Showing posts with label Agency. Show all posts
Showing posts with label Agency. Show all posts

Monday, August 6, 2018

Forced Failure as Story Moments

In this article, game writer Sande Chen opines about forced failure as story moments and how players are more likely to forgive forced failure when engaged in story-driven games.

In "The Strengths and Limits of Using Digital Games as 'Empathy Machines,'" a UNESCO working paper released last year, authors Professors Matthew Farber and Karen Schrier discuss the flawed design of the poverty simulator SPENT and offer as a counterpoint, the autobiographical game That Dragon Cancer, as an example of where forced failure may be acceptable to players. As in most cases, the forced failure baked into SPENT and That Dragon Cancer are intended to generate and reinforce feelings of hopelessness and frustration.

These story moments of despair are not uncommon, especially if a storyteller blindly follows the stages of the Hero's Journey in games. At the midpoint, the hero reaches the Ordeal, the deepest, darkest, lowest point of the journey, the trials of which drives the hero to ultimately succeed in glorious fashion. Sometimes, this low point is conducted off-screen or in a cut scene, but other times, the player is given illusory agency in a mission destined to fail.

These forced failure story moments have left players with sheer frustration and anger, especially when the player wants to win and not fail. In one anecdote, a player tried repeatedly for hundreds of times to save his NPC buddy from predestined death, only to end up shooting the NPC immediately in realization that the NPC could not be saved.

Unlike in SPENT, it's clear that the story is paramount in That Dragon Cancer and that the goal is not to win through points.  When the player can't calm the child down no matter what is done, this is a story moment that is very emotional.  In this game, the player tacitly agrees to go along with the emotional journey.

Sometimes, when a story is engaging enough, a player will forgive a lot (e.g. bad controls, bad art, bad gameplay).  The player wants to know what will happen next in the story. I cynically remarked about the game Missing that without forced failure, the player would not know the story of what happens to sex trafficked girls.


For me, I find Missing to be a better example of how players can blithely ignore forced failure in deference to the story.  In Missing, there are clear dialog choices and actions that lead the player to an escape opportunity.  Maybe it's possible that the protagonist can escape and end the game out of harm's way.  If so, please send me a screenshot!  In my gut, I feel like this is most likely a situation where no matter how many times I evade the thugs, steal keys, or hide, that last guard at the last door will always grab me (if another guard hasn't already).

Sure, I will feel like I have agency and that escaping the bad guys is within my grasp, but do I really?

Was this dramatic moment manufactured? I mean, I was this close to freedom.

The fact that I fail highlights the hopelessness of protagonist Ruby's plight. I can't help her escape. I recognize that this is an important plot point in her story. Perhaps I would play the escape level over and over or perhaps I would accept that this is how the story goes. If I understand that the game is about depicting the tragedy of sex trafficking, then I'll have to see it through to find out what happens next.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.


Tuesday, November 14, 2017

Podcast: IGDA GDSIG Mentor AMA Game Writing


Greetings!  Our 3rd IGDA Game Design SIG (GDSIG) Mentor AMA (Ask Me Anything) in conjunction with the National STEM Video Game Challenge focused on game writing and featured questions from mentors and students around the United States, such as:
  • What is your biggest challenge in developing a video game, both in storyline and in general? 
  • What are some key differences between a good and a bad narrative?
  • Where do you see virtual reality and augmented reality going, and how do you think this technology will change games and storytelling?
  • What are some ways a designer can tell a story in a game that gives the player opportunities to make real choices that genuinely affect the outcome of the game?
  • What would you say is the #1 pitfall in the design of serious games?
A full transcript of the questions, transcribed by volunteer Jam Blute, is available on the IGDA Game Design SIG Facebook group Files section, as well as sample game design documents. The GDSIG group is a closed Facebook group, but free and open to everyone, provided you follow the guidelines.  The IGDA is an international, non-profit organization whose mission is to advance the careers and improve the lives of game developers.

The National STEM Video Game Challenge is a multi-year competition whose goal is to motivate interest in STEM learning among America’s youth by tapping into students’ natural passion for playing and making video games.

With Felix Wilhelmy as moderator, the guest panelists for the 3rd GDSIG Mentor AMA were Sheri Graner Ray, Bobby Stein, and Sande Chen.

Sheri Graner Ray is an award-winning game designer and CEO of ZombieCat Studios and worked for such companies as Schell Games, Origin, Sony Entertainment, and the Cartoon Network.

Bobby Stein is the Associate Narrative Director and Narrative Design Lead at ArenaNet, the maker of Guild Wars.

Sande Chen is a writer and game designer best known for her work on titles such as The Witcher and Wizard 101.

We are continually striving to improve the Mentor AMAs.  Let us know if you have any feedback or if you'd like to participate as a volunteer or mentor!  Follow GDSIG on Twitter @IGDAGDSIG or on YouTube.  We will be moving to video soon.

Listen to the full AMA panel below or on Soundcloud.


Thursday, September 28, 2017

Podcast: Game Design Tips from Sande Chen

A few weeks back, I did an interview with AppMasters. Their podcasts are full of valuable information intended to help you succeed in the mobile app business.

Link to the Podcast: Game Design Tips from Sande Chen

Listen on to hear about the issues with designing for VR, educational game design, narrative design, and about transitioning into the game industry as a writer.

Podcast Description

Today’s guest is one of the Game Industry’s Top 100 Most Influential Women and she shares her tips on educational and VR game design. You will also discover her process for writing game narratives and how freelancing while at her full-time job allowed her to be completely on her own.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 10 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and the Serious Games Summit D.C.

Monday, September 26, 2016

The Many Functions of Game Writing

In this article, game designer Sande Chen compares writing for VR to game writing and explains how game writing fulfills a bigger role in the game than just providing story and plot.
 
Imagine you are immersed in a VR setting.  Would you stay rooted in the same place, as if you were watching a 3D movie?  Most likely, no.  You'd want to get up close, see the details, walk around and explore, and if you can, pick up objects and interact.  Instead of a viewer, you'd be a player, or at the least, an user.  As Hollywood embraces more and more VR narratives, its writers need to learn about agency because viewers will no longer be passive participants. 
Photo Credit: StoryForward NYC, Adorama

As I mentioned in my StoryForward NYC lecture last week, many of the challenges in writing for VR have already been explored in game writing.  Video games have rich, immersive worlds that allow for player interaction.  What does player agency mean for the writer?

First of all, the writer needs to surrender some control.  If there's a story, the player may experience the story in his or her own time.  The player may leave the game experience for a couple days and return.  This means that besides advancing the story, game writing has other functions, such as dishing out a reminder, or a redirect.  While this doesn't occur in films as much, recaps are a familiar part of the television experience.

How else does player agency affect game writing?

As with the game's sound effects and music, game writing very importantly helps to guide the player and give feedback.  Sometimes, sound effects aren't enough and more precise instruction is needed to let the player know how to progress through the story or use the controls.  There's a big virtual world out there and as creators, we need to guide the player towards the content.  Feedback is especially important during tutorials.

Game writing also provides contextual information on the player's progress in relationship to other players, even in a single-player game.  Achievements, badges, or titles are the signposts of progress that are shared across social communities.  In multiplayer games, these honors would be seen by everyone in the game and might be a source of bragging rights.

And that immersive world?  Game writing provides many of those details, not only with journals, mission logs, found objects, audiotapes, books of lore, etc., but also with descriptions of objects, powers, weapons, vehicles, factions, and everything else.  Many of these worlds bloomed when a game writer began the process of world building.  Players walk through cities and terrain, interacting with non-player characters, flora and fauna, and objects.  The level of detail can be astounding.

Writing for VR narratives probably has fewer requirements than game writing because generally, there aren't gameplay elements (as there would be in a VR game), but the issue of agency is still important.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Saturday, May 21, 2016

Forced Failure in SPENT

In this article, game designer Sande Chen examines the role of agency in the social impact game, SPENT.

Last year, an article in Psychology Today made the rounds, declaring that social impact games may have a less than desired effect.  Based on her study of adult players of SPENT, a text-based poverty simulator made by ad agency McKinney with input from the Urban Ministries of Durham, Yale researcher Gina Roussos found that some participants ended up with increased negative feelings towards poor people instead of empathetic concern.

On the surface, this would seem to contradict an earlier study on SPENT that did show that SPENT increased affective learning in students.  Affective learning involves feelings, motivations, attitudes, and values.  However, that study was not about measuring negative or positive attitudes, but rather about active engagement.  The game encouraged these students to think about issues, which in turn had the possibility to engender attitude adjustment or a change in behavior.


Roussos attributed her surprising results to the agency, or choices allowed, in video games.  Because players have agency, she reasoned that players might feel that poor people have control over their life situations, even if in reality, they don't.  However, while she may feel that there's agency in SPENT, I found that there's examples of forced failure all over SPENT.  For example, just because I talked to a union rep in the game, I was illegally fired from my warehouse job. Forced failure is extremely tricky in game design, especially since the end result is that it usually pisses off your players.

Moreover, I did not feel that SPENT was entirely accurate.  Most states would have Medicaid for the indigent, so why would I have to pay for health insurance?  If I went to college, why are my job options so limited?  If I just abandoned my car, why would I need to pay for car insurance?  I spent more time pissed off at the game than caring about poor people.  Factoids pop up frequently, making SPENT an extremely preachy game.  I did "win" in that I ended up with $72 at the end of the month, but the game then reminds me that my $808 rent is due tomorrow.  Um, forced failure?

One resentful user wrote:
"Why do I have a student loan? Was I unaware of the Pell Grant? Was I not good enough for scholarships? Did I refuse to live with my parents until graduation? 
Where did this child come from? I’m not married, and I don’t seem to be getting child support. I can’t fathom why I apparently have this kid. 
Why do I HAVE to have a car? Why is my cell phone so expensive? Why is my landlord above the law? Why am I not just living in Section 8 housing? 
This game is absolutely ridiculous, and all it showed me was that the average person is trying to live beyond their actual means."
Rather than too much personal agency, SPENT doesn't have enough agency. It doesn't have enough choices.  It doesn't have enough depth.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, November 12, 2015

How Technology Is Changing Storytelling

Last weekend at the launch of Immersive Edge, a hypergrid story, I had a presentation in-world about how technology is changing storytelling.  I can tell you that doing a presentation in-world can be as complicated as a movie shoot!  There needs to be someone in charge of sound and someone in charge of camera.  There are worries about lag.  The event was livestreamed as well, since a limited amount of avatars can be in the amphitheater at the same time.  And of course, there's no Microsoft Powerpoint in-world.

Afterwards, I had a tour of Immersive Edge, which is a puzzle game-story that spans over several chapters, i.e. worlds.  If you've ever wanted to know how it feels to traverse the metaverse, hopping from one world to the next, this is what it's like.  Because Immersive Edge is a product of many minds, each world has a distinctive flavor.   At the same time, you follow the protagonists through their manifestations in each chapter, learning more and more about their story.   You aid them on their journey.  If you're interested in going through this immersive experience, let me know.  It's definitely worth checking out.







Thursday, July 30, 2015

Lost in Game Space

In this article, game designer Sande Chen describes certain game deficiencies that lead to player frustration and how better storytelling may provide the solution for one of the problems.

In the past few years, I have served as a judge for multiple game festivals and competitions. There are several reasons why some games don't make the cut.  Beyond the technical complications of not being able to get a game running, I find a similar failing may be in not having a strong enough tutorial, i.e. a player shouldn't be confused about how to play a game.  Struggling with controls or an interface is just frustrating and not the experience you want for a first-time player.  I recall there's an infamous transcript of a WWII Online player griping that it was easier flying a plane in World War II than trying to do the same in a game!

In other games, I find a beautiful world that I would like to explore, but I am directionless as to what would be my goal.  Free-form exploration and self-direction are fine as long as there's enough interesting content to support it indefinitely.  In most cases, due to production costs, this is simply not true.  Therefore, there needs to be a way to guide the player to the more interesting content rather than leaving the player to trod through the same loop of scenery.
A prehistoric storyteller describes a hunt.

Luckily, stories provide context and player motivation.  If I know I have to find a way off the island, then I'm not going to spend my time admiring sparkly fish.  Moreover, human beings crave stories.  Even in prehistoric times, cave dwellers conveyed tales of great hunts.  Stories tell us about ourselves and the human condition.

In this age of game making, it might seem like emergence or AI is the solution, but it's not enough.  Emergent stories could be interesting, but they could also be not interesting.  As Alex Toplansky said at the panel, Writing for Horror Video Games, even in systemic games, "a writer needs to come in and stack the dice."  Dramatic storytelling, whether linear or non-linear, is a crafted experience.   

As for AI, while there have been advances in computer algorithms generating stories, poetry, and news articles, sometimes a human touch is warranted.  To escape the redundancy of randomly generated "Rescue X at location Y" quests, players of the now-defunct The Matrix Online banded together to create an epic storyline that gave their characters more motivation.  While the quests did give the players specific goals to complete, the randomness did not generate an interesting story for players.

What's the lesson here?  As I have written in my article, Towards More Meaningful Games, don't leave your narrative design choices to chance.  Yes, a game still needs to feel open enough to allow for meaningful player choices but that doesn't mean that players should be left confused as to what they ought be doing.



Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.


Friday, July 17, 2015

An Exploration of Horror at the Writers Guild

In this article, narrative designer Robert Rappoport reports on the discussion at the Writing for Horror Video Games panel, ranging from player agency, push design, to the role of writers in game development. 

Things got scary at the Writers Guild of America East on June 17, 2015 during the panel, “Writing for Horror Video Games.” Organized by the WGAE Video Game Writers Caucus, the panel discussed writing and creating horror in video games, the difficulties involved, and the successes that members of the panel had found in utilizing the expert tool of fear. The panelists were Alex Toplansky, Senior Writer at Deep Silver Volition, Justin Pappas, former level designer at Irrational Games and founder and creative director at Ape Law Games, and a special Skype appearance was made by Chuck Beaver, best known for his work on the Dead Space trilogy.

The conversation began with a simple question by Matt Weise, the panel’s moderator: “Why make horror games?” Toplansky responded by commenting on player agency within horror, that the tone of a horror story often places the player him or herself in the driver’s seat of the terror. Fear is something that happens to you, and unlike a love story, horror is direct in its delivery.

The panelists ventured onto familiar ground during the discussion as each designer amicably used examples from their own work to show how horror was a useful tool in the writer and designer’s toolbox. Notably, Pappas discussed in detail his involvement as a level designer on the most recent and well-acclaimed Tomb Raider game. He discussed the transitional moments of the game where Lara Croft is forced through passageways that, Pappas explained, were used to intentionally demonstrate Lara’s fears and phobias. “How are we going to make the player claustrophobic in this area?”

Ideas like this are rarely planned, and the panelists were amused to think about the lightning in a bottle moments that have to happen for great gameplay to occur. “One of the funny things about video games is that it’s such a broad medium. The organization of teams is so strange,” Toplansky said. “The most successful cases are when everyone’s doing air traffic control, so they’re all there to peer review one another…We churn through everyone’s stuff and then it’s ‘who’s going to blink first?’ If you’re willing to own and champion your idea, then it makes it into the game.”

The importance of each role in a design team was discussed, with all panelists agreeing that there is no set way to create horror. “It’s all a case by case basis.” Pappas offered.

Level designers are important because everything passes through them, but writers are the people who have to make sense of everything. It is a sad truth of game design that the writer is often brought in right at the end of the development cycle, and the panelists concurred that this was no way to tell a story. They all agreed how wonderful it was that writers were more frequently being brought closer to the very beginning.

Beaver reminisced on his recent experience at Electronic Arts, where one of the first true writer positions was being forged for that company. The gaming industry is becoming a world where writers are not only appreciated, but are being sought after in places that they would not normally think to be involved. “I’m super excited about the professional career of writers. Who knows, soon we might have narrative for sports games!”

After discussing the role of the writer at length, Weise steered his excited peers back to horror by mentioning Konami’s Silent Hill 2, a landmark of the genre in the context of inhabiting an empty shell versus the experience of being in the head of a fully fledged character. Each of the panelists agreed that it was important to establish pillars in the world that the character and the player had to obey. Toplansky cited the familiar “In a world…” phrase to help bring the point home. “Silent Hill is, ‘In a world… where you’re going insane.’ In that world the story isn’t going to finish with ‘You weren’t insane at all!’ It wouldn’t make sense.”

Beaver commented that the changing nature of the medium and the enthusiastic approach studios are taking to virtual reality technology would also greatly change the face of not only horror, but also games as a medium. “In film, it’s always been a passive audience, but now the audience has the camera and is experiencing the story. There’s a huge amount of exploration left to do about what is effective.”

Player agency led to the discussion of how to make the player take actions that are frightening and unnerving. Or, as moderator Weise put it: “How do you make the player go into the basement?” Push design, a concept developed and popularized by Valve, was discussed. It’s the concept of creating soft boundaries around the player to gently guide their actions: “You have a ledge somewhere in the space, you look down and you see something neat, and we as designers have to show that if you walk there’s no going back. You’ve let us push you.”

“People who bought a ticket for a horror movie, a game is the same way,” Beaver mused. “I bought a horror game, I know I’m going to be scared. I don’t want go to the scary place! No, of course you do. You bought the game.” Beaver went on to discuss how Isaac’s needs in Dead Space lead to a detailed exploration of the game and its story.

The conversation wound down to systemic design and the future of horror. “We’re going to get more systemic games,” Pappas said. “It’s about discovery and finding those perfect moments.”

Toplansky spoke about how in a systemic game, a writer cannot plan for every situation, but they can create enough interesting interactions that a sophisticated engine will give the player a unique and terrifying experience. “A writer needs to come in and stack the dice.”

The panel created an overall thrilling and enjoyable experience for its audience, which had been a large turnout. Each of the speakers brought his own unique take to horror and how it affects the writer’s position and the nature of games, along with opinions of its future as a genre. No doubt we will see even more panels like this one as more people participate in Caucus functions.

[This article originally appeared on Robert Rappoport's personal blog.


 A narrative designer with a penchant for all things scary, Robert can be found sipping tea at his favorite hideouts in New York City. When not brewing tea by candlelight, Robert likes writing and creating horror... also by candlelight. If you enjoyed the article, you can find more of his work at robertrappoport.com.

Wednesday, April 22, 2015

What is Agency?

In this article, independent developer Gabby Taylor stresses the importance of player agency.

It’s human nature to want to make an impact, to matter, to leave your mark on the world you will someday leave behind. For most of us, however, any or all of these can only be accomplished in a digital world. That leaves us, as game developers, to create that world as best we can. This involves the usual fare of suspending disbelief, making the macho characters we all wish we could be, and a catchy narrative. Right? … Right?

Nope.

We tend to underestimate a little something called ‘agency’, which is the actual ability to make decisions. Without that, we just exist on rails and it may as well be an interactive movie. We can have the sexiest/most macho character ever take down hundreds of evil dragons and solve all the world’s problems, but it won’t feel like we did anything without the ability to make the decision to perform each action, which is the whole point. I mean, sure, it’ll be pretty badass, but there will still be the unmet need to make an impact, or to matter, even if it is only briefly.

So, how do we give players sufficient agency? There are two main components: decision and consequence, both of which are created within the plot and overall design of a game. While the idea of decisions and appropriate consequences may be simple, they have a huge impact. Let’s go through an example:

Without Agency: NPC runs up screaming about a dragon attacking the poor, helpless village. You run in and slay the dragon, using up all your supplies just to stay alive. You may or may not be rewarded proportionately, or at all, and your efforts may or may not even be acknowledged by the local or general populace. You move on to the next thing.

With Agency: NPC runs up screaming about a dragon attacking the poor, helpless village. You could run in and slay the dragon, even knowing that it’s really dangerous and you have limited supplies to extend your life, and when it’s over be showered in praise, gratitude, and rewards (or just given more quests to help clean this mess up). You could choose to sneak throughout the village and plunder it for all it’s worth and have more supplies but far more negative future interactions with anyone who happened to catch a glimpse of you (and survived). You could choose to run the same direction as the NPC, and let the village burn (or not, you never know). You could choose to give the village a wide berth and continue on your way and the fleeing NPC will hate you forever and people will mourn the loss of an entire village and how was no one there to stop this calamity (you don’t happen to know anything about that, do you??).

Either way you could join in an epic battle to save villagers from a big, mean dragon, and you might be rewarded. Both ways of going about this are fun, without a doubt. With agency, however, there is a lot more of the player allowed in the game. His or her personality can shine through, allowing him or her to be more immersed in the experience and fulfill their need to make an impact, be it to good or bad effect. When it comes down to it, that’s all a player character really is: an empty vessel waiting to be filled with what makes the player who they are. The more we allow for that, as opposed to crowding out the player with our narrative, the more the player can walk away satisfied that they did something, that they mattered, and maybe have the confidence they previously lacked to meet their potential for impacting the real world around them.

Gabby Taylor is a game designer, writer, and artist for indie studio GreyKüb. She began doing art for games in 2010, and expanded to design and writing in 2012. Since then, she’s been part of several games on the market and is currently working on a few mods and another game called Avalon. When she’s not developing games, Gabby spends her time woodworking, working on cars and motorcycles, and spreading her love of game development.

Friday, August 1, 2014

August 2014: Agency

August 2014's topic was submitted by game designer Pascal Bélanger.

He writes: 
Agency, as defined by Janet Murray in the great industry reference "Hamlet on the Holodeck," is the fundamental feeling of having an impact on a virtual world. It is somewhat the basis of immersion and many game designer consider that their main quest is to pursue a better feeling of agency.

On the other hand, we have games like World of Warcraft that use mechanics that go against this feeling (e.g. Resetting mission states to permit players that have already completed a mission to redo them with their friends and/or clan mates). This acts as a Distanciation Brechtienne" (after Bertolt Brecht) -  a French theater concept whereby an element constantly reminds the spectator that what's in front of him is not real agency because it always reminds the player that he is in a virtual world and that in the end he does not have any real impact on it.
Even though many have gone long ways to argue about its systems, one cannot deny the success of World Of Warcraft. And all this without pursuing that particular feeling which is supposed to elevate the medium to another state.
  • How does the pursuit of agency impact you as a designer and as a player?
  • Do you think it is a requirement for immersion? 
  • Do you think it is a requirement for games in general?
Clint Hocking on Agency: http://www.next-gen.biz/blogs/agency-beyond-the-magic-circle
 As always, submission guidelines along with submission procedure can be found on the right hand side of the blog.  Topic suggestions and articles are welcome!