Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Tuesday, September 29, 2020

Richard Dansky, Part Three

Clanbook Lasombra cover art

...Did I mention RPGs?  Richard Dansky also writes RPGs.


Alex: You have an M.A. in English.

Richard: I'm one degree away from being completely unemployable, so...

Alex: How has that informed your work? Is there an academic theory you find useful?

Richard: In terms of theory... just the notion of literary analysis and being able to deconstruct story structures and narrative structures. The training that I got as a graduate student, the analysis of those narrative structures, is something that served me very well.

Alex: So the ability to see the hidden structures in stories.

Richard: Yeah. And I could start rambling on about [Russian philosopher Mikhail] Bakhtin and all that, but...

Alex: Oh, please do. "What can Bakhtin do for you?"

Richard: Bakhtin actually helped me write a thesis on H.P. Lovecraft as an undergraduate at Wesleyan.

Alex: And what what was your Bakhtinian take on Lovecraft?

Richard: This was before Lovecraft was cool and long before everybody figured out he was a howling racist. But I was talking about spheres of influence and transgression between those spheres of influence. The idea that Lovecraft's horror comes from the trespass, one into the other, human into the monstrous and the monstrous into the human. I could go into a great deal more detail if I could find in the damn thing somewhere in my office.

Alex: Does that work in games as well, this sense of transgression? Or are we just always in a very carefully defined, consistent fantasy world?

Richard: Our worlds are so carefully crafted that it's hard to be allowed to transgress against them. The worlds generally don't allow for a sense of transgression against the story they want to tell. Every so often you get a game that tries to go there. And sometimes the results are fantastic.

Alex: What's one that's fantastic?

Richard: I would say The Last of Us transgresses. And sometimes it doesn't work so well. Where it comes across as crude or the player does not enjoy the feeling of transgression.

Alex: In what way does The Last of Us transgress?

Richard: Well, the standard ending would have ended with the delivery of Ellie to the doctors, happy ending, OK, they're going to save the world now.

Alex: You're a hero.

Richard: And the fact that it doesn't stop there, the fact that we find out more and we act against what was seen as our heroic goal all the way through the game... I think that's a moment of transgression. And an excellent one.

Alex: It is certainly one of the most earned unexpected endings. You're going, oh, my God, that's horrifying. And then you go, but everything that has happened has led up to this. And he couldn't have made a different decision.

Richard: It feels a piece of the world and it feels like something that character would rationally do. That feels righteous to do. And even though it's going against the proposed heroic ideal of the first 90 percent of the game.

Alex: I think that's probably why it was so memorable. If it had had the standard ending, I don't think people would have been over the moon about it.

Richard: Well, and the giraffes. I love the moment with the giraffes. It's the moment of, This is what you are fighting for. That quiet moment. When the shouting stops and the shooting stops and you're not running, you take a deep breath and say, OK, these are real people, these are people who I can care about because they have this humanity to them.

Alex: They have an ability to experience the quiet moments.

Richard: Yeah.

Alex: I think that's right.

Richard: And you contrast that to games where everybody is always shouting all the time. You don't get an impression of characters, because after a while you tune it out. It's just another order, another description, another bit of pipe being laid.

Alex: What question would you most want answered by this book I'm writing?

Richard: What comes next?

Alex: In terms of ... theory? AI?

Richard: Storytelling. We still don't even have a common vocabulary for video game storytelling.

Alex: What would we be looking for in a vocabulary?

Richard: A common language, a formalization of the role, and a professional jargon that could be respected outside of the club.

Alex: Like in show business with your turning points. Act outs. Teasers. Ghosts.

Richard: I mean, we have barks and that's about it. And I think we need our own language to differentiate ourselves from cinema, from television. Now, obviously, there's a lot of overlap, but there's also a lot of space that's ours alone. And trying to cram us into their boxes has, I think in some cases set video game storytelling back.

Alex: Each medium has things that it does well. A novel can slow down or speed up time in a way that a movie or a TV show can't, because everything has to happen in real time. You can jump between times, but you can't speed up time, except for the occasional slow-mo or time lapse shot. You can't show, say, "over the course the next few months, she began to wonder if her marriage was working..." -- you can't show that. What do you think in that sense the medium of videogames is able to do that you can't do in, say, film and television?

Richard: The cheap answer is, interactivity. But the phrase that I've always used is the "player shaped hole." There is a player shaped hole in the center of every videogame story. And as creators, we write to the possibility space of what the player might do. We don't dictate every moment. We prepare for the eventuality of what the player might choose to do at any given moment.

Alex: I think it has parallels to theater. The thing that theater does is, you are physically in the same space with the actors. And that gives you something that film doesn't do, even though, you know, a stage set is so much more artificial than what you see in the film. The fact that you're actually physically there, breathing the same air as the actor, that creates a sort of ritual space. And when a player does a thing, especially when a player gets to choose a thing, they own it in a way that they can't own it as a passive consumer. As you were saying that, you know, "I did this. I decided to save Ellie." That can be quite powerful.

Sunday, September 27, 2020

Richard "Safety" Dansky, Part Two

Vaporware, by Richard Dansky (Book Cover)

Richard Dansky is a veteran game writer and horror novelist. Among his many novels, Vaporware is the horrifying tale of a game project that refuses to allow herself to be killed off. There is a monster in it, but not the one you think.

Alex: How would you define a narrative designer versus a writer?

Richard: I would say that the two jobs can overlap, but the narrative designer is responsible for the systems for delivering narrative to the player while the writers are responsible for the content that gets delivered.

Alex: And why do you think it's valuable to separate those job descriptions?

Richard: Because it's…. how can I put this delicately?--

Alex: --Some people can't write, and some writers can't program, is that it?

Richard: Some writers can't program, some writers can't design. As games get more sophisticated, you need more and more sophisticated ways of telling stories, you need more intricate artificial intelligence structures to call on for systemic dialog, you need better environmental storytelling. You need somebody to keep track of all of that, and somebody whose primary skill is writing may not have those skills. At the same time, someone whose primary skill is writing should be able to go ahead and write. Maximize the resources, make sure that you're getting people in a position to succeed. But it's not just writing, it has to be a way of delivering the story as well as the story itself.

Alex: So talking about narrative delivery systems: what's a narrative delivery system that you really thought worked? Something that you thought, This is cool, this is doing a new thing. This is something movies don't do.

Richard: I thought that the narrative delivery in Assassin's Creed: Odyssey was fantastic. Really brought you into that world.

Alex: How so?

Richard: For the first time in that series, you really got a sense of who the people in that world were. And it was deeper immersion. The sense that their lives have been going on before you got there and will continue to go on after you left.

Alex: I was talking with Anna Megill and she was saying that's apparently called "negative capability." Was that a term you've heard?

Richard: It's not a term I've heard, but I'm happy to steal it.

Alex: What was happening in the game that was new that was making you feel like these people had lives?

Richard: Part of it was the content, what they were talking about, what they were asking the player to do. The language that was used felt realistic and personable. And part of it was the structure of the conversations. There wasn't a character standing around waiting for you to interact with them, in a way that was obvious that they were just tools in the delivery of narrative. They felt like characters. They did not feel like signposts on the way to the story.

Alex: So were these were these branching conversations? Was there AI going on, do you think?

Richard: Yes. And I fully imagine that QA spent many hours screaming into the night testing that because branching dialog is hell. But they did a wonderful job of it.

Alex: What is an interesting narrative delivery system that you weren't able to implement, that you wanted to?

Richard: Well, the early days of the Clancy franchise we basically had no narrative implementation except for a giant wall of text at the beginning of the missions. And with pressure from production and management to fill in every last detail of the mission, those walls got pretty tall indeed.

Alex: I feel like games had way more dialog in the 90s, and then there was a big step back. Because in the 90s it was all just text, so you could write as much as you like. Like Planescape: Torment, there has to be several novels worth of dialogue in there. And then once we started voicing lines and animating characters, then it's like, oh, my God, we can't do that anymore. And we're only now getting back to where we were in the 90s when it was just texts. Does that feel right?

Richard: I think so. But I would say you look even at a game as venerable as Knights of the Old Republic, that had a metric fuckton of dialog. The revolution happened a while ago, to get us back to more and more dialog. Planescape: Torment, I used to know the word count on that. But if you looked at Old Republic, that must be 26 times as large. Just the blossoming of how much is in there. Part of it is the game types that are available now. Part of it is the idea of games as a service so you can keep extending the life of the game and keep on telling more story with that one game. And part of it, like you said, is the advanced technology and the ability to record more easily and more cheaply.

Alex: The mocap, the cost has come down. We're putting more of those dots on people. They can capture more expressions. People don't have to go to a mocap studio anymore, they can have a mocap room in their studio.

Richard: Yeah, ours is in the break room at Red Storm. So when the animation team is at work, everybody clears out, nobody's getting any snacks.

Alex: Oh noes!

Richard: They all deny that. They will say, “You can walk around the edges.” But you don't want to go in there.

Alex: What can you do in non-linear narrative that you can't do in linear narrative?

Richard: We can do a lot of things with messing with the players expectation. One of the nonlinear narratives that I wrote was Splinter Cell: Conviction. That starts with Grimsdottir shooting him. And then the entire game is a flashback leading up to that moment. It tells you how you got there and why that's actually a perfectly rational thing for her to do. Except there's also a flashback within the flashback.

Alex: OK, but to me that's telling a linear story, just not chronologically. I'm talking about, in games, you can have the player discover narrative bits in different orders.

Richard: Sure, that's something that's more prevalent with open world now. Yeah, games like The Division. You still have a lot of short, overlapping stretches of linear narrative. It's a question of what order of the player encounters them. And whether they're gated by difficulty for the player to only run across some of the easy stuff early on.

Alex: Do you think that that is more fun for the player? Does that create verisimilitude? Is that more powerful emotionally? Does it immerse the player more?

Richard: It certainly gives the player more feeling of authorship of their experience. If you talk to somebody who's played a video game, they're going to say, "I did this." Not, "The main character did this." And by letting them choose, you're increasing the amount of authorship that they can have. They'll even say, "I did this" on something that's a roller coaster ride straight rail shooter. Because they will have a better feeling of ownership of their actions, I think, when they have an open world to play with and they can go in any direction.

Saturday, September 26, 2020

Richard Dansky, Part One

Richard Dansky in a wildlife refuge

I met Richard Dansky when he kindly invited me to give a talk at the East Coast Game Conference, down in the wilds of North Carolina, where you're not sure if the "check all weapons" sign at the entrance to the con refers to twelve foot foam swords or firearms. There was fine dining, and there may possibly have been some drinking of whisky. Richard is a seriously veteran game writer, as well as a horror novelist. This is the first part of my interview with him.

Alex:
You've worked at Red Storm for 21 years. That's some serious sitzfleisch.

Richard: Well, I’ve worked with Red Storm, but I've been essentially an internal freelancer for Ubisoft most of the time. So I've been based out of Red Storm, but I've worked with Toronto, with Massive in Sweden, with Shanghai, with all sorts of studios all over the world. And so I've gotten the best of both worlds, the stability of having a home base and the chance to work on different projects and go different places, work with different teams.

Alex: So does that mean you spend a year in Malmö or that you fly into Malmö and tell them a few things and then fly back or...

Richard: It depends. I did four months of Malmö for The Division 2. But generally, I fly in for a couple weeks, get in good with the team, figure out what I need to do, and then go back home and write.

Alex: And as Central Clancy writer, what is it you do in a day?

Richard: You know, that's an excellent question, and if I find out, I'll tell you.

Alex: I've had days at work like that.

Richard: The title "Central Clancy Writer" is kind of an old one. The role was defined as being a resource for all things Clancy and narrative. So it could be anything from writing the scripts for a game to serving as a gut check for how Clancy a story was, to saying, No, you can't set a mission in Rio de Janeiro because we blew up a parade there in the last game.

Alex: So you are the lore-brarian, among other things.

Richard: These days I'm doing less of that, more work on non-Clancy projects. But for a while, I was the resource.

Alex: How important is it that everything be as Clancy as possible? And what does that mean?

Richard: There's pillars of Tom Clancy's writing that you want to stick to to make sure the games have that authentic feel. You want that techno thriller feel. You want, "It's tomorrow, it's not the day after tomorrow." You want a clear and present danger and you want the righteous use of force to solve a problem. Those are the guideposts of the brand.

Alex: And have you worked a lot with him?

Richard: He worked closely with Red Storm on the original Rainbow 6. After that, he sort of drifted away. And I did a lot of the original story writing. Brian Upton came up with Ghost Recon. J.T. Petty came up with Splinter Cell. A slew of writers and designers came up with the games that were Tom Clancy, and I shepherded some of those brands through various incarnations storywise.

Alex: So how do you keep the franchise fresh? Or does history do that for you?

Richard: History does that for us. The world is so different from when I started working on Clancy games. I remember walking into the office on the morning of 9/11 and going into my boss's office and saying, OK, we need to rewrite everything now because the world's changed. And it has and it keeps on changing and that provides... endless opportunities for storytelling. On the one hand, you wish the world would be a little more peaceable place.

Alex: Do you know the speculative fiction writer Charles Stross?

Richard: Yes. Yes.

Alex: He writes novels about bureaucrats fighting Lovecraftian elder gods. And he's been complaining that 2020 just keeps getting ahead of him. He's just throwing out shovelfuls of plot that can no longer be put in a spec fiction novel because it's not speculative any more, it's just real life.

Richard: I've read The Laundry Files novels and enjoyed them.

Alex: I would think they'd be up your alley. You also write horror stories.

Richard: Yes.

Alex: And so is that to stay fresh creatively, to stay sane?

Richard: That's where my voice is as a writer. I can write video games ecstatically. And do whatever voices are needed for a game. But when it's my own genuine voice, it's in the horror field. And so those are the ones where the story won't leave me alone until I put it on paper.

Alex: What are the hardest battles that you fight?

Richard: The hardest battles. In a bunch of different arenas they can be anything from fighting for soft, quiet moments in the story when all everybody wants to do is shooting. Bang bang pow pow. They can be fighting for line counts. They can be fighting for the story. And holding the story up against real life and seeing whether something really is appropriate for us to make a game out of.

Alex: When you say fighting for line counts, for more lines or fewer lines?

Richard: Sometimes for more lines, sometimes for fewer. When you're talking about systemic dialog, sometimes less is more. And people want to have every single possible edge case taken care of, and you're like, no, we only have so much footprint on a disk.

Alex: When you say fighting for soft, quiet moments, I think we both know why those are so important. But how do you articulate that? What do you tell people?

Richard: I tell people that if the volume's at ten the whole time, then it's going to turn into white noise. We need contrast. You need those human moments to show why the characters are sympathetic, why you should care about what they're doing as anything other than a walking gun rack. And to have that change of dramatic pace that allows the story to breathe. And it works better when you're dealing with folks who can see the games as a gestalt and see the whole story. You see every mission at once; where you get into trouble is when you're doing one mission at a time or one chapter at a time. And every chapter has to be the greatest and the best chapter.

Alex: I guess it's the creative director whose job it is to see the whole vision.

Richard: Which is why I keep mine plentifully supplied with Scotch. -- I didn't mean it, that is not true!

[Note: Richard has the best single malt Scotch collection I’ve seen outside that big liquor shop on the New Hampshire border.]

Alex: As you say, you wrote some of the stories for some of these games. What goes into deciding what the story of a game should be? How do you think about it?

Richard: That process has evolved tremendously over the years. From being told, right, OK, we want a game set here, come up with a plot line, to where we are now, which is brainstorming with creative directors and game directors and thinking about the features that we want to show off... all these things that were not on my plate when I first started doing this,.

Alex: Do you think that's because story has become more important and therefore people really want to be involved in it, whereas previously they didn't care?

Richard: I think story’s become more important. I think people figured out the narrative as a place where we can make big gains without spending huge dollars. Sorry, cynical there...

Alex: No, but that's a perfectly valid thing. I mean, there's only so many polygons you can add. People are paying 80 bucks, they want everything to be great. It's not just the polygon count, not just better AIs, or the tightness of the gameplay. Everything has to be better. So that means the stories have to get better. The characters have to get better. The acting has to get better. The character models have to be capable of communicating more.

Richard: Yes, absolutely. And it's funny. When I first started doing the game writers roundtables at GDC, we had this wish list of things we wanted, you know, getting involved in stories sooner, having narrative design taken seriously, all these things that have come true. You know, the pie in the sky wishlist from those early days is now standard operating procedure. And that's good to see it because it makes for a better story and makes for a better player immersion, makes for a better player experience.

Thursday, August 27, 2020

Kim MacAskill, Part Two

Alex:  What misconceptions did you have coming into game development?

Kim:  I suppose the biggest was thinking I was just going to write a script, just write some dialog. I had no idea how much humble pie I was about to eat. I like to say my first language is Scottish, my second is English, and my third is gaming. . I remember my first meeting, sitting down with designers -- there’s a whole language of design terminology.

And then there was trying to get my brain used to limitations and constraints. And I think, anyone who’s going down this path, please read up on design. I thought I was just going to tell a story, I didn’t think I was going to help design a game. I mean, I tried reading books—

Alex: --What books?

Kim: One I read was The Game Narrative Toolbox.

Alex: Oh, yes, my friend Ann Lemay is one of the writers.

Kim: It was really useful, really breaking it down, you know, this is what a “mechanic” is, this is what a “level” consists of. At the same time, I recently gave a talk for the writer’s guild, that while that book was so useful to me, the terminology gets used completely differently from company to company. So someone’s idea of a “bark” could be totally different.

Alex: When we hire new people, we right away have to clarify what they mean by, for example, a “level” or an “encounter” because we might use a word differently than, say, Ubisoft.

Kim: It took me until I was at a second studio to realize that my huge imposter syndrome coming from TV was completely unnecessary. Every studio is starting from scratch, and how they’re designing it, and how they’re describing how they’re designing it, are different. I thought, I’m not getting it, I’m going to get caught out, and it took me a couple of games to realize that if I’m not understanding, it’s not because I don’t deserve to be there, it’s because from studio to studio, words get used differently.

Alex: Have you been involved in hiring other writers?

Kim: Absolutely. Especially at Rocksteady, because we didn’t have a lead for the longest time, so I was hiring for my boss. You put out the call, and you immediately get a heap of CVs. Recruitment filters them, and then as a team we go through every CV; every member of the writing team has a say. We shortlist, send out the writing test, and give them a week. Meanwhile new CVs are coming in. It’s difficult because when you’re in game development your time is precious. To even make time for an interview, that’s like an hour out of your working day. You don’t have 10-15 hours free to schedule interviews.

Alex: The Catch-22 of hiring: when you desperately need to find someone to take some of the work off your hands, you don’t have any free time available to find someone.

Kim: And then the second round is even harder because that’s when we’re taking them to the Creative Director, and his time is even more precious. You could be waiting a month and a half for him to find the time to talk to someone.

Alex: So what do you look for in a writing applicant?

Kim: Most of the samples I was getting were twelve pages, sixteen pages. ? If I don’t like your writing by page eight, I’m not going to want to read another twenty. Try to grab me by page one.

[Ed. note: Kim’s writing sample grabs you on page one.]

Alex: There’s an old story about Frank Capra, the comedy director of the 30’s. He hires this famous comic playwright to write a screenplay for him. And after a month or so, the first act comes in, and it’s this achingly well observed act showing that this couple’s marriage has deteriorated.

And Capra says, this is what we’re going to do. The guy gets in an elevator with his wife. Leaves his hat on. Next floor, a pretty girl gets on. He takes his hat off.

That tells you what you need to know! You can start the story now.

Kim: That sample I was telling you about, with Harley Quinn, I wrote that in five pages, and I was trying to write it as short and punchy as possible. I need someone who from the get-go can sell me a character: what they sound like, what they’re about. And it has to serve the story; it’s not there to serve your cute lines.

So: someone who has an understanding of how a scene is structured, and who gets the voices to pop out, so I can hear them in my head as I’m reading. If I’m not hearing the voice in my head, there’s a problem. Why are my eyes are drifting away?

Alex: It’s interesting that you’re getting long samples, because when I was looking for someone, the samples tended to be really short, and not have any drama in them. My brief was, “Writing sample, 3-5 pages, two-hander, dramatic conflict.” [That means that each character wants something from the other, and they use words to try and get it, and by the end of the scene, either they get it, or it’s clear they’re not going to get it.]

And the number of people who didn’t have a dramatic sample! They had a couple of pages that told me everything I needed to know to go on a heist, and I’m like, “Okay, you have informed me of everything I need to know to play the level, thank you, but you don’t have any people in here.”

Kim: Right, the samples tend to give away the background of the writer. I’d give them a dramatic theme in the brief, and the die hard game writers would put in an objective that I didn’t even give them, but they don’t put in the drama all the time.

Alex: How do you explain the importance of what you’re doing to people who don’t necessarily understand storytelling?

Kim: My job is to allow people to connect with characters who are a vessel used to explore moral dilemmas, societal dilemmas, to get people to engage with that, so hopefully they can see things differently. Even for example God of War, I have no idea what it’s like to be a single Dad. Stories help people grow.

Alex: I have a theory that there are structures in the brain that interpret everything as a story. If someone tells you a story, you remember it a whole lot better than if someone just tells you a bunch of facts. You know how there’s a Broca’s region in the brain that allows you to interpret language, and if you don’t have that, or it’s damaged, you can’t interpret language? I think there’s also a storytelling and story-interpreting structure, hardwired in the brain. We interpret the world through stories. And tragically, that’s why it’s so hard to get people to confront, say, science, because a good story comes across more powerfully than a bunch of data.

Sunday, August 06, 2017

Taking the Curse Off Quest-Giving in We Happy Few

One of my ongoing efforts is to make quest givers not feel like quest givers.

Your typical quest giver is a guy standing around outside a dungeon waiting for an adventurer such as yourself. He can tell you all about a great treasure in the dungeon! Or he will give you a nice sword if you obtain some item from within, like his wallet, or maybe his car keys.

Leading me to wonder why he didn’t go himself. And how long he’s been standing around. Does he sleep? Does he ever go for a pee? Is there a sandwich cart that comes around?

In real life, of course, people rarely offer you jobs out of the blue. (And then it’s in Malmö or Singapore or something.) Generally it works the other way around: you find out that someone has a sword for sale, and you go and ask what they want for it.

The Witcher finessed this nicely. People in that world post “Witcher Wanted” ads near pubs. They are waiting for someone to come to their home to offer them Witcher services, for which they’re prepared to pay.

Fortunately, we have something rare in video games: our characters did not just wake up with full blown amnesia, living in a populated world, where they grew up. They know their fellow Wellies and their fellow Wellies know them.

So we can take the curse off quest giving.

For example, in the Miss Thigh Highs playthrough, you need to learn something about, let us say, washing machines. You know the washing machine repairman, Alfonso Maytag; he has fixed your washing machine, after all. At the pub they say he’s out by the Tor, a local hill.

In a regular video game, you’d meet him out by the Tor, and he’d say, “My friend Freddie has been captured by cultists. Please rescue him and I shall give you this book on Washing Machine Maintenance!”

In our game, he’d say, “My friend Freddie has been captured by cultists!” and your player character, who was in primary school with Freddie, will say, “Oh, my God! Can I help?” Obviously you’re not going to waste time chatting about washing machines while poor Freddie is in danger. After you complete the quest, though, equally obviously, Mr. Maytag will happily let you xerox the manual to your Hi-Capacity 27” Front Load Washer.

From a gameplay point of view, these two setups are exactly the same. Find the quest giver. Learn of the adventure. Complete the quest. Get the payoff.

But from a narrative point of view, one feels more natural and human. That’s important to me. The more real our people feel, the more the player engages with them emotionally.

Video game worlds contain a tiny number of salient objects. Stories allow our minds to weave a whole world in the spaces between them. But we'll only do it if we're engaged emotionally.

Figuring out what makes the quest feel natural instead of gamey is a lot of the effort I put into writing encounters. By comparison, character dialog is easy once I know what relationship the characters have to each other.

Rest of the update here.

Tuesday, May 24, 2016

Originality

Someone on the Compulsion Games forum for We Happy Few was concerned that there is another game out there, Lisa the Painful, where people take a happy drug called Joy. Did we steal the idea?

No, obviously not. I came up with the name Joy in roughly February 2014. That game came out in December 2014. (I had to look it up; I've never heard of it.)

The reason we called our in-game drug Joy is it makes you really happy. Joy is the #1 English word for "surpassing happiness." Probably anyone who was looking for a name for a drug that makes you really happy would at least consider the word "Joy."

I can't take credit for the happy drugs idea. One of our inspirations was Aldous Huxley's Brave New World, which is about a society where people take a pill called "soma." But our main inspiration is North American happy culture. Depressed? Take a Prozac. Stressed? Take a Valium. Bad news? Don't put it on Facebook! Only Downers put bad news on Facebook!

(Not that I'm against anti-depressants. They help a lot of people.)

Point is: talking about happy drugs is an obvious thing to do if you live in our society, just as making a movie about alcoholics was obvious in 1950.

As a screenwriter and story editor, I've seen any number of my ideas duplicated in films and TV shows I didn't write, sometimes produced by production companies that saw my pitch. That's not because my ideas were stolen. It's because certain ideas are bubbling up to the top of the zeitgeist stew at any given time. I was pitching a hacker action movie a year before The Net came out. But so was everyone else. I was pitching a Pretty Boy Floyd movie a year before Larry McMurtry was tapped to develop a Pretty Boy Floyd project.

Roger Corman was asked about the similarities between his cheapo film Carnosaur and Jurassic Park. "Steven Spielberg is an honest man," said the King of the B's. "I don't for a second think he would steal my idea!"

You can't copyright an idea; you can only copyright the execution of an idea. You can't copyright "game about people who take happy drugs" because making a game about people who take happy drugs is "obvious." Anyone can get there by just observing the world. What makes our game unique -- or the other game unique -- is how that idea is elaborated in plot and character.

Friday, May 06, 2016

A word to the efficient is sufficient.

Try to get to the point where you not only accept criticism in your creative work, you seek it. Life, too, come to think of it.

Friday, April 29, 2016

We Happy Few Update!

Well, we're back from PAX, where we had some pretty nifty cosplayers, even though the game isn't out yet:



I learned a bit at PAX. First of all, that people are over the moon about our game. People were lining up for an hour and forty minutes to see it. Actually, the line was capped at 1h40; you had to mill around to wait for a chance to jump onto the 1h40 line. And when you reached the head of the line, you could play the game for twenty minutes, if you didn't get yourself killed first.

Also, details. Watching new people play our game, I noticed that players were not always aware they were wearing the wrong clothes. So I wrote some barks for Wellies to get bent out of shape if you’re wearing rags, and Wastrels will mock you for being dressed all fancy.

More excitingly, I finally got a PC on my desk. I write on a Mac, but I can’t use our tools in Unreal Engine 4, which means I can’t tinker directly with the game; I have to impose on the Level Designers. Since then I’ve been rewriting journal entries into Arthur’s voice — a job I’ll have to repeat with the other playable characters.

And, of course, I’m continuing forward on editing our audio cutscenes whenever I have some spare cycles. The animators seem to like our actors’ work:


The animators have to listen to the scenes hundreds of times, so it means a lot when they dig the audio acting. 

Often when you're casting, you find someone who's a thrilling actor, but just all wrong for the part. You file that information away for later. Juliette Gosselin, who starred in my short film ROLE PLAY (and would have starred in my proposed feature ALICE IS PERFECTLY FINE NOW), was someone we auditioned for YOU ARE SO UNDEAD. She was terrific, but way too real for YASU. But we brought her back for ALICE. So too for K______ K_____, who was wonderful, but not right for Twiggy With Hypodermic. 

Sunday, April 10, 2016

Exegesis

"Scarborough Fair" is a really pretty song, especially as Simon and Garfunkel sing it. But it's one of those deceptive songs. It's a really, really angry song:

Are you going to Scarborough Fair?
Parsley, sage, rosemary, and thyme;
Remember me to one who lives there,
For she once was a true love of mine.

Tell her to make me a cambric shirt,
Parsley, sage, rosemary, and thyme;
Without any seam or needlework,
Then she shall be a true love of mine.

Tell her to buy me an acre of land,
Parsley, sage, rosemary, and thyme;
Between the salt water and the sea sand,
Then she'll be a true lover of mine.

Tell her to reap it with a sickle of leather
Parsley, sage, rosemary & thyme
And to gather it all in a bunch of heather
Then she'll be a true love of mine


If you're just listening to the melody, you might not notice that the singer is basically saying, "Yeah, if you see my ex? Tell her I'll take her back when ... y'know what? Never."

The traditional version has both the man and the woman setting each other impossible tasks. It doesn't seem to have ended well.

There are a lot of songs that are a lot sadder or angrier than they sound. "Bye Bye Love," for example.

You can get a lot of mileage out of these. Chantal Kreviazuk took the lyrics to "Leaving on a Jet Plane" seriously and got a hit out of it. John Denver, who wrote it, makes it sound almost chipper. She's not the first; Peter, Paul & Mary really got into it.

I tend to think that "Walking After Midnight" -- which almost always goes down as a perky ballad -- is about a woman looking for her alcoholic husband after the bar closes. But maybe she just misses her ex. Either way, it could the Chantal Kreviazuk treatment.

Point is: listen to the lyrics, too.

I like to say that Shakespeare's plays are bulletproof -- if the actors understand what it is they're saying. Shakespeare's characters want stuff from each other. They say stuff to each other in order to get it. The poetry is there because sure, why not, but the plays are never "about" the poetry.

Interestingly, exegesis (the art of unpicking the knot of meaning) is a valuable skill to a creator. No one starts with a fully-fledged world. We start with a hook or a premise. What makes a coherent whole out of the work is that the rest of it proceeds from interpreting what you already have. We started WE HAPPY FEW with some premises: England, 1964, everyone wears happy masks, everyone takes happy drugs.

Building the world from there, we asked, why would people be taking happy drugs? Why are they wearing happy masks?

I pick up details about the world by thinking about them. Why are they taking happy drugs and wearing happy masks? Isn't that redundant?

Well, that suggests that they tried one and then added the other when the first didn't cut it. Doesn't it?

If there are people who aren't taking their Joy -- well, why not? Maybe it doesn't work for everybody. If it doesn't work for everybody, then presumably they've tried reformulating it. That's where we got the chocolate, vanilla and strawberry flavors of Joy.

If they have nowhere to call, then what do they do with all those phone booths?

Of course, sometimes you don't get to build the world from scratch. On CHARLIE JADE, we came on board as the replacement writing team. We had to read eight episodes and ask ourselves, "if these all made sense together, what sense would they make?" Since we were not in contact with the previous administration -- and since their episodes sometimes seemed inconsistent -- we did a lot of retconning.

And, a lot of exegesis. If Charlie is the enemy of Vexcor, why haven't they killed him? Aha, they must want to know who he's working for. Or they want to know what he knows.

I find it exhilarating when I "figure out" something about the world I'm creating. There's an "aha!" moment sometimes, when I realize, huh, if this, then that. And "that" can often be horrifying. But because it stems logically from what came before, it is inevitable and it is not gratuitous. And when the audience reaches it, they'll realize the same thing: "Oh, God, I hadn't thought of that. Of course that's true, too."

Friday, April 08, 2016

Pre-PAX We Happy Few Update!

This was a busy week for dialog. I recorded seven hours of sessions with six voice actors; next week I’ll record more.

Not every voice actor is equally talented. Some nail the line just from reading it; those actors are gold. I can easily get 180 lines an hour with someone that skilled. Fortunately, those are often the people who can do multiple different voices and accents, so we can use them for multiple encounters without the player thinking, “Enough with that guy, already.”

(On the other hand, there is always a limit to how different a human can make his voice sound; and the further someone gets from their natural voice, usually the harder it is for them to remain emotionally truthful as an actor.)

It goes more slowly with people who are less skilled. I sometimes have to build a performance, first saying, “really ask the question,” then “okay, and you’re 20 feet away from the player when you ask it” then “and you’re really pissed off.”

“Really ask the question” is something I have to say a lot. When you’re running through a bunch of lines on a page, it’s hard to invest your soul in each line. Sometimes they come out sounding like, well, like someone’s reading lines off a page. That’s when I have to say, “Okay, I really want to get a sense who you’re talking to,” or “Really ask the question like you want an answer.

Some actors can do an accent, or act, but not both at the same time. Fortunately, most of our NPC’s are regular middle class British folk, and so are our actors.

A lot of this work goes unnoticed, if I do it well. When it comes to conversations that you hear in the background, if it sounds human and real, then you won’t notice it. If it sounds wooden or contrived, you’ll notice that it’s bad.

I wonder what's playing on the Victrola.
No, seriously. That's part of my job.
Or, you won’t notice. But you will know somehow. You’ll feel more like you’re in a game and less like you’re in a world. I like to say, “The audience doesn’t know, but they know.” I guess I'd unpack that to mean, “The audience doesn’t know what’s right, but they do know when it’s wrong.” If the actors, even in the background, don’t believe in the imaginary circumstances, then the player won’t, either. If we get details wrong, the player may not necessarily be aware of them, but the player will feel shenanigans are going on.

Apropos, Whitney and I had a big argument over dumpsters, or “skips” as they seem to be called in England. David needs places for the players to hide. Dumpsters would be easy to make. And there were dumpsters in England in 1964.

However, in our world, there are no functioning dump trucks. The whole point of a dumpster is that it is emptied by machinery, not by hand. So, from my point of view, there can’t be dumpsters.

We had a big jolly back and forth about that. (I might have said something like "I hate that with the fiery passion of ten thousand suns.") In the end, we settled on ash carts. They’re a bit like dumpsters on wheels – a small skip that a horse pulls. While the Wellies don’t seem to have any surviving horses, they probably do burn coal, and coal makes ash, and ash has to go somewhere. So ash carts make sense. And it is revelatory if a world without horses is still using horse carts to get rid of coal ash. Clearly some poor bastards are dragging the ash carts around when you’re not looking.

Ceci n'est pas une ash cart. 
Also, we already have an ash cart, from Contrast.

The audience doesn’t know, but they know. They wouldn’t necessarily think, “Dumpsters, wtf?” But they would maybe feel like our world was a little less hallucinatory. Hand-drawn horse carts in 1964 reveal something about the world. It’s those details that create emotional engagement, I think.

We're off to PAX East in a couple of weeks. Come to our booth if you're there!

The rest of the team's update is here.

Saturday, March 19, 2016

Far Cry Primal: Some Thoughts


I've enjoyed the Far Cry franchise, particularly Far Cry 4. Exotic locations, solid combat, open world, lots of different strategies to try; but most interesting for me, Far Cry 3 and 4 told good stories. Far Cry 3 was about a privileged white kid who becomes a badass, and what that costs him. Far Cry 4 made you choose between two or three allies, each of whom had serious flaws. Oh, and the hero is non-white! As is almost everybody in the game.

So I was pretty excited about Far Cry: Primal. And it does indeed have exotic locations, solid combat, a big huge open world to explore, and lots of different strategies to try. Oh, and the only white people in the game are Neandertals!

And it has colorful characters, oh yes, from the crazy shaman to the badass queen of one of your enemy tribes. But with the exception of one joke character, none of them has flaws. They are all just fighting for the survival of the clan.

It could have been possible to give the player some flawed characters, and some of the choices that flaws lead to. As written, your tribe is in an existential crisis, squeezed between cannibals and human sacrificers. You can kill them or be wiped off the face of the planet.

Suppose one of your allies wanted to try to reach out to these enemies? Suppose one of the enemies was willing to be an ally, at least against a third party? Without making the whole game about factions, developing one or two characters so that they present choices? You could make "kill'em all" the straightforward, low-risk road, and "reach out" a high-risk, high-reward road, where if you play it right you get an ally, but if you play it wrong, some of your people get killed.

Or, even, if you don't want to go that far in re-tooling the franchise, do what Far Cry 4 did, and demand that the player choose between two visions for the society he's building.

Or even simply, have some of the allies ask the player to do things that are not purely 100% good things. E.g. an optional mission to slaughter all the mammoths to deprive the Neandertals of their food supply, reducing their number.

Or even simply, give them some character flaws of the personal sort: an ally who does not like you, who has to be placated with gifts. An ally who leaves you in a ditch to die, who you need to work with anyway.

As it is, the game is strangely flat. Although it has tons of atmosphere and lovely rendered animals and mountains you can climb and combat that is simply yet flexible... I'm not as engaged as I was by Far Cry 3 and 4.

Character flaws are why we care about characters. Can a AAA single player game really afford these days not to have emotional engagement?



Sunday, February 14, 2016

How Break In? Games Edition

I get this sort of question from time to time:

A 20something friend of mine is interested in getting an entry-level position in the gaming world (just about any aspect, I think).

Do companies have internships, like film companies, where you can prove your worth? Or do you just send queries to companies?

It’s not that easy to get in as “entry level — just about any aspect.” At our company we don’t have jobs for jes’ folks. We have jobs for programmers, and artists, and animators. We have two playtesters, known as Quality Assurance people. They're not entry level, either.

(QA is "playtesting," but it's more like "playing the game repeatedly and trying to break it in every conceivable way. I'm told it's a good niche for people on the autism spectrum, who don't mind a little repetition.)

There are quite a few university programs that teach specific skills: programming, environmental art, animation, etc. The Cégep du Vieux Montréal, for example, has a whole video game program (en français). The video game biz is growing, especially here in Montréal, so a talented and skilled graduate can get a job.

I think most people would tell you to go to game dev conferences and talk to people at companies. If you can't afford a ticket to a conference, you can volunteer, and attend the conference on your off hours. Volunteering is also a good way to meet people.

Personally, I find conferences incredibly daunting. I don't like to go to game dev conferences until I can nab a speaker slot. I have a touch of Asperger's myself. I do better when I have some context; and it's easier to meet people in the speaker's lounge than milling around. If you have deep knowledge in an outside field, you have a shot. E.g. if you are not only a gamer but a retired Special Ops commando, or a copyright lawyer, or a publicist, etc., you can probably think of something to say for half an hour. My ticket to the podium has generally been "lessons from screenwriting."

But, at a minimum, going to conferences give you something to talk about when you do get your foot in the door.

Note that there's a difference between game conventions and game dev conferences. PAX is a game convention. GDC is a game dev conference. The PAX conferences are mostly there so game companies can promote their games to customers. (Also so gamers can meet other gamers and play games on cardboard.) GDC is there so professionals can get learnings and then go out drinking with people they haven't seen since they were all fired.

You can talk to game devs at PAX. At PAX East last year we had the art director, a gameplay designer, an environmental artist, the studio head and the producer, among others. A lot of tiny teams send everybody. Bigger companies send mostly marketing people.

There are game industry sites, e.g. Kotaku and Gamasutra. They have job listings, too. But again, not many “I am an untrained smart person” jobs.

I don't think there are a lot of internships. Showbiz has a use for untrained people. Video game companies don't need anyone to drive the van or man the craft services table.

If any readers out there have better information than the above -- my own trajectory has been pretty idiosyncratic -- please post a reply!

Sunday, December 20, 2015

The Door Problem

Liz England explains Game Development in terms of doors. A sample:

Premise: You are making a game.
  • Are there doors in your game?
  • Can the player open them?
  • Can the player open every door in the game?
  • Or are some doors for decoration?
  • How does the player know the difference?
  • Are doors you can open green and ones you can’t red? Is there trash piled up in front of doors you can’t use? Did you just remove the doorknobs and call it a day? [snip]
And then who does what:

  • Creative Director: “Yes, we definitely need doors in this game.”
  • Project Manager: “I’ll put time on the schedule for people to make doors.”
  • Designer: “I wrote a doc explaining what we need doors to do.”
  • Concept Artist: “I made some gorgeous paintings of doors.”
  • Art Director: “This third painting is exactly the style of doors we need.”
  • Environment Artist: “I took this painting of a door and made it into an object in the game.”
  • Animator: “I made the door open and close.” [snip]
The full post goes on at much greater length; check it out.

"Door" is not a metaphor. We spent a bit of time earlier this year talking about how the player would know which doors open, which are locked, which are locked and only unlockable with a special item, and which are purely decorative.

Oh, and Studio Cypher made the first part into a poster:




Tuesday, November 17, 2015

Against Warren Spector!

Oh, not really. He's an important figure in the history of video games. He's made important innovations and great games. We're lucky to have him.

Warren Spector
But I disagree with Warren Spector's evangelism for blank player characters and against linear narrative in games.

For those of you who don't know the name (you're not in the game biz, are you?), Warren Spector is famous for the Deus Ex game franchise, which gave players different ways to confront each challenge. You can stealth your way through a Deux Ex game. You can shoot your way. You can talk your way through a lot of it. You can ghost your way through it, being so stealthy that no one even knows you were there. Point is, you have "problems" that can be solved different ways, not "puzzles" that you must solve the way the designer intended.

I met Warren yesterday because I was asked to interview him as part of his master class on Game Narrative. It was to some extent an expanded version of this GDC talk of his.

After the class, we got to arguing, a bit. Not unpleasantly so, because we both agree (as New Yorkers tend to) that the shortest path to the truth is an argument. 

Warren believes that games should strive to give the players room to express themselves through their gameplay. So if you like killin' dudes, you should be able to do that. If you like stealthing, you should be able to do that. 

And that's a great way to make a game. (Assuming the studio can afford it.) 

But Warren draws the conclusion that, therefore, the game designer must not tell you too much about the player character. We can't say the main character is shy; what if he beds everyone he meets. Can't say he's kind; what if he shoots everyone? Can't say he's bloodthirsty; what if the player is doing a nonlethal playthrough? The personality of the player may be at odds with the personality of the player character.

Underlying his point of view is the axiom that the player character isn't really a character, he's you. He's a blank slate on which you write your own personality. So on Deus Ex, for example, the voice actor was literally asked to speak in a monotone, sort of robotic voice.

It is a common notion in games that the player is you. And therefore, in the last Dragon Age, although you are always the savior of the world, you can be different races and different character classes, and you can call yourself by different names, and you can make your character look more or less like you. Fallout 4, same thing, you pick a name and a gender, you pick or mold a face, etc. These games give you room to express yourself buy picking who you are going to be. So avoid giving you any information that might contradict that. 

But I don't want to be the character. I want a relationship with the character. I want to know who he or she is. I'm not going to care about him or her unless I do. 

The many successful narrative games with well-defined heroes suggest that I'm not the only player who'd rather have a relationship than "be" the main character.

Of all media, only games let you actively join the fun. You can identify with the hero of a book, but you can't change what he does. You can interpret that R2D2 and Chewbacca are the real heroes of Star Wars, but Luke is always going to blow up the Death Star. You can't change who Harry Potter is

An axiom of Warren's, I think, is that because there are certain things only games can do, games should only do those things. 

Now, Warren acknowledges that games that don't let you express yourself are not only common, but often very fun, and indeed, he likes playing Telltale Games' Walking Dead; he's the first to admit he has the Walking Dead games on his laptop. 

But he doesn't want to make such games;and he feels these games are inherently inferior. He feels they're not doing everything that games can do. He calls them "Low Expression" games, as opposed to "High Expression" games like Madden Football and The Sims, where the outcome is all the player's. 

I don't buy purist arguments in general, and I don't buy this one. 

One way we engage with the main character in a game is by making choices for him or her. But it is not the only way. There is another. 

See, in movies and TV we learn the exact opposite idea about main characters. They should be as distinct, and precise, and human as possible. We should give him or her specific flaws and a specific past. 

But won't that alienate people who are different from the main character? 

Why, no, because we have the capacity to engage with other people.

Normal human beings have what are called "mirror neurons." They fire when we see another human being go through pain or joy or injustice or whatever. When we see someone take a bad fall, we don't just intellectually know that's going to hurt; we actually feel a bit of the pain. We feel it, we don't think it. Our nerves are actually firing. 

So when Indiana Jones gets the snot knocked out of him, we feel it. And when he kisses the girl, we feel it. 

And when the very disabled kids in this video feel joy, well, I defy you not to feel it too.  (Trigger warning: disabled people feeling joy.):


But our mirror neurons only fire when the individual feeling the feeling is real to us. We can care about a dog or an alien, but our mirror neurons don't fire when a ten ton weight falls on the head of a cartoon character. We laugh. Hah hah, ten ton weight!

The less distinct, and precise, and well-observed, and flawed, and real a character is the less we care about him or her. Cartoons make us laugh, but the more cartoonish they are, the less we are really moved by their predicaments. "Everyman" characters get tedious fast. Saints get tedious immediately, in a story.

That's why, in Casablanca, we care about Rick, not Victor Laszlo. Victor Laszlo is set up as a genuine hero. He gets the crowd to sing the Marseillaise. He's escaped from concentration camps. He doesn't get bent out of shape about how his beautiful young wife obviously had an affair while he was in one of those camps. 

He doesn't feel real. 

Meanwhile, Rick is wounded, and cynical, and angry. He sticks his neck out for no man. He's a bastard to the woman he loves; he calls her a whore (that's what that "tinny piano" crack means). 

And we engage with him, and we care about him, not the hero-saint in the white jacket.

I submit that the reason The Last of Us worked so well was because both Joel and Ellie were very real, flawed people. Ellie was mouthy and sullen and ungrateful. Joel was cold and angry. 

So when I played Joel, I cared about Joel. I am not Joel. I do have a daughter, but she was not killed by soldiers during a zombie pandemic. But I can relate.

And when I played the kid in Papo & Yo, well, I am not a kid from a Latin American ghetto. I'm a privileged white dude from the Upper West Side.  But I had a relationship with that kid. He was real to me. I can relate to his worries about Papo. 

So, I believe, even in games, Warren, we storytellers create emotional engagement by creating very specific and real and human-feeling player characters. I think when people play Arthur in We Happy Few, they're going to feel what he's feeling. They are going to feel engaged, not because he's a blank slate, but because he isn't one, and because Alex Wyndham brings all of his amazing wit and humanity to the role.

And I don't feel that much engagement with Corvo in Dishonored. I don't feel his pain. I enjoy the fantasy of being a magical ninja, but how many players feel the pain when their character is shot up and bleeding? I don't really engage with Captain Shepherd in Mass Effect because he's a heroic stiff. 

I think there are two ways to engage with player characters in games, and they are both one hundred percent legit. 

I was in a Live Action Role Playing group in the 90's. Some people used their characters to play an upgraded, upgunned, richer, faster, sexier version of themselves. Some people used their character to play someone who was decidedly not themselves.

See, playing someone who is not you can be freeing. A lot of people play games for escapism. If you're playing a version of yourself, you're not escaping as far as you are if you're playing a well-defined character. Playing John Marston frees you to be an Old West gunslinger whose solutions to most problems is shooting someone. Playing Ezio frees you to assassinate people. 

When you read a novel, you can imagine your way into Huck Finn's skin, or Ebenezer Scrooge, or Ishmael, or Elisabeth Bennet. Or you can watch a movie and imagine your way into Han Solo's vest, or Slayer Leia's bikini. 

Why do you think people cosplay? 

Warren's argument is that only games can allow you to be yourself in imaginary circumstances. But games can allow you to be someone else. Just because other media do this doesn't mean games shouldn't.

Games are becoming a dominant art form. By that I mean the form to which artists turn by default. In Shakespeare's time, if you wanted to express yourself, you wrote a poem or a play. In Jane Austen's time, you wrote a poem or a novel. In the early 20th Century, you wrote a novel or a screenplay. In the tail end of the 20th Century, you wrote a screenplay or a TV show. Now my writer friends want to write cable TV shows, and only if the idea doesn't lend itself to that do they consider writing a movie, and only if that's just not plausible do they consider writing a novel. 

Sure, people still put on plays. But it's a niche form. You'd only write a play if that idea really only lends itself to people performing in a ritual space with the audience present. 

In Shakespeare's time, people wrote poems at the drop of a hat. These days you'd only express yourself in poetry if that's really the only way you could communicate what you have to say. (Or, if you have very little to communicate, and you're afraid of being found out. Contemporary poetry is great for that.) 

If you're working in a niche art form, you have to justify yourself. Why is this a play? Why is this a poem? If you're working in a dominant art form, you don't. In Shakespeare's day, of course you were writing poems. Every educated person did. Good Queen Bess wrote poetry herself. 

Theoretically We Happy Few could be a TV show. Theoretically it could be a movie. But games are a dominant art form, so we don't go to TV first. We make a narrative game.

The underlying assumption behind Warren's argument is that games need to justify themselves by doing the things that only games can do. I'm saying games don't need to justify themselves at all. That's for niche art forms; for media that are past their sell-by. Sure, in some sense, The Last of Us could be regarded as a movie in which you kill zombies in order to advance to the next scene. So what? The guys who made it didn't want to make a movie. They wanted to make a game. Dominant art forms don't need to justify themselves. 

And to the extent The Last of Us is a game, it takes advantage of that additional bit of identification we get with the hero that passive entertainment can't give. Because you do have a different relationship with a player character than you do with Mr. Hiro Protagonist in a novel. You are engaging actively in the gameplay, even when the storytelling is linear. So when Joel makes his big choice at the end of the game, you are a little bit closer to owning that choice yourself. Which makes it all the more shocking.

There is nothing wrong with games that are the artistic expression of the game maker, rather than the expression of the player. There is nothing wrong with Papo & Yo

There better not be, because while We Happy Few will have expressive gameplay, the narrative is made up of things I wrote and directed and edited, and the player can't change any of them. The interlocking stories only end one way. The player characters are as well defined as I know how to make them. They make choices for you that I made for them. You will feel for them, you will be pissed off at them, you will identify with them, I believe, not in spite of their flaws but because of them. And maybe you'll identify with them even a little more because you play them. 

A story is a:
  1. Character we care about
  2. who has an opportunity, problem or goal
  3. who faces obstacles, antagonists, and/or a personal flaw
  4. who has something to lose
  5. and something to gain.
You can't tell a strong story if you refuse to tell your audience who the main character is. 

So I believe we can call some games Player Expressive games, and some games Designer Expressive games, and they're both valuable and righteous and good.

So I call shenanigans on Warren, innovator and cool game-maker that he is.

Shenanigans, I say!

Tuesday, June 09, 2015

Narrative in a Procedurally Generated World

On our Kickstarter we've been getting a lot of questions about the sort of narrative we'll have -- the sort of narrative we can have in a procedurally generated world. We Happy Few is a roguelike, which means that each time you die -- and you will, a lot, at least till you get the hang of it -- we will generate an entirely new world for you. The Train Station will be over here instead of over there, the Fountain will be over there instead of over here; and there may be entirely different microscenarios in some of the houses.

Well, we are going to have a lot of traditional narrative in the game; we're just not putting it in the pre-alpha build that we're showing to people. We'll also have a lot of environmental narrative.

Traditional Narrative

I have already written complete stories and dialog scenes for at least three playable characters.


What a traditional narrative in a procedural world means for us is: there are scenes out there for you to discover. But you have to go out and discover them.

For example, let's take the guy in the middle. His opening scene is going to give you a hint that you might want to find a guy who's living in the Train Station, out in the Garden District. (That's what the Wellies call the bombed-out areas of town. So jolly, our Wellies. Nothing gets them down.)

But where is the Train Station? You'll have to find it, won't you? Fortunately it is quite tall (and rather beautiful):




You can spot it from afar. Also, if you are as clever as I think you are, it occurs to you that Train Stations are often attached to train tracks.

When you get to the Train Station, a scene awaits you. You'll meet a character, and learn about their past together with you, and the world's past. And maybe they will offer to meet you at another location. If you'd like the story to continue, off you go to find that location. This one will be a little less easy to find, but still not that hard — except that simply surviving in our game is hard.

And so on through a few more scenes that tell you a complete story. You can also, at any point, abandon the story and simply craft the things you need to get out. That will be harder, but you never have to complete the story to complete a playthrough.

Once you unlock another character, you can play as him or her. He or she will have their own story, and different strengths and weaknesses.

So our stories are your basic linear stories. The "procedural" difference is you have to go out and find them, without a search radius painted in yellow on the minimap, or footprints illuminated in red because you used your Witcher Senses. And any given scene will be in a different place each time you play.

Also, of course, our dialog is more nuanced. People in our game never say exactly what they're thinking, or what they mean. They don't even necessarily say what they want. We have messed-up people in our game, whose flaws get in their own way.

Environmental Narrative

But, as I said, we're saving all those yummy cut scenes for later. (And they are yummy. I've already recorded and edited scenes with Alex Wyndham (Rome), Charlotte Hope (Game of Thrones) and Allan Cooke, and they are some of the best actors I've ever had the pleasure to direct. I've also cast some amazing other actors we haven't announced yet.)

But in the mean time, there is quite a lot of environmental narrative.

There are Uncle Jack's broadcasts. You can't miss them. They're everywhere, except in the Garden District. We've recorded about two hours of Julian Casey's brilliant Uncle Jack, including some bedtime stories you will probably not want to tell your kids.

There are the "signs" you will see throughout. Graffiti in the Garden District. Propaganda posters from different epochs in the recent past. Useful items you can find or steal here and there that also tell you about the world and how it got that way.

There will be micro-stories, or scenarios, to discover in buildings throughout the various biomes we are creating. Some micro-stories will tell you about the overall history of Wellington Wells. Most will tell you about how the people who live in that house in the Village are dealing with life, or how life went wrong for the people that used to live in that house in the Garden District.

And, if all goes well with our Kickstarter, passive dialog. Lots and lots of passive encounters. We hope to get the Wellies talking among themselves. No promises, but I have written pages of conversations, including one which might be inspired by the Monty Python "Cheese Shop" sketch.

So we are planning a rich narrative, set in a procedurally generated world.

See? Easy peasy lemon squeezy. 

Sunday, June 07, 2015

A Little Frustrated with Witcher 3

I've been playing a bit of Witcher 3 (I'm up to level 15 I think). Beautiful open world. Fun combat. I love discovering new potions although I pretty much never use more than three of them.

The writing is really good and funny, on a moment to moment level. There is quite a bit of wit to some of the stories. There is the the dungeon of the guy who's been making magic using smelly cheese. There is the notice from a guy complaining that his donkey starved to death between two troughs of food. There is the interview with the girl who complains that she never got to see Dandelion's etchings, though he always promised to show them to her. There is the battle that ends with "can we never talk about this again?"

And there is the lovely story of the Bloody Baron, who's a really terrible person and yet very human at the same time. He's well-written, and you keep having to remind yourself how awful he is.

My problem gets back to the ancient divide between story and gameplay. When I'm playing a game, I want to make choices. So when stories get too long without a choice, I get frustrated.

The Witcher 3 stories generally boil down to: talk to someone to get a quest; go to the area the questgiver suggested; use Witcher senses to find the clues (marked in red). Then Gerald will tell you what the clues meant, but it doesn't even matter, because your next search area is pinpointed on the map. Go there, search in the yellow circle, find the red things, click on them, have Gerald tell you what they mean.

In other words: the stories are completely irrelevant to the gameplay.

Now, at one level, story is bound to be irrelevant to gameplay mechanics. Story is where I tell you who your character is, what he or she wants, why it's important he or she gets it, what he stands to lose and what he stands to gain. In general, the more I control that, the better a story I can tell you.

But I'd like it better if Witcher involved me a little more in the story.

I'd like it if I had to do at least a little figuring out what the clues meant, or where they pointed. Even if the game is meant for players who just wanna kill a few dudes and not strain their brains, at least make me choose between three possibilities, two of which are actually wrong, but easy enough to rule out if I'm paying attention.

I'd like it if it were at least possible to fail the conversations with witnesses -- if there were dialog options that don't lead to me finding out what it is I'm going to find in the dungeon. So if I fail the dialog, I'm going in blind. I can still fight my way out, but I'm going to feel stupid if I applied wraith oil and I'm fighting trolls.

If I could fail the dialog encounters, then I'd have to play closer attention to what people were saying. I'd be more immersed in Geralt's story. But more importantly, I wouldn't be bored and frustrated that the dialog was taking so long. The cutscenes seem quite long. I don't want to click through them, because they're supposed to be my reward for all that fighting. But boy, they do go on.

I hope our cut scenes in We Happy Few aren't too long. On our budget, we can give the players really brilliantly voice-acted cut-scenes. We can't afford a lot of dialog options. On the other hand, building a roguelike with permadeath, we aren't afraid of giving you options that, should you take them, you will not be able to get a happy ending for that particular story. And you'll have to listen to what people are saying to be sure you're not about to screw things up. And to get the next bit of story, you'll have to find it by its description -- no map markers or illuminated clues.

Man, what we could do even a slightly bigger budget!


Saturday, November 01, 2014

The Subconscious Sociological Secret Behind #Gamergate: A Retcon

I've been having a bit of back and forth with a pro-Gamergate colleague, and here's my take, fwiw.
But [Gamergate] isn't, and has never been about [harassment of women]. That's the point. You're making it about women game developers feeling safe, but that has nothing to do with gamergate's positions. Gamergate has condemned harassment from day one, and has never wavered. But I don't think you'll ever understand that until you do more research, because it's easy to buy in to the world view that gamergate is a misogynistic movement. It fits the narrative you more generally associate with (as I do too).
My problem is there seem to be two groups of people who call themselves gamergaters. One is a small group of people who'd like games journalism to be more, y'know, like journalism. The other is a vast warren of trolls [hmmm, what's the noun of congregation? a grunt of trolls?] who jumped on the bandwagon in order to harass women.
[Philip Wythe's article on The Flounce, "Harassment, Abuse, and Apologism: Sanitizing Abuse in Social Justice Spheres "] is interesting because the "neckbeard, virgin gamer" type harassment is being thrown around so much yet isn't getting reported on. Do you not understand why that is a problem? If social justice (and by extension the gaming media) continues becoming the bully, then it will lose all the momentum it has begun to achieve. That's what this article is about.
I take your point that if games critics want social justice, then mocking gamers by using social stereotypes is not OK. But getting the majority to feel victimized is always the first page in the right-wing playbook. I mean, why now? Folks have been calling gamers neckbeards and virgins since -- well, at least the 70's? D & Ders didn't have a big social reputation at my high school. Any why, particularly, aim at "social justice warriors" mocking gamers, when almost everybody mocks hard-core gamers.

I suspect that what's really going on is that young, socially inept gamers now feel their "gamer" identity is threatened by soccer moms who play Farmville at the field. And they're transferring that fear onto a small number of "social justice warriors." (People who make that an insult worry me. It's like people who use the word "feminazi.") Because obviously they can't do anything about the soccer moms, who either don't even know they exist, or cook dinner for them.
And, I think, gamergate may be the tipping point in the industry for that, because people are sick of being bullied by having their identities attacked.
Really? I think mainstream society is always going to poke fun at geeks. When I was an active witch, neo-pagan geeks were always complaining about portrayals of witches in the media. C'mon, guys, you use the word, people think of you in a pointy hat. Bondage geeks complain that people (especially Jian Ghomeshi) don't understand that it's all done with carefully negotiated consent.
  What seems to have got 'gators up in arms are some silly articles about "gamer" as an identity being "over." The very premise of the articles is ridiculous. They remind me of the sort of "trend" articles the New York Times prints whenever a reporter knows three friends who are doing some new thing. The NYT had an article about how beer bellies were becoming sexy. Um, what?

"Gamer" will be an identity so long as people self-identity as gamers, the way "queer" will be an identity as long as gays and lesbians share political needs.

I don't believe there ever was a "conspiracy" against the "gamer" identity. I know journalists, and they talk, and they're usually desperate for something to write about. If there were 10 articles, I can believe a few emails were passed around, but that's in the nature of a meme. A meme in the sense of "what are we going to fill our column inches with this week?" That's laziness, but that's not Dr. Evil. I don't believe a meme is the same as a conspiracy.
Your sympathies are important (no one disagrees with you about creating great work environments for [female] developers), but compassion has to go to both sides...
Okay. Good point.
  But I think Gamergate projected a heap of frustration onto a tiny number of previously unknown people. Who ever heard of Zoe Quinn before? That was not constructive. The real question is not "what do we do about some minor female devs and/or anthropologists whom we feel insulted us," but "how do we deal with our precious identity being submerged in a vast welter of games that are not made for us."

If that's a real question. I mean it's not like we're never going to see another Grand Theft Auto game if Zoe Quinn gets her Kickstarter funded.

And, in return, the 'gators riles up a bunch of trolls, who in turn got mainstream feminists like Joss Whedon to come down on the whole Venn diagram with mockery.

Which, in turn, solidifies the gamer identity by defining the social borders better. The quickest way to answer the question "who are we" is to create a ruckus that crystallizes everybody into "us" and "them."

Kai Eriksen wrote a fascinating sociological book (that's not an oxymoron) called Wayward Puritans. His theory was that the Puritans were used to being an out group. But then they came to the New World where they had no neighbors to compare themselves to. (The Natives didn't count, obviously.) They had no "us" and "them."

So they created the witch trials, so they'd have a "them." It was subconscious -- Cotton Mather really through he was fighting the Devil -- but deep down they needed an enemy.

#Gamergate might have accomplished a subconscious purpose. I submit to you that a bunch of white, male, socially inept kids had "gamer" as an identity. Then along come soccer moms who play "Farmville" and call themselves gamers. And people make games about coming home and discovering your sister is a lesbian in the 90's. And the game press jumps all over these games, which are not actually very good games, because lesbian content practically guarantees a good review. (When was the last time you read a seriously negative review of a lesbian-themed film outside of the gay press and the Westboro Baptist newsletter?) And you hate Gone Home and you don't want people who like Gone Home to call themselves gamers, because "gamer" is your identity.

Or even worse, you proudly self-identify as a geek, and now all these mundanes come along and say, "Hey, we're geeks too!" And they're better looking than you, and go to the gym, and really spend very little timing geeking out. Where previously nerds were proud underdogs, now mainstream society fawns on Bill Gates and cosplay has its own reality show. Your culture is not your own any more.

So, you, as a group, pick a fight with some women developers and feminist intellectuals. There's no point picking a fight with Kotaku or Ubisoft, because they won't pay attention. But if you hurl abuse and death threats at some women (or give other, crazier people who share your politics the excuse to hurl abuse), you will provoke a lot of people to come to their defense.

In short order, you and your buddies are the laughingstock of the Internet. People are calling you neckbeards and virgins, and making memes, and #Gamergater becomes an ironic Hallowe'en costume.

But all that, perhaps, is full of win. Your identity is secure. Once again, it's clear who is "you" and who is "them."

The point of #Gamergate, subconsciously, was to provoke a witch hunt. But not against feminists. Against themselves.

Deep down, perhaps, the point of #gamergate was to provoke a witch hunt in which they were the witches. 


Now, I have no idea if the above is true, and it's unfalsifiable if it is. But I think it's an interesting way to look at it. A retcon, if you will.

And that's my take on #Gamergate after my conversations with my articulate colleague.