<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Systems of Play &#187; plot</title>
	<atom:link href="http://www.systemsofplay.net/tag/plot/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.systemsofplay.net</link>
	<description>where ludology and narratology make sweet, sweet love</description>
	<lastBuildDate>Fri, 29 Oct 2010 15:45:57 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1</generator>
		<item>
		<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>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=364</guid>
		<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>
			<content:encoded><![CDATA[<div>
<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>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2010/06/08/a-common-framework-for-storytelling-in-games/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/12/02/a-dead-space-of-possibilities/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/11/05/confusing-themes-and-terms/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/10/05/the-all-storytelling-eye/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/09/02/the-unpredictable-protagonist/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Flaws of Narrative, Manifested &#8211; part III</title>
		<link>http://www.systemsofplay.net/2008/08/13/the-flaws-of-narrative-manifested-part-iii/</link>
		<comments>http://www.systemsofplay.net/2008/08/13/the-flaws-of-narrative-manifested-part-iii/#comments</comments>
		<pubDate>Thu, 14 Aug 2008 00:51:46 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[epideictic]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[coherence]]></category>
		<category><![CDATA[Jonathan Blow]]></category>
		<category><![CDATA[meaning]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=145</guid>
		<description><![CDATA[Welcome to part III of The Flaws of Narrative, Manifested, a look at Michael Abbott’s Narrative manifesto. Check out part I and part II, to see what I think about the rest of the manifesto. Keeping the best (and most difficult) for last, part III is dedicated to Jonathan Blow. I don&#8217;t think there&#8217;s any [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to part III of The Flaws of Narrative, Manifested, a look at Michael Abbott’s <a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-time-for-mani.html" target="_blank">Narrative manifesto</a>. Check out <a href="../?p=141" target="_blank">part I</a> and <a href="http://www.systemsofplay.net/?p=143" target="_blank">part II</a>, to see what I think about the rest of the manifesto. Keeping the best (and most difficult) for last, <a href="http://www.systemsofplay.net/?p=145" target="_self">part III</a> is dedicated to Jonathan Blow.</p>
<p>I don&#8217;t think there&#8217;s any other single person in the games industry today that&#8217;s more in line with my feelings on story and games than Jonathan Blow. That being said, somehow I feel that if ever we got together to talk, we&#8217;d end up disagreeing more than agreeing.</p>
<h3><em><strong>Jonathan Blow &#8211; Conflicted games</strong></em></h3>
<p>Well, let&#8217;s start with what we&#8217;d agree on, because ultimately that&#8217;s what&#8217;s most important.</p>
<p>First of all, game mechanics that are &#8220;disharmonious&#8221; with the story being told create conflict in games, preventing the game from really resonating with players. This is exactly in line with what I&#8217;ve <a href="http://www.systemsofplay.net/?p=64" target="_blank">said</a> <a href="http://www.systemsofplay.net/?p=30" target="_blank">before</a> on <a href="http://www.systemsofplay.net/terms/#coherence" target="_blank">coherence</a> in games. He gives the examples of how in BioShock the story tries to establish a ideological conflict between radical individualism and altruism by having the player chose between killing the Little Sister for personal gain, or saving her for&#8230;well, here&#8217;s the problem: saving her gets you half the personal gain, and every third Little Sister you save you get a bonus. In the end, the difference between killing or saving the Little Sister is negligible. The story wanted to say one thing, and for obvious game balancing reasons, the mechanics subverted that meaning. BioShock&#8217;s game mechanics establish a &#8220;dynamical meaning&#8221; (I&#8217;d go with &#8220;procedural meaning&#8221;) that conflicts with the meaning the story is trying to tell. Jonathan argues that every game mechanic has a meaning, whether intended by the designer or not, due to our natural inclination to attribute meaning to everything we encounter. Since we can&#8217;t avoid it, we need to start looking for it and training ourselves to design games with it in mind.</p>
<p>All of that aside, I figure where Jonathan and I will disagree is with small things like the meaning of &#8220;story&#8221;. I see <a href="http://www.systemsofplay.net/terms/#story" target="_blank">story</a> as an abstract choronology outside of any medium that can be any possible narrative about any possible thing, whereas Jonathan sees stories as those narratives that are worth telling. But really this isn&#8217;t an impasse, we&#8217;re talking about the same thing. I chose not to narrow what should be considered a story because I don&#8217;t want to inadvertently limit the power of what we&#8217;re establishing here. I think that even games that don&#8217;t try to tell stories can still benefit from the notions of &#8220;harmony&#8221; and &#8220;dynamic meaning&#8221;. Take what I&#8217;ve <a href="http://www.systemsofplay.net/?p=77" target="_blank">said recently about Team Fortress 2</a> as a good indication of a mainstream game without a &#8220;story&#8221; worth telling that still benefits from these concepts.</p>
<p>I expect that this is just one of the small quibbles we&#8217;d have because of our different backgrounds. I mean, he agrees with Gaynor&#8217;s panic over the inherent chaos and unpredictability of the player, and <a href="http://www.systemsofplay.net/?p=143" target="_blank">I don&#8217;t</a>. But I figure ultimately we&#8217;d agree more often than we disagree.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/08/13/the-flaws-of-narrative-manifested-part-iii/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Flaws of Narrative, Manifested &#8211; part II</title>
		<link>http://www.systemsofplay.net/2008/08/11/the-flaws-of-narrative-manifested-part-ii/</link>
		<comments>http://www.systemsofplay.net/2008/08/11/the-flaws-of-narrative-manifested-part-ii/#comments</comments>
		<pubDate>Mon, 11 Aug 2008 18:21:29 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[interactivity]]></category>
		<category><![CDATA[narrative]]></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=143</guid>
		<description><![CDATA[This is part two of the Flaws of Narrative, a look at Michael Abbott&#8217;s Narrative manifesto. Click here to read part I. If I were to follow Michael&#8217;s order, I would next comment on Braid&#8216;s visionary designer Jonathan Blow, but since I basically agree with everything he says, that&#8217;s going to be a mountain I&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<p>This is part two of the Flaws of Narrative, a look at Michael Abbott&#8217;s <a href="http://www.brainygamer.com/the_brainy_gamer/2008/08/a-time-for-mani.html" target="_blank">Narrative manifesto</a>. Click <a href="http://www.systemsofplay.net/?p=141" target="_self">here to read part I</a>.</p>
<p>If I were to follow Michael&#8217;s order, I would next comment on <em><a href="http://en.wikipedia.org/wiki/Braid_(video_game)" target="_blank">Braid</a></em>&#8216;s visionary designer Jonathan Blow, but since I basically agree with everything he says, that&#8217;s going to be a mountain I&#8217;ll climb in <a href="http://www.systemsofplay.net/?p=145" target="_self">part III</a>.</p>
<h3>Steve Gaynor &#8211; The game designer&#8217;s role</h3>
<p>Steve&#8217;s point of view is similar to Redding and Hocking&#8217;s (<a href="http://www.systemsofplay.net/?p=141" target="_self">part I</a>) in that he believes the designer should be largely &#8220;hands-off&#8221; and simply give players the tools they need to create their own stories.</p>
<p>I believe this is again an example of a viewpoint that sees the inherent chaos and unpredictability of the player, and without being able to see beyond traditional linear storytelling just gives up on story in games by pointing to the popularity of games like <em>The Sims</em>, or online worlds, where players create their own stories. My reply is basically the same in <a href="http://www.systemsofplay.net/?p=141" target="_self">part I</a>. 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. Again, Gaynor&#8217;s point of view isn&#8217;t wrong, we should definitely endeavour to allow players to experience richer stories that they feel are unique to their actions. It&#8217;s just that this view keeps us from fully considering the larger picture of storytelling in games.</p>
<h3>L.B. Jeffries &#8211; Non linear reactive stories</h3>
<p>Jeffries is definitely a wild-card, but I like that. I think it&#8217;s definitely by getting away from our preconceived notions of games and stories that we&#8217;ll make progress in this field. The application of tarot card reading, an ancient &#8220;storytelling&#8221; art, to storytelling in games is really fascinating, but isn&#8217;t the answer to the overall problem.</p>
<p>Jeffries suggests that just like tarot cards take advantage of our mind&#8217;s natural inclination to create meaning, to take chaos and enforce order on it, so too could these principles take the chaos of player agency and allow the player to infer their own meanings:</p>
<blockquote><p>A series of reactions like someone crying for help if you shoot them or a dog following you if you feed it could be created in response to the player. Rather than worry about how these relate to some grand linear story, simply leave them as short vignettes that connect and relate to one another through A.I.</p></blockquote>
<p>This, I believe, is a fantastic approach to storytelling in games, but it doesn&#8217;t need to come at the expense of a grander story. With enough forethought, the vignettes could easily combine to form a larger dynamic plot, or else help reinforce a dynamic plot told through other game mechanics, art, environments, sounds and haptics (yes, I will hammer you with this string of potential storytelling vehicles every chance I get).</p>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/08/11/the-flaws-of-narrative-manifested-part-ii/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Crafting Compelling Characters</title>
		<link>http://www.systemsofplay.net/2008/06/28/crafting-compelling-characters/</link>
		<comments>http://www.systemsofplay.net/2008/06/28/crafting-compelling-characters/#comments</comments>
		<pubDate>Sat, 28 Jun 2008 18:11:44 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[dialectic]]></category>
		<category><![CDATA[actant]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[sonic]]></category>
		<category><![CDATA[spiderman]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[system]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=46</guid>
		<description><![CDATA[Over at Gamasutra they have a detailed and well researched piece on crafting compelling characters in video games. But I think something's missing. It’s not that what Tychsen is saying is wrong, technically he’s just reporting his observations as he sees them. His honest goal is give people the knowledge they need to design better characters in games, that you can see. Unfortunately, the way he approaches what a character is dooms him to repeat the same mistakes that have lead game after game to implement flat, boring characters.]]></description>
			<content:encoded><![CDATA[<p>Over at Gamasutra they have a detailed and well researched piece on <a href="http://www.gamasutra.com/view/feature/3704/innovations_in_character_.php" target="_blank">crafting compelling characters in video games</a>. But I think something&#8217;s missing. It’s not that what Tychsen is saying is wrong, technically he’s just reporting his observations as he sees them. His honest goal is give people the knowledge they need to design better characters in games, that you can see. Unfortunately, the way he approaches what a character <em>is</em> dooms him to repeat the same mistakes that have lead game after game to implement flat, boring characters.</p>
<p>From a systems’ point of view, a character is just a unit within the game, with attributes, relations, statistics, and behaviours. This is Tychsen’s viewpoint, and it’s fine when creating a game for gameplay’s sake. But as soon as you introduce story, you need to look at characters in a different way.</p>
<blockquote><p>[…]if the character is not interesting to play, the gaming experience will not be of a sufficient quality to motivate the player to continue player.</p>
<p>Fascinating characters can make a game and create lasting relationships with the player that keep them coming back for more – as is evidenced in the game series featuring characters such as <em>Lara Croft</em>, <em>April Ryan</em>, <em>Max Payne</em>, <em>Crash Bandicoot</em> and <em>Sonic the Hedgehog</em>.</p></blockquote>
<p>First off, you could have the most interesting character in the world and it won’t save you from plain old bad gameplay. Consider the wildly popular and completely unsuccessful <em>Sonic the Hedgehog</em> franchise. I love that little guy, and I have fond memories playing Sonic games on my Sega Genesis, but I really haven&#8217;t enjoyed the 3D versions that have been coming out over the years. Sonic the Hedgehog is a character, yes, but moreso, he’s the embodiment of a specific kind of gameplay that I really enjoy. Take away the gameplay, and I don’t enjoy Sonic anymore.</p>
<p>And this leads me to my point: If <a href="http://www.systemsofplay.net/?p=14" target="_blank">experiencing gameplay is to experience a game’s procedural plot</a>, and Sonic is the embodiment of that gameplay, then Sonic isn’t just a character but an <a href="http://www.systemsofplay.net/terms/#actant" target="_blank">actantial</a> component of the <a href="http://www.systemsofplay.net/terms/#plot" target="_blank">plot</a>.</p>
<p>Actants aren’t units in a story; they don’t exist and affect the fiction as agents, “causing” things to happen. Instead, actants only exist because you want a certain action in your plot to occur. It’s a subtle change of perspective that has you constantly acknowledging the fictionality of the plot, the fact that the story is a construction. <a href="http://en.wikipedia.org/wiki/Uncle_Ben" target="_blank">Uncle Ben</a> 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 the money and got careless. The reason Uncle Ben dies at the hands of some burglar is to provide the realistic motivation needed by the plot to fulfill Peter Parker’s transformation into the friendly neighbourhood Spiderman we all know. As far as Spiderman’s origin story goes, that’s the only reason why the actants of Ben and the burglar exist in the plot.</p>
<p>That’s interesting, you might think, but what does that have to do with game design? Well, like I said, Tychsen’s systematic approach isn’t wrong, it’s just lacking the depth needed to implement characters that are well rounded and feel like they belong in the game’s procedural plot. For that, you need to consider what that character’s actantial role in the plot will be. And this is where the two meet: once you know exactly what an actant’s purpose is in the plot, then you can start thinking about what game mechanics, attributes, statistics and behaviours best serve to <a href="http://www.systemsofplay.net/terms/#coherence" target="_blank">coherently</a> fulfill that purpose. The end result is a character that’s both structurally and actantially sound, the kind of character that really emphasizes the plot and brings your game to life.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/06/28/crafting-compelling-characters/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Texture IssuesOrHow I Came to Feel the Plot</title>
		<link>http://www.systemsofplay.net/2008/05/10/texture-issuesorhow-i-came-to-feel-the-plot/</link>
		<comments>http://www.systemsofplay.net/2008/05/10/texture-issuesorhow-i-came-to-feel-the-plot/#comments</comments>
		<pubDate>Sun, 11 May 2008 04:05:40 +0000</pubDate>
		<dc:creator>gian mancuso</dc:creator>
				<category><![CDATA[logic]]></category>
		<category><![CDATA[Barthes]]></category>
		<category><![CDATA[Bogost]]></category>
		<category><![CDATA[device]]></category>
		<category><![CDATA[force-feedback]]></category>
		<category><![CDATA[function]]></category>
		<category><![CDATA[haptic]]></category>
		<category><![CDATA[ico]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://www.systemsofplay.net/?p=14</guid>
		<description><![CDATA[Ian Bogost has a new column over at Gamasutra called Texture where he makes the case for a tactile appreciation of games. From Go's game pieces to bump mapping, to force feedback to games that "touch". These touchy-feely, hard to quantify aspect of the games "are pleasures for a more subtle and confounding then the anonymous fun of solving a problem in a game". But the concept of texture can be taken further than these simple tactile pleasures; a game's texture can be used to relay plot.]]></description>
			<content:encoded><![CDATA[<p>Ian Bogost has a new column over at Gamasutra called <a href="http://www.gamasutra.com/view/feature/3652/persuasive_games_texture.php" target="_blank">Texture</a> where he makes the case for a tactile appreciation of games. From <a href="http://en.wikipedia.org/wiki/Go_(game)" target="_blank">Go</a>&#8216;s game pieces to <a href="http://en.wikipedia.org/wiki/Bump_mapping" target="_blank">bump mapping</a>, to <a href="http://en.wikipedia.org/wiki/Force_feedback#Games" target="_blank">force feedback</a> to games that &#8220;touch&#8221;. These touchy-feely, hard to quantify aspect of the games &#8220;are pleasures more subtle and confounding then the anonymous fun of solving a problem in a game&#8221;. But the concept of texture can be taken further than these simple tactile pleasures; a game&#8217;s texture can be used to relay <a href="http://www.systemsofplay.net/terms/#plot">plot</a>.</p>
<p>&#8211;</p>
<p>Yes, the &#8220;P&#8221; word. Allow me the benefit of the doubt.</p>
<p>Bogost briefly talks about how different meanings can be conveyed through force feedback: The tremor that accompanies gunshots in <em>Call of Duty 4</em> alert the player to unseen dangers, the rumble of lose dirt beneath Link&#8217;s feet in <em>Legend of Zelda: Orcania of Time </em>signals buried treasure, and the pulse of your player character&#8217;s heartbeat in <em>Silent Hill</em> is an indicator of his current health. Interestingly, Bogost also adds to this last example that the heartbeat&#8217;s quickening pace as you get closer to death &#8220;instills fear&#8221;. This mechanic isn&#8217;t just an innovative, non-visual way to provide feedback to the player. It also adds something completely irrelevant to the game&#8217;s system of play, but quite remarkable to the game experience.</p>
<p>To take these kinds of textural effects even further, let&#8217;s take a look at <em><a href="http://en.wikipedia.org/wiki/Ico" target="_blank">Ico</a></em>. For those unfamiliar with it, <em>Ico</em> is the story of a young warrior, Ico, who as part of his village&#8217;s tradition is taken to a mysterious castle. There, he finds a young woman named Yorda who he must save by helping her escape the castle without having her dragged away by shadow-like creatures. <em>Ico</em> also uses force feedback, but not for any game related reason. Ico can take Yorda by the hand to drag her along at a quicker pace. When they join hands a quick burst of force feedback reinforces this connection. The startling rumble of the controller mimics the startling physical sensation of a first touch, and the more you play, the more it comes to illustrate the tactile, sensual nature of their relationship, the trust and safety of holding hands. It can even come to signify the emotional connection of the two characters, reinforcing the emotional attachment the player starts to feel for Yorda.</p>
<p>This textural effect is pure plot. It comes to affect the way you feel, and is irrelevant to the game itself. But what if we wanted a textural effect that was more like the one in <em>Silent Hill</em>? Useful <em>and</em> evocative. Then let&#8217;s take the rumble effect in <em>Ico</em> a step further. Suppose that the controller also rumbled distinctly, sharply, when Yorda is attacked by shadow creatures, or if she is about to fall. The rumble would serve the useful purpose of giving the player feedback on Yorda&#8217;s well being, while the startling vibration would mimic the pang of fear and worry that Ico feels over her safety, emphasizing their relationship and again helping to reinforce the player&#8217;s emotional attachment.</p>
<p>What&#8217;s important to realize here is that all of these actual or suggested textural effects in <em>Ico</em> are basically irrelevant to the game&#8217;s system of play. Within the game&#8217;s rules, you have no choice but to care about Yorda&#8217;s well being since the player fails if she dies. Rumbling when Ico and Yorda join hands (or when she&#8217;s in danger) isn&#8217;t necessary to the player caring about Yorda, the player has no choice; but it nonetheless does add something remarkable to the game experience. These &#8220;added&#8221; textural effects are valuable because they enhance the way the game tells you its <a href="http://www.systemsofplay.net/terms/#story" target="_blank">story</a>. To borrow from <a href="http://en.wikipedia.org/wiki/Roland_Barthes" target="_blank">Barthes</a>, texture acts as a kind of indicial function, a part of the plot that establishes mood, atmosphere or gives character. Like a jump shot as opposed to a slow pan in a horror movie, the way you tell (show) the story adds to how the story is experienced. The jump cut will make the scene startling and ultimately more satisfying than the slow pan, although it doesn&#8217;t actually change the story in any way. Texture too is a way for games to establish mood, atmosphere or give character. These are tiny, aesthetic aspects of the way the story is told, yes, but ones that make the story richer for them.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.systemsofplay.net/2008/05/10/texture-issuesorhow-i-came-to-feel-the-plot/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

