niedziela, 29 stycznia 2017

Trenched Warfare

War film has been huge­ly pop­u­lar since the begin­nings of the medi­um, and that style has def­i­nite­ly influ­enced the first-person shooter genre in video games. A great deal (half or more, I’d reck­on) of first-person shooter games fea­ture a war of some sort; only the rare shooter, such as the non-side-scrolling Metroid games, fea­ture a story that has a sole pro­tag­o­nist up again­st an unor­ga­nized, non-military foe who isn’t involved in some large cam­paign or plot. Instead, most mod­ern shoot­ers are war tales in some way or anoth­er, and the actions your pro­tag­o­nist takes through­out the game are sit­u­at­ed as part of a larg­er effort. You’re not aim­ing to kill ‘em all or get a MacGuffin for its own sake; instead, you’re hit­ting sup­ply lines, halt­ing offen­sives, watch­ing your allies die hor­ri­bly or hero­ical­ly sac­ri­fice them­selves, shut­ting down (or launch­ing) nuclear strikes, or seek­ing out a MacGuffin to turn the tide of the war. This is admit­ted­ly more real­is­tic than the one-man-army style of story, but it also has its own set of tropes that FPS games (and 3rd-person shoot­ers that focus on war, though they seem less like­ly to focus on the topic) have had lit­tle luck sub­vert­ing or avoid­ing, result­ing in stale and pre­dictable nar­ra­tives and char­ac­ters.
I’ll be piggy-backing off of my ear­lier arti­cle on the hero nar­ra­tive in this dis­cus­sion, because I think the out­li­nes of the hero nar­ra­tive are par­tial­ly what makes the war sto­ries por­trayed in video games so stale and unin­ter­est­ing. If you’d prefer not to re-read the arti­cle, the salient point is this: the hero nar­ra­tive of most video games, fea­tur­ing a pro­tag­o­nist who over­comes all fail­ures and who is the most impor­tant man in the room, has near­ly been exhaust­ed. In fact, such a pro­tag­o­nist rarely suits a war story.

War… War Never Changes

Well, it’s not exact­ly that sim­ple, Mr. Perlman. War sto­ries are fun­da­men­tal­ly inter­est­ing to us and, out­side of video games, they con­tain diverse themes and struc­tures. Compare Schindler’s List, Inglourious Basterds, Saving Private Ryan, Glory, Apocalypse Now, and All Quiet on the Western Front. Each film con­tains rad­i­cal­ly dif­fer­ent themes, char­ac­ters, and tone. They inves­ti­gate dis­parate aspects of war with var­ied amounts of rev­er­ence and black humor, and show us a wide range of who the sol­dier is, and what he (or she) can become.
You would be hard-pressed to find such range in video game por­tray­als of war. The typ­i­cal model ignores the com­plex­i­ties of war for a sur­pris­ing­ly black-and-white por­tray­al that does not lend itself to the explo­ration of mature themes; you are almost always a defend­er of jus­tice and virtue again­st the heart­less (or duped) foes of your nation, and “mas­sacre fatigue” is a well-documented prob­lem in many FPSgames. When you kill a man in most war games, you’re unlike­ly to feel any­thing other than a small sense of vic­to­ry. While I don’t think that this is at all respon­si­ble for any social ills or the actions of unsta­ble indi­vid­u­als, that games inspire only such under­whelm­ing respons­es is unfor­tu­nate.
Few war games actu­al­ly engage with the dif­fi­cul­ties of war; sup­port­ing char­ac­ters are much, much more like­ly to cheer and quip when you blow anoth­er human’s skull open than to express dis­gust, sor­row, or sim­ply not com­ment. Admittedly, I’ve never been in a war, so that may be the way it hap­pens, but I sort of doubt it. In most (qual­i­ty) war films, such behav­ior would qual­i­fy the char­ac­ter as a Jerk Ass, if not a Complete Monster, and is gen­er­al­ly there to illus­trate either how war can change an indi­vid­u­al or how war can let cer­tain peo­ple be just as mis­an­throp­ic as they always were. This does not apply to campy and/or gore-fest films, but I’d hes­i­tate to call them war films since they’re not actu­al­ly inves­ti­gat­ing war as a con­cept but rather using it as a vehi­cle for sim­pler thrills. But in most video games, a squad will more often than not have at least one per­son who dis­plays anti-social and/or psy­cho­pathic behav­ior, per­haps only when viewed out­side the actu­al game nar­ra­tive, since it is excep­tion­al­ly unlike­ly that such a char­ac­ter will be called out for their blood-thirst. It’s actu­al­ly a lit­tle more than not being chal­lenged in that atti­tude, actu­al­ly; the game world doesn’t respond to their behav­ior, thus imply­ing that it is a fine respon­se to war.
A pow­er­ful con­trib­u­tor to this prob­lem is the black-and-white qual­i­ty of the nar­ra­tive; those on the other side are either evil or signed up on evil’s side, so there’s no sense in regard­ing them as human (or sen­tient things with feel­ings, if we’ve got aliens). Personally, I think the pro­lif­er­a­tion of that char­ac­ter arche­type is amaz­ing. War movies have pre­sent­ed that arche­type to great effect before, either as a foil or as a way to show just how dark and ter­ri­fy­ing the world can be, but video games have adopt­ed it for dif­fer­ent rea­sons entire­ly. I think that there is a fun­da­men­tal dif­fer­ence of goals and con­tent in most films about war ver­sus most games about war.
In most games about war, the action is the point: most of the play expe­ri­ence will be made up of run­ning, gun­ning, and tak­ing cover as enemy fire zips over­head. Between eighty (at the very least) to ninety-five per­cent of the play-time will con­sist of heat­ed fire­fights, or mov­ing into a posi­tion to have a heat­ed fire­fight, since that is the part of war that is adrenaline-fueled and is most obvi­ous­ly dra­mat­ic, since the stakes become life-and-death. But it’s a mis­take to assume that those stakes make a game dra­mat­ic, espe­cial­ly when your own character’s repeat­ed deaths and even the deaths of your allies pass­es by with­out a hint of emo­tion­al res­o­nance. Intense bat­tle sce­nes are so engag­ing in films and books par­tial­ly because we don’t know whether the char­ac­ters that we care about will sur­vive them; this is true in any story with seri­ous stakes, but it is espe­cial­ly true of war sto­ries, in which the threat of sud­den death is a very impor­tant theme. That ten­sion, and thus that theme, can­not exist in a war game. Even if an ally becomes cher­ished by the play­er, when that ally dies, it will be in a cut-scene, and will prob­a­bly be slight­ly removed from the core expe­ri­ence. What’s more, all per­son­al respon­si­bil­i­ty on the part of the play­er will be neg­li­gi­ble. The play­er will not think, “I got my friend killed,” or “I wasn’t good enough,”; the play­er will instead think, “Wouldn’t have hap­pened if I was play­ing in that moment.”
Because con­trol of the char­ac­ter is taken from the play­er at the most dra­mat­ic moment, when the sup­port­ing character’s life is in the bal­ance, the play­er is more like­ly to chalk it up to the inep­ti­tude of the main char­ac­ter or sup­port­ing char­ac­ter instead of inter­nal­iz­ing or ratio­nal­iz­ing the death of the ally, which is essen­tial to access­ing the expe­ri­ence of the griev­ing sol­dier. For the most part, though, the “dra­mat­ic” fight sce­nes are devoid of actu­al drama, because named allies are almost always invin­ci­ble, and every ally who might die is a name­less mook, and is utter­ly unim­por­tant to the play­er. This means that, for all the excite­ment that fire­fights bring, they can actu­al­ly get in the way of an engag­ing nar­ra­tive and pre­vent a game from address­ing the themes it oth­er­wise might.
However, I think that an even big­ger prob­lem exists between the con­ceits of the typ­i­cal hero nar­ra­tive and those of most war nar­ra­tives.

Spartans ‘R’ Us

The super-soldier is hard­ly a new idea, but it has never been as pro­lific as it is in war games. It’s achieved a near-100% sat­u­ra­tion rate. This is the notion that the pro­tag­o­nist is the most impor­tant sol­dier on the bat­tle­field.  He (or she, but given the form, “he” is real­ly the safe bet) is wherever impor­tant things are going down; he turns the tides in every major bat­tle; he can­not die; if he is not some sort of lead­er­ship who mixes it up on the front lines any­way, then his mil­i­tary deci­sions turn out to be bet­ter than his own inept sergeant’s deci­sions; he often decides the fate of the war by his time­ly action and his unbe­liev­able defense/capture of the MacGuffin despite over­whelm­ing odds of fail­ure. This should sound like just about every war game you’ve ever played. It should also sound very dis­sim­i­lar to any qual­i­ty war film or book you’ve ever read. There’s a num­ber of rea­sons why the hero nar­ra­tive does not pre­pare a prop­er envi­ron­ment for inves­ti­gat­ing the themes of war.
1.There is a cen­tral pro­tag­o­nist, and he is a bad-ass.
The focus is not on sol­diers, and how the com­mon man deals with war. It’s on the gruff dude with an atti­tude and one-liners to spare. It’s on the vet­er­an who is already awe­some and battle-hardened. It is on the indi­vid­u­al who is the minor­i­ty in most actu­al wars, and who is not active­ly chang­ing before our eyes in respon­se to alarm­ing war stim­uli. Look to the Master Chief, Marcus Fenix, any Call of Duty pro­tag­o­nist, Tomas Sevchenko, or Nathan Hale. They are super-human, either in the way that the uni­verse treats them or because they’re actu­al­ly super-human, in the case of the Chief and Hale. The play­er encoun­ters the war through the eyes of this bad-ass killer.  Fear has no place in the minds of these indi­vid­u­als, and death can­not touch them.  They are immune to all of the things that make war inter­est­ing, on the psy­cho­log­i­cal front.  And if other char­ac­ters behave like a nor­mal per­son might (with fear, trem­bling, and panic), they seem weak or pathet­ic by com­par­ison, and any emo­tion­al link that might trans­mit that “war is hor­ri­ble” to the play­er fails instant­ly.
Quite sim­ply, from a nar­ra­tive stand­point, war is inter­est­ing because of what it does to peo­ple; if the char­ac­ter the play­er is inhab­it­ing is already used to war, and receives no new rev­e­la­tions through the course of the game, then the play­er will have a dif­fi­cult time receiv­ing any sort of expe­ri­ence from the vir­tu­al war. Likewise, this means that the cast of the game isn’t an ensem­ble, which could show us how war affects mul­ti­ple char­ac­ters.  Thus, per­haps war games might be bet­ter off with mul­ti­ple protagonists/main char­ac­ters.
2. The hero must be incred­i­bly vital to the war effort.
Which isn’t exact­ly how real war works at all, and the best war films make this clear: war is an insane­ly com­mu­nal effort. Occasionally large events will hap­pen that change the course of a the­ater of war, but these are in the minor­i­ty. Usually, how­ev­er, in video game tales, the hero nar­ra­tive demands that the hero be in exact­ly the most impor­tant place at a given moment, right in place to steal the nuclear codes or some other Item of Essential Value that will allow the allies to win the war for good. This makes the game obvi­ous­ly dra­mat­ic, and obvi­ous­ly inter­est­ing, but it also destroys more sub­tle pos­si­bil­i­ties, like a focus on char­ac­ter rela­tion­ships and issues, while also ignor­ing the pre­dom­i­nant expe­ri­ence of war. What’s more, since near­ly every war game has such a large scope, this means that a large-scope game only has so many inter­est­ing nar­ra­tive devices it can employ with­out feel­ing tired and over-done.
3. The ene­mies are never right.
I men­tioned this ear­lier, but it bears repeat­ing. A hero­ic nar­ra­tive can­not invoke sym­pa­thy for the vil­lains, and hon­est­ly, if it human­izes them at all the nar­ra­tive starts to break down. The play­er can­not be won­der­ing whether the sol­dier he just killed had a wife and child, and so the design­ers of war games tend to keep things excep­tion­al­ly black-and-white. This is a poten­tial prob­lem in every story, but it is a griev­ous error in war sto­ries. Addressing this theme is one of the best things that war sto­ries can accom­plish, and it’s unfor­tu­nate that the game will prob­a­bly have no qualms about paint­ing your foes in the broad­est of strokes just to keep your enjoy­ment of the expe­ri­ence as guilt-free as pos­si­ble. Making you think is not the goal of such games; addic­tive shoot­ing game-play is. Obviously, there’s noth­ing inher­ent­ly wrong with that deci­sion… it just tends to gen­er­ate bad art.

It’s A Game, Dude

So what if a game doesn’t actu­al­ly reflect any real war expe­ri­ence? That’s not a prob­lem, right?
Well, it is if we want games that seri­ous­ly deal with the con­cept of war, and if we want games that address the themes of war art­ful­ly and with matu­ri­ty. What’s more, there’s a great deal of expe­ri­ence in war that is intrigu­ing, inter­est­ing, and ripe for gam­ing; it’s just not get­ting any play because of the stub­born­ness of the hero nar­ra­tive and the suc­cess of the high-stakes plot model. There are plen­ty of other sto­ries worth telling.
Have you played any war games that actu­al­ly reveal a more typ­i­cal war expe­ri­ence, or that have made you think about the nature of war, or how war affects indi­vid­u­als? Let me know! I’d love to play them, and I’d love to hear your thoughts on this.

niedziela, 15 stycznia 2017

The Sandbox

I have already writ­ten a post on the mean­ing­ful game, and that might be impor­tant to read before you step into this one, because I’m going to inves­ti­gate two speci­fic traits that I list in that post. The speci­fic traits I am inter­est­ed in dis­cussing are: 1. The Meaningful Game does not allow the player’s choic­es or pos­si­ble actions to derail the game or con­tra­dict its char­ac­ters, and 2. The Meaningful Game does not con­tain side-quests. These two points are most com­mon­ly bun­gled in games that reflect the “sand­box,” “free-roaming,” or “open-world” style of design, and so I’d like to inves­ti­gate the nar­ra­tive chal­lenges that appear when build­ing such a game, and address the appar­ent slid­ing scale between depth and width, or free­dom and con­sis­ten­cy. But I’ll start by defin­ing what I mean by “sand­box” and “open-world,” and address­ing why such mod­els are pop­u­lar.

Absolute Freedom, Mostly

As has been pre­vi­ous­ly noted in var­i­ous posts, one of the dis­tinc­tive qual­i­ties of games (both video and role-playing) is the inter­ac­tiv­i­ty of a game, or the con­trol that the play­er has over a char­ac­ter, coun­try, and/or nar­ra­tive. Games express this free­dom in a vari­ety of ways, but it’s hard to argue that the great­est expres­sion of char­ac­ter free­dom can be found in games that fit the sand­box model.
Now, open-world games are slight­ly dif­fer­ent than sand­box games, but they reflect a sim­i­lar desire and have sim­i­lar aims. Open-world games are an answer to the “lev­els” of early gam­ing, which offered lin­ear envi­ron­ments expe­ri­enced in a pre-determined sequence. These games more close­ly resem­bled the style of art and enter­tain­ment that came before (mim­ic­k­ing nov­els or films), since the only real free­dom that play­ers could exert was often through the phys­i­cal behav­ior of their avatar char­ac­ter, and poten­tial ends were either “Success,” if the play­er best­ed the chal­lenges of the game, or “Failure,” if the play­er did not per­form ade­quate­ly. Even games that did not have a defined order to lev­els, such as Mega Man, placed sim­i­lar struc­ture before the char­ac­ter. An open-world game seeks to break down the arti­fi­cial bar­ri­ers between dis­crete ele­ments of a game’s envi­ron­ment, instead includ­ing it all in one “world.” However, it is impor­tant to note that there are always lim­its to a game world; all of it must be pro­grammed, and there will always be walls enclos­ing the play­er, whether they are invis­i­ble, illu­so­ry, a level-wrap (think Pac-Man), or enforced by a character’s refusal to leave the area of nar­ra­tive impor­tance. So open-world games are defined more explic­it­ly by their refusal to draw bound­aries between sec­tions of the game and the abil­i­ty to freely explore those sec­tions.
Sandbox games are often syn­ony­mous with open-world games because they essen­tial­ly do to nar­ra­tive con­straints what open-world games do to envi­ron­ments, and it’s eas­ier for that nar­ra­tive free­dom to be expressed in an open-world than a level-based game. Sandbox games will occa­sion­al­ly do away with the notion of a main plot, but for the most part the plot is avail­able as one option among many, and some­times the play­er can ignore the main plot (and thus the whole notion of “com­plet­ing” the game) to instead pur­sue other tasks in the game-world. Thus, sand­box games often fea­ture pro­lific and prodi­gious side-quests, if they are not com­posed entire­ly of small mis­sions that avoid a main plot com­plete­ly. Sandbox games encoun­ter the same inter­nal para­dox as open-world games, name­ly that there is a limit to what the game can offer. Just as there must be arti­fi­cial con­straints regard­ing the size of the world, there remain arti­fi­cial con­straints in the nar­ra­tive (or non-narrative) struc­ture of sand­box games, such that even­tu­al­ly the play­er will sim­ply run out of things to do or run into sit­u­a­tions where the world can­not be inter­act­ed with in a speci­fic way. So just as open-world games are defined by their refusal to draw bound­aries between “lev­els,” sand­box games are defined by their refusal to draw bound­aries between “right task” or “plot task” and “other game actions.” In other ways, it does not pro­scribe how the play­er should play the game beyond the nat­u­ral con­straints that pro­gram­ming only a cer­tain num­ber of ways that the player’s avatar can inter­act with the world gen­er­ates.
This style of game is so pop­u­lar pre­cise­ly because it gives a great deal of a cer­tain type of free­dom to the play­er. The play­er may tack­le tasks that the play­er is most invest­ed in, and in the order that the play­er wish­es. It also allows the play­er to set his or her own pace in the game, which could be a good or a bad thing; I’ll address this in a bit. Essentially, these games offer thou­sands of nuggets of expe­ri­ence, and the play­er is allowed to pick and choose which nuggets he or she will “con­sume”, and in which order. The game is a gate­way to a large buf­fet of poten­tial expe­ri­ences. However, I think that this pro­claimed free­dom can be a trap for the play­er as much as a boon, and I also think it’s worth eval­u­at­ing whether the pur­suit of more free­dom in-game is a wor­thy task, and espe­cial­ly whether this pur­suit gen­er­ates bet­ter art, or at least allows the play­er to either bet­ter access good expe­ri­ences in a game, or access bet­ter expe­ri­ences with­in a game. I’d also like to inves­ti­gate whether this model of game bet­ter lends itself to cer­tain sorts of nar­ra­tive; after all, struc­ture and mechan­ics may ben­e­fit one type of story, and ren­der anoth­er less enjoy­able or com­plete­ly inac­ces­si­ble. By the end of the arti­cle, I hope to iden­ti­fy what sorts of sto­ries the sand­box style best serve, and what types of sto­ries sand­box games should avoid.

The Cost of Freedom

In Polishing the Diamond, Enlightening the Mind, Jae Woong Kim writes “Absolute free­dom is lone­li­ness.” I think that this describes my aver­age expe­ri­ence with sand­box games. Take Oblivion as our first exam­ple. In order to give the play­er max­i­mum free­dom in the pro­duc­tion of this char­ac­ter, the play­er starts the game by gen­er­at­ing a char­ac­ter of any race and with any set of favored abil­i­ties (or ways to inter­act with the game), regard­less of whether these choic­es are intel­li­gent deci­sions or not. The choice of race does have some small influ­ence on your abil­i­ties (some­times a big influ­ence), but it has very, very small nar­ra­tive reper­cus­sions. Your abil­i­ties can deter­mine what nar­ra­tives you have access to in-game, but the choice itself has no impact on the nar­ra­tive.
In almost all ways, your char­ac­ter is a blank slate; more­over, the tools that the game give you to flesh out that character’s per­son­al­i­ty are not very diverse, nor does the game as a whole take much notice. In the pur­suit of giv­ing the play­er absolute free­dom in his or her envi­ron­ment, the depth of dis­tinct nar­ra­tives (that con­tain speci­fic main char­ac­ters, a uni­fied theme, and a cohe­sive “plot”) tends to be shal­low, short, and emo­tion­al­ly stunt­ed. It is hard to lay this fail­ure at the feet of the writ­ers; after all, they’re respon­si­ble for thou­sands of non-player char­ac­ters. In an attempt to give as wide an expe­ri­ence as pos­si­ble, and to provide such a diverse range of expe­ri­ences (includ­ing rad­i­cal­ly diver­gent sys­tems of mechan­ics with­in a sin­gle game, such as a stealth sys­tem, magic sys­tem, melee com­bat sys­tem, ranged com­bat sys­tem, lev­eled sys­tems for every­thing from alche­my to armor, and the attempt­ed uni­fi­ca­tion of these sys­tems) and nar­ra­tive sup­port for each expe­ri­ence means that the game is spread thin. If more focus is given to any one por­tion of the game, then whole sys­tems might have got­ten the axe… prob­a­bly includ­ing the “Axe” skill.
The play­er never has a dearth of options in Oblivion, but unfor­tu­nate­ly every option pro­vides a nar­ra­tive about as ful­fill­ing as any other game’s side-quest. Oblivion falls short of being a Meaningful Game sim­ply because the play­er rarely, if ever, feels that any­thing mean­ing­ful is going on, and his play­er char­ac­ter is mean­ing­ful and inter­est­ing only because the play­er inhab­its him or her. This would be less of a prob­lem if inter­est­ing char­ac­ters pop­u­lat­ed the world, but they don’t.
If you’re unfa­mil­iar with Oblivion and games like it, here is an exam­ple of a sin­gle quest. The game is absolute­ly full of sit­u­a­tions like these, and it dis­plays the level of depth that all but a few char­ac­ters in the game dis­play. I am fair­ly cer­tain that the design­ers of Oblivion were more inter­est­ed in cre­at­ing the broad expe­ri­ence of “There is a whole world out there wait­ing for me to inter­act with it in minor ways” than the expe­ri­ence of “I am a per­son doing mean­ing­ful things.” This is gen­er­al­ly true of most sand­box games; the veneer of free­dom and option comes at the sac­ri­fice of depth, emo­tion­al­i­ty and mean­ing.
Oblivion lends cre­dence to the depth vs. width scale, that if a game grows wider in options and con­tent, then that con­tent will be less deep and reac­tive. While this scale isn’t a given, it is use­ful in express­ing why the events of the game are not often com­pelling or engag­ing, at least when assessed as a nar­ra­tive. While play­er free­dom is what makes video games a unique art form, if that free­dom is viewed as an end (high free­dom equals a good game) instead of a means (play­er choice is a vehi­cle through which we can tell a com­pelling story suit­ed to the medi­um), then it will not pro­duce a Meaningful Game.
The fact is that it is dif­fi­cult to cre­ate a video game with a com­pelling nar­ra­tive or, per­haps more accu­rate­ly, few video games suc­ceed at pre­sent­ing a com­pelling nar­ra­tive. I also believe that, for a game to be mean­ing­ful (and qual­i­ty art), its ele­ments must be qual­i­ty. If such a game has a nar­ra­tive, then it must be a qual­i­ty nar­ra­tive. It’s my opin­ion, then, that if a sand­box game presents a sin­gle, “main” nar­ra­tive, then the entire sand­box must exist with­in the nar­ra­tive in order for the game to be mean­ing­ful, and prob­a­bly in order for the game to be qual­i­ty art. There are also alter­na­tives to a sin­gle main nar­ra­tive, which I’ll get to in the next sec­tion.
Oblivion is indica­tive of most sand­box expe­ri­ences in that, while it is the pro­duct of a great deal of work and effort, and is cer­tain­ly admirable in many respects, it fails to be mean­ing­ful due to its shal­low­ness and the deriv­a­tive qual­i­ty of its con­tent. In other words, for all their scope, and arguably because of their scope, sand­box games tend to be bad art.

Paper Beats Rock, Sandbox Beats Story

The sand­box is pop­u­lar for a rea­son: there are a lot of things to like about the sand­box. Player free­dom IS inter­est­ing, and the abil­i­ty to set your own pace and access the con­tent that you find inter­est­ing soon­er rather than later can be a good thing. Moreover, I don’t think that the nar­ra­tive fail­ings of most sand­box­es are a trait of the sand­box, but it does seem to indi­cate that simul­ta­ne­ous­ly cre­at­ing a cen­tral nar­ra­tive and a sand­box is a self-defeating route. The typ­i­cal nar­ra­tive for­mu­la seen in most games clash­es with the notion of absolute play­er free­dom, either gen­er­at­ing mas­sive incon­sis­ten­cies in char­ac­ter or plot, or sim­ply forc­ing the char­ac­ter or plot to be so empty that they mere­ly serve as a rough moti­va­tor for the events of the game (or the plot that’s there because they said we need­ed a plot), which both gen­er­ate bad art.
In some tales, the sand­box style sim­ply does not make sense. In any nar­ra­tive in which there is an impor­tant cen­tral nar­ra­tive and the side-events detract from pur­su­ing a larg­er, more press­ing issue, a sand­box does not suit the nar­ra­tive. The first arti­cle on the mean­ing­ful game spoke on side-quests, and the points that I made regard­ing them holds just as true for the way that sand­box­es inter­act with cen­tral nar­ra­tives, so I won’t tread over that ground again. For the most part, then, I will argue that sand­box games should not attempt to fol­low any sort of lin­ear nar­ra­tive; they sim­ply aren’t suit­ed to that type of story. Infamous, Fallout 3, Grand Theft Auto… these games are all fun, but they all have a cen­tral nar­ra­tive that falls flat because of its loca­tion in a sand­box, and because the devel­op­ers decid­ed that hav­ing a sand­box was more impor­tant than mak­ing the story worth­while and com­pelling.
Assassin’s Creed (the first one; the sec­ond begins to lose this trait) is an exam­ple of a game that suc­cess­ful­ly builds a cen­tral nar­ra­tive into a sand­box style game. This is because the nar­ra­tive is in no way sac­ri­ficed to play­er free­dom, because Altair’s goals are always para­mount and are the source of all his actions, because even “filler” activ­i­ties often use the oppor­tu­ni­ty to fur­ther char­ac­ter­ize Altair and the world he lives in, and because there is very lit­tle in the game that isn’t designed to belong with­in the “cen­tral” expe­ri­ence and nar­ra­tive. Hunting down flags and ran­dom tem­plar begins to feel a lit­tle game-like, but the game pre­dom­i­nant­ly rewards actions that drive the game along, thus main­tain­ing a prop­er pace, and, more impor­tant­ly, never inter­rupt­ing the dis­tance between the play­er and Altair. Most sand­box games do not fea­ture so stel­lar an imple­men­ta­tion; Assassin’s Creed’s focus on story and con­sis­ten­cy is the excep­tion.
Therefore, I argue that in order for the sand­box to be mean­ing­ful, the devel­op­ers must avoid sim­ply slap­ping a typ­i­cal, straight­for­ward, novel- or blockbuster-style nar­ra­tive onto a sand­box and expect­ing it to be suc­cess­ful. Different forms often demand a change in con­ven­tion and struc­ture, and the sand­box rarely receives prop­er treat­ment in this regard; instead, if a nar­ra­tive exists, it is a typ­i­cal, straight­for­ward affair strung like a thin thread through the mid­dle of the sand­box, and its qual­i­ty is usu­al­ly poor or, at best, rough­ly equal to the qual­i­ty of the nar­ra­tive in the rest of the game.

But It Doesn’t Have To Be This Way

Sandbox games could become much more mean­ing­ful if they fol­lowed Assassin’s Creed’s exam­ple, but the truth is that the tra­di­tion­al nar­ra­tive model doesn’t func­tion as well in a sand­box (even AC has reg­u­lar slip-ups, becom­ing deriv­a­tive here and there). Luckily, there are many kinds of story, and many ways to incor­po­rate story into a sand­box.
Right now, the most obvi­ous model of hero­ic story-telling is what we see in nov­els and action/adventure films. These are long-form sto­ries with high stakes, and they typ­i­cal­ly fea­ture a con­sis­tent build in ten­sion and con­flict until the “final con­fronta­tion,” in which the hero van­quish­es the vil­lain that has tor­ment­ed him or her for so long. It is this model, the sin­gle, unin­ter­rupt­ed, build­ing hero nar­ra­tive, that is most com­mon­ly seen in games, and sand­box games often wind up with this sort of nar­ra­tive sim­ply because games today need nar­ra­tives, and stick­ing to the mold is either the obvi­ous choice, the only per­ceived option, or the choice that seems like­ly to sell best, since it has worked so well in near­ly every other game.
But if we step out­side of video games for a moment, we can see that there are many ways to tell a hero nar­ra­tive; heroes don’t just exist in nov­els and feature-length films. The mod­els exhib­it­ed by tele­vi­sion shows (i.e Buffy, Star Trek, Veronica Mars) and col­lec­tions of short sto­ries (i.e Elric and Conan) offer a pow­er­ful alter­na­tive to the feature-length nar­ra­tive, and even con­tain meth­ods of break­ing up a cen­tral nar­ra­tive or doing away with the cen­tral nar­ra­tive alto­geth­er. Conan sto­ries are strung togeth­er by the char­ac­ter, noth­ing more; Star Trek: The Next Generation is a con­tin­u­ous tale because it deals with the same char­ac­ters, but for the most part each episode is a reset. There is some sense of “whole story,” in that the indi­vid­u­al tales are linked, but the tales can be accessed indi­vid­u­al­ly, and there is no design for a grand nar­ra­tive that builds to a huge pay-off.
In my opin­ion, the tropes and mod­els of these short-form sto­ries provide a much bet­ter rubric for sand­box games than do cen­tral nar­ra­tives. Instead of declar­ing one par­tic­u­lar series of events the “main” story and mak­ing every­thing else filler, this model would real­ize that a sand­box game is real­ly try­ing to tell a whole host of sto­ries, but would remove the temp­ta­tion to let the narrative’s qual­i­ty slide. I expect that, in order for the aver­age sand­box game to be a mean­ing­ful game, the devel­op­ers will have to take cues from tele­vi­sion shows and short sto­ries, and so seek to tell tales of lim­it­ed scope and, hope­ful­ly, with a con­sis­tent­ly high value of emo­tion­al con­tent and mean­ing.
I’m curi­ous to know what you think about this idea. I sus­pect that a par­a­digm shift is what’s required for sand­box games to become mean­ing­ful and man­age­able; do you agree? Or do you think that the prob­lem lies else­where?

niedziela, 1 stycznia 2017

A Rose By Any Other Name


What Are We On About Today

What I want to do today is to talk about gen­res and clas­si­fi­ca­tion, and to do so pri­mar­i­ly by eval­u­at­ing two claims: the first, that Portal 2 is a puz­zle game, and the sec­ond, that Dragon Age 2 is not an epic.  I intend to look at what these two sen­tences real­ly mean, why they have been said, and what sort of atti­tudes are revealed in their utter­ance.  Hopefully, by the end of this arti­cle, we’ll have a bet­ter under­stand­ing of what a genre or clas­si­fi­ca­tion is, and how and when it should be used.  Specifically, I hope to try to show why gen­res and clas­si­fi­ca­tions are immense­ly help­ful for describ­ing works to other peo­ple, and can fre­quent­ly offer trea­sure tro­ves of good ideas to draw from in the cre­ation of new works.  Genres and clas­si­fi­ca­tions became dan­ger­ous, how­ev­er, when they became pro­scrip­tive, when a work is crit­i­cized for fail­ing to adhere to estab­lished con­ven­tions.

On Portals and Puzzles

My opin­ion of Valve’s Portal 2 is already a mat­ter of pub­lic record.  I think it’s the best com­plete game I’ve played in years.  Most of the Internet seems to agree with me, but short­ly after I played the game, I found myself con­front­ed by a recur­ring crit­i­cism.  Namely, peo­ple would accuse Portal 2 of not being enough of a puz­zle game, usu­al­ly with a sen­tence some­thing like “Portal 2 is a puz­zle game, there­fore it should/should not have done X.”
In other words, peo­ple would become irri­tat­ed at var­i­ous things the game did or did not do, all because of its genre, the clas­si­fi­ca­tion in which the game was placed.  These var­i­ous things (too many sprawl­ing envi­ron­ments, too much of an empha­sis on nar­ra­tive, too easy, etc.) osten­si­bly con­tra­dict its class, and make it less of a puz­zle game and more about other things.
On one level, this makes some sense.  If I sign up to go see a cello recital, and halfway through the cel­list puts down his cello, picks up an elec­tric gui­tar and starts flail­ing away at a ren­di­tion of Purple Haze, I sup­pose I might have some right to be a bit put out (I mean, I wouldn’t be, but that’s more a func­tion of my love for Jimi Hendrix than any­thing nor­ma­tive).  Even if the Hendrix cover was truly fan­tas­tic, it prob­a­bly didn’t have any place in a cello recital, and if the recital was labeled “cello recital” and not “mis­cel­la­neous music recital,” I might have some right to be irri­tat­ed.  If the musi­cian in ques­tion want­ed to play both the cello and the gui­tar, he should prob­a­bly have said so to begin with.
Similarly, it might make sense that if Portal 2 is fun­da­men­tal­ly a puz­zle game, but fre­quent­ly does non-puzzly things that take away from its effec­tive­ness as a puz­zle game, it might deserve crit­i­cism.
The prob­lem is that I’m not real­ly sure it makes that much sense to strict­ly refer to Portal 2 as a puz­zle game, and, more to the point, I’m not cer­tain that that label exists any­where except in our own heads.
See, rather than sit down and try to ham­mer out what, exact­ly, defines the cat­e­go­ry of “puz­zle game” and whether or not Portal 2 real­ly fits those qual­i­fi­ca­tions, I think it makes more sense to ana­lyze where that cat­e­go­ry came from, and whether or not it actu­al­ly makes any sense to crit­i­cize Portal 2 for fail­ing to live up to its stan­dards.
If you asked me to describe Portal 2 to you, I would prob­a­bly begin by say­ing “It’s a puz­zle game,” or some­thing sim­i­lar, because that cat­e­go­ry is help­ful for com­mu­ni­cat­ing a series of things about the game, and there are few other commonly-used cat­e­gories that fit it bet­ter.  It’s cer­tain­ly more of a puz­zle game than it is a role-playing game or a first per­son shooter (though it is played from the first per­son with a gun that shoots things).  But if I stopped describ­ing either Portal game at “puz­zle game,” I would not be com­mu­ni­cat­ing a very accu­rate pic­ture of the game.
Bejeweled is pure “puz­zle game,” but both Portals, and the sec­ond in par­tic­u­lar, are also strong­ly char­ac­ter­ized by a wicked sense of humor and very, very strong (if sub­tle) nar­ra­tive.  Portal with­out GLaDOS, cake, and the Weighted Companion Cube is not Portal at all, where­as Bejeweled might still be iden­ti­fi­ably itself with just a dif­fer­ent art style or sound­track.  These other, non-puzzle ele­ments make up a sub­stan­tial por­tion of both Portal games’ appeal and aes­thet­ic value.  Even though the first game has less of an empha­sis on nar­ra­tive and char­ac­ter than the sec­ond, it would not be near­ly as inter­est­ing or worth­while if the nar­ra­tive was removed.  The bril­liant humor is a sub­stan­tial por­tion of why the fran­chise caught on in the first place, and the creep­ing feel­ing of dread­ful real­iza­tion that the voice over the loud­speak­er is not mere­ly a quirky record­ing but is, in fact, an unfriend­ly and unpre­dictable con­scious­ness that has it out for you is an impor­tant part of the game.
This is dou­bly true for the sec­ond game.  If one sim­ply removed Wheatley and GLaDOS and Cave Johnson, and, instead, had only a series of intrigu­ing por­tal puz­zles, one would be miss­ing out on a great por­tion of Portal 2.  The game is found in the merg­ing of both the game­play and the nar­ra­tive.
I can think of no more appro­pri­ate part of Portal 2 to illus­trate this point than in the oft-discussed moments in the game when it leads you to believe you are about to solve a puz­zle and then quick­ly shunts you aside for a nar­ra­tive sequence.  Yahtzee’s review makes note of this when he talks about these “two sep­a­rate occa­sions with­in it when a puz­zle is inter­rupt­ed by a story sec­tion.”  Admittedly, he then does go on to state that Portal 2 is not real­ly a puz­zle game, but I think there’s some­thing curi­ous about that sen­ti­ment.
It seems to sug­gest that there did, in fact, exist a puz­zle which the story inter­rupt­ed, as though the two things were sep­a­rate ele­ments, as though if the story would just go away for a few moments, there exist anoth­er two puz­zles in the game that you could solve.
This is not true.  The puz­zle was not inter­rupt­ed by the story, although that’s cer­tain­ly how Chell might feel.  There never was a puz­zle to inter­rupt.  There was the illu­sion of a puz­zle cre­at­ed entire­ly for the pur­pose of inter­rup­tion, so that the story could con­tin­ue.  Further, the story and the puz­zles are not real­ly entire­ly sep­a­rate ele­ments.  The story is fre­quent­ly expressed through the puz­zles, the puz­zles advance the story, and the puz­zles gain value and inter­est from their con­tex­tu­al­iza­tion in the story.  It does not real­ly make sense to talk about the “story” inter­rupt­ing the “puz­zle,” because they aren’t real­ly sep­a­rate ele­ments.  There is just the game, which com­mu­ni­cates with the play­er in a mul­ti­tude of dif­fer­ent ways, includ­ing story ele­ments and puz­zle ele­ments.
In this way, I hope you see why sim­ply describ­ing Portal 2 as a “puz­zle game” doesn’t do it jus­tice, and why it’s real­ly very silly to eval­u­ate it again­st that cat­e­go­ry.  A pure puz­zle game is, indeed, some­thing like Bejeweled, or Plants Vs. Zombies or Tetris.  In this con­text, “puz­zle game” is a use­ful descrip­tor, a use­ful short­hand way of describ­ing sev­er­al of the game’s ele­ments, but it far from tells the whole story.  There is no prob­lem with refer­ring to Portal 2 as a puz­zle game in casu­al con­ver­sa­tion or at the begin­ning of a rec­om­men­da­tion.  The prob­lem comes when one attempts to judge it again­st that cat­e­go­ry rather than on its own mer­its.

The Epic Jar

Dragon Age 2 was a weird thing for a num­ber of rea­sons, many of which I have already dis­cussed at length.  But per­haps the biggest rea­son why it’s inter­est­ing from a soci­o­log­i­cal stand­point is the way the back­lash again­st it tend­ed to focus on its fun­da­men­tal design choic­es, rather than on its fre­quent laps­es in exe­cu­tion.  A dis­cus­sion of these points formed the back­bone of my arti­cle on the Problem of Expectation, but there is one speci­fic sub­set of those crit­i­cisms that I only briefly men­tioned before, and which is par­tic­u­lar­ly rel­e­vant to this dis­cus­sion.
The crit­i­cism is that Dragon Age 2 was not an epic, which is an accu­rate enough state­ment.  It’s not.  I don’t take issue with the fac­tu­al accu­ra­cy of the point.  The prob­lem is that peo­ple will bandy that state­ment about as though it was a crit­i­cism instead of a sim­ple state­ment of fact.
The word “epic,” my friends, is a state­ment of genre.  Some things are epics, and some things are not, and this has absolute­ly noth­ing to do with their respec­tive qual­i­ty.  The Lord of the Rings is an epic, and it is fan­tas­tic.  Lolita is not an epic, and it is also fan­tas­tic.  Conversely, (and switch­ing media), Avatar is an epic, and it is awful, and When in Rome is not an epic, and is also awful.
To describe some­thing as an epic is to make a state­ment about its scope, not its qual­i­ty.  It is a clas­si­fi­ca­tion, a way of point­ing out the dif­fer­ences between a movie like Gone With The Wind and one like The Maltese Falcon.
If this is true, there is no shame in not being an epic.  This hasn’t stopped peo­ple from crit­i­ciz­ing Dragon Age 2 for its reduced scope, how­ev­er.  I couldn’t fig­ure out why this was such a prob­lem until I watched Yahtzee’s review of the game, where­in he states that “The only point any­thing resem­bling a world-threatening fan­ta­sy adven­ture story occurs is right at the end, for the sequel hook.”
That made me under­stand.  Fantasy games are usu­al­ly epics.  Fantasy any­things are usu­al­ly epics, because most authors want to show off the mas­sive world they have cre­at­ed.  They usu­al­ly involve world or at least country-threatening events, mas­sive adven­tures across col­or­ful and exotic places.  Thus, when peo­ple learned that DA2 was a fan­ta­sy game, they auto­mat­i­cal­ly assumed it was an epic, and were thus dis­ap­point­ed by a game which is fun­da­men­tal­ly about one person’s rise to power.
But this kind of mas­sive scope is not nec­es­sary for a good fan­ta­sy story: try Neverwhere for an excel­lent small-scope fan­ta­sy novel, or Planescape: Torment for an excel­lent small-scope fan­ta­sy game.  The fact that The Lord of the Rings was epic in scope does not carry as a corol­lary the fact that all other fan­ta­sy things must be sim­i­lar­ly huge.  DA2 con­tains a myr­i­ad of prob­lems, large and small, but among them is not its scope.

So Why Is This A Problem?

At this point, you may be won­der­ing why this all mat­ters.  Sure, maybe peo­ple were mad at Dragon Age 2 for the wrong rea­sons, or crit­i­cize Portal 2 for silly rea­sons.  So what?  Further, it’s not exact­ly news that peo­ple like to com­part­men­tal­ize things.
I’m bring­ing this up not just because I’m enough of a pedant to get mad at peo­ple for being wrong (though, admit­ted­ly, that’s prob­a­bly part of it.)  There are two big rea­sons why this focus on genre con­ven­tion is bad:
1. By hold­ing an incor­rect pic­ture of what a game is in your head, you can miss its value.  I’ve men­tioned before that the first time I tried to play Assassin’s Creed I insist­ed on try­ing to play it as though it was a straight stealth game.  This wasn’t wrong because of the cat­e­go­ry mis­take alone, or sim­ply because it might hurt some developer’s feel­ings some­where, but because I missed the fun and value of the game by doing so.  Once I quit let­ting my pre­con­cep­tions get in the way of what it was, I enjoyed myself immense­ly.  Similarly, some­one who insists Portal 2 ought to be a pure puz­zle game might miss the value of the won­der­ful nar­ra­tive and char­ac­ters while he or she is grous­ing.  It’s thus impor­tant not to get too hung up on genre because doing so leads to the Problem of Expectation.
2. More impor­tant­ly, using gen­res and clas­si­fi­ca­tions as pre­scrip­tive rather than descrip­tive stag­nates the medi­um.  One should not crit­i­cize a game for devi­at­ing from genre con­ven­tion unless it is explic­it­ly try­ing to be a pure exam­ple of a given genre.  You undoubt­ed­ly remem­ber read­ing about or hear­ing about the sorts of stuffy folks that were mad at Beethoven or Hemingway or Picasso or any of a bil­lion other peo­ple for break­ing the rules, right?  This is no bet­ter.  Whining at Portal 2 for not fit­ting neat­ly into the clas­si­fi­ca­tions we have in mind for “puz­zle games” is the same sort of thing as whin­ing at Beethoven’s Fifth for not fit­ting neat­ly into the pre-existing struc­ture of a sym­pho­ny.
If devel­op­ers are con­tin­u­al­ly stymied by this kind of point­less crit­i­cism, they are like­ly to be more hes­i­tant to try again.  It isn't surprising that Dragon Age 3 is much larg­er in scope than its pre­de­ces­sor, and it may be a while before EA con­sid­ers pub­lish­ing a fan­ta­sy game with small­er stakes than the whole world.  Video games are pre­pos­ter­ous­ly expen­sive to make, and if we keep telling pub­lish­ers that we don’t want to play games that chal­lenge us or push out of our estab­lished gen­res, they will lis­ten.
So remem­ber, folks: gen­res are use­ful as descrip­tors, as ways of telling your friends what kind of game you’re play­ing.  But as soon as they become pro­scrip­tive or nor­ma­tive, they lose their use­ful­ness and instead become active­ly harm­ful.

niedziela, 25 grudnia 2016

Wars of Worldcraft

Usually my posts are entire­ly abstract, meant to enter­tain, inform, irri­tate or enlight­en, but thus far I have avoid­ed prac­ti­cal affairs. For the most part, video games are either enjoyed or they are not; an expe­ri­ence is gleaned, or it is not; but role­play­ing games are some­thing else entire­ly, for the play­er, cer­tain­ly, but espe­cial­ly for the man or woman behind the metaphor­i­cal, and often lit­er­al, cur­tains. Today I am step­ping into the role of the advice-giver, for I have dis­cov­ered that per­haps I have some prac­ti­cal, ser­vice­able wis­dom to pass on in this arena. I became aware of this in a con­ver­sa­tion with a friend last week; I sat down and decid­ed to ham­mer out a set­ting for my new cam­paign in one sit­ting and thought it was going extreme­ly well, and since he was cur­rent­ly in the throes of world-birth him­self, he asked me for a few tips.
Below is my answer to him, and I’ll also elab­o­rate a bit on cer­tain tech­niques that I have found use­ful in craft­ing a set­ting, and include some inter­est­ing idio­syn­crasies that will prob­a­bly be less help­ful and more curi­ous, as I run through how I gen­er­at­ed the wiki con­tent for my most recent set­ting.

The Concept

My mind is a pret­ty use­ful organ­ism, and one of the coolest things about it is that it works even when I’m not choos­ing to think. And one of the most impor­tant tech­niques I’ve dis­cov­ered has to do with reign­ing the left brain in before it begins to orga­nize things that don’t exist yet, which can help one avoid cer­tain urges that I’ll get into in a bit. First I need­ed a start­ing point.
So I sat down and began by com­ing up with a name for my city, which I had already decid­ed would be a city with sig­nif­i­cant links to the Shadowfell, which is basi­cal­ly a mirror-universe born from the shad­ows of the “nat­u­ral” world. About that time, I also began look­ing for appro­pri­ate gloomy city art to inspire me and include on the wiki. That’s when I stum­bled over this pic­ture in my library.


And that sparked a ton of ideas. It strong­ly remind­ed me of Venice, what with the canal in the mid­dle of a city, and what I knew of Venice (pret­ty much from Assassin’s Creed 2 and Casino Royale, right?) I liked, so I went with it for a frame­work. But what would I call this dark Venice-like city? I began throw­ing sounds togeth­er until I found some­thing that I liked; I hap­pened upon Threshing, which I liked because of its ‘sh’ sound, like in hush and flush, which evoked the prop­er feel, and because it involved the sep­a­rat­ing between wor­thy and unwor­thy, the val­ued and the chaff. I want­ed this place to sound like the sort of place where the chaff of both Akana (the “nor­mal” world) and the Shadowfell tend­ed to accu­mu­late, and, because I didn’t want my city to just be a par­tici­ple, I went with Threshingfall, which both sounds good and has some obvi­ous sim­i­lar­i­ties to the word “Shadowfell.”
I then turned to do some research on Venice, specif­i­cal­ly focused on its hey­day in the mid-1400s to the mid-1500s, when it was one of the two great city-states of Italy, its art scene was begin­ning to flour­ish, and the Medici fam­i­ly was ris­ing to promi­nence. I was most­ly just look­ing for broad fla­vor, though; after all, I didn’t want to be over­ly con­strained by Venice, I want­ed it to serve as inspi­ra­tion. And I fig­ured that Assassin’s Creed 2 already rep­re­sent­ed a great deal of the fla­vor I want­ed in my game, and they’ve usu­al­ly got their his­to­ry pret­ty good, any­way.
Next came a deci­sion; I knew that I want­ed the events of the last short game I ran to be impor­tant, in which daelkyr had invad­ed Sigil and forcibly removed the Lady of Pain’s mem­o­ries, thus tak­ing con­trol of Sigil for them­selves, but I also knew that I want­ed those events to be back­ground infor­ma­tion. Refugees from Sigil would have made their way to promi­nent “gate-towns.” That meant using the Outlands, and the Planescape Outlands were some­thing that always rang a lit­tle hol­low to me. I loved the ideas of gate-towns, but the Outlands con­sist almost sole­ly of gate-towns and a lot of open space. The open space struck me as fake, bor­ing, and point­less. Instead, I decid­ed to adhere the gate-town idea in the “nor­mal” world, cut­ting out the most­ly empty Outlands alto­geth­er and giv­ing the cos­mol­o­gy a solid anchor: Akana, a world I have worked with in the past. But I want­ed to tell a new story, with a com­plete­ly dif­fer­ent fla­vor. The eas­i­est option was a new con­ti­nent, the south of which was still called the Outlands and was ruled by a series of city-states, much like parts of 1400s Italy. I then decid­ed that Threshingfall, given its pla­nar impor­tance and links to the Shadowfell, would be the cap­i­tal of the league of city-states, mak­ing it a slight­ly more charged polit­i­cal envi­ron­ment.
So these details gave me a solid basis to work from. Usually, I would have begun struc­tur­ing the city, decid­ing what races lived in which dis­tricts and wield­ed influ­ence, and bal­anc­ing it all in my mind. I went with the oppo­site.

Using the Sub-conscious

Whenever you’re work­ing on big men­tal projects, it’s not hard to get dis­cour­aged at the daunt­ing amount of work you have to do, to get lost in speci­fic themes and details, and to start miss­ing the forest for the scree. While prepar­ing for a D&D cam­paign is prob­a­bly not the most stren­u­ous activ­i­ty you’re going to be putting your mind through, you can eas­i­ly be over­whelmed by its con­cep­tu­al size and spend a lot of time spin­ning your wheels and brute-forcing your way through its cre­ation.
I want­ed to try a very dif­fer­ent tech­nique. Once I had Threshingfall, and had writ­ten a lit­tle poem express­ing the mood I want­ed the city to express, I sat down and start­ed to write.
Instead of focus­ing on the needs of a city and approach­ing this cre­ation from a stand­point of struc­ture or real­ism, I elect­ed to let my mind wan­der and just float past names and images. I record­ed each idea that had some poten­tial. I did focus on themes I want­ed my city to express, but I wasn’t yet caught up in actu­al­ly fit­ting any­thing togeth­er; I didn’t need to, all of that would hap­pen on its own. In that way, the Crimson Academy, Bleak Alliance, Villain’s Market and Den of Drakes was born. I had some rough images for what these orga­ni­za­tions or places were like, but I want­ed to hold every­thing loose­ly so that I could keep on com­ing up with diverse ideas.
I had never used this tech­nique with set­ting gen­er­a­tion before, but I found it excep­tion­al­ly pro­duc­tive, pri­mar­i­ly because when you’re hold­ing every­thing loose­ly you don’t have to com­mit to any­thing right away. If one con­structs a full “thing” in one’s cam­paign set­ting, then it starts to limit other pos­si­bil­i­ties for the set­ting. For exam­ple, say if I sat down to work on Threshingfall and decid­ed that there was def­i­nite­ly a group called the “Lurking Shadows,” and pro­ceed­ed to spell out how they were famous thieves led by a dwarf named Gary Oldman, but Gary was actu­al­ly inter­est­ed in even­tu­al­ly build­ing a giant super­weapon from the gems the Shadows were steal­ing. Where would I go from there? Well, I don’t know if this is uni­ver­sal, but my left-brain would kick in; I’d be think­ing of orga­ni­za­tions that oppose it, and any other group or image I came up with that involved thiev­ery, gems, a dwar­ven lead­er or a super­weapon would be dis­card­ed pret­ty much imme­di­ate­ly.
However, if I have loose images of what this orga­ni­za­tion is like (say, they are thieves, but what is more impor­tant is their elusive-yet-famous nature, and their goals extend beyond sim­ple thiev­ery), then those speci­fic ele­ments that might shut me off from other pos­si­bil­i­ties stay safe­ly unformed until I have a whole mess of ideas that I am simul­ta­ne­ous­ly work­ing with.
Of course, with some of the names I come up with, I don’t have any images at all. I just attach it to a theme (such as order or cor­rup­tion, any­thing that I want to have a role in the many nar­ra­tives I could string through the city), and let it sit. Those are actu­al­ly my favorite, because my mind works bet­ter when its solv­ing a puz­zle than when it’s just try­ing to “pro­duce” some­thing, and try­ing to fig­ure out why a police force would ever be called some­thing like the “Severed Legion” is pret­ty much just that. Approaching it like a puz­zle makes a game out of world-building, too; if set­ting cre­ation becomes tedious, then try­ing to fig­ure out a “solu­tion” to a self-imposed puz­zle makes it refresh­ing­ly fun again.
Basically, the roots of my pro­posed method are this: sit back and allow the right-brain to play and tin­ker with­out get­ting too emo­tion­al­ly invest­ed in any­thing but names, themes and images. It allowed me to come up with nat­u­ral struc­ture with no traces of arti­fi­cial bal­anc­ing and in which no power-group was obvi­ous­ly a respon­se to anoth­er. I think that Threshingfall appears more organ­ic because of that method of ini­tial “play” and cor­re­spond­ing refusal to hold any­thing tight­ly.
As for actu­al­ly fill­ing in details, there’s no rea­son to stop “play­ing.” I strong­ly encour­age you to avoid cre­at­ing a hard-and-fast method of explor­ing the details of such orga­ni­za­tions or coun­tries (for instance, if you always start­ed by deter­min­ing the name of it’s most prominent/powerful lead­er and record­ing its goals/population). That makes your cre­ativ­i­ty run through speci­fic chan­nels, and you’ll be miss­ing out on the pos­si­bil­i­ty of star­tling insights and wast­ing time on details that, while sig­nif­i­cant for some of one’s cre­ations, might not be sig­nif­i­cant for each.

Storytelling Post-build

I’ve cov­ered the tech­niques that I used to gen­er­ate this cam­paign set­ting, and so now I’d sim­ply like to touch on a few speci­fic goals or themes that I explored after the major­i­ty of the set­ting was built and talk about how I’ve decid­ed to imple­ment them, par­tial­ly because I think they’re damn cool and want your opin­ions on how to pull them of as well as I want to.
First of all, I want­ed a way to both encour­age par­tic­i­pa­tion in the wiki (so that my play­ers were active­ly con­tribut­ing to the world, as well), and encour­age them to take a hand in the alter­ing the nar­ra­tive. I did these through ESPs, which are a bla­tant rip-off of the Serenity RPG’s Plot Points. ESPs offer play­ers the chance to active­ly change the story in minor ways (either to throw a lit­tle bit of chaos into the mix, ben­e­fit the char­ac­ter, or insti­gate a whole new sub-plot), as well as give them­selves a lit­tle mechan­i­cal advan­tage, by pro­duc­ing mate­ri­al for the wiki or mak­ing inter­est­ing character-choices in play. I’m con­fi­dent that these things can only make the game bet­ter.
My sec­ond idea, which I am quite excit­ed about, occurred to me while I was pon­der­ing how to write the Adventure Log record­ing each session’s activ­i­ties. I like being a lit­tle cre­ative in such records, sim­ply because it allows me to con­tin­ue flesh­ing out parts of the world that the play­ers may never encoun­ter in-game but can still add to their under­stand­ing of how the world works, or even where their char­ac­ters fit into the world.
I decid­ed that it would be fun to present the Adventure Log as the attempts of a schol­ar over thir­ty years dis­tant from the “start” of the cam­paign to deter­mine the truth of the sto­ries sur­round­ing the play­er char­ac­ters, whom he refers to as the Emissary and the Emissary’s com­pan­ions. This means that the play­er char­ac­ters have undoubt­ed­ly had a strong enough impact on the city that a slew of exag­ger­at­ed sto­ries will even­tu­al­ly be told about them. This also means that I get to play with a few ideas, such as exam­in­ing just how dis­tort­ed and muddy the work of his­to­ry can be (espe­cial­ly in a 1500s where magic runs ram­pant), and exam­in­ing how peo­ple become the heroes and vil­lains of the future. It will also allow me to fore­shad­ow in inter­est­ing ways and cre­ate doubt in the player’s minds regard­ing the actions of their heroes.
It then occurred to me that I could extend this trope by actu­al­ly incor­po­rat­ing it into the game. What if, at the begin­ning of the first ses­sion, I hand­ed each char­ac­ter a name, race, and occu­pa­tion, and we role-played through the first deliv­ery of this accu­mu­lat­ed historical/truth-parsing doc­u­ment? I thought this was an excel­lent idea for a cou­ple of rea­sons: First, it allows me to re-cap the events of the last ses­sion at the begin­ning of each new ses­sion in an inter­est­ing way that involves play­er par­tic­i­pa­tion. Second, it allows play­ers to com­ment on the actions and ideas of their own char­ac­ters and oth­ers’ char­ac­ters out­side of the game prop­er. Third, it allows me to cre­ate an inter­est­ing tale of intrigue that spans over thir­ty years. Oh yeah, did you real­ly think that I would stop myself at just hand­ing out names and occu­pa­tions? I intend to slow­ly give them more infor­ma­tion about their “mod­ern” char­ac­ters that starts to con­nect in odd ways with things that are hap­pen­ing in the “actu­al” cam­paign. Now admit­ted­ly, this is risky as hell, but if I can keep my wits about me it very well might be one of the coolest things I’ve ever done in a game.
It THEN occurred to me that I could val­i­date the ESPs given the lens through which the cam­paign is being told; specif­i­cal­ly, if the char­ac­ters that the play­ers are play­ing in the “mod­ern” time-period are experts on the “heroes” of the tale, then they can occa­sion­al­ly inter­rupt the read­ing with their own insights into the story. Perhaps that’s why our intre­pid schol­ar is read­ing his account to these peo­ple first; so that they can offer cor­rec­tions or chal­lenge his con­clu­sions. For instance, if an ESP is used to alter a character’s attack roll, then I, the DM play­ing this “schol­ar,” has got­ten some­thing wrong. One of these other noble­men or women (play­ers) will step in and say, “No, that doesn’t sound like some­thing Cyril would do. In fact, I have heard about this bat­tle; I know for a fact that he burnt out the man’s brain with a sin­gle spell. I remem­ber that detail quite clear­ly.” And I, the hum­ble schol­ar, will acqui­esce. If it’s a story mod­i­fy­ing ESP, then it is an excit­ed addi­tion: “And of course, this is when the Queen of Adders could not find it in her­self to kill Tolderoy’s broth­er after all, because Tolderoy had awak­ened the last spark of love that her fetid heart could muster.” At which point I, the schol­ar, would say, “That’s a roman­ti­cized ver­sion, but close. The Queen had a moment of inde­ci­sion, and final­ly acted to slay the broth­er, since he was, after all, steal­ing affec­tions that were meant the Queen.”
I think that these sto­ry­telling tech­niques will be fun on their own, but will also serve to illus­trate just how tan­gled and com­pli­cat­ed Threshingfall real­ly is. I don’t think that these meth­ods would work with a set­ting that was larg­er and less con­tained, nor in a cam­paign that wasn’t built to facil­i­tate politically-charged sto­ries.

In Conclusion

I’ve cov­ered quite a bit in this arti­cle, and, as always, I’d love to hear your opin­ions on the tech­niques that I pre­sent­ed and the ideas I’ve got to make this cam­paign unlike any other! You’re also total­ly wel­come to steal any of these things, so long as you give me cred­it when you post them any­where pub­lic, online or off. Well, until next week, ciao!

poniedziałek, 19 grudnia 2016

On the Plurality of Worlds

One of the great things about the human imag­i­na­tion is that, as well as com­ing up with ideas for use in the real world or con­jur­ing up fic­tional ele­ments (such as a child’s imag­i­nary friend), imag­i­na­tion can cre­ate an entire uni­verse or world, straight out of whole cloth.
This power is some­thing I have always admired in oth­ers and cher­ished in myself.  Imagination ren­ders us into gods, with uni­verses blos­som­ing from empty fir­ma­ment to spread and grow on paper, or film, to take root in the mind of oth­ers.  This per­sonal Genesis fas­ci­nates me, and pro­vides end­less enjoy­ment.  Some like to tell sto­ries, as do I, but I am not con­tent with this alone.  I like to build worlds.  Worlds with all the detail of Tolkien’s, oft-imitated, never-equaled, land­scape of sword­play and sor­cery that has become the tem­plate for almost every other fan­tas­tic fic­tion since, the ‘stan­dard fan­tasy set­ting’.
I also like to explore oth­ers’ worlds, such that the back-story of a game alone can inter­est me enough to pur­chase it.  Examples of this include games like Genesis Rising and Demigod.
Video games have a unique capa­bil­ity in what I will here­after refer to as “world build­ing”.  With this new medium, all the visu­als, sto­ries, and voices of your world are on screen.  Now cin­ema, too, can pro­duce these, but the inter­ac­tiv­ity of games allows the player to ‘live,’ how­ever briefly, in these worlds, to step into the armored greaves or mag­netic space boots of the char­ac­ters onscreen.
One per­sis­tent trend in games con­tin­ues to bother me.  This trend is what I call the ‘codex’ method of back­ground.
For exam­ple Dragon Age, while an excel­lent game, con­tains a ‘codex*’, lit­er­ally referred to as such: An in-game ency­clo­pe­dia of the world’s char­ac­ter and back­ground.
Other exam­ples include Mass Effect, small sec­tions of Dead Space, Dungeon Siege 2, any instance of a “time­line” sec­tion, a la Halo Wars or Chrome Hounds, Alien vs. Predator: Extinction, and Metroid Prime.  This last one is a par­tic­u­larly egre­gious exam­ple, as to acquire any infor­ma­tion, the player must scan a liv­ing enemy, stand­ing there like bait.  This is poor immer­sion.  Background should not be bor­ing text.  Background should be inte­grated into the game­play both in the story/plot and the mechan­ics and art, not tacked on as a user man­ual (see Homeworld).  Encyclopedic descrip­tions of set­ting should have ended with text-based adven­ture games.  When the tech exists to ren­der things like Cronos in God of War 3, the hair of a brute sol­dier in Halo, or, say, this scene from Drakengard 2.  What excuse is there for rely­ing on sim­ple text to con­vey any detail of the scene or nar­ra­tive of the story?  This is related to long expo­si­tional rants in movies and huge explana­tory blocks in nov­els.
If done incor­rectly, such details remind me that, while inter­est­ing, this world I inhabit is mine. Mine to save, and mine to influ­ence.  Games, even the good ones, inad­ver­tently solid­ify you or your char­ac­ter as the pri­mary mover and shaker in the game. Fable 1 & 2 are offend­ers here, cast­ing some ran­dom farm boy/street urchin as the world’s main agent of change. Sometimes this makes sense, such as in sequels, when your char­ac­ter has gained con­sid­er­able sta­tus from sav­ing the world or Fable 3, where you play as the crown prince of a large sov­er­eign nation. Such a per­son should have def­i­nite weight on the world stage.
However, some­times it is that much more engag­ing to real­ize that the world is filled with other names. Names that also affect the world, names that may be big­ger than you are. BioShock does this well (yes, I too, have been bit­ten by the BioShock bug).  Through the game’s grisly scenery and the scat­tered audio logs, the player’s dis­cov­er­ies begin to shed light on Rapture’s last days. There are also lit­tle asides, such as the machine that rewards you for select­ing Big Daddy (if you have played the game through to the end, you will know what I am refer­ring to). This is not so much back­story, how­ever, as it is plot.  It is action that involves you, and that you have a role in, how­ever small.  Plot is impor­tant, no doubt, but it is not the sub­ject of this dia­tribe, rant, or what-have-you.
Integration of the world-building woven into story, as it should be, is real­ized in the Lord of the Rings. I dis­cover Middle-Earth through the actions of the char­ac­ters, the places they visit, and the peo­ple they meet. Where you first learn the his­tory of Middle-Earth is where you should, inte­grated into the main events within the story and plot.  Tolkien skill­fully makes allu­sions to the fic­tional past, as well as present asides that only serve to enrich the set­ting with detail and a sense of con­sis­tency (I hes­i­tate to use the word ‘real­ism’ in this case).
Although Dragon Age: Origins failed by using the “Codex” approach, as did Mass Effect, both of these sto­ries also offered steps in the right direc­tion. In Dragon Age: Origins, this step is taken by Leliana, a red-headed tale-weaving rogue and bard, whose tales taught you a lot about Ferelden, the set­ting of this game (although it should be noted, only one of mul­ti­ple coun­tries in the larger world of the Dragon Age series). “I love sto­ries far too much to keep them to myself,” she says, and through lengthy con­ver­sa­tions, you can dis­cover a bit more about Ferelden’s his­tory, as well as the his­tor­i­cal moti­va­tions and expla­na­tions of con­tin­u­ing events. The past influ­enc­ing the present, just like in our world. That is the cor­rect way to inject such details.
While some games would not be helped or hin­dered by all this addi­tional back-story or “fluff,” I think that some­times a game needs not just char­ac­ters, but a world for them to inhabit. This is opposed to what seems to be the stan­dard fare, where a world is built around and specif­i­cally for a char­ac­ter.
Instead, world build­ing requires set­tings and “fluff’ beyond the present story, a world that allows for mul­ti­ple tales, and in the best cases, demands that more be told. The eas­i­est exam­ple is to cre­ate a past, to detail a world’s his­tory, to show how the past leads up to the present, but this is only a small part of the suc­cess­ful exe­cu­tion. As I men­tioned above, good world build­ing demands that sto­ries go on with­out the char­ac­ters, whether these other sto­ries occur before, after, or pos­si­bly dur­ing the story that is being told now. Action should be occur­ring both on and off the screen, with mul­ti­ple events hap­pen­ing simul­ta­ne­ously. Sometimes it is reward­ing to see these ele­ments shift and react in response to the player’s actions, other times it is awe-inspiring when you are reminded that you rep­re­sent but one man/woman/alien in a much larger world.
Mass Effect 2 has a good exam­ple of this: on Illium, an alien city, you will often hear news­reels detail­ing polit­i­cal events, cul­tural exhibits, and eco­nomic trends.  Occasionally, Commander Shepard’s (the char­ac­ter you con­trol through­out the series) actions will be men­tioned, and the choices he/she makes will be reflected in the greater nar­ra­tive of the world. Other times, this fea­ture is used to cre­ate fore­shad­ow­ing, hint­ing at mis­sions yet to come. These asides, while often humor­ous, remind you of the vast­ness of the galaxy, a galaxy, you, the player, must save.
Mass Effect 2 has another great exam­ple of behind-the-scenes expo­sure. On the planet Tuchanka, in a dark bunker, you find two native Krogan. They have a con­ver­sa­tion that is a won­der­ful insight into their lives, lives that Shepard has no con­trol over, but are a part of his/her world nonethe­less. Originally, I was going to try to find a video of this, but it seems YouTube does not have videos of this speci­fic con­ver­sa­tion, so I will try to sum­ma­rize it as best I can.
All right, these aliens, the Krogan, are infected with a dis­ease that makes all but one out of every 1,000 babies still­born. The Krogan are a war­like race that spends its days in inter­tribal feuds. The females have their own sep­a­rate neu­tral clans that house chil­dren born to fathers from many groups. This way, rival clans will not seek them out and kill oth­ers’ heirs, as any one of the chil­dren could eas­ily be theirs as well.
When you enter the area, two of these Krogan are talk­ing, and one men­tions that when vis­ited by the females, he saw a child he believed to be his own. The sec­ond con­grat­u­lates the other, but the first Krogan focuses on his feel­ings for the son he is not allowed to raise, that he will not get to watch the whelp grow.
This is a won­drous insight into ‘some ran­dom Krogan’s daily life’. It’s a rather heart­felt exam­ple that serves to drive home a large thread of the Mass Effect story, but the aside in of itself is a won­der­ful reminder of ‘the world beyond’ or ‘the action off-screen’.
Done cor­rectly, such world build­ing can instill a very organic and dynamic soul into a care­fully crafted world, a world that can, and should, tell dozens of sto­ries as time goes on. Done poorly, it can reduce a won­der­fully detailed land to ency­clo­pe­dic bore­dom. At worst, such minu­tiae can seem to be noth­ing more than smoke and mir­rors, extra­ne­ous details that are waved before the player in the hope that poor story craft­ing will be ignored.
Go forth and forge worlds, fel­low geeks!
–
*In case you were inter­ested, codex is an Aztec word. The Aztecs kept long detailed books, often vibrantly illus­trated, bound together with rope. The codices (the plu­ral form) were metic­u­lously detailed guides and man­u­als on par­tic­u­lar sub­jects. These sub­jects ranged from a sin­gle reli­gious rit­ual, long cre­ation myths, texts on mil­i­tary strat­egy, lessons from a promi­nent politician’s career, and, a favorite it seems, “Why you should never mess with a pow­er­ful empire that prac­tices human sac­ri­fice”, where the power and might of the Aztecs was put on all gory dis­play. Particular detail was given over to the many hor­rid ways that the priests would dis­mem­ber you. Isn’t his­tory fun?