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.

Thursday, December 23, 2010

Death and Games

Video games weren't always dominated by power fantasies. In fact I think the rise of the male wish-fulfillment Hollywood blockbuster of the 1980s, in movies like Rambo II and Commando, is what led video games down a similar path with stuff like Rush 'n Attack and, well, Commando. But even before this shift, games were still concerned with death, a trope that players young and old could always identify with. In Space Invaders you die. In Pac-Man you die. In Donkey Kong you die. In Pole Position you don't just lose the race, your shit fucking explodes and you die.

The noted screenwriting instructor Robert McKee says that stories are a metaphor for life, when he explains why people are innately drawn to stories. I think games are a metaphor for life. This is the reason games don't need stories to be interesting, because in essence it's all the same.

Many games are literal and so they depict death. The player fails by causing his player character to die in some fashion. Yet, for the vast majority of games, death is handled in a lazy, conventional fashion. It's strange when you think about it – something as serious as death, treated with such disregard as game death. What's the last game you played that handled death in an interesting way, that didn't act like the last 20 games you played by giving you a gameplay hint and respawing you at the last checkpoint? Death in games is nothing but a bit of inconvenience. Or when games neglect to put checkpoints close enough, it's a source of frustration, a poor design choice. It's almost never something profound, something complicated, something scary -- you know, like death.

Most games don't even deliver on the promise of immortality. You have unlimited lives in military shooters just because whatever. Just like Afghanistan in real-life. Super Meat Boy, a ridiculous and funny and awesome game, has a more thoughtful approach to player death than virtually all the self-important AAA games this year by having a late-game cutscene where the villain gets frustrated by Meat Boy's propensity to keep respawning whenever he's killed. Meat Boy just kind of shrugs, almost apologetic for his immortality. He can't help being the way he is.

Why should death even exist in games? Death used to exist in games because games needed a mechanism to punish failure. Today more and more games are becoming more and more lenient about failure, because they want more players and want to eliminate frustration and only keep pleasure. It's to the point at which failure becomes almost impossible in certain games, and yet as a player you're still expected to believe that your character is in mortal danger. What's the point?

My main point is this: I think if a game is going to have death in it, then death in the game deserves careful consideration as part of the design. I am not OK with games thoughtlessly borrowing the auto-respawn-at-last-checkpoint design one after another. I want games to treat death with dignity, or disrespect, to make me fear it or laugh at it, to make me think about it or even want it, but I'm sick of games thinking it's something I don't care about as a player. If you don't think I care about it then don't put it in the game, or if you're going to put it in the game then do something interesting with it.

Here is a short list of games that have done interesting things with death.

- In the Fire Emblem series, which I love dearly, death comes swiftly and permanently. These are character-driven strategy games in a fantasy setting, but death isn't just an inconvenience in that setting as it is in most fantasy games. A character who dies in the game is gone forever after speaking his or her often-tragic dying words, and you'll be left to wonder how his or her story might have resolved. Players end up restarting entire missions to prevent character deaths, but at least it's a choice. Few games make me value staying alive quite like Fire Emblem. Other strategy games like X-COM and Jagged Alliance have done similar things, I just think Fire Emblem does it even better by building up its characters so well through its rich storytelling.

- In the Soul Reaver series, you are the immortal vampire-wraith Raziel. Your body can be destroyed but not your spirit. When you "die" in the game, you sink into an alternate version of the world, a spirit realm filled with pathetic lost souls you must consume in order to regain your corporeal self. Some of the game's puzzles involved having to traverse both instances of the world to reach new places. Raziel is a tragic character who would like nothing better than to rest in piece, so the game subverts expectations around video game death on multiple levels.

- In the arcade games Ninja Gaiden and Final Fight, both featured rather graphic "continue" screens showing your character bound and, respectively, about to be eviscerated by a spinning razor or blown to pieces by a bomb. You have 10 seconds to insert another coin to continue playing and prevent this fate. It was a cheap but effective play on the player's emotions. There was something base and manipulative about it, and for that reason I should hate it, but something about it was so playful that it worked well for these games. I'm sure it helped them earn a bunch more quarters, and as cheap emotional plays for player's time and money go, it was way cooler than FarmVille telling me to adopt a homeless orphaned crippled baby seal or whatever.

- Braid is a game about what if you could move forward with the knowledge gained from failing while erasing the failure itself, so its handling of death is very interesting.

- The officially-old massively multiplayer game EverQuest placed severe consequences on player death, often representing hours of lost time or even worse. In a worst-case scenario players could die in such a way that their corpses, which held all their belongings (representing potentially hundreds of hours' worth of questing), were impossible to recover. As a result, I imagine that fear of death in EverQuest probably approximated a real-life fear of death for some of its players more than any other game. MMOs have since repeatedly loosened the reigns on death penalties in order to reduce frustration / heartache and make themselves accessible to wider audiences, but EverQuest achieved something special in its time.

- ZHP: The Unlosing Ranger vs. Darkdeath Evilman... look I'm sorry it's Japanese OK? I haven't played this game yet but it's on my short list in no small part because of its fascinating, funny, upbeat take on player death. It's a game about the inevitability of disgraceful death at the hands of a hopelessly powerful enemy, yet your character has the ability to reincarnate and begin anew with greater potential for advancement than his past self.

- Last year's Demon's Souls reminded me a lot of EverQuest's corpse runs. Death came swiftly and often, and carried a heavy price of essentially all your money and experience, though the game gave you one chance to try and recover the lost goods... and did that ever make you take things slow and steady, take the time to learn the environments and the encounters. The best part was seeing apparitions of other players dying and seeing messages left by other players, warning you of impending dangers. The sense of a solitary-yet-shared experience was amazing in that game, like being trapped in a dungeon with other survivors and naturally joining forces to try and survive.

- In Diablo II and its hardcore mode, death was permanent. Hit a lag spike going into Duriel's lair in Act II and that character you'd been building up for the last two weeks would be gone. Similar feelings to Fire Emblem – you felt a healthy respect for the possibility of death, an appreciation for how it could come at any time, would have to make peace with the shocking reality of it. I loved hardcore more.

- In Prince of Persia: The Sands of Time, the character has a Braid-like ability to reverse time (in fairness the game came out well before Braid), and in addition to that there's a narrative layer in which the character is recounting his own story. When the player character dies, the narrator says things like "That's not how it happened," justifying why a respawn mechanic exists in that game, justifying why the game was pretty easy but nonetheless exciting because you wanted to know how it all worked out in the end. It was excellent.

- In Counter-Strike, death was often shocking and meaningful. Here was a shooter where you couldn't just respawn. When you died you sat out the rest of the round. You were failing your whole team and all you could do was watch as the rest of your boys probably get killed because they were down a man. Death has never felt more meaningful to me in a shooter as it did in that game, so much so that I was never much of a Counter-Strike player. Of course most shooters trend away from this type of consequence, and yet Counter-Strike continues to be extremely popular, because it gives people reasons like this to become invested.

. . . .

In the game I'm working on, we don't want you to die, but I want you to know it's possible to fail if you play in a careless fashion, if you ignore danger. If you do run out of health, you'll have at least one more chance to carry on from where you left off in any given sequence, which we think encourages players to push forward more carefully if they started getting a bit lazy or sloppy in their play. It works as a literal wake-up call. Our reactive narrator will also have different things to say about the player character getting knocked out in each of the game's sequences, and will say different things depending on whether or not you fail, so we at least acknowledge the possibility of death in this fashion – we keep track of it and respond to it.

We struggled for a while with what to do about player death in the game, and were tempted by systems that would eliminate any penalty whatsoever because we didn't want to force people to repeat lots of content if they didn't want to. I think what we decided on is a good solution for our game, and I'm glad we arrived at it through thoughtful exploration and iteration rather than just taking the existing conventional checkpoint solution and calling it a day. I also like that our solution maps to the aesthetic of our game. In Bastion's world, death may be an inconvenience that can be prevented. At the very least, the narrator of the story does not seem to take death very seriously, as you can infer from the trailer. Part of the reason for that is, as you can see, that I don't think game players take death very seriously either.

Let me know what are some of your favorite examples of games that treated death in interesting ways.

. . . .

I also wanted to take a moment to thank you for reading. Since I started this blog in March, I've succeeded in making the types of preoccupations expressed here into a key part of my job. I love what I get to do everyday and look forward to creating a game next year that's going to deliver on some of the ideas I've expressed here over the months. Happy holidays and here's to a good year for games in 2011.

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.

Sunday, August 29, 2010

A New Chapter

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

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

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

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

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

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

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

Monday, August 2, 2010

Infernal Logic

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

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

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

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

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

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

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

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