Showing posts with label world design. Show all posts
Showing posts with label world design. Show all posts

Sunday, December 29, 2013

Specificity and Privacy

The expression "there is nothing new under the sun" is so old, it's from the Bible. It's something I happen to believe; the expression I mean. Having worked on games for a number of years now I'm surprised-but-not-really how often the Quest for Originality rears its head in everything from design discussions to publisher evaluations to marketing meetings and so on. I think this quest is as pointless as Don Quixote's tilting at windmills.

Here is a formula for originality: To make something original,
1) Choose a concept at random.
2) Repeat step 1 and mix, or stop.

That's it. Try it! as a fun thought experiment almost guaranteeing a "not been done before" result, fast. Puzzle game about a love triangle between triangles? Shooter about extraterrestrial dolphins harpooning humans? Why not? Original ideas are as easy as Mad Libs, and like Mad Libs they can be funny. But like anything that can be reduced to a formula (not even chemicals, as Breaking Bad attests), this type of originality feels cheap. It is original in the negative sense -- gimmicky, novel for its own sake, contrived, and so on.

I think when we speak of originality what we're really searching for, what we really want, is specificity. Specificity is a form of depth, and all games want depth. Specificity is depth of subject matter. A game that explores a particular subject in detail comes across as original in the positive sense. Rich, imaginative, a labor of love, and so on.

* * *
Specificity is inherently challenging because it means you have to explore a topic to a level of detail that is not obvious, and it's difficult to know more about a topic than anybody else.

I just finished reading Journey to the Centre of the Earth to one of my kids and was struck by the specificity of the story. Towns and mountains in Iceland, ancient scientists, types of rocks and minerals, all named and described in detail, lending the book an air of authority as well as its distinct tone. The science may be total nonsense, but you wouldn't know it just from reading, and it doesn't even matter either way because it's a work of fiction. Unless you're Neil deGrass Tyson or whatever you're probably not going to have trouble suspending your disbelief as you read, because the specificity of the work is thorough and convincing.

I think this year's critically acclaimed Gone Home is successful in a similar way, by telling a specific story in a specific time and place. The details are well-grounded, giving the game a sense of richness, and making the environment feel convincing. If you played it I bet you spent a while scanning the VHS tape library as I did. Specific names of things are so valuable! Everything needs a name and a little story. Gone Home is arguably not an original game in the conventional sense, in that the core play experience -- everything from the setting (an old house) to what you do in the game (walk around examining things from a first-person viewpoint) are not out of the ordinary. However, the degree to which the game is invested in its specific ideas is unusual, so even though there are dozens of first-person games with terrific exploration sequences, Gone Home is one of very few where that is the entire focus.

To give a real-world example, an old friend of mine knows in intricate detail the history and all the routes of the MUNI bus system in San Francisco. It's a set of knowledge that seems very bland on the surface but I envy it because it's so specific. If Teddy made games he could probably make an amazing game about managing a municipal bus system (he and I played tons of SimCity and Aerobiz back in the day, besides). A game about managing a municipal bus system sounds pretty awful at face value, but then, so does a game about being a customs officer stamping passports, and yet Papers, Please was one of the best, most interesting games of this past year.

Games made by fewer people I think can have a higher chance of being more specific because there are fewer people on the team to challenge the specificity, to rationalize it out of existence. I'm talking about the little things like Journey to the Centre of the Earth's Icelandic locales. What if the reader doesn't know how to pronounce Snæfellsjökull...? Jules Verne decided to give his reader the benefit of the doubt on dealing with that one. But on larger teams, or teams of any size where this there's creative conflict, there's always going to be the temptation to omit, to compromise, to concede, when it comes to the specific details, to file down all those sharp edges. This may be better for a smooth and pleasant development process but it may be worse for the sake of the game's specificity, and therefore for the sake of the game.

Specificity typically requires research, the more the better (and preferably not limited to Wikipedia because everyone uses Wikipedia). The research can be of a real-world subject or in service of a fictional one. Game of Thrones is a work of fantasy fiction, but its level of detail, from superficial things like clothes and food to subdermal things like character motivations, makes it feel fresh and distinct. It takes place in its own made-up world yet it feels very well researched.

The only other good source of specificity is personal experience. To me the emphasis here is on the personal, or in other words, the private. There are some rare cases like the game Papo and Yo, in which a team can rally around one individual's personal experience and make an interesting game about it. But I also think some of the most interesting aspects of personal experience are unrelatable and truly private, and that this is often why art gets made. If I were to just tell you about the most meaningful experiences of my life, or if I tried to make a game unambiguously and autobiographically about it, it would be the worst, just the most banal cliché bullshit, and you would rightfully think less of me as a person for it. My personal experience is not more significant than yours, and does not warrant sharing.

At the same time, that personal experience is all I have. I remember moments from it constantly despite having almost never documented them and almost never told any of them to anyone including my closest family, friends, and colleagues. I channel those moments in the games I work on, channel them so much and so consciously like you wouldn't believe, and you'd never know it because none of the games I've ever worked on seem to have anything to do with me. The key for me is that I keep it to myself. The only way I can make my work personal is to keep private what's personal about it. We relinquish so much privacy these days that I think there is a sense of strength to be gained from consciously holding onto some, only ever hinting at it. Put another way, the less you know about me, the more interesting I am, the more interesting my stories. This of course is not true of everyone. There is no formula, and this is not advice.

Saturday, September 21, 2013

The Stitching Process

Wouldn't it be nice if all games formed around some strong, clear, inspired thematic core -- a Vision, with a capital V! -- and the great ideas kept sprouting from that seed. I think there's a misconception among some game players that games are made this way. I think they rarely are, not even the good ones.

Game development feels more to me like an archeological dig where all you've got to go on is a hunch. You start digging and maybe you find something, but you probably won't, not at first. You start to second-guess what it is you're even looking for. Maybe you find something exciting along the way, but it's only exciting to you, and you're part of a team looking for something else. Maybe you're hell bent on finding this one specific thing to the detriment of other valuable discoveries along the way. In time, what you find down there probably isn't as perfect as the image you had in your head, but it's something.

Games, I think, are often put together from a bunch of dusty old pieces, not all of which fit. You probably find too many pieces in your search. Apart from all the skill and craft involved in unearthing the pieces without ruining them, there is art in identifying which pieces are the ones that can form a whole, and in connecting them with care.

Part of the reason an archaeological analogy works for me is I don't believe in new ideas. Everything has been done, done well, better than I (at least) could ever do it. Thankfully, though, memories are short and tastes change with time. Synthesize some good old ideas at the right time and people call you original. The paradox is that in uncovering old things, you discover new things.

When I work on a game I always think I know what I'm looking for. Accepting that what I'm looking for may not be the right thing, may not be what we find, may not even be what we end up looking for, is a nonstop process.

In time, if you're lucky, you get to the point where you've unearthed most of the pieces and what remains is putting them together. Finally, you're getting somewhere. The work is cut out and just needs to get done. But it's here, relatively late in development, when some of the most important creative decisions get made, through synthesis, through omission, and through connection.

To convolute my archeological analogy: You're not just unearthing something, you're not just piecing it together. You're bringing it to life. It's a Frankenstein's Monster type of process. So then, once the pieces are splayed out, there's still a need for some good stitching to tie it all together into something recognizable as a distinct entity, preferably one that isn't an abomination but rather something that seems like it ought to belong in this world.

I find that writing provides one of the lowest-cost, highest-efficiency forms of stitching together disparate game elements.

In a simple mathematical model, you can form a line between any two points in space. In real-world situations, writing I think is the key to linking any two otherwise-unrelated things. I practiced this in college. Taking English lit classes, I faced the same challenge as every other student: What could I possibly say about this book that my professor (rather, the teacher's assistant) hadn't heard before a thousand times? A solution I eventually discovered consists of three steps:

  1. Open assigned reading to one page at random, and note the first passage that catches your eye.
  2. Open assigned reading to another page at random, and note the next such passage.
  3. Write essay arguing there exists a meaningful connection between those two passages.

I tried this several times as an experiment when I was concerned that I had no original ideas about what to write. I felt cynical and like a total hack when I did it, all the more so when the work inevitably yielded better grades than essays I put a lot more thought and effort into. But then I thought about it more.

Meaning does not inherently exist. Meaning is manufactured, produced, contrived, any number of ugly words. There are nicer words. Meaning is felt, experienced, inferred. But deep down at the heart of it that shit is made up. Fiction. Narrative. In the case of media, the meaning of a work may initially be created by the author, but in the end it is shaped by the audience. As audiences, we have a strong capacity to sense when a work is cohesive and when a meaning can be found in it, and we like to experience that discovery through passive participation in the work if not through active exploration. Our brains do their pattern-matching thing and we take pleasure from finding hidden connections, from realizing the greater scheme of the work, the grander more intricate design. Meaningful work is impressive work.

So to tie this back to game development: To me it is often not sufficient for a game mechanic to be fun or interesting in itself. It needs to be meaningful somehow -- I want to be able to find meaning in it, to connect it to some aspect of my own life experience (or someone else's), to see why it exists as an abstraction of some deeper truth, and to really understand why it's part of the game I'm playing. And so, when dealing with a bunch of disparate mechanics or ideas, all of which are no doubt cool yet not all of which are cohesively connected or inherently meaningful, I believe there's still a chance to integrate them meaningfully -- to stitch them together -- using words, if only as a starting point.

To give you an example from Bastion, that game has a system called the Shrine, in which you can modify the game difficulty to suit your preference. This system was not the Shrine until rather late in development (for a long time it was the Bestiary) but the underlying idea was always that we wanted a difficulty system that didn't put a blind choice before the player at the start of the game, and instead let you tune the game's challenge in a granular way, beyond the opaque and judgmental easy/normal/hard choice given by many games. So, after much wracking of minds, from a writing perspective we found that a promising angle on it was to structure it around religion. After all, the difficulty effects were global, somewhat magical, and somewhat strange. To engage with our difficulty system was to test one's faith in one's abilities, so a religious metaphor just made sense. What's more, it served to deepen an aspect of the world's backstory (involving a cultural dispute between neighboring nations), which in turn deepened the plot.

I think everyone on the team was happy with how this system came together, and it's one of the best specific examples we have to show for when our collaborative process goes well. More personally, I like what the Shrine system did for the game, and not just mechanically. I like how we were able to make it fit. And I appreciate that, if not for the Shrine system, Bastion would not have broached the subject of religion at all, which I know was a meaningful part of the game for some people (at least some of whom have written to me or talked to me about it). The desire to include a difficulty system created an opportunity to instill meaning into the system, by stitching it onto the rest of the game.

* * *

You're probably familiar with the term "to retcon". It's a pejorative term, frowned on by audiences, referring to the act of retroactively creating continuity where none existed. We see retconning as a sort of public embarrassment, a collapse of the fourth fall, as with the infamous midichlorians example from the Star Wars prequel. However, much like how I came to accept that my college English tactics were effective, I've come to accept retconning as an important part of game development. As much as I'd love for all meaning in a work to flourish from some pure and artful place, from some never-changing point of origin, I'll take it where I can get it. That means always searching for opportunities to create continuity where none exists, or strengthen continuity where a hint of it is detected if only by coincidence.

Ideally all this is done behind a curtain, so that when the finished work is presented, it feels like it has Vision. There is no hint of retconning from the audience's point of view, and indeed, no retconning could have possibly occurred with Vision such as this! So, I'm all about retconning, because I want everything to fit and that's only possible once all the pieces are there, late in development. Retconning is a way of executing on ideas, and early on in a project when all you have are ideas, they can be more frustrating than anything else. All throughout development I like looking for those vestigial little pieces of game, whether it's a conspicuous art asset or a design contrivance or a limitation of the engine or a story trope or anything really, and I'll try to connect them to the game's center of gravity, so that in the end, the finished work gives the impression that it knew what it wanted to be all along.

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.

Saturday, December 31, 2011

Developing Themes in Games

I don't know how people come up with their stories but I can tell you how I come up with mine. I don't start with scenes or characters or settings or genres. I start with a tone and a theme, because those two things provide the guiding light as I try and uncover everything else.

When applied responsibly, a theme can give a work of fiction its center of gravity, and can make the experience feel meaningful and open to interpretation in a pleasing or thought-provoking way. When applied irresponsibly, a theme can make a work of fiction feel condescending or didactic, like you got tricked into taking a call from a telemarketer.

A theme ought to be omnipresent but subtle. If the audience can identify the theme easily then it's too over-the-top. If there's unanimous consensus about the theme then it's also over-the-top. A theme is like the body language of the work. It should give a strong impression to those paying close attention while operating on a subconscious level in most cases.

A theme is not a moral. It's an open question, not a conclusion. It needs to be an open question because an entire work of fiction needs to be created in its service. In thinking about new stories, I like to think of themes in a journalistic way. My responsibility as the writer is to fully explore a given theme, to provide the audience with a wide breadth of relevant information which can be used to draw various conclusions.

The tone of the work may inform the theme, or vice versa. The combination of the two create the identity of the work, a subject I'll explore in more detail in my upcoming GDC 2012 talk about creating atmosphere in games. (EDIT: The slides for this talk are available here.)

The story I wanted to write for Bastion was intended to explore the theme of overcoming regret. The tone I wanted for it was bittersweet but not sentimental, cautiously optimistic and ultimately hopeful but still melancholy at times, something that felt real rather than sappy but still could be suitable for almost all ages. The characters, events, places, and various little details all came about in support of these ideas. The theme ended up serving as my map. The tone served as the directions from the starting point on that map to the end point. I knew the starting point and end point early on. Plotting the course is what took the longest amount of time, mainly because I didn't write any in-game content before we had playable levels that needed to be written.

I don't like spelling out the theme like this but the game's been out long enough, and besides, it's a broad enough theme to where spelling it out doesn't really matter. The theme in and of itself is too broad to be susceptible to judgment. I think that's the mark of a theme worth exploring.

You'll notice that the theme I chose is simply "overcoming regret", just two words, as opposed to something like "in life we all need to learn how to let go." One is a theme, the other is asinine. Because I'm not Aesop, I will never, so long as I'm blessed with the opportunity to continue to create games, ever inflict my morals on you. I have my kids for that. Besides, if the theme I chose could be reduced to a fortune cookie sentiment then it isn't strong enough to bear the weight of a story worth telling.

The theme of a game's story ought to be the theme of the entire work, or vice versa, however it all comes together. If a game's story has a theme that's not supported by the play experience itself, the game threatens to feel disjointed and leave a sour taste with the player. In Bastion's case, the game was always going to be about building the world around you, an aesthetic idea and a design idea that naturally extended to a theme. The idea of building gave rise to the idea of rebuilding, which gave rise to the idea of overcoming regret and this post-disaster story about a few survivors (and other creatures) dealing with what happened in their own way.

All of the different game systems ideally should support the theme. With this in mind, in Bastion we tried to solve for some problems that can induce a sense of regret in other role-playing games, such as when you get the sinking feeling that you chose poorly when developing your character. In many RPGs, you're asked to make half-blind choices about character class or perks and stats. Halfway through the game you find yourself wishing that you chose differently. This can create incentive to replay the game but it can come from a negative place. In Bastion, we offer the player complete freedom to customize their character all the way through. Our difficulty system, via the Shrine, works in a similar way. We don't make you choose the game's difficulty before you've had a chance to play it and get a feel for it.

There are other smaller examples. When you run out of health and get defeated, you have the opportunity to "carry on", get back up at least one time and keep fighting. It's just a system of extra lives, superficially no different from the convention used by countless old games, but in Bastion I think it takes on a different connotation for some players as they see the protagonist character struggling through one situation after another.

Then, when we present players with the game's climactic, expressive choices, those are the only moments where there's no turning back. I think this is self-evident in the choices themselves, and thankfully we got a lot of good feedback from players saying they gave pause in those situations for quite a while, deciding what to do. I'd like to think that almost everybody who reaches those moments in the game ultimately makes a firm decision, not the wishy-washy I-don't-know kind but the kind that feels satisfying and cathartic even if not exactly good.

So, why would I want to write a story about an unpleasant subject like regret anyway, especially for a game that seems to have the trappings of a hack-and-slash action RPG romp? One reason is because I don't want to waste people's time with meaningless game experiences. Another reason is that this theme is important to me for a bunch of reasons I could only articulate through the story itself. I think regret is a universal feeling experienced by almost everyone from a young age. The depths of that regret vary from one individual to the next in a profound way, but on some level there is a shared experience, even among those who've suffered no real losses, who've had it pretty good overall. Me, I'm the sort of person who's spent (or wasted, depending on how you look at it) a lot of time re-playing various scenes from my life in my head, wondering about alternative outcomes. This is typical but I think I have an acute case of it. Setting aside whether it's healthy or not, I accept that it's a part of me, and it's the reason Bastion's story is what it is.

Thanks for reading, and may things turn out all right for all of us in the new year.

Sunday, June 26, 2011

Power Fantasies and Their Problems

For a short time in college I considered enlisting in the military but you have to understand my mind was in a very dark place then. I got over it, though I still find shooters and military-themed games fascinating. What boggles my mind, though, is how wrong most of them are about why I want to play them. It's as if they think I think being a soldier is this thrilling and glorious experience. At least Modern Warfare got it right when it killed me in a nuclear blast.

This isn't one of those complaints about there being too many shooters, though. Instead I bring up shooters to make an observation about games that are power fantasies, and some of the problems inherent to that style of play.

For the most part, a power fantasy is what it sounds like. It's the idea that if only you were a better more capable person. Games allow us to play as characters with abilities far superior to our own. God of War, Halo, Ninja Gaiden, Gears of War, Batman: Arkham Asylum, Devil May Cry, Assassin's Creed, Mass Effect, and The Witcher are all examples of power fantasies in games. Such games naturally fall into the action adventure, shooter, and role-playing genres, because power fantasies tend to revolve around dominating one's opponents, and these genres revolve around combat.

Identifying a Power-Fantasy Game: Themes vs. Systems
I think power-fantasy games are characterized at least as much by their thematic and fictional content as by their gameplay systems and player interactions. For example, take the old laserdisc arcade game Space Ace, which is by all means a power fantasy about being a sci-fi action hero. The gameplay itself consists of reflexive button presses and memorization. Just dial in the proper button sequence, and you get to watch a cool cartoon unfold. Games like this are where quick-time events came from. The same format could just as soon be used for a game based on Schindler's List. So then you'd have two games with identical gameplay, but only one would be seen as a power fantasy. Not sure what people would make of the other.

Spy Party designer Chris Hecker offers a succinct argument against power fantasies on his blog that got me thinking about this themes-vs.-systems distinction. In Bastion, the game I've been working on, I wanted to avoid creating the tone of a power fantasy. For example, the protagonist character is someone the player is intended to feel for rather than envy. On the other hand, aspects of Bastion's game systems can be likened to those found in power-fantasy games -- it's a combat-oriented game in the action role-playing genre. Does that mean it's a power fantasy in spite of my intentions? Of course not. The narrative and thematic substance of a game sooner defines its character as being a power-fantasy or not, rather than the genre or the gameplay systems.

To illustrate my point, take ICO and Shadow of the Colossus. These games revolve around conventional gameplay challenges, including relatively straightforward platforming and combat systems. You run, jump, and kill things in those games in a manner that's comparable to games like God of War or Assassin's Creed. However, I don't think many would consider ICO or Shadow of the Colossus to be power fantasies. The emotional content of those games gives the experience of overcoming their challenges a nuanced and contemplative feel.

Problems With Power Fantasies
I don't want to make power-fantasy games for a variety of reasons that have little to do with how common they are. Rather, it's because I think power-fantasy games have three inherent, thorny problems I would like to avoid:

Problem 1: Risk of creating emotional disconnect or sense of inadequacy in the player
In the typical power-fantasy game, the player's skills will initially not be aligned with those of his character. You're controlling a character who is far superior to you.

This can make the crucial first experience with the game feel dissonant or off-putting. In Uncharted 2: Among Thieves, which I think is a stunning and well crafted game overall, if you don't know how to sneak around as well as Nathan Drake knows how to sneak around, then there's a good chance you'll get flustered in one of the opening sequences. There's no explaining why Nathan Drake is suddenly incompetent in what should be a routine mission -- immersion is broken and you're reminded that you're just a poor schlub playing Uncharted 2 and failing at it. In The Witcher 2, my favorite game so far this year, the outstanding exposition and beautiful world can likewise come grinding to a halt as soon as the actual gameplay starts and you realize just how lethal the world of the game really is, and how lousy of a swordsman you are in spite of how proficient your character is supposed to be. You lose empathy for your character because you never experience having to go through what he went through in order to be good at his job.

Some games get around this type of problem through smart use of exposition or flashbacks. I thought the first hour of Assassin's Creed 2 wasn't as exciting as the rest of the game but at least it let you work your way up to earning the ninja-like skills of the protagonist. Most of the time, though, if a game is inviting you to be the badass then it's going to have an awkward learning curve, either nakedly easy or too hard.

Problem 2: Design limitations of an inherently powerful protagonist
If you're playing a game in which your character is very powerful and versatile, then not only is the game going to be harder to learn than it probably needs to be, with tons of front-loaded tutorial, it also won't leave much room for growth. Or it'll be some kind of nongame where you give minimal input, like Space Ace. Ironically, all this undermines the basic appeal of a power fantasy, which is to have a growing sense of superiority.

In Grand Theft Auto IV or almost any of the games derived from that series' template, you start with the power to wreak all kinds of havoc inside that sandbox world. You might work your way up to faster cars and deadlier guns than what you have access to right from the start, but in spite of the open-world scope, the sense of character progression is naturally limited. This is especially true of games set in the real world. In games like God of War, you start off extremely powerful but there's still a sense of progression as you move from superhuman to godlike powers. But in a military shooter, where you're a man with a gun, you don't expect to gain new abilities, and in 99 out of 100 such games, you don't. Realism.

Role-playing games have a traditional solution to these problems, by making the player start off as a nobody and gradually letting him grow his powers while his notoriety in the gameworld grows through the fiction. Even still, RPGs are notorious for their complexity, often front-loading far more game systems than the player ought to be concerned with at first. And most RPGs still are power fantasies from a fictional point of view.

If you're not making a power-fantasy game then you have far more latitude when defining your protagonist character. The player doesn't always want to be the badass, does he?

Problem 3: Limited emotional range
When a game is a power fantasy then it occupies a narrow and limiting emotional range. Power-fantasy games can be about justice, revenge... and, that's about it.

Look at the long list of games I've cited above and try and point to ones that aren't about justice or revenge.

Justice and revenge are age-old themes, deeply ingrained in human nature. The emotional range associated with these, I'd say, tends toward the aggressive and the negative. Some of the best works of fiction in the history of fiction have concerned justice or revenge. But these themes aren't everything.

Of course there's a whole slew of other themes and corresponding emotions that games can explore. It's an oversimplification but ICO and Shadow of the Colossus are games about love more so than they are about justice or revenge. By successfully applying an alternate thematic spin on conventional action adventure tropes, these games stood out as unique and provided unique and memorable experiences.

. . .

Power-fantasy games have a lot of things going for them. That's why so many of them are made. Games that attempt to solve the problems I've listed here have plenty of their own problems, including, I suppose, having a potentially more-limited appeal than power-fantasy games do. Even still, when thinking about the kinds of games I want to make, I'd much rather take my chances with exploring relatively untapped thematic territory than trying to attack head-on some hundreds of different games I hold in very high regard. I've tried that before and didn't like it as much.

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.

Thursday, March 24, 2011

Not Dead Yet

I've been working on Bastion all this year. I'm only taking a break now because I'm building a bunch more audio, but at this point we think we can see the light at the end of the tunnel. Our path is set and we've been in execution mode these past months. For me personally it's involved a good deal of level design work and a lot of writing. It's been the most rewarding work I've done since I got started working in the game industry.

That said I don't want to say too much more about what I've been up to with the game since it's close to being finished and I don't want to give anything else away at this point. If people find the result of the work to be interesting then I'd love to talk more about the goals and process behind it after it's had a little time to settle.

One thing's for sure -- the response the game's been getting based on the 20-minute prologue has been everything I could have hoped for and more. The game is a summation of many key elements and the integral contributions of each individual on the team, though given the narrative focus of this blog and my own focus on that work, it's been great seeing the positive reactions to how we approach story, exposition, and writing in games.

Tuesday, November 23, 2010

Closed Narratives in Open Worlds

I liked open-world games a lot better back when they were just called role-playing games. Maybe I couldn't mow down pedestrians with a car in Fallout or Ultima VII, but I still could go wherever I damn well pleased and do whatever I wanted, even if it meant breaking the rather strict laws of the respective gameworlds. The thing is, I felt like those games fully supported my actions no matter what I did. Such games fed back on the entire breadth of my gameplay choices. Ultima VII was not a game about being good or evil quite like Knights of the Old Republic, but it always let you do evil just so you knew it was there as an alternative, just so the temptation and the option for it were always there. You didn't have to be good, you chose to be, and that gave weight to your actions in the game.

My problem with today's open-world games – and by this I really mean the Rockstar Games genre, because as a collective of studios, Rockstar really has single-handedly defined this genre in recent years – is that their narrative content is increasingly conflicting with their gameplay. Their gameplay says "do whatever you want when you're not playing a story mission" while their narrative says "watch this character's story unfold." From a narrative standpoint, these games have become the Western equivalent of the glory days of the Japanese RPG, the days of games like Final Fantasy VII. Except those games have long since fallen out of vogue.

In those days, your reward for overcoming a gameplay challenge of some sort was a bit of noninteractive story. This was a wonderful structure as just about anyone can attest who played one of the well-regarded Final Fantasy games back in their heyday. You became attached these ensemble casts of crisply defined, empathetic, interesting characters and through your actions as some disembodied turn-based combat specialist you were able to help them reach the end of the line of their respective stories. I'll never forget some of those characters. Their stories benefited from the linearity of the structure and the lack of player control during story scenes. If I had control over the Dragoon Kain's choices in Final Fantasy II, I wouldn't have turned traitor against Cecil in the first place, and I would have inadvertently negated one of the game's more interesting subplots. Or if I had a real choice as to whether to remain a Dark Knight or become a Paladin as Cecil, well... I had no complaints about being something called a Dark Knight at a time when RPGs almost always cast me as a pure and noble hero.

Today's open-world games such as Red Dead Redemption and Grand Theft Auto IV are presenting these increasingly lavish tales with huge casts of characters. I like what they're trying to do with their stories. I finished this year's Red Dead Redemption on the promise of a deeply satisfying ending, and in the end it totally delivered. However, the strength of these games' characterizations is adversely affecting the way I play. I don't like the freedom of choice that the gameplay offers me because most of the choice runs counter to what my character would actually do. Red Dead's John Marston is a good-natured man with a dark past. That the game lets me wantonly slaughter people in the streets in exchange for some petty cash and a slap on the wrist just feels all wrong, and I find only the absence of entertainment in it – not because I have a distaste for violent videogames (if I could drink videogame blood I would), but because I don't like when games give me lots of ways to break my own suspension of disbelief, especially when they do an excellent job of getting me to suspend my disbelief in the first place.

Along these lines I just couldn't bring myself to rampage through GTA IV's Liberty City like I could in Grand Theft Auto III back in 2001. It's not that the novelty was gone, because it was absolutely there. GTA IV seemed like such a great playground in which to be some horrible, horrible crook. But Niko Bellic isn't that guy. He's a guy who's trying to help his Mom and find his cousin a nice girl. He doesn't mow people down on the sidewalk.

I played and enjoyed both of these games and the lengths they took both to create vividly detailed clockwork worlds and relatively serious, relatively thoughtful stories. I'm just saying that the two halves of the games – the story part and the open-world structure – didn't mesh for me, so in both cases I found myself actively trying to ignore the peripheral content and beelining through the story missions with a feeling of "I hope I don't break anything" along the way. In effect, I made myself play these games as linearly as possible.

I'm not suggesting these games should have been strictly linear, as the reception to the recent Mafia II is a good indicator of how a not-insigificant number of players do expect open-world gameplay systems from a game with any superficial resemblance to other open-world games. (There are also exceptional cases like Batman: Arkham Asylum, which supports a broad range of actions from the player, pretty much all of which seem internally consistent to the game and its famous starring character.) But I do find it strange how the open-world genre has evolved, when older examples like GTA III didn't have the same problems. GTA III and its silent protagonist let me decide what sort of man I was, whether I was the sort to drive on the sidewalk on a busy intersection or take care to only shoot the bad guys, or somewhere in between. In that game I truly felt like I was in an open world. Today's open worlds may be bigger and more detailed but they feel a lot more restricted to me, because I can't bring myself to ignore their stories.

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.

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?

Saturday, July 10, 2010

Justifying Systems

When I hear people describe something as "gamey", usually they're not paying a compliment. It's an odd way to bag on a game when you think about it, and I can't think of an analogy in any other medium, except maybe comics. Sometimes, such as in the upcoming Bulletstorm or last year's Borderlands, gamey qualities are designed into the experience. These are games where brightly colored messanges, numbers, or loot drops burst forth from enemy corpses, like a violent Peggle, in a manner that has no bearing on realism and is only comparable to what's been seen before in other games including slot machines and such. Hence, "gamey". These effects are there to heighten the sensory pleasures resulting from the basic actions available to the player.

In most cases, though, games described as "gamey" in the negative sense are the ones where insufficient effort went into integrating certain game systems with the aesthetics and fiction of the gameworld. When a game expects the player to blindly accept why something works a certain way, simply because that's how the thing works in other previous games, I think the game threatens to become gamey-in-a-bad-way. Something about the experience of such games feels grating on the senses, as for every instant you begin to feel immersed while playing, something about the design shoves you back from the brink and reminds you that you're just sitting there on your couch playing a game. I think one of the responsibilities of narrative design as a discipline is to find meaningful ways of justifying game systems within the gameworld, in order to avoid that gamey feeling where it's not supposed to belong, and I'd like to talk more about that here.

In Mass Effect 2, still my favorite game so far this year (next to Super Street Fighter IV), the game goes to extremely elaborate lengths to justify why you get to do the things you get to do at the beginning of pretty much every Western role-playing game, such as defining your character's appearance and proficiencies. The game opens with this completely wild and apocalyptic sci-fi explanation of how come a character introduced in the previous game now has to start over from scratch. It's the BioWare equivalent of the scene at the beginning of every Metroid game where Samus inevitably loses all her power-ups, or when Death shows up five minutes into a Castlevania to shake down the foppish hero for his cloak and rapier (I guess to fill us with latent righteous rage from all those times the big kids stole our lunch money and knocked the binders from our hands). But you know what? That opening scene in Mass Effect 2 worked really well overall. It showed you the people behind this game weren't asleep at the wheel, that they'd thought of a way to meet your expectations for story continuity as well as your expectations going into a new sci-fi role-playing game. They didn't just throw the conventional character-creation screen at you without any reason. Compare this with the approach taken by White Knight Chronicles 2, a Japanese role-playing game whose solution to story continuity is to prevent you from playing unless you've finished the previous game. Imagine if they checked for your past Harry Potter ticket stubs when standing in line to see the latest one.

Games sometimes go too far to justify everything about them. A friend and I would often debate whether Assassin's Creed was guilty of this, as an example. The heads-up display, interface, and even the loading screens of that game were heavily explained away in the sci-fi metastory of a guy stuck in an evil MRI device that tapped into latent memories of his dark-ages ancestors. I told him I liked what they were going for, while he felt the game was trying way too hard, to the point where aspects of the user interface became highly distracting to him while he was playing, because they felt so contrived. According to my friend, the game didn't need to justify why button prompt tips appeared onscreen or why you had a map -- these are things we as game players accept without question. And he's probably right. Even still, I felt Assassin's Creed had its heart in the right place trying to marry these types of interface conventions in a game set a thousand years ago. If the sci-fi elements of the story were handled more gracefully, for instance as a big metaworld reveal later in the game foreshadowed only by the interface, I think it could have all come together in an amazing way. We would have experienced the revelation that certain conventions we just accepted as game players were in fact connected to the story in a meaningful way. Instead, the game frontloads exposition about why you have a health bar and a map, which sags the pace of the story and distracts from what was interesting about the game -- namely, the cities you could run around in.

A game is not responsible to justify every little system or gameplay contrivance to the player, because as players we're willing to accept a lot of things at face value without any explanation. At the same time, I think we appreciate it when game systems are gracefully explained and justified. So, the narrative design process involves looking for opportunities to integrate aspects of game systems design into the gameworld in a way that makes sense and is interesting to the player without being disruptive.

A classic example of justifying game interface conventions is the original Command & Conquer, with its wonderful installation sequence on down to its robotic female battlefield announcer. Like any PC game of the time, you had to install this one to your hard drive before you could play. But you didn't merely install that game -- due to its amazing animated install sequence, you felt like you were tapping into a sophisticated battle control interface, like something out of the movie War Games. I always felt that Command & Conquer was a first-person game, where you happen to be looking through your character's eyes at his battle interface, and as a fan I was disappointed in how the series seemed to drift further and further away from this direction rather than embracing it.

Another of my favorite cases of this is from Super Mario 64. As the entire concept of controlling a character from a third-person perspective in 3D, plus having to control the camera, was quite new at this point, the game went out of its way to show you that the "camera" was in fact a little flying cameraman character trailing behind Mario the entire time. I think games that go to such lengths to be internally consistent have a tendency to be great.

The real downfall of this type of thinking is when it leads to the destruction of conventions that exist with good reason. When the fiction of the game trumps the game of the game, the result are some of those games that try to do such things as eliminate all interface at the expense of your ability to play. The most surprising example I can think of is The Getaway, a GTA-inspired PS2 game, which has no onscreen heads-up display whatsoever in the name of cinematic realism in spite of being structured like an open-world game. So, in order to navigate the city during your missions, you have to follow your vehicle's turn signals, since there's no minimap much less any sort of GPS. Problem is, your turn signals can be shattered during the game's numerous chase scenes, leaving you completely blind unless you happen to know your way around London for real. I'm pretty sure even the people who live in London don't know their way around that city. At any rate, when the fiction or presentation of a game starts to get in the way of basic usability, they've probably gone too far. The only HUD-free game I've ever played that handled it pretty well was Call of Cthulhu: Dark Corners of the Earth.

There's no formula to this stuff. It needs to be handled artfully on a case by case basis that suits the particular game. I'll continue to defend the original Halo as another outstanding example -- I've met a bunch of people who seem to resent the game's popularity and write Halo off as having merely been in the right place at the right time, but as far as I'm concerned it's probably the most influential game of the last 10 years. The Call of Duty series and just about every other shooter owes a debt to Halo for such common ideas as regenerating health and limited capacity for carrying weapons. These ideas in Halo were so well-thought-out that they felt like completely natural parts of the fiction. Much like Gordon Freeman's HEV suit in Half-Life, which was the reason you as a player felt capable of surviving through an insane situation that was killing everyone else around you, in Halo those recharging energy shields of yours are the ultimate key to your success. They're explained early on as an integral component of your one-of-a-kind armor through an excellent Robocop-style first-person diagnostics sequence that even fictionalizes the decision of whether to invert the controls for looking up and down. Five minutes into Halo, I felt completely absorbed in that world. When a game's tutorial can do that, it's off to a good start.

People don't naturally expect for game mechanics to be justified by the fiction and often don't notice or mind when this isn't done, unless it sticks out. Military shooters have appropriated Halo's regenerative health system but applied it to flesh-and-blood characters who we'd expect to die from one or two bullets, and yet nobody seems to mind too much. Regenerating health may not fit the aesthetics of modern military combat, but a a game mechanic, it works, so most of us think nothing of it. But I think there's a danger of stacking too many inexplicable conventions into a game, which causes the game to begin to lose its identity and feel like a bunch of patchwork ideas. Conversely, I think there's a great benefit to artfully ingraining the mechanics, systems, and feedback of the game into the fiction of what's going on in it. In Oddworld Stranger's Wrath, there's this fantastic crossbow weapon that supports different ammo types. Each ammo type is in fact a different little creature (live ammunition, get it?) with its own weird personality that affords what the ammo type does.

What are some of your own favorite or least favorite examples of games justifying their game systems through the fiction? Can you think of other cases where a game was either trying too hard to root its gameplay in the fiction, or didn't try hard enough?

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.