When we were in the hotel in Austin, I caught part of a reality TV show called Work Out. Like most reality TV, it's an ensemble drama about a diverse group of personalities working toward a common goal, in this case the founder and staff of a high-class fitness center trying to run a successful business. The intrigue comes from the personal and cultural friction between the conflicting personalities types within the group, and to this end as many divergent characters as possible are brought together to put on a show. In Work Out, we're presented with the cast in such a way that their most outward traits are immediately caricatured: there's the tough, assertive lesbian entrepeneur and her crew of trainers composed of, as I remember them being portrayed, the 'funny-gay' guy, the 'butch-gay' guy, the Texan guy, the slutty girl, the vampy Posh Spice girl, the ex-Marine black guy, and possibly a couple of other less immediately-exaggerated members of the team. The top dog of the operation pushes them all to give 110%, and sparks fly; the minute-to-minute plot events of any given episode are an afterthought compared to the drama of the personality dynamics between individual group members.
When it comes to games, I'm very interested in single-player, character-based experiences. This isn't to be confused with my being "into games for the stories;" no, I normally find the author-dictated plotting of video games to be functional at best, regrettable at worst, but useful primarily for motivating the player's actions forward through the gamespace. However, I think that games can be extremely successful at presenting memorable supporting characters to the player, and allowing him to form strong bonds with these characters over the course of the experience. In almost any character-based game you care to mention, I can almost guarantee that three elements stand out above all else: the player's own actions (the "what,") the places the player visited (the "where,") and the people the player interacted with (the "who.") Coming in a far distant fourth might be the backstory and authored plot events themselves-- the specifics of the "why."
I'll take for example here No One Lives Forever 2. What do I remember about that game? First would be the "who"-- Cate Archer, Magnus Armstrong, the world-weary second-in-command at UNITY, the wheelchair-bound Dimitri, the foppish Director of H.A.R.M., and other colorful agents. I remember the "where"-- the UNITY offices, a mime school, India, Japan, Siberia, an undersea base, an artificial volcano, Akron Ohio. And the "what"-- shooting, sneaking, deploying clever devices to thwart foes, rifling through secret documents. But besides the broad strokes, I'm more hard-pressed to remember the "why"-- I know that H.A.R.M. has something to do with creating super soldiers, and Cate Archer has to stop them. This somehow involves a lot of globetrotting to exotic locales, killing bad guys and stealing interoffice memos. Eventually Archer defeats her foes at H.A.R.M. and saves the day.
How about another example? Metal Gear Solid 3. My first touchstone again is the "who"-- the fresh but tough Solid Snake, the support team of Major Tom and Para Medic back at the base, The Boss (The Boss!!) and her eccentric Cobras-- The Pain, The Fear, The End, The Fury, and The Sorrow; the heartless soviet Volkov, a young and naive Ocelot, Eva the double agent, and the Russian scientist who just wanted to build space rockets. The "where" is a series of jungles and covert facilities within Russia proper, mainly lush forested areas and concrete bunkers, perfect for infiltration. And the "what" is the meat of the stealth genre-- crawling, sidling along walls, creeping up behind enemies and interrogating them, firing silenced pistols, and hiding under cardboard boxes. Again the specifics of the "why" are harder to recall. Volkov is attempting to harness the power of Metal Ray, a supertank capable of firing an ICBM. He's employed Boss and the Cobras to help him, and Snake must stop his evil plan. So you meet the "who," do the "what" in the "where," and then beat the game. The noble and complex character of The Boss, the outlandish affectations of the Cobras, the duplicity of Eva, the amateurism and enthusiasm of a young Ocelot, and the menacing demeanor of Volkov are what leave the greatest lasting impression of any of the narrative elements, far before what order the events of the plot occured in or even what exactly they were at all. Games like this aren't short-- we spend a lot of time with these characters, get to know them, and form strong memories of just what sort of people they are. More than anything but the actual play mechanics and dynamics themselves, the strength of the supporting cast is what sustains the player of a narrative game; they are the game's lifeblood, the human conduit through which the player connects with the rest of the experience.
That said, I think that the majority of games suffer from the problem of integration. Like most overt narrative elements in games, interaction between and characterization of the PC and members of his supporting cast are kept entirely separate from the interactive elements of the experience; the player performs the "what," then is passively shown the "who" in a non-interactive scene. The potential as I see it lies in integrating the drama of the group dynamics into the central play experience itself, making it a part of the possibility space.
The drama of group dynamics is central to more significant fiction than reality TV, and demonstrates what aspects might be useful to games. For instance, I recently watched Oliver Stone's Platoon for the first time. Here is a story that's fueled not by the specific plot points of the timeline, but by the pressures of the setting and a diverse group of characters with conflicting morals. The young, naive Charlie Sheen character, the "player character" as it would be, is the viewer's link to the experience; we lose our innocence along with him. The rest of the drama blooms from the squad bending under the pressure of war: Barnes' frighteningly calculated wielding of death, DaFoe's warm and compassionate manner with Sheen and his desire to reign in Barnes, the gung-ho sociopath on the squad who wants to "do'em all-- do the whole village," their well-meaning but ineffectual C.O., and the rest of the characters who just want to get home to their sweethearts.
Central scenes of the film revolve around two conflicting approaches to war, as embodied by the strongest personalities in the squad. Barnes has been turned into a machine, focused on his objective regardless of the human suffering it causes. DaFoe's character is the liberal voice of reason that tries to hold Barnes back and do things "the right way," morally and according to protocol. Sheen's character lies in between, an observer more often than not but a mediator when emboldened by DaFoe, as in the scene where Sheen drives away a group of GI's who are attempting to rape a villager. These three characters might embody the id, superego and ego as did the three Sellers in Dr. Strangelove; they are the three forces pulling all the characters' meta-actions back and forth across the line from humanity to animalism. More than any objective to "clear X village for VC supplies" or "get to the checkpoint," the events generated through the squad's group dynamics under pressure are themselves the drama.
Thinking of it this way, grouping the player of a video game with NPCs of strong character types that hold their own goalsets and carry them out according to their AI desires would be one approach to generating dynamic narrative through the group's and player's actions themselves-- how the group of NPCs interacts between themselves, the world, and the player. If Platoon were a game, and a well-defined Barnes and DaFoe (I should really look up his character's name) were grouped with the player, and then the group was given an objective to search a village for hidden weapons, the drama would follow based on the actions they dynamically performed in reaction to the obstacles in the gameworld that they happened to encounter while trying to achieve that goal. Barnes might tend to kill civilians who tried to impede his goal, while DaFoe might tend to block the killing of civilians. This might affect the allegiance of Barnes to DaFoe; if Barnes' allegiance to DaFoe dropped from "friendly" to "threat," Barnes might gain the internal goal of isolating DaFoe from witnesses and killing him. This might be true of any GI character that became a threat to Barnes, including the player. The player's decisions, based on the NPCs' actions, which in turn would be based on their own ingrained personalities and received stimuli from the gameworld, would itself define the "what" and "why" of the gameplay experience.
There have been games that play with the idea of dynamic squad interactions. I'm thinking of Bioware's games such as Baldur's Gate II and KOTOR, or the Jagged Alliance games. These games feature interpersonal dynamics between individual group members that occur during and at times tangibly affect gameplay-- mixing certain squad members in Jagged Alliance can raise or lower the morale of your squad, causing some members to perform better or to desert entirely. However, as far as I know it's as yet unheard of for the NPCs' desire sets and available actions to dynamically define the meat of the narrative and the gameplay. I would love to see a game where the concrete authored narrative is restricted to only the broadest objectives, and the drama and tension grew from the meaningful interactions between the human player, the richly-defined cast of NPCs, and the gameworld that they shared.
4.27.2007
Group
4.23.2007
Evelyn
This weekend, Rachel and I went to Austin, TX. It was a lovely town that reminded me very much of Portland. There were a lot of vintage shops and a lot of tattoos. We even got to see March Fourth, the Portland goth-freak marching band/sideshow act play along with Austin's own White Ghost Shivers at Antone's on 5th Street downtown. It was a hell of a show. Day to day, we ate some of the best food I've had in what seems like ages. Seeing the trailers for the special events at the Alamo Drafthouse made me wish I could attend their screenings all year round. Our time in Austin was a wonderful few days, over too soon.
Also this weekend, Austin put on a "City-Wide Garage Sale" at the local convention center, which ended up being much more of a flea market or vintage bazaar in practice. There were a lot of tchotzkies and knick-knacks, jewelry, beads, old clothes and the like, but one booth in particular caught my attention: it was a seller of old magazine pages, from the earliest decades of the 20th century to the 70's. Full-page ads, illustrations, celebrity photos... and one section labeled "Bizarre." I came to it last and as I flipped through the selection I was presented with an array of shockingly morbid and sensational images, apparently clipped from Life magazine's Picture of the Week section in the 40's.
One picture of the week was a still of a woman's body falling through the air in front of a New York storefront-- according to the caption, she'd been perched on a ledge eight stories above, threatening to jump, and the photographer snapped the photo only a second before she met the earth. Another jumper was a black man who had been interrupted in his suicide attempt at the edge of the Washington bridge. He was being held from falling by a police officer and a priest; the photograph showed him only a moment after he wrenched free, his face twisted in a grimace as he began his descent to the river below. Another was of an overturned semi truck, the cab set aflame; through a small mangled gap in the carriage a young man's pleading face could be seen. The caption read something like, "as the flames roar about him, a truck driver pinned inside his vehicle begs for onlookers to find a gun and shoot him." Another was of a drowned boy being carried from a river bank.
I was shocked that any of these would be in the back pages of Life magazine-- how could images so raw and grim see national print? Was Life a different magazine sixty years ago? But one image of all of them stopped me cold and wouldn't leave my head:
The small caption, inset onto the photo itself, reads, "AT THE BOTTOM OF EMPIRE STATE BUILDING THE BODY OF EVELYN McHALE REPOSES CALMLY IN GROTESQUE BIER HER FALLING BODY PUNCHED INTO THE TOP OF A CAR" An excerpt from the facing page elaborates: "On May Day, just after leaving her fiancé, 23-year-old Evelyn McHale wrote a note. 'He is much better off without me ... I wouldn't make a good wife for anybody,' ... Then she crossed it out. She went to the observation platform of the Empire State Building. Through the mist she gazed at the street, 86 floors below. Then she jumped. In her desperate determination she leaped clear of the setbacks and hit a United Nations limousine parked at the curb. Across the street photography student Robert Wiles heard an explosive crash. Just four minutes after Evelyn McHale's death Wiles got this picture of death's violence and its composure."
I was instantly awed by the photo, transfixed. It's incredibly dramatic, and fraught with contradictions; I was amazed at how beautiful and elegant Evelyn looks, so peaceful, at rest. But of course the reminders of her state are unavoidable: the twisted metal and granulated glass that envelops her; the shoes lost and stockings tattered about her ankle; the way her hand grips her necklace, desperately, with a permanence. But her appearance is so delicate-- she's made up, with lipstick, and her dainty white gloves. There's no physical signs of bodily trauma, no blood, or limbs at tortured angles. Somehow it is an image of peace in a death where there should be none.
All that afternoon and the next morning I was thinking of her. I had to return to the garage sale and buy it. I couldn't explain why, and I still don't know. For some reason I felt that I needed to take it with me. The image is powerful.
Looking for an attachment for this post, I put her name into google. A grad student's homepage features the same image, and a story of the author being touched by the photo at a young age. She also shares that Evelyn was turned into Pop art by Warhol; the caption to Warhol's appropriation of the image reads much differently from both Life's and my own interpretation: "The repleated image of the body of a suicide, crumpled, twisted and almost unrecognisable within the near-abstract forms surround it, presents one more disturbing vision of disaster." This text, in my opinion, is utterly removed from the image itself, and what makes it so affecting. Evelyn is not crumpled, twisted, or unrecognizable; quite the opposite in fact is central to why her picture holds such power. She is whole, composed, graceful in death, almost as if not in death at all, but at rest, asleep, as the evidence of trauma billows around her, seemingly kept at bay by her own defiance of its chaos.
In any case, it's clear that I'm not the only one who's been moved by this photo over the years, and a copy of it is now in my home. It was an odd purchase, one I can't necessarily rationalize-- I haven't got anything to do with this picture but keep it in a drawer. But it was something I couldn't leave in that box in Austin, for whatever reason. I wonder what Evelyn would think if she knew that people born 35 years after her death would be touched by the image of her final sad, defiant act.
4.12.2007
Kojima
I'd been aware off and on that Hideo Kojima keeps (or I should
say, kept) a public blog, but had never taken the time to read through it. Today I started digging into his posts from the beginning, and I think they're quite fascinating. His posts focus very little on game design or theory in any way-- at most he mentions in passing the goings-on of the development process at Kojima Studios. Instead, his blog entries are heavily diaristic, and demonstrate that he is an extremely observant and reflective person. The detail of his descriptions of everyday occurences and abstractions of reasoning are interesting to follow; he has a unique viewpoint, and while I find game-based writing to be useful, I think I enjoy Kojima's observations on life at large more interesting than I would his notes on game design. It's a shame his blog didn't even last four months (late Sept. 05 to early Jan. 06) but the volume of writing during that time is generous.
Upon reading his blog, I felt jealous of Kojima. Not for any of the prestige aspects of his career, but for the simple daily amenities he describes. I miss living in a city where I can walk to anywhere I care to visit. I miss having trains to ride on. I miss ducking into a cafe or record shop on a whim, just because I'm passing-- of seeing people, masses, milling about the sidewalks. I miss the corridors of the city streets. Tokyo and San Francisco are an ocean apart, but the rhythms of the lifestyle aren't so distant. Living in Sugar Land is an exercise in isolation-- when I walk to a shop, it's down long, curved, four-laned streets, lined with nothing but fences until you reach the highway. The sidewalks are empty; there are no other people around, just cars with mirrored windows streaming by. Passing the occasional jogger feels like crossing paths with another nomad in the desert. A city like San Francisco is alive-- the streets are there to be walked by me. The streets here are just for the cars to get to a house or a store. Maybe one reason I like being in the office so much is because I'm surrounded by people there.
I'm also jealous of Kojima for all the photographs of his meals:




I wish my diet were more like that. Here, I'm limited either to what I bring from the grocery store (I'm not big on cooking in the office) or what other guys in the office want to eat out or order in. My grocery stuff is either soup or peanut butter and jelly sandwiches, and restaurant food normally consists of something like fried meat with sauce and bread. But rice, fish and vegetables-- it's light, always tasty, relatively healthy, and won't weigh you down in the afternoon. It is not Texas cuisine.
Kojima also writes often about the dreams he has. I wish that I remembered dreaming more than I do. The last couple of nights I have had some dreams, but that's the exception. I don't know if I'd dreamt anything before that since I moved to Texas. If I dream, it's usually the dreams of a repressed mindstate-- images of violence, sex, taboo. The recurring dynamic is of movement contrained, and for a long time was of careening down a highway, out of control. Pair those together and the frequent image was of myself in the driver's seat of a car that's gone out of control, constrained to the point of being unable to reach the pedals or turn the wheel. These images make sense metaphorically, but the more visceral blood & sex stuff makes less sense to me. Is my id really so eager to exercise itself?
I'm going to try reading the rest of Kojima's blog entries today or this weekend. I also picked up Metal Gear Solid 2: Substance for the PC the other day at a used book store. I tried playing through it when it was first released and just couldn't make it. The complete absurdity of the plot and the extreme long-windedness of the exposition couldn't motivate me through the gameplay, sparse as it was. I hope I'll make it through this time. I think it deserves another chance.
4.08.2007
Imperiled

I went to see Grindhouse last night. It was an awesomely over-the-top experience. I laughed, I cried, I got grossed out, I left satisfied. If you want pulp, this is pulp.
Partway through the second movie, I started to get a little impatient with the image of the Woman Imperiled driving the experience so hard. There's this narrative trope of the Woman Imperiled that's been around probably as long as men have been telling stories-- in movies anyway you could find it as far back as, appropriately, the Perils of Pauline, the innocent young woman tied to the railroad tracks as the villain looks on, twisting his mustache. There's a lot of that going on in Grindhouse, whether it's young women being imperiled by zombies, sadistic husbands, mutated rapists, or a psychopath with a deadly car. The only two possible outcomes of this situation are the villain being driven away or killed, or the young woman getting shredded to bits. Either way, it's not necessarily the outcome that's important as the source of the tension itself--young, vulnerable women being placed in great bodily peril by men for the viewer's entertainment.
Is it a domination fantasy on the part of the writer or director? Is the orchestrator of this kind of story subconsciously putting himself in a position of power over women? Is it a way of lashing out, excising all his psychological frustrations with women by focusing them onto a single fictional object of his own misogyny, under his complete control? I say 'his' because I can't imagine this trope being much employed by a female storyteller. Do women get off on seeing other young vulnerable women on the verge of rape or mutilation? Maybe it's telling, or maybe not, but Tarantino himself takes on the role of the mutated rapist in Planet Terror. Yes he gets his comeuppance, but is this part of the psychological play--the flipside of the aggression towards women, the need to be perpetually rebuffed--or a narrative concession? Lord knows not all the women in the films are as lucky as the ones in this particular scene. In the end, it is the retribution against the misogynist characters that drives the films and makes them satisfying, especially so for Death Proof. But something about the Woman Imperiled as a device for exciting the audience doesn't sit right with me. It feels so cheap.
The Woman Imperiled is an important part of video game history, from Super Mario Brothers to Double Dragon, Rolling Thunder, Ico, to Resident Evil 4. In games, the player takes on the role of the one saving the young woman, as opposed to that of either an impartial observer as per film or of the villain. So, doesn't this reinforce video games as a vehicle for young male power fantasies? Power over women, the ability to save them from harm as they can't save themselves. Does this dichotomy appeal to women? Can it? The nice thing about video games is that, as I've stated so many times, the gameplay mechanics themselves are more often than not completely detached from the narrative frame. Women can enjoy Super Mario Brothers for the jumping, stomping, and fireball-shooting without even acknowledging the narrative frame, but is that fair to the female player? A female player can enjoy Double Dragon for the fighting itself, but what of when they reach the conclusion, and are rewarded with a kiss from Marion, or alternately must fight their brother for her hand? Is that any kind of pay-off? Do women benefit from the sensation of male power associated with saving Yorda or Ashley Graham from peril? To necessarily detach oneself from half the game, especially in this day and age where story elements in games, if not more integrated with the gameplay, are still much more difficult to avoid while playing, cheats the female player out of the full experience.
The whole Woman Imperiled thing is human nature put on screen, the male/female conflict telling itself through fiction, but I wonder-- does this trope do anything more than reinforce the story, or the medium itself, as 'By Men, For Men?' If there's one thing that video games as a medium need, it's to be more inclusive, not less.
3.31.2007
Twine
Long post ahead.
I have never been a huge fan of the Legend of Zelda games, at least not since Link to the Past. There are plenty of reasons to like Zelda-- the cohesiveness of the design, the high production values, the archetypal storytelling-- but for some reason the games don't keep me engaged. And I think it's because at a high level they are completely deterministic.
In any Zelda title, you can open the pause menu and view a status screen that shows your progress towards collecting all the artifacts required to complete the game. From the outset, I know that I need to obtain this specific set of widgets to 'win,' and end the game. Subconsciously then, the game becomes not about exploring a world to find a succession of interesting places, and finally defeat Ganon and free the missing princess (the primary conundrums of the narrative,) but instead of fill in this chart on my pause screen, piece by piece, in order, until the game is over. It become mechanical-- about completing a series of incremental acts, all predetermined and laid out to me from square one, instead of organically progressing towards a larger final goal. And I naturally disconnect from that kind of experience. It feels too artificial, like I'm just going through the motions of pressing the right buttons at the pre-determined times, making no choices or impact of my own.
Now of course this is true of almost all games-- in any given video game, I can only perform a pre-determined set of actions, leading to a pre-determined set of outcomes. However, the element of predestination in one game can be much more or less explicit than in another. It comes down to both structure and presentation. Half of the issue is just how linear the progression of the overall game is; the other half is whether or not the player sees it coming.
So, you could think of the progression through a narrative game as a piece of twine, with a hung curtain hiding its endpoint from its beginning. As the game is played, the player pulls the twine towards himself, gradually revealing more and more of it from behind he curtain, until he reaches the endpoint, revealing the full length of the twine and completing the game.
With a Zelda game, to my eyes the curtain is largely transparent, evaporating the anticipation of finding out what comes next, and the illusion that my progress forward is determined by my own decisions. Instead of building a final composition within the game's framework, I'm simply painting by numbers.
But, Zelda aside, I think that the twine analogy can be a useful tool for plotting the structure of any narrative game. I am talking about games that have at least one predetermined path through from the start to at least one discreet ending. Each possible path, each parallel universe in this string theory, is an individual thread that makes up the piece of twine. The defining attribute of the twine when describing a specific game's structure is how the individual threads diverge, reconverge, and eventually terminate.
Let's take my pet example, the posterboy for linear single-path structure, F.E.A.R. It would be a single piece of twine; there are no branching paths or significant player choices that meaningfully impact the outcome of the overall progression. F.E.A.R. is a single, unified length of twine that the player continually pulls on from start to finish. However, it's still compelling because this level of authorial control allows the designers to take advantage of more cinematic techniques than with other structures, and the constant anticipation to see what lies next behind the curtain keeps the player engaged. Other games that might be a single length of twine are Gears of War, all of id's FPS's, and Prince of Persia: Sands of Time.
Now consider a game like Hitman. The game is composed of a set sequence of levels, but the player's progression through each individual level is not restricted to a single thread. Instead, available to the player are a great number of possible threads to follow to the required objectives, none of which might be obvious to the player upon first glance. Hereby, at the beginning of each level the length of twine diverges into perhaps a dozen individual threads, which then tangle together into a loose knot; the player must examine the gamespace to pick out a viable thread to follow. The longer the player spends with this knot, the more it is unraveled, until the player has fully untangled the threads from one another, allowing him to see all the possible paths from the point of divergence back to the point of reconvergence (completing his objectives and exiting the level, which must happen for the player to proceed.) The beauty of this approach is that the player only need untangle one single thread and follow it to progress to the next knot; on the other hand, a devoted player can spend hours upon hours on a single knot, untangling it further and further until they have separated and examined each of the individual threads therein. After traversing the sequence of individual knots, the twine reconverges one final time, presenting the player with a single unified outcome to the game overall. Other games that might share this structure are Thief: The Dark Project and The Warriors.
Now picture an open-world game, like Grand Theft Auto 3. Centrally, there is one primary thread. This thread leads the player through the core story missions-- the critical path-- that ground the game in a central sequence of events. The player can simply follow this single thread through to the end, experiencing the full progression of the core experience, and complete the game, reaching its endpoint. However, all along the length of twine, additional threads branch off and terminate on their own. These are the sidequests, the optional missions that the player may take on to acquire additional assets ingame, or simply to flesh out their own experience. These secondary threads may be passed up entirely or returned to after skipping them initially, but they never impact the central thread. Eventually, regardless of how many side-threads the player has followed, they reach the same conclusion upon finishing the central thread, and completing the game. There is only one overall endpoint. You could picture this piece of twine taking the shape of a pine tree-- the critical path is the trunk leading all the way to the top, while the secondary threads are the branches the split off and give the tree its distinctive shape. Other games that might share this structure are Morrowind and Oblivion, Bully, or Fallout.
Though I do love many of the above-mentioned games, something that disappoints me about them is that they all lead to a single conclusion, regardless of the broader decisions the player makes beforehand. Any meaningful impact that the player's choices seem to have on the overall arc of the game narrative is an illusion. This is why games that feature multiple conclusions, dependent upon meaningful choices made by the player throughout the game, are particularly interesting to me.
One title that might come to mind then would be Deus Ex. The player makes choices throughout the game, many seemingly meaningful-- whether this or that character lives or dies. However, when you examine the game's structure, you can see that it has most in common with the series of knots above. While I can approach the game's challenges with a number of different strategies based on the supplied affordances, my decisionmaking loses meaning when I reach regular, pre-determined narrative chokepoints. The most notable of these might be the fact that I must flee from my government agency and join the NSA; regardless of the choices I make up to that point, the game proceeds down a single vector before again splitting off into a number of separate threads. The threads reconverge periodically throughout the game, at points where the designers have made a central narrative decision for me. Likewise, the multiple endings are an illusion; all of the threads reconverge again immediately before the ending-- at the doors of Area 51-- before splitting cleanly into three distinct threads, each of which represents one ending I may choose at my own whim. Like in the games above, nothing I have done up to this point has any impact on the ending I receive. Instead, I'm told to choose either Door A, B, or C, and walk away with the ending I've picked. The other game I can think of that shares this structure is Vampire the Masquerade: Bloodlines, which is even more transparent as it hands you the possible endings as options in a dialogue tree.
S.T.A.L.K.E.R.: Shadow of Chernobyl shares something in common with the Deus Ex endgame structure, but distinguishes itself by providing an entirely open-world framework as opposed to DX's controlled narrative, and offering at least one ending which is based entirely on the player's own incremental decisions made throughout the body of the game; and depending on the player's approach, this may be the only ending available for that particular campaign.
S.T.A.L.K.E.R. is an open-world first-person shooter with moderate RPG elements. How the player navigates the gameworld is up to them, as is the range of actions they may take. All but the NPCs most essential to the critical path can be killed, factions can be joined or turned against, and the player can generally exploit the game with idealism, pragmatism, or profit in mind. The interesting part of the game's twine is that it does have a central thread that the player may follow to the end, as well as subquests that split off; but reaching the end of the central thread is not guaranteed, and which tangential threads you follow actually impacts what conclusion or conclusions you receive.
Basically, your destination at the end of the game (spoilers ahead) is the Sarcophagus that houses the carcass of the Chernobyl nuclear power generator. Inside the Sarcophagus is rumored to be a Monolith, that will grant the wish of anyone who addresses it. Throughout the game, a variety of metrics are tracked in the background, unbeknownst to the player--which factions he has aligned with, how much money he has hoarded, and so forth. Dependent upon his overall behavior throughout the game, he will only make one resultant wish when he addresses the Monolith at the endgame (for instance, "I want to be rich" if he's gathered a certain amount of money.) Hereby, the player's own incremental decisions and demonstrated disposition throughout the game have a meaningful impact on the outcome of the overall narrative thread, lending gravity to his actions and acknowledging his uniqueness as an individual actor.
However, the attentive player will follow the central narrative thread all the way to its endpoint and discover that there is a secret entrance to the true source of the Monolith's power, deep beneath the Chernobyl NPP. The player's personal Monolith ending is also available at this point, but the player is rewarded for completing the entirety of the central thread by being given the option to explore a different, more narrative-focused than player-focused, conclusion. The player may decide to either join with the C-Consciousness Project that powers the Monolith, or destroy it, and with it wipe the Zone around Chernobyl from the Earth. Again, this ending is not available to all players-- the Chernobyl NPP can be reached without having discovered the tools required to reveal the secret entrance. If the player investigates the central thread fully they have access to the game's "true" ending, but only if they have, through their own decisions and effort, acquired the tools to reveal it. Hereby, even the "stock" endings to the game are a personalized conclusion based on the individual player's actions earlier in the campaign, while the ability to choose between one encountering them them allows the player to maintain the power of decision up to the very end.
In S.T.A.L.K.E.R.'s case, the twine immediately diverges from its starting point. It splits into two threads-- the central thread, and a secondary tangential thread, which represents the player's side-actions, the ones that determine his Monolith ending. These two threads proceed parallel to one another. The tangential thread splits further and further as the player defines his secondary ending, eliminating possible tangential threads through his own actions. Likewise, at the point where the player has the option to pursue the secret entrance in the NPP, the central thread splits off into two-- one branch is a dead end; the player will not reach the C-Consciousness project, and only has the secondary ending available, while the other continues the central thread to its true conclusion. If the player does follow the central thread to its true endpoint, the central thread and secondary thread reconverge immediately before the finale, at the doors of the NPP. From there, the player may explore the NPP and decide which path to take. However, unlike Deus Ex or the like, not all endings possible at the campaign's start are available to the player one they reach this chokepoint, but instead only those he has made available to himself through his own actions over the entire course of the game. He may have three possible endings available, or only one, never two. The point of this is, as bolded above, that the possible conclusions are entirely dependent upon the meaningful incremental decisions made by the player, organically over the entire course of the campaign. In the end, everything I do as a player matters. Conversely, in a game where all possible threads reconverge before the twine's endpoint, and are all available for my unrestricted choosing, any decisions I've made up to that final narrative chokepoint become meaningless; all those earlier threads might as well have been one single length of twine.
I feel that player-dictated feedback is important, as it's what sets games apart from film or books. Even when it's simply choosing a series of binary forks in the path, that they actually lead somewhere unique to that player is essential to the experience. Gradually revealing a length of twine can be enjoyable, but is it any different, really, than the film experience? And if my individual actions don't impact my branching campaign's outcome, have I really accomplished anything unique? If we return to the tree analogy, as an invested player, I don't want my twine to come out looking like a pine, or a palm, but a full-grown oak.
3.20.2007
Personality
Today I was thinking about Personality of Place.
I am not a big proponent of author-dictated narrative in character-driven games, but I do think that the strongest player narratives come out of games with well-crafted and unique author-dictated settings; these settings are conveyed both through the core fiction and NPC's personalities, and through the physical spaces provided by the level designer. Since the scenarist provides the raw setting data to the level designer, it's important for the settings themselves (the Places where the play occurs) to exude their own inherent personality for the level designer to play off of, either by way of exploiting expressive locale archetypes or drawing from an original fiction. Many games suffer, in my opinion, by setting their games in spaces that have no ingrained personality of their own, and thereby nothing for the level designer to channel into a truly living gamepace.
Considering my job, this train of thought started with F.E.A.R. as its reference point, compared to prior Monolith games, specifically NOLF2 in this case. While the core gameplay of F.E.A.R. is outstanding in my opinion, I feel it suffered from a lack of Personality of Place. Each setting was inherently generic-- warehouse, industrial plant, office building, office building, office building, high-tech research facility-- and that carried through into somewhat aimless level design. The story occured alongside the levels as opposed to within them-- exposition was through verbal transmissions, usually revolving around events unseen by the player. While the spaces showcase the combat effectively, they gave the level designers no strong personality traits to build off of, as they weren't integrally tied to strong narrative elements or immediately evocative locale archetypes, resulting in an overall rather dry player experience. I single out F.E.A.R. here, but this could be said of many, many action/shooter games (for instance Splinter Cell, Black, Max Payne, The Punisher, The Warriors, and so forth.)
Compare this to NOLF2, which not only had an extremely strong narrative featuring a cast of distinctively-voiced NPCs, but a succession of levels that had as much personality as the game's human characters. When it comes to snap-visualizing a space, which says more to you: "villain's secret undersea base" or "wastewater treatment plant?" "60's spy agency headquarters" or "industrial warehouse?" Hell, even "abandoned suburban home in Akron, Ohio" or "office tower?" In my opinion, the first of each of those pairs evokes not only a strong visual but a tangible mood, a personality-- something to shoot for in both look and feel of the resulting playable spaces. Choosing settings with strong Personality of Place has led to outstanding level design in such recent games as Psychonauts (the settings being the mindscapes of a variety of quirky characters) and Hitman: Blood Money (the settings being a number of exotic and not-so-exotic locales, each home to a very distinctive target for assassination.) When picturing levels, do you get more out of "sewer, factory, office, research lab" or "Mardi Gras, Mississippi riverboat, Heaven & Hell-themed rave, French opera house?" Could Psychonauts' run-of-the-mill platformer gameplay have been so engaging if it didn't take place in the minds of a paranoid conspiracy nut, a battle-hardened army general, and a frustrated painter of black velvet matadors?
The scenarist of a game is not only responsible for inspiring the player's forward movement through engaging plot points and relatable NPCs, but for inspiring the level designers to create spaces that truly exude personality, by supplying them with exciting and unique core Places to develop. It takes an incredibly self-motivated and inventive LD to infuse a boring Place with strong personality strictly through gameplay; on the other hand, an inspiring fiction and locale can lead to truly outstanding playable spaces which breathe with a unique and palpable personality all their own. To put this in MDA terms, there are types of Places that have a built-in aesthetic for the level designer to work towards, adding a unique and tangible set of emotional metrics to the process, which leads to more inspired and engaging playable spaces.
3.12.2007
Texas
Greetings from Sugar Land, Texas.
I've made the move and it's my first day at TimeGate. The project I'm working on seems to have a really solid groundwork laid for us level designers, and I'm looking forward to digging into the work.
Being in Texas is a sort of culture shock deja vu. I'm from Florida before I moved to the west coast 6 years ago, and this big, flat, hot, Republican suburban sprawl is a little uncomfortably familiar. On the way in from the airport, I saw a Support the Troops yellow ribbon bumper sticker, the loop of which was replaced with a cut-out of a Christian cross, on the back of an SUV. My first day included The Cheesecake Factory for lunch and Chili's for dinner. I'm just trying to keep my head low.
I'm planning to write up my impressions from GDC soon. There's a lot of ground to cover there, and hopefully I'll start on it when I get home. But for now, I'm off to complete my first day as a level designer.
2.26.2007
Eye
What ranking did you get last time you parallel parked?
This past weekend, Rachel and I went to the Exploratorium together. It's a hands-on science museum featuring interactive exhibits that demonstrate how the human senses and other natural phenomena work. It makes apparent many things in your everyday life that you take for granted or wouldn't otherwise be able to detect, such as exactly which points you look at when observing a photograph.
We went out to dinner afterwards. As I washed my hands in the bathroom, I imagined an exhibit that might observe you while you washed your hands, and give you a readout of how "well" or completely you had washed them, giving you a "Percentage Clean" rating, or a graphical representation of the spots you had cleaned or missed.
Though something like this would be complex to accomplish in real life, it would be par for the course in a video game. You have your avatar wash its hands, perform whatever inputs are required, and the game rates you on how well you did. Supplying control input to, and receiving tangible feedback from, "the computer" is part and parcel of the gaming experience. Tailoring your input to attain a specific numerical rating (the "perfect game" or "S Rank") is the central mechanic of many games-- Dance Dance Revolution, one-on-one fighters, shmups, and so forth.
Everything that happens in a game can easily be tracked internally (see the stats screens for Rockstar's GTA3 series and Bully); the question to the designer is: which information is revealed to the player, and which remains hidden? It's an interesting aspect of design, since any statistical information that the game reveals which the player cannot visually observe himself exposes the "third man" in every scene-- the Omnicient Eye of "the computer," which doesn't otherwise exist as an entity in the diegesis of the gameworld. In a game, you could be supplied with a numerical ranking upon completing the hand-washing action, but if you somehow received this data when washing your hands in real life, what would the implication be? That you were being surveilled by some unseen force.
In a game with a realistic setting, I think designer-dictated information control is important as a means of maintaining the game's artifice. If my character is in a gritty, real-world locale, performing down-to-earth, human-scale actions, numerical stats and ratings are going to break the suspension of disbelief-- how is my Strength rating of 8 derived? Did I get that from my yearly physical exam? Does my avatar "feel" objectively like he has about an 8 in strength relative to other people? How do I know the Armor Rating of a leather jacket? I've never seen it sewn onto the tag of any article of clothing I've ever bought. Anything in life is only knowable through direct observation-- as I practice something, there's no meter for me to fill or any objective scale for "leveling up"; I can only determine my own improvement through direct observation of the results of my practice.
Hereby, in a game where my character increases in skill over the course of the game, I would much rather have all the numbers hidden from my view as a player. If I practice shooting, I would love for the only feedback I get about skill improvement to be my character's shots becoming observably more accurate; I'd love not to have a weapon's effectiveness determined by its having an "Attack Rating of 10," but by my observing that, yes, a claw hammer is a fairly deadly bludgeoning weapon, and I know my character to be fairly strong, and when I try out swinging the weapon at a piece of plywood, observing that the wood is cracked in half.
The other side of this would be intentionally designing the game to provide the player with excessive amounts of tracking information that they would never be able to observe on their own, very overtly throughout normal play. This approach could effectively reinforce the futuristic Police State as a setting. Consider playing a character in a setting like that of 1984 or Minority Report; each action you performed, even when your character was completely alone, could present the player with a numerical score onscreen, implying their actions being constantly watched and recorded through some sort of active surveillance, acknowledging the computer's Omniscient Eye as an active entity in the gameworld.
Just another instance of the possibilities of a designer intentionally uses a game's "gaminess" to aesthetic ends.
2.21.2007
Pro
Official announcement:
I will begin work as a level designer at TimeGate Studios on March 12th!
TimeGate's most recent release was Extraction Point, the official expansion pack for F.E.A.R. Considering my work with WorldEdit and the F.E.A.R. maps I've released, I would say that TimeGate and I are a pretty good match :-)
TimeGate has been on the scene since the late 90's, gaining prominence with the Kohan series of RTS games before switching gears with the release of Extraction Point. I was very impressed with my playthrough of the expansion, which recently won PC Gamer Magazine's Expansion of the Year 2006 award. It's a great team of guys there and I'm excited about the project.
I'll be moving to Texas immediately after GDC. I'll miss being in the Bay Area with Rachel and everyone else I know here, but I feel like taking on this new role will be worth it.
I hope to find the time to release BENEATH pt. 2, which is not so far from completion at this point. I'd like to make it a priority, as I'd hate to see this go unfinished, since I'm excited about how I plan to finish up the story.
In any case, with this move I'll be a professional designer, which just makes me happy beyond words. I'll keep this blog up to date with how it all works out. Thanks to everyone who's provided me with the encouragement and support to do this thing. Lone star state, here I come :-)
2.19.2007
Subvert
As any dilligent nerd should, I've familiarized myself with the ouevre of Osamu "God of Manga" Tezuka. His storytelling is masterful, and some of it is simply mind-blowing in scope. Over the decades that he produced material, he created an incredible range of properties, from Kimba the White Lion, to Black Jack the outlaw surgeon, to the millenia-spanning Phoenix series, to an eight-volume retelling of the life of Buddha, and of course his trademark character, Astro Boy.
Until recently, the original, Tezuka-directed Astro Boy animated series from the 60's wasn't available domestically. Now it's been released in two excellent box sets, the first of which I picked up and have been watching an episode or two of per night.
The thing that stands out about Tezuka is that he is first and foremost an entertainer, regardless of his subject matter. His stories are all peppered with flashy fights and plenty of quick little jokes and sight gags. Thereby, even a story with a deep theme and complex plot can entertain a viewer who's simply interested in a few laughs.
For instance: Astro Boy is a children's show, but the most recent episode we watched operated on a few assumptions that would most likely go over the intended audience's head, and featured a few quick twists that led to a significantly complicated plot. To synopsize:
Some 50 years ago, a prominent scientist, "Dr. I.C. Frost," hypothesized that if astronauts could freeze themselves during an extremely long space flight, they would be able to defrost upon arrival to explore faraway planets otherwise unreachable by humans. So, to prove that his theory is right, he established a secret lab in a hidden facility in the deserts of Egypt, built a robotic sphinx and an army of robotic crabs for protection, constructed his cryogenic chamber, and froze himself, to be defrosted in 100 years. Present day (50 years on): a nefarious character has set his sights on Dr. Frost's well-guarded technology, and employs a covert agent to kidnap Astro Boy, drain him of all but the last reserves of his power, and strand him in the desert. Having no memory of how he got there, Astro calls out for help, lost in the wastes. The nefarious character "rescues" him, restoring his power on the condition that Astro will help him in his "expedtion" to an "ancient tomb." Astro proceeds to do battle with the guardian crabs and the Sphinx, gaining entry to the secret lab. However, upon her defeat, the Sphinx reveals the nature of the tomb/lab, Dr. Frost's wishes, and her purpose. Astro then realizes he's been had, drives away the nefarious man and his crew, and agrees to keep Dr. Frost's resting place a secret between himself and the Sphinx, until Dr. Frost awakens once again. Astro flies off to another adventure, ending the episode.
Note that the above is stated in chronological order, whereas the TV episode starts at present day, and reveals the backstory later on.
The point of typing all that out was to illustrate that 1) the show's premise was based upon an understanding of the speed of spaceflight to other star systems and the concept of cyrogenics, and 2) the plot itself is fairly complex and relies on a dialogue between two different time periods and a third-act "reveal" of the nefarious character's true nature. Regardless of how far some or all of this might fly over the heads of an audience of children, the show succeeds in engaging and entertaining any viewer by featuring frequent robot combat (between Astro and the crab robots, and Astro and the Sphinx,) and a constant stream of very clever little sight gags, inserted during otherwise mundane sequences. So, a viewer that doesn't understand or care about the plot can nonetheless enjoy the show entirely for the frequent robot fighting and simple jokes, and maybe absorb the themes of the story along with the core entertainment factor.
I think that video games are ideally suited to be message delivery systems (MDS) following just the same formula. The main draw, the core experience, of a video game is the gameplay itself, which in many cases is buffered by narrative elements. The gameplay is wholly separate from the narrative; one can easily exist independent of the other. However, in most narrative games, the story elements support the gameplay and vice versa, or the two elements at least run alongside one another. Much like the viewer of an Astro Boy cartoon can enjoy the jokes and action without appreciating the overall plot and themes, the player of a game can enjoy jumping and fighting and leveling up without investing himself in the story. It's the idea of the short positive feedback loop, laid out by a colleague of mine and expanded upon further in this Gamasutra article-- the player (or viewer) is driven forward by constant small rewards to complete a larger task. The classic Lucasarts adventures are successful for the exact same reason the classic Astro Boy is: there's a joke at every turn (every click,) giving the player constant tidbits of entertainment regardless of their overall investment or progress through the total work. Overserious adventures fall flat, since when the player is stuck, they have no levity to tide them over until they figure out that frustrating puzzle. Genuinely funny adventures that keep the player stuck for too long also fail, since hearing the same jokes repeatedly stops being funny.
The possibilities for subversion in games are endless, and some games have begun to mine those possibilities. Grand Theft Auto 3 comes to mind, as does the more recent Dead Rising. GTA3's draw was the open-world action gameplay: ramping cars over buildings, blowing up crowds of onlookers, leading the cops on wild chases through the city. And yet, even if the player completely ignored the core storyline to freeform, every radio station that played in every vehicle was densely packed with ruthless satire of American culture in the form of Laszlow's bewildered talk show hosting, and the variety of consumer-lampooning advertisements that played between songs. The gameplay itself was the draw and the experience that sustained the title, but it also acted as a message delivery system, inundating the player with Rockstar's very specific point of view.
Dead Rising is the more recent, and more overt, but relatively less successful example, as its message is largely delivered during skippable cutscenes, as opposed to alongside the gameplay itself. It's great nonetheless-- it's a Japanese game, clearly made for the American market (released exclusively on the 360,) starring American characters and taking place in America, but the story itself is explicitly anti-American, anti-consumerism, anti-Western-culture. The draw of the gameplay is smashing thousands of zombies, and smash zombies you do, but at each plot point the thrust of the narrative rails on the Western way of life, targetting American gluttony, virulent consumerism, and government corruption. The idea of consumer as zombie, admittedly lifted from Dawn of the Dead, and the rampant destruction of all the products and shops in the mall as an anti-consumerist fantasy do underpin the gameplay itself, but the real, outright message delivery occurs during the discrete, skippable cutscenes, and fails to some degree through lack of integration with the core experience.
SUBVERT! SUBVERT