Showing posts with label dishonored. Show all posts
Showing posts with label dishonored. Show all posts

Friday, January 11, 2013

The unportalable: games as paratexts and products


Several years ago, I sat-in on a "games as literature" course, and promptly got into an argument with the instructor. We were talking about Portal, and he argued the dark metal unportalable surfaces seem "sinister" because of their color, rustiness, sense of alien materiality and permanence, lack of affordance, etc. (This was also an introductory course, so a lot of his effort went towards getting students to make critical arguments about games at all.)

I argued that interpretation was irrelevant, and that type of thinking was obfuscating how these surfaces actually function to players: in Portal you don't think to yourself, "that wall is scary," but you more often think "I can't portal there, let's look somewhere else" or "wow that wall looks cool on these graphics settings." To me, the wall material told more of a paratextual story rather than a diegetic story.

Wednesday, December 19, 2012

A confirmed heart

A month ago I wrote about the Heart in Dishonored, and I'm glad my suspicions (it's a dressed-up radar / hint system / audio guide) were correct in this semi-interview at RPS with Arkane devs.

I can't say I share the author's admiration of its narrative results as meaningful narrative -- I found it way too transparent and instrumental in what "they wanted you to feel", which is why the Outsider NPC fails for me -- the designers want to narrate and interpret everything for me, to explain their game. I don't think it's subtle. (Comparatively, the Outsider's dad, the G-man, usually ends up confusing me more than anything. His magic is genuinely mysterious and Gordon Freeman never gets any access to it. In contrast, the Outsider isn't mysterious -- he's just an unexplained writer mouthpiece / deus ex machina / character with no stake at all in what goes on, it's hard to care about a non-presence)

So now I think the way forward for the industry (I believe in a "way forward" because I think novelty is extremely important in art, not in some game industry myth of innovation) to develop its storytelling techniques is, ironically, to listen to that crazy Far Cry 3 writer and think of an entire game as narrative, rather than confining narrative to an isolated series of dioramas with doomed corpses and "poignant" voice over narration. Some of the best indie games do this already: your entire experience is the game narrative, not just some one-off readables or loading screen lore that a writer typed into a spreadsheet.

Thursday, November 8, 2012

Dishonored's narrative design: how The Heart lies to you.


(UPDATE: this interview at RPS with Arkane devs confirms that not only was I right, but that it was also a very conscious decision on their part to make it do that, wow.)

Dishonored does a lot of things with game narrative (abstract dream levels, scripted body awareness, lots of readables, overheard conversations, scripted sequences, branching missions changing based on player decisions) which fit neatly into the existing immersive sim / first person toolbox that we're used to. It's well-done, but it's not particularly new or anything.

The Heart is something slightly different, though, and I found it surprisingly subtle and ironic.

Level design / character SPOILERS (but no plot SPOILERS) below:

Monday, October 15, 2012

Dishonored fails as an immersive sim within its first minute.

This post DOES NOT spoil Dishonored's plot, but it DOES spoil a little bit about how Dishonored's branching narrative works.

I'm being dramatic here; Dishonored is pretty well-designed and gorgeous and I enjoyed myself. I liked Dishonored, on the whole. However, I couldn't help but notice that Dishonored, taken as the immersive sim it keeps insisting it is, fails within its first minute under that tradition. It fails upon giving you your first choice:

Do you want to play the tutorial or not?