective &#8211; you can rocket jump, you can magically heal people. [...] Valve designers came to the conclusion that they should aim to match the game&#8217;s look to the gameplay.&#8221; So far here at Systems of Play we&#8217;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&#8242;s classes were given &#8220;grossly distinct physical shape[s]&#8221; not only to help differentiate between classes, but also to coherently reflect the classes&#8217; main functions in the game.</p>
<p><img style="float:right; margin:5px; margin-bottom:-5px;" src="http://www.systemsofplay.net/wp-content/uploads/2008/08/300px-romeronicholsonledger_joker.jpg" alt="" />I don&#8217;t mean to muddle art and story, but if you think about it, story isn&#8217;t just the &#8220;text&#8221; 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 <a href="http://en.wikipedia.org/wiki/Joker_(comics)#In_other_media" target="_blank"><em>The Joker</em> has been portrayed over the years</a>, 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.</p>
<p>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&#8217; &#8220;feel&#8221; (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:</p>
<blockquote><p>for the red team we used predominantly warm colors &#8211; some grays, but they&#8217;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.</p></blockquote>
<p>That&#8217;s the whole lot: game mechanics, art, environments, sound and haptics; used coherently to emphasize TF2&#8242;s fiction, to tell TF2&#8242;s (albeit simple) story. Why does Valve make such great games? Look no further.</p>
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