During a recent talk with one of my gamedev friends, I passingly mentioned that a game works much better as art when its gameplay reinforces its sense of narrative urgency. I didn’t think much of it at the time, but on further reflection I think that it’s an important piece of the Plot vs. Fun puzzle, and a useful lens for exploring games as art. I wanted to explore it in further detail in hopes of addressing some questions that I raised previously, and to add another term to the AAG’s lexicon of analytical concepts. Since the city of Warsaw requires me to warn people when I’m about to unload a wall of text, my discussion will take place after the jump.
When I talk about urgency, I mean a belief held by the player that they must undergo a particular course of action within a specific timeframe to achieve their goal. We see urgency most directly when we’re dodging patterns in a bullet hell game or flooring the gas pedal in a racing title, but I want to use the term more broadly to include goals like making sure that I’ve swept every inch of a Zelda dungeon for heart containers before getting ready to confront the boss. In this sense, urgency is not necessarily about making the player feel panicked, but about internalizing the imperative of the game. Jane McGonigal addresses this when she talks about using games as a model for generating whole-hearted participation in activities.
A Little History
Early video games such as Missile Command, Asteroids, Space Invaders, and Galaga all created a sense of urgency by rapidly ramping up the difficulty of the game as you continued to play. More targets, faster enemies, and more complex tactics rewarded skilled play with greater challenges, which creates a sense of accomplishment while also averting boredom. While this is born partly out of a need to force people to feed more quarters into the arcade cabinet, it was also excellent game design that created a sense of urgency in the player to reach his or her goal.
In these early titles, there isn’t much narrative to speak of. “Kill the aliens!” is enough story for quite a lot of video games, but for the first few generations of gaming the exclusive focus was the gameplay mechanics. Many of the archetypes of “mini-game” formats come from this era, and the gameplay is good for a reason: it presents a goal, and increases the complexity or difficulty of accomplishing that goal at a rate correlative with the player’s increase in skill. Among other reasons, they succeed as games because the gameplay reinforces the sense of urgency to accomplish that goal.
As games have grown more complex and storylines have become more elaborate, we start facing the Plot vs. Fun problem: telling a good story requires seizing the player’s sense of agency, but endless player freedom is going to harm the story because you can’t control the pacing or ordering of events that lead up to them performing the right action to advance the story…
…unless they’ve internalized the narrative and have a sense of urgency to fulfill it.
Urgency Done Right
I’d like to elaborate an example of how a game can match narrative urgency to gameplay at multiple paces within a single title. The AAG’s favorite dead horse to beat is Planescape: Torment, and I’m going to merrily flog it further. While it’s not the explicit structure of the game, I want to break it up into three acts to talk about how each one uses a different style of play to create an contextually appropriate sense of urgency.
In the first act, that level is zero. After waking up in the mortuary with no memories and discovering that you cannot die, you are left to wander around the city of Sigil to learn about where you are, and your choices determine your identity by changing your moral alignment, your class, and the attitudes and dialogue choices you have with NPCs. There is no clear force out to get you, and the only objective you have is the message carved on your back to seek out an object from a mysterious figure named Pharod. The time it takes you to get your bearings and learn about the setting is designed to let you luxuriate in the gorgeous design of the setting and swim around genuinely rich dialogue.
Combats are mostly optional, you can explore any part of the city, and none of the NPCs give you the typical “gather 5 modron sprockets and bring them back to me” quests, save for one character that lampshades it heavily and embeds it in a ridiculous chain of fetch quests that are designed to irritate your character. As you explore the city and meet more people, you eventually find several of your old journals, and find your way to confront Ravel Puzzlewell, the night hag who put you in this predicament.
The second act begins after Ravel tells you how your situation arose, and the mysterious shadows that have begun to appear around you kill her before she can tell you where to find the solution to your condition. At this point, the game shifts to a faster pace, as new areas are opened up for you to explore, and you suddenly have a much clearer goal: follow the trail the source of your condition, and put it to an end. This sends you traveling to prison worlds, extra-dimensional forges, and layers of Hell itself looking for the secret to ending your torturous cycle of rebirth. The scenery is just as rich, but the explicit goal is clearer and the forces standing in your way are much more menacing. Rather than exploring for the sake of learning your surroundings, you are working on locating the small clues that add up to your finding the secret location of the source of your torment.
The third part begins with the final stage of your hunt for the one who can tell you that location, and the final confrontation that decides your ultimate fate. This is an intense race through a collapsing demiplane on the edge of Hell, fighting endless waves of powerful demons, and racing to the fortress of the one who has been prolonging your eternal torture. The Fortress of Regret is not large, but the tremendous, desperate efforts of your tormenter kills your entire party, leaving you alone with your foe for a final conflict that is brilliantly written and which I have never seen topped. For the last hour of the game, you feel that the fate of something truly immense rests on your actions. It’s gripping and heart-rending, and you absolutely cannot stop playing.
The urgency of each act is completely different. When the game is meant to be exploratory and self-paced, nothing presses you. When free-form exploration gets tiresome, you are given a focused goal with some flexibility around how you pursue it. Meaningful obstacles begin to push you toward your goal as the Shadows attack you when you spend too much time in areas you don’t need to revisit. As the game draws to a climax, your path is short, direct, and astoundingly intense. There is no chance to pause and collect yourself, and giving you such a break would detract from the enormity of your pursuit.
Urgency Done Wrong
The converse situation occurs when a game completely fails to match the urgency of your imperative with the gameplay. I think the best example of this deficiency is in the Elder Scrolls titles, particularly Oblivion. The gates of hell itself are ripping tremendous holes in the wall of reality, and Cyrodil will be flush with demons if a brave adventurer doesn’t step forth to seal the breach. You are that adventurer, and you can literally spend years in-game collecting wildflowers, without penalty, after the quest-relevant NPCs tell you that the world will surely end if someone doesn’t immediately seal the Oblivion gates. There’s absolutely nothing driving you to do anything. Ever.
The problem with Oblivion is that all of your objectives, no matter how trivial or dire, are of equal importance. Nothing motivates you to complete any of them aside from traditional adventurer’s avarice. This is part of the appeal for many people, as you can simply do what you want to do and explore a tremendous and beautiful world at your own pace, seeking as much combat or commerce as tickles your fancy. As much as I enjoy this, the plot states directly that inaction will lead to horrifying consequences, and fails to deliver on that threat. If the game tells me the world will be flooded with demons unless I do something, then it should bloody well flood the world with demons if I spend my time trying to steal every fork in the world.
This is not to say that I dislike the Elder Scrolls games, as I adore playing Morrowind and Skyrim. I do, however, think it harms them as art to have such a jarring disparity between the threats in the narration and the threats in the game. Morrowind worked slightly better by having a lurking, looming dread in Dagoth-Ur rather than an unstoppable army constantly boiling forth from hell itself, and Skyrim at least drops a giant freaking dragon on my head if I spend too long mucking about in the middle of nowhere. Still, all of them have a rather absent sense of urgency, as there is no reward or penalty for completing objectives swiftly or over the course of months in the game. The narrative they are trying to build feels as important as the meaningless copies of the Biography of Barenziah on the bookshelves of every last citizen of Tamriel.
The Continuum
As with most of my ideas, urgency as a dimension of games-as-art is a continuum. Some games work at each end and everywhere in between. Deus Ex plays wonderfully along that continuum by alternating between wide open city streets that you can explore at leisure to tense scenes of escaping from giant collapsing buildings. Some games stick firmly to the full-blown panic end of the spectrum: bullet hell titles and fighting games are short, intense bouts of frantic struggles to stay alive and defeat your opponents. Titles like Civilization give you all the time in the world to plan and design what you want to see, never forcing you to end your turn prematurely or setting deadlines for your goals.
Urgency is a tool in the game designer’s kit, and good execution depends on matching the urgency of the gameplay to the narrative goal you are trying to reinforce. Part of the reason that random combats in Final Fantasy titles irritate the living crap out of me is because they interrupt my desire to complete a goal; it feels like the game is needlessly obstructing my desire to accomplish the objectives it sets out for me. Planned encounters are fine, as I am perfectly willing to fight through a fiendish gauntlet of enemies if it makes sense for me to do so. Random encounters like fighting yet-another-goddamn-goblin while traveling from point A to point B, however, do very little to enhance my sense of progress and achievement, and sometimes hamper it by consuming precious minutes of game time impeding my progress. Combat events may be intense and require action and strategy, but if they don’t build on my sense of progress, then they are failures. “Urgency” in the sense of “act now or die” doesn’t always complement my use of the term.
What It All Means
My mission here at the Analytically About Games is to take games seriously as art. Sometimes this means exploring single titles like book reviews, examining the details of a game as aesthetic experiences and offering commentary. More often, I try to articulate what aspects a game can possess that enhances its value as art, such as its sense of immersion and how its interface provides an experience that cannot be had through a different medium. A robust vocabulary for discussing games as art helps people understand why I love games so much, and why I think they can and should be taken seriously as enriching experiences.
My thoughts above are offering a term that may or may not wind up being useful in looking at other titles. The core themes that I’ve written about are immersion and interactivity, how they are not synonymous in games, and how they are essential components to understanding games qua games and games qua art. Urgency is another dimension of both, and a good game will probably lend itself to being discussed in such terms. It may not stick, but it might inspire insights into other titles you’d like to share on our humble blog.
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