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	<title>Systems of Play &#187; narratology</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>
		<comments>http://www.systemsofplay.net/2010/06/08/a-common-framework-for-storytelling-in-games/#comments</comments>
		<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>
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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>Why Make Games That Tell Stories?</title>
		<link>http://www.systemsofplay.net/2008/04/24/why-make-games-that-tell-stories/</link>
		<comments>http://www.systemsofplay.net/2008/04/24/why-make-games-that-tell-stories/#comments</comments>
		<pubDate>Fri, 25 Apr 2008 04:14:25 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[Juul]]></category>
		<category><![CDATA[ludology]]></category>
		<category><![CDATA[narratology]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[Willis]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=3</guid>
		<description><![CDATA[I think it's fitting that the first post made on this site coincides with one made by Jesper Juul titled, Why Make Games that Make Stories?, since answering that question is exactly what this site is all about.

In a ripost to James Willis' article "Making Games That Make Stories" for Second Person, Juuls asks the "ludological" quesiton: Why? Well, in this tiny corner of cyberspace—where ludology and narratology make sweet, sweet love: a Venn diagram whose sets are related at a point, immeasurable, like lovers kissing with just the tiniest lick of tongue—we will try to answer it, or at least explore the possibilities.]]></description>
			<content:encoded><![CDATA[<p>I think it&#8217;s fitting that the first post made on this site coincides with one made by Jesper Juul titled, <a title="Why Make Games that Make Stories?" href="http://www.jesperjuul.net/ludologist/?p=450" target="_blank">Why Make Games that Make Stories?</a>, since answering that question is exactly what this site is all about.</p>
<p>In a ripost to James Willis&#8217; <a title="Making Games That Make Stories" href="http://www.electronicbookreview.com/thread/firstperson/generic" target="_blank">article</a> &#8220;Making Games That Make Stories&#8221; for <a title="Second Person" href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11000" target="_blank">Second Person</a>, Juuls asks the &#8220;ludological&#8221; quesiton: <em>Why</em>?</p>
<p>Why make games that tell stories? Well, in this tiny corner of cyberspace—where ludology and narratology make sweet, sweet love: a <a title="Venn diagram - Wikipedia" href="http://en.wikipedia.org/wiki/Venn_Diagram" target="_blank">Venn diagram</a> whose sets are related at a point, immeasurable, like lovers kissing with just the tiniest lick of tongue—we will try to answer it, or at least explore the possibilities.</p>
<p>&#8212;-</p>
<p>There will always be a place in our consoles, on our computers, (in my heart) for games that aspire to be great games and nothing more, games where &#8220;story&#8221; is just another word for context. Games for gaming&#8217;s sake don&#8217;t need a story, and so Juul has every right to beg the question: Why?</p>
<p>The answer&#8217;s simple. Because games have revealed themselves to be powerful storytelling systems. With each generation the stories and the storytelling get better. Why do it? Because games tell stories in a novel and engaging way. Why progress instead of standing still? Because we can.</p>
<p>I think the current situation of &#8220;game&#8221; vs. &#8220;story&#8221; is a non-issue. Unfortunately, the bad rap around &#8220;story&#8221; seems to be kept alive by the fact that a great game can have a horrible story and still be fun, whereas a horrible game with a great story is irritating and just plain not fun. So why put so much effort into the story at all? But this assumption isn&#8217;t completely accurate. A horrible game could never <em>tell</em> a great story, because the telling would be as horrible as the game. The story itself may have the potential to be great, but a terrible game will do a terrible job telling it to you. So it&#8217;s never the case that terrible game has a great story. In reality, only a well designed game call tell a great story <em>well</em>.</p>
<p>To touch another point in Juul&#8217;s riposte, let me agree and say that games aren&#8217;t stories. A game by any definition will never be a story; they are two distinct kinds of things (they share some characteristics only because they can both be considered systems and are both experienced linearly in time—like everything else). Stories in games are <strong>experiential</strong>, they are produced by the game through the act of play. To say that &#8220;no silver bullet will appear that allows any arbitrary story to be made into a satisfying game&#8221; is to miss this distinction, or miss the point of storytelling in games.</p>
<p>Stories can&#8217;t be made into games, but <em>games can be made to tell stories</em>.</p>
<p>The art of telling stories with games is one that many game designers flirt with without truly knowing it. It is a formalistic,  system-centric (read: ludological) approach to the act of storytelling (read: narratology) that, ultimately, has yet to be defined.</p>
<p>And that&#8217;s what this site&#8217;s all about. It&#8217;s that metaphorical space where ludology steals a kiss from narratology.. when no one&#8217;s looking.</p>
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