Thursday, November 8, 2012

Scripted & Emergent Narrative

There are essentially two overarching ways of delivering narrative in a game: scripted narrative and emergent narrative. Scripted narrative includes all the stuff like dialogue and cutscenes, and also scripted action sequences like many of the setpieces in the Uncharted series. Emergent narrative is the stuff that emerges directly from the gameplay, like how you took out a truck in Far Cry 2 by ramming a boat into it, or that time your Sim missed his carpool because he wouldn't stop throwing a tantrum about being bored, or that time a Creeper killed you in Mincraft and made you drop a bunch of diamonds in lava.

In reality you can't escape emergent narrative in games. Even during the most tightly scripted setpiece, there will be some room for player-driven narrative, whether you plan for it or not. Maybe the player doesn't notice the boulder hurtling towards them, and casually walks into it instead. I guess you could make a visual novel, which may or may not count as a “game,” but this is getting a little off track.

I was recently watching Mission Impossible 4 and got to the totally awesome Dubai scene where Tom Cruise climbs the exterior of the Burj Khalifa (which he apparently did for real because... Tom Cruise). In the film he's using special spy gloves that adhere to the wall but, in the middle of his climb, one of them malfunctions! Can our hero make it the rest of the way with only one glove? (spoilers: yes)

**{I dearly wanted to find the clip, but to no avail. Paramount evidently does not want me advertising their film.}**

Anyway it got me thinking, since in my view there are basically two approaches for doing something like this in a game.

Approach #1: you script a sequence where the player has to climb a tower, but then have their glove malfunction (after they pass the halfway point or something).

Approach #2: you present the player the goal of reaching the top of a tower and you give them a bunch of spy equipment which has, among its characteristics, some probability of malfunctioning.

Both of these approaches have various advantages and drawbacks. The main advantage of the first approach is that you can ensure that everything plays out roughly how you intend it, every time. You set up all the dominoes and choose when and where they fall. The main disadvantage of the scripted approach is that, similar to the Hollywood movie, your player most likely understands that this is a scripted event, and knows that if they play properly, they will escape.

Approach #2 is likely harder to pull off well, design-wise (if the equipment failure is too sudden and extreme, it could just be really annoying), but I wish to argue that it not only provides a potentially richer experience, but is also less development-heavy in the long run.

Take a similar situation in Minecraft. Let's say you're low on health and are trying to dig your way to the surface, but just before you make it out, your pickaxe breaks. Now you realize you have to get back to your chest to pick up some wood so that you can craft a new pickaxe, all while avoiding spiders and deadly lava.

In another game this could work as a scripted sequence, certainly. But wouldn't it feel like arbitrary backtracking if the game told you your pickaxe broke and now you had to go back and make another in order to move on?

There is tendency right now for game developers to want to make things “cinematic.” If a AAA studio were designing the above sequence, they might add some musical cues, some shaky-cam effects, and maybe hire Ron Perlman to go “Just my luck!” And it might be totally awesome.

But Notch didn't have the budget to hire Ron Perlman, so instead he built a world with some voxels and some basic ground rules, and he figured out which ground rules made that world interesting to inhabit. Notch may or may not have intended the above scenario, and it might never happen to you, but then there are a million other scenarios that just might.

Scripted sequences can be a powerful tool, but at the end of the day, what you tell your friends about are those moments when you took out like four guys with a single sniper bullet, or when you flew off your motorbike and landed in a kiddy pool, or when your spy glove gave out but you still managed to reach the top.

I'm not arguing that all games should be “sandbox games,” whatever that term means exactly. I think there is lots of happy middle-ground between experiences entirely crafted by the designer, and experiences entirely invented by the player. What I am saying is that it's wrongheaded and inefficient to try and craft every part of a gameplay experience because ultimately, no matter how “cinematic” you make them, those moments will never be significantly better than their film equivalents. Whereas when you give up some control, and design in a way that allow for things to happen organically, a game can be so much more than the sum of its parts.

Saturday, October 6, 2012

The Storystudent's Journey

I imagine many people out there are familiar with Joseph Campbell? The Hero's Journey guy?

Well anyway, he's an academic who wrote a rather influential book called The Hero with a Thousand Faces which basically describes the template found in stories since ancient times. And yes "template" is singular.

I always found it a fascinating notion that there was this underlying structure fundamental to storytelling, and Hollywood has certainly taken notice, but I was never quite able to wrap my head around Campbell's ideas. His map is a little...

...complicated.

Recently though I was Called to Adventure when a friend referred me to some articles written by Dan Harmon, the creator of the periodically outstanding show Community. I encourage you to read them yourself, if this stuff interests you, but basically his version of the Hero's Journey goes like this:
  1. . A character is in a zone of comfort,
  2. . But they want something.
  3. . They enter an unfamiliar situation,
  4. . Adapt to it,
  5. . Get what they wanted,
  6. . Pay a heavy price for it,
  7. . Then return to their familiar situation,
  8. . Having changed. 
Or in even simpler language:
Okay, that I can understand.

After reading his stuff, I feel like I have a better handle on this whole "monomyth" idea, so here's my interpretation of three well-known films using Dan's model. I chose these specifically as wildly different genres, and we can nitpick whether or not I applied the model correctly, but hopefully you'll agree that these films very much share the same basic structure:


If we go back to Campbell's work, there are many further parallels. Here are a few (by my own unofficial interpretations):

Refusal of the Call:
-Luke initially tells Obi Wan that he can't leave the farm (but then he finds it burnt to the ground along with his aunt and uncle).
-Dorothy is frightened about meeting the Wizard (although in her case this is after "crossing the threshold").
-Leo doesn't want any part of the scheme until Max convinces him that his drab existence is really no better than prison. (Max and Leo are sort of two opposing halves of a single hero.)

Tests, Allies, Enemies (this is Vogler's phrase. Campbell call's this stage "Road of Trials." Dan Harmon calls it "Search.")
In the first half of their adventure in the "special world," each of our heroes meets a collection of bizarre characters, as well as someone who will menace them later. At some point their resolve is also tested.

Atonement with the Father (aka "step 6: Take"):
-Luke sees Darth Vader, though he doesn't know [it was his sled].
-Dorothy forgives the Wizard and begs him to bring her home to Kansas in his balloon.
-Max and Leo are menaced by Franz Liebkind who is their play's "father."

George Lucas has in fact acknowledged being inspired by Joseph Campbell's work, but the truth is these primordial elements can be found in nearly everything you would call a story, from ancient myths to radio plays, videogames and sandwich commercials.

For more on story structure, listen to Jack Black in a wizard suit (by which I mean he's wearing a wizard suit, but you're welcome to wear one too, I guess):


Thursday, August 2, 2012

Saracen Night

When you go to bed after designing and prototyping for 12 hours straight, you sometimes have weird dreams.

Last night I dreamt of some sort of pen-and-paper roleplaying system in which one of the available classes was “Saracen Knight.” This class had various melee bonuses as well as an interesting drawback: whenever you ran into a British citizen, you were required to pay them money as reparations on behalf of India for the Sepoy rebellion.

Because nothing screams high fantasy and adventure more than ironically depressing references to European colonialism!!

Wednesday, July 4, 2012

CERN Scientists Discover Comic Sans!

Today, after years of research and experimentation, scientists at CERN made the remarkable discover that people on Twitter really hate Comic Sans.

They also found the Higgs Boson, a particle theorized half a century ago by the standard model as necessary for explaining the existence of mass in the universe blah blah the point is, font choice is important! I bet when Cowan and Reines published their discovery of the neutrino, they used something sensible like Helvetica!

Friday, June 8, 2012

Humble Bundle V

The current Humble Indie Bundle is absolutely phenomenal. You can pay whatever you want for four different games, but if you pay above the average (which is currently hovering around 8 bucks), you get eight(!) games, each of which I can personally vouch for as being either awesome or ridiculously awesome (except Lone Survivor, which I haven't played, but which looks awesome):
-Superbrothers: Sword & Sworcery EP
-LIMBO
-Amnesia: The Dark Descent
-Psychonauts
-Bastion
And recently added (cinching this as a better gaming deal than even Valve's legendary Orange Box):
-Lone Survivor
-Braid
-Super Meat Boy

You also get all the soundtracks. The Superbrothers soundtrack alone costs 8 bucks, and it's well worth that.

But less than a week remains! So do not dally, my friends, nor dilly. If you must wait, then let it be only to allow Bastion's narrator to massage your eardrums.

Tuesday, May 29, 2012

Cosmic Rebirth

Apparently Family Guy creator Seth McFarlane is bringing back Carl Sagan's show Cosmos. I know that sounds like a setup for a Family Guy gag, but it's set to be hosted by Neil deGrasse Tyson, certified badass, so count me in.


It's set to air on Fox, which means it will reach a large audience, but which also means it will have a glorious first season and then get cancelled.

I look forward to that glorious season.

Take it, autotuned Carl Sagan!

Monday, May 21, 2012

Poe in a Bag

Once upon a midnight dreary, while I pondered weak and weary,
Over many a quaint and curious volume of forgotten lore,
While I nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
`'Tis some visitor,' I muttered,- here I opened wide the door;
Darkness there, and nothing more.

Deep into that darkness peering, long I stood there wondering, peering,
Looking for my wayward guest, when something gleaming caught my view;
On the porch my eyes were showing that a paper bag was glowing,
Glowing with a dancing fire that with every moment grew.
Donning loafers without prompting, I intently took to stomping,
Stomping on that paper bag, for careless fires I eschew.
Threat extinguished, yet there lingered something sticky on my shoe.
Here I muttered, "Doggy poo."

Friday, May 4, 2012

Kickstopper

It's becoming clear that websites like Kickstarter and Rockethub are going to have a large impact on the way we think about paying for games, as both developers and consumers. Crowdfunding gives developers the freedom to go after a much narrower demographic, and you don't have to prove that people will buy what you're selling once they already have.

A couple months back, Tim Schafer asked for $400,000 to make an adventure game, a genre long considered dead by mainstream publishers. In the end, he did not raise his goal amount. Instead he raised $3,336,371! If this doesn't prove that there's still a market for adventure games, it at least proves that there's a market for Tim Schafer games.

With all the great possibilities of crowdfunding, I'm sad to announce the first Kickstarter scam: a game titled Mythic: The Story Of Gods And Men. People started to get suspicious when they noticed that the concept art and CG animation (and office shots) had been stolen from other websites. Also the fact that they were promising to make a game with graphics "up there with Skyrim" with $80,000 in donations, in a year, might have been a clue.

The creator has since pulled the plug, but you can still watch the trailer and laugh at its ineptitude without feeling bad. Also I'm not sure it was wise for the "creator" to show his face in the video, maybe he's unfamiliar with how the internet works.

Sunday, April 29, 2012

The Panality of Evil

If you're in town for the Calgary Comics and Entertainment Expo, I'll be doing a panel (2:00, Sunday, Palomino room C) on boardgame design with the Game Artisans of Canada. Come say hello and tell me why the Mass Effect ending sucked.

Friday, April 27, 2012

A Very Special Message Board


So a group from 4chan, also known as the internet's sphincter, just released a game about dating disabled girls.

As you might expect, the game is... tasteful?
 

I'm not really a visual novel or dating sim guy, but this definitely bolsters my faith in humanity. And, other developers, apparently 4chan has more mature and nuanced views on diversity than you. Just thought you ought to know.