Friday, November 25, 2016

It's Never "Just" a Joke

We had an interesting office conversation today, about the late comedian/troll Andy Kaufman, which then drifted into whether sexist and racist jokes are okay. I don't appreciate them. One of the women in the office said she enjoys them because "it's just a joke."

But why do we tell jokes? Jokes are meant to make us uncomfortable in some way. We laugh when something goes wrong. A joke is always a setup that is derailed.

There are absurdist jokes, of course, that are just all about the derail:

"I went to a restaurant that serves breakfast anytime. So I asked for French toast in the Renaissance." -- Stephen Wright

Our expectations are foiled, and we laugh out of the cognitive dissonance.

But most jokes are at someone's expense. "Tragedy," as Mel Brooks said, "is, I stub my toe. Comedy is, you die." For example:

My lover's been bugging me for the key to my apartment… finally I said, 'No, I'll let you out when I'm ready.' -- Heidi Foss

To dissect my friend Heidi's joke a bit, the setup is the assumed attempt on the part of the lover to have a closer relationship. The derail is that the lover is actually imprisoned. Note that the joke works because it's sort of horrifying. ("When I'm ready" is a nice touch because it mirrors the familiar conversation: 'I'm not ready' for a closer relationship.)

Stereotype jokes are at the expense of a whole group of people:

Q. How many Harvard students does it take to screw in a lightbulb?
A. Just one. He stands on the ladder, and the whole world revolves around him.

The point of the joke is that Harvard students are conceited. Here's another:

Two blondes were talking. "Last year," one said, "I slept with two Brazilian guys."
"Oh my God!" said the other. "How many is a 'brazilian'"?

The point of the joke is that blonde women are stupid. Oh, and slutty.

So why do I think it's not okay to tell racist or sexist jokes? Because the point of a joke about a stereotype is that it's only funny if the listener believes that the stereotype is, in some way, true. Change one word in the joke:

Q. How many Columbia students does it take to screw in a lightbulb?
A. Just one. He stands on the ladder, and the whole world revolves around him.

That joke isn't funny, because almost no one thinks that Columbia students are particularly conceited.

Two Canadians were talking. "Last year," one said, "I slept with two Brazilian guys."
"Oh my God!" said the other. "How many is a 'brazilian'"?

What? Huh? Not funny. No one thinks Canadians are particularly dumb.

Now, jokes at the expense of Harvard students aren't particularly awful. Harvard students are on top of the academic heap. So the joke is sort of "telling truth to power." But jokes at the expense of blondes are not completely innocent. If I tell a blonde joke, I'm saying that, to some extent, the intelligence of women with blonde hair is suspect.

"But it's just a joke." Well, nothing is "just" a joke. If people didn't already suspect blondes of being dumb, the joke wouldn't land.

Now, there are stereotypes that are hurtful, and stereotypes nobody really minds:

Q. How many New Yorkers does it take to screw in a lightbulb?
A. None of your fucking business!

Most New Yorkers will laugh at that joke, because they'd agree that New Yorkers are brusque.

Q. How many Zen Buddhists does it take to screw in a lighbulb.
A. Three.

What? Oh. Zen Buddhists are inscrutable. Right.

But then we get into jokes based on not so innocent stereotypes. For example, jokes about how money-grubbing [Hittites] are. [Hittites] don't find them funny, because we don't see ourselves in them. Also, the stereotype of [Hittites] as being stingy is part of a whole package of anti-Semitism that, in the middle of the last century, ended up in mass homicidal violence.

Similarly, jokes about how lazy [Sumerians] are, or how dishonest [Assyrians] are, are part of a whole package of racism that ends up with unarmed [Sumerians] being shot by cops, and candidates accusing [Assyrians] of being rapists and murderers that ought to be kept out of the country.

The point is: when you tell a joke based on a nasty stereotype, whether intentionally or not, you are saying the stereotype is, in some way, true. Nothing is ever "just" a joke. By making a joke, the teller is saying that the stereotype is in some way true.

And by laughing at it, you are agreeing.

In fact, the whole reason for these jokes is so that the teller can put down a group of people and get away with it; and the listener can buy into the putdown and get away with it. But in this case somebody's not telling truth to power; they're telling lies, and they're punching down.

Of course, it's impossible to dissect racist or sexist humor without sounding terribly unfunny, like you "don't get the joke":

Q. How many militant feminists does it take to screw in a lightbulb?
A. THAT'S NOT FUNNY.

But jokes have power. We wouldn't tell jokes if they didn't. Jokes are how we allow ourselves to communicate truths that can't be communicated openly. That's why traditionally the court jester is the only person who's allowed to confront the King; he's allowed that privilege because his jokes are deniable. That's why, in dictatorships, you can go to prison for telling a joke at the expense of the dictator. That's why some cartoons making fun of Mohammed triggered riots.

Jokes based on false stereotypes have the parallel power that they can communicate a lie that no one dares communicate openly any more. The reason some white people tell jokes about lazy [Sumerians] is because they don't dare say things like, "Well, everyone knows how lazy [Sumerians] are." But turn it into a joke, and "it's just a joke," and you get away with it. And they are all the more hurtful because the target is supposed to laugh them off. So the target has no recourse, unless they're witty enough to craft a good comeback.

And that's why it's never "just" a joke.

Wednesday, November 16, 2016

Some Quick and Dirty Thoughts about Richard Rouse III...

...'s talk about Dynamic Stories at MIGS. These are my notes as I wrote them up for my Compulsion Games teammates... The complete powerpoint is on Richard's site

Dynamic Story = Story that is not the same every time you play the game.

Why good? Replayability. Especially these days when players stream, it’s boring if all the streams are of the same stuff.

Types of dynamic story:

a. Explorable story space

What we’re doing in WHF and what most AAA games do these days: bits of narrative that you discover wandering around. Hopefully there’s enough that few players discover all of it.

Doesn’t have to mean environmental narrative. Her Story allows you discover bits of video through a text parser. You never actually go anywhere.

b. Open ended story

Give the player enough bits of a story that s/he can find his/her own meaning in it, but not so much that you force the player into your interpretation. One player may come away with a very different experience than another.

c. Reacting to player actions

Branching story trees. Generally, game devs stay away from branching trees because they get crazy fast. Trust me on this one. 31 endings on Stories: The Path of Destinies. (Which, hey! Won Best Indie and Best PC Game at the Canadian Video Game Awards last night.)

So often you get a series of choices, but really it’s just one choice repeated: Mass Effect's Paragon/Renegade. Bioshock's Harvest/Rescue.

Or, choices, but only some of which change the story, and then only change a little bit of the story: Walking Dead.

d. Shifting story elements

Procedurally generated story. In Richard’s game, The Church in the Darkness, you are there to rescue someone from a cult. Sometimes the cult is a suicide Jim-Jones-style cult. However, sometimes, it’s just a bunch of hippies who want to be left alone. The Blade Runner game changed who was a replicant from playthrough to playthrough. In both examples, the payoff is you Actually Have to Pay Attention to the story around you. If it turns out that in the story they're just nice hippies, or humans, you're not supposed to go shooting them.

e. Character Simulation

The Sims. The Civilization franchise. Characters have personalities and react to your actions according to them. Faction-based systems: characters will react differently to your dwarf rogue depending on how they feel about dwarves and/or rogues, and how nice you’ve been to their friends.

The player here is choosing what story s/he wants to be part of.

f. Drama Management

Here Richard’s talking about games like Façade that try to make a story out of whatever it is you are doing. Shadow of Mordor’s nemesis system turns an NPC into your nemesis if he’s killed you before.

Wot I Thought

The Holy Grail of game narrative is emergent narrative. Emergent gameplay is when you design systems the players can use in ways the developers did not plan for, e.g. rocket jumping.

Most of the dynamic storytelling methods listed are not emergent. The Shadow of Mordor people like to claim that SoM’s nemesis stories are emergent, but someone had to write and record all the nasty things the orcs say to you when you come back from the dead, or they do.

On Stories: TpoD I pitched the idea of a sort of Collectible Card Game or faction-based narrative. I.e. NPCs have a basic reaction to you, which changes according to what you do with other NPCs. So if you kill someone’s brother, they will no longer sell you a sword, but they might fight you. If you marry their brother, they might tell you where some loot is.

This is not emergent narrative, either. It feels more like it, because you discover the story branches according to your own wanderings through the game. But someone has to write each branch of each NPC’s story tree.

(In the end we just went with a straight ahead story tree for Stories: TpoD. Nothing wrong with a story tree, they’re just hard to write so every path feels like a good story, in which the seeds of the ending are in the beginning. And they’re a lot of work.)

To make really emergent narrative, you’d have to create narrative building blocks that players can arrange in different ways.

Say you have one building block: dude’s getting a divorce.
Second building block: dude’s sleeping with someone who’s not his wife.

Both of these are narratively fraught events, but they have a different meaning, and tell a different story depending on their arrangement.

If you see:

dude sleeping around -> getting a divorce

Then the player probably interpolates the story “he cheated, so his spouse is dumping him.”

But if you see:

dude getting a divorce -> sleeps around

Then you might interpolate, “finally free of his toxic marriage, dude is seeing other people.”

This method is probably hella difficult to pull off, and I’m not sure I’d want to do it in a game. But then:

Q. Knock knock.
A. Who’s there?
Q. Control freak. Now you say, “Control freak who?”


So there you have it. We’re doing a lot of environmental narrative, and some open ended story telling, but the other techniques will have to wait for some future game.

Monday, November 07, 2016

We Happy Few Update - Trumpocalypse Edition

What I did in the past week, in between frantically checking and rechecking fivethirtyeight.com, was write up the playthrough for She Who Must Not Be Named. Last week was the rethink. This week I wrote it up, and I’ve started in on the scenes, including one with our Hammer [Films] Villain. There’s a fair amount of carnage; we’ll have to redo some minutes of animation. But the story will be better for it – more jeopardy, and more aligning of player objective with player character objective.

Also did the same for our Mad Scotsman, although his story is holding up a bit better. We can probably keep most of our animation, but some of the dialog in those cutscenes will change.

Meanwhile, Lisa is creating gobs of environmental narrative for all sorts of places. Environmental narrative comprises the letters and diaries and signs and objects that you might find here and there that tells you what has been happening in the place you're lurking about. It creates the worldiness of the world.

All of which means more recording sessions, of course. I’m looking forward to it!

Friday, October 28, 2016

We Happy Few - Update

I needed eleven lines from our Mad Scotsman for some revisions we’re making to a scene in the Train Station. But an actor’s minimum call is an hour. So I’ve been writing barks for him – 225 of them. That should round out the hour, eh?

I’ve been working on rethinking the playthrough for She Who Must Not Be Named. G had an issue that she did not seem to be in enough jeopardy; and that the player character’s motivations didn’t line up enough with the player’s own motivations. So I’ve been reworking the story logic and the characters involved. This will involved a fair amount of carnage – animations we have to throw out – but it will result in a more powerful story and better integration between gameplay and story.

And, I’ve done a pass on the journal text. You are reading your journal, right?

Rest of the team posted here...

Learning to write stylish English? Read Raymond Chandler.

I used to teach the English side of the SAT for the Princeton Review, an SAT prep company. I had the advanced class, which was about 50% Korean immigrants who were still learning idiomatic English.

I told them the best thing they could do to improve their English was read Raymond Chandler. He's the guy who wrote The Big Sleep and Farewell, My Lovely. You know, the Humphrey Bogart movies. (Or, at least, the movies I remember as starring Humphrey Bogart, even when it was actually Robert Mitchum.)

See, you don't need great literature to learn English. In fact it's not idea. First, great literature is taxing on your brain. Second and more importantly, it's all about nuance. When you don't already know the nuances, you're apt to muddy your learning. What you need is stylish writing.  Raymond Chandler had style to burn:

"It was a blonde. A blonde to make a bishop kick a hole in a stained-glass window."

"The girl gave him a look which ought to have stuck at least four inches out of his back."

"There was a desert wind blowing that night. It was one of those hot dry Santa Anas that come down through the mountain passes and curl your hair and make your nerves jump and your skin itch. On nights like that every booze party ends in a fight. Meek little wives feel the edge of the carving knife and study their husbands' necks. Anything can happen. You can even get a full glass of beer at a cocktail lounge."

"She lowered her lashes until they almost cuddled her cheeks and slowly raised them again, like a theatre curtain. I was to get to know that trick. That was supposed to make me roll over on my back with all four paws in the air."

“In writing a novel, when in doubt, have two guys come through the door with guns.”

That last one is indeed his plotting style. Don't read Chandler for an airtight plot. Read Chandler for how to turn short old words into magic; for how to give your sentences rhythms that have the sway and slash of poetry without reminding you that you're reading words on a page. Read Chandler because his books are very hard to put down.


Tuesday, October 18, 2016

A Brief Note about Story in Deus Ex: Mankind Divided

I'm enjoying Deus Ex as a series of stealth puzzles. The story raises some points about craft that I'm working on myself.

The world is one in which "augs" such as Adam Jensen, our gravel-voiced hero, are discriminated against after a worldwide accident caused many of them to go haywire. There is terrorism by augs, unless it is by provocateurs seeking to blame augs. There's political infighting within Jensen's organization, TF29, and Jensen is also involved, you quickly learn, with an aug organization that suspects TF29 is being used against augs.

There are global stakes. Jensen seeks justice against terrorists, and truth against plotters.

Now I'm only about 20 hours in, and I'm a bit of a completionist, so I'm not to Golem City yet. But what I would love to see more of is personal stakes. What does all this mean to Jensen? You get to choose what Jensen says about all this, so he doesn't really have his own a point of view.

It's received wisdom in a Hollywood action movie that the hero should have global stakes and personal stakes. John McClane is trying to save a towerful of hostages, including his ex-wife.

Why? Because we can't relate to a towerful of hostages.  "One death is a tragedy. A million is a statistic," as Stalin said. That's why King Kong has to have Fay Wray in his hand. She's there to give Kong a personal goal, without which he's just an ape run amok.

A story needs jeopardy or stakes. You'd think you have jeopardy in a video game, because the hero can get killed, but after the 37th time you reboot him, it stops feeling like real jeopardy. So you need stakes. And global stakes don't create emotional engagement by themselves.

I mean, did you sob with relief when your Captain Shepherd saved all sentient life from the Reapers? I bet you had more emotional connection when Joel in The Last of Us did that thing that he did at the end -- because it involved his relationship with one person.

Heroes have girlfriends (or boyfriends, or wards, or moms) to humanize them; it's the same reason that heroes with flaws are more engaging. We'd care about Peter Parker less if Mary Jane weren't in danger. Fighting crime is abstract; saving the girl he loves is personal.

I'm not saying Adam needs a girlfriend (or a boyfriend, or a ward, or a mom). But if the global stakes were tied up in personal stakes, I feel the emotional engagement would be stronger.

E.g., rather than having him investigate a bombing, have him investigate a bombing that put his best friend in a coma. Rather than have him prove that an aug organization didn't commit a terrorist act, have him prove that an aug organization of which his ex girlfriend is a member did not commit a terrorist act and therefore she should not be executed. (Or his boyfriend, or his ward, or his mom.)

Or, maybe his girlfriend, or boyfriend, or mom, has turned against him because they think augs are terrorists. Or they think augs are terrorists and should all be locked up except for Adam and one or two "good augs." Or a judge is going to take away his kid because he thinks augs are terrorists.

Ha ha, I know, Adam Jensen would never have a kid. (But what if he did? And he had to choose whether to make his kid an aug, or let his kid stay in a wheelchair?)

(There are in fact side quests which create some personal stakes; but they're missions he does for people he runs into, mostly, not people who are necessarily part of his life. If he fails these people, he doesn't lose anything.)

Look, I'm painting in very broad strokes here. There are much more surprising, provocative and challenging ways to make global stakes personal. I'm just using these as examples.

I also tend to think, by the way, that it's much easier to follow a story when there are personal stakes. And it gives the storytellers something to sink their teeth into.

I bring this up because this is an argument I have with Guillaume and David every now and then. The player character stories in We Happy Few are all intensely personal. At a couple of points during our development of the game, G and David have complained that the stakes weren't global enough. "I know Arthur's trying to find his brother, but that's not necessarily what the player is trying to do." I rewrote the ending recently to make sure that the player gets both a satisfying end to Arthur's story, and a satisfying ending to his own story, that is, the story of his gameplay.

We have done a fair amount of work aligning player motivation with player character motivation. When those two are aligned, you get the player engaged both emotionally and intellectually. When we release the story, let me know how we did.

UPDATE:  Turns out Jensen's boss, Jim Miller has a kid who needs an augmentation to walk again, and he and his ex-husband disagree about that ... and suddenly I care a lot about Miller and how his story is going to end.

Sunday, October 02, 2016

How do I break in as a writer: Games version

Q. I've always had a strong interest in writing which is why I went on to pursue a degree in English. I would like very much to pursue know what it would take for me to become part of a team of creators. Is it better to have Master's degree as opposed to a Bachelor's? Would it be preferable to have degrees in different fields of study? Does Compulsion Games offer internships for individuals seeking experience and exposure?
We don't offer internships. We're a small team of 25 fairly experienced people. The company philosophy is that if you're good enough to work there, you're good enough to pay.

The game industry, like showbiz, is not particularly interested in whether you have a parchment in a frame with Praeses et Socii Universitatis on it. We're interested in whether you have skills, experience and talent. So if you're an artist, we don't care if you went to art school, we want to see your portfolio. Now obviously you learn a lot in art school, and you can put together a good portfolio there, so many games artists went to art school. But it's the portfolio, not the credential.

Same for programming. Show us what you've done, and we'll give you a programming test. Pass the programming test, and we'll interview you. You may very well have learned to program in a computer science department, but if you taught yourself online, or out of books, that's cool. The head of the company started working at 17 as a programmer. My first wife taught herself to program after finishing her Ph. D. in Folklore, and she's been a programmer ever since. (She figured that if she could learn 14 dead languages, computer languages couldn't be that hard. She was right, too.)

What schools do teach you is the tools. For example, Montreal's Cégep du Vieux Montréal will teach you Unreal. (For free, if you're a Québecer.) Level Designers and Environmental Artists make the world of our game in Unreal 4.

However, I don't know how you become a game writer. My path involved having written a hit comedy film and directed a bunch of shorts. I moved into games laterally. I did not have to convince anyone that I could write dialog, or tell a story. My first few game writing jobs did not involve any special software, or even much in the way of the elaborate spreadsheets we're using to track dialog in We Happy Few. So there were no software tools to know.

(Basically I now use Google Sheets, Google Docs, Final Draft and Pro Tools. Pro Tools is the only serious badass professional bit of software. It's for editing sound.)

I actually do have an MFA, but I think the most valuable part of my MFA was having an excuse to muck about with cameras for three years. I did learn a few things about directing actors and cutting audio, but I did not learn to write at UCLA, or Yale. I learned to write by writing, for free and then for money, for many, many years.

I don't have a terribly good idea how someone becomes a pro games writer.

You can attend game jams. There's good info in The Game Narrative Toolbox, which my friend Ann Lemay contributed to.

Better, you can teach yourself Twine (it's trivial to learn) and create an interactive HTML text narrative which someone can easily play.

Even better, you can learn how to make mods, and create story modules in various game engines, e.g. you could create your own Shadowrun story. There are some amazing mods out there, and modding communities full of volunteers that make them. If you can show us a mod you made, that ought to show us that you know how to make a video game narrative.

Game societies are good, e.g. the IGDA.

But there are no agents in game writing. In TV you write a spec and a spec pilot, get an agent, and get pitched to showrunners. I'm not sure what the equivalent is in games.

If anyone reading this has a better idea how to become a game writer, please write in!

Saturday, October 01, 2016

A new Final Draft!

As soon as I get back to writing script pages (as opposed to barks), I'm going to be trying out Final Draft 10. There are two main script formatting programs, Final Draft and Screenwriter. (There's also CeltX, which is free, but I don't know any pros who use it.)

I have friends who swear by Screenwriter (and at Final Draft!). Personally, I've always found Final Draft easier and more intuitive to use. It's probably not an accident that Final Draft started out as a Mac program and Screenwriter started out on PC. Screenwriter is powerful once you learn how to use it, but you have to just somehow know that, for example, the way to get a parenthetical is to type an open parenthesis at the beginning of a line of dialog.

Or read the manual, I suppose. Crazy, right?

The people who make Final Draft have just come out with Final Draft 10, the latest edition of the 25-year-old software. It has some neat tricks:

Alt Dialog

You can now hide alt dialog lines right in the script. You can have three versions of a line of dialog, and quickly switch between them. Handy if you're punching up a script.

This is really neat.

Beat Board

Final Draft 9 had index cards based on your formatted script. Each scene in Script View turned into an index card in Scene Navigator view. You could shuffle your index cards around.

However, unless your screen is much bigger than mine, you rarely have enough real estate to see all your index cards. I've wound up printing them out and moving them around on the kitchen table.

Beat Board is a more sophisticated way of viewing your whole story. You have a scene timeline; you can hang your scenes on the timeline, and quickly view them. You can color code them, for example if you want to track dramatic beats vs. action bears, or two subplots. Being able to view the whole timeline makes it easier to see if your structure is unbalanced.

Collaboration Tools

At Compulsion, we have a lot of shared Google Documents. I share the encounter dialog with the level designers and the audio people. That way we can track a line from writing to recording to editing to integration.

Up till now, the only way to co-write a script in Final Draft is to email versions back and forth. That's the way I prefer to work. But when you go over the script on the phone (did you know phones can be used for talking?), only one person can talk. FD 10 allows several writers to open the same script and edit it at the same time, just like you can with a Google Doc.

Now, this is not a proper review of FD 10. The folks at Final Draft were kind enough to give me a review copy, but as it happens, I am doing everything at the moment except writing dialog pages. I'm helping a game cast an actor. I'm writing barks. I'm editing audio. So I'm going to have to wait until I'm back to dialog pages before I can tell you how well all these handy new tools work. Tune in later!