Are You Experiences? (And have you ever been games?)

Narrative can too be a game mechanic, as long as you familiarize yourself with how narratives work, and you don’t have an overly strict definition of “game.”

On his blog, Raph Koster wrote an essay titled Narrative is not a game mechanic. His main point, somewhat over-simplified: a game’s narrative is not part of the player’s interaction with the game, it’s merely feedback for that player’s interaction. Whenever the narrative “content” outweighs the player’s interaction, that’s bad game design, because it ignores the strengths of games as a medium. Narrative-heavy productions may make for great experiences, but they’re not games.

Essentially, it’s the same arguments that have been repeated for years, but presented clearly and filtered through a more purely academic analysis. “Game stories suck.” “Games aren’t stories.” “If you put more emphasis on story than game design, you’ve made an interactive movie.” When I saw the essay linked on Facebook, I had to double-check the date to make sure that it was written recently and not pulled from the archives from 5 years ago.

I really don’t want to sound too dismissive, since Koster makes his points well, and it’s clear that the essay is more of a definition than an indictment. But I can’t agree with most of his assumptions or conclusions, partly because I think Koster uses an over-exclusionary definition of what constitutes a “game.”

A few days later, he addressed similar concerns with a follow-up essay: Narrative isn’t usually content, either. This one’s a bit harder for me to over-simplify, but essentially: he acknowledges that there is a category of games where the gameplay consists of piecing together a narrative, but says that the narrative is still being used as a resource, not a mechanic. You could change the individual pieces of narrative to fit any theme, but the actual game mechanics, what the player actually does with those pieces of narrative, don’t change.

That’s an insightful observation, but it still doesn’t do anything to address my problem with the claim that narrative isn’t a game mechanic. Most of my objections are rooted in his insistence that a “game” is by definition systematic, replayable, and deterministic.

If it were just a simple matter of definition, I wouldn’t really mind. He doesn’t use “experience” as a pejorative. He does use “interactive movie” as a pejorative, but I think we’ve all got a general idea of the distinction between a satisfying game story and an interminable series of cut-scenes interspersed with limited interaction. And if Koster were to say that, for example, a traditional adventure game was a great “experience” but not a good game design, then what’s the harm?

For one thing, it continues the tradition of drawing a clear do-not-cross line between “gameplay” and “storytelling,” which is bad for both. Back when I was working on narrative-driven games, I was looking for ways that games could be used to tell stories. But even then, I was starting to get more interested in systematic games, and I started to develop a greater appreciation for board game design. Now I want to understand how stories and games can work together.

Understanding how games work and how to design games as systems, instead of just cranking out minor iterations on the same set of established game genres, will only make for better games. There is one point that I agree with completely: it’s foolish to ignore or diminish the interactivity in a game, because the interactivity — the game design — is what’s unique to games as a medium.

But my main objection to Koster’s basic assumption is this: If you treat game narrative as nothing more than feedback, then your game narrative will never, ever be satisfying.

A digression about replayability

Most of Koster’s arguments reduce to the core problem that narratives aren’t repeatable:

There’s nothing wrong, to my mind, with using narrative as feedback. But we have to keep in mind that all that narrative and visual content is the expensive part of making the game. It is also consumable, whereas a systemically driven game system can provide many many problems to solve and heuristics to develop (and therefore fun to be had), with relatively few rules. Because of this, narrative content is destined to be expensive, short, and over.
[…]
You’re not going to get people to keep playing unless you keep releasing more content. This will matter quite a lot for any service-based game, be it MMO, F2P, social game, whatever.

I was a little baffled by his last statement, since “service-based” games are exactly suited to supplying more content. Downloadable content, in-app purchases, expansions, and sequels — an entire industry has been built on players wanting to buy more content. It’s very rare that these significantly change the game mechanics, and a lot more common that they provide more narrative. (For the simple reason that designing genuinely novel game mechanics is a lot more difficult and time-consuming than developing narratives).

Still, Koster insists that a systematic game that is indefinitely replayable is the ideal. That seems reasonable enough on the surface: if the player’s interaction isn’t meaningfully changing the outcome of the experience, then it would seem to be non-interactive by definition.

But consider a partial graph of a simple game, where the circles are the player’s decision points and the squares are the moments of feedback that lead to the next decision:

Gamegraph

But whenever a player plays the game, he has to walk the graph:

Gamegraphlinear

The game itself is a system, but no matter how complex the game, the player’s experience with the game is always linear. Like a story. That’s just as true for the most systematic, abstract game as it is for the most linear, narrative-driven game.

You can never actually circle back to a junction point and make a different decision to arrive at a different outcome. Even if you go back to a saved game, you’re still arriving at the decision point with more information than you had the first time you made the decision.

I’d even take it a step further and say that because humans aren’t “stateless,” we can never truly replay a game from the beginning. Whether we’re re-rolling a character in an RPG or starting a new game of Tetris, our subsequent play-throughs are actually just a continuation of our last. Because this time, we know that enemy X is more vulnerable to heavy weapon attacks, or we’ve learned when and where is best to place the straight-line tetrominoes. All of our experience with a game lands on a linear timeline from the start of our first play-through to the end of our last.

I believe it’s a mistake to ignore that when we’re talking about good game design vs bad game design, to focus on an academic definition that requires replayability instead of looking at the player’s experience as a whole. I’ve got a board game called Macao that’s a perfectly enjoyable game, somewhat similar to Puerto Rico. It’s lightly themed, only slightly dependent on luck, and is primarily driven by a system of well-thought-out game mechanics (too many game mechanics, you could argue). I can’t imagine a definition of “game” that wouldn’t include it.

Still, I’ve played it exactly one time. I have no compelling reason to play it again as anything other than a pure diversion. Not because it’s a bad game, but because I feel as if I got everything I wanted out of it from my first play-through. It’s systematic, but I won’t get anything new out of interacting with its systems.

On the other hand, I’ve played Sam and Max Hit the Road at least five times, even though little has changed from one play-through to the next. It’s not just to watch the cut-scenes, either; I could go to YouTube if that’s all I wanted. Instead, there’s something inherently satisfying about putting the pieces of the system together and making them click, whether or not I’m still getting the “a-ha” moments of first discovery. Based on Koster’s definition, that’s just be a case of my getting excited about feedback. But I’d say it’s slightly deeper than that: it’s the interaction with the system that’s fun, just as much as that of a player going through the same course in a driving game even after he’s played it dozens of times.

To put it another way: I say what makes a game is the act of playing it. Being presented with a choice, deciding on one, and responding to that decision’s outcome. As long as the choices aren’t over-simplified, the knowledge that I could do it differently a second time has no bearing on how much I enjoy playing it the first time.

Weapon of Choice

All of my graphs above reduce the decisions a player makes — the inherent gameness of the game — to simple circles, each with the same weight. You could say that putting all the interesting decisions into what are effectively black boxes, and dropping them all onto the same line after the decision has already been made, ignores what it is that makes a game a game: the ability to choose between several different predictable outcomes.

Koster reminds us that our brains love feedback; it’s why slot machines are so profitable, and it’s why long strings of cut-scenes in a videogame can trick us into believing that we’ve actually accomplished something, even when we actually haven’t.

I’d make the claim that even more than the chemical jolt we get when we receive feedback, our brains love having the illusion of choice.

We hate the idea of choices being closed off to us. We love the idea that we’ll be able to explore every possible opportunity and get the chance to see every possible outcome. We agonize over restaurant menus, even when we know we’ll be back. We throw bachelor and bachelorette parties as a kind of wake to mourn a person’s decision to enter into a stable, committed relationship with only one person. We even value the potential of a choice as much as the outcome — the old expression reminds us that eating a cake means losing the option of having a cake to eat. It’s a big part of why we like stories, simulations, and games in the first place; they give us the chance to try out the choices we wouldn’t be able to make in real life.

The prospect of having multiple choices is so compelling, in fact, that we think of it as a virtue even when we’re not equipped to handle it. One of the terms you’ll hear frequently in regards to board games (and occasionally with video games) is analysis paralysis — it’s when a player has so many equally appealing choices available, she can’t decide which one to take. The best games circumvent this by introducing mechanics that limit the player’s choices at any given opportunity, scale the number of choices up or down as the game progresses and the player gets more information, or give context to the player so that some choices are more appealing than others.

So we love having plenty of choices with lots of possible outcomes available to us, even though we’re generally bad at predicting what those outcomes are going to be. And “anecdotal data” from my own experiences with games, and from reading and hearing other players’ accounts of games, leads me to believe that we value the potential of multiple outcomes more than actually seeing multiple outcomes.

I’ve heard plenty of accounts of players praising the Grand Theft Auto series by saying “I solved this mission using one method, but my friend solved it completely differently.” But I’ve never heard of players saying how great it was to successfully solve the same mission multiple times in multiple different ways. (I’ve absolutely no doubt that there are players who do exactly that; I would just categorize them as “completionists” and still say that playing the game that way isn’t the series’s main selling point).

And I’ve heard lots of accounts of players finishing BioShock, or any BioWare RPG that presents a series of binary good/evil choices, and then playing through again on the “opposite” path. But I’ve never heard anyone claim that it significantly changed the gameplay, or even that it was as satisfying as the original play-through. It’s more like my replays of Hit the Road — going back through a game I enjoyed, in an attempt to see what I missed the first time.

All of which leads me to conclude that it’s the player’s agency that’s most important. Koster says that

The bar that designers should strike for should include a rich set of systemic problems precisely because that is what the medium of games brings to the table. It’s what lies at the center of the art form.

That’s game design, which is the field that Koster is interested in. What I’m interested in is “interactive entertainment,” which is a combination of game design and storytelling, and therefore isn’t constrained by the definition of a “pure” game.

The appeal of a simulation is that it allows the audience to do both A and B. But a game, much like a story, has an end goal. What lies at the center of the art form is presenting the audience with the information to make an intelligent choice between either A or B, then showing the outcome of that choice. The act of solving the problem is what’s important, not the chance to see an array of alternate solutions.

The responsibility of the game designer is to present the player with a set of interesting choices. The responsibility of the storyteller is to make a sequence of interesting decisions and form a narrative from their repercussions. They’re not mutually exclusive. Anyone making a narrative-heavy game has to be good at both.

Press B Button to Ruin Game

So far I’ve side-stepped (I hope) the question of authorial control. All of the discussions I’ve read on that topic tend to be prescriptive: because games are by definition like this, you’re violating the integrity of the medium by doing that.

But I’ve played outstanding games that give the player absolute control over the storytelling (like The Sims). I’ve played outstanding games that give the player no control over the storytelling (like Half-Life 2). And I’ve played outstanding games that have no storytelling at all.

The only absolute must-follow rule is to be consistent. If you make a game with the intention of making the player the storyteller, then don’t impose narrative decisions on him without his consent (as in Grand Theft Auto 4 and a couple of unfortunate quests in Skyrim). If you’re making a game on the assumption that the “gameplay” is the focus, and the narrative is there solely to provide context and feedback for the game, then follow Koster’s advice: don’t let the narrative overpower the player’s actual interaction with the game.

In his example from Arkham City, Koster points out the problem of having a very small, very stupid game (turn camera and press A) followed by a huge cut-scene. But the problem with the Quick-Time Event isn’t just one of scale, but intent. It fails as both gameplay and narrative.

My interaction with the game is inconsistent with everything else I’ve done to that point: the A button doesn’t mean “leap through window and glide safely to the street below as the cathedral explodes behind me.” If I remember correctly, the A button means “jump.” And my interaction with the narrative is inconsistent with the story as presented up to that point: even though I’m ostensibly the Batman, and I could safely predict that I’d be walking into a trap, I was given no way to prepare for it or to circumvent it. I wasn’t an active participant in the storytelling; I was simply moving the character into place for the next cut-scene the designer wanted me to see. That’s not storytelling, it’s blocking.

Quick-Time Events happen when the developer wants to show the player an elaborate non-interactive cut-scene, but then feels the need to throw in some token amount of interaction because hey, videogames.

To fix the problems with the gameplay, you’d need to make the interaction more interesting and more consistent with the game as it’s been presented so far. Let me take any of the dozens of bat-gadgets I’ve acquired and learned how to use, and figure out a way to either defuse the bomb or open the window. That still doesn’t fix the problem with the storytelling, though. I’ve accomplished what I set out to do by making my way to the top of the cathedral, but I haven’t actually learned anything useful to advance the story; I’ve simply completed one in-game objective and been assigned a new one. In storytelling, you’re supposed to eliminate scenes that do nothing to advance the story. Even if they have cool explosions.

Sharing the Role of Storyteller

I’ve played plenty games that use narrative as feedback or “reward” for the gameplay. Solve a puzzle, get a cut-scene that introduces the next puzzle. Shoot a bunch of bad guys, get a cut-scene that introduces the next bunch of bad guys. It can be perfectly entertaining, but it’s still the least interesting type of interaction.

When Koster limits narrative to the role of just feedback, he also limits the amount of interaction the player has with the narrative: I’m making decisions in the gameplay that have little to no bearing on the story. He dismisses what I believe is most exciting about the potential of interactive entertainment: to create games where the gameplay is the story.

If you’re on board with the assumption that an indefinitely repeatable system with different outcomes isn’t required for something to be called a “game,” then it’s easy to see how a player’s walk-through of a game can be mapped directly to a plot-driven story:

Storygraph

Nothing particularly earth-shattering there; that correspondence is why game developers thought it would be a good idea to use games to tell stories in the first place. The interesting part is figuring out exactly how you map the game design to the narrative, and deciding how to divide the roles of “game designer” and “storyteller.”

First, you have to take the narrative and imagine it structured as an enormous game graph. (Or alternatively, start with your game design and assign narrative beats to it). Start with the setting, introduce the protagonist (the player), establish the protagonist’s goal (the win condition), and define what the protagonist can and can’t do (the rules).

Next, identify the significant plot points and translate them into decision points for the player. That’s the part that requires a familiarity with “pure” game design — determining how to present the player with a set of interesting decisions.

You could just stop there and turn the role of storyteller over to the player. Say that the player’s in charge of the decision points, the developer’s in control of everything else. In that case, the narrative is feedback for your game. I play a game, and when I accomplish an objective, I get to watch a moment in somebody else’s story.

Koster calls narrative a “parallel medium” to game design. But narrative is a lot more interesting when it intersects game design. To do that, I believe the developer has to share the role of storyteller with the player.

Earlier I said that a game designer presents the audience with a set of interesting choices, a storyteller decides among choices and pieces them and their repercussions into a sequential narrative. So in this case, the developer would have to:

  1. Map the story onto a game graph
  2. Walk the graph, deciding on a “best” subset of choices at each decision point
  3. Encourage the player to reproduce the steps you took to walk the graph
  4. Enjoy the accolades from your audience and your peers

My feeble attempts to translate this into the terminology of game design is making it sound more complicated than it really is. (It’s been almost two decades since I’ve been in an academic environment, so I’m not the best person to be talking about game theory). In the simplest, highest-level terms: turn the story into a game, “play” the game until you get the most satisfying result, and then encourage the player to replicate your play-through.

In the case of the Sam & Max games, it meant:

  1. Figure out the narrative “arc” of the episode: typically opening, act 1, act 2, finale
  2. Break that down into obstacles for the characters: getting into a room, getting past a character, searching for a key item
  3. Since the games had only one solution for each puzzle, decide on the single funniest or most satisfying solution that we could think of
  4. Putting context into the setup for each puzzle to make it feel as if our choice for the funniest or most satisfying solution was actually the best solution

Obviously, the magic happens (or doesn’t happen) in that last step. Adventure games are particularly susceptible to the “having to read the designer’s mind” complaint. But I believe that’s more due to the often ridiculous complexity of the puzzle solutions compared to the player’s actual interaction with the game, not the fault of the process itself. By which I mean: it’s kind of difficult to subtly suggest the idea “use sea slug on gong.” It’s not as difficult to suggest less specific things, like “this character is untrustworthy, you should check him out” or “that bridge looks rickety and is about to collapse.”

Most games do this kind of thing already, not just puzzle games. A huge part of level design is encouraging the player to do certain things instead of others: go this way, take this corridor, notice this object, climb on this ledge, get ready for the boss fight here.

Game stories do it as well, even though developers usually like to believe that they’re dropping huge unexpected plot development bombs on the player. In the Arkham City example: you’re Batman, heading to the top of an old building to meet the Joker, in the first 30 or so minutes of the game. Did any player, anywhere, not realize that he was walking into a trap? Instead of forcing me into a narrow corridor of cut-scenes and limited interaction, wouldn’t it have been more satisfying to reward me for realizing that I’m walking into a trap?

After the “read the designer’s mind” complaint comes the “interactive movie” complaint. If the developer is making all the so-called “best” choices for the player, then the player’s not actually interacting with the game. He’s just pressing buttons to advance to the next stage of the developer’s story.

But when you make a game that treats the narrative only as feedback or context for the game, instead of as an actual game mechanic, what you’re doing is making a non-interactive movie. It’s just one that happens to be separated by sections of interactivity. I get an objective, I kill a bunch of monsters, I watch the next scene of the movie to get my next objective.

That’s why I insist that a linear, non-systemic sequence of repeating decisions already made by a game developer can still be called a “game.” Because when it’s done correctly, the player’s doing exactly what the developer did while he was designing the game. During the design process, you start with a game state and a set of tools with predictable results, and then you have to decide “what happens now?” The “a-ha” moment comes when you decide “Of course! He should storm the rebel base!” Whenever I’ve hit one of those moments, it’s given me exactly the same jolt of satisfaction as when I’ve made a decision in another game.

If you were just to show the player a cut-scene, with the notice “New Objective: Storm Rebel Base,” then you’ve guaranteed that the player won’t get that same feeling of piecing together information to arrive at a decision. The narrative has no chance of being a game mechanic.

But if you give the player the exact same information of the game state, the exact same set of tools with predictable results, and an appropriately subtle nudge making the rebel base look like an awfully ripe target, then there’s a good chance he’ll get the exact same “a-ha” moment that the designer did. Assessing the game state, knowing the rules of the game, knowing the available moves, and making an informed decision about what to do next. How is that not a game mechanic?

7 Comments

Lore on Demand

Repressed memories dredged up by Skyrim, and reconsidering some assumptions about storytelling in videogames

Skyrimdragonwall
I started a couple of times to write a review of The Elder Scrolls: Skyrim, but as time went on it became increasingly irrelevant (and this is on the scale of relevance that includes amateur blog reviews of videogames). There’s already such a surfeit of reviews, walkthroughs, parodies, and travelogues available that any review from me would do little to add or subtract.

But according to Steam I’ve spent over one hundred fifty hours in Skryim, longer than a lot of real places I’ve been to. It’s an outstanding game, and it’s joined the growing sub-genre of Games Good Enough to Make Me Angry.

Team Fortress 2 was annoying because it was so much better than it needed to be. Portal 2 bugged me because it took “feature-length” storytelling beyond the FPS and delivered a novel puzzle-based sequel with new mechanics and had an opening sequence that went past virtuoso presentation into just plain showing off. But Skyrim doesn’t draw attention to its art direction (even though it’s often astonishingly beautiful). And it doesn’t depend on spectacular set-pieces (although there are a few). Skyrim pissed me off by invalidating almost all of the assumptions I’ve made about open-world sandbox games in the past few years.

You’ve been having strange dreams, Outlander?

Playing Skyrim, I kept having unsettling flashbacks to Morrowind, my first exposure to the Elder Scrolls series. I played that the HellOblivion out of that game when it was released, but all memory of it had been buried under sandstorms (seriously, the entire last third of Morrowind is one interminable sequence walking through the desert during a sandstorm) and the lackluster sequel Oblivion.

But gradually, all those hours in Morrowind started to come back to me: I remembered that Bretons are good at magic, Khajit are cat people who make good thieves. I remembered jumping from rooftop to rooftop in a city building my acrobatics skill. I remembered making potion after potion and crafting ridiculously overpowered spells using the souls of monsters I’d killed. I remembered reading dozens and dozens of books scattered throughout the world. I remembered traveling from city to city on the back of giant bugs. More than anything else, I remembered being completely transported to a different world with centuries of history.

I’d saved the world, too, but I couldn’t tell you from what, exactly, or how I’d done it. Something about a prophecy. That’s a big part of why I’d dismissed open-world games as nothing more than diversions: completely engrossing while you’re playing them, but they evaporate as soon as the insubstantial main quest ends.

The Elder Scrolls games are all about world-building and giving the player near-infinite flexibility in creating his own character and his own story. So it would seem that criticizing Morrowind for building a completely immersive, memorable world but failing to deliver a compelling plot is missing the point. If anything, it’d seem to be a criticism of my own failure to tell a good story.

But that gets back to my core complaint about sandbox games: too often, they act as beautiful echo chambers. I’m not actually interacting with the game developers in any significant way; I’m spending hours telling a story to myself. (And a pretty tedious story at that, since videogame stories take place in real time).

And what’s annoying and tantalizing about Skyrim is that it’s full of instances that do more than that. They don’t form the bulk of the game, and they can be outweighed by the constant push-and-pull of a linear main narrative and an empty “do whatever you feel like” game design. But when those instances reveal themselves, they hint at how videogame stories are supposed to work.

Books: Check ‘Em Out

Here’s an example, left somewhat vague so as not to spoil it for anyone: while I was heading to my clearly-marked destination for some quest or sub-quest or sub-sub-quest, I wandered into a house. I killed a couple of lower-level monsters, and I found all the occupants of the house had already been killed. A new quest popped up: find out what caused the murders at this house. I wandered around, collecting the personal journals of the murdered occupants and reading them to find out what went down. They had clues telling me where to go next and where to find helpful potions or weapons along the way.

All of this is standard stuff, I had dozens of similar quests already in my quest log and had done countless more just like it in other games. (The first rule of creating a videogame world is populating it with characters narcissistic enough to document every detail of their lives either in journals or voice recordings). I followed the instructions, found the cause of the murders, and killed it. Boom, quest completed.

But then: I remembered a detail I’d read in one of the journals, a detail that had seemed like something of a throwaway. The game had already told me that I was done with that quest and could move on, but I decided to take a few minutes to role-play what my character would actually do in that situation. Without prompting from the interface, I went off course and followed one of the murdered people’s last requests as mentioned in a journal. Surprisingly, the game recognized it and rewarded me for it, with a permanent boost to my character’s stats.

Most of the discussion in support of open-ended games talks about “emergent storytelling,” but there’s nothing emergent about my example. It was a moment deliberately left by the developers for me to find, and they acknowledged me when I found it. But the key is that I was never explicitly told what to do. I wasn’t rewarded for following instructions, I was rewarded for understanding the story.

There are plenty of more conventional examples scattered throughout the game, where books give you explicit context for what you’re doing and what you should do next. There are also plenty of terrific examples of purely environmental storytelling. My favorite is wandering up to a burning house in the middle of the woods, exploring the interior, and finding a charred corpse next to a summoning circle and a spellbook describing how to conjure Flame Atronachs.

But the bulk of the storytelling in Skyrim uses the most conventional means possible: cut-scenes, dialogue trees, and books scattered about to give context to the world and to specific dungeons. And that’s fine, because Skyrim isn’t a storytelling game.

Its emphasis is on exploration and experience, and it seems that the design mandate throughout the Elder Scrolls series is: “Do everything possible not to interfere with the player’s experience.” The player’s free to take on the main quest at his own pace, or to ignore it altogether. The player can make his own weapons and armor as he sees fit, and then add (almost) any enchantment he wants, until his character is practically invincible. (Which invariably leads to complaints that the game is “unbalanced,” which is a silly thing to complain about in an open-ended single-player game, especially one in which the central story revolves around a mortal man who became so powerful he joined the pantheon of gods).

More significantly, the game avoids the usual binary good/evil morality choices and instead offers a multitude of completely linear quests. There’s frequently only one linear path through a storyline, and instead of choosing one branch or the other, you simply choose to follow the storyline or drop it completely. In most games, that wouldn’t be an option, but Skyrim has dozens of stories to choose from. In fact, it’s when the game tries to impose a more complex story on the player — when it forces a moral decision — that it starts to break down. There’s a sequence of events in the city of Markath that forces the player’s character into prison and into an alliance with one of the fellow prisoners. It feels the most structured of any of the storylines in the game; you can tell that the developers were trying to present a complex, multilayered subplot of political intrigue with its own warring factions and its own exploration of relative morality. But it ends up feeling the most artificial and frustrating of all the game’s storylines, because it breaks that central design tenet of player freedom (literally). The game just isn’t designed to give the player as much control over interaction with characters as he has with the rest of the world. In the rest of the game, when the player’s presented with an unsatisfying choice, he can simply choose to leave.

A Game of Drones

After all that, it would seem like I agree with Tom Bissell’s review/analysis of Skyrim on Grantland.com. He says that it’s frustrating when Skyrim insists on presenting its fantasy world via cinematics, long expository dialogues, and text:

Are we not at the point where dramaturgical incompetence in a game as lavishly produced and skillfully designed as Skyrim is no longer charming?
[…]
Dense expositional lore has no place in video-game stories — especially stories that go without highly wrought cinematics — and it seems increasingly clear that video games are neither dramatically effective nor emotionally interesting when the player’s role becomes that of a dialogue sponge. More simply put, the stories of Demon’s and Dark Souls are told in a way that only video games can tell stories. They don’t suffer in comparison because there’s no comparison to make.

But while I agree with the kernel at the core of Bissell’s argument — videogames are capable of telling stories in ways that no other medium can — I don’t agree that the more conventional storytelling used by Skyrim was clumsy or overbearing.

For starters, Bissell offers Demon’s Souls and Dark Souls as RPGs that don’t sacrifice their core “gameness” in order to establish a fantasy world. I must be in a completely separate circle from Bissell on the Venn Diagram of people who play RPGs, because I’ve tried Dark Souls and found it completely, almost offensively, uninteresting. I found myself dropped into the most generic fantasy world possible, and I was given absolutely no context for what I was doing, or why I should care. I refuse to believe that the solution to “bad” storytelling in games is to bury the storytelling so completely that I’m just wandering around, killing dudes because they’re there, and collecting experience points.

I also disagree that the more conventional storytelling of Skyrim was, on the whole, clumsy or overbearing. I enjoyed all of the storylines that I played (there are several that I still haven’t completed, even after over 100 hours), and they all ranged from above-average to quite good. The “main” storyline is obviously the one dealing with the reappearance of the dragons, and I thought it had a very satisfying, suitably epic and heavy metal finale that was cleverly inspired by Norse mythology.

I didn’t enjoy the Civil War storylines as much, although I do have to give them credit for making them more nuanced and less black-and-white than you tend to see in videogames. You don’t side with pure good or pure evil, since both sides are pretty much dicks, and the unabashed transparently evil characters are constantly looming in the background. (If the DLC doesn’t let me kill a lot of the Thalmor, I’m going to be sorely disappointed).

But calling the cinematics, dialogue, and expository text in Skyrim good or bad is completely subjective. Calling them unnecessary is less so.

Of course, Skyrim would no longer be Skyrim if it were to strip itself down to the spectral narrative simplicity of Dark Souls. No one, least of all me, wants the game to lose its special character. That does not mean the next Elder Scrolls game would not benefit from a measure of radical distillation.
[…]
Like most who play Skyrim, I’m greatly drawn to these incredible environments because the act of exploring them becomes uniquely my experience. When I’m listening to and watching Skyrim’s interminable characters, I’m skipping through the same dumb cartoon everyone else is. Video games can tell involving, interesting stories — but they can’t do it like this. It’s high time we start thinking about another way or ways.

Here’s my biggest disagreement with Bissell’s argument: the storytelling in Skyrim is already inherently interactive, because the world-building and exposition are entirely opt-in. After the lengthy (and unfortunately, unskippable on subsequent play-throughs) opening sequence, the cutscenes rarely overstay their welcome. They give just enough exposition and information to give context and keep from degrading into “You. Go kill that dragon.”

For those of us who want more context and world-building, there are dialogue options, where we can ask most characters for more details on recent events and the state of the world. And for those of us who want to go all-in on the high fantasy, there are tons and tons of books detailing the history of the world, its leaders, and the various races. And many of the details are provided purely via background dialogue, like the amazing vocal performance of the devotee of Talos who rants/preaches in the square of Whiterun every morning. But none of it is required.

Contrast that with all the movies that have struggled to present a novel’s worth of fantasy world-building exposition. They’ve varied in success from the horribly inept (Ralph Bakshi’s Lord of the Rings) to the baffling (David Lynch’s Dune) to the pretty interesting (Peter Jackson’s Lord of the Rings). And even with the explosions and elf battles, the beginning of Fellowship of the Ring could seem like an information dump, even to those of us who’d read the books. A game can give the audience the option of saying, “Yes, I know this already; let’s move on.”

We’ve seen what happens when you take a complex fantasy world and give it a “radical distillation:” it becomes generic. There’s no shortage of elves, dragons, and wizards in videogames; it’s only via the Elder Scrolls’s stories of racism, political intrigue, lost races of dwarves, conspiracies, and dragon languages that this world distinguishes itself from hundreds of other Tolkien- and George R.R. Martin-inspired game settings.

So how to convey that to the people in the audience who choose to opt out of much of the storytelling?

Ideally, you do it through the gameplay. But I don’t feel that the focus of Skyrim is on killing dragons or even killing bandits, even though that’s what the player’s doing 99% of the time. The focus is on becoming completely immersed in a fully-realized world and having the freedom to shape a character however you want. And Skyrim only works as well as it does because it doesn’t impose too much on the player, instead relying on the “uncanny valley” effect — its stories are generally linear and its characters generally one-dimensional, allowing the player to extrapolate subtleties of character and cause-and-effect chains in the plot.

I believe Skyrim is on the right track. Even for those of us who’ve enjoyed the game’s conventional narratives, they’re not the most compelling parts of the experience. Skyrim works best when we’re given a sense of agency, allowed to stray from the static list of instructions and explore the world on our own terms. But more than that, it’s most compelling when we interact with the world and it responds.

All of us speak the language of games — even if you’ve never played a computer RPG before, you can’t proceed far in Skyrim without understanding how the game works. As such, we learn to control and throttle our interaction with the game’s storytelling. We learn to distinguish main quests from subquests; random monsters from the end-dungeon boss; significant books from ones just provided for color; and actions that are pure exploration from actions that will trigger the next big story moment.

I think almost all of the storytelling in Skyrim is competent, but it’s only when it breaks out of the predictable cycle of exposition-then-action that it excels. Staging a dragon attack on a city that I’d assumed was a “safe zone.” Having a random NPC in a tavern unexpectedly transport me to the other side of the continent and force me to retrace my steps. Giving me a quest reward that wasn’t on my list, a reward I wouldn’t have known about if I hadn’t picked up on a detail in a private journal.

You could punch up and trim down the dialogue of a cutscene all you want, but it still won’t resonate if the player’s been conditioned to think that the cutscene is just getting in the way of the real game to follow. It’d be the equivalent of trying to improve a roller coaster by making the valleys and lift hills more interesting.

What I’d like to see in the next Elder Scrolls game, and in all the open-world games to come that are going to build on Skyrim‘s success, is an attempt to blur the line between the main quest and the game. I shouldn’t feel as if I’m either furthering the story or straying from it and exploring, with the difference between the two clearly marked on my quest list and map. I should feel that the game is actually responding to what I’m doing, recognizing when I’ve done something that wasn’t explicitly asked of me, and rewarding me for it. And ideally, changing the world as a result of those actions.

It’d mean closing off some of the content, but Skyrim is the first game in years that I’ve resolved to give a second playthrough and then actually done it. I wouldn’t mind having parts of the game closed off to me. And if Bethesda has proven anything, it’s that they’ve figured out how to generate tons of content without its spiraling out of control.

The Radiant System as originally rumored was supposed to do a lot of this, constantly adjusting the world in response to the way you were developing your character. In one huge aspect, it worked: throughout my game, I always felt as if dungeons and random monsters were at a suitable level of difficulty, and that I was actually progressing and getting stronger. (Contrasted with Oblivion, for example, where after a certain point, you were discouraged from wandering, for fear of encountering a random bandit who had even finer armor and weaponry than you did).

The quest assignments, however, still felt noticeably computer-controlled. I didn’t feel as if I was interacting with Bethesda’s story, but with a random number generator. That’s the danger of relying too much on a “virtual world” to take the place of pre-generated content. I’d like to see the system expanded not so that I get infinite content — there’s already more content in Skyrim than I’ll ever see — but so that the content I do see is in response to what I’ve decided to do, not simply as a result of my checking an item off a To-Do list.

8 Comments

L-i-t-t-l-e M-o-n-e-y

Final Fantasy Tactics and the bizarro psychology of Apple App Store pricing

Final Fantasy Tactics CalculatorsAs we all know, Final Fantasy Tactics is the best video game ever made. In the thirteen (!) years since it’s been released, I’ve been looking for other games that hit all the right notes as well as FFT did, with no luck. Plus I’ve been looking for rereleases as an excuse to buy it again, in the hopes that I could play through once more as if it were the first time.

Which is why Square’s announcement that it was going to be released on iOS was exciting: sure, I’ve still got a version — two versions, actually, since I got the PS1 Greatest Hits release way back when — that runs on the PS3, and I bought the PSP rerelease a while ago. But here was a chance to play it on a machine I actually use!

We were all warned well in advance that there’d be separate versions for iPhone and iPad, and not only did I not complain, I thought: even better! I get to buy it two more times, twice the chance to reaffirm how much I like the game. Once you reach a certain age and a certain level of Western entitlement and media saturation, buying a copy of a game or a movie becomes less about getting access and more about saying “I liked this enough to spend money on it.”

What I hadn’t been warned about, though, was that the iPhone version would be sixteen dollars.

Even the “prestige” titles for iOS max out around five dollars, with the super-fancy or particularly lengthy ones going as high as ten. Sixteen bucks for an iPhone game is outrageous.

That was my reaction to the price, even though I’d already paid $20-$40 for the game without a second thought, three times over. Even though it’s my favorite game, and I know that I can get at least 30-40 hours of play from it. And even though I’ve done enough iOS development to realize that developing for the platform can be every bit as time- and asset-intensive as developing for PCs and consoles. I’d become part of the race-for-the-bottom problem without even realizing it.

The two aspects of the App Store that have usually justified the lower pricing are: apps and games are smaller and simpler, so there’s a much lower barrier to entry; and the market penetration got so huge so quickly that you could sell an app to less than 1% of iOS users and still make a sizable profit.

Neither of those are true of Final Fantasy Tactics. Even though it’s a port of a 13 year old game, it’s still a pretty huge game with a ton of assets, not to mention a redesigned input system. And even though it’s spoken of in hushed tones as one of the greatest games ever made, it’s way too niche a game to reach even Plants vs Zombies-level sales. And it’s worth pointing out that the iPhone version is still cheaper than the PSP remake from a few years ago.

It’s a bizarre market to get into. The traditional rules of “charge what it’s worth” don’t seem to apply to the App Store; it’s become more a gamble, hoping that you can appeal to a large enough tiny fraction of the iOS market to recoup your lower production costs. On the one hand, that’s horrifying, as it creates a gold rush mentality of making unambitious and derivative games that are just “mainstream” enough to be another Angry Birds. On the other hand, it’s part of what makes the platform appealing: even with more and more huge corporate monstrosities (like, well, Square-Enix, I suppose) barging in and trying to dominate, it’s still egalitarian enough that a one- or two-man operation can make something novel and see it not only compete with the bigger guys, but surpass them.

In the fifteen years since I got into game development, it’s the closest I’ve seen to a creator-driven, “great American novel” environment in games. I know I’d never have even considered “going indie” if my only options had been PC or console releases. (I’m not even sure a one-man operation can release something on XBLA or PSN anymore). Now it feels like I’ve actually got a chance to recoup my minimal investment.

Assuming of course, I don’t waste all my time playing Final Fantasy Tactics. It’s a shame that it’s the War of the Lions release, since the more earnest translation lost a lot of the charm of the weirdly-translated original. Ah well, Life is short: Bury! Steady Sword!

7 Comments

Gels

Spoiler-free thoughts on Portal 2

Portal2repulsiongel
It took me about five minutes into Portal 2 before I really grasped what I was playing: a feature-length, big-budget, flawlessly produced comedy game. Valve has proven several times over that they’re capable of making genuinely funny games, but it’s always been where they had nothing to lose. People don’t necessarily play puzzle games or team-based multiplayer games for the narrative, so Valve’s making them funny just seemed like them proving they could do it. Showing off, in other words.

But playing a game on the scale of Half-Life 2 and seeing an equal number of brilliantly funny moments and exceptionally well-made action moments: that’s new. It reminded me a little bit of the first time I saw Ghostbusters and realized that this wasn’t another Stripes or Meatballs as I’d been expecting; it could hold its own against any summer blockbuster.

Or to put it another way: the beginning of Portal 2 was so good it made me angry.

Did the rest of the game live up to that level? Of course not. Nothing could. The biggest problem with Portal 2 is that it has to exist: when you’ve got some of the best writers, artists, and level designers working on the successor to a revolutionary game based on a mind-bending game mechanic, the potential of any new story moment, device, or puzzle is greater than anybody would ever be able to actually deliver. So in the end, we’ve just got to make do with a game that delivers one outstanding moment after the next.

In the end, I liked it better than Portal, and I liked Portal an awful lot. The stuff I disliked in the first game is the stuff I liked in the sequel: I preferred Portal’s test chambers to the Half-Life 2 sequences, while in Portal 2 I kept looking forward to getting the chance to break out and explore. I really disliked the “boss fight” in the first game, while Portal 2 ends perfectly.

And I believe they made the right choices at every step of the way. Every time a section starts to overstay its welcome, they changed things up. The addition of co-op mode was perfectly done; the co-op game feels like a continuation of Portal, while the single-player game feels like a full-on feature-length sequel; Half-Life 2 with a portal gun. (And lots of other inventions). And they didn’t just try to rehash the moments that made the first game brilliant, but still experimented with what you can do with videogame storytelling.

Throughout the game, I had several moments where I’d spend 30-45 minutes on a puzzle whose answer was staring me right in the face — sometimes literally. Remarkably, none of the puzzles felt like a cheat; even when I got stuck and frustrated, the solution was always clearly hinted at in retrospect. And there are extremely clever puzzle moments throughout. More in the co-op game than the single-player game, but that’s probably out of necessity: making a puzzle too obscure would’ve destroyed the pacing.

For any game designers furiously studying Portal 2 to try to copy what makes it great, I believe that the pacing is the thing to pay the most attention to. It shows just how important timing is to comedy, and how the types of comedy we’re used to seeing and writing works completely differently in a game. I said that I got stuck at several points for 30 minutes or more; Jake and some of the other guys I talked to had no problem with those sections, but got stuck in other places. That means that those scenes played out completely differently for each of us.

It’s enough of a hit-or-miss proposition to be delivering jokes to an audience, even when they’re not concentrated on solving puzzles. (Or in Valve’s case, staying on the lookout for the next meme to quote incessantly on message boards). Now imagine giving every member of the audience individual time machine controls, with the power to pause, speed up, or slow down your entire delivery. Plus some of them are really dim-witted, and it takes them four times as long as it should to get the joke, while others can see the punchline coming from a mile away. And then in a minute or two, those two groups will swap, and the same people who were way ahead of you last time are just plain not getting it now.

Still, Portal 2 has some exceptional moments — nothing on the scale of the “cake is a lie” bit from the first game, because this just isn’t that type of game — moments which show how to deliver a story through the game, not in spite of the game. In particular, there’s a bit where Wheatley the Stephen Merchant-voiced robot makes a reappearance after being gone for a while, and it’s just about perfect. I’ve heard there are a few other bits that sound great, but I’d completely missed them because I wasn’t forced to watch them.

Downloadable content is coming in the summer, supposedly, so I’ll have plenty of excuses to play through it again and figure out how it all works. Until then, congratulations to everybody on the team for once again following up a favorite with something that’s way better than it needs to be.

2 Comments

Sublimation

Brian Moriarty did the impossible: he made the “Are Games Art?” discussion somewhat interesting again.

Al Capone Untouchables Opera Scene
The discussion about whether videogames are art is so played out that we’re all tired of hearing people complain that they’re tired of hearing people talk about it. It’s remarkable when anybody can add anything new to the conversation.

Brian Moriarty gave a presentation at the Game Developer’s Conference called “An Apology for Roger Ebert” which effectively summed up the last five years of arguments and gave his own take. Part of what’s made the topic so tedious is that it so easily gets derailed onto any of a dozen unproductive tangents: “Games have art in them, so they must be art.” “The question isn’t art vs not-art, but good art vs bad art.” “Anything can be art; what matters is the expression and intent of the artist.” Or the horrible and inevitable “What is art, anyway?”

Moriarty does an impressive job of addressing most of the tangents without letting the topic spin out of control. To avoid all the loaded terms and value judgements, he introduces the term “sublime art,” which I like a lot. Plus, he gives a pretty good definition of what is art, anyway:

Sublime art is the still evocation of the inexpressible.

So many definitions of “art” are so inclusive as to be meaningless; Moriarty’s does a good job of expressing the distinction between a well-crafted work and something that is undeniably but inexpressibly more.

I found out that Moriarty had put the presentation online when I saw someone on my Twitter feed working herself into a rage about it. That surprised me, because I thought it was one of the most even-tempered and even inspirational takes on the topic that I’ve seen. At the very least, it’s the only time I’ve read anyone claim that games aren’t sublime art that didn’t come across as defeatist, discouraging, and dismissive.

Ultimately, Morarity says that games aren’t art (but acknowledges that they could be at some point). He classifies them as kitsch, and he spend a good bit of time giving a history of and defense of kitsch. That’s a welcome reminder. There’s such a stigma associated with “commercial” art as being crass and derivative; it’s good to remember that art has a long history of patronage, and there’s nothing preventing commercial art from being great art.

While I’m fine with all that, I disagree with a big part of Moriarty’s argument. Much like Ebert’s original argument (before he veered away from all that and ended squarely in grumpy old man territory), it hinges on the issue of choice.

As you all know, games are about choices. Sid Meier famously defined games as “a series of interesting choices.”

And choice is the most fundamental expression of Will.

How can an activity motivated by decisions, striving, goals and competition, a deliberate concentration of the force of Will, be used to transcend Will itself?

[...]

Games are purposeful. They are defined as the exercise of choice and will towards a self-maximizing goal.

But sublime art is like a toy. It elicits play in the soul. The pleasure we get from it lies precisely in the fact that it has no rules, no goal, no purpose.

Ebert’s original, reasonably compelling argument was that because a game’s outcome is the result of the player’s actions, there’s no room for authorial intent to define what the game “means.” Authorial intent, the claim goes, is essential to art. It’s straightforward enough to counter that argument: not only is there an entire class of games where the outcome isn’t defined completely by the player’s actions, but the rules — the choices the player’s allowed to make, and the possible outcomes of those choices — are determined by the game designer. Or more simply: the rules of the game are the art of the game designer.

Moriarty’s argument goes deeper, and I think he makes a better case. Sublime art defies rational interpretation, efficient encapsulation, or purpose. A work of sublime art just moves you, or it doesn’t. I don’t appreciate opera, and I’ll never be able to will myself into being brought to tears by Pagliacci.

But the “purpose” of a game isn’t to win. It’s not whether you win or lose, and I’m not the first person to bring this up. I don’t play games to win (which quickly becomes obvious if you ever play a game with me), but for the experience. To define games as being simply the exercise of choices towards a goal would seem to eliminate any work of art that involves a process, which means anything other than visual art.

The rules and objectives of a game aren’t its purpose, but its language. It’s how we interact with the work, just like reading a book, listening to a concert, or watching a ballet. The purpose of a novel isn’t to reach the last line, and the purpose of a piece of music isn’t to get to the best part.

That’s obvious in the games I spend most of my time playing. Most single-player, story-driven videogames remove the whole concept of “winning” altogether; you’ll either finish the experience or you won’t.

But even (or especially) in more open-ended games, the objectives are secondary to the overall experience. I’ll start a game of The Sims with some goal in mind: building a house like this building I’ve seen, making a Sim based on some fictional character and getting him to the top of a profession tree. More often than not, it involves an attempt to initiate a three-way. And more often than not, I don’t achieve my originally intended objective. The experience spins off into something else.

The Sims isn’t “about” reaching the top of a career ladder, or achieving any of the in-game objectives, or making little computer people eat and poop. If it’s “about” anything, it’s about the abstraction of modern life and a satire on consumerist society.

And I can tell you that that’s what it’s about, but reading my description is not the same as playing the game. Because manipulating the systems is the process that makes that interpretation become clear with a depth that’s more profound than just a simple encapsulation; it’s what “evokes the inexpressible.”

It’s good we have Shadow of the Colossus as well, since it weathers so many attempts to classify games as not-art. Your stated goal in Shadow of the Colossus is to kill a sequence of boss monsters by climbing them, finding their weak spot, and stabbing that weak spot repeatedly. And that description of its “purpose” does nothing to describe the feeling of sadness, dread, and guilt that you have while playing it. Any more than saying A Dream Deferred is “about repression.”

It’s refreshing to hear anyone criticize games for not being useless enough. That’s not just being flippant, either: it’s exactly why people (including me) are unwilling to let go of the “games as art” question. Whether you’re playing games, making them, or both, you reach the point where you have to wonder whether the entire pastime is anything more than a diversion.

Along with kitsch and commercial art, Moriarty defends diversions and the value of play.

An hour or two or spent playing Defense Grid or Plants vs Zombies isn’t a waste of time. There’s nothing wrong with recreation. We need it. I need it. It’s good for me!

But when I feel the need for reflection, for insight, wisdom or consolation, I turn my computers off.

And really, that’s fine. I think a lot of us who are inclined to take game development too seriously could stand to stop playing the tortured artist, take a few steps back, and put the value of pure diversion into proper perspective. One of the surest ways to guarantee you won’t make Great Art is to set out to make Great Art.

But to believe that insight and wisdom first require turning off the computer — that seems to unnecessarily cut off a vast amount of potential. And “not a waste of time” is such a low bar to set.

The frustration that many of us who play videogames feel, and are more and more often starting to express, is I believe the feeling of being just on the cusp of something greater. Anyone who says To Kill a Mockingbird and The Life Aquatic aren’t art is nobody I’m interested in hearing from, because both have moments that transcend their stories and make me feel something profound, something that I can’t put into words. Again, they “evoke the inexpressible.”

And I’ve had similar moments in games, although they’ve been simpler, maybe “proto-sublime” moments. Finally having a flash of insight into how a system works. A vague sense of unease or dread or guilt from a game’s narrative. The realization of an idea perfectly expressed in a game abstraction instead of in words. There are so many examples of getting so close but not yet nailing it.

I can spend three hours in a museum, and I’ve been conditioned to believe that I’ve enriched myself. I can spend three hours playing a videogame, and I’ve been conditioned to believe that it was unproductive, empty time. Sometimes, it is gleefully, unapologetically unproductive. But I refuse to believe it has to be empty.

3 Comments

Lose the Desktop, People

The Jack Attack is Back.

Ydkjwildcardquestion
Technically, it’s only been a few years since You Don’t Know Jack staged a dramatic comeback. Around 2007, they started web-based games that were perfect on paper: new, topical content; online leaderboards; about 5-10 minutes’ worth of questions you could jump into each week.

But it ended up proving the hidden downside to episodic games: it doesn’t matter how good your content is; if you have too much, your audience won’t be able to keep up. The writing in the web version was every bit as good as the original. Still, I got overwhelmed after just a couple of weeks. And surprisingly, the venue wasn’t the best, either. There’s a reason they call it web browsing: it’s supposed to be casual, without taking up all of your attention, and cutting everything else out to play a trivia game for 10 minutes before work just never seemed practical. Even if you work at a videogame company.

That’s all in the past, though. You Don’t Know Jack is back where it belongs: dedicated, full-game retail releases on every platform imaginable. These have always been, hands down, the best-written videogames in the entire industry, and the new game completely lives up to the standard.

Presentation is as well-done as usual, too. You get the sense that everyone involved gets why this stuff is funny. Jellyvision has always paid more attention to UI and game design than is immediately obvious, and it’s still in effect: the You Don’t Know Jack games always feel as if everything from voice to writing to animation are all working in sync as part of the overall presentation. I’ve already heard it dismissed as “just motion graphics” but that underestimates how much goes into it.

I’d be happy if it were just the same, but they’ve made some subtle changes that work great. Every player can answer each question; you don’t have just one player buzzing in. Other players can also steal correct answers during Dis or Dat questions. And they’ve paid a lot of attention to multiplayer — those of us who’re used to having a game making fun of us for playing solo on a weekend night will appreciate how easy it is to set up local and online multiplayer matches. (On Xbox Live, in any case). Even separating the questions into episodes was a subtle but welcome touch: you can guarantee you aren’t randomly given a question that one of the players has already seen.

I’d forgotten just how much I love these games until the new one came out. There’s already one expansion pack of questions out, with two more promised in the achievements. I’m hoping this turns into a series that runs as long as it did the first go-round, if not longer.

2 Comments

Closing the Loop

Another article for Gamasutra about videogame storytelling, more or less.

I wrote another article that went up on Gamasutra today, “Closing the Loop: Fostering Communication in Single Player Games”.

Like the last one, it’s kind of a continuation of a blog post on here, this time: “Saying Something”. The idea was to start with the most memorable storytelling moments from games I’ve played, try to figure out what it is about them that makes them more compelling than other media, try to figure out what they have in common, and then try to articulate that in terms of communication between player and game developer.

Did it work?

Comment on this Post

Twee’s Company

A little charm goes a long way, and I think Ilomilo lapped me.

ilomiloscreenshot.jpg
No doubt I’ll get accused of having a cold, cold heart by the end of this post, so let me get this out of the way up front: ilomilo is a very well-made game, it’s clever and engaging, and it’s totally worth the ten bucks it costs on Xbox Live Arcade.

You play as a couple of plushy guys who have to navigate a world made up of fabric cubes in order to meet up with each other, at which point you both do a little dance and the level’s over. The level design and puzzles are very clever and imaginative, the art’s nice, the music’s catchy, there’s even an achievement where you have to play the game’s theme by selecting items in the main menu, and it’s all cute and polished (there are occasional typos, perfectly understandable from a Swedish development studio). A completely non-violent, cooperative game that doesn’t insult your intelligence and shows a high level of attention to detail? That’s exactly what the industry needs.

Except I came to a point where the whole illusion was shattered and the game suddenly and violently stopped being charming. It was around the level that’s an homage to World of Goo — a very nice touch, since the inspirations from that game are clear. Not in the gameplay mechanics, but in presentation: there are obvious things like the big collector device that comes down to pick up your collected leaves, and also the overall tone of the presentation, with its random goofy “character background” descriptions during level loads. The whole game feels like a mash-up of World of Goo with LittleBigPlanet and Super Mario Galaxy and Machinarium and probably others I’m either forgetting or have never seen.

But it creates a cuteness overflow error, where trying to add one more to the cuteness level turns the whole thing negative and makes it repulsive. Okay, “repulsive” is too strong — maybe “forced” is more accurate. It no longer feels genuine, but more like an endearing quirk that’s mutated into an insufferable affectation.

It doesn’t keep the game from being fun or imaginative, and it doesn’t keep it from getting a recommendation from me. But I’m bringing it up not just to be curmudgeonly, but to request that it doesn’t become a trend among the indie game community. I’d hate to see “like LittleBigPlanet” become a thing just like the clones of Diablo, StarCraft (which borrowed everything it had from Aliens), Battlefield, and so on. A huge part of the appeal of these games is that they break through the norm and exist as celebrations of pure originality.

1 Comment

This is why I can’t finish nice things

My favorite game so far in 2011 has surprised me. (Spoiler: It’s called A World of Keflings)

keflingsposter.jpgMy biggest pseudo-resolution this year has been to get better organized — get a better division between “working,” “researching,” and “just goofing off,” which can be a nebulous distinction when you’re ostensibly a freelance videogame developer. Part of that was a sub-clause resolution to finally make progress with the backlog and finish many of the games I started in 2010: Dragon Age, Mass Effect 2, Fallout 3, Super Mario Galaxy 2, Epic Mickey….

So of course the game I’ve spent the most time playing this year is an Xbox Live Arcade game called A World of Keflings by developer NinjaBee.

I actually wasn’t all that impressed with their first game in the series, A Kingdom for Keflings. Its gimmick was that it was one of the first Avatar games, so there was still the novelty of seeing your Xbox self in giant form walking around a simple city-building game populated with Liliputian polygonal characters. But for whatever reason, it never hooked me.

The new one works exactly as intended, though. I’m a complete sucker for farming and city-building games — get me in front of SimCity or any of the Harvest Moon games and I’m in a fiddling trance for at least the next two hours. Part of the reason I keep thinking I like RTS games is that I get excited at the prospect of setting up a base and seeing all the buildings pop up. And walking around as a giant version of myself, putting buildings together, having the tiny characters following me around delivering stuff to me, is all inexplicably charming.

I suspect that the NinjaBee guys like exactly the same type of games that I do; Band of Bugs was a noble attempt to give new character to tactical strategy games like Final Fantasy Tactics. I’m sure there’s some type of psychological profile that perfectly explains the type of person who’s fascinated by building, harvesting, and fiddling, but all I know is that I was up until 4 AM this morning.

2 Comments

The Hills Have EyeToys

I wrote an article about horror movies, videogames, and how to get players to give a damn about your story.

An article I wrote for Gamasutra went up today: The Brain That Couldn’t Die: Active Storytelling in Video Games. Thanks to Dave Grossman for the recommendation.

It was based on this post I wrote a while back about “don’t-go-into-that-room” moments in horror movies, but it’s fleshed out and incorporates some of the other ideas I’ve been going on about in regards to videogame storytelling. If you’ve been reading this blog for a while, much of it may be familiar, but I like to think I did a slightly better job of tying it together this time.

Comment on this Post