Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Friday, August 16, 2013

"Gone Home" and the mansion genre.


This post does not spoil any specifics of the "plot" in Gone Home, but it might sensitize you to its delivery mechanisms and some details.

A mansion means: old, rich, and scary. The most quintessential "mansion games" that emphasize these qualities might be Maniac Mansion, Thief, and Resident Evil -- these games would not work without the mansion tropes that figure prominently in their game design. Most importantly, mansions are big.

Gone Home is very aware of its place in the mansion genre, a genre that emphasizes the primacy of inventories, objects, and possessions. Here, the lightweight puzzle gating and densely hot-spotted environments evoke adventure; the first person object handling and concrete readables evoke the immersive sim; the loneliness and the shadows evoke horror. In a sense, this is a video game that was made for gamers aware of all the genre convention going on -- in particular, one moment in the library will either make you smile or wince -- but in another sense, this is also a video game made for humans. Gone Home carefully negates or omits core "gameisms" of the very genres it comes from.

The characters in Gone Home are tolerable (or even great) because they do not hesitate in doorways and stare blankly at you. It's the same trick that Dear Esther pulled: fictional characters in games develop full-bodied, nuanced personalities precisely when they're *not* constrained by fully simulated virtual bodies present in the world. (Maybe Dear Esther is actually a mansion game?)

Monday, August 12, 2013

Ludonarrative dissonance doesn't exist because it isn't dissonant and no one cares anyway.

"I'm a living breathing person... but I'm just going to stand frozen in this spot forever. Also, I'm a tortoise."
I complained about Bioshock Infinite before. Here, I complain some more, because I really can't get over how bad this game is. Hopefully this'll be the last complaint post. I'm sorry.

Clint Hocking famously coined "ludonarrative dissonance" to describe moments when what's happening in a single player action game doesn't fit with what the game is telling you is happening -- maybe it's just plain wrong, maybe the tone doesn't match, or maybe the game thinks this thing is more interesting than it is -- either way, it doesn't quite work.

It's when you realize your sympathetic handsome male player character is a sociopathic mass murderer, or maybe when a character in an RPG "dies" despite having already died and revived dozens of times before, or maybe the brief instance when an elite soldier NPC glitches in the middle of a doorway despite all the boring game lore dumped on you. Sometimes it's intrinsic to making a game about killing people, sometimes you hope fridge logic kicks in, and sometimes it's a technical quirk you forgive.

But I feel like that theory doesn't explain what actually happens out in the field: if Bioshock Infinite was forged entirely, purposefully, from solid ingots of 100% pure ludonarrative dissonance, why didn't this annoy the shit out of everyone? Isn't ludonarrative dissonance supposed to be jarring and horrible? Why was the unusually unified critical response to Binfinite something like, "wow this game is colossally stupid," but the mainstream response was, "this is amazing"?

So I have a new theory -- most players do not find dissonance to be dissonant, and therefore ludonarrative dissonance doesn't really exist.

Friday, June 21, 2013

"Press F to Intervene": a brief history of the Use Key Genre

There are NO *detailed* spoilers for BioShock Infinite in this post, so relax. I try to speak in a really general / vague way about what happens in the last third of the game.

Can a game about picking the right hat to decrease your machine gun recoil by 45.2% -- can that game reasonably do the work of talking about what it's actually about, much less talk about what it thinks it's about?

No, of course not.

But if there's one image from BioShock Infinite that I'm going to remember, it's this:

Thursday, February 28, 2013

Castle of the Red Prince, by CEJ Pacian

CEJ Pacian is probably the best short-form IF writer today. His (?) writing is usually firmly grounded in a genre -- Gun Mute in Mad Max / apocalyptic Western, Snowblind Aces in pulp adventure -- and Castle of the Red Prince is firmly rooted in magical fantasy.

The best part of his work, though, is that these genres and settings aren't really the point. In Gun Mute, Walker and Silhouette, as well as this newest entry, Pacian is clearly more interested in formal experimentation on a small but vital scale, and the genre is just a shortcut to approach narrative effect faster. What if navigation doesn't involve cardinal directions? What if everything is a metaphor? Above all, Pacian is interested in re-configuring how we perceive and navigate through space, in a way that only interactive fiction can afford.

Castle of the Red Prince's experiment, then, might follow these rationales:

Wednesday, February 20, 2013

Game narrative as improvisational theater / negotiation.


The current narrative systems prototype Shakespeare has been somewhat disappointing so far: the director switches, seemingly erratically, between 5-6 different plot threads, and nothing seems coherent. I need a way of (a) allowing the player to influence story pacing / scope, and (b) a way for the system to push back, to try to force some story pacing / scope.

For this, I'm looking at how improvisational comedy generates and upholds structure. You might've heard that improv is about "always saying yes," but there's a lot more to it, apparently.

Specifically, longform improv comedy involves actors cooperating to "find the game" -- to find the core of a joke. Each actor makes "offers" to expand upon a premise and move action forward, hopefully toward a funny destination, and usually, actors err on always accepting offers ("saying yes") and building upon it since "blocking" offers frustrates your scene partners. However, it's very possible to "say yes" to a premise while still "blocking" the "game."

Here's an explanation from an NYC improv comedy personality, Will Hines:

Saturday, February 2, 2013

Narrative systems workflow; using Fourier analysis and level design metaphors to systemize stories.

This assumes familiarity with Shakespeare, a procedurally-branching narrative system that I'm designing. For an overview / introduction, read "More talk, more rock."

I started by arguing that interactive fiction's narrative systems expose too much complexity and detail to its authors and players, or at least more than most people need or want. With Shakespeare, I hope to achieve just a fraction of that functionality, and I think that fraction is enough to be very compelling while facilitating a writer's work.

In engineering Shakespeare, I think of the system in four parts:
a) The real-time system that runs algorithms, interfaces with the game as the player plays.
b) The data / format of narrative itself, how it's structured.
c) The Unity editor interface for generating, editing, or creating the narrative data.
d) The suggested workflow / instructions for using that interface.

Now that I have enough of a base implemented, I'm starting to think more about that last part, the operations design. Roughly, I think the tool could work like this:

Friday, January 25, 2013

More talk, more rock: on algorithmic game narratives, speculative narrative design futures, and "Shakespeare."

by Nexus

Last time, I wrote about procedural narrative in the context of "process intensity." Here, I expand more on designing the procedural / process part.

Back in an expertly-conducted 2011 Rock Paper Shotgun interview, Dan Pinchbeck argued that game development culture unnecessarily separates narrative from the rest of a video game:

"I just want story to be talked about as a gameplay element that sometimes isn’t there. It’s part of the set of tools that a game designer uses to create an experience – and it should be thought of along the same lines, as physics or AI or something more mechanical."

We have physics engines or texture libraries, so why don't we think of narrative as a modular "asset" or "engine" or "library" to be swapped around as well? Why can't narrative be more "mechanical." Where's all the narrative middleware? (Storybricks doesn't seem to be doing too well, unfortunately. I also don't agree with them, that proc narrative is mainly an AI problem...)

Monday, January 7, 2013

Kentucky Route Zero (Act 1), by Jake Elliott and Tamas Kemenczy


The first act of Kentucky Route Zero is now available for purchase, conveniently on the same day as the news that it has more or less swept this year's IGF nominations. The praise is well-deserved. Cynically, you could sum it all up as Sword and Sworcery + Prairie Home Companion + the love child of a Jorge Luis Borges / David Lynch / Flannery O'Connor threesome (except, uh, less violent). It is a game consisting almost entirely of moods.

Thursday, December 20, 2012

Deceptive epistemologies in strategy game interfaces, and a theory of strong vs. weak fallibility.


When you play Command and Conquer or Starcraft, you're supposedly some anonymous commander at a console who can see everything and command everyone via some combination of technology and/or space magic. When you play Warcraft, maybe you're looking into a magic mirror. When you play Company of Heroes, uh, you're... uh... a plane is flying above and radioing battlefield recon back to HQ, and some lovely women in neat khaki caps slide pieces around on a map?...

As far as user interface framing goes, there's very little metaphor outside of fantasy magic and holographic virtual magic. Of course, none of these are "problems" in these games, because everyone knows it's a trick -- that is, we all know it's just some stupid bullshit that doesn't matter, and that's okay. ("Tetris doesn't need a plot!!!")

But the only way to coherently read this kind of fiction is to disembody it, to assume you're more like some abstract "force" -- maybe you're the collective human will to survive or collective unconscious manifestation of nationalism, some system of belief guiding all these people and resources toward some grand purpose that few of them can imagine. (Frozen Synapse imagines that you are literally "Tactics," the player character is the squad's abstract ability to think, perceive, and act.)

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.

How do you explain insanity

I remember talking to a game journalist about the difference between interviewing AAA developers and indies. He said a lot of indies and academics never stop talking, but AAA developers get quieter much faster -- maybe they were trained by PR or maybe they're tired? who knows -- but the most recent exception was an interview with a Far Cry 3 dev. This was back in August, so I was thinking, "oh yeah Far Cry 3, they're making that huh," and listened.

He said the Far Cry 3 interview was interesting because apparently the writers did a lot of research on insanity. They wanted to deconstruct insanity. They even featured an insane NPC as the character in the cover art, not the player character / protagonist, which was probably the first sign of them overestimating the importance (or, player interest) in all these details.

"But how do you explain insanity in rational terms?" I asked, "and I saw the trailer, it just looks like -"

The journalist nodded, "yeah, I know."

(Unrelated to insanity: this strange interview with the Far Cry 3 writer.)

Monday, December 17, 2012

new game: "Barback" for Ludum Dare #25

"Barback" is a 1-2 player cooperative / competitive Tapper-ish variant about 2 brothers and a bar. It should take you about 15-20 minutes to play through. It's a Ludum Dare "jam" game, which means I spent 72 hours instead of 48, and used remixed assets from outside sources. The extra day was worth it though.

Theme-wise, perhaps it doesn't really fit with the "You are the villain" theme, now that I'm done with it and looking back. I didn't want to make a game with obvious villains, but I think about my mental concept of a "villain" and by definition it seems to involve blatant villainy and a twirlable moustache. In this narrative, the villains are mundane: your own crushing feeling of failure, or people who care about you but are very pushy, etc.

Saturday, December 15, 2012

some more words on the AAA manshooter / text games

I have a knack for sending too much material to journalists when really they just want a quote or two. I promise to stop doing that. In the meantime, John Brindle's posted up the rest of my response from a piece he did about text / introspection / war games. It's cross-posted here, with some marked edits.

Monday, December 10, 2012

Tiny Soccer Manager Stories, by Pierre Corbinais


My very strong favorite of the TIGSource "Sports" compo is Pierre Corbinais' "Tiny Soccer Manager Stories." It's a 20 minute-ish puzzle game made in Adventure Game Studio that tasks you as a substitute junior high soccer coach, and your job is to balance the two teams to make sure everyone plays, even the kids who suck.

(INSTALLATION NOTE: To get this to run on my Win7x64 system, I had to change the settings to "Direct3D 9" windowed mode. Try that if it doesn't work for you.)
(HINT: If a particular puzzle gives you a lot of trouble, use the "Skip Puzzle" option in the menu. The game doesn't penalize you or limit you at all.)

I've whined before about how we should narrativize the sports genre, and I think TSMS does some really great things with game narrative using this roster mechanic -- it isn't the first sports mechanic that comes to mind, which just makes this all the more refreshing and novel. Here's why this game is awesome: (SPOILER ALERT)

Monday, November 26, 2012

Radiator Blog: Three Year Anniversary


Wow, I've been blogging here for about 3 years now. This blog is now approaching the end of its toddler years. Much like last year, and the year before, here's a "greatest hits" compilation of this past year's posts:

(Oh, and feel free to have some cake. Forks and plates are over there, on the table.)

GAME ARCHITECTURE CRITICISM

COMMISSIONS
  • Level With Me, a post-mortem. A Portal 2 mod I did for Rock Paper Shotgun. The level design is some of my better work, and I like the idea of game journalism in the form of games, but it seemed somewhat cooly received. I have to conclude that it must simply be not as good as I think it is... or that Portal 2 players are super lame.
  • The Future of the FPS, written for PC Gamer UK in issue 240. A short essay and list of really cool indie FPS games and how they're changing the genre, kind of the basis for my later RPS series. Thanks Graham!
  • A People's History of the FPS. A three-part essay series for Rock Paper Shotgun that argues mods are transcending their video game bodies, becoming genuine culture that is increasingly independent of the products that they're meant to be "modding" and adding value to.

ON GAME NARRATIVE
  • The myth of psychological realism in narrative. Argues that thinking of fictional characters as "people" is meaningless for a writer. It is much more useful to write by thinking of a character as a vehicle for plot, and let the player fill-in character for themselves.
  • Dishonored fails as an immersive sim in its first minute. The simulation should be "immersive" -- meaning, the scope of it should be consistent and everywhere. Scripting special cases goes against this genre dogma.
  • Dishonored uses the Heart to lie to you. You'd expect the Heart to be an unreliable narrator of some sort, but it doesn't lie to you with narrative -- it lies to you through gameplay and psychological framing.
  • "Stair K": architecture criticism, Thief, and a coffee maker. Situates Thief as dialog on social class and urban architecture. (e.g. stairs are invisible to rich people who take taxis, not subways, and frequent buildings with abundances of elevators) It argues that in Thief, stealing is framed as an ethical act because the rich deny the truth and infrastructure of cities.
  • Thief 1's "Assassins" and its environmental storytelling. I really hate the type of analysis that just thinks of game narrative as a static text that you read -- game narrative is also a game design tool, a way to make the game better to play. Games tell stories, yes, but those stories tell games too.
  • What do simulations simulate? Argues that a simulation gap is important for framing a narrative.
  • The structure of Sleep No More (part 1, no spoilers) and (part 2, detailed and spoilery). You paid a lot to see this damn show everyone's raving about and now you're inside, on a timer. Are you going to spend your valuable time (a) reading faint scribbles on random pieces of paper under a dim flickering light-bulb or (b) follow the crazy naked people who have an interpretive dance orgy in a blood-smeared disco?

    I still think a lot of "game critics on Sleep No More" like the idea of it more than how people actually consume it -- unfortunately, reading is boring and performance is captivating. So I argue the readables function as set dressing to assure you of the production's expense, not to serve as barely coherent narrative in a familiar plot that's hundreds of years old. Of course, the dancing's fantastic, but I guess it's hard to argue for the value of dance to gamer culture.
  • Rule Databases for Contextual Narrative. On modding Valve's dynamic self-branching conversation system and using it to author dynamic self-branching narrative, and how Emily Short's already doing something like that, naturally. I think it's one of the more promising directions toward a holy grail of procedural narrative.
  • Balls and conversation: let's narrativize the sports genre. I really love baseball movies, but I'm really bored by the focus on statistics, which is probably why Moneyball sucked. There's a rich tradition of sports narratives in film and literature, but in video games it's conspicuously absent. Let's change that.
  • "Do you think shooters take themselves too seriously?" We watch blockbusters in a special way, I think, but the gulf between action films and action games is this: the films are structured to be human and sympathetic, but games are sociopathic and mean. This is a game narrative writing problem.

ON GAME CULTURE
  • Frog Fractions should really win something at the IGF.
  • On appreciating the UV texture flat as fine art. Here, I propose three aesthetic modes for enjoying texture flats on their own merits and glorifying them as authentic game art, rather than the silly concept art we parade as game art. I later re-wrote this piece for Game Developer magazine, as "Loving the Bones."
  • Desperate Gods and rules-forcing in games. Pretty recent, but I think it's a good summary of current thought on the issue -- if you can play a game of Starcraft in your head, and Starcraft exists fundamentally more as a mental construct than a product, then why can't we just argue the rules of Starcraft in the same way we interpret and amend the laws of board games.
  • On grad school for games / what studying at Parsons was like. Imagine a cohort of game developers from all around the world, and 50% are women, and 10% aren't straight people. Parsons is like the rainforest: diverse, beautiful, and vital to the global ecosystem -- but it's also humid, with lots of insects everywhere, and it's constantly in danger of deforestation. It's not for some people, while others will really grow to love it.

GAME CONFERENCE / FESTIVAL NOTES
  • Why Indiecade is the best games conference / festival I've ever been to. It might sound like hyperbole but it really isn't.
  • I spoke at Games for Change this past year, on LGBTQ attitudes and developers in games. It went great. I began with "I'm Robert Yang, and I'm a practicing homosexual" -- and the entire auditorium erupted in applause and cheering. It was an amazing feeling.
  • Notes on the Games for Change industry. Fun fact: I got into an argument with a G4C speaker in the comments. His stance -- yeah the games suck, but people want to put a lot of money into this, so just accept it. My stance -- art should be a free or reasonably available public good, not a product.
  • How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum. I encourage everyone to go to at least one big mass market game convention, because that's when you will know what "indie" really means and you'll realize how small, puny, and insignificant we "video game intelligentsia" really are. The sheer amount of money being thrown around in this industry is insane -- the money spent on a 20-foot tall Blops booth-complex, blaring out noise at a regular interval, is a huge contrast to the humility and humanity of indie game culture.
  • What were the main trends of GDC 2012? A look-back on what happened and what stuck out as significant.

    UNITY TUTORIALS / RESOURCES
    • Shader-based worldspace UVs ("triplanar") in Unity. The worst thing about BioShock's environments is the cookie-cutter feel of the game architecture, the result of modular building in game engines today. The scale and proportions don't feel human or plausible. To me, one answer is to embrace old school BSP construction techniques with procedural UVs so that you can scale your primitives to arbitrary sizes without texture stretching.
    • How to integrate Unity and Twine. Notes on Unity's web player JS hooks, and how that can feed into Twine's JS, or any webpage's JS, really.
    • How to dig holes in Unity terrains. How to use depth mask meshes to selectively mask geometry, then disable the terrain collider temporarily.
    • The best Unity tutorial writer in the world. He really is. I'd pay him to write a book, in fact, but unfortunately I'm poor.

    Friday, November 16, 2012

    On why Convo is now a WW2 spy romance, and the myth of psychological realism in fiction.


    Short version: I've chickened out, a bit. Long version?

    To make some sort of procedural "anything", you have to have an idea of what the building blocks of that "anything" are, or at least what you'll argue they are -- and then either frame your game in those terms or expressly simulate those terms. So if Convo is a game about narrative instead of people, then what's a unit of narrative?

    From there, my thinking goes like this...

    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:

    Wednesday, September 26, 2012

    A bit about Convo.

    Convo is a tactical squad romance about applied linguistics and binge drinking.

    I remember when I was of legal age (okay, well, of kinda somewhat legal age) and I started going to bars. Who teaches you how to behave at a bar? How do you know how much to tip a bartender if at all ("$1 a drink, usually, in the US") or what tabs are ("you pay when you leave") -- is it weird if you're there by yourself? (Sometimes.) When do you buy a round for everyone? (Sometimes.) When is it okay to check your phone? (It depends.) There are all these rules of socialization that we internalize without thinking, practicing them until they become reflex. Different bars in different places have different rules, and we wordlessly sensitize ourselves to each arena.

    But even before we enter bar culture, we get socialized at a much more basic level -- in the art of conversation. How do you know when it's your turn to talk? When can you make a joke? When can I leave a conversation?

    My prototyping process has involved a lot of linguistics research along these lines, mainly focusing on an old (now somewhat irrelevant?) branch of applied linguistics called "conversation analysis." It might be really hard to teach an AI just how to time its responses and get into the rhythm of things, but there are 5 year olds who effortlessly achieve gapless conversation on a daily basis. I find that fascinating -- and where there's elegance and an element of timing, there's strategy and a game.

    To be clear, my goal isn't to solve "procedural conversation generation" in any way, but rather to sidestep it. Convo is NOT about "what" you say or "how" you say it -- it's mostly about "when" you say it.

    I'll post more about Convo as I develop it.

    Tuesday, September 18, 2012

    How to Make Games with Twine

    Public service announcement: Anna Anthropy has written a great short tutorial on making games using Twine -- it's perfect for people with little or no game development experience at all, and will allow you to make cool text-based games with choices and stuff.

    Thursday, September 6, 2012

    What I'm Working On Right Now

    So after coming back from Europe last month, I thought about why I haven't been good at finishing things these past few months, and I've decided to try making something different in a different way, and to see how well that goes. That means no first person, no reliance on written narrative, no vast architectural worlds, and no "art + writing first" approach, which is what I've been doing (with varying degrees of success) for the better part of this year.

    Convo is a squad tactics game about linguistics and binge drinking, and I'm working on systems / interface first... I've never paid so much attention to UI before. I have a few ideas as to how to structure the narrative and such, but I'm avoiding anything resembling implementation right now. Roughly, I'd say it's based on the notion that a game narrative's job is to emphasize and/or problematize a game's simulation gap.

    Someplace Else: Source is a Source remastering of Adam Foster's Someplace Else, in anticipation of Black Mesa Source's impending release and the 5th anniversary of Minerva: Metastasis' release. If you're interested in partnering for Minerva Day in some form (fan art? photography? sculpture? design criticism? fan fiction? etc.) then please get in touch.

    I'm also in the middle of writing a three-part series of essays for Rock Paper Shotgun. It'll probably appear in about 2-3 weeks, and the whole thing will get published across a single week -- so lucky you, not much waiting involved.

    Stay frosty.