Showing posts with label ludology. Show all posts
Showing posts with label ludology. Show all posts

6.07.2007

Some Approaches are more Equal than Others.

Delivery of narrative is not the sole purpose of an artistic medium.

I say this because I've just read this article on Bioshock. It's a good article, all in all, and I don't want to deride in in any way. There was just one comment in it which triggered my alarm bells:

The point of BioShock, the raison d'etre, is really the story, and the messages and intellectual content that Levine tries to deliver as a payload. "Look at Lord of the Rings," he challenges. "Why is Lord of the Rings more interesting than random RPG story number 507? They're exactly the same thing. They have orcs and goblins and demons and trolls. But Lord of the Rings is a meditation on power. And it's really interesting because of that. It's what gives it it's heart." And with undenied hubris, Levine's trying to do the same thing with BioShock, while still delivering a game 16-year-old cheese eating high school students will want to play. "We have these philosophical notions, but you've got to deliver. You gotta bring home the monsters. You gotta bring home the superpowers." In short, he's become a commercial realist.

There's nothing wrong with this quote in of itself. Publishers demand returns on investment. Marketing the game as an RPG is not going to give them what they want. Therefore, while Bioshock is heavily RPG oriented (though without the unnecessary complexity which typical RPG convention dictates), the publisher wants to focus the market on the percieveably more accessible action aspects. If Bioshock allows players to take on a gung-ho approach as a viable option whilst also fostering sneaky and cerebral approaches, then it's truer to the root of the term "role playing" than most RPGs. Indeed, many FPS/RPG hybrids have certainly been wanting on the pure-FPS side, almost forcing your expression away from Rambo-ism via inadequate core controls. So again, if Bioshock pulls it off, I'm happy that it won't be an implicit cost to other sides of the game.

My issue here is that the implication from Levine (or rather, inference from the author) that the "shooter" aspect exists merely to sate base desires in the mass market and to deliver a story payload, seems to me to be an incredulous amplification. I know a developer on Bioshock, and although I'm not privy to details on the game (bless his NDA fearing socks), I am aware of the design philosophy that guides him. Because I know this, something about the above doesn't add up for me. The view that low level mechanics, proprioception, and feel are in any way less important than the overall message of the game does not match with what I perceive to be their attempts a more symbiotic relationship between the two.

The idea that Narrative and Ludology must together form a master/slave relationship is an old one, and one I had hoped was dead by now. I'll sum it up briefly for anyone who is unfamiliar: How can an interactive medium produce a coherent story without compromising the author's intent, or the player's expression? Who has the reigns of the story; player or author? Surely it cannot be both? It has taken a while for people to calm down and understand that there doesn't have to be a conflict of interest, but you get the occasional article in the press fanning the ashes of a long burnt out debate, hoping to ask a wider audience into this initially ferocious debate, generating a little advertising revenue, no doubt. What's the final point which settles the argument?

Logos Ex Machina*: The Message/Idea in the Machine. Through the forging of a path through possibility (HAY THAT'S THE NAME OF THIS BLOG!!) systems generate stories (or at least, "series of events": "Jump, Jump, Break Block" is hardly Dickens) but at a more abstracted level, systems describe and explain emergent behaviours. In other words, they portray a message/idea in their own way - in a way which is fundamentally different to painting, sculpture, dance, writing, film or any other artform.

When you play Civilization, you can derive an understanding about why, say, the US is in Iraq: From your needs as a player, you grow to understand that you need to dominate resources to fuel a war machine to conquer the world to dominate resources. In the Sims, you see countless truisms in life - our credence of the capitalistic lifestyle and worship of material goods: "The things you own end up owning you", or that there's a fine balance to be struck between all your base needs if you want to be happy and productive. These are not explicit stories - they are messages woven deep into the fabric of an interactive system either by masters of the art form, or by lucky shits with unintended messages to spread. Their exposition is a natural systemic inevitability through the emergence of gameplay, rather than a forced contrivance in a cutscene.

With this in mind, there is no conflict between player and designer for authorship. Both are free to express themselves at different levels, feeling each other's will/intent without an authoritive power struggle.

Clearly there is an overall narrative string in Bioshock, but the progression from System Shock 2 and Thief seems to show that Levine is more and more being reborn as a storyteller who is embracing the strengths of the medium. This is refreshing considering that many die hard storytellers in games see a player's agency as a nuisance; as an affront to their own creativity.

The Narrative, in Bioshock's case, is just one expression of the underlying idea. It is amplified by the gameplay, and vice versa, since both gameplay and narrative are striving to explain the same thing. That moral choice to bio-engineer ones' self, or save a population if little girls is wrought implicit in the fundamental gameplay - moment by moment actions bear out themes in the story, and in more way that one! The openness of possible expression in your approach ("Rambo" for the slack jawed joes, "cerebral" for the poncey art fags) is bookended by a difficulty at either extremity: "All guns blazing" is possible but apparantly difficult; "Tower Defense: the FPS" likewise is hard to survive on alone, but is fully catered to. A mix of strategies, therefore, may be the easiest route, matching the "Fundamentalism is Baaad" overtones which the story tries to express.

I should also mention that the level design also re-enforces the narrative message: it's a sprawling the mis en scene. That's the technique it uses best to describe that same message - the ubiquotous conflict between the arrogance of imposed structure and penetrating waters embodying nature's malevolence: fundamentalisms causing conflict.

The point is, it's a three way symbiosis between exposition of the story, exploration of the physical/virtual world, and experiencing the varied strategies. Level Design, Gameplay, and Narrative are naturally intertwined: That's because this is not a case of "Which came first: Chicken or Egg; Story or Mechanic". It works because every cardinally aligned medium employed in the game is its own expression of a single unified idea. Using the message as a seed, each part of the medium grows out to express the same thing, in their own unconflicting terms - on those different, non conflicting layers.

I don't mean to imply that "Narrative as master" is a red herring, or that "You must have a story to justify a game mechanic". I don't believe either of those things - I welcome all approaches. I just felt that the idea that Bioshock delivers its message in one medium only, or that the other media utilized are subserviant, is false, and discredits the work that I know has gone into the game. Delivery of narrative is not the sole purpose of an artistic medium. Delivery of the idea is. And you can do it any bloody way you feel like. And you don't even have to be intentional about a message, because it's ultimately all in the interpretation!

I don't mean to sound like I think Levine indicted his own team, either. You know what I think happened? I think that a passionate journalist takes measures to dig deeper into details. I think Levine sensed that this guy is more interested in the higher level story, and placates him with more information about that side, playing to his wants, as every good designer should. Journalist (somehow) takes this as an implicit damning of what he percieves as a "lesser art" - that of basic interaction... kinaesthesia.

This whole post seems like an over-reaction to most, I'm sure. The reason that I rebut this incredibly minor point with this many words' worth of effort is because the idea that any one part of a game is more important to the medium than any other, by extension, denigrates what I'm trying to do with Goo: a focus on feel, and an expression of something greater through that one quality.

Just to show that I'm not being a total fanboy, I leave you with this Bioshock cover art, and the first words that sprung into my mind upon seeing it:


"Cowabunga, dudes!" :/

*Forgive me for a fruity embellishment which is probably translated wrong :/

2.21.2007

Jonathan Blow Interview

This is an interview with Jonathan Blow, who has had my respect for a long time based on his work for the IndieGamingJam. He's about to release Braid. We're hoping that Braid will be to Prince of Persia what Portal is to Prey - plunging deep into an interesting mechanic where previously developers have only dipped their toes.

Up until now, details have been a bit thin on the ground surrounding the game. It's very interesting to hear the guy's creative process. He talks about a lot of issues which we can certainly relate to. In working on our current game, chaos has always been a big issue. We're trying to model something normally modelled with deterministic systems, which result in really pretty simulations, but which also very immediately explode into unpredictable possibilities. I've always called this "Perceivable Randomness" - when logical causal steps are obfuscated to the player, and it becomes difficult to understand how the system works, and therefore, how to manipulate it - like a magician hiding his tricks behind a cloth.

It's simply not very helpful for a player to be able to call on a system (deterministic or not) which he or she can't anticipate the result of, even after trying through trial and error (or even explicit guidance) to build a mental model of it. Where random elements are concerned, we can at best gage the typical deviation of an outcome from its mean, but only after many, many iterations (part of the reason random Rolling still exists in RPGs is because of this - we feel as though we're still trying to grok combat systems, even after the 500th WheltSnipe has been mashed. Hmm. I'm getting blog deja vu, so I'll get back on topic now).

We try to ensure that our system comes to rest quickly, and makes its immediate causal links obvious and easily predictable: a quality which Doug Church calls Perceivable Consequence (and according to Google, I am the world's most prolific misspeller of that phrase).

When it's just a few game elements you're dealing with, Perceivable Consequence is fairly easy to maintain (both cognitively and computationally) by simply not introducing random factors, or indiscrete values mapping onto wildly dissonant outcomes. Our game has hundreds (possibly thousands?) of elements all springing off each other in real time, which you'd think would cause massive causal explosions. However, everything is well "frictioned" so that we can bound our possibility space.And because friction is a passive property of the physics (resistant force increases with velocity), that bounding feeling doesn't feel sudden and arbitrary (like a glass wall). It's a rare case where technology (in this case, lots of multithreading) has enabled a game play mechanic. All the brute force physics we're using in our game is there to ensure we have a system which doesn't explode quite so readily - pulling something which could easily become perceivably random back into something with great perceivable consequence.

God, this is just too vague to be useful to you, isn't it? Point is, Jon is expressing a lot of things that we've come to learn during this development, so it's reassuring for us. Really looking forward to this.

2.17.2007

Game Design: Sculpting Possibility (Part 1)

I almost feel like after playing a game long enough, and grokking a system, I can "see" a possibility space in the form of a kind of cloud of fog, either bleeding out gradually at the edges, or being contained within strict glass walls. This shape, of course, depends entirely on the game. But in a way, I see game design as a kind of sculpture.

I love the concept of "possibility space", and the idea that designers create and tweak rules which "sculpt" and "erode" it into different forms. I love the idea that systems can be represented in some form, other than themselves, and that this form can make systemic elegance or ugliness more obvious to the casual viewer.

I’ve had stabs at explaining it before (there’s more than a few drafted in this blog, but which I haven’t dared publish).

JP just linked me to this site, and I think it might help me start to make a point. Take a look. I'll wait.

The image of a ball's path during a match illustrates the beginnings of how I see possibility space in my head.

Notice in the pictures how one corner of the pitch is fairly empty. What could that mean? Could it be that their forward attacker has a bad left footed cross? Or could it be that the right-back defender is especially good? But this is not a possibility space. This is One Path Through Possibility.

You can imagine what it might look like if millions of matches between the same two teams were over layed on top of each other. The ball paths themselves start to become unreadable scribbles, but all of a sudden, a meta-visualization emerges: a cloud. It would show how those two teams' strategies and abilities bounce off one another. It would show up their most well worn approaches, and show where one team is generally weak, and where the other team is generally strong.

If we're just using two specific teams, we're only concentrating on those teams' approaches to matches. The foggy diagram has more to say about two teams' subjective experience of the game qua system than it does about the game system overall.

Now imagine that we get every football match in history, and lay them on top of each other. All we've done is widen our sample range, but I'm sure you'll see a more generalized cloud. Now we get a better picture of how human beings have adopted the game, and how they end up using it.

Still, though, there are definite areas where the ball is not seen as consistently, even though none of the game's rules explicitly suggest this should be the case. Perhaps you'll see most of the ball's time spent in midfield. That's easily understandable, as a ball must cross the pitch to get from one goal to another, and also since penalty areas are generally well defended to stop opposing players meeting their incentive - the Goal.

Perhaps we'll still see that attacks up the left flank are less likely. But why? There are no rules in the game to suggest this... no slope at that corner of the pitch, rolling the ball back toward the center.

So consider who is playing. Maybe we see this artifact because of our species' predisposition toward right-handed/footed people. This means that there are less wingers who can use the left flank well, and so the tactic is not pursued as heavily. And this idea of exploiting the most effective strategy leads us to another idea: the goals of the game (or even minor incentives along the way) warp possibility space.

If there were no explicit goals (Agon), and no aim to football other than to explore the implicit joy of playing with the ball, there would be no choice but to explore the possibilities that exist (self created/implicit goals; Paedia). Perhaps you'd see a much more even distribution of the ball's possibility across the football field, bleeding at the edges (since people will want to avoid the disincentives of throw-ins). This "pure play" might give us a better idea of how the system distributes the ball's possibility naturally. When we take that image and compare it to the incentivized version of football, we see how the Agon changes possibility.

I guess I'm just trying to say that there's a big difference between "what is likely" and "what is possible", though the former always fits snug inside the latter. The difference between these two is purely human psychology - the drive that Agon and Paedia create for us not only to explore possibility, but to feel we achieve something during our travels.

Next post will be on methods used to sculpt possibility intentionally. But I'll leave you with a something to discuss - if an AI's possibility space for a game does not match a players' has it failed, or are we simply playing a different game, or an alien mentality?