1.30.2009

Storymaking

"Storytelling in video games." It's a popular topic on a certain corner of the internet, at industry conferences, as sponsored panel sessions at film festivals (and one you'd be forgiven for tiring of by this point, if you pay attention to those kinds of things. Bear with me.) These discussions tend to take the traditional, imposed (Hollywood, literary) narrative form as their presumed ideal, and consider how storytelling in games might "improve" to match it. This approach is about as useful as considering how we might advance the art of pantomime in filmmaking. One should not ask a game designer to tell them a great story; rather, the game designed should be judged on the player's ability to make his own stories within its mechanical framework.

One question in this context is just what qualifies as a story in the first place. Taking established authored forms as the standard, one assumes a story must have an organized beginning, middle and end; a dramatic arc, a climax, a denouement; it must measure up to a screenplay or a manuscript in scope, structure and gravity.

I decided to drive my jeep up over a hill. As I crested it I saw a group of mercenaries in the valley. I drove directly toward them and dove out of the jeep, letting it plow through the mercs just as they noticed me. I fluidly sprinted forward and slid towards the last couple of stragglers that had dodged the jeep, and handily finished them off with one full magazine of my silenced sub-machine gun. I hopped back in my jeep and continued on toward my destination.

Mid-level storymaking: exercising agency over which major fictional elements of the gameworld I experience, in what order. The gameworld is arranged at least in part as a web of potential experiences I may choose to engage with: exploring the wasteland in Fallout 3; deciding which missions to do in Grand Theft Auto; choosing how and whether to deal with civilians and the main plotline in Dead Rising; deciding whether to engage in Yakuza 2's side missions; choosing story branches in Deus Ex, etc.
I decided I was going to be the savior of Willamette Mall. While I advanced the plot's mystery if it was convenient, I would always ignore it in favor of finding and rescuing trapped civilians. By the end of day three, I'd been through hell gathering up dozens of survivors. We climbed aboard the helicopter and escaped, though the cause of the zombie outbreak remained a mystery. I'd decided that the lives of this group of individuals was more important to me.

High-level storymaking: the player determines what elements are present in the gameworld, and any narrative that happens there is entirely a collaboration between the player and the game's systems. The only fiction determined by the designer is the broad premise of the game's setting, and individual building blocks for potential outcomes. The Civilization series, SimCity, and The Sims exemplify this type of storymaking.
I decided to create a nice, tidy young man, and across town a lovely, good-natured young woman. They each advanced with some success in their respective careers, then met at a local restaurant. After a brief courtship, they married. They adopted two babies, who grew into happy schoolchildren. At this point I built a trailer in the neighboring lot, and created a happy-go-lucky slob of a young man to live there. He spent most of this time puttering around, playing guitar and looking through his telescope when he wasn't out delivering pizzas. After becoming friends with the nice couple next door, he would frequently burst into their house in the evening and humorously disrupt their routine with his wacky behavior. I'd decided my Sims would be the inhabitants of a standard network sitcom.

Note that none of these examples involve epic, expertly-crafted storylines handed down to the player by an author, or emotionally manipulative plot points thought up by a genius writer. But they are the kinds of stories that stand out most strongly in the player's mind after a game is finished. This is because video games are driven by the player, experientially and emotionally. Fictional content--setting, characters, backstory-- is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place-- the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking.

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1.20.2009

Obama


It's a good day.

1.19.2009

Informative

[This post was graciously republished by Edge Online.]

I decided I wanted to make video games when I was nearing the end of my college career. I knew I wanted to get into design. Unfortunately, I didn't know how.

During this time I attended a free seminar held outside Seattle on the topic of how to get into game development. It was presented panel-style, featuring a group of producers, artists, and HR managers on an auditorium stage before a surprisingly large crowd. Individual sessions throughout the day touched on the qualities developers look for when hiring, how to put together a good CV, a Q&A forum with the panel, and so on. Near the end of the seminar, one of the speakers summed up the takeaway of this entire how-to-get-into-the-industry confab:

"Make cool shit, and show it off to anyone and everyone."

The statement, simple and common sense as it is, was driven home in the context of this big to-do at a convention center outside of Seattle. It seemed almost a trite sentiment, but if these industry people bothered to bring us hundreds of neophytes and wannabes all the way out here, and agreed that this simple mantra was what we needed to hear, then that must be all there is to it. And as far as I can tell, it's turned out to be true over the years.

I'm sure that most designers, myself included, occasionally get an e-mail or question at a social function (often from a mom, on behalf of her teenage son) asking "how do you get to be a video game designer?" The answer is already stated above, but I'll go into detail here, drawing on my own experience.

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1.04.2009

Moddin'

I dug into the Fallout 3 editor this afternoon and threw a new item into the mix. With this mod installed, the player will occasionally come across a can of Dinki-Di dog food out in the wastes. Either eat it yourself to regain a few hitpoints, or better: give it to Dogmeat through his follower dialogue. Each time he eats a can of nutritious Dinki-Di, Dogmeat will grow just a bit tougher and more effective in combat.

An unobtrusive mod that should layer well over the base game or other plugins. Just for kicks. Untested in the longterm, may result in an unstoppable superdog over the course of a full campaign.

Download it here: Dinki-Di dog food mod for Fallout 3
Unzip into your base Fallout 3 install directory. Check dogfood.esp under Data Files in the Fallout 3 launcher and play.

1.03.2009

Casting 4


The continuation of my last week's visit to the Idle Thumbs podcast, part XI-2, has been posted online for listening pleasure. The second half of a marathon recording session, this one only goes further down the rabbit hole. Dazzle at our lengthy digressions and obscure gaming references. Idle Thumbs GOTY is revealed (hint: it's Fallout 3) as well as less-predictable GOTY entries from a number of listeners.

References:

Idle Thumbs' GOTY website
Mother 3 fan translation project
Wizardy in Japan
The Dark Spire
Bangai-O Spirits level transfer video:


(Click here to listen to Kaori's level)