Posts tonen met het label gamedesign. Alle posts tonen
Posts tonen met het label gamedesign. Alle posts tonen

zaterdag 13 februari 2010

Interactive Narrative

I’d like to write about Steven Poole’s article regarding interactive narrative (from: Trigger Happy, the inner life of videogames, 2002). A text that thoroughly changed my perspective on game narratives.
Even though the book is nearly a decade old, the message is still very actual. In the chapter Never-ending-stories Poole elaborates on interactive storytelling, why he thinks its impossible, and why he thinks that games shouldn’t have an interactive story. Interactive narrative means the story is able to respond to the players actions in real time, customizing it to the needs and interests of the audience.

Poole splits the story of a game (or any other form of narrative) in two; the synchronic story (what happens now) and the diachronic story (the events that led up to the synchronic story). He reasons that, since the diachronic story is set in stone (you can’t change what happened in the past.) it must be the synchronic story that can be made to respond interactively to the player. Then he continues to state that the gameplay of most games consists of a string of actions that by itself tell little or no story.

The latter can be argued about, since especially in the years since his writing a lot of games are actually story-driven, rewarding the player with a rich synchronic story. Interactive storytelling mostly used synonymously for non-linear narrative. Although this format does seem to offer a lot of freedom to the player, in it’s purest form (every choice leads to its own plotline) it would take a century to develop a meaningful range of different choices. The realistic alternative is a multi-linear storyline, where choices converge so they can ‘share’ chapters. This however results in an amnesiac storyline, that can never refer to it’s past in a specific way, since each chapter must be written to fit a series of different prequels. In that case the player learns to recognize the patterns, and avoid ‘bad’ choices. And as Poole states; “If you know the consequences of your choice in advance, it is no longer a choice.”

This directly links to one of the biggest problems with interactive narrative in games; the contradiction between replayability, and irreversibility. One of the most basic qualities of a game is the fact that you can restart, rewind (game over, try again). We can learn from mistakes and feel the satisfaction of getting it right. One of the most basic qualities of storytelling however, is emotions we feel because of the irreversibility. If the main characters in stories would be able to rewind and play again, there would be no tragedies. The most touching moments in games happen when the script kicks in with Animated cut scenes, showing us an emotional event. The conclusion Steeven Poole draws from this is, “the drama is provided by pre-scripted story, the virtual exploration is interactive, and never the twain shall meet.”

But we can ask ourselves, is this really a bad thing? I myself could not have better formulated it than Poole, who writes: “… But this should not be surprising, or even disappointing. Because stories will always be things that people want to be told. If everyone wanted to make up their own story, why would they buy so many novels and cinema tickets? We like stories in general because they’re not interactive.”

This means that a completely interactive narrative should not be aimed for in games. It doesn’t mean however that there is no innovation to be made. Interactivity and multi-linear / non-linear storylines can be a great inspiration and tool to achieve immersive narrative. In my opinion games are a perfect medium to bring the audience an experience, to tell them a story. And as a Game Designer, I want to tell stories.

Rik out.

dinsdag 2 februari 2010

GGJ 2010

Two nights of deep slumber and I feel ready to write about last weekend’s Global Game Jam. For those who don’t know the event, it’s a worldwide happening where gamedesigners, -artists, -programmers and sounddesigners come together and create games in a less than 48 hour time span. The winner of the Dutch awards was a very nice platformer puzzle game, but I will save that for another post.

After some introductions we formed teams. I could have joined some friends, but thought it would be interesting to try and team up with people I didn’t know yet. We got a room assigned and immediately started brainstorming (with so much enthusiasm that we completely missed dinner). I liked the spirits of my team members but was less happy with the fact that they narrowed down immediately to the first idea to enter the table. I know 48 hours is not a long time, but this felt like an overhasty decision (Plus the concept is hardly an aspect I would economize on). I seemed to be the only one concerned with this, so I eventually gave in.

The original idea included a multi-colored level with enemies moving towards the player’s character. Consisting of the same colors as the background the trick would not be to react to masses and masses of enemies, avoiding and shooting them, but to try and find the camouflaged enemies, and then shoot them. I wasn’t convinced of the brilliance of this concept, but decided to do my very best to make this game a great game in spite of my prejudices.

About 45 hours later Stain was a playable game. An arcade shoot-em-up using an Xbox-360 controller, where the player takes the role of a disposable Key Golem, a protector of ‘the Dream’. Or in my words at that time:

As you shape the Ink colors of the Dream World, hidden Nightmares emerge, seeking your death. You are a Golem, one of many Key Guardians. Your only goal; to free as many consumed Dream Spirits before your destruction. Use the Dreams Keys to unlock Nightmares, break them, and free the consumed Spirits. Shape the Ink, reveal the deceitful Nightmares and postpone your unmaking for as long as possible. Do you have what it takes to be remembered as a Top Dreamer? Can you see through the Stain?



The player’s goal is to free as many Dream Spirits (the particles in the picture) as possible, by shooting keys at Nightmares that slowly crawl towards her. New keys can be acquired by flying into bigger Dream baubles that float through the screen now and then. Since each Nightmare comes in one of the background colors, you have to watch carefully to spot them in time. When a Nightmare hits the player, she loses a life (the Hourglasses). Three life’s and you’re out, or as we called it, “The Dream is over”. The player has one more tool at her disposal; an Ink firing gun. By holding the LT on the controller the player charges the Ink gun, and upon release fires a blob of ink onto the field. The longer the charge, the further the blob splashes onto the Dream, and the bigger the Stain. In this way the player can attempt to scout ahead for inbound Nightmares.

I learned a lot from this event. One of the lessons being that I can force myself to perform on as much as 4 hours of sleep over the whole weekend. Not something I want to do often, but it feels good to have sought out that border.

More useful are the following lessons:

Consistency /= Tutorial-says-so
Something that frustrated me most over the weekend was having to endlessly plead for consistency. For some reason the others were convinced that game world consistency comes from telling the player “this is the way it works” . Although I agree that a game world is the perfect place for breaking the rules of our reality in a virtual environment, It does not mean the game world does not need an internal consistency. I want the player to think “I can’t use my gun here because it’s obviously useless” and not “I can’t use my gun here because the designer thought the level would be too easy then.” I thank this lesson to Steven Poole, whose plea for game consistency in his book ‘Trigger Happy’ made me think about this dilemma.

Audio
No concrete lesson here, but since our group had no sound artist, I took it on me to collect and edit sound effects and background music. I learned a lot about these things by simply doing them for the first time.

Don’t ruin it
Perhaps the most harsh lesson I learned was that if something worked just prior to the Deadline, don’t exchange it with new content that can’t be tested. In my search for the perfect balancing algorithm for spawning enemies in relation to the advance of the game I forced a long logarithmic function into the game that caused the official upload to the gamejam site to be unplayable. The previous algorithm was perhaps a bit slow paced and linear but at least worked.

This concludes what I wanted to write about my experiences. I had a great time and will definitely be participating again next year. We have been invited to participate in Microsoft’s Imagine Cup. I hope the team can be brought together to really polish the game and enter into this contest. I know I’d love to.

As mentioned before I will be posting about the game Resonance, which won the Dutch first price award and public vote award. If you’re anxious to try it yourself, go here.

Rik out.

zaterdag 23 januari 2010

The First Post

I have been cracking my head over this first post. How to start out a Blog, how to write a post that will define by its content the expectations (my own) and obligations (to myself) for the future of this Blog? So I'll start with a sum-up of those two factors.

Expectations:
- This Blog will be read
- This Blog will inspire myself and others
- This Blog will remind me my goals and ambitions, and help me get there.

Obligations:
- I will start a monthly Gamedesign Challenge here. (More about that later)
- I will talk about Games (of any kind) from a designers perspective
- I will talk about Gamedesign

Having jumped that hedge, I feel thrilled to take this step. For me it stands for making the choice of becoming a Gamedesigner. For me this is a promise of things to come and dreams to live.

Rik out.