Category Archives: story in games

Musings

Question: Can high drama be produced from a wide-open simulation?

Creating a game that tells a story is one thing. Creating a game that tells a dramatic, moving story is quite another.

Can you really get a dramatic, moving experience from a game that is not tightly scripted or linear? Can high drama truly emerge from an open, unbounded simulation-style game?

Everyday life is a wide-open sandbox. Clearly, there is high drama in real life. But, as mentioned a while back on rec.arts.int-fiction, “Most people’s lives are not filled with high drama all the time. Some events will be dramatic, but creating a dramatic story from those requires editing out all the mundane parts.” (greg)

That editing, in game terms, is what I imagine is the scripting, restriction, or forcing of linearity onto the game narrative.

Isn’t high drama really the product of the manipulation of people’s emotions through selective [More...]

Also posted in game design, interactive fiction | 3 Comments

Umberto or Geraldine?

One of the interesting things about working on Vespers is that I’ve become so intimate with the original text and code that I probably know more about the game at this point than even the author, Jason Devlin. Often, I’ll come across an issue or question about the text game, and I’ll pop off an e-mail to Jason to see what he thinks we should do. The irony is that I’ve been so engrossed in every detail of the story for so long that I’m probably better able to address these things than Jason, who likely hasn’t even thought about the game in 3 or 4 years. (Mental note: really have to finish game soon.)

Throughout development, but particularly when Jason released the text game (and also when we started production), there have been many people drawing close comparisons between Vespers and Umberto Eco’s famous novel, The Name of [More...]

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Write from the Start

So pretty much one of the most challenging parts of making games for the small indie or hobbyist developer is getting the extra help you need. The developer who can do it all on his or her own — programming, artwork, writing, modeling, animation, web design, yada yada — is a rare breed with far too much talent and disposable time. When I made Missions of the Reliant way back when, in (gulp) 1994, I could handle most of it myself because things were just…simpler. I didn’t have to worry about modeling or animation, and web design meant little more than plain text and a few animated GIFs (mostly I just focused on BBS’s and AOL — and, sadly enough, eWorld). Life, as they say, was so much easier when we were young.

Unless you start from the beginning with a set of partners, it’s tough to find people [More...]

Also posted in 3D/if, game design, interactive fiction | 6 Comments

Day Three (at the AGDC), Part Two

As I mentioned last time, there were some really intriguing presentations on the third day of the conference. One in particular was a technology demonstration given by representatives of two companies, Emotiv Systems and 3DV Systems, which are developing innovative ways for players to interface with computers or other entertainment devices.

Randy Breen from Emotiv Systems demonstrated what he called their “Brain-Computer Interface”, a device that fits on the head and is based on EEG machines. It basically translates brain waves into actions after a period of training. It’s compact (I didn’t even notice him wearing it during his talk), lightweight, and wireless, and includes a gyro to detect head movements. It can also detect facial expressions (blinking, smiling, eyebrow movement) and can essentially monitor emotional states. It can also detect cognitive intent to manipulate objects. Wild, but apparently true.

During the demo, he displayed the tool’s SDK which exposed [More...]

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Day Three (at the AGDC): Stern on Linear Storytelling

The last day of AGDC was an excellent day, with two talks in particular that led to a good deal of spirited, academic discussion about storytelling and a third lecture that demonstrated some very slick next-gen controllers that could have a significant impact in the future on game design and interface.

The first talk of the day was given by Andrew Stern, he of Façade fame, although he did not focus specifically on the accomplishments of that project. Instead, his talk, provocatively titled “Linearity is Hell: Achieving Truly Dynamic Stories in Games,” explored the possibility of truly dynamic storytelling in games and how a system like that might be designed. Stern did acknowledge that this was more of a theoretical talk and that he has no claim to a solution for this; rather, he was hoping to express his understanding of what such a system might entail.

He began by [More...]

Also posted in characters in games, game design | 1 Comment

Day One (at the AGDC)

It was an entertaining first day at the AGDC. It’s certainly more fun listening to talks about interactive storytelling, cinematic design, and writing characters in games than it is listening to talks about pharmaceuticals and obscure research findings.

As expected, Chris Crawford’s talk was, to a large extent, a rehash of material that I believe he has presented previously. Still, seeing it in person, particularly with his entertaining delivery, was worth it. His talk was titled “15 Conceptual Shifts: Moving From Games to Interactive Storytelling,” and it reviewed many of the points he has tried to make over the years — among other things: stories are about people, not things; the importance of interactivity; and the role of verbs as opposed to nouns. And, of course, the last few concepts dealt largely with his Storytron project, although unfortunately he did not provide a demonstration.

Much of this is material [More...]

Also posted in characters in games | 4 Comments

Playing the Protagonist Part, Partly

A blog entry and discussion over at Corvus Elrod’s Man Bytes Blog about character and plot got me thinking about that tricky relationship between the player and protagonist, and the expectations (and allowances) game authors often place on their players.

In some games — typically non-first person games — the player is asked to play the role of a particular character. In Dreamfall, the player starts out playing the role of Zoe; in Tomb Raider, Lara Croft; in Deus Ex, J.C. Denton. In many interactive fiction games, the same applies, such as the Abbot in Vespers. In many instances, the protagonist has a history, and in some cases a personality, but inserting the player into that role can produce a frustrating conflict when player behavior does not necessarily match what might be expected from the established character.

To a certain extent, authors expect players to perform at least a [More...]

Also posted in adventure games, game design | 1 Comment

Nineteen Years Later, The Record Is Still Skipping

Yesterday was a birthday, of sorts; it was the birthday of The Grumpy Gamer, the blog site belonging to Ron Gilbert (of Monkey Island fame) for his “often incoherent and bitter ramblings about the Game Industry.” Four years ago yesterday he posted his first blog, a reprint of an article he wrote in 1989 which, he says, became the foundation for the design of Monkey Island. And at the time of its reprint, in 2004, Gilbert made the proclamation that “Adventure Games are officially dead.”

What I find fascinating is that the article, titled “Why Adventure Games Suck (And What We Can Do About It)”, discusses so many of the ongoing issues surrounding storytelling in games that people like me continue to blather about nearly two decades later. This is going all the way back to 1989. Infocom still (barely) existed, and Interplay’s Neuromancer was the adventure game [More...]

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Stan the Absentminded Kleptomaniac Journalist

It was a quiet Saturday evening, and since you had no plans, you decided to spend it with a good book on the sofa and a little classical music on the radio. You had just settled in when you heard a knock on the front door. It was your friend Stan. You hadn’t seen him in a while, so it was nice to have him drop by without notice. You invited him in, and he obliged.

Oddly, Stan started scanning the foyer, taking it all in like he had never seen it before. He seemed to take particular notice of all the things there — the ficus tree, the impressionist painting on the wall, the coat closet. That seemed a little strange to you, but the feeling soon passed. You invited him into the kitchen for something to drink.

When you reached the kitchen, you noticed Stan had not followed. [More...]

Also posted in characters in games | 9 Comments

Diamonds in The Rough

Diamonds in the Rough: This month’s Blogs of the Round Table invites you to discuss character flaws, or the lack thereof, in video game characters.

I particularly like this month’s round table discussion, as some of my recent blogs have been about how games really need to start focusing more on characters and character interactions. In order for that approach to be successful, the characters in games need to have some depth to them, and flaws are an excellent way of adding depth and humanity to characters. My initial reaction to the round table topic is that I can’t think of many games off the top of my head that include characters with notable flaws that are somehow significant to the narrative, but I’m guessing that’s for two reasons: first, I really haven’t played that many games, so perhaps I’ve just missed them, and second (and more likely), it’s [More...]

Also posted in characters in games | 7 Comments