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narrative design

tough questions

How Can A Game Be Subversive?

What makes for a subversive game? Borut Pfeifer tackles the question with aplomb over at GameSetWatch, looking at games from Portal to Blacksite: Area 51 to establish the various ways in which games currently convey 'subversive' messages of many stripes:

Is the "insincere choice" (telling the player they have no choice while they actually do) the best means we have to present a subversive message? If we are locked into a rule system by the nature of the game's code we can never change the system, what would be the ultimate extent in this regard? Making a game that allows the players to create their own rules, would almost seem to devolve very quickly into art-piece.

The resulting experience might have something profound to say about the abstract notions of games as a subversive medium, but would it lack enough direction/focus to be captivating in the slightest, and therefore possibly unable to be profound or meaningful to an individual?

I don't really look towards my games for 'subversive' material (having plenty of daring literature bumping around my shelves, sometimes I just want to get away), but Pfeifer provides some food for thought on how a variety games get their point across.

How Can A Game Be Subversive? [GameSetWatch]


still off the deep end

Ken Levine on 'Narrative Drive'

While I remain unimpressed with much of the discussion surrounding BioShock, Gamasutra has a reasonably interesting interview up with Ken Levine on 'narrative drive' and some aspects of telling stories in games. On the unreliable narrator, he's got this to say:

It's about... I didn't mention this in my presentation, I keep forgetting to... it's about damaging not the character, but damaging the player. I think insulting the player is something... to put the knife in his back, not just the character's back. Because every game has the knife go in the character's back.

But if your perception of reality is screwed with, and you're basically played for a sucker, people have an emotional response to that. It's like when you read people saying, "I just put down the controller and walked away from the game for a minute." That doesn't happen when your character gets thrown off a roof and knocked unconscious, or gets shot at and wounded.

Even if you're tired of BioShock, it's an interesting interview that hits on a number of issues.

Ken Levine on BioShock's Narrative Drive


lists

Video Game Tropes Wiki

We all know and love (or hate) the expansive list of video game tropes; the TV Tropes wiki has put together a shockingly extensive list (also home of a wiki version ofthe grand list of RPG clichés), spanning all sorts of genres and with plenty of examples. My favorite is "Malevolent Architecture":

Castles aren't large walled structures where people live and work, they're intricate mazes. Temples aren't places where people go to worship their various deities, they're where the ancients practiced their Booby Trap- and Death Course-making skills (and they were so good at it that they are still functional after hundreds of years without maintenance). Even places like warehouses and sewers, where the design should be fairly straightforward, are designed solely to deter intruders, even if there is no earthly reason why it should be so, and even if it utterly inconveniences non-intruders. One wonders what the regular people do.

Oh, so true.

Videogame Tropes [TV Tropes via Joystick Division]


portal

Portal's Power: A Narrative Critique

Emily Short, the interactive fiction designer/author, has an interesting look at Portal's story from the perspective of someone who does IF. I always like reading critiques from people who are engaged in the 'gaming' world, though perhaps not in the way we're expecting. It's a thoughtful look at what went right, what went wrong, and maybe why people were so excited about it:

... What we get is maybe a story that's not so much the standard cliché about an AI that gets out of control, but instead about the idea that any AI created would necessarily be emotionally broken, because it would be constructed with killswitches, designed to be disposable, or at least crippled so that it could not threaten the more important human life. If the AI had any urge towards friendship or companionship, that urge would be stifled and perverted by the fact that those around it have absolved themselves ("ethicists agree...") in advance for killing it if necessary.

That's a sad and interesting story, but Portal stops short of completely telling it

She also critiques some aspects of gameplay. It's another take on a game we all know about from a different perspective.

Still Alive [Emily Short's Interactive Fiction]


books

Quests: Design, Theory, and History in Games and Narrative

I've got a couple of game related books on my 'someday, someday I'll have time to read these' book list, and I've just added a new one after seeing a post on Grand Text Auto: Jeff Howard's Quests: Design, Theory, and History in Games and Narratives. While "each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset," something I'll never be using, the meat of the text sounds really interesting, blending literature and game design. Says Nick Montfort, an assistant professor at MIT:

Jeff Howard's Quests is an incisive and highly accessible book that leads the reader on an exploration of literature, computer games, and a connection between them .... The book offers useful discussion of the history of adventure games and detailed analysis of quest elements using concepts from narrative theory, poetics, game studies, and other fields. Quests equips students and scholars as they journey onward to read, play, and fashion games and narratives.

Sounds like a delightful diversion from modernization theory. The book is being published by A K Peters and the hardback is retailing for $45.

Jeff Howard's Quests [Grand Text Auto]


opinion

'Are Games Going To Grow Up?': A Debate

Speaking of games being juvenile (maybe), Steve Gaynor threw down the gauntlet over at Fullbright with some incendiary comments that were of course going to start a firestorm, and were indeed designed to. His contention? The video games are going to be stuck in the same ghetto as comic books — always marginalized, forever juvenile, doomed to never being 'a relevant cultural medium': More »

game design

'A Word Is Worth A Thousand Pictures': Graphics Vs Narrative

Rock, Paper, Shotgun has reprinted an older article of John Walker's that appeared in The Escapist: a discussion of narrative versus graphics, old versus new. It's an inherently flawed argument (which the author freely admits), singling out the FPS genre in a move that is a bit unfair, but it's true that a strong narrative can overcome a lot of problems in the graphics department, assuming other pieces that make a strong game fall into place: More »

david braben

David Braben on The Outsider and 'Next-Gen' Design

David Braben, who developed Elite and has recently been talking up his latest, the espionage-themed The Outsider (and giving backhanded compliments to games like Bioshock in the process). Gamasutra has an interesting interview up with Braben, talking about new paths for narrative design, what he and Frontier Developments are hoping to do with The Outsider, and what everyone in the industry is doing wrong:

We really need to move forward on story — as one of the fronts. That's not the only front left ....

I had an argument with somebody that there were only four types of gameplay, and then out comes Populous. Okay, there are five, then. And usually, it's an excuse to plagiarize. We all take inspiration from other games, and that's fine. It's when we take inspiration and don't do any more. That's the sad thing. When you don't move it forward. And there's a danger. Some of the games that fortunately don't get much airtime don't necessarily do that. That's a missed opportunity. Especially these days, where we're making fewer games than we used to. We're essentially being trusted to use the opportunity to do something fantastic, and if we don't we should get slapped around — which I'm sure we will do.

Well, now I'm curious to see if Braben and his team can actually deliver - talking about grand plans is one thing, putting them into practice (in a manner that actually works) is another. I'm all for improved narrative design, but plenty of developers have gone down the 'revolutionary' path only to fall flat on their face with a disappointed audience who was expecting more.

Next-Gen Narrative: The David Braben Interview [Gamasutra]


mmorpgs

MMOs Following An Ancient Epic Tradition

Long, long ago, before I threw myself into my current path of East Asian specialist, I was a classicist-in-training with a focus on first century BC Roman lyric poetry. So I read with interest a piece in the Escapist comparing modern MMOs with the epic forerunners of centuries past - the likes of the Illiad, Odyssey, and Aeneid, among others. Anyone who's ever waded through any of the epic classics can relate to the formulaic nature of the stories - epithets abound (Aeneas is always faithful, Achilles is always swift-footed, Dawn is always rosy-fingered), structure is repetitive, stories are familiar. The repetition isn't merely the mark of a lazy story teller (or game developer), oh no: More »

game design

Telling Stories: Improving Story Telling In Games

In comparison to most of the stuff I read about improving story telling in games, which includes lots of literary theory, some pie-in-the-sky 'Wouldn't that be nice?' ideas, and formulas more complicated than many chemistry formulas, this week's HDR Knowledge over at GameSetWatch is practical and unpretentious. I especially liked the points about the perils of cut scenes - a number of games I've played in the past year or so have suffered seriously from an overload of cut scenes (nothing encourages me more about the potential of game than wanting to sleep through the first ten hours). Probably the most egregious violator of the cut scene issue that I'm really familiar with was the Xenosaga series - in the first installment, I dreaded the prospect of yet another cut scene that would take up half an hour of my life: More »

game design

Constructing Artificial Emotions: Game Design

I love the essays put together by Daniel Cook (aka Danc) of Lost Garden - they're frequently complex, but always enlightening. This week at Gamasutra, he tackled the challenge of creating strong emotional experiences via game design: it's a powerful aspect of media and one that has been discussed in a lot of forums. He pins down the (general) problem of game design when it comes to evoking emotion - designers tend to rely on one of two methods. Either games fall back on other forms of media ("And then we show a movie of the faithful heroine being stabbed by the evil villain!") or what he terms 'copious handwaving' ('"See, this pink pulsating blob represents 'Feelings'", explains the designer to the confused player.'). His solutions? Taking a look at several different methods (most with a long history of other applications), their uses and limitations, and how technology can help. Some general thoughts?: More »

grand text auto

Grand Text Auto Exhibit Opens

gtaopeningphoto.jpg Just in case you blinked and missed it, the Grand Text Auto exhibit at UC Irvine's Beall Center for Art and Technology opened on Thursday, with opening symposiums and performances on Friday. Even if you missed the opening events, the exhibit will be open until 14 December. More information on the exhibit after the jump: More »

narrative design

Games Are A 'Backward-Looking Medium'

It's nothing that hasn't been noted in a million blog posts over the years, but in an op-ed piece in the New York Times, Daniel Radosh is saying it again. Too much emphasis on graphics, not enough emphasis on narrative - and sometimes those purty cut scenes can be a hindrance to a satisfying game experience (Radosh points to Halo 3 as an example, picking up on something our very own Crecente pointed out in his review of Halo 3). More »

bioshocked

'The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay

In the wake of BioShock has come more than a few thought-provoking posts from various corners - I've become more interested since my boyfriend picked up a copy and I've been watching to see what happens next (any game that uses Django Reinhardt in the soundtrack gets mega-bonus points from me) - and some of the most interesting takes have been coming from Leigh Alexander (the writer behind the Aberrant Gamer column at GameSetWatch, Sexy Videogameland and Worlds In Motion). Most recently? Some musings on the 'mechanics of choice' in games - plenty of people have clamored for more choice, more options, more chances to control a character's destiny in games. But as Alexander points out, most of the choices are superficial, cost-benefit decisions at best, not making a huge difference in what happens, but (perhaps more importantly) in a well-planned and well-designed games, they can seriously impact how it feels to play the game. More »

interviews

On Mixing Narrative and Violence in Company of Heroes

Gamasutra has an interesting (short) interview up with Stephen Dinehart, "narrative designer" for Relic Entertainment, the Vancouver arm of THQ. The topic? Well, Company of Heroes in general - more specifically, narrative design, violence, and historical accuracy (or lack thereof). I've read a fair chunk of thoughts on narrative design in an academic context, so it's nice to read how people think the stuff is being applied in real-world situations. Dinehart hopes that these sorts of games aren't just excuses to shoot stuff, and feels that his narrative crafting helps facilitate a more mature examination of violence: More »