Showing posts with label Story Frameworks. Show all posts
Showing posts with label Story Frameworks. Show all posts

Friday, June 5, 2020

Moving Beyond the Hero's Journey

In this article, game writer Sande Chen delves into the audience shift from the Hero's Journey to the collective journey.

I've just finished listening to the June 3, 2020 StoryFit Webinar, "Character Research for the New Age of Storytelling: Using Data and Media Psychology to Make Meaningful Stories," and I've never been so excited to report on a panel. Many thanks to Juliana Loh for pointing me towards this fascinating story research panel.

I have heard of the collective journey before but the way Jeff Gomez of Starlight Runner Entertainment expressed his points made this evolution of storytelling so relevant to today's outlook and environment. Plus, research shows that programming following the collective journey framework has done far better with audiences than narratives based on the Hero's Journey, forcing companies to see how they can retune their story properties.

Heroesjourney

According to Gomez, audiences are moving away from stories about a singular hero who can save the world. Instead, they care about a collective journey, one that reflects multiple perspectives. The Hero's Journey, already criticized for its masculine leanings and focus on external conflicts, just doesn't reflect modern sensibilities. Nowadays and especially with the ongoing protests, people are more keyed into communities. They don't need to search for a wise, old mentor. They can just reach out and find mentors on social media. In a collective journey, as Gomez says, "No one is coming to save us. We have to save ourselves."

What does this mean for our narratives? Instead of thinking of one strand of story, we can think about story worlds, or networked stories. Our game worlds can be and often are story worlds. The collective journey encompasses all of those stories. Gomez pointed to the film Arrival as an excellent example of the collective journey.

The StoryFit panel as a whole provided story research about character networks and explained why character relationships are a crucial component in getting audiences to care about characters.  

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, December 26, 2019

Top Ten Most Read Articles of GDAM

Happy Holidays! I've just noticed that this blog was started 10 years ago! I don't think I've ever done a retrospective, so without further ado, here is the Top Ten list of the most popular articles on Game Design Aspect (according to Google stats):

1.  Great Narrative Stories are the Answer 

This article was the culmination of a series of blog posts about how to measure social impact and effectively change a person's belief system. I summarized Christopher Graves' keynote at the 2017 Games For Change Festival. This article was also cited in the report, "The Limits and Strengths of Using Digital Games as Empathy Machines," by Matthew Farber and Karen Schrier.


This article summarized IGDA GDSIG's roundtable at GDC 2018, which covered a range of topics, including government regulation, microtransactions, and gaming disorder. I was surprised by the 10000+ views, considering how lukewarm the topic seemed at the conference. Since then, Gamasutra has featured articles on ethical game design


This article by Gustavo Guida is about his reactions to the above mentioned roundtable. Gustavo Guida attended the IGDA GDSIG roundtable and the IGDA GDSIG Social Meeting at GDC 2018.  In his article, he divides the various positions held by attendees as Skeptics, Pragmatists, and the Concerned.


In this article, I reflected on my first experience at the Global Game Jam (GGJ). Even though we had less than 2 days to complete a demo, my team made a crowd favorite that was featured in Microsoft NY's recap of GGJ that year.


This was a promotion for my most popular class at PlayCrafting and it also included a link to an interview I did with SciFi Pulse. Since I'm no longer teaching at PlayCrafting, I'm looking to put some courses online.


In this article, I discussed ludonarrative dissonance, a topic that was touched upon by Omar Shakir in his session at the Creative Arts & Technology Conference in 2016. Omar Shakir is Game Director at Avalanche Studios.


Here's another one that surprised me with the amount of views. Perhaps people were searching for a review of John Yorke's master class on video game writing. Rather, this article is a reaction to a review of John Yorke's class, in which he stated that video game companies should look to hiring capable screenwriters.


This is one of my favorite articles on the blog. Several people have said to me that I was spot-on about my observations regarding this segment of educational games.


I became very interested in the topic of creating empathy and player emotion and one of the lectures I attended was from Professor Katherine Isbister, who wrote the book, How Games Move Us: Emotion By Design.  What was interesting about this lecture is that she didn't delve upon stories but rather game design.


Professor Ibrahim Yucel reported on IGDA GDSIG's roundtable at GDC 2019. I'm glad to see IGDA GDSIG hit topics of concern for both the years we were allowed to discuss game design issues at GDC. At previous GDCs, the SIG's roundtables have only been about SIG business.  Hopefully, we will have another successful roundtable next year.

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, October 26, 2017

The Love Triangle

In this article, game writer Sande Chen discusses the necessity of interesting choices in the realm of romance.

In the book, How Games Move Us: Emotion By Design, by Professor Katherine Isbister, discusses the dating sim Love Plus at length as an example of emotional design with non-playing characters (NPCs). Love Plus traces the journey of a budding romance, but unlike in real life, there's no fear of actual rejection. The player will always end up "loved" because the NPCs, even when snippy, are always in love with the player.  As in romance novels, lovers rejoice after many trials and tribulations.

The player has a choice of 3 different girls, who will react differently according to their personalities. During the initial phase, the Friend Zone, there may even be Jealousy Events as 2 girls discover they both share affection for the same person, the player.

Alas, this brings us to that popular conflict in the realm of romance, the love triangle.

Within the mindset of "a series of interesting choices," we wouldn't want each potential lover to be the same. We want a fulfilling love but not the same one. Each branch of the narrative should lead to love, but because of who we are and our personalities, the journey is not the same. I wrote about this relationship distinction in Interchangeable He And She when discussing a hypothetical change to replace all female pronouns with male ones to include a gay romance option.  If the story doesn't lead to love, then it's a tragedy, but one that should be brought forth by clear decisions driven by character traits.

Otherwise, the ending feels forced. The author hadn't taken the care to find a logical means for breaking up the love triangle without making someone act out of character or become a sudden, unmotivated asshole.  In the world of linear storytelling, I feel cheated out of a good story when the prince who had been such a caring and devoted childhood friend suddenly becomes a backstabbing fiend so that the girl can fall in love with that other guy in the last 10 pages of the novel.

I find the most interesting love stories are when I'm not sure where the story will go.  Both potential lovers are good choices and therefore, it's a very hard choice for the protagonist.  I'd be equally happy with either choice as long as it's understandable.

That's often the problem with OTP (One True Pairing) stories. There may be a love triangle, but there's no comparison to the OTP. The other person is such a bad, bad choice that who in their right mind would prefer that person? We start to wonder what's wrong with the protagonist that he or she can't see the obvious. By recasting the protagonist as player, it's easier to see that we would want each potential love affair to be a serious potential love affair.

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, July 27, 2017

The Viability of Spec Game Scripts

In this article, game writer Sande Chen weighs the primacy of gameplay inspiration over story, and story inspiration over gameplay, to opine on whether or not the game industry would ever accept spec game scripts.

While the game industry may share some terminology with Hollywood, its business practices for story development are not that similar.  Therefore, when I've been asked on occasion if game companies routinely accept spec scripts or game ideas, I usually remark that if that happened, it would be very rare.  In a recent article, "Could there be a speculative script industry for narrative games?" writer Hannah Woods explored the possibility that this might change for interactive story games.


In general, I have found that most game companies start with tech or gameplay or a theme, but I've also seen games that very obviously were created story first, gameplay later.  In those cases, the game may seem like a collection of ideally related mini-games made to support the story.  For example, in Missing, a game about the tragedy of human trafficking, the gameplay goes in very short order from choosing branching narrative to an action mini-game and onward to resource management.  Cynically, I thought that even though the game appeared to have a way to escape the traffickers, I knew in deference to the story that the player-character would not be allowed to go free because otherwise, the full story of what happens to girls forced into prostitution would not be revealed.

Even when the basic gameplay is of primary concern, this does not necessarily mean that the story has been ignored.  Game designers often think about verbs associated with activities, so it may very well mean that the story elements have been the inspiration behind gameplay actions.  When the gameplay can become more interesting and complex in progression while also dovetailing with an exciting story, then the chances of ludonarrative dissonance are lower.  Our challenge is to have gameplay and story development working in concert.  My best experiences as a game writer have been when I've been treated as part of the team, leading to gameplay inspirations from the story, and vice versa.

Many game writers have complained that the gameplay first, story later methodology presents issues and as I pointed out above, going story first, gameplay later faces similar challenges.  Moreover, video games can be very different in their gameplay.  For this reason, how one approaches writing one game versus writing another game may be radically different. Therefore, for most games, especially the AAA games that most aspiring game writers would like to write, a spec game script would not make sense. But what about narrative-driven games?

Even within the umbrella of narrative games, there are different engines and different gameplay.  A text-based Twine game won't have the running and shooting actions that Mass Effect has. The only way I see spec game scripts working is if there's specificity for a particular engine and particular type of game.  That's how it is right now with companies like Choice of Games but if a writer wrote an entire spec game in ChoiceScript, I doubt another company would want it as is.

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.

Monday, January 23, 2017

Danielle's Inferno: To Hell and Back

In this article, game designer Sande Chen takes a look at the game, Danielle's Inferno, from One More Story Games.

Greetings!  So sorry for the delay.  I was not among the souls who boarded Flight 666 bound for HEL on Friday the 13th, but I did get to visit a personal hell of sorts. The 9 levels of hell, to be exact, depicted in Danielle's Inferno, the game adaptation of the short story by Olivia Rivard. Released last December by One More Story Games, Danielle's Inferno was adapted by William Hiles and Blair Leggett using the company's proprietary software, Story Stylus. Luckily, I already had some experience with existential journeys from visiting the Ten Courts of Hell at Haw Par Villa, a Singaporean theme park about Chinese mythology.

Pudding the hellcat

The quirky vision of hell's circles portrayed in Danielle's Inferno is not as gruesome as the Ten Courts of Hell, which (students beware!) vividly prescribed eternal evisceration for exam cheaters and plagiarists.  Rather, aided by no-nonsense spirit animal Pudding, the player descends into the 9 circles of hell of Limbo, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, and Treachery, featuring demon waiters with Poors Light, the Lucifer-approved beer of Hell, and upwardly mobile demon workers ho-humming through BDSM whipping, gluttonous force-feeding, metamorphosing sinners into shit, your basic flaming pyres, and the like. The player must solve a puzzle and get through fart and elimination jokes to get to the next level.

It's a point-and-click adventure, but I would call Danielle's Inferno point-and-click adventure lite, because so much of it is text instead of AWSD action.  It's the next step after a visual novel and seems geared to players who are taking the leap from linear to non-linear media.  For instance, the limbo level gently guides the player through a hidden object clickfest to introduce the basics of what players need to do in further levels, but to the more savvy player, this is rather tiresome, especially when the interface with its inventory and Combine Items functionality clearly indicates that the platform has a lot more potential than a hidden object game.  There is mostly branching narrative that goes to the same outcome no matter the choice, but new conversations open up based on player actions and the branching does lead to additional dialog.  The key to Danielle's Inferno is exploration and that's really where the game shines.

So much of the enjoyment of Danielle's Inferno is from reading item descriptions.  Click on rocks, signs, clouds, whirlpools, oil slicks, etc. The background is full of new surprises. The limited sound effects and music also add ambiance.  I especially enjoyed the puzzle where I had to find Cerberus' doggy toys.  I played detective as I badgered demon waiters for clues.  In a later level, there is a logic puzzle. 

While Danielle's Inferno does not showcase the interactive dialog or the combine items puzzles of a traditional adventure game, the Story Stylus platform has that potential and indeed, there are other games from One More Story Games that go in that direction. Danielle's Inferno is more simple in story structure and may have more text than necessary, but what it does, it does well. For players who enjoy visual novels or point-and-click adventures but want a short complete game to play in an afternoon's time, Danielle's Inferno fills that void.

I would also add that I don't think Danielle's Inferno is appropriate for children. Even though it's mostly text, there are sexual themes and violence. And Hitler.  It's rated age 13+, but parents should play through first and decide.

For teachers who may be interested in using Story Stylus in classrooms to teach Shakespeare's Romeo and Juliet, check out One More Story Games' pilot program. Games in Ye Olde Classroom.

[Disclaimer:  I received a download code for the game from the developer as a gift. I was not obligated to provide a review. The above is my unbiased opinion. I may have future affiliation with the developers since I am evaluating the platform for my own game development purposes and may be listed on the site as a storyteller.]

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, October 27, 2016

How Games Can Elicit Emotional Stakes

In this article, writer Joshua Castleman addresses how game designers can reduce ludonarrative dissonance in linear action games to produce gameplay tied to emotional investment.

I recently read a post written by Sande Chen that discusses how the nature of videogame playing undermines the emotional stakes in linear storytelling. Referring mainly to AAA linear narratives found in 8-12 hour campaigns, she outlined some of the difficult challenges facing game designers and writers to compel the player to feel more emotionally attached to the character in the game than to their own experience as the player. Of course we as players want to achieve victory but designers and writers strive to deliver the emotional impact often found in Hollywood blockbusters.

Sande raised many excellent points that got me thinking about the problem myself. A large part of the issue is the linear railroading of a story, more specifically a game’s inability to allow failure. When a player fails and restarts at their last checkpoint, suddenly there is a disconnect where the protagonist character in the game is fine, as if nothing ever happened, but the player has taken a hit and suffered a setback. In a difficult part of the game, where the player has to try numerous times to get through a zone but story-wise the hero is essentially unscathed, there’s a dissonance between the player’s experience and the character’s experience, not to mention the player is going to care more about his/her own experience as the frustration builds than the player cares about the experience of the character.

One game that I thought worked somewhat was the first Tomb Raider reboot. Some of the death scene animations were so gnarly and gruesome that I wanted to do well and avoid those because I felt so bad seeing Lara writhe in pain as a river impales her on a metal pole! Even though I as the player then started over at the last checkpoint and Lara is safely in one piece, the memory of her violent death was still fresh in my mind.

At this point, it is easy to simply say, “Make a game that allows for failure.” But this presents the age-old problem of making a branching game that can turn a different direction for failure, which is suddenly no longer a linear story and also two to three times more expensive to make. As a writer myself, I understand the strong allure of a linear story that I can control as the creator. It allows for more specific nuance and depth in the story. Maybe the real challenge is finding a way to tell a linear story that can also accept failure in some way without resetting. I’m sure there are some elegant solutions out there, both mechanically and story-wise, that have yet to be discovered.

Another partial solution, or at least a step in the right direction, is creating strong characters. Especially a dynamic villain. I have noticed that a truly despicable villain helps a player invest emotionally in the story. Games like Far Cry 4, Bioshock Infinite, and Borderlands 2 (to name a few) have great antagonists, which helped me empathize with the heroes more. Even if there were times where I was jostled from the character’s POV emotionally, I still shared their emotional drive to defeat the vile bad guy. Fleshing out the villain’s character can present its own challenges. Villain scenes work best when they’re from the POV of the hero so the player shares the experience with the hero character. Be careful to not give the player insight into the villain or conflict that the protagonist does not have, or suddenly there is another disconnect.

A challenge most action games face is desensitization to violence, which can hamper any story based on violence and death. As Sande questioned, how can a player feel any emotional pull during a cut scene of someone’s death when the player just spent hours ending hundreds of other lives? Certainly something to consider when creating a story amidst a sea of blood, but I would again point to the creation of strong characters. Just like in war movies or books where there is death around every corner, it is critical to create those characters that players care about, and give them clear-cut goals they want and challenging conflicts in their way. There are characters that, even if they are soaked in blood, you don’t want them to die. (You Game of Thrones fans know what I’m talking about.)

What no one has tried yet (that I know of) is a complete paradigm shift. The way games are made is still heavily influenced by the history of video games. The player is faced with a challenge and they must overcome it or fail and try again. As the industry matured, designers put more story into the game, fleshing out fully-imagined world and characters, with an eye to Hollywood cinematic cut scenes and structure. But they still shoehorn the story into the same game mentality of trial and error. It’s like if in the middle of a showdown fight scene in a movie, someone stopped it and skipped back to the beginning of the chapter. We’ve all had that experience when someone accidentally sits on the remote. It jars you and the fight scene loses so much of its power and momentum.

Game designers are often focused on creating the ultimate challenge above creating an amazing story. The way most game designers define a good gaming experience is much different than the way a Hollywood director would define a good experience.

But what if they designed a game without the ability to restart at a checkpoint or die at all? What if fight scenes were built in a way that the player could take a beating, maybe lose some gear or status or something but never actually die? I know many gamers are rolling their eyes at the idea because many of us are so programmed that that is how games work. I have a confession: I’m one of those gamers that plays story-centric games on normal difficulty. I sacrifice the challenge aspect to preserve the flow of the story and the oh-so-fragile emotional empathy. Unfortunately, games are not built to reward that style of play, so yes, I run into times feeling where the game is too easy (though sometimes I get crazy and bump the difficulty up for awhile until I feel a miniboss fight coming). The trade-off is worth it to me to engage the story more than the challenge and triumph element.

Games will only ever reach a certain level of emotional investment with the current model. Maybe it just needs a small shift to, say, a story with a hero that reincarnates from set points in his life so that the ‘restarting after death’ plays into the story. The hero can even have little meta-esque quips about having to experience the same crap all over again. Or maybe it it will take a completely new approach, a full dedication to story over challenge.

All I do know is that Sande is correct. There is a strong disconnect between players wanting to beat the final boss for the sake of the protagonist and the story, or for their own mastery of the controls over the cleverness of the programmed obstacle. The points I mentioned in the beginning are ways to help align those two goals better, but they will be extremely difficult, if not impossible, to fully overlap as long as game makers continue to think of story as merely a way to get players to move from Challenge A to Challenge B. No, not everyone needs to change. But I wouldn’t mind seeing someone try it out.

Original Article: http://gamedesignaspect.blogspot.com/2016/10/how-games-undermineemotional-stakes.html 

Joshua Castleman is a sci-fi/fantasy writer, voracious reader, and gamer. He is currently working on a D&D-inspired deck-building adventure game with Vigilant Addiction Studios.

Friday, October 14, 2016

How Games Undermine Emotional Stakes

In this article, game writer Sande Chen discusses how the nature of video game playing undermines the emotional stakes in linear storytelling.

For the last week, I've been pondering a provocative question posed by another game writer about the mediocrity of linear storytelling in games, specifically the 8 to 12 hours of story mode in a console game.  For a long time, I've been of the opinion that these types of stories are usually mimicking the Hollywood blockbuster and the Hollywood model of screenwriting, a system that doesn't always work with the needs of a game.  I also realize that this other game writer is only talking about experiences within these types of specific games and not about 60-100 hour games, episodic games, or MMOs.  We're not doomed to mediocrity for all eternity especially when we think about the ways games do build emotional connections. However, I agree that there are certain challenges in creating linear experiences within interactive games and trying to hold on to the emotional beats that would normally be generated by watching a great movie. 

There can be incredible gameplay with a mediocre story.  There can be gorgeous art in video games with a mediocre story.  Is story the weak excuse to transport the player from point A to point B, to get from one level to the next, or to string together a bunch of activities?  Is this kind of story character-driven or plot-oriented?  Sure, in screenplays, character development is the basis of all the decision points in the story, but in game development, character development can be one of the last items on the checklist.  The player can enjoy a great game but be completely detached from the story.

That's simply because in the do-or-die situations of gameplay, the immediacy of that kind of urgency affects the player more than the urgency of the created story.  Does the player want to avoid a reset or does the player feel the urgency to save the universe?  Moreover, if you think about all the things that a player has to do or keep track of in a twitchy action game, how important ranks the game story?  Much as we would like to multi-task to success, our brains have to prioritize.  Players may simply be too emotionally distracted to think about the game's authorial story especially when their own emergent stories are much more exciting.

Another concern is the desensitization to violence that comes from killing millions and millions of virtual foes.  In a screenplay, acts of violence generally have great significance and may punctuate an inciting incident, a midpoint, or climax.  Can a cut scene in a linear video game deliver the same kind of emotional punch in an act of violence when the last 4 hours have been pretty much the same fare? 

We know that games can elicit emotions, but these are not necessarily the same emotions that are elicited by watching movies.  I'm sure there are people who have tried over and over to beat a boss after repeatedly failing.  Nobody wants to see a required cut scene or hear the villainous taunts of the boss as we anxiously wait to try again, no matter how wonderfully cinematic that cut scene is.  The focus and resolve in this boss fight will not be about the game story or the player-character, but about manipulating the controller better or another gameplay aspect.  The emotion generated by the ultimate triumph in beating the boss is about the player, not the character. 


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, April 9, 2016

When Story Isn't Everything

In this article, game writer Sande Chen discusses how storytellers can mitigate ludonarrative dissonance by respecting the player experience.


"Story is Everything" was the tantalizing title shown on the Creative Arts & Technology Conference program at Bloomfield College last week, but when Omar Shakir, Narrative Director at Avalanche Studios, opened up his presentation, there was the bombshell of a footnote: "(unless you're making a video game)." He acknowledged that story IS everything in the Hollywood approach, but for video games, story wouldn't be the genesis and focal point of a project.

According to Shakir, the aims of the storyteller and the aims of the gamemaker can be at odds.  He described a situation whereby a Hollywood writer created ludonarrative dissonance by showcasing spectacular moves in a written cut scene that players couldn't actually do in the game. Even if that functionality had been added, it would have been programmatically excessive. Another example he cited was how the player character in Far Cry 3 is depicted as timid and fearful. Yet, players spend their time killing everything in sight.

I explored this matter in my ION Game Conference session, "Story vs. Story: Redefining Narrative and Player Engagement in MMOs." What's Story vs. Story?  Well, there's the authorial story, which the author wants to tell and reflects the author's desires, and then there's the player story, which emerges from gameplay and is about the player's experiences in the game.  What's important to remember is that the authorial story is just one element of the user experience.

Shakir further stated that sometimes it felt like these authorial stories were ill-fitting or crammed into games.  As I have stated in a previous blog post, Writers, Stop Obsessing Over Three-Act Structure in Games, the traditional story structure may not be the standard fare for video games.  Just because it works for linear media doesn't mean it's perfect for interactive media.  The Hero's Journey may not be appropriate.  Why?  Because spectating is different from participation.

Much as I appreciate story and story-based games, I can understand that story isn't everything.  As writers, we need to honor the player story just as much as the authorial story.  In that way, we can lessen the Story vs. Story conflict. 

Sande Chen is a writer and game designer whose experience spans over 10 years in the game industry.  Her credits include 1999 Independent Games Festival winner Terminus and the 2007 RPG of the Year, The Witcher.  She is the chapter leader of the IGDA Game Design SIG.

Friday, December 4, 2015

More Than a Hero's Journey

At the last WGA East Videogame Writers Caucus meeting, Steele Filipek, lead transmedia producer at Starlight Runner Entertainment, came by to explain all things transmedia: what it is, its uses, key elements etc. One thing he noted is that in a transmedia storyworld, the hero's journey is just one story out of many stories and the hero is just one character out of many characters. Broadening the narrative fiction from a video game universe enables creators to see that there are many stories waiting to be told and not all of them have a structure well-suited to the medium of video games.  Despite advice from some corners to include the hero's journey in video games, the hero's journey may not be the best choice, particularly for multiplayer games, but it can be useful in a novelization.

The following infographic, produced by Getty Images, while mostly directed to marketers, explains why transmedia stories are pertinent and more enjoyable to users today.

transmedia-infographic

Wednesday, October 7, 2015

Upcoming Events: NY Comic Con and Immersive Edge

I'm finally making some virtual appearances, though you can catch me in person at New York Comic Con tomorrow, October 8! I will be there with colleagues Caitlin Burns, Steele Filipek, and Matthew Weise on a panel about Writing for Video Games.  It'll be broadcast live on NYCC Livestream.  Just go to Twitch and check out NYCC's Live Stage.



New York Comic Con
Writing for Video Games
Thursday, October 8, 2015, 11:30 AM

Secondly, I had a great time at the first installment of Game Writing Portfolio Workout on September 28.  We didn't have time to practice quest writing and interactive dialog, but definitely can during the second class on October 20.

Tickets are available here through PlayCrafting NYC and of course, there's still the early bird price if you sign up early.  The first workshop was sold out, so make plans to come soon!  No virtual appearances for this one because PlayCrafting believes hands-on attention and interaction is what makes its classes so valuable.


 


Finally, on November 8, I will have the unique pleasure of attending the launch of Immersive Edge, a collaborative Hypergrid story written, built, and produced by 25 persons.  My avatar will be there in the virtual world to do a short presentation about how technology affects storytelling.  Check out the trailer below to learn more about Immersive Edge.





Friday, August 8, 2014

Writers, Stop Obsessing Over Three-Act Structure in Games

In this article, game writer Sande Chen muses about the Three-Act Structure and whether it ought to be the dominant structure in video game writing.

If you're a writer, you probably know about the Three-Act Structure.  It's a popular yet arbitrary format for Hollywood screenplays.  It's a great framework to learn, especially if you want to know more about screenwriting, but it's not a One-Size-Fits-All solution.  Video games are not always going to be like Hollywood screenplays.  That's like trying to hammer a square peg into a triangle.  If game designers don't use the same design pattern for each and every game, why should every video game be written like a Hollywood movie?

The latest console blockbuster shooter isn't going to be designed like a free-to-play Mahjong Solitaire social game.  There are different target audiences, different genres, different technologies, different play patterns, and of importance, different business models.  Many times, the business model does inform the aims of the game designer.  Coin-operated arcade designers back in the day knew that the goal was to get customers to plunk in quarters.  Episodic game designers naturally want players to keep on buying episodes and free-to-play game designers would like to maximize sales on virtual power-ups and goods.

This situation is not unique to the game industry.  Writers, too, understand the whims of the market. TV writers use cliffhangers to entice viewers to return after commercial breaks.  Charles Dickens often wrote his novels in monthly or weekly installments and would even modify plot and character development based on reader feedback.

My point here is not to slam the Three-Act Structure, but to get people to realize that the needs of a game writing project may not be the Three-Act Structure.  There are plays with 5 Acts and screenplays with 4 Acts.  Evaluate each game writing project carefully and understand how the writing fits into the overall scheme.  The Three-Act Structure is useful, but there's no need to apply it to everything.

Sande Chen is a writer and game designer whose experience spans over 10 years in the game industry.  Her credits include 1999 Independent Games Festival winner Terminus and the 2007 RPG of the Year, The Witcher.  She is the chapter leader of the IGDA Game Design SIG.






Wednesday, July 16, 2014

Screw Narrative Wrappers

In this article, game writer Richard Dansky examines the assumptions behind the term, "narrative wrapper."

And here is why I hate the term “narrative wrapper”.

What is a wrapper? It’s something that’s put around an object, not intrinsically part of the object. It’s something that’s taken apart to get to the good stuff. It’s something that’s discarded as unimportant. It’s something that, 9 times out of 10, has disgusting congealed faux-cheese on it.

And so when we talk about the “narrative wrapper” of a game, we’re implicitly stating that the narrative is not of the game itself. It’s something we’re supposed to wrap around the gameplay to make it transportable and attractive, and keep the targeting reticule from dripping burger grease on our fingers, but it’s ultimately unattached and disposable.

Which, to be blunt, irritates me to no end.

Because yes, you can have a narrative wrapper on a game, one that you discard as soon as it’s time to start blasting or moving geometric shapes around or whatever. But I’d like to think we’ve moved past that. That we understand that narrative and gameplay are part of a unified whole that, when combined with a player’s choices, creates the play experience. That a game doesn’t have to have a lot of narrative to have an appropriate amount of narrative for what it presents, in order to provide context to the player actions and create a satisfying arc to their progression.

But Rich, I hear you say, not every game has a narrative element. Not every game needs a narrative element. Take, for example, tower defense games. Or Minecraft. Completely narrative free!

To which I say, cunningly, that’s absolutely not the case. Because when most people think of game narrative, they think of the explicit narrative - the story of getting from point A to point B, and probably slaughtering a zillion hapless orcs/enemy soldiers/terrorists/space aliens/zombies/geometric shapes infused with dubstep along the way.

But that’s just the explicit narrative. There’s also implicit narrative built into every game though the choice of setting, items, character design - the assets of the game tell a story, if only by their very existence. Or, to put it another way, think about the archetypal tool you get in Minecraft. It’s a pickaxe. It’s not a tricorder. It’s not a Black and Decker multi-tool. It’s a pickaxe, and through it’s very pickaxe-ness - low tech, implied manual labor, etc. - it tells part of the story of the world it exists in. Ditto for those towers in tower defense games that everyone claims come narrative free - they’re shaped like something, they’re shooting something, and those choices frame a story before word one of any dialog or plot gets written. If you’re shooting aliens in a tower defense game, you’ve established genre (science fiction) and technology (aliens with enough tech to invade, you with enough tech to fight back); your backdrop implies the course of the conflict so far, and so on. As soon as you decide what a game asset is, you’re implying the narrative that allows it to exist and function.

Which is another way of saying that narrative is baked in, blood and marrow, to games. It’s not a wrapper, though God knows enough people have tried to separate story and gameplay like one of them has to walk home across the quad in last night’s jeans. Yes, you can divorce narrative elements from gameplay (Or as we used to call it, “put it in the cut scene”) but that’s a fundamental misunderstanding of what the narrative elements of a game are, and how they interact, inextricably, with gameplay. If you think of narrative as something external to the game - a wrapper, perhaps - then you’re missing the point, and your game will be the worse for it.

And that’s why I hate the term “narrative wrapper” - because it damages narratives and it damages games, and it damages the understanding of how narrative works in games. And it gets crappy congealed cheese all over my deliverables, and we just can’t have that sort of thing.

[This article originally appeared on Dansky Macabre.]  

The Central Clancy Writer for Red Storm/Ubisoft, Richard Dansky is a 15 year veteran of the games industry. His credits include Splinter Cell: Blacklist, Outland, and Driver: San Francisco. The author of six novels, Dansky lives and works in North Carolina.

Friday, February 28, 2014

Does Narrative Matter in Serious Games?

In this article, writer and game designer Sande Chen discusses the role of zombies in serious games.

At last year's Different Games Conference, Professor Mary Flanagan revealed the results of research on narrative, gameplay, and learning outcomes for two related games.  POX: Save the People, a public health game that promotes understanding of vaccination, shares the same gameplay as ZOMBIEPOX, which, as you can imagine, is about the zombie apocalypse.  Same game, different narrative.  The verdict?  The fictional trappings of Zombies vs. Us did promote better learning outcomes about vaccination.  In fact, when the Centers for Disease Control (CDC) started issuing fictional zombie apocalypse alerts as a way to push emergency preparedness, public interest was so high that it crashed the CDC's Web site.

 

Was a Gaming Thought Leader at last year's Games For Change Conference right in chastising serious game developers for their horrible lack of imagination, for basically making boring office and retail sims over and over?

Hold on. I wrote in my last blog post, When Game-Based Learning Doesn't Work, that some serious games, especially those in corporate training, do need to simulate real-world workplaces in order to be perceived as relevant to their target audiences and give better learning outcomes.  Why the contradiction?  Zombie apocalypses are not going to work for everyone and that's because there's a difference between work time and leisure time.  I don't doubt that a laparoscopic surgeon wouldn't mind brushing up skills in a simulated laparoscopic surgery trainer as part of work, but I find it doubtful that the same surgeon spends all of his or her leisure time in such a program. 

For the general public browsing through varied options and seeking general entertainment during leisure time, sure, a more exciting narrative is going to capture interest.  The same holds true for educational titles used in the classroom.  Students may need that extra incentive to get interested in subject matter they deem otherwise boring or confusing.

While the CDC did succeed in engaging the public with its humorous zombie apocalypse campaign, the Department of Homeland Security (DHS) received sharp criticism for actually staging a simulated zombie apocalypse to train US Marines and Special Operations forces.  Government watchdogs lumped the extravagant exercise into other examples of frivolous taxpayer money waste, such as a $240,000 armored car to protect pumpkins, and questioned if killing zombies was even useful training for soldiers.  The CDC has since released a free iPad game called Solve the Outbreak, which has nothing to do with zombies.

As always, a developer needs to be aware of the preferences of its target audience and the context of usage for the serious game.  Even in less exciting locales, as in an office or retail shop sim, narrative can still be an asset, adding spice through interesting dialog and case studies.  We don't all have to put zombies in our games, but we can certainly strive to find a happy interchange between gameplay, narrative, and learning outcomes.

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 12, 2013

Is Fiction Just a Wrapper for Games?

In this article, game designer Chris Bateman explores what he calls the wrapping paper fallacy and why it misrepresents the experience of many players.

A popular view of the role of fiction in games is that it is just wrapping paper, enticing the player to start playing before later being discarded as the 'real' game supersedes its mere trappings. This utterly misrepresents the experience of a great deal – perhaps even the vast majority – of players.

I've been told Markku Eskelinen advanced exactly this metaphor of wrapping paper in respect of the fiction of games. I shall call this the wrapping paper fallacy, since while it is true of some players playing some games, it is not true of all players nor of all games. An attempt to restrict the category of games to only those that fit this fallacy would be misguided, and fall under my critique of implicit game aesthetics. Rather than a systematic argument (such as the one I provided in Fiction Denial) what I want to offer here is an observational rebuttal to the fallacy by describing play situations that cannot plausibly be understood in this way.

Perhaps most significantly, the play of tabletop role-playing games is impossible to understand without reference to their fictional content, and it is implausible to suggest such games could be remounted in a different setting with impunity. In fact, the players of these games have strong aesthetic preferences for the kind of fictional worlds they want to play within, and only a tiny minority of tabletop gamers become drawn into the kind of systems-focus that 'discards the wrapping paper'. With freeform and other diceless forms, there is very little system to 'unwrap', which is to be expected in a game form so intimately wed to its fiction. Even considering computer RPGs, which do have systems that might be unwrapped, the fictional content is rarely if ever set aside. If the mechanics come to dominate the fiction, some players will view this with disappointment, some will happily engage with the systems while still enjoying the fiction, and some will have their play destroyed by the intrusion of the rules into their experience.

Similarly, in games that attempt to evoke fear it is implausible to view the fiction as a discardable wrapper since it is always involved in the desired experience. The rules can support the fiction – as Resident Evil's ammo, inventory, and save management mechanics all do – but it is ludicrous to suppose an 'unwrapped' survival-horror game satisfying its audience. Indeed, as current examples such as Amnesia (and older examples such as Clock Tower) demonstrate, the beneficial confluence between fiction and function has great power to enhance the players' experience within the fictional world of horror games, but they cannot do so in disregard to representation. The lamp-management of Amnesia relies precisely upon depiction to work – and this is far from a rare case in videogames. Any game aiming to evoke horror experiences necessarily depends upon its representational techniques, which could never be simply discarded without failing to satisfy the players they attract.

There are also those cases that are experiential in nature, for which mechanics beyond the interface contribute little of importance. The snowboarding game is a great example, particularly when played by those who don't really care if they win. SSX, for instance, provided a very satisfying simulation of mountain descent at speed – but this is not simulation in the game mechanical sense, but in the representational, theatrical sense. Fiction is essential to this experience, and only in the less popular 'trick' modes of such games is there any possibility of 'unwrapping'. Indeed, what would it mean to 'unwrap' the downhill descents? To think solely in terms of the branch points on the route, and to set aside the sensory experience entirely? It is not plausible to think that anyone could be engaged solely in the route-management aspect of a snowboarding game, since the vertiginous fiction of the snow-capped mountainside is precisely the main attraction.

Another example is the sports game, which relies for its appeal upon its fiction and the veracity of its content to the sports they are modelled upon. When a group of friends play 2-on-2 football with a FIFA videogame, it misdescribes their experience to suggest the representation is set aside so they can focus on the rules of football. This would be nonsense! Rather, the fact that it is fictional that your team is fighting for victory on a digital pitch is quintessential to the pleasure of such games. Even in the case of something like the Statis Pro tabletop sports games, which have game mechanics beyond the rules of the sport being simulated, the appeal is always that you are (fictionally) playing with real teams and real players. If you take off the wrapping paper, there is no reason to continue playing at all.

Rather than the image of the mechanics as a desirable present wrapped up in pretty but ultimately forgettable wrapping paper, a better point of reference in respect of the kinds of play described above (and many other instances) would be the relationship between representation and function in gallery artworks. The interest in the painting is primarily in what it represents – in the picture. Familiarity will allow the player of such an artwork to see past the fiction and enjoy unveiling the skills of the creator – Van Gogh's brush work, the pigmentation of the old masters, the impressionists' ability to imply through colour. But at no point does the fiction of the painting cease to matter. Indeed, it is this that the deeper understanding of a painting seeks to explore.

There are indeed some artworks that make the functional components more central to their experience – Jim Warren's Ripping sequence, for instance, or the blank canvases displayed in the Hayward Gallery's Invisible: Art of the Unseen exhibition. No doubt there are some appreciators of contemporary art who prefer such invention to more conventional paintings. But we should not confuse the tastes of a subset of those who appreciate art for the experiences of everyone who can enjoy a painting. The same is just of true of games. The wrapping paper fallacy makes a minority experience into a model for a vast and diverse landscape of play, a model that is much more parochial than its advocates tend to admit. Theorists of games need to spend much more time watching how people play and much less time treating their own experiences as universal. Only when we actually explore how games are played by everyone can game studies really claim to be studying games.

[This article originally appeared on International Hobo's blog and is reprinted with permission.]

Chris Bateman is a game designer best known for the games Discworld Noir and Ghost Master, the books Game Writing: Narrative Skills for Videogames, 21st Century Game Design and Beyond Game Design: Nine Steps Toward Creating Better Videogames,and his eclectic philosophy blog, Only a Game. Until 2012, Bateman was the managing director of International Hobo Ltd, a consultancy specializing in market-oriented game design and narrative. He has worked on more than forty published games.

Monday, October 7, 2013

October 2013: Story Frameworks

Recently, game developer Kaolin Fire posed this question in the Game Writers Facebook group:
Do you think there's value in adding a story to a dead-simple puzzle/arcade game (a la Tetris)? If so, where/how would you put it? An optional menu link? A "joining our intrepid adventurer" before the game starts that's skippable? Maybe just in advertising copy/the game description?
To which Altug Isigan responded:
If you have a strategic system that frames the tactical gameplay, then you have already something that functions similar to the frame story technique. Ä°magine that after every round of Tetris you gain a Tetris token which you use to complete a puzzle, lets say building sort of a key that lets you escape from the Tetris universe. In that sense, many games tend to use multi-layered gameplay architectures in order to achieve a frame story effect. 
I've played several casual games where the story seems to be sandwiched between some gameplay.  Or seemed somewhat ludicrous. 
  • What kind of techniques do you have for stories in casual puzzle games? 
  •  Do these stories feel fulfilling to you?  
  • What's the best way to tackle this issue?
Kaolin Fire is VP of product development at Blindsight. He's been developing software independently since the days of DOOR games, not counting hours entering machine code from the back of COMPUTE!'s Gazette. He's had fiction and poetry published in Strange Horizons, Crossed Genres, and Murky Depths, among others; has taught computer science at high school and college levels; dabbles in cover art and cover design; and obsesses about the human brain.

Altug Isigan is a scholar at the Eastern Mediterranean University, Department of Radio-TV and Film, in sunny Famagusta, Cyprus, where he is writing a dissertation on narrative in games. You can read more of his work at his blog, the Ludosphere. 

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.