Showing posts with label exposition. Show all posts
Showing posts with label exposition. Show all posts

Saturday, February 2, 2013

Discovery and Mastery

It's been more than a year since I posted here. Here are some of the reasons:
- I was busy
- I was lazy
- I was between projects
- I was playing a lot of Dota 2 in my spare time (see above)
- The more time went by the more I felt I needed to say something profound if I posted again

Two things have changed:
- I'm playing less Dota 2 as too many other games need playing
- My guilt at neglecting this space superseded the imperative to say something profound

So here we are.

Exposition is something I feel I've talked about a lot because, if you look past its colloquial definition as "the part of a story where plot details are explained", it's a lens through which you can look at the entire start-to-finish structure of a game.

Exposition is a tool used for reconciling the mechanical, systemic, and narrative components of a game, as it's the method through which these components may be sequenced in some interesting, appropriate fashion for the player.

When used properly, exposition creates motivation in the player. Interesting details expose themselves, raising questions about other interesting details, creating for the player an unspoken promise that the revelations will continue. One way of looking at the game designer's responsibility is, he or she must extend this expository sequence for as long as appropriate and no longer. The result is a game that is engaging from start to finish and leaves the player with a sense of satisfaction at the end.

All games are played to the point at which the player loses interest. An ending is just an invitation for the player to lose interest at what's likely an appropriate time.

Not all games need to be finite and it seems to me the vast majority are not. If a game is to be endless for some reason then I think it's important for the player's sense of mastery over the game to also feel unreachable. If it could be measured over time, mastery ought to look like the geometric concept of an asymptote – it should be possible to approach mastery, but never quite reach it. The reason I played Dota 2 all last year, the reason I played fighting games for years and years, is because they do this.

Mastery is not the goal of all games. Some games are experiential, contemplative. They don't offer challenge in a traditional sense. I admire games that do this well, such as the recently released Proteus or last year's Journey. These games tend to focus on creating a sense of discovery. In the absence of mechanical complexity or challenges, they need to compel the player through some other thing, through discovering the limits of the world or discovering interesting intersections between different game systems. Even The Walking Dead is a form of this – it's about the emotional experience of making difficult moral decisions and moving forward with the consequences of those decisions.

So then: either a game compels its player to fully master it, or fully discover it, or possibly both. My absolute favorite games, and the kinds of games I want to work on, do both.

From a certain point of view the terms are somewhat interchangeable. When I feel as though I've seen everything there is to see in Proteus, it could be said that I've "mastered" the game. When I feel I've reached the limits of my reflexes and mental capacity playing Dota 2, when I think I know all there is to know about it even though I may be wrong, I think I've "discovered" everything there is to discover about Dota 2.

That said, I think "mastery" tends to be applied to mechanical and goal-oriented aspects of play, to competitive games or games with goals and challenges, while "discovery" tends to be applied to experiential, narrative aspects. Going forward I will use these terms to denote these respective meanings.

I think it's fair to think that if a player fully masters a game before it's finished then the player is more likely to get bored and quit if that mastery occurs before the game has ended, if it has an ending.

A player may also quit early if the gap between overcoming the challenges at stake exceeds his or her curiosity at what lies beyond those challenges.

In such cases there is no real exposition left in the mechanics or systems. The player "gets it" and there's nothing left to learn. Maybe the game should have ended before the player reached this point, or more likely, the mechanics and systems themselves were underdeveloped in some way or the game wasn't tuned appropriately and the player was unable to find sufficient challenge there.

I think depth is secretly desired by everyone who plays games no matter their interest level, because depth and engagement are very closely linked.

Say a player has become bored of a game's mechanics and systems, having seen all there is to see, or at least believing this to be the case. One way the player may remain engaged in spite of this failure on the game's part is through the narrative. To me this is the main reason narrative belongs in games, as a sort of safety net for the gameplay, because it's very difficult for gameplay to be perfectly tuned and engaging for all players at all times. When the gameplay falters at its job, the narrative can be there to compel the player onward: "Well I just want to see what happens next."

The narrative of course also can fail, just as easily and just as hard as the gameplay.

This is why thinking of a game's structure as a single expository track I think is useful. Concepts of all kinds can be separated and ordered, ensuring that something interesting continually happens on some recurring yet slightly unpredictable interval. Applied properly, this method can be used to create a strong sense of discovery from start to finish and leave the player satisfied yet wanting more, because the experience was a good one. Dark Souls and its predecessor Demon's Souls are good examples of this. Those games are one big enigma, maddening intricate puzzles begging to be cracked.

Exposition is its own worst enemy. The stigma that comes with the term comes from how often exposition is abused. Exposition can be abused in mechanics, systems, and narrative. Often this abuse occurs as the consequence of didactic design or on-the-nose writing.

When a game explicitly tries to teach you everything about how to play it, through forced or heavy-handed tutorials and other interruptions, it is denying you the opportunity to discover what's interesting about the play experience on your own. Ever play a game and think "just let me play" when it's all cutscenes and pop-ups reiterating over and over? The game is being condescending to you and wasting your time. It's a disappointing feeling.

It would be nice if all games were fully discoverable. At least when it comes to today's console and PC games and their dozens of possible inputs, that simply isn't possible sometimes, and some amount of teaching is necessary. Following the rules of appropriate exposition, the best way to teach is to teach as quickly and concisely as possible, and teach only those things fundamental to the player's ability to make progress, at the time when those things must be understood. No sooner, no later. Getting this right is hard.

Knowing that teaching and discovery stand in direct opposition, and that discovery is a much more desirable sensation than "being taught something", can be useful as a means of forcing yourself to reduce teaching to an absolute minimum and leave as much as possible to the player.

The last point I want to make here is that when you think of exposition holistically, as the player's path through the entire experience, then you discover opportunities for using exposition in interesting, unconventional ways.

Maybe when there's a bit of necessary teaching to be done, you figure out a way to give it narrative context, as with World of Goo's excellent Sign Painter signs – tutorials written from the perspective of a mysterious character.

Maybe there's a really interesting but advanced play mechanic you're dying for the player to know about. Rather than just spell it out in a forced tutorial where the mechanic is plainly shown but can't really be appreciated, maybe you can provide more situations in which that mechanic stands a chance of being discovered naturally, thus providing the player the satisfaction of having figured it out.

We live in a time when achieving a sense of discovery or mastery seems virtually impossible. Our personal accomplishments are inconsequential in comparison to those of many other people who have worked much harder for much longer to achieve similar things a long time ago. Our discovery of things is often coupled with a sense of ignorance at having not discovered them sooner. The best some people can hope for in these regards is writing "first" on a comment thread on a news story on the Internet – that's the modern-day equivalent of a frontier. As such, I and many others look to games to provide us with some of these feelings. Games might as well do the job.

Monday, August 22, 2011

Unveiling the Possibility Space

Revealing the scope of a game should be, I think, a seductive act by the game for the player. Not that I know anything about seduction, but I think I've seen it done properly in movies at least, and read a thing or two about it. Seduction means leaving a lot to the imagination while drip-feeding reality in tantalizing doses. There is a sexuality there usually but it doesn't need to be there. A car can be seductive. So can a game. Even an E-rated game, get your mind out of the gutter.

The game I've been working on is now out there, most of the reviews are in, the first-week sales have happened, all that. I can talk about it freely, though if you haven't played it yet, please don't read on unless you're OK with having aspects of it spoiled. Thankfully the game got a generally good response from players, and I'd like to talk here about one of the major reasons why I think it worked for those people. Sure, we worked to craft the discrete elements of the game to a good level of quality, everything from the tuning of the game systems to the art and music and writing and so forth. But I think the essential structure of Bastion is very important to its potential to have an impact on the player.

We said during development that we wanted for the game to present to the player an ever-growing series of gameplay-expanding choices. Part of this involved keeping the player in the dark about the extents of the scope of those choices, culminating in a series of climactic narrative choices designed to feed back on the entirety of the player's experience up to that point. We had to not only continue introducing new elements of play from beginning to end, we also had to do it at slightly irregular intervals such that the structure itself resisted becoming predictable in a negative way. The desired effect is for the player to feel a sense of wonder and intrigue. When you fully understand something, you cannot wonder about it or feel intrigued by it any longer.

Concluding the game with a pair of purely expressive choices, whose gameplay impact was implicit but not overt, was to me the ultimate way of subverting – in a hopefully interesting way – all the gameplay choices that had come before. Up until that point, you'd been deciding what to build, which Spirits to drink, which weapons to use, which upgrades to buy, whether to invoke any of the Shrine idols, and so on. Hopefully, then, the last thing you'd come to expect at the end of the game – especially in a game that appeared to be driving toward one specific outcome – is to have to make an expressive choice about what to do with the world you've been playing in. It's a world you've either grown attached to or haven't grown attached to, and the choices at stake are meant to encompass that entire range of experience.

Bastion is built on this idea of the gameworld slowly unraveling. Every aspect of it. The world unravels almost literally. The story unravels. The game systems come online one by one. There's no telling how many game systems there are in total when you begin play, and in fact, we deliberately mislead you several times about the extent of the game's scope. We make you think you're almost done with the story after several hours, then we introduce another system around upgrading. And when you're almost done with that, we introduce the endgame act. Only when you're about to reach the endgame do we explicitly tell you that, yes, you're about to go into the final area. But even there, the final area is substantially larger than previous areas and has several new kinds of gameplay beats in store. To top it off, once you've finished the game, then we unlock a whole second play-through with more new content. We structured the game this way to keep the experience feeling fresh within the constraints of our scope.

While I think this type of slow-and-steady-burn worked for us, I'm not about to suggest it's beyond reproach. A game needs to prove to its player as quickly as possible why it's worth playing. One way to go about this is to reveal great depth straightaway, such as by rapidly exposing complex game systems. A classic example of this is the character creation screen in a role-playing game. In Icewind Dale, an excellent old computer RPG, I spent probably a good two hours just making my party of characters before ever beginning play. The character creation system was just so rich with possibility. These days I think it's more fashionable to keep stuff hidden and not scare away the player with too much information up front. That's fine, but finding the right pace at which to reveal new elements of play becomes all the more important in those cases. I'm not sure that proper pacing can be taught, because it's resistant by its own nature to being reduced to a formula.

So then, if you're a game, keeping some of your best ideas hidden away for your later stages is arguably a risky proposition. In fact, by doing so you are implicitly accepting that some probably rather large percentage of your players will never see that content. In Bastion's case, we invested heavily in the ending, by scheduling a bunch of time for a bunch of unscheduled stuff, because we wanted to do everything possible to make sure players who finished the game felt rewarded for their time and effort. From a clinical production perspective maybe this was a bad decision. One could argue that we should have disproportionately focused on only the early levels in this fashion, because more players would see them. The reason this mindset is wrong, to me, is because it ignores who the game's audience really is.

Say you're an author writing a novel. The idea that you'd short-change the ending because not many readers would get that far is deplorable. You need to have faith that your readers will get there, ought to be focused on providing every reason for them to get there. Then you save the best for last for these people, because you owe them. They're the ones you're writing for. As for the ones who don't make it, sure it's probably your fault they gave up, but you can't just go in assuming they won't stay interested because that would make you a hack.

Tuesday, May 10, 2011

One Thing at a Time

Hey, I'm back. My writing work for Bastion is complete and the game is nearly finished. How well it finally turned out will be for the public to decide, though what I can say is that it's very much the game I wanted it to be. Everyone on the team is feeling good about where we ended up. Now that I have a bit of hindsight on the process, I'd like to comment on three principles that helped me construct the narrative. There won't be any story spoilers here, but approach with caution anyway if you're looking to play the game with no preconceptions.

It was important to me that Bastion have a rich and interesting story for the sake of players who (like me) care about story, while at the same time making concessions for players who don't care about story. This was not a matter of trying to make everyone happy. It was a matter of trying to create a good story for a game, by approaching it from the perspective of "no one cares about your stupid story," which I feel should be the baseline assumption if you're not a famous author or working with a famous property. People really cared about what the story was going to be in The Matrix Reloaded, but they had no expectations for the story in the original Matrix film. The original Matrix needed to work hard to get people to care, which is part of the reason why it's so much better than its sequels. In games, people are liable to care even less about story since there's a lot more to a game than its story.

This "assume no one cares" approach was manifest in several principles that I tried to stick to, which I'll explain in more detail below. They are:
  1. Structure the story around a clear, consistent goal.
  2. Avoid attempts to engage the player about things not happening onscreen in that moment.
  3. Suggest the emotional range of the story early on.
Let me explain each of these a bit.

Goal-driven story: An interesting story often is a complex or nuanced story. I wanted to strike a good balance with Bastion's story and layer the complexity so that it's there for people who care to see it, while the surface story remains simple and clear. Players have a lot they need to keep track of – not just story but also the game's systems and mechanics, which are in constant demand of attention. I didn't want the story to feel indulgent or like a comprehension test. I'm sure you've played games where you lose track of what's happening in the story and never get on board again. One such game happens to be my favorite game so far this year, called Tactics Ogre: Let Us Cling Together for the PSP. It's a beautiful and complicated game, with a huge cast of characters and an elaborate plot, but as engaged in it as I am, I have trouble keeping all of the factions and political maneuverings straight. I'm approaching the end of the game now and couldn't summarize the details of the story to save my life. I still enjoy it a lot for its tone and world but I wish key parts of it were presented more clearly.

One of the ways in which Bastion's story is kept simple is that the cast of characters is not enormous, and the player goal is specific and persistent. I used to work on real-time strategy games, where each mission tended to have unique objectives, sometimes multiple objectives. I also used to play a lot of massively multiplayer games, whose quests tended to have their own fictional conceits. I found in both cases that many players of these games tended to tune out the story reasons for these missions or quests and just wanted the game to "bottom-line" what needed to be done. This wasn't because they were lazy, and wasn't even necessarily because the stories of these games were bad. It just got difficult to keep a complicated story straight while also having to parse new gameplay objectives.

Maintaining a constant "object of desire" for the player to pursue doesn't have to over-simplify the story of a game. Instead I think it can create a strong framework on which to layer a rich narrative. One of my favorite examples is the original Metal Gear Solid, which has the best story of all the games in that series. The plot, on the surface, is simple: Solid Snake, a secret agent, must infiltrate a military complex in order to rescue the head of a weapons research firm and discover whether the terrorists occupying the complex have nuclear capability.

That's it. It sounds like a totally straightforward premise for a spy thriller. But if you've played Metal Gear Solid, then you know the story takes an almost ridiculous number of unexpected turns. What helps drive you forward as you face off against cyborg ninjas, one-handed pistol-wielding sadists, and minigun-wielding tank-driving shamans? The goal remains the same. No matter what insane situation you're in, you're still after the same thing, and the game's briefer characters do a good job of reminding you of this.

God of War is another one of my favorite examples. You're trying to kill the God of War. The story has much more to it than that, but you don't have the moment in God of War where you wonder, "Wait, what am I even supposed to be doing?" Unless you're stuck on a puzzle, but that's a subject for another day.

Immediacy in storytelling: One of the reasons exposition has such a bad reputation is that it's often used to describe things that are disconnected from the matter at hand. You end up feeling like you're waiting for the story to get out of the way. Yes, Star Wars has license to open with a text crawl explaining what's happening in the world. This type of technique is best avoided in most cases, yet games do the equivalent of it all the time. Characters have long conversations about characters who aren't there. Cutscenes tell you why you should care instead of letting the gameplay make you care. You're given mission briefings about how important certain things are and how you must not let this or that happen. It's all just talk. None of this has an impact on you, and you see right through it, especially when you're playing a massively multiplayer game and you know it's just window dressing for another bit of quest loot.

To avoid this problem, story in games should concern things that matter to the player, rather than matter to the story. In Halo, you crash-land on the Halo and need to find a way out before you're hunted down and killed. Though there's a backstory around trying to defeat the Covenant and save the Earth, none of that matters to you in the original Halo, and besides, these are things that no human being can relate to. In Halo, you're just trying to get out of a bad situation. BioShock is set up in much the same way. Out of this World and LIMBO are set up in much the same way. Being stranded in strange worlds not only makes you feel empathy for the protagonists of these games, it compels you to press forward and find a way out.

In the case of Bastion, the story deliberately raises some key questions about the state of the world right from the beginning: Why is it shattered, why is the land reconstituting as you walk around, why are you being attacked by things called Squirts and Gasfellas, why is a narrator telling the story as you move through the game, and so on. Thanks to the game's narration technique, these questions come up right in the moment the issues begin to affect the player, rather than before they're of any concern or too long after. I don't tell you that there are strange creatures who want to hurt you before you face them. I don't tell you about the state of the land before you see how it looks for yourself. By not explaining away these things before the fact, I stand the best chance of piquing your curiosity and using exposition as it's meant to be used, rather than bombarding you with detail that's important to me as a writer but maybe not so important to you as a player.

Revealing the emotional range of the story: This is an idea derived from Robert McKee's story seminar, in which he points out that it's a good practice for the author to show the emotional palette of his story early on. This may sound like terrible advice on the surface. What if you have some amazing plot twist all planned out, why would you want to give that away?? But this advice has no bearing on something like that. All it's saying is to avoid jarring emotional manipulation of the audience, not even for the audience's sake but for your own story's sake. To paraphrase McKee, if, for example, you have some sort of serious drama and then try to deliver some comic relief in the final act, what's likely to happen? The audience won't laugh – the story hasn't trained them to expect to laugh, and any attempts at humor will likely feel awkward and out of place. On the other hand, if there were humor in the story early on, later attempts at comic relief would be more likely to succeed.

In other words, if the story gives evidence to the breadth of its emotional content early on, the audience will have an easier job of following along as the story unfolds. This does not need to come at a cost to the story's richness or complexity. One of my favorite movies, Fight Club, I think can't be accused of simplicity yet does a masterful job of defining its emotional palette quickly. The self-depracting humor and raw darkness of that story are all present from the start. The story moves into shocking and unexpected territory, but when you look back on it you realize that the groundwork was there. Maybe Fight Club isn't the best example of this since that third act really is crazy. Perfectly good examples are movies like Iron Man and the original Pirates of the Caribbean, each of which I think did a great job of creating a specific tone and sticking to it. Maintaining tone does not mean being monotonous if you have a rich tone.

In Bastion, it was very important to me to establish the emotional palette of the story quickly, especially considering the story is delivered in large part through the use of voiceover narration. I needed to define the narrator's character in addition to defining the gameworld itself, and I do this using a range of emotional content that should ultimately feel consistent to the narrator and therefore to the game. If I did my job properly then you should get the impression that the narrator's telling of this story is important at least to him. You should quickly gain a sense for the depth of the character and, hopefully, find him intriguing enough to want to keep listening as well as keep playing. Each thing the narrator says near the beginning of the game is in service of informing you both about the state of the world and, indirectly, about what kind of man he is. And by virtue of that, you get a feel for the game as a whole, from its tone to its story themes. The narrator's character grows from there, and my responsibility from that point becomes fully delivering on this first impression.

. . .

In conclusion, I kept in mind these three foundational techniques so that I stood the best chance of making Bastion's story something hopefully-worthwhile, without confusing players who just want to know what's going on and why they should care. I wanted to waste none of the player's time in coming to grips with what was interesting about the story. If I could do this well, I figured maybe the story would convert some of the players in the don't-care category into players who do.

Saturday, October 23, 2010

Writing Bastion

On September 2, I officially joined the small team at Supergiant Games as their creative director, and together we showed our game Bastion for the first time at PAX in Seattle. The response was almost overwhelming, and on a personal level it was one of the most rewarding moments of my professional career. Part of the reason for this is that Bastion is a pure expression of many ideas that are close to my heart – ideas about games, stories, and other things that matter to me – so the enthusiastic response really meant a lot. In the game you'll find a lot of the stuff I've been writing about on this blog put into practice. Granted, my contributions to the project are only just beginning in earnest, but because I was involved in developing the original concept back when my colleagues and I parted ways with Electronic Arts in August of last year, I feel much closer to this game than any other thing I've worked on. Moving forward, I'd like to use this space from time to time to talk more about my thought process while developing Bastion, and to begin with I wanted to explain how we're approaching the game's use of storytelling through narration. But first...

GDC Online Lecture: Delivering Exposition in Games
All this is tangentially related to my GDC Online presentation I gave on Tuesday, October 5. I've posted the slides here and invite you to take a look: I Don't Want to Know: Delivering Exposition in Games. The slides are fully annotated so just by flipping through the slides you'll get a feel for the substance of the talk. If you have a chance to look it over, let me know what you think.

Narration in Bastion
In film, narration is one of the most misused and mood-killing techniques out there, for its unique ability to eliminate the type of ambiguity that adds richness to scenes and characters. While I've often fantasized about being able to read people's minds as a superpower, if movies have taught me anything it's that knowing people's inner monologue would make life far less interesting for someone as neurotic as me.

Nevertheless, Bastion uses real-time narration extensively. Its purpose is to deliver story and exposition, and to build atmosphere, investment, and immersion in close partnership with the gameplay. The narration wasn't part of the original game concept. It was born in a flash of inspiration (through a development process that enables such happy accidents to occur), stemming from a couple of self-imposed constraints. The first constraint was to never interrupt the play experience for the sake of story or for any reason, which meant no cutscenes, no dialogue trees, no pressing the A button to advance through dialogue, and none of the other such trappings that tended to slow the pace of other RPGs. I love many games that do these things, but Bastion just isn't this kind of game. One of the things I miss about games in general is that sense of immediacy that console games used to have (before disc-based media ushered in a new era of loading times and cutscenes), where you'd hit Start and, indeed, start the game. Bastion is meant to be that kind of game. Text-based dialogue wasn't going to work. The team's suspicions about how it would negatively affect the pace of the game turned out to be accurate.

From the outset, before the company was even formed, I wanted to work on a game with some narrative substance and emotional depth, to create an original world with its own characters. We would have these long late-night conversations about how to deliver story in ways only possible through the medium of gaming, because why not? Games should aspire to be games. Cinematics interrupt the play experience no matter how well crafted they are. And as much as I love stepping through dialogue in games like Fire Emblem or Torment, I had to agree that reading lots of text in a game usually isn't a good feeling. All the theorizing needed to be grounded in reality due to the would-be team's small size and limited bandwidth in art and animation. This other constraint meant no elaborate scripted scenes or silent emotive storytelling as in games like Ico or Limbo, where nuanced animation is essential to mood-setting and atmosphere.

Eventually through prototyping and experimentation all this led to the idea of real-time narration, having a narrator who responds to the player's input. From the outset I was interested in having the story begin with a young man rising as if from sleep or from death, to discover a world changed around him in some profound way. The story would start on a mysterious but emotionally low point and expand from there. The intent was to provoke questions for the player immediately, and allow the game to reveal two worlds in parallel: the way things are, and the way things used to be. At any rate, in that waking-up moment, it turns out that just by adding the spoken line "He rose" to coincide with the player's input, it got a lot stronger. (This later changed to the current "He gets up" after further exploration of the narrative style.) This was one of an initial set of lines that our studio co-founder Amir recorded with our audio director Darren and their childhood friend Logan, a theatrical actor who provides the narrator's voice, after Amir suspected that adding narration may bring something positive to the experience. I remember when I first heard it, not knowing what quality it would have, never even having heard Logan's voice before. It felt powerful even inside a low-fidelity prototype. Players don't normally expect this type of output from a game, so it immediately speaks to some of the qualities that are specific to Bastion. The narrator's voice alone says a lot about the game.

The other reason, probably the main reason, Bastion is using narration is because of Logan. In addition to being perfect for the part, Logan offers us one other great advantage: We have access to him. Some people mistook his voice for Ron Perlman's. Let's say we could afford Ron Perlman, lost our minds, and decided he'd be better than Logan for the part. We'd have maybe two or three recording sessions with him for the lifetime of the game. With Logan we can iterate rapidly, and we need to in order to get the narration in the game to feel as closely connected as possible to the moment-to-moment play.

Logan's natural speaking voice is quite different from that of the narrator, though we were always interested in a fantasy-frontier aesthetic, something with some the beautiful-melancholy tone of some of Cormac McCarthy's novels. I also take inspiration from the late William Gaddis, whose novels have characters with such distinctive voices. And so we developed a character who embodies the tone we were interested in. And Logan nailed it.

Bastion's narrator is designed to support our game on a fundamental level. He's a man of few words not only for fictional reasons but also, conveniently, to support a design constraint that we simply can't have him talking a lot during gameplay. Bastion has a very fast feel to it, closer to an action game than a typical action role-playing game. Our narrator needs to be very concise to keep up with the pace.

Five Rules for Writing Bastion
Logan can probably make the stupidest combination of words sound awesome. Even still I'm attempting to write good material for him, in the spirit of not wasting the player's time with bloated unnecessary prose. By exploring the character and which types of narration work best for the game, we gain a low-level understanding of the narration in addition to our high-level goals for it. As such, here are the factors I bear in mind when writing for the game:

1. Dialogue is for subtext. The player's actions in the game are the "text", the surface-level things that happen. When the player explores, builds things, attacks things, or acquires items, these are all clear and affordant actions. There was initially a temptation and a novelty in having the narrator declare these actions along the way. But this would mean missing the point of why we have the narrator in the game. This would have resulted in that brand of movie-style narration I dislike so much.

Our narrator deepens the player's interactions by saying something about them that the player could not have known. He provides character intent, subplot, and backstory through his comments. The ultimate goal with every line is for it to tell you something about the player character, the narrator, the way the world is, and the way the world used to be. For example, the first item you find in the game is a large sledgehammer, to which the narrator says, "Kid finds his lifelong friend." You can see that it's a hammer so you don't need the narrator to point that out, but through the narration you can deduce that the protagonist has history with this hammer and that the narrator knows it. Further, through the narrator's particular delivery you sense that this history has had its ups and downs. Using this type of narration, we gradually build the backstory in the context of the player's immediate actions and surroundings – I would never expect you to care about something that wasn't onscreen. Following the points in my GDC presentation, I mean to deliver on the major questions raised in the game, but moment-to-moment this type of narration should give a sense of a detailed world that existed before you started playing the game.

2. Keep it short. Our narrator is a storyteller but a terse man. Unlike me he doesn't waste his breath, and that's fortunate because our environments are packed with detail and leave no room for long speeches. In order to achieve the moment-to-moment reactive feel we want from the narration, the lines have to be short. Our narrator has a flair for the dramatic and speaks in a low flat voice, so tonally the lines tend to fit well together even if there's a lot of silence in between statements. These were factors in the character design.

3. No breaking the fourth wall. One of the most exciting aspects of having a narrator in our game are all the opportunities to break from player expectations, and raise a lot of interesting questions over time. A temptation in all this is to have the narrator address the player directly or step out of the story and break into metafiction, maybe tutorialize the game by telling you when to press and hold the X button and so forth. But it didn't take long to realize this wasn't going to work. As mentioned earlier on, our high-level goals include building immersion and investment. If the narrator were to break the fourth wall, we might get a momentary gag out of it but we'd be undermining the experience we want to achieve by violating the player's expectations around the game's own logic. We have a cleaner way of training players, and as with everything else, the narrator is there to reinforce those moments without stepping on them.

4. Reward experimentation and playing with finesse. Our narrator provides a great reward system, provided players like what he does for the game. I want players to develop a relationship with him as a character and to feel like they can provoke certain types of comments out of him. This happens to be well in line with the type of play experience we want to deliver, one where players feel like they can do whatever they want in the world, experiment with all the different systems and weapons, explore a bit off the beaten path, and so on. Having the narrator specifically acknowledge these moments tends to provide positive reinforcement in a natural way. We realized the closest thing to what we were going for were some of our favorite announcers in games from completely different genres, from the announcer screaming "BOOM-SHAKALAKA" after an awesome dunk in NBA JAM to Shao Khan saying "Excellent" after a ferocious uppercut in Mortal Kombat (both games were done by Midway in their glory days). The key difference is our narrator isn't quipping, he's telling a contiguous story for the most part. Having him sneak in a few incidental remarks based on the player's choices or performance helps make the whole thing feel personal and specific.

5. No repeats. When done properly, our real-time narration starts to take on the quality of a story unfolding, and starts to get at those high-level goals we want to achieve. But nothing sucks the momentum out of the game's narrative like a repeated line. Almost every game uses repetitious dialogue even if it's got tens of thousands of lines of dialogue in it; combat encounters will repurpose enemy battle chatter and so on. With Bastion we realized that the moment any line repeated itself – for example, our narrator has different things to say if the player falls off a ledge – immersion is broken. You realize in that moment that you're playing a game where the narrator might loop through a host of different lines after a specific event, as in a real-time strategy game where your units will cycle through several responses whenever you issue an order. So we drew a line in the sand: No repeats in the game, not unless you replay the game from the start or restart a scenario from scratch (and even then we mix up the narration). This posed certain design challenges, such as what happens if a player revisits certain areas, but we're happily taking those on in the spirit of maintaining the feel we're going for.

Conclusion
If there's one main underlying point in all this, it's that everything we're doing with the narration in Bastion is there only to support the specific type of play experience we're making. Everything from how the narrator character sounds and how he talks came about purposefully as part of the exploration around gameplay concepts and game themes. Bastion is hardly the first game to use narration to deliver story, so we never set out to pursue the idea of having a narrator purely for the sake of being different. Instead, we're pursuing it because we realized it worked well for the game we wanted to make and for the process we're using to make it.

Sunday, August 29, 2010

A New Chapter

This is an uncharacteristic post but it's time I updated with some personal news I wanted to share. Normally I'm opposed to using this space for personal information -- I can barely find the words to talk about my life to my closest friends -- but in this case it's directly related to the larger topic of this blog.

Two days after my previous post, my son Isaac was born. Then after I took two weeks for paternity leave, I returned to work and resigned from my job. This coming week after my last day with my employer, I'm going to get in a van with four other guys with whom I'll be working from now on, and make the 14-or-so-hour drive to Seattle for PAX Prime. There I'll be giving a talk titled "Memoirs of a Triple Agent" about my experiences having worked in gaming media, development, and publishing, and lessons for contending with each of these factions. I'll also be announcing my new venture, which will allow me to get much more hands-on with design and writing for games (among many other responsibilities), in addition to having a somewhat more flexible schedule to accomodate the changes in my family life.

I'm giving up a lot, something I try not to think about too much. I was treated very well at my job and was given a lot of responsibility and latitude to do things my own way, and for that I'm deeply grateful. I wish all the best to the development team I've been working with as well as to the publishing team that took me in and supported me. But this new thing, this is something I have to do and this may be the only chance I'll ever get to do it. Life's too short to let any such chances slip away. I only hope my colleagues will forgive me for what must have seemed like a sudden change of heart.

I started my professional career working independently. I co-published a gaming fanzine out of high school. I started doing freelance work for gaming magazines. I cofounded a gaming web site. And then I joined GameSpot, what was then one of the largest independent gaming publications around. There I stayed for 10 years and through two corporate acquisitions; what started as a disruptive force in gaming media had become an entrenched part of the establishment by the end of my stint. Following that, I joined Electronic Arts as a producer because I needed to get on with realizing my dreams of making games, and then last year I joined 2K Games as a producer on the publishing side -- both of these are large but very different companies that can achieve whatever they focus on. And now things are coming full circle, as I'll at last be leaving the corporate world behind for the trials and tribulations of independent game development. I have no delusions about this change. But I welcome the challenge and I relish the work itself. While I'll no longer be working on the sorts of multimillion dollar projects I often write about here, independent games have a purity of vision (and increasingly a high quality of execution) that's incredibly alluring to me. So in this new capacity, I expect to be able to apply what I know and what I think in a pure way that's manifested in original games designed for people who love games as I do.

All I want is to pour everything I've got into making a game people can love. It will be something I want to look back on and say, this truly was a part of me -- it's not just something I sank a bunch of time and effort into out of principle. And if it's a game I could one day play with my son or daughter, so much the better.

I have no plans to make a habit of hijacking this space for self-promotion like this, but as you can see, the last month's held a slew of changes that I wanted to share (especially since they've preoccupied me from coming up with anything more relevant to write about right now). In the spirit of getting it all out of the way in one swoop, I'd also like to mention I'll be giving another talk in October at GDC Online in Austin, titled "I Don't Want to Know: Delivering Exposition in Games". Unlike my PAX talk, this one will be close in spirit to the type of subjects I've been writing about here. I haven't done any speaking functions in some time but am really looking forward to getting back out there and sharing everything I think I know about my favorite subjects.

I'll need a lot of luck where I'm going so if you have any to share I'd be much obliged.

Monday, August 2, 2010

Infernal Logic

Limbo is the arresting puzzle-platformer released in July for Xbox Live Arcade, and I wanted to talk a bit about this fascinating game through the lens of narrative design. So if you haven't played and finished it already, I highly recommend you do so before reading -- or even instead of reading. After all, beautifully crafted and artful games like this don't come around very often, though I'm not writing about Limbo here just because it's great.

In some respects, there's not much to say about Limbo's use of narrative. The game doesn't have a single spoken word in it and barely has any written words in it either. I believe "Hotel" is literally the only word that appears as part of the game itself (discounting menu text and credits). Like the rest of the narrative, I think this word ultimately is a red herring, something that probably inspires a lot of speculation about its meaning when players run into it, yet there's really not much there -- it's art for art's sake. Which is fine. This is how Limbo works.

Limbo has no real story as such. But you go through the game consciously or subconsciously looking for one, expecting one, because Limbo does such an excellent job of creating atmosphere and giving exposition, using methods that are as minimal as they are effective. Thus you expect the opening exposition to be expanded on, because of how our brains parse things shaped like stories. The game has one of the most intensely concentrated and compelling openings I've played in some years. It makes you think there's a story, and fills your head with dozens of interesting questions: who am I? where am I? why am I here? what am I looking for? who else is here besides me? am I even alive? The game's presentation is so strong that you in turn play through with the confidence that the authors of the game, and the game itself, must hold the answers. These types of questions are enough to keep you going through some extremely challenging puzzles that you'd sooner give up on if not for the game's narrative drive.

If you've finished the game, then you've unlocked all the stages in the Chapters menu. If Limbo were a typical puzzle game, that Chapters menu would have structured the experience. You would have selected puzzles from that screen, finished them or maybe not, then dropped back to that screen to pick the next one. As a result, the game would have been a pale shadow of itself. One of the things that makes Limbo so special among puzzle games and among platformers is that it offers a completely seamless, contiguous experience -- it's like one long level. You become completely immersed in it due to the flawlessly executed art style, audio ambience, and physics simulation, all delivered without interruption. At the same time, little story vignettes imply a greater meaning to the events that take place, a meaning you continue to search for until the game is over. The game breaks your immersion only when it gets too hard, which happened to me a couple of times early on then a couple of more times towards the end. But not so often that I wasn't fascinated to keep playing, to see where the whole thing was going.

It ends up going who-knows-where. The theme of the game gives it an "out" from a narrative perspective, in that a game about the place between life and death doesn't need to make sense (and probably shouldn't), and it doesn't need to provide clear answers (and probably shouldn't). Even still, Limbo's narrative felt incomplete to me in a way that wasn't entirely satisfying. I loved the starkness of the ending, the smash cut to the credits. I didn't love that things that seemed so intriguing in the game never came back into play. It struck me that the most interesting scenes were front-loaded. The game was at its most interesting when other living beings were afoot. Shadows of savage humanoids lurking in the darkness. Strange tortured souls hanging in the background. Flies swarming rotten chunks of meat. A man-made spider contraption. These sinister images are the game's most memorable. Later when it takes a shift to giant clockwork machinery and sketchy film noir neon signs, I realized that what was pushing me forward was my search for continuity, to see those dark shapes from the forest in the beginning come back and reassert themselves. And of course I wanted to see what happened at the end. It's a puzzle game and I was trying to piece together the biggest puzzle it had put in front of me. But it's the one puzzle that can't be solved. In the end, the game ends close to where it started, in the forest where the game is at its strongest. Limbo is a game about what it feels like to take a wrong turn.

I had this feeling that there's no continuity to the game in part because there was no good way to create continuity among the puzzles the design team chose to include and polish to perfection, probably from among many hundreds or thousands that they cut during the iteration process. I found myself wondering what content was left on the cutting room floor.

In the description paragraph you can read before you download the game, you're told that it's about a boy trying to find his sister. This is a surprisingly specific detail for a game that revels in unanswered questions. In Shadow of the Colossus, the ambiguity around the protagonist's relationship to the girl he seems to be trying to save works in the game's favor, to build intrigue. You're left to wonder about their relationship and what would drive the protagonist to do what he's doing for her sake. Even if it's love it takes a special love and a special woman to motivate a young man to hunt giant monsters for a woman's sake. In Limbo, you see an apparition of what looks like a girl on a couple of occasions before you finally encounter her right at the end. It's easy enough to interpret the plot of the game as something similar to Shadow of the Colossus from these scenes, yet being told precisely what the protagonist's relationship is to the girl he appears to be searching for feels unnecessary to a game that gives nothing else away. I wonder if the creators of the game had much of a part in writing that description.

I don't think most people went into Limbo expecting much of a story, and neither did I. But having a story isn't the only way to build narrative depth into a game, as Limbo demonstrates. The game may have no meaning, but man, does it ever make you search for one. At least that's how it worked on me, and I like it when games leave me with a lingering feeling, especially if they're going to be short. Did you take something different away from it than I did?

Wednesday, June 23, 2010

You Don't Have to Say It

I felt very fortunate to have attended the Electronic Entertainment Expo last week, same as I've felt every single other year at the show since it started in 1995. The main difference in my experience this year was that I really only saw just the one game I came there to demonstrate, so I spent mornings and nights catching up online on everything I missed. And looking back on all those many great-looking games that were shown, the one I wish I could have seen if I could pick just one is Journey, from the makers of Flower -- primarily because that game is pursuing a goal I happen to care about very much, which, as creative director Jenova Chen puts it, is to "tell a story without using any language" (source). Wordless storytelling is a minimal and powerful technique that's well explored and understood in other media, ranging from all-ages movies like WALL-E to blood-soaked manga like Lone Wolf and Cub, yet in mainstream games it's gone out of vogue due to our industry's focus on technology and content storage. After all, why would we remove words from our games when our storage media let us cram in more words than ever? Jenova Chen and team at least recognize that this isn't a rhetorical question. Wordless storytelling won't be a first for Journey (Chen's already done it very well with Flower), so I'd like to talk about other cases where this has worked well in the past, and why. I'm not advocating for it as a path most games should take, but then again if more games would just shut up, it wouldn't be the worst thing.

When I think of great wordless stories in games, the first example I think of is the 1987 arcade classic, Double Dragon. On the surface its story seems like the worst kind of gaming cliché: a pretty girl is kidnapped, so her boyfriend takes matters into his own hands by beating to blink-away-death everyone who stands between him and her (video). The difference with Double Dragon, as in all great things, is in the details: One of the thugs in the opening scene is wearing a yellow jump suit and carrying a machine gun; there's a tricked-out Trans Am in the protagonist's garage, and the building he emerges from bears the name "English Tear". These details gave the world a sense of depth for its time, inviting interesting questions. Double Dragon is one of many games where you're supposed to save the girl. But it's the first such game that made me wonder why she got kidnapped in the first place. It's the first action game I ever read anything into. These guys didn't kidnap this girl because she was pretty. They did it to get back at you for something.

There's more to Double Dragon. You can play the game simultaneously with another player, and if the two of you survive to the end, the grand twist is that the two of you must end up fighting each other to win the heart of the girl you were working together to rescue. There are no words used to express any of this (except a poorly translated you-win screen at the very end), yet it conveyed a complex relationship -- a good old fashioned love triangle, in an action game whose story was delivered without any language. The mechanics of Double Dragon were incredibly satisfying to me in their day, but it was the story, with its perfect expository scene and great endgame sequence, that makes the experience of it unforgettable for me. I've appreciated the power of wordless storytelling in games ever since then.

Other games even before Double Dragon's time were doing similar stuff. Several years prior, Prince of Persia creator Jordan Mechner created an amazing computer game in Karateka, considered the first game with cutscenes in it. Karateka has a similar rescue-the-girl premise as Double Dragon, and likewise went to surprising lengths at building up its characters in what was a relatively simple game. The difference for me was that Double Dragon's story connected the player to the inciting incident of the story -- we see a girl take a hard hit and get hauled off moments before our character emerges, whereas in Karateka, our hero shows up in a separate scene after we see the fair princess get locked up in a cell. We don't empathize with the Karateka protagonist as quickly as we do in Double Dragon because there's less of an implied connection between the player character and the girl, and less of a sense of urgency to get her before something terrible happens. Nevertheless, Karateka and Double Dragon were the '80s equivalent of blockbuster action games, and they pushed the envelope in terms of cinematic storytelling in the medium. The reason they didn't rely on words, I guess, must be at least partly due to the technical constraint that there was no easy way they could have. But by having to give exposition and establish a setting and a mission without being able to use any words, these games delivered story in a far more elegant way than most modern games do. I think those techniques absolutely are extensible to today's games and could be used to tell the sorts of deeper, longer stories that today's players expect.

Elegant storytelling is conservative storytelling. Scenes should be enriched with as much subtextual meaning as possible before words are used to give any of it away. The more space and time needed to establish characters, places, and motives, the more the story runs the risk of becoming bloated and getting in the way of the gameplay. I don't mean to overgeneralize, mind you, since some of my favorite narrative experiences in games -- from Ultima V to Metal Gear Solid to Planescape: Torment to Fire Emblem -- happen to be very, very wordy. But I have a deep respect for games that can immerse me into the experience without having to talk me into why I should care.

For example, that game Journey evidently takes inspiration from Shadow of the Colossus, which is a relatively more recent example of a game that delivered most of its story, including its own very strong expository scene, using very little language at all (video). And somewhere in between these two cases was Super Metroid, one of my favorite 16-bit games, which features an amazing endgame sequence that's rich with action and emotion yet goes over without so much as a word (video).

I happen to think players generally deserve more credit than most games give them, both in their capacity to learn and use complex overlapping systems and in their capacity to infer meaning. Occasionally there's a game like Braid or like Myst that invites players to explore with barely a word of explanation, and such games have a way of capturing fiercely loyal audiences. Because absolutely everyone, young and old, likes to feel smart. Conversely, absolutely no one, young or old, likes feeling condescended to. And so, games that express silent confidence in the player's ability to pull details out of the scene pay their players a great compliment by giving them the benefit of the doubt that they'll understand what's going on even though there isn't on-the-nose dialogue there to explain everything away.

Of my written work that's been published, most has been published online, with too little regard for length. Having hard constraints -- whether it's for an author working in print or a game developer limited by time or technology -- can bring about good practices that come undone when those same constraints disappear. Then it takes years for games like Journey to come around to reintroduce old ideas for a new generation. But you know? Works for me.