Complications Ensue: The Crafty Game, TV and Screenwriting Blog
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog



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Thursday, October 24, 2024

 
I'm listening to Reality Escape Pod, a podcast about escape rooms. They interview Elan Lee, who co-invented Exploding Kittens, the card game and the animated Netflix series. 

His rule for making games is, "Don't make games that are entertaining. Make games that make the people you're playing with entertaining."

Exploding Kittens box art
Maybe doesn't apply entirely to video games (which had better be entertaining!), but it is an interesting filter to put on the user experience.

He also puts the game instructions through 100+ drafts, literally, and then starts them with, "Don't read these instructions. Watch our video about how to play."

Aaaaand he has a really interesting approach to testing his games. He asks his testers only one question:  "Do you want to play again?" He doesn't trust anything they might say about what's fun or not fun. People tend to want to be helpful, so they come up with things to say that may be true or not. 

What he does, instead, is records the player playing. It takes longer, but you can see what they're doing when they're frowning, or when they take out their phone to check messages. 

This relates indirectly to my idea that the best way to refine your story is to tell it over and over again, without notes. When you tell your story to a live human being, you can tell when they're bored. Their eyes glaze over. You can tell when they're confused. If you hand someone a story on paper, they may tell you they're confused about Y, but the recording reveals that they were actually confused a minute beforehand. 

For example, they find a scene confusing. But that's not the scene's fault. It's because they didn't understand who the character was when you introduced them. And maybe the introduction itself was okay, but you said something right before that introduction that bounced them out of the story, so they were still processing it when you did that introduction, so they didn't absorb the introduction.

I was a computer science major at university. When I wrote a program, I'd get a flock of bugs. I could eliminate 50% of them right away by checking the very beginning of the program and fixing the mistakes I made setting up variables. 

And that is why you must take all feedback with a grain of salt. If someone says something is confusing, it is confusing, you can't tell them it's not. But they may not realize why they find it confusing. Figuring out where the glitch is, is part of the skill of writing.

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Monday, October 14, 2024

 I am coming around to the notion that immersive experiences are the Wild West frontier of narrative. Video games have been telling stories since, what, the 1980s? While it seems like immersive theatre dates to the early 2000s, with Punchdrunk's Sleep No More.

I say "seems," because of course there have long been immersive theater experiences. Also in the 1980s I saw a production of The Remembrance of Things Past -- mostly the naughty bits -- in a house on Hillhouse Avenue in New Haven that was due to be torn down. It was promenade theater, meaning you could wander around following one or another actor in one or another plotline. Arguably promenade theatre goes back to the Middle Ages, with Stations of the Cross installations. Arguably Colonial Williamsburg, Old Sturbridge Village and other living history centers are a form of promenade theater. 

(I live in Old Montreal, where there are regular ghost tours where actors play ghosts in various alleys; it is also not at all uncommon to see British redcoats marching down the street with musket and bayonet.)

But definitely the current wave came into its own with Sleep No More. And now, escape rooms. 

I've been listening to the No Proscenium podcast a lot lately. There are over 450 episodes -- I hadn't known there were that many immersive events to podcast about! There's a fascinating episode about Neotropolis, which is a descendant of Burning Man, but cyberpunk, and with a plot.

Various folk have been trying to sell us LLM's (large language models, a form of AI) by saying, "What if you could talk to NPC's, you know, really talk, about anything." Never mind that no one has made an LLM worth listening to; everything is just a prototype and the real deal is right around the corner.

But in many immersive situations, you really can talk to the NPCs, or the other player characters. They're human beings and they have a character and a backstory, and they can react to you accordingly. 

That, I think, is a great development. Open-ended dialogue is not something video games are good at. AIs are a very long way from being about to tell a coherent story, let alone a good one. But check out No Proscenium -- there may be immersive events in your neck of the woods.

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Friday, October 04, 2024

 Here is a fine list of clams, that is, turns of phrase that were once clever and now, not so much. (Not sure if "not so much" counts as a clam. Apparently Paul Reiser popularized it on Mad About You. I'm not ready to give it up, though.) 

Of course, there is also Know Your Meme and TV Tropes. I am not responsible for your lost hours of work if you open up TV Tropes, though. 

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