Anyone who has followed this blog for any length of time will know that I tend to look at game design (like everything else) from a fairly high-level perspective.
Other people are good at speaking to the mechanics of specific games, or at advocating for concrete gameplay content. My interest is usually directed toward the design of core gameplay systems that could help make interactive worlds more engaging for people who enjoy simulation and narrative -- that is, for the Explorer and Socializer gamers among us.
This is why I've developed numerous ideas and criticisms around the goal of helping gameworlds feel more "alive." In particular, I've criticized the practice of building Non-Player Characters (NPCs) as nothing more than loot piñatas (pop them for goodies!) or static props handing out quests and dispensing pellets of experience points. They look like people, but they don't act like people. Their inhuman behavior leaves a gameworld feeling more like a wind-up toy than a world filled with interesting people -- once you've seen its limited repertoire of behaviors, you're done with it.
This is radically different than -- and a serious step back from -- interacting with the complex, fascinating, frustrating, dangerous, and lovable non-player characters found in tabletop roleplaying games. In these games, where NPCs are played by humans, characters have character.
The roleplaying part of tabletop roleplaying games was a remarkably humanizing play activity. Pretending to be a person with abilities and desires other than your own could reveal unexpected abilities and motivations in yourself. How many areas of human experience can say that?
But in translating roleplaying games to computers, much of the human touch was lost. With so many other systems to develop (especially the systems for character leveling and combat), the developers of most computer-based RPGs somehow never got around to recreating what was arguably the most important part of a roleplaying game: interacting in interesting ways with interesting characters.
(BioWare deserves credit for trying to bring interesting characters to life in their computer RPGs. No one forgets Minsc. But massively multiplayer online role-playing games -- called MMORPGs for the obvious reason -- have not yet given anywhere near the same level of attention to NPCs, and BioWare's Star Wars: The Old Republic took years to fill with hand-developed content.)
In a way, many of the concepts I've suggested over the past decade have been attempts to address this problem of characterless characters. A couple of notions in particular are specifically meant to help NPCs feel more interesting by building into them a greater range of perceptive and expressive capabilities.
One thought was to enhance gameworlds with specific environmental effects, such as day/night cycles and sound propagation, while also allowing NPCs to perceive these environmental effects and respond to them in reasonable ways. An NPC who can realize that some meaningful event is happening and respond to it is a much more interesting character than one who just stands there oblivious to local reality.
The other key suggestion in this area is something I called "multifaction." In today's MMORPGs, when you do something for a particular NPC, that character may be able to "remember" that your action helped the one group to which that NPC belongs. This notion of "faction" is good for creating a very limited social fabric -- members of the Rebel Alliance love me, but I'm shoot-on-sight to Imperial stormtroopers -- but it's inexplicably underused.
Why can't I have faction with individuals rather than just groups? Why can't individuals and groups have factional standings with each other so that when I do something nice for Person A, who is disliked by Person B but loved by Person C, Person B likes me less while Person C likes me more? Why isn't faction used to enable persistent-world computer RPGs to store and express the complex webs of social relationships that give human existence its emotional richness?
There are plenty of games that emphasize points-gathering and loot-collecting and level-raising. And it's good that there are such games.
But where are the games that support internally complex and logically consistent worlds filled with characters who act like people because they can perceive their environment and can form and attempt to satisfy emotional goals?
Well, I have some good news to report on one of these fronts. If the folks at Namaste have their way, NPCs who can express emotionally plausible behaviors may be standing just around the corner, waiting to meet us.
I was recently given the opportunity to see an early build of Namaste's "Storybricks" system in action. If any of what I've said so far is of interest to you, you should visit Namaste's Web site to see for yourself what they're doing.
In the meantime, here's a brief description: Storybricks is a set of systems integrated into a gameplay environment that allows NPCs to have emotional goals and states and to act on those goals and states in plausible ways through their relationships with players and with each other. (Note: this statement and all that follows here are purely my personal interpretation of Storybricks. For the official facts about Storybricks as it is developed, please refer to Namaste's site.)
Initially, Storybricks allows players to create characters who have particular motivations and goals ("drives"), some of which may come from a role-based template (Peasant, Shopkeeper, Guard, etc.), and others which are added to particular characters by their creator. All drives implemented in a Storybricks gameworld have in-game actions through which they can be expressed, as actions (along with objects and places) are all linked through the central AI system at the heart of a Storybricks gameworld. This allows characters to have plausible emotional goals and states based on their role, but also to have unique sets of interior motivations, some of which may actually oppose each other.
Cuthbert the Guard Captain, for example, may be designed to be motivated by duty and honor, but also by avarice and impatience. Under normal circumstances, all that a player may see of Cuthbert is his upholding the law... but what might happen if the player presents Cuthbert with a bribe?
Another possibility: Cuthbert the Guard Captain believes that order is important, and that it is necessary to defend the king in order to maintain order. But Cuthbert hates Baldwin the Noble... so how does Cuthbert behave when Baldwin usurps the throne and becomes king?
This ability for NPCs to have conflicting internal states immediately makes Storybrick's NPCs vastly more interesting as characters than the people-shaped automatons standing in for NPCs in today's MMORPGs.
Storybricks also allows NPCs, like player characters, to have relationships with multiple NPCs. By "relationships" I don't mean romantic alliances (in, say, the Mass Effect/Dragon Age sense). I mean relationships in the sense of holding various kinds of feelings in differing degrees toward players and other NPCs. Alfgar the Citizen may like you, while Edward the Brigand may despise you, and these NPCs would be able to act on these relationships in appropriate ways.
Further -- and approaching the "multifaction" concept -- perhaps Baldwin the Noble likes you, while Ethelred the Peasant likes Baldwin. If Ethelred observes that you have done some harm to Baldwin, this may change your relationship with Ethelred even if you don't directly do anything to Ethelred.
Taken to its full extent in a gameworld, this capability for second-order effects instantly propels MMORPGs toward becoming games that can tell interactive stories as good as those of their tabletop progenitors. Instead of forming (and farming) isolated factional standings with faceless groups, players in a gameworld designed around the Storybricks system swim in a chaotic sea of ever-shifting personal alliances and emnities, where actions over time can lead to consequences that are hard to predict. At last, computer-based NPCs may soon have what characters in tabletop RPGs have always had: the power to surprise.
People yield interesting stories not when they do what we expect of them, but when they shock us by revealing hitherto unknown aspects of themselves. We expect Sarah Connor to protect her child, but we don't expect her to do it by aggressively hunting down those whom she considers threats. We expect Sam Gamgee to care for his friend Frodo, but we don't expect him to become an action hero in taking on the horrible spider Shelob. The twist is plausible but unexpected, the result of putting a person with complex internal emotions in a stressful situation that reveals something of the character's true nature. And that depth of character is the engine behind every great story.
Storybricks is important -- perhaps the most important new technology in MMORPG development in many years -- because it provides the technological foundation for creating characters with emotional depth in computer-mediated gameworlds. This enables the crafting and emergence of captivating stories, a vital source of gameplay that's been absent from online persistent-world computer RPGs (including the few now allowing players to create quests).
It's always tempting to try to understand new things in terms of what we currently have. But there really hasn't been anything like Storybricks before. The possibilities it offers for experiencing a gameworld in which NPCs feel like people instead of quest pellet dispensers is tremendous.
Not everyone will want this, and that's fine. There are games available today for those who prefer to always know where to go and what to do, as there should be. But for those who have been wanting NPCs to play a more compelling role in building gameworlds as satisfying secondary realities, Namaste's Storybricks is by far the most exciting concept in a very long time.
I'll have more to say about the mechanics and internals of the Storybricks system in a later blog entry.
For now... here's looking forward to the rehumanization of roleplaying games.
Showing posts with label story. Show all posts
Showing posts with label story. Show all posts
Tuesday, September 20, 2011
Wednesday, August 10, 2011
BioShock's Assault on Exceptionalism
The computer game BioShock (and its sequel) was set in what the developers called a "failed underwater Utopia." The game's story was based on the concept of Ayn Rand's exceptionalist philosophy of Objectivism, but did its best to paint that philosophy as so irredeemably broken that it could hold only the power-mad bigots who espoused it and the power-mad opportunists who exploited it.
Now BioShock: Infinite is being discussed by its creators. And the horrible principle animating the story this time? Exceptionalism again... only this time it's American exceptionalism (as imagined at the dawn of the 20th century) that's scheduled to be demonized.
Why?
I played BioShock 1 & 2 and enjoyed them for what they were. And I'll probably be able to enjoy BioShock: Infinite.
But why do these games now have a pattern of making exceptionalism their bête noire? Why continue to focus on wrapping the story setting around a grossly negative portrayal of exceptionalism? Did the notion of a culture that works hard to accomplish great things just happen to be one concept among several that the designers felt could safely be caricatured as villainous, like eeeeeeevil corporations? Or does someone have a special reason for wanting to try to smear the highly successful American experiment in freedom in particular as some kind of dangerous aberration?
Was there really no other historical social philosophy that could have served as a satisfying and effective narrative backdrop for shooting lots of simulated people? Really?
Again: I expect to play and enjoy BioShock: Infinite. It's no System Shock, but it's closer to that exceptional game than a lot of others. That doesn't mean I can't wonder why the striving for exceptionalism -- of all things -- is chosen to be the designated horror story in the BioShock universe when so many other human notions have had demonstrably worse consequences for humanity.
As just one possibility that springs to mind, does no one recall the popularity of eugenics in certain "progressive" circles around the very time period in which BioShock: Infinite is set? Why would that not have been an even more appropriate social-narrative hook for a BIOshock game littered with "gene tonics?" Why instead try to portray exceptionalism, American or otherwise, as threatening?
One day I hope to read a straight news story or interview that explores the real answer to this question.
Friday, August 20, 2010
On the Varieties of Evil Villains
[Note: a spoiler for the game Dragon Age: Awakening follows.]
One of the design questions that developers of most computer games usually need to address is how to explain the bad guys. You generally play some kind of hero up against the forces of evil -- well, what makes them evil? Why do they oppose whatever it is you want, and how good are they at their job?
Stupid Evil
In nearly all the computer games I can think of, the choice seems to come down to "Stupid Evil" versus "Misunderstood Evil." For action games, it's almost always Stupid Evil. When Stupid Evil is personified, there's simply some generic bad guy. He doesn't need explanations; he's just eeeeeeevil. This is an offhanded justification for the existence of waves of equally stupid enemies for the player's character to cut down like wheat before a scythe.
Wolfenstein 3D and DOOM, which focused on action over story, took this approach. In a Stupid Evil game, the enemies are intended to be disposable challenges with no moral/ethical component; the point is fun through action.
Misunderstood Evil
Some games do try to set the action within a story, where the opposition has a reason for trying to do whatever it does. But in most cases the opposition is almost never driven by a truly malign intelligence -- it's most often painted as Misunderstood Evil, as someone who only does horrible things for nearly-plausible reasons. The darkspawn in Dragon Age: Origins were driven by Stupid Evil; they were simply monsters. In Dragon Age: Awakening we are offered an explanation for the waves of enemy beings we've been slaughtering, but it turns out to be a Misunderstood Evil, a good intention gone wrong.
Sometimes the Misunderstood Evil is even deliberately painted as being no more than an alternative lifestyle, in a moral equivalency that says everyone is equally bad. This was the direction Blizzard went when it adapted the Stupid Evil Horde of the Warcraft real-time strategy games to the massively multiplayer online format. In World of Warcraft, the Horde are depicted as ethically no more good or evil than the Alliance.
To some extent, the Imperial faction in the online game Star Wars Galaxies was given the same Misunderstood Evil treatment. Rather than letting players be consciously evil as the Empire was clearly portrayed in the films, the developers felt it was necessary to allow Imperial players to justify their evil actions as not really evil. "Sorry about that whole blowing-up-Alderaan thing, just a misunderstanding, really."
Smart Evil
Every now and then, though, there's a "Smart Evil." This is a villain (such as GLaDOS in the game Portal) who really does hate you and who actively, intelligently and unapologetically wants to do you harm. These are the truly memorable baddies because they don't make any excuses for choosing to knowingly commit acts of evil. Like Lucifer in Paradise Lost, Smart Evil enemies are more interesting than Stupid Evil or Misunderstood Evil (and possibly even more interesting than Good) because they present a clear alternative to the Good that seems like the choice any rational being would make. We want to know *why* they choose to oppose us, why they hate us so...
...and that search for understanding is the beating heart of a great story.
Why aren't there more games that offer the challenge of Smart Evil?
One of the design questions that developers of most computer games usually need to address is how to explain the bad guys. You generally play some kind of hero up against the forces of evil -- well, what makes them evil? Why do they oppose whatever it is you want, and how good are they at their job?
Stupid Evil
In nearly all the computer games I can think of, the choice seems to come down to "Stupid Evil" versus "Misunderstood Evil." For action games, it's almost always Stupid Evil. When Stupid Evil is personified, there's simply some generic bad guy. He doesn't need explanations; he's just eeeeeeevil. This is an offhanded justification for the existence of waves of equally stupid enemies for the player's character to cut down like wheat before a scythe.
Wolfenstein 3D and DOOM, which focused on action over story, took this approach. In a Stupid Evil game, the enemies are intended to be disposable challenges with no moral/ethical component; the point is fun through action.
Misunderstood Evil
Some games do try to set the action within a story, where the opposition has a reason for trying to do whatever it does. But in most cases the opposition is almost never driven by a truly malign intelligence -- it's most often painted as Misunderstood Evil, as someone who only does horrible things for nearly-plausible reasons. The darkspawn in Dragon Age: Origins were driven by Stupid Evil; they were simply monsters. In Dragon Age: Awakening we are offered an explanation for the waves of enemy beings we've been slaughtering, but it turns out to be a Misunderstood Evil, a good intention gone wrong.
Sometimes the Misunderstood Evil is even deliberately painted as being no more than an alternative lifestyle, in a moral equivalency that says everyone is equally bad. This was the direction Blizzard went when it adapted the Stupid Evil Horde of the Warcraft real-time strategy games to the massively multiplayer online format. In World of Warcraft, the Horde are depicted as ethically no more good or evil than the Alliance.
To some extent, the Imperial faction in the online game Star Wars Galaxies was given the same Misunderstood Evil treatment. Rather than letting players be consciously evil as the Empire was clearly portrayed in the films, the developers felt it was necessary to allow Imperial players to justify their evil actions as not really evil. "Sorry about that whole blowing-up-Alderaan thing, just a misunderstanding, really."
Smart Evil
Every now and then, though, there's a "Smart Evil." This is a villain (such as GLaDOS in the game Portal) who really does hate you and who actively, intelligently and unapologetically wants to do you harm. These are the truly memorable baddies because they don't make any excuses for choosing to knowingly commit acts of evil. Like Lucifer in Paradise Lost, Smart Evil enemies are more interesting than Stupid Evil or Misunderstood Evil (and possibly even more interesting than Good) because they present a clear alternative to the Good that seems like the choice any rational being would make. We want to know *why* they choose to oppose us, why they hate us so...
...and that search for understanding is the beating heart of a great story.
Why aren't there more games that offer the challenge of Smart Evil?
Monday, April 26, 2010
Interactive Fiction: Character Versus Player
Interactive fiction writer and designer Emily Short recently considered multiple-choice interactive stories, where -- instead of a completely free-form interactive mode where the game parser tries to figure out what the player asked for -- the game supplies a limited set of pre-determined choices for the player to select from, each leading to a different pre-determined event within a particular narrative that defines the story the player experiences.
Her concern is that this type of game doesn't allow the kind of emergent storytelling possible in "open-world" roleplaying games (RPGs) such as Fable 2 or Fallout 3. On the other hand, she notes that RPGs aren't very good at focusing game events on a particular well-paced and engaging story, and she attributes this to the smaller "granularity" of events in an RPG which are harder to tie together into a coherent dramatic narrative.
I think that's a rather good way of analyzing these two approaches to storytelling in story-driven games. I do look at it in a slightly different way, however. The incompatibility I see between character stats and story-relevant possibilities is that each approach puts dramatic choice in a completely different person's hands.
Emphasizing character stats means that attributes of the character, such as intelligence or lockpicking skills, must to some degree condition or even determine story choices, taking gameplay out of the player's hands. Too much of that and you get a simulation that plays like a movie -- you lose the "interactive" part of interactive fiction.
But emphasizing on-the-spot decision-making by the player can make the game about the player, rather than about a character existing inside the secondary world of the fiction and acting in a dramatically appropriate way for that character in that world. The fiction has to constrain choice in some way or it's impossible to tell a coherent and world-appropriate story.
Two approaches to synthesizing these models of play in interactive fiction might be described as The Middle Way and Some Of Each.
In The Middle Way you'd try to pick some in-between spot between the player and the character -- a medium granularity. That's probably relatively simple to implement technically; I'm just not sure how satisfying it would be as story-based gameplay. The character's nature would sort of matter, and the player's imagination would sort of matter, but neither could be strongly activated. I suspect there are already some games like this....
Alternately it might be possible to develop gameplay where you have both small choices (determined by the character's nature) that add up over time and drama-important choices (actively selected by the player) that form the core of a particular story. This sounds a bit to me like a system in which the player decides "what" to do and the character's nature (as encoded in RPG-style statistics) have an impact on "how" each choice is expressed.
I like the sound of that second approach; it feels to me like it might have a "best of both worlds" quality. But I can see a couple of potential gotchas. One is technical: for each major choice you'd have to code multiple ways it could be expressed based on each one of the relevant qualities of a character's nature. That could wind up being pretty cost-intensive, even if the payoff might be significant.
The other possible problem is how players might feel about such a system that takes some choice away from them. If for example I chose to create a character with a roguish nature, should I be unhappy if, when I make a particular choice at a dramatic opportunity, my character twists my choice in a roguish way with consequences I might not have preferred? Or would that help my choice feel even more satisfying than those common in today's story-based games where my "character" is little more than an empty vehicle in which I-the-player ride?
Still, I think the Some Of Each approach probably holds the most promise for interacive fiction that is both satisfying as drama and enjoyable as gameplay. I'll have to think some more about this.
Her concern is that this type of game doesn't allow the kind of emergent storytelling possible in "open-world" roleplaying games (RPGs) such as Fable 2 or Fallout 3. On the other hand, she notes that RPGs aren't very good at focusing game events on a particular well-paced and engaging story, and she attributes this to the smaller "granularity" of events in an RPG which are harder to tie together into a coherent dramatic narrative.
I think that's a rather good way of analyzing these two approaches to storytelling in story-driven games. I do look at it in a slightly different way, however. The incompatibility I see between character stats and story-relevant possibilities is that each approach puts dramatic choice in a completely different person's hands.
Emphasizing character stats means that attributes of the character, such as intelligence or lockpicking skills, must to some degree condition or even determine story choices, taking gameplay out of the player's hands. Too much of that and you get a simulation that plays like a movie -- you lose the "interactive" part of interactive fiction.
But emphasizing on-the-spot decision-making by the player can make the game about the player, rather than about a character existing inside the secondary world of the fiction and acting in a dramatically appropriate way for that character in that world. The fiction has to constrain choice in some way or it's impossible to tell a coherent and world-appropriate story.
Two approaches to synthesizing these models of play in interactive fiction might be described as The Middle Way and Some Of Each.
In The Middle Way you'd try to pick some in-between spot between the player and the character -- a medium granularity. That's probably relatively simple to implement technically; I'm just not sure how satisfying it would be as story-based gameplay. The character's nature would sort of matter, and the player's imagination would sort of matter, but neither could be strongly activated. I suspect there are already some games like this....
Alternately it might be possible to develop gameplay where you have both small choices (determined by the character's nature) that add up over time and drama-important choices (actively selected by the player) that form the core of a particular story. This sounds a bit to me like a system in which the player decides "what" to do and the character's nature (as encoded in RPG-style statistics) have an impact on "how" each choice is expressed.
I like the sound of that second approach; it feels to me like it might have a "best of both worlds" quality. But I can see a couple of potential gotchas. One is technical: for each major choice you'd have to code multiple ways it could be expressed based on each one of the relevant qualities of a character's nature. That could wind up being pretty cost-intensive, even if the payoff might be significant.
The other possible problem is how players might feel about such a system that takes some choice away from them. If for example I chose to create a character with a roguish nature, should I be unhappy if, when I make a particular choice at a dramatic opportunity, my character twists my choice in a roguish way with consequences I might not have preferred? Or would that help my choice feel even more satisfying than those common in today's story-based games where my "character" is little more than an empty vehicle in which I-the-player ride?
Still, I think the Some Of Each approach probably holds the most promise for interacive fiction that is both satisfying as drama and enjoyable as gameplay. I'll have to think some more about this.
Labels:
design,
Emily Short,
games,
interactive fiction,
story
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