Showing posts with label Emergence. Show all posts
Showing posts with label Emergence. Show all posts

Saturday, February 20, 2021

Upcoming Panel at SXSW Online 2021


Hi!  Excited to announce that our panel Creating Touchstones in Emergent Narratives will be part of SXSW Online 2021 under the track Transforming the Entertainment Landscape.  

We had so much to talk about during our LudoNarraCon session that we felt like we could go on for another hour. The SXSW session will delve into new areas as we discuss recapture techniques, why touchstones are important, and more! Join us at SXSW Online March 16-20, 2021.

Here's the panel description:

When: Tuesday, March 16, 2021
Time: 11:15 - 12:10 Eastern Time

Games have a unique ability to establish empathy between a player and a world and characters, but game players don’t always follow the path the narrative lays out for them. This panel discusses how designers and storytellers can build in empathic elements that can be found and engaged with even when the larger narrative gets delivered out of order.

 


Meet the panelists:

Sande Chen is a writer and game designer with over 15 years of experience in the game industry. Her writing 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 is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.

Kimberly Unger made her first videogame back when the 80-column card was the new hot thing and after 20+ years as a pro in that industry, the magic still hasn’t faded. Now she builds strategy for and sources leading-edge content for Oculus, lectures on the intersection of art and code for UCSC in Games and Playable Media, wrangles a monthly column on science-fiction in videogames over at Amazing Stories and writes about how all these app-driven superpowers are going to change the human race. She is the author of the award-winning Game Development Essentials: Mobile Game Development and the Official GameSalad Guide to Game Development. Her debut sci-fi novel, NUCLEATION is available now on Amazon and her next novel, The Extractionist will be available in November of 2021. 

Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX, and art direction and health (mental health awareness). In addition to developing educational/gaming experiences, she has honed her artistic skills as a concept and gallery-showing artist while pioneering, empowering and supporting grassroots tech meetups and communities. Currently working as an instructor and immersive artist, she is keenly aware of how emerging technology is changing the way we relate to each other. She is currently evolving stories through world building and designing narrative and cinematic concepts in tiltbrush. Juliana is regarded as a pioneer in the world of spatial art/design. 

Matthew Farber, Ed.D. is an Assistant Professor of Technology, Innovation, and Pedagogy at the University of Northern Colorado, where he directs the Gaming SEL Lab. He has been invited to the White House, authored several books and papers, and has collaborated with UNESCO MGIEP and Games for Change. His latest book, Gaming SEL: Games as Transformational to Social and Emotional Learning, will be published in 2021.

Tuesday, June 16, 2020

Creating Emotional Touchstones in Emergent Narrative

In this panel, Matthew Farber, Sande Chen, Kimberly Unger, and Juliana Loh discuss the importance of emotional touchstones in emergent narrative and how it's done in different types of games.

Many thanks to Fellow Traveller Games for organizing a great program of panels on narrative games! The panels are on YouTube, including ours on emergent narrative.

LudoNarraCon 2020
Panel: Creating Emotional Touchstones in Emergent Narrative

Games have a unique ability to establish empathy between a player and a world and characters, but game players don’t always follow the path the narrative lays out for them. This panel discusses how designers and storytellers can build in empathic elements that can be found and engaged with even when the larger narrative gets delivered out of order.

This panel originally aired during LudoNarraCon 2020, digital festival celebrating narrative games, hosted on Steam and organized by Fellow Traveller Games.


Matthew Farber, Ed.D. is an Assistant Professor of Technology, Innovation and Pedagogy at the University of Northern Colorado. His research is at the intersection of game-based learning and social and emotional learning (SEL). Dr. Farber has been invited to the White House, to keynote for UNESCO, and he has been interviewed about games and learning by NPR, Fox News Radio, EdSurge, The Denver Post, USA TODAY and The Wall Street Journal. Farber's book, Gamify Your Classroom: A Field Guide to Game-Based Learning -- Revised Edition (2017) features a foreword from Greg Toppo. His latest book, Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games (2018), has a foreword from James Paul Gee. To learn more, visit: MatthewFarber.com 

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 15 years. Her game credits include 1999 Independent Games Festival winner Terminus 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, Serious Play Conference, and Games For Change. 

Kimberly Unger made her first videogame back when the 80-column card was the new hot thing and after 20+ years as a pro in that industry, the magic still hasn’t faded. Now she sources leading-edge content for Oculus, lectures on the intersection of art and code for UCSC’s Baskin School of Engineering, wrangles a monthly column on science-fiction in videogames over at Amazing Stories and writes science fiction about how all these app-driven superpowers are going to change the human race. Her debut novel, NUCLEATION will be out in November of 2020. You can find her on Twitter at @Ing3nu or on her blog at www.ungerink.com. 

Juliana Loh is an independent Producer/Artist whose background includes branded entertainment, UX and art direction. In addition to developing educational/gaming experiences, she has honed her artistic skills as a concept and gallery-showing artist while pioneering, empowering and supporting grassroots tech meetups and communities. Currently working as an instructor and immersive artist, she is keenly aware of how emerging technology is changing the way we relate to each other. She is currently working on a Pro-Kindess Immersive project that is based on user-centered thinking.

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.

Saturday, May 30, 2015

Writing for Horror Video Games Panel in NYC

The WGAE Video Game Writers Caucus Presents

WRITING FOR HORROR VIDEO GAMES

RSVP
Wednesday, June 17, 6:30pm

Writers Guild of America, East
250 Hudson Street, Suite 700, NYC

Join us for a lively discussion on what makes horror games so compelling in the interactive realm.  Our panel of game writers will explore how to fit story elements into a game to produce a spooky and immersive experience. Discover the writer’s role in developing horror games and learn how the player’s interactions make an impact in the process.

What writing techniques transfer well from film to games?  How do we create memorable scary moments?  Our panel will offer insights and lessons learned from working on horror games such as BIOSHOCK and DEAD SPACE.

BIOS
Matthew Weise (Moderator) is a game designer and writer. Currently an independent developer, he has created experimental games in academia as well as big-budget commercial games (AAA). He worked at Harmonix Music Systems as narrative designer on FANTASIA: MUSIC EVOLVED; more recently has freelanced as co-producer/designer on TRANSCENDENCE: ORIGINS FOR THE ALCHEMISTS / Warner Bros. Before that, he was Game Design Director of Singapore-MIT’s GAMBIT Game Lab. His experimental art game, THE SNOWFIELD, received a nomination for the 2012 Independent Games Festival. He is currently working on an unannounced independent narrative game project.

Justin Pappas is the founder of an indie game studio in Boston called Ape Law that exists to explore and experiment with games as the next great storytelling medium. He has worked as a level designer on games like BIOSHOCK: INFINITE and TOMB RAIDER  and moved onto the indie scene in 2011 as the level design lead on CHIVALRY: MEDIEVAL WARFARE, He is now the creative director/level builder/writer/designer for Ape Law's first game, ALBINO LULLABY, a horror adventure with zero jump scares and no gore.

Chuck Beaver is the Narrative Director for EA’s DICE LA studio, working on an unannounced AAA.  He’s been in the games industry for 13 years, and recently came off CALL OF DUTY: ADVANCED WARFARE as their Cinematics Producer. As the Story Producer for the DEAD SPACE franchise, he co-wrote and oversaw the entire  franchise lore: concepting, authoring, editing and policing of storylines across the console and iOS games as well as the transmedia properties, which include the animated movies, novels, graphic novels and comics. He was also heavily involved with the scriptwriting, Motion Capture sessions and voiceover work.

Alex Toplansky has been building interactive products since 2005 in roles ranging from development to production on a number of AAA and Massively Multiplayer Online (MMO) game franchises. Before beginning his current role as a Senior Writer for Deep Silver Volition, the studio behind award-winning franchises like SAINTS ROW and RED FACTION, Alex was the Senior Narrative Producer at Deep Silver, Volition’s parent and publisher. Alex holds a BA in Anthropology from Brandeis University and a 3d Animation Certificate from Boston University.

Thursday, May 26, 2011

Emergence in Game Audio

In this article, lead audio designer Gina Zdanowicz explains how audio designers can achieve epic soundscapes while still complementing emergent gameplay.

It’s no secret that over the years game audio has evolved from sound chip generated blips and beeps with simple musical melodies to three-dimensional SFX with epic sound tracks. In the past, game audio has been viewed as a backdrop to the game’s visuals. However, more recent advances in game audio demonstrates that sound is no longer a subtle component of the game experience. In fact, sound is one of the key factors for total player immersion into to 3D virtual environment. Interactive soundscapes are the vehicle that forms the interactive partnership between the player and the game. Game audio designers are tasked with immersing the player into these 3D worlds and keeping them there by creating a unified soundscape made up diegetic (actual) and non-diegetic (commentary) sounds for both linear and interactive segments of the game.

As emergent game play becomes the more desired technique in game design, the outcome is a globally designed game system comprised of rules and boundaries for player interactions, rather than scripted paths and events. Players can use basic elements of the game such as the story or strategic moves to play the game in a way that was not specifically designed or implemented by the game designer. What does this mean for game audio designers? Simply put, game audio designers need to create techniques to adapt to this emergent and highly user interactive medium.

Emergent game design encourages replayability as each time the player plays the game they make different decisions, which changes the game as a whole and results in different possibilities for action and endings. Additional sounds and music are needed for the action brought on by these different choices. For example in the game Scribblenauts, the player can choose from over 10,000 pre-programmed words to create objects that will be needed to complete tasks in the game by writing it out. For instance, if a player wants a saw, they simply type or write, “saw” and it will appear in the game. The player then has the freedom to use and move the saw around in any strategic manner possible. What’s interesting about this from an audio perspective is the fact that there are so many unique sound effects associated with the magnitude of objects that can be created by the player. The same magnitude of sounds can be found in larger more open-ended game worlds but the draw in Scribblenauts is both the ability to create objects and to see and hear them in action on screen.

As game play choices and games become more filmic and realistic by nature, game audio designers adapt film audio techniques to achieve an epic and adaptive sound for their game environments. In the past, one of the biggest problems facing game audio has been the endless repetition of SFX that are triggered constantly along with short pieces of music which loop endlessly through the game without changing.

With increased memory available on modern consoles, game audio designers are filling their games' soundscape with a variety of sounds that greatly improve the quality of this new generation of games:

  • Crisp dialog that cuts through the mix: Drake’s Fortune Uncharted 2 Among Thieves recorded all dialog while capturing the physical performance for the game on the Mo-Cap stage. Having all of the actors read their lines together on a single stage added a more definitive spontaneity to the scenes that you just can’t capture when recording lines separately in a sound booth. 
  •  Minimizing repetition using alternate SFX: Game animations such as footsteps, effort noises or armor movement can become very repetitive if there are only a couple of sounds, which are constantly triggered for each of those animations. Adding subtle variety to footsteps in a game can break up that repetition quickly and make walking around the game world more enjoyable for the player. Good Foley, ambient loops that change subtly with the environment as well as flow consistently between in-game and cut scenes and attention to the little details enhance the games audio and immerse the player fully into the world. It can also provide more information to the user about their environment that they may not have been aware of.
  • Mixing the soundscape with enough dynamics: God of War 3 is a great example of a dynamic soundscape. The carefully mastered mix allows the sound elements to change subtly as Kratos moves through the world. Action in the distance sound closer as the action moves into what was the foreground. Ambient tracks mixed in a way that allows action in the foreground to supersede while allowing the music track to add emotional depth to the scene.
  • Adaptive musical score: Adaptive Musical scores “adapt” as the game play changes and evolves based on the player’s choices. The use of branching music systems or stems allows the layering of musical or percussive tracks layers that can be flown in over the core layer to add enhanced tension or a positive vibe to the over all mood. Layers are used to build intensity as the player needs to be directed to move forward and additional layers with more tension and maybe more rhythm will be added as enemies approach and surround the players’ character. Layers of music can also build intensity, as the player’s character health is low. Real time DSP effects can be used in conjunction with these musical layers to filter the sound to give the effect of a dizzying loss of life. Layers can then be stripped away to lighten up the mood a bit by removing some of the rhythmic tracks and pulling back on the intensity as your player regains health or kills off the surrounding enemies and gets back to exploring the game and moving onto the next stage. L.A. Noire is a great example of using musical cues that adapt to changing game play or to lead the player to the next action in the game. During the first mission or tutorial phase the player is instructed to search for clues. On-screen text informs the player that the music will fade down when all clues in that location have been discovered and musical chimes will indicate objects that can be examined. A small chime indicates objects that need to be inspected further. Once the tutorial phase is over, it is up to the player to follow the musical cues through the game.

As game audio evolves, so does the technical aspect of sound design in games. Audio designers have the ability to handle implementation of audio by using middle ware such as Fmod or Wwise with little to no programmer involvement therefore generating more control over the soundscape. Creating audio for interactive game segments can be a challenge as the players’ actions are able to alter the course of the game constantly and the sound needs to evolve along with those changes. Audio middleware such as FMOD helps the audio designer overcome the issue of repetition in game audio by enabling the creation of a dynamic sound environment while optimizing resources of the game’s platform. It also allows the audio implementer to see what is happening to the layers of music as situations develop in the game. It unveils a sort of behind the scenes look at the process from the viewpoint of the middleware. This allows the audio implementer to be sure the music flows seamlessly from simple to percussive and complex and back to simple again with out any hiccups or a break in the sonic soundscape, which would quickly draw the deeply immersed player out of the game world.


Gina Zdanowicz is the Founder of Seriallab Studios, Lead Audio Designer at Mini Monster Media, LLC and a Game Audio Instructor at Berkleemusic. Seriallab Studios is a full service audio content provider supplying custom music and sound effects to the video game industry. Seriallab Studios has been involved in the audio development of 40+ titles in the last few years.

Friday, May 13, 2011

May 2010: Emergence

May 2010's topic was submitted by game designer Pascal Belanger.

I heard the most troubling thing from a narrative designer last year, which went like this: "If we are going to make art, we can't make emergence". I must say I was shocked about this. I could not believe that he would have that narrow a view about art and/or emergence. The first thought that came to mind was: What about Emergent Art?

I thought the statement was nonsense but some people around me seem to think otherwise, except that when asked about it they seem to take sophistic approaches to the question.

  • What is emergence to you? 
  • How do you deal with it? 
  • What place do you let it take in your games/design? 
  • And in your opinion, can we make emergent games that would still be art? 
  • Or even better, are there any valid existing examples of such games?
Reference:
Jesper Juul on Emergence vs progression: http://www.jesperjuul.net/text/openandtheclosed.html