Storytelling in Single Player Action Computer Games The tools of the trade WILHELM ÖSTERBERG Master of Science Thesis Stockholm, Sweden 2007 Storytelling in Single Player Action Computer Games The tools of the trade WILHELM ÖSTERBERG Master’s Thesis in Human Computer Interaction (20 credits) at the School of Media Technology Royal Institute of Technology year 2007 Supervisor at CSC was Björn Thuresson Examiner was Yngve Sundblad TRITA-CSC-E 2007:001 ISRN-KTH/CSC/E--07/001--SE ISSN-1653-5715 Royal Institute of Technology School of Computer Science and Communication KTH CSC SE-100 44 Stockholm, Sweden URL: www.csc.kth.se Abstract Storytelling in Single Player Action Computer Games – The Tools of the Trade Stories have been told in computer games for as long as the games medium has existed. Their quality has in most cases been poor, and the modes of storytelling used have been haphazard at best; the story often even interfering with the gameplay experience. This has begun to change in recent years, with new technology rapidly expanding the possibilities of the games medium and computer games reaching the mass-market and high profitability. Game development being a young craft and game storytelling even younger, there are still no acknowledged methods or systems for storytelling in games however. This Master Thesis examines the storytelling of games in the single player action genre by looking at four representatives of the genre: Just Cause, Gun, Grand Theft Auto: San Andreas and Fable. First, eleven tools used for conveying story in games are identified and explained. These form the toolbox available for constructing the story part of a game. Secondly, the four benefits of having stories in games are defined, with the further discussion focusing on three of them: cohesiveness, motivation and immersion. Lastly, combined use of the tools for maximising the positive effects of story in the action genre is discussed and some practical suggestions are made. These results are a first step towards a methodology for telling stories in computer games. Defining the objectives of stories in games is important for bringing an awareness of what the purpose of a game’s story component is. Lining up the tools available tells us how we can reach these objectives. This knowledge can act as a foundation for taking the craft of storytelling in games further in the future, bringing it from an intrinsic craft to a more conscious working methodology. Sammanfattning Berättande i actionspel – verktygen som används Lika länge som datorspel har existerat har också berättande funnits i dem. Kvaliteten på berättandet har dock i de flesta fall varit låg och någon egentlig metod för hur det ska göras har inte funnits. I värsta fall har berättandet i spelen till och med stört själva spelandet. Under senare år har det här börjat förändras, framför allt tack vare att bättre datorer och spelens penetration på massmarknaden har gett helt nya tekniska och ekonomiska förutsättningar. Eftersom datorspelsskapande (och särskilt berättande i datorspel) är ett ungt hantverk finns dock inga vedertagna metoder för berättande i spel. I detta examensarbete undersöks berättande i genren actionspel för en spelare genom att fyra representanter för genren har tittats på: Just Cause, Gun, Grand Theft Auto: San Andreas och Fable. För det första identifieras och förklaras elva verktyg för berättande i spel. Tillsammans utgör de den verktygslåda som finns tillgänglig för skapandet av berättelser i datorspelsmediet. För det andra definieras de fyra anledningarna att ha berättelser i spel. Av dessa diskuteras sedan tre stycken vidare; jag kallar dem sammanhang [cohesiveness], motivation och immersion. Slutligen diskuteras hur verktygen kan användas tillsammans i den aktuella genren för att maximera fördelarna som tagits upp. Avslutningsvis förs också några förslag på praktiskt tillvägagångssätt fram. Resultatet av den här studien är ett första steg mot en metodik för att forma berättande i spel. Att definiera fördelarna med att ha berättelser i spel är mycket viktigt för att skapa en medvetenhet kring vad själva syftet med berättelsekomponenten i spel är. Att sedan rada upp och definiera verktygen som finns tillgängliga visar hur man kan nå detta syfte. Den här kunskapen kan fungera som en grund att stå på för att i framtiden ge det numera svårdefinierade arbetet med berättande i spel ett mer medvetet arbetssätt. Contents Contents List of Figures 1 Introduction 1.1 Task Definition . . . . . . . . . . . . . . . 1.1.1 A Note on the Evolution of Games 1.2 Thesis . . . . . . . . . . . . . . . . . . . . 1.3 Choice of Research Subject . . . . . . . . 1.4 The Structure of this Thesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 2 2 3 5 2 Background 2.1 Human-Computer Interaction . . . . . . 2.1.1 HCI and Computer Games . . . 2.2 Interactivity . . . . . . . . . . . . . . . . 2.3 Agency . . . . . . . . . . . . . . . . . . 2.4 Immersion . . . . . . . . . . . . . . . . . 2.5 Gameplay . . . . . . . . . . . . . . . . . 2.6 Storytelling . . . . . . . . . . . . . . . . 2.6.1 Storytelling in Computer Games 2.6.2 A Note on the Interactive Nature 2.7 Narratology Versus Ludology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . of Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 6 8 9 10 10 12 12 13 15 16 3 Method 3.1 Analysing Games . . . . . . 3.2 Playing the Games . . . . . 3.3 Literature Studies . . . . . 3.4 Interviews with Developers 3.4.1 Interview Questions 3.5 Method Critique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 18 21 22 22 23 23 4 Results 4.1 The Benefits of Storytelling in Games . . . . . . . . . . . . . . . . . 4.2 Fable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 25 28 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 30 30 32 33 33 35 36 5 Analysis 5.1 The Eleven Tools . . . . . . . . . . . . . . . . . . 5.1.1 Pre-Rendered Video . . . . . . . . . . . . 5.1.2 In-Game Cutscenes . . . . . . . . . . . . . 5.1.3 Scripted Sequences . . . . . . . . . . . . . 5.1.4 Voice-over . . . . . . . . . . . . . . . . . . 5.1.5 Ambient Actions . . . . . . . . . . . . . . 5.1.6 Character Development . . . . . . . . . . 5.1.7 Location Evolvement . . . . . . . . . . . . 5.1.8 Interactive Dialogue . . . . . . . . . . . . 5.1.9 Storytelling Items . . . . . . . . . . . . . 5.1.10 Player Journal . . . . . . . . . . . . . . . 5.1.11 Plain Text . . . . . . . . . . . . . . . . . . 5.2 Using the Tools Together . . . . . . . . . . . . . 5.2.1 Tying Story to Gameplay . . . . . . . . . 5.3 Implementing Story in the Action-Arcade Genre 5.4 Conclusions and Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 40 41 41 42 42 42 43 44 44 45 45 45 46 47 50 51 4.3 4.4 4.5 4.6 4.2.1 Fable’s Story . . . . . . . . . . . . GTA: San Andreas . . . . . . . . . . . . . 4.3.1 GTA: San Andreas’ Story . . . . . Gun . . . . . . . . . . . . . . . . . . . . . 4.4.1 Gun’s Story . . . . . . . . . . . . . Just Cause . . . . . . . . . . . . . . . . . 4.5.1 Just Cause’s Story . . . . . . . . . The Telling of Story in the Games Played . . . . . . . . . . . . . . . . . . . . . . . . Bibliography 53 Appendices 55 A Ludography 56 B Glossary 57 List of Figures 2.1 The cross-disciplinarity of HCI . . . . . . . . . . . . . . . . . . . . . . . 4.1 4.2 4.3 4.4 Screenshot Screenshot Screenshot Screenshot . . . . 28 31 32 34 5.1 5.2 The strengths of the storytelling tools . . . . . . . . . . . . . . . . . . . The tools’ suitability for tying story to gameplay . . . . . . . . . . . . . 48 49 from from from from Fable . . . . . . . . . . Grand Theft Auto: San Gun . . . . . . . . . . . Just Cause . . . . . . . . . . . . Andreas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Chapter 1 Introduction “Ah! Sweet freedom!” José Caramicas, San Esperito As a play tester of Just Cause, I was faced with an enormous world full of freedom to act. Run or swim for hours, drive a huge number of vehicles or wreak mindless destruction on the island republic of San Esperito. However, all these actions did not have much to tie them together. There were story missions, yes, but most of the play time was spent on roaming free on missions of my own design. The questions arose: Can nothing be done to make all these actions play a part in the greater whole? Wouldn’t it be great if my two hours of hunting down corrupt soldiers had an impact on the story and the next mission? There are a great many games that have taken the story-part one or many steps further, especially in the RPG genre. It has to be noted, though, that Just Cause and games like Just Cause are action games – the player doesn’t expect and doesn’t want a massive plot with branching storylines, dramatic choices galore and cherries on top. As it is now, the story is there just because that is what the player expects: A minor component that doesn’t interfere with the action-packed gameplay too much. So what’s the problem? It is that this is far too obvious. The action genre has a tradition of detached stories that are there just because “the game must have a story”. This perspective can be represented by a quote from the almost legendary game programmer and designer John Carmack: Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important. Rather than being satisfied with this quite sad attitude towards storytelling in games, I would like to ask: Now that we have a story, how can we use it for actually enhancing the gameplay experience? 1.1 Task Definition Two opposing groups have been identified in the research on games as storytelling media: the Ludologists, who want to see the focus shift onto the mechanics of 1 game play, and the Narratologists, who are interested in studying games alongside other storytelling media.1 [18] This debate seems to focus on computer games as one homogeneous group and whole games being narratives or not. I represent another point of view, choosing not to side with any of the two mentioned groups, but instead claiming their argument irrelevant. (As we will see, most researchers seem to claim this middle ground, leading to the questioning of the very existence of this debate.[11]) Trying to define fundamental truths on narrative in interactive entertainment (as has been done with some success in traditional storytelling media) is pointless and futile, as the games medium is infinitely more heterogeneous than cinema or literature. The difference in dramaturgy between an action flick and high drama can be seen as mere nuances, while the dramaturgy employed in an RPG and a puzzle game must be fundamentally different by the nature of their respective genres. One example of the nonsense that emerges when the holistic approach is employed is Jesper Juul’s article “Games telling stories?”. Juul’s argument is based on the assumption that games can be handled as one homogeneous group, using examples like Tetris to prove his points on the discrepancies between cinema and computer games as narrative media.[21] Each serious attempt at defining or discussing narrative in games has to be done with respect to genre differences. This thesis discusses the Singleplayer Storydriven Action Games genre. Well-known games in this genre are the Grand Theft Auto series and Halo. 1.1.1 A Note on the Evolution of Games Not only the genre must be taken into consideration when discussing narrative in games. A somewhat obvious factor is when the game was made. Using older games in discussions on narrative in games is not at all advisable, perhaps with the exception of orientational sections on the evolution of games. Analysing old games for any other purpose is less than advisable in a medium evolving as fast as computer games. For example, using a game like Missile Command (released 1981), as Juul does[21], to prove anything in this field is as silly as using slapstick movies from the twenties to fuel arguments of the impossibility of dialogue in cinema. The rapid development of games in the last few years have given developers new tools in incorporating a story into their games. Older games, on the other hand, were forced to rely on the player-created stories, i.e. from the developer’s perspective no stories at all. More on this in chapter 2. 1.2 Thesis Stories can be said to have been told in computer games since the first round of Tennis for Two was played on an oscilloscope in the fifties. The question of 1 More on this can be found in chapter 2. 2 computer games as a storytelling medium on the other hand has evolved over the last few years. As we have seen, there is even still some controversy as to computer games even being a storytelling medium. If games are narratives per se or not is more a question of word definitions than anything else and is outside the scope of this thesis. Regardless of games being narratives or not, I believe we can all agree that stories are told in the context of computer games.2 (Thankfully, the stories are getting better too!) When working with storytelling in games, two separate areas can be identified. First, the storytelling in itself: the written story and the way it is told, different areas being plot, characters, dramaturgy and so on. This part could be retold as, or transformed into, a written story or a film. The second area is the story’s ties to gameplay and player actions. This includes the techniques and methods used to tell the story and to forge story and gameplay together into one media experience. A simple and common way of doing this is to begin with a cutscene telling the player what to do, followed by a play session (with the player performing some sort of mission or task related to the story conveyed in the cutscenes) with another cutscene displayed as a reward upon the successful completion of the mission or task. This is then repeated a number of times until the game is completed. When trying to create a game, both these areas are equally important. Failure to tell the story in the “right” way naturally makes it unsuccessful, just as in any movie. On the other hand, telling the story using all the finesse available still amounts to nothing if you do not manage to relate it to the actual gameplay. This is by nature an issue that emerges only in interactive media, i.e. games. This thesis focuses on the second area discussed above: How to tie the story to the actual gameplay. Specifically, I am looking at what techniques or methods are used to convey story in games and how to tie story to gameplay in the sub genre singleplayer free roaming action games. I do this through three steps: 1. Define in what ways the story can contribute to a game in the current genre 2. Identify the methods or tools that are used to tell stories in games 3. Investigate in what ways these methods or tools can be used to forge story and gameplay together and to maximise the positive effects found in (1). 1.3 Choice of Research Subject As each genre has its own demands on the story component, each genre needs to utilise a set of techniques specific to that genre when tying story and gameplay together. There may also be some techniques that are more of a general character 2 When discussing stories told, I refer not only to stories created by the game developers and told during the playing of the game, but also the stories emerging from the gameplay itself (as in Tennis for Two). This distinction is discussed further in chapter 2. 3 and not specifically tied to a given genre. In this thesis, I am investigating the implementation of story in four different games: Grand Theft Auto: San Andreas, Gun, Fable and Just Cause, each studied for a specific reason. There are many singleplayer story driven action games, but when looking at games including a storyline combined with a strong or dominant portion of freeroaming gameplay, the field narrows considerably, with the GTA series and Just Cause emerging as interesting representatives of the genre. Several RPGs have a similar structure, but with one important difference: The story plays a much larger part in the gaming experience. This calls for another approach when tying story to gameplay, one that allows the story to interfere with the action more. (One sign of this lower pace in RPGs is that they often have turn-based or round-based combat.) Just Cause serves as the obvious basis for discussion, as the purpose of this thesis is to improve the story’s ties to gameplay and to maximise the positive effects of story in games like Just Cause. With the difference between genres being imperative in this area, I believe that GTA: San Andreas is a very interesting research subject, even though there are other games more renown for their story implementations. It is also suitable as it is highly recommended and praised by game critics and seen as one of the best games in the genre by the players. (The PS2 version receiving an average score of 9.5 out of 10 in 152 different game magazines/sites.[13]) Showing a successful combination between a strong story and sandbox gameplay makes the game especially interesting. I have also played the famous single player action RPG Fable designed by Peter Molyneux (lauded as one of the world’s most brilliant and inventive game developers), mainly to look at its strong character development component. Fable also employs an unusually large number of storytelling tools3 which makes it especially interesting when looking at the usage of, and strengths and weaknesses of, the tools. Finally, Gun has been investigated, mainly for its cinema-like storytelling. Even though it belongs to the same genre as Just Cause, its free roaming component is very much in the background, with a highly linear gameplay closely tied to the story dominating most of the game. This use of another style of storytelling makes Gun an important complement to the other games played. All four games being fairly recent is of course also a plus as we have noted that there is not much point in looking at old games and old problems that have already been solved or bypassed. This work has been done at Avalanche Studios, with the gracious support of its employees and owners. Avalanche Studios is with 65 employees Sweden’s second largest game studio, located at Medborgarplatsen in central Stockholm. Founded by Linus Blomberg and Christoffer Sundberg in 2003, the studio has now finished its first game, the multi-platform title Just Cause. 3 See chapter four for a list of the storytelling tools found in computer games 4 1.4 The Structure of this Thesis This thesis is organised into six chapters of which this introductory chapter is the first. There is much weight on the Background chapter, as much of the analysis is based on existing research on the subject. This previous research covered in Chapter two works as a deeper introduction to the specific area investigated and outlines the concepts important for the understanding of the following chapters. Chapter three describes and discusses game analysis and the method used. Findings from the investigation of four critically acclaimed, and more or less commercially successful, games can be found in chapter four. Here, each game and its story is presented in a section of its own, with explanations of important features and considerations relevant for the analysis. The results from the first two tasks are also covered in chapter four, laying the foundation for handling the third task in chapter five, where the background knowledge and the findings from the games played are forged together in a discussion about the main question posed above. Ending this chapter is a summary and the conclusions of the entire work, together with suggestions for future research. In an area developing as fast as computer games, new words and concepts spring up all the time. Also, existing words are constantly re-used in new ways and get new meanings. Therefore there is a small glossary in the appendix, explaining words and acronyms (like RPG and NPC) that are used in the text. Please note that the meanings I assign to them might not be the only correct ones, but are sometimes rather defining the way I am using the words here. A last note: Throughout the text I have chosen to refer to the player as “he” instead of “he or she” for readability purposes. 5 Chapter 2 Background I have found that the available literature on the subject of this thesis is expanding rapidly to say the least. When reading up on it though, it becomes obvious that there really isn’t much common ground to stand on so far. Almost every article has a perspective of its own, with academics and industry representatives forming two loose groups with completely different approaches. The academics struggle to make science of this emerging field, preferably a science as exact as possible. This creates very narrow papers focusing on specific aspects of storytelling, so far mainly devoted to definitions and distinctions. Those writing from the business perspective naturally do not see it as a new field, but rather a craft they have developed and refined during a course of years. This leads to a more hands-on approach with many how-to tips. However, it is evident that there is an empty space where the theoretical backing should have been. This is where the academic research can contribute in a big way.1 In this chapter I have focused on describing some concepts crucial for the use and understanding of storytelling in computer games. I have not included a section on the history and rapid growth of the games industry and so forth, as I presume this is more than familiar to the reader already. 2.1 Human-Computer Interaction This work being done in the field of Human-Computer Interaction (HCI), it might be appropriate to start off with a section on exactly that: Human-computer interaction is the study of the relationships which exist between human users and the computer systems they use in the performance of their various tasks.[10] HCI is a cross-disciplinary science field, lending knowledge from such diverse areas as cognitive psychology, computer science, design and several others. (See 1 To get any respect from the developers, game researchers might just have to start actually playing games though... 6 figure 2.1) This, and the current pace of technical progress, makes it develop rapidly and change constantly, as it must adjust to new findings in all of the fields it is dependent upon. Figure 2.1. The cross-disciplinarity of HCI. Note that all of these fields also can be considered relevant for computer games production The purpose of HCI is to help people using computers to perform various tasks, facilitating these tasks as much as possible. Good software makes people actually use the software, as it makes their tasks easier. This seems quite obvious, but there are far too many examples of software that even makes a task more difficult or tedious than it was when performed manually.[10] The interface is even more crucial in an entertainment product than in other applications, as there is no task to be done, no work to be made, no salary paid out: the sole motivation of using the software is the fun it delivers. When looking at HCI in the context of computer games design, the term immersion comes into focus. A well-designed interface for interaction in a game is imperative if you do not want to disturb the feeling of immersion and thereby the gameplay experience. A common goal interpretation for interface design is that “[i]f the human-computer system is properly built, the user will actually ignore it and will not notice that it is there. The very best systems and the very best interfaces will be overlooked entirely by the user”.[10] In the quest for immersion, this is more true than ever. 7 2.1.1 HCI and Computer Games HCI and computer games development have existed for several decades and have both had a remarkable growth and development during this time. Despite the two fields sharing an important goal in the dedication to providing the users with what they want, there have been very little interaction between them.[19] In the last few years, this has begun to change, with some work being made on the relationship between HCI and games (or the bringing of insights and knowledge from one field to the other). One such example is the work carried out by a play test group established by Microsoft. There is still a long way to go however, as that study points out: ”This relationship between theories of game design and traditional HCI evaluation methods has yet to be defined but definitely yields an exiting future.”[9] They (Pagulayan et al.) further point out nine important differences between productive applications (the traditional objects of HCI) and games that have to be recognised and understood if HCI methods and theories are to be used in games. While a large part of HCI concerns the maximising of usability through usercentered design, testing, cognition, ergonomics and more, this thesis concerns the not so easily defined task of creating fun. One of the nine important differences between games and applications is exactly this; an application is used to arrive at a result, while in the game there is no external goal. Instead, the process is the important part, and the object of the process is having fun. In Pagulayan’s words: Thus, the goal of both design and usability when applied to games is creating a pleasurable process. This fundamental difference leads us to devote more of our effort to collecting user evaluation of games (as opposed to strictly performance) than we would if we were working on productivity applications, where more of our work would measure accomplishing tasks (or productivity). So, the usability of a game can be seen as a gatekeeper of fun: If we do not get past these issues we never get to where the fun is.[9] This leads to an important point: that the usability approach of HCI should be considered even more important in games than in other applications. That this is, and has been, recognised as important in the games industry is proven by the multitude of inventive and effective interface solutions that can be found in games. The HCI field indeed has much to learn from the games industry.[17] On the other hand, the industry would have much to benefit from the methods and research of the HCI academics when moving from the trial-and-error/ re-invent the wheel approach to a more professional method of user-centered development.[19] This thesis is written entirely from an industry perspective, which lies very near that of HCI. The view on computer games presented here is that of entertainment products that are designed and developed to bring a fun experience to a paying customer. What is important here is not games as cultural artefacts or games as art form, but games simply as entertainment. This does not mean a trivialisation of 8 the games medium however. Creating fun is by no means an easy task, but rather an art form and a craft in its own right. 2.2 Interactivity The term interactivity has become a true buzz word with many definitions, some of them bordering on giving the word almost magical properties. On the other hand (or as a consequence of this), it has been argued that the word has “lost all meaning, and has been charged with ’strong ideological undercurrents’ that have come to represent a new, technological, way of doing things.” [Aarseth in [28]] One example of such descriptions of interactivity is the following one, by Mark Meadows: Interactivity is a continuing increase in participation. It’s a bidirectional communication conduit. It’s a response to a response. It’s “full-duplex”. Interaction is a relationship. It’s good sex. It’s bad conversation. It’s indeterminate behavior, and it’s redundant result. It’s many things, none of which can be done alone. Interactions is a process that dictates communications. It can also be a communication that dictates process. It provides options, necessitates a change in pace, and changes as you change it.[25] This vague paragraph contains no answers and much ambiguity, and gives us little when trying to find a usable interpretation of the word. For a spot-on and somewhat comical analysis of it, see chapter 2 in On Interactive Storytelling by Chris Crawford[4]. When choosing a definition of interactivity, Crawford’s one seems more appropriate: A cyclic process between two or more active agents in which each agent alternately listens, thinks and speaks. The terms listen, think and speak in this definition must be taken metaphorically. A computer doesn’t listen, think or speak in the strict sense of the term, but methaphorically speaking, it listens to its keyboard and mouse inputs, thinks in terms of processing and calculating data and speaks through its screen and loudspeakers.[4] I feel that this definition represents the essence of the word well: there is no need to complicate matters further for no reason. Naturally, interaction is at the core of the computer games medium, the interesting point being that it is sometimes seen as an opposite of narration.[21] Some argument can indeed be made that the forced pacifying of a player during a cutscene, for example, is a sign of this. On the other hand, cutscenes are not a core part of the computer games medium and could even be seen as a temporary loan from cinema that will disappear once this new medium have found its own mode of narration. An interesting aspect of interaction is its relation to agency. 9 2.3 Agency While interactivity could be considered a technical process, agency is a phenomenological result of interaction.[26] A working interactive system creates a sense of agency in the user (player). Michael Mateas (creator of the interactive drama Façade) writes in the group blog Grand Text Auto that agency is: ...describing what it feels like as a player/interactor to be empowered to take whatever actions you want and get a sensible response. That is, an experience is productive of a sense of agency if it supports the interactor in forming intentions (based on what’s happening, the interactor can think of something they want to do), taking action with respect to these intentions (there is a way to express the action the interactor wants to take), and interpreting the response in terms of the intention (the system’s response makes sense with respect to the intention).[15] This sense of agency that a player feels when playing a game is perhaps the single most important difference in the computer games medium compared to other narrative media.2 When it comes to story, the agency is however often lost in that the player is suddenly forced to passively take part of a pre-written story with no possibility of affecting what happens. This is perhaps the largest problem with storytelling in games. It could be argued that this is so due to the difficulties of adopting the cinematic narratology used in games to the new medium: The important problem being that cinema and books have only NPCs. This means the using of techniques from cinema is limited to the NPCs, while games have a player-controlled character in focus: “These techniques are irrelevant to presenting a player character, because a first-person player character is not presented, it is experienced. It’s not empathy that we wish to promote in the player character, but immersive agency. No film script ever had to concern itself with such a task.”[27] While agency is based on the player’s ability to control a character (the agent) in the game world, there are many ways of improving this sense of agency in a game and its story. One way of minimising the loss of agency in the story part of the game is to tie it as tightly as possible to the gameplay. 2.4 Immersion A second phenomenological result of interaction is immersion. Immersion is also a word commonly used in the discussion and evaluation of computer games. Immersive is a positive adjective often encountered in the praising of great games in reviews, almost as popular as addictive. To immerse in this sense is explained as To engage wholly or deeply; absorb: scholars who immerse themselves in their subjects.[3] 2 I imply that computer games is a narrative medium here, even though I have chosen not to enter that discussion. Let’s say I just mean that games can have narrative components. 10 So, the sense of immersion is to be absorbed by the game and the game world, just like being emotionally submerged in a movie or a book. It is indisputable that a high sense of immersion in games is important and highly desirable. When pursuing this, there has been a tendency to see technical innovations as highways to reaching a more immersive experience. Pierre Gander has described these tendencies as two widespread myths about immersion: 1) that an audience’s experience will be more immersive the more sensory information the audience is exposed to and 2) an audience who is able to intervene — be active, participatory — in a medium will feel more immersed in the medium.[14] Gander argues that there is no evidence of the truth of these two claims and consequently dismisses them as myths. If this is true, why are billions of dollars invested in new graphics hardware and new graphics engines for games every year? Why are graphics, cinematics and sound constantly being treated in games media as being core components of games? Why is increased freedom and interaction in games regarded as something obviously positive? I believe this is because the sensory information is very important in the feeling of immersion, but in the opposite way from the one described in the myth. Immersion is not achieved by cramming in as much sensory stimulation as possible in your game, it is achieved by eliminating everything that opposes or disturbs the player’s feeling of immersion. This would also be true for movies and novels. While larger text or illustrations in a book wouldn’t necessarily increase immersion, missing pages or typos definitely disturbs it, much in the same way as bugs, bad voice acting or obstacles/features not fitting into the game world oppose the feeling of immersion in games. Only things actually relevant for the experience of the game should be included. This is an old truth in classic theater, well illustrated by the words of Anton Chekhov[5]: If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there. Ergo, immersion is maximised by eliminating disturbing elements, with bad parts of a game being one such element. In those game genres relying on stories (probably the least abstract game genres), the story risks being a disturbing element in itself if it is simply too bad. Shenmue is a good example of a game that destroys (or disturbs) immersion by having too many “Chekhov-rifles” in it. In Shenmue’s Hong Kong, you can enter every restaurant, knock on every door and talk to every person, but you do not get very much of a reaction. Gonzalo Frasca describes it like this: I easily got tired of wandering through its streets and trying to talk to people: I always got the same answer. The same applies for knocking on almost every single possible door in town just to realise that nobody 11 was home. Why would the designer allow me to knock on doors if I could never get in? Lastly, there is another quality in stories not covered above: The inherent immersive power the story has in itself. This power is very strong indeed, as literature shows. But remember – a game with no literature-like story at all can nonetheless be immersive in itself.[23] The Legend of Zelda is one such example. We have two different sources of immersion, of which only one is mandatory in a game. Imagine the immersive power of the game that finally manages to artfully combine the two components though! 2.5 Gameplay Gameplay is a term used extremely often in all reviews, articles and discussions about games. It is as difficult to define as it is common to use, however. From the sound of the word we can determine that it has to do with the actual playing of a game. A game with good gameplay is often simply considered a good game, and vice versa. One straightforward definition of gameplay is made by Andrew Rollings and Ernest Adams in On Game Design: One or more causally linked series of challenges in a simulated environment.[6] If we dissect this definition in short, firstly we see that gameplay goes on in a simulated environment. This means that we are talking about what the player has his character do in the actual game world, excluding choices and challenges outside of that world, for example the choice of continuing to play or turning off the game. Secondly, we are talking about causally linked challenges. This means that gameplay needs to be challenging; merely strolling around in the game world can’t be seen as gameplay. The causal link on a high level is something that the story can help create3 and on the lower levels it simply means that the different challenges are tied together logically. In this thesis, finding the exact definition of gameplay or discussing what is good versus bad gameplay is not in focus. Instead, the word gameplay is used rather to denote the actual playing of the game. This is what goes on when the player is in control of the main character, as opposed to when he is not actually playing, and is instead, for instance, watching a cutscene or reading on-screen texts. 2.6 Storytelling Storytelling has always been not only an important, but central part of human culture. In the beginning, storytelling was centered around the shaman, its foremost purpose being a way to explain nature and man’s place in the greater whole.[5] As 3 This is discussed in chapter 5 12 the bronze age cultures arose, this dramatic storytelling was separated from religion and state and instead manifested itself in folk tales, myths and folk songs. Through man’s winding history, the dramatic storytelling has had its twists and turns, but has found its firm place in popular culture. While contemporary popular culture is centered around TV and cinema, its future might well be that of computer games. 2.6.1 Storytelling in Computer Games Since almost the beginning of games there have been two separate but somewhat interdependent layers of storytelling involved. The first one is the story created by the player when he plays the game. This is the story of the player’s actions and can be re-told in first person: “First I ran towards the right, then I jumped over a ravine and ate a mushroom.” Here, the game’s creator hasn’t created the story, but rather the world (and this world’s rule set) that the player uses to create his gaming experience and the stories that emerge from it. Even games as simple as Pacman or Tennis for Two have this kind of storytelling. The other kind is storytelling in its more classic sense: The stories created by the game creators. These are pre-written and completed before the game is played, merely unraveling as the player moves through the game. Already the early MUDs, created in the late 70s, had rather complex stories of this kind in them. This dichotomy has its mirror in literature. In classic narratology the difference between the two layers is mainly of temporal character, whereas in games this becomes infinitely more interesting as it works on so many levels. The two layers, as defined by the early 20th century Russian formalists are fabula (story) and sjuzet(plot): • Story, denoting the events told, in the order they were described as happen[ing] in. This is called fabula in the Russian terminology. • Discourse, denoting the telling of events, in the order in which they are told. This is the narrative as a sequence of signs, be it words or scenes in a movie. This is also called sjuzet.[20] With this distinction in mind, I would like to apply this terminology to games. Changing the definitions somewhat to fit better with the games medium, fabula would be the developer-created story that is finished and unchangeable as the game ships, while sjuzet would be the story created by the player as he progresses through the game. This story of the play session would consist of the parts of the story revealed as well as the player’s actions. This way, the player actions (the actual gameplay) would be a subset of sjuzet. They would also largely be determining in what way the story unfolds; forming the discourse. This is also the largest difference in storytelling in games versus other storytelling media – that the discourse is influenced to such an extent by the player and potentially different in each playing of a game. In this thesis, I will call this the player-created story. 13 Much has happened since the days of MUDs and Pacman (even though some game theorists do not seem to have noticed). Nowadays, the challenge is to combine these two storytelling layers into one single immersive experience. This can be seen from two perspectives: the first seeing it as the pre-made story becoming more interactive and the player experiencing it differently depending on his actions. The other way of looking at it is to put the player-created story in focus, its telling being facilitated by narrative components that strengthen and enhance the player’s narrative experience. The Zelda series is a fine example of the movement from player-created stories to developer-created ones that can be seen during the last 20 years. The first games in the series present almost no story at all to the player, merely a couple of rows of text (and only so if the player waits a rather long time at the title screen). A little more, in the form of a background-story, can be found in the manuals accompanying the games. ”Clearly, the background story is offered as justification for the material of the game itself: it is a scene-setting rationale and the overarching motivation for the iconography and events encountered in the game.” [A. Darley in [16]] This can be seen as the only purpose of including the rudimentary developer-created story that exists in these games. The main focus is instead the active player: the gameplay doesn’t pause at any time and no effort is made to carry the story forward during the game. What defines the story is instead the player’s actions. In the later games in the Zelda series, Ocarina of Time and Majora’s Mask (and also in a primitive form already in A link to the Past), elements of storytelling (telling the developer-made story) have been introduced into the gameplay. Now, the player isn’t any longer active and in control at all times, instead the game pauses at times and turns the player into a passive spectator. The interactivity is halted for the sake of narrativity. This conduct can nowadays be considered a standard, with cutscenes appearing a large number of times in most games, even in the more abstract ones with limited story components. Cutscenes are often used as rewards and are shown at critical points in the game’s story, most often after the player has completed a task of some sort. In Ocarina of Time these sequences can sometimes be as long as 15 minutes.[16] This raises the issue of narrativity versus interactivity that has been frequently discussed, for instance in [21]. The using of cinematic cutscenes is perhaps the most obvious way to tell a story in a game environment, mainly because of the technical similarities of games and cinema. In traditional narrativity there is no player, only an audience, why there has been no question about whether the player should be forced into passivity when the story is told or not. To take the storytelling in computer games one step further and resolve the issue of interactivity versus narrativity, I believe this easy way must be abandoned: computer games as a medium need to find its own mode of narration. One example of a small but interesting step towards this has been taken in Call of Duty where the player retains control of his character during storytelling sequences (scripted sequences).4 The game action halts during the scripted sequence 4 Scripted sequences is one of the storytelling tools identified in the playing of the games, de- 14 (not presenting any new enemies and challenges and so forth) but the game world doesn’t pause. The player can choose to stand passive and look and listen to what happens, or he can run away, reload or fire his weapon, or do anything else he feels like. The point is that this way, the immersion is not disturbed by a forced pacifying of the player.5 A more inspired use of scripted sequences as storytelling components can be seen as a first step towards a third way of telling stories in games. From the non-existent story via the all-dominating religion of The Cutscene to the future where the storytelling is finally integrated in the game-world. I believe this can and will be taken much further in the near future. The opposite perspective of the one presented above would be to see the story as the main part of the game and the actual game elements as being interruptions in the storytelling flow. It has been argued that these occurences of interactive sequences of gameplay that aren’t closely tied to the story are proof of the nonnarrative character of games.[20] This view is one step closer to cinema, where the story (and thereby emotional interaction between characters) is the important part that drives the story forward. It is even considered a rule in screenwriting that any scene that doesn’t drive the story forward or tell important things about the main characters (or preferrably both) should be cut out.[12] However, movies include many long sequences that can be compared to gameplay elements. Examples of this are songs and dances in musicals and car chases and fighting scenes in action films. Yes, these scenes often end in a way that affects the story, but nothing says that gameplay elements can’t or don’t do that too. 2.6.2 A Note on the Interactive Nature of Storytelling In our time, film, broadcast media and books are the dominant forms in which storytelling is consumed, especially in the group of people that still are considered the most typical audience of computer games - men under the age of 35. (About 60% of game players are men, and of those the majority are younger than 35.[8]) These media provide pre-designed experiences with a determined sequence of events that can not be influenced at all by the consumer. The definition of storytelling is then what follows: The storyteller is the active party, he is the “transmitter” that broadcasts his message. The audience, on the other hand, is the passive “receiver” of this message.[5] This might seem natural and almost obvious, but it is completely at odds with the rules of classical dramaturgy. (The very dramaturgy that all modern storytelling is resting upon.) According to Aristotle, dramaturgy is not the art of writing great plays or stories, it is the art of communicating with an audience from a stage. The relationship between the teller of the story and his audience reflects on the storytelling itself; the storyteller can react to his audience’s reaction and modify his story accordingly. This relationship and interaction with the audience put great scribed further in chapter 4. 5 An obvious limitation in using this technique is that pre-rendered cutscenes can’t be used. This however, is a rapidly diminishing problem as in-game graphics quality is coming closer and closer to that of pre-rendered cinematics. 15 demands on the storyteller, but was also an important part of the classical drama; its essence being the interaction between storyteller and audience. With computer games, we again have this opportunity of communication between the storyteller (the game) and the audience (the player) as opposed to the one-sided communication of “traditional” media. The game software can react and adapt to the player’s actions and (perceived) preferences. With this perspective, computer games, interestingly, is one step closer to storytelling in its purest (classical) form. Quite the opposite of what is commonly argued. 2.7 Narratology Versus Ludology There has been some debate on whether game studies should treat games mainly as a narrative medium, using theories from narratology, or if game studies should be considered a field of its own. This has been called the narratology versus ludology debate. Rather than being an argumentation between two well-established schools of researchers, this debate is a product of fuzzy definitions and misconceptions. The main misconceptions being that ludologists are supposed to focus on game mechanics and reject any room in the field for analysing games as narrative and narratologists arguing that games are closely connected to stories, if not being stories in themselves.[11] Gonzalo Frasca suggests that the two opposing sides do not really exist outside the minds of the game researchers themselves. Not surprisingly, many researchers have claimed to be in a middle position, representing a more balanced point of view while none seem to have claimed to be narratologists. The other side in the conflict, the Ludologists, are eager to point out that they do not at all oppose the notion of narrative components in games.[11] In this light, Frascas proposition that the debate never existed does not seem so far-fetched. For the purpose of this thesis, it is sufficient to state that computer games are structures that allow narrative elements to be included. This is also where I believe most game researchers will arrive, if they haven’t already. Further, some game genres might allow a completely new way of telling stories, perhaps revolutionising storytelling as much as cinema did in the last century. The main objection to this would be the alleged incompatibility of interaction and storytelling. This argument leads me to think of live role-playing: what is a live role-play if not a continuous process where several entities (people) through interaction create a story while telling it? One might think that doing this in a computer environment might not be feasible yet, but it has already been done. The games in the MMORPG genre allow exactly this kind of interaction between players, and many of the users actually choose to play the games this way: using the game as a platform for role-playing with their friends, creating a story as they play. This still leaves much to the players though, and much more must be done if we are to make a creative and believable dungeon master out of the computer. This might seem like an insurmountable obstacle, but we have to remember that games and game studies are moving forward 16 rapidly. The field of games studies can’t limit itself to the reflection and analysis of present and past, rather it must occupy itself with the possibilities of the future. The frames of games aren’t static like the laws of physics, they are constantly being revised as talented people push the medium further and further. In this sense, they are edges rather than frames, where frames have a limiting role while edges are just a snapshot of where a moving frontier is at any given moment. 17 Chapter 3 Method Most of the discussion and analysis in this report is based on first-hand game playing. Focus is on the four games played and analysed during the writing of this report, but experiences from other games played have had their natural impact on the work as well. When playing the games, I have mainly been looking at how their stories have been integrated into them, but also at the connection between player choices and written/scripted story. Another area is the level of facilitation the game provides for the discourse layer or player-created story – the story that is made through the playing of the game.1 A second large source of knowledge is, of course, the reading of literature on the subject, the bulk of the reading being made in the first few weeks of the four and a half months dedicated to this work. The third and last area of input for the report has been interviews and discussions with designers at Avalanche Studios, regarding their views on storytelling in games and their experiences from the development of Just Cause. 3.1 Analysing Games Game analysis has long been confined to mathematics and social sciences, and has not until fairly recently become a subject of humanistic study and gradually begun to form a field of its own. Computer games researcher Espen Aarseth estimates the age of the study of game aesthetics to be less than 20 years.[1] Earlier having been considered simple toys of no aesthetic or intellectual quality, games are now increasingly being recognised as works of art and culture. Even with this recognition of games as being more than primitive toys, the realisation that games are a unique art form demanding a unique method for analysis seems to be lagging behind. There have been many attempts to conform games to older media for the sake of analysis and no general approach to analysing games has been accepted yet. A few academics have suggested methods though, one of them being Lars Konzack of 1 Facilitation tools can, as we will see, be numerous: NPCs taunting/praising the player, visual character feedback, other character development features, items, choices, and more. 18 Aalborg University. Konzack argues that game analysis has to be made based on the unique traits of games as a medium, rather than being derived from methods of analysis from older media.[22] With the complete game in focus, instead of just those parts of it fitting into an existing method of analysis, Konzack identifies no less than seven interdependent layers to be analysed: 1. Hardware: Wires, signals, hardware and components. 2. Program code: The actual source code of the game. 3. Function: The behaviour of the computer and the computer’s interface reactions to user input. At this layer we are not even aware we are in fact dealing with a game – it could be any application. 4. Gameplay: At this layer the game structure also known as gameplay resides. Here the computer software application is recognised as a game. This is closely related to ludology; the study of games and their different game factors: positions, resources, space and time, goal (sub-goals), obstacles, knowledge, rewards or penalties. 5. Meaning: The semantic meaning of the computer game, which can be significant or near to none. This is best studied through the use of semiotics: the study of the meaning of signs. 6. Referentiality: Referentiality becomes apparent when comparing computer games with other games and other media. Here, the characteristics of the game setting and genre are targeted. These characteristics are signs, ornaments or game structures that have originally been used in other media or other games, and which have been put into use in the game we are about to analyse. 7. Socio-culture: The social layer in which analysis of the culture around computer games takes place, thereby mostly the observing of the environment where play occurs. This includes both the interaction between computer game and player and the interrelationship between all participants of the game. This is an interesting approach, and it has some merit because of its acknowledgement of the complexity of the computer game and the demands this places on the analysis of the same. Konzacks layers are most interesting from this point of view; coming to terms with mistakes in the past2 and recognising the uniqueness of the computer game as a medium. When looking for a practical methodology however, Konzacks approach is not very useful. In discussing Konzacks method, Aarseth proposes that while it could certainly be argued that each layer should be taken into consideration for a complete analysis of a game, most of the time some layers would be of much greater importance than others and “most games are not 2 By that I mean arguing that narrativity doesn’t exist in computer games, and its opposite: trying to impose methods from literature or cinema on games. 19 very interesting in all of these layers, and few present us with real innovations in more than one or two.”[1] Aarseth further suggests using Konzacks method as an open framework, focusing on 2-4 layers and ignoring the rest. As mentioned in chapter two, I use an HCI-perspective in this thesis – seeing the game firstly as an entertainment product with usability and fun-factor as its most important properties. With the HCI approach, the user (player) is in focus and what is interesting is how the game interacts with the user and what the user experiences when playing the game. Technical aspects (hardware, graphics, code, sound effects and music) fall outside this scope and are seen merely as tools for creating an entertainment experience, rather than targets for analysis in themselves. From this perspective and when looking at the story as a part of the gameplay experience, several of Konzacks layers can be immediately dismissed. Hardware and program code strike me as being the least interesting, not only from my perspective, but also in any analysis of the game as entertainment. These influence the gaming experience in the same way the typography or paper of a book, or the screen size and quality of a TV influences those media experiences. They are important, but not so in their own right, only as tools for delivering the actual content. When analysing a game, its nature is important to bear in mind, but it seems overly zealous to spend time on these technical aspects. Function falls partly into this category too, but is closer to the gameplay experience. The, socio-culture layer also falls outside the scope of this thesis. In multiplayer games these aspects might have a place in-game, but in singleplayer games, this layer exists outside the game. The remaining few layers are more in line with the questions discussed here. Gameplay, meaning and referentiality are all important aspects in the playing of a game, with meaning and referentiality emanating in large part from the story. The purpose of this thesis could even be seen as being an investigation of the possibilities of creating synergies in these three layers by minimising the distance between them. Aarseth[1] tries a new definition of the games discussed here as “games in virtual environments”. This is to get rid of computerised games that don’t really belong in the family, such as Black Jack in your browser or Who wants to be a Millionaire on CD-ROM. He then suggests three dimensions that characterise “games in virtual environments”: • Gameplay (the player’s actions, strategies and motives) • Game-structure (the rules of the game, including the simulation rules) • Game-world (fictional content, topology/level design, textures etc.) This model is more interesting than Konzack’s in that it focuses on the gameness of a game – the traits and characteristics that form the actual game-playing experience. In the list quoted above, gameplay seems to have its common meaning, but later Aarseth seems to lean towards a more social meaning of the word, separating it somewhat from the playing of a game and moving towards player-player 20 interaction. The social aspect of games seems to take over the gameplay dimension. If choosing to at all include this in a model for game analysis, I would rather see it in a dimension of its own, and the very closely related game-structure and gameplay merged together into one. In any case, this first step of categorising different central aspects of games is very interesting and surely worthy of further development. As there are no established or fully satisfactory methods for game analysis yet, non-theoretical analysis based on actual playing of games seems to be the premier method. Even though game analysis in itself is not the purpose of this thesis, I have chosen to play and analyse the story parts of four games to get material and ideas on storytelling methods, and to get a practical real-world base for my theoretical discussion. So, if using Aarseths three dimensions, my game playing focuses on the game world dimension and specifically the fictional content, looking at how this has been placed in the game and in what ways the fictional content is conveyed to the player. 3.2 Playing the Games When playing the games, I chose to play them through from start to finish, spending most of the time on following the main story missions. When presented with choices or interesting branch points, I have replayed those parts of the game to be able to explore the consequences of following another branch. During play, notes were taken on the development of the story and on things that drew attention in either a positive or negative way. Notes were also taken on the perceived quality of the story told and the ways in which it was presented. The use of different storytelling tools were looked at in particular; the object being to find and identify every tool that can be used to convey story in games. Looking at the methods and tools used successfully in these massively successful games is an effective way of getting a feeling for where the development is right now and how far we have come in storytelling in games. On the other hand, succeeding in identifying problems and mistakes is even more rewarding when we are looking to improve something. Therefore, places where specific storytelling tools were not employed but could have been were looked for in particular, as well as areas and features not working so well in these games. The hits of today is where the basis for tomorrow’s development is found and, for the purpose of this paper, the foundation for further discussion and analysis of future possibilities. This method of investigation could be seen as a participatory observation, a term borrowed from ethnography. This means that the researcher participates in the environment, culture or activities that are investigated, instead of being a passive observer looking on from the sideline. Even though this method is comparatively shallow, it felt perfectly adequate for the purpose of this thesis. Going into a deeper or complete analysis of the large and complex games in question would require a vast amount of time, especially as we have seen that there is no fully satisfactory method for analysing games. With the main objective of play being to find the 21 modes or tools of telling story and looking at particularly inspiring mistakes and successes in the using of the tools, a thorough play through of each game would seem sufficient. The actual hours spent playing the games are as follows (effective game time): Just Cause: 10hrs (+approx. 300hrs prior to the work of this thesis being done) Gun: 14hrs GTA: San Andreas: 40hrs (+approx. 80hrs playing the GTA series prior to this work) Fable: 36hrs 3.3 Literature Studies A major part of the input for writing this report has come from the studying of relevant literature. The preparation for the work consisted mainly of a five-week reading period to tune in on the particulars, although I have kept on reading continuously during the whole twenty weeks. Much of the articles and theses read ended up working mainly as inspiration, not being cited in the report and not making it into the bibliography. A couple of these (as well as a couple that are in the bibliography) that I feel are particularly interesting are mentioned in the last chapter. 3.4 Interviews with Developers The interviews conducted with employees at Avalanche Studios were unstructured interviews. In these the researcher has a number of predetermined topics to cover but the precise questions and the order in which they are presented are not fixed. This way, the questions are allowed to develop during the interview, and interesting topics or answers from the interviewee can be explored further. The interviewee has the freedom to say as much, or as little as he or she chooses to. With this form of questionnaire the comparability aspect between interviews is sacrificed but the data acquired is potentially richer and with deeper qualities. The goal of the interviews was mainly to get other perspectives on storytelling and to explore the developers’ feelings about Just Cause and what can be made better in the genre. With this objective, rather than aiming to get quantifiable data on developers’ opinions in general, this choice of questionnaire seemed fairly obvious. Naturally, the developers views on the story parts of game design in general were discussed as well. In the next section follows a list of the main questions asked. In addition to interviews and informal chatting about game design, two roundtable discussions were held. In the first of these, the advantages of story in games and the definitions of the storytelling tools were discussed. The second discussion focused on the usage of the tools and their strengths and weaknesses in several 22 areas, for instance in the telling of developer-created story and the facilitation of player-created story. Notes were taken on all occasions. 3.4.1 Interview Questions The following questions were used as a basis of discussion in the unstructured interviews. What do you believe are the biggest advantages of including a story in a game? How big is the importance of game genre when designing the story component? How important for the gameplay experience is it to have a story at all? How important is its quality? Is the answer different depending on genre? Name an example of a game with a great story. What made it good? Name an example of a game with a bad story. Why was it bad? Is story necessary or even preferable in an action game like Just Cause? In Just Cause, how was the story integrated into the design work? What is the main purpose of the story in Just Cause? (Has this been discussed?) What would you do differently if you were to redo the story implementation of Just Cause? 3.5 Method Critique This work is based very much on my own subjective thoughts on and analysis of the games medium and a few games in particular. The work consisting mainly on a discussion about the concepts and problems in question and not being the result of a quantifiable method naturally has its implications. The conclusions drawn and arguments made do rest firmly on the success of the games used as examples and also prior research on the subject. On several occasion I disagree with earlier research however, and instead present my own thoughts. This makes this thesis more about presenting a believable analysis with a reasonable conclusion than presenting a truth proven by numbers from empirical experiments. The subjectiveness is further limited by the input from discussions and interviews with lead designers at Avalanche Studios. It should however be noted that this input, even though it is from seasoned game design professionals, could be deemed subjective as well and is not always representing the “truth” of game design. The consulted game development professionals being from one single company 23 is of course also a negative factor. This produces situated results, meaning that they, strictly speaking, are not valid outside the context they have been found in. One thing that might have been a mistake is that the developer interviews and discussions were scheduled rather late in the work process. They were also pushed to even later dates because of the high work load that the lead designers experienced during the time of writing of this thesis. This led to the main ideas and classifications already having been formed when the discussions were held. Therefore, the developers’ opinions didn’t have a chance to affect the direction and structure of the thesis project. Once the discussions were held I found that the developers largely agreed with my main classifications however. The discussions could then be based on the ideas I had already outlined and thus became very focused on, and relevant for, the central issues of the thesis. 24 Chapter 4 Results In this chapter, the games played and the immediate conclusions and results from the game-playing are presented. Each game’s section is divided in two smaller ones: one about the game as such and one recounting the most significant parts of the story in short. An important result from the playing of the games is the list of the tools used for storytelling in games. A section on them can be found at the end of the chapter. Working with the storytelling tools presupposes that we have chosen to have a story at all, however. Therefore, we will first take a close look at the purposes and advantages of having stories in games. This section is more a result of analysis than a direct result of the games played, but is included here rather than in the analysis chapter to serve as a background for the game sections. Note: Results of interviews and discussions with game developers do not have a section in this chapter. Instead, quotations from the interviews can be found adjacent to the arguments they support where applicable. 4.1 The Benefits of Storytelling in Games In the beginning, the sole purpose of stories in games was to put the gameplay into some sort of context: to transform coloured quads into mythical monsters and heroes or spaceships. The games medium didn’t permit storytelling in-game, so the player would have to resort to the manual when looking for story. Even in these primitive cases, the story can be said to have added a degree of immersion, as crude graphics, in the mind of the player, were suddenly transformed into epic struggles between good and evil or something like that. This important role of stories in games has remained virtually unchanged since then. In today’s games, the stories still bring context to the gameplay elements and life to the game’s characters and world. (But now, hopefully, to a much greater extent.) Immersion is not all story brings, however. Provided the story and the sto- 25 rytelling medium is capable1 enough, the story can also bring a certain degree of motivation. With a gripping story arc and sympathetic or detestable characters (preferably both), the story creates an urge to bring it forward through playing the game. This can be divided into two related areas: First, the motivation to play further because the player wants to see what happens next. And secondly, the motivation to play further because the player is emotionally touched, entangled, or even enthralled in the story and feels an urge to play the main character’s part in the game’s universe. Another way of saying this is that the story helps turning extrinsic motivators into intrinsic ones[9]. The extrinsic motivators are, as the word implies, motivators that come from outside – the getting of rewards or the pleasing of other people. One example of this is mission objectives stated in the game. The player will carry out an objective simply because he is told to and understands that it is a requirement to advance in the game. When a player internalises the objective and makes it his own, feeling that he wants to carry out the objective because he is emotionally inclined to do so, it has shifted into being an intrinsic motivator. This shift is exactly what a good story can create. This motivation can be made great use of, as it incites players to play through even the dullest of missions as long as the story is good enough. In that sense, the story can be used to render mistakes in game design and lulls in gameplay harmless. A safety net, if you will. Another advantage of story that can be considered motivational is the feeling of closure, or the “sense of narrative satisfaction, the "ahhh" feeling that you get when you come to the end of a good book or movie.”[2] In a sandbox game, the true ending might be when the player has earned all the cash, driven all the cars, found all the secrets or killed all the bad bosses. The satisfaction and feeling of closure when reaching this goal is not at all as immense as the one a narrative ending can bring however. So, the immersive qualities of stories have been a driving force for their inclusion in games from the beginning and the motivational qualities came into the picture later. Then the newest, and still most undeveloped, quality of stories in games is the experiencing of storytelling for its own sake. I call it undeveloped because most (almost all) stories in games are still primitive and of considerably lower quality than those of cinema, for instance. The joy of viewing, listening to or even participating in a story can be great, but so far the computer games medium has had little to offer here. The last few years’ developments in this area are promising though, with games such as Ico, Shadow of the Colossus, the Max Payne series and Fahrenheit (called Indigo Prophecy in the USA) often being named in this context. There is reason to believe that we will see a rapid development in this area because of the merging of the film and games businesses, if for no other reason.2 1 By capable in this case I mean having such a high level of quality that a significant sense of immersion in story and game world is created. 2 There is not only the obvious connection that most large film IPs become games (and sometimes vice versa). Another example of work in this direction is the huge film and video game crossover conference Hollywood and Games Summit held in Beverly Hills 2006. 26 The fourth thing a story brings to a game is cohesiveness. Many players could probably agree when Freeman says: “I’ve experienced more than one game where the various missions seemed very disjointed, and the world they took place within felt fragmented.”[12] These games have probably failed in the story component, or failed to include one altogether. However, like in learning and education, a narrative structure can bring meaning to otherwise seemingly disconnected parts of knowledge or gameplay. As Odd Ahlgren, Content Director at Avalanche Studios says: “Story is what prevents a game from just being a series of disconnected events lined up one after the other.”3 You can even go as far as saying that the “cognitive process of assimilating information can be characterised as the telling of a tale that incorporates both what is already known and what is to be added, assigning a plausible combination of cause and effect.”[24] This cohesiveness is every bit as important in a game as in a learning situation, and bringing cohesiveness is perhaps the most important of these four advantages. This is because the use of narrative is the premier way of tying the disparate gameplay elements a game often includes together into one cohesive experience. So, the four main benefits of stories in games are: • Immersion • Motivation • Cohesiveness • Storytelling in itself Of these, mainly the first three are relevant for this thesis. The fourth, storytelling in itself, is an important motivation for having story in games, but is not intertwined with and affecting gameplay in the same sense as the others. While the other three concern ways that story contributes to other parts of the game and the story’s ties to gameplay, the fourth is an area of its own and has a purpose in itself. Also, when looking at genres and games focusing on fast-paced action/arcade gameplay in particular, there is less room for story and the objective to tell an emotionally compelling story becomes a challenge that is not always worth prioritising. The amount of development resources and player attention during play needed to reach a satisfying level in this area perhaps makes it more suitable for RPGs and other games where a larger story component is expected. With this distinction in mind, I am concentrating on immersion, motivation and cohesiveness, while I consider the fourth benefit of story in games, storytelling in itself, to be separate from the discussion of forging gameplay and story together. Now on to the playing of the games. 3 From a personal interview at Avalanche Studios. 27 4.2 Fable Fable (see figure 4.1), being created by the famous Peter Molyneux, is an action RPG mainly recognised for its character development qualities. Following his tradition, Molyneux created an enormous hype around the game before its release – giving the impression of Fable being a totally unique new game introducing a player freedom that until then could only be dreamt about. Also following the tradition however, Fable proved not to be what was expected. Despite many of the features promised not making it into the released product, it is still a very nice game though. Most parts of Fable work just like in any action RPG, with characters having three main skill areas, one each for ranged weapons, melee weapons and spells, gaining experience in each for using the skills of that area. Figure 4.1. Screenshot from Fable. A typical warrior-character that is not wearing his armor or clothes because of Fable’s boasting system: the player can get extra money by boasting that he will complete a quest with some special conditions met. In this case, completing it without armor. The main feature separating Fable from the basic RPG is the improved character development, letting player choices actually reflect visibly on the main character (building muscle, aging and scarring, tattoos and haircuts and more) and having 28 the world’s inhabitants react to the player character accordingly. The main choice concerning the character’s development is whether the player wants him to be bad or nice. Many deeds that can be performed are considered evil or good and give the player points affecting his alignment. NPC reactions and visual attributes are then influenced accordingly: a good player might get butterflies circling him, while the evil one gets to sport a couple of fancy horns. Many sub-quests and minor tasks or mini-games that are not tied to the storyline or the character alignment are also included in the game however, adding to the experience of building a character and his life in the world of Fable. Examples of this are gambling, fishing, flirting, chicken-kicking and marriage. Fable has received some criticism for delivering a playing experience that is too short (i e to few hours of gameplay before the end of the storyline is reached). Fans of the game answer this humorously, saying that bragging about how fast you can complete Fable is like bragging about how fast you can finish when having sex. This tells us that the fun and value of the sub-quests and mini-games of Fable are regarded quite highly. The game receiving critique for being too short could also be seen as a high motivational quality of the story making players focus more on advancing the storyline and turning away from actions unrelated to it.4 4.2.1 Fable’s Story The story begins in an idyllic setting, with the player controlling a little boy living in a village with his parents and sister. After a few introductory minutes of kicking chicken and either getting into mischief or doing good deeds to please the boys’ father, the player is presented with the inciting event of the game: Bandits attack the village, slaughter its inhabitants and the boy’s family, and burns it to the ground. As the boy gets out of hiding and is faced with the destruction, a mysterious and seemingly powerful man appears. This is Maze, the leader of the Hero’s Guild who is to become the boy’s caretaker after his family is gone. Soon, the player finds the boy being an apprentice in training at the Guild a few years later. It becomes clear to the player that the boy, who is now a young man, is some kind of “chosen one”, who has special powers running in his family, although the main quest so far seems to limit itself to avenging the boy’s family. After a few minor training tasks have been completed and a few NPCs have been introduced, the main character (MC) is released into the game world and the actual game begins. After a while, it is revealed that the MC’s sister and mother are still alive and after a couple of twists and turns, the evil villain of the game is presented: Jack of Blades. It becomes clear that he is not only the mastermind behind the MC’s family’s woe, but is also plotting to take over the world. Much like most super villains. A couple of interesting incentives are produced to motivate the player to pursue and kill Jack of Blades: The MC is imprisoned and tortured before managing to escape, and later, the MC’s mother has her throat slit by Jack of Blades just 4 It should be noted though, that every game with not so many hours of story-related gameplay receive criticism for being too short no matter how much other content there is. 29 before the final fight. Fable not being very gory or overly violent up until that moment, the killing of the mother becomes quite an unpleasant surprise to the player. This certainly has its desired effect of alarming the player and inciting a feeling of anger and disgust toward the villain – adding motivation. At the end of the game, after having defeated Jack of Blades in battle, the player gets the choice of cutting down his blind sister to get the ultimate power from the villain’s magical sword and her blood combined, or destroying the sword. This choice is open no matter if the player has chosen to play an evil or a good character throughout the game. Although I don’t find the actual story of Fable to be of a particularly high quality, its implementation and integration into the game is done very well. Many tools are used, making the story fit naturally into the game world and making it feel present not only in cutscenes and such, but also during play. This allows a not so great story to add much to the playing experience. 4.3 GTA: San Andreas Grand Theft Auto: San Andreas(see figure 4.2) is the fifth, and arguably the best, installment in the famous GTA series. Building on the free gameplay from the earlier games, GTA 3 and GTA: Vice City, GTA: San Andreas takes the concept further in many respects. Increasing the size and scope of the game world from one city to three cities and the countryside in between is one. Another important positive change is the inclusion of a strong story, brought to life by the voices of many well-known actors, including Samuel L Jackson and Peter Fonda. This is interesting, as it shows that a strong and serious story can be included successfully in a fast-paced action game without slowing down the game or inhibiting gameplay. Worth noting is that story-wise, the player has no choices in GTA: San Andreas. At every given point in the game, the player can choose from a few different missions to accomplish, but the results of a completed mission is always the same. A failed mission does not have an impact on the story, as the player is simply allowed to try it again. Although each storyline (connected to a specific NPC) is clearly linear, this choice in which NPC to approach for the next mission adds a feeling of non-linearity. 4.3.1 GTA: San Andreas’ Story As the game begins, Carl Johnson (CJ) has just returned to San Andreas, a fictional version of Los Angeles in the early nineties, to visit his mother’s funeral. He has been living in Liberty City, the game world’s version of New York, for 5 years, as a result of his brother Brian’s murder making him want to leave the thug life behind. 30 Figure 4.2. Screenshot from Grand Theft Auto: San Andreas. The player is running on foot carrying an automatic rifle. All cars in the game can be hijacked, provided that they are moving slowly enough for CJ to rip open one of their doors. But when CJ returns, the gang life of the Los Santos district in San Andreas pulls him back in as he is reacquainted with his brother Sweet and his gangster friends Ryder and Big Smoke. Together forming the center of The Orange Grove Families gang, they have to take back the streets from a tough and determined enemy – a rivaling gang called The Ballas. Early in the game, the story struggles with providing the player with motivation to be a gangster. This is quite important, as the game is largely about committing crimes and killing people. To achieve this, the good-hearted main character is harassed by corrupt police officers and the player is informed about the wrongdoings of the evil Ballas. This is to give the player the motivation and sense of immersion in the character necessary to take on the role of a criminal. As the story unfolds, several other factions come into play, including the mafia, and the plot thickens. A large host of characters is introduced and every-day gangster business, girlfriends and car chases are mixed with more spectacular events in CJ’s life. The game boasting nearly a hundred missions and each one of them contributing to the story of San Andreas makes the game rich with narrative content and the story too long to fully recount here. Worth noting is that the story of GTA: 31 San Andreas is widely considered to be the best of the GTA series so far and also a prime example of an extraordinarily complex, well-written and engaging story for a computer game. 4.4 Gun Gun(see figure 4.3) is a third-person free-roaming action adventure set in the wild west of the nineteenth century. The player takes on a number of missions, closely following the twists and turns of the storyline created by a rather famous Hollywood writer – a fact that has been used to some extent in the marketing of the game. Just as in GTA: San Andreas, Hollywood talent has also been used for the voice acting. Figure 4.3. Screenshot from Gun. A getaway on horseback. The horseback riding system in Gun is well-designed and the controls work very well. Using many cutscenes and quite short and narrow gameplay sequences between them, the game’s story is ever present during play and the free-roaming elements take a minor part. This makes Gun the game (of the four games played) that is most controlled by and dependent upon its story. Only minor side missions and activities exist outside the main story missions. This has led to a fair amount of criticism, especially as the main story missions can be beaten in only six to eight hours of play. In Neversoft’s (creators of Gun) defense however, the story missions are well-designed and exhibit a remarkable diversity in gameplay, ranging from buffalo hunting to assaulting a frontier fort, ambushing a train and chasing bandits on horseback. 32 The close relation between gameplay and story also provides a good foundation for a high sense of immersion in the storyline, as the current state of the story and the last cutscene seen are always in recent memory. 4.4.1 Gun’s Story As the game begins the main character, Colton White, is out hunting buffalo with his father. This fairly easy hunting mission is used cleverly as a story-related tutorial, introducing the most important moves and controls as well as providing a rather idyllic picture of Colton’s life before he is dragged into the schemes of bandits. Following a bear attack where Colton has to save his father, the story continues on board a steamboat on the nearby river. In a sudden attack set in motion by an evil preacher and his henchmen, the father is killed and Colton narrowly escapes death. Waking up on the river bank much later, Colton is faced with the fact that he is the only survivor from the attack on the steamboat and that the man he thought was his father was in fact just a close friend of his real father. Ripped from his previous life, Colton embarks on a journey to get revenge for the deaths on the steamboat and to seek his roots. To provide further motivation for the player to seek revenge and hunt down the bandits (i.e. play on), the same method as in Fable is used – the villains commit several acts of excessive violence to innocents. In one scene for example, the player sees one of the bandit bosses using a pair of pliers to pull out a man’s teeth in a spray of blood. As in most games, the main character’s personal misery is proven to be a side effect of a larger scheme set in motion by an evil super-villain (albeit the super-villain does not have superpowers in this game, thankfully). Moving up the food-chain and killing off the deputies of the big boss one by one, the player is finally faced with one final epic fight against the man behind it all – the evil Magruder. 4.5 Just Cause Just Cause is described like this in a press release: In Just Cause (see Figure 4.4), you take on the role of the flamboyant Rico Rodriguez — an undercover CIA operative specialising in regime change – as he tries to overthrow the corrupt government of San Esperito. This rogue South American island is suspected of stockpiling WMDs and it’s your job to negate the threat to world peace. It could be to your advantage that this tropical paradise is about to implode as various factions vie for power – it just needs a gentle nudge in the right direction. Just Cause offers the freedom to tackle your assignment however you want: play the island’s factions off against one another; incite a rebellion among the masses; or build alliances with rebel forces and drug cartels. 33 The incredibly detailed game world consists of 1,225 square miles of mountains, jungles, beaches, cities and villages which can be explored by land, sea and air. And you will have at your disposal one of the most varied and exciting array of vehicles, planes and watercraft ever seen in a video game. Figure 4.4. Screenshot from Just Cause. Flying a plane in the tropical sunset of San Esperito. This plane is one of almost a hundred vehicles available to the player. The game has 20 main missions organised linearly with most of them starting and/or ending with an FMV. As the game begins, the player is immediately tossed into the first one, but for the rest of the game the player can choose when to go on to the next story mission, much like in the other games played. In between the main missions, the player can choose to do side missions, take over parts of San Esperito, or just run or drive around causing random harm to those unfortunate enough to be in the way. This works very much like GTA: San Andreas, except that there are often several story mission to choose from at any given moment there. The story in Just Cause mainly brings cohesiveness, explaining the connection between missions. As the story (or even the atmosphere of the game) doesn’t strive to be emotionally gripping or profound, the motivational and immersive qualities are at a minimum. This style fits well with the tropical playground of explosions and vehicles that San Esperito is, but it is quite clear that more advantages from the story component could have been gained with a comparatively small investment in time. 34 4.5.1 Just Cause’s Story The story of Just Cause is perhaps best described by its creators. The following text is from the concept documents of the Just Cause production: San Esperito, a tropical paradise turned hell. The power balance between the military, drug barons, police, and oppositional guerillas is very delicate, maintained only by a very fragile bond of fear and insecurity. Things are about to blow up soon. They just need a small push in the right direction. That is where you come in. You are Rico Rodriguez; longtime cloak and dagger field man and CIA operative. It is your mission to overthrow the corrupt presidente of this small-time banana republic and help the CIA gain control of the power and the drug trade. By playing all the powerful groups of the island against each other this might be done. But only a maniac would ever consider trying it. A maniac or Rico Rodriguez. Two ranking agents are already on the spot; the battle-hardened cynic Sheldon and the stunningly beautiful female operative Kane. They are two most sinister dandies traveling around the island in a luxurious mobile home, always in touch with what is going on. They will distribute your missions and fill you in on details as the game unravels. Sheldon and Kane fill you in on what must be done to topple the power of the president and the cartels. You are a one man army against a whole nation of heavily armed, drug crazed and power hungry desperados. The jungles are filled with bandits, soldiers, corrupt militiamen and cokedup cartel pistoleros. It takes a special breed to remain alive in this tropical hell. You will encounter a vast gallery of colorful and dangerous characters, some of whom you must befriend and make your allies. Your missions will include freeing a guerilla leader from prison and romancing his beautiful sister, assassinating a drug kingpin and assume his identity while flirting with the cartel boss’s wife, and blowing up a corrupt police chief’s luxury yacht. There is plenty of action to go around as you kill a whore-mongering general, napalm bomb coca fields and set off a small nuclear bomb, wiping out an entire island. And you are only just getting started. The jungle heat is turned up another couple of notches as you must assassinate El presidentes two sons at an international arms convention and thus start a revolution. Amid the chaos erupting on the street, continue pursuing the missions dealt to you by the ever partying Kane and Sheldon. [...] All this work to finally attack El Presidente himself on his private island Isla Montalban. Here a minor war is raging between cartel henchmen, guerillas, military and El presidentes private militia “the black hand”. 35 In the midst of all this, the corrupt Presidente decides to try to cover his tracks by launching several nuclear missiles. [...] Kill all the black hand guards, find El Presidente and kill him, then get the hell out of there [...] Another day, another dollar. Another pissant regime that has to be toppled. This story is conveyed chiefly through the pre-rendered videos that are shown before and/or after many of the 20 story missions. The few other tools used mainly concern vital information for the player to get the job done, e g mission objectives, and have limited narrative content. 4.6 The Telling of Story in the Games Played All four games played make a distinction between story missions and side missions, with this distinction being more or less outspoken. This allows the advantages of a linear story together with the gameplay and freedom of sandbox gameplay. There is also a choice for the player when to accept the next mission to bring the story further, allowing the player to experience any amount of free gameplay he likes before going on with the less interactive and less free story missions. This is mostly done through having the player go to a specific location to get the next mission. In other terms, the developer-created story is not forced upon the player (apart from the first mission (or first few missions), designed to teach the player the basic controls and draw him into the plot and the game world). Instead, it can be experienced in small chunks at the player’s own discretion, with free gameplay (rich with player-created story) in between. Through this clear division of gameplay, the problem of the complexity and development costs of true interactive storytelling can be avoided, yet some of its advantages are retained. This is however a step away from the holy grail of true interactive storytelling: where player-created and developer-created story meets. This free gameplay allows intricate storylines to be included even in the most action-oriented games – because of the free roaming, a player only looking for quick action can play and not choose to do story missions even though they are there. A more limited/linear game forces the player to experience and take part in the story and play within its constraints every single play session. In GTA: San Andreas and other games like it, you can play story missions and follow the rather serious story one day and just go around blowing things up another day. With this said, we come to the most concrete finding from the playing of the games: the different methods or tools for telling story present in them. I have identified eleven tools used to tell story in games. I choose to call them tools instead of ways, because the term tools comes closer to the truth as it implies that one can (and should) use many tools together. The opposite of this would be way; this term suggests that one must choose one way of storytelling and stick with it. Also, there is nothing in a tool itself that guarantees success – it can be used for either great or disastrous effect. 36 Many games use a few of these tools and some use most of them (Fable is one such game, using all but one). The eleven tools in the list below cover all ways of conveying story in the computer games of today.5 • Pre-rendered video: (Often called FMVs, Full Motion Videos) Pre-rendered cinematic scenes, pausing the game and locking user input. Example: In Just Cause, the player is treated to a pre-rendered video clip at the beginning and end of every main mission. • In-game cutscenes: Cinematic scenes that are played out within the game engine, (i.e. using the same models and environments that are used for the actual game) pausing gameplay and locking user input. Example: In-game cutscenes with high cinematic quality are used extensively in Gun, often including quite a bit of violence to induce dislike for the game’s villains. • Scripted sequences: The same as cutscenes, but without locking user input: the player retains full control of his character during the scripted sequence and the gameplay is not halted. Many missions and tasks are implemented as scripted sequences without them conveying any story. The distinction here is that the sequence must mediate some kind of narrative content to be considered a storytelling tool. Example: As mentioned above, Call of Duty uses scripted sequences in a great way, never taking away control of the main character and allowing the player to lose the feeling of agency. • Voice-over: Voice over during play – a narrator’s, the main character’s or another character’s voice conveying story. The distinction here being that this does not pause or inhibit gameplay in any way. Technically this is a scripted sequence, but to the player there is a difference in that the voice-over doesn’t intrude in the gameplay. Although voice-over could be considered a subset of scripted sequences, this distinction is important: the voice-over is a more subtle tool with its own areas of use. Example: Voice-over is used cleverly in GTA: San Andreas when the main character and supporting NPCs are traveling by car to (or from) mission hotspots. These lulls in gameplay are thus used to convey story in an unintrusive manner. • Ambient actions: NPC reactions to the player not directed directly at the player and/or not directly affecting gameplay, for example cheers and rants as well as visible NPC-NPC interaction. This too could be interpreted as scripted sequences, but is quite different in its implementation. Ambient actions are rather implemented as an AI system governing NPC actions and reactions. Example: In Just Cause, firefights erupt between the guerilla and the army when troops from these warring factions come too close to each other. 5 As the computer games medium matures, we will perhaps see more narrative tools emerge. 37 • Character development: The aging, growth, changed looks and improved skills of the main character, preferably dependent on player choices. Admittedly, the distinction of what is character development in this sense is blurred somewhat; picking up a weapon could be seen as improving a skill (killing), but has very limited narrative potential. An interesting implementation of character development is to let narrative sequences carry over into the gameplay by showing consequences of the sequence on the main character (e g letting an FMV showing the main character suffer a head injury result in him carrying an eye patch for the rest of the game). Example: Eating too much fast food in GTA: San Andreas makes the main character gain weight, eventually becoming obese. • Location evolvement: The changing and evolvement of visited locations and environments returned to, meaning a changing of the looks (and possibly also the gameplay possibilities) of parts of the game arena. Example: The idyllic village that Fable starts in. A little further into the game the player returns to the same village, but it now looks completely different as it is burning and under attack by bandits. • Interactive dialogue: Text and/or voice dialogue, traditionally where the player chooses from a set number of different text lines to interact vocally with NPCs. This makes an interesting combination of narrative text from the NPC and player choice in what to reply. Example: A simple type of interactive dialogue is present in Fable, where the player can answer “yes” or “no” to NPC questions by pressing a button. • Storytelling items: Journals, notes, books, TVs and other items bearing narrative content that can be found in the game world (and often picked up) by the main character and read, viewed or listened to by the player, at the player’s own discretion. Example: In Fable, there are a number of books that can be found and read (or sold) by the player. These contain much information that helps in bringing the game world to life and providing back story. • Player journal: An automatic player journal that is recording the events as they happen in the game. The journal often includes notes on the main character’s feelings and thoughts as well, making it unique. The journal also takes a unique position on the edge between game and real world, being an item carried by the main character in the game world as well as an interface aid for the player. Example: In Fable, there is an in-game menu mainly featuring gameplay tips and information about how the game world works. Under the headline “story” there is an integrated journal telling the story so far in short segments in first person, as if told by the main character. • Plain text: Storytelling through the displaying of pure narrative text, often displayed in a text-box overlaying the gameplay area on screen. Since a few years ago, plain narrative text is seldomly displayed without being read aloud 38 to the player. Example: Plain text is used sparsely in Gun to great effect. On a few occasions, text screens lending design from the old silent movies appear, containing only a couple of key sentences rich with narrative content. This list is the answer to the first task of this thesis; identifying the methods or tools that are used to tell stories in games. When looking at the four games played, significant differences in the number of tools used can be seen, with the RPG game Fable using all of them but one and the more arcade-like action game Just Cause utilising only four. (See table 4.1) This is explored further in the next chapter. Tool Pre-rendered video In-game cutscenes Scripted sequences Voice-over Ambient actions Character development Location evolvement Interactive dialogue Story-telling items Player journal Plain text Fable Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No GTA:SA No Yes Yes Yes Yes Yes No Yes No No No Gun No Yes Yes Yes No No No No No No Yes Just Cause Yes Yes No Yes Yes No No No No No No Table 4.1. The utilisation of narrative tools in the games played. This chapter has covered the first two tasks presented in chapter one. First, determining in what ways story can contribute to games generally, finding four advantages of storytelling in games. Secondly, defining the tools available for implementing stories in games. Now that the advantages of stories in games have been determined and the tools available to reach them have been defined, we have the means necessary to attack the final, hardest and most interesting task: To investigate in what ways the tools can be used to forge story and gameplay together and to maximise the positive effects of story. I will go about this by first taking a more in-depth look at the eleven tools, discussing the capabilities and disadvantages of each. I then go on to discussing their use together and the special considerations that the current genre brings. 39 Chapter 5 Analysis Game developers and game researchers seem to agree that a story well-tied to gameplay is not only desirable – it is rather considered mandatory. For example, Eladhari[7] writes: “In a really good story driven game one cannot, as I see it, separate story and gameplay.” Freeman[12] has a similar point of view: “Do the mechanics and gameplay in your game feel like they’re an extension of your characters or story? Do they echo the theme or themes of your story? That’s the ideal.” As both Eladhari’s and Freeman’s words suggest, tying story and gameplay together is a great challenge. In this chapter, some ideas on how to do this better are presented. First we will go on to a more in-depth look at the eleven tools identified previously and present some more examples and considerations on their use. Finally, I will investigate how the tools can work to create a strong bond between gameplay and story in the current genre and try to come to some conclusions on how they can be used together in a Just Cause-like game. 5.1 The Eleven Tools To achieve the advantages listed in the previous chapter, game developers have eleven tools at their disposal. (First listed and defined in chapter four.) Here, we take a look at the strengths and weaknesses of each tool and further discuss and analyse them. Before we go into details about each tool, it should be mentioned that tools or game features that can not bring developer-created story forward might still be considered having storytelling capabilities. This is because they facilitate the telling of player-created story. These do change the way the story of the playing of the game unfolds, but they do not affect the developer-created story. Therefore they fall outside this listing, as they can’t create ties between story and gameplay if they can’t in some way relate to the actual developer-created story. Examples of such features in games are character customisation and choices in how to accomplish a mission (this last kind of choices is abundant in Just Cause). 40 5.1.1 Pre-Rendered Video Pre-rendered video pauses gameplay and, as it is recorded prior to the play session, cannot display play session-specific things, such as the main characters clothes or looks, or even the correct time of day.1 This makes this tool virtually useless in the enhancing of player-created story, while all the dramaturgical tools of cinema are available to tell developer-created story. As the video is not made inside the game engine, there is also a large measure of freedom in what to show and how to show it. With no way of allowing the player to influence the scene and no means of conveying accurate (play session-specific) details, the only way in which pre-rendered video can be said to help in the tying of story and gameplay together is in the choice of when the scene is to be played. For example, a well-made FMV showing the positive outcome of a mission just finished (the villain’s bunker going up in flames for instance) can add a pleasant feeling of accomplishment and adds to the sense of meaning of the mission. This aspect of timing the use of the tool applies to all the tools however, making it the minimum level of connection. Finally, the pre-rendered video is the most resource-heavy of all the tools, as each graphical sequence has to be made virtually from scratch. 5.1.2 In-Game Cutscenes The in-game cutscene mirrors the pre-rendered video in many respects. The important difference is that the in-game cutscene is made entirely in the game engine, providing some advantages and disadvantages. The most important advantage is that play-specific details can be shown. The actual main character chosen, outfitted or developed by the player, locations blown up or altered in some other way and the weather and time of day can all be displayed correctly, adding coherence between the developer-created story told and the actual play session. On the other hand, we are limited by the game engine’s constraints and cannot show things that haven’t been included as assets in the game. Another disadvantage (that is rapidly disappearing as the hardware gets better and better) is the difference in quality – game engines generally provide a much lower graphical quality than prerendered video. It should be added that the in game cutscene requires much less work than pre-rendered video, however. One risk with in-game cutscenes and pre-rendered videos is that the player’s sense of agency is contested or, in the worst case, lost altogether. Taking away the very means of which the player can act in the game world (the controlling of the character) is not all – the actual showing of the main character in the scene represents a drastic shift in point of view, especially in first-person games. This shift in views is a familiar problem among writers and an error that is common among beginners.[27] The same goes for games: being forced to look on from the sideline 1 With a smartly limited number of choices, several FMVs could be recorded and the one most appropriate shown to the player. However, this is quite obviously a less than ideal method. 41 as the character you have been used to be in control of acts and speaks beyond your control can ruin much of the immersion and sense of agency. This problem and suggested solutions are discussed in Jeff Noyle’s article Techniques of Written Storytelling Applied to Game Design.[27] 5.1.3 Scripted Sequences The scripted sequence represents yet another step away from pre-rendered video. My distinction between scripted sequences and in-game cutscenes is that the player retains control over his character in the scripted sequence. This would also mean that the game GUI remains visible during a scripted sequence. The most important consequence of this is that the gameflow and the immersion it brings are not interrupted in the same way as in an in-game cutscene or FMV. This makes the scripted sequence optimal in tying story and gameplay together as it allows gameplay to go on at the same time as storytelling. It is not optimal for telling vital bits of the plot however, as the freedom for players to act makes it unlikely that they manage to catch everything. This is also a reason for not having too much going on in the background when a scripted sequence with narrative content is played. 5.1.4 Voice-over The voice-over tool is somewhat adjacent to the scripted sequence. As far as developers are concerned, the playing of a voice clip as the player reaches a certain location or time is in fact a scripted sequence. For the purpose of this thesis, and also in the eyes of the player, a distinction can be made though. The voice-over tool is then defined as a voice-over conveying narrative content not affecting or inhibiting gameplay. This tool is even weaker than the scripted sequence in ensuring that the narrative content actually reaches the player and is therefore best used to tell non-vital content. This could be atmosphere-enhancing things like the views, comments and thoughts of important NPC characters accompanying the player or voices from before that echoes in the main character’s mind as he approaches a new challenge. In short, the voice-over tool is a comparatively cheap and easy way of enhancing the atmosphere or mood of a game and to add richness and depth to characters and story. 5.1.5 Ambient Actions Ambient actions are used to some extent in Fable and Just Cause. They could be divided into two domains: interaction occurring between factions or people (NPCs) regardless of the main character and interaction occurring between NPCs as a reaction to the main character or his actions, with the former mainly occurring in Just Cause and the latter in Fable. Actions in the first sphere are used to bring life to the game world. In Just Cause, this is experienced as firefights erupting between guerillas and government 42 troops, sometimes with the player finding himself in the middle. This kind of interaction going on between NPCs can be built on infinitely. One extreme is the NPC interaction in the interactive storytelling system (the “Storytron”, formerly known as the “Erasmatron”) being developed by Chris Crawford. Here, the NPCs all have individual attributes and attitudes toward each other, allowing complex interaction without involvement from the player. Spreading of rumors, news and lies, fights starting and alliances and friendships formed are all potentially possible in this complex system.[4] Even with less resources, much can be done in this area to bring more life to the game world. In the second sphere, ambient actions take the role of the third part, that of the chorus in the ancient drama. The task of the chorus is to be the backdrop against which the actions of the drama occurs, and also to be the audience’s emotional agent on the scene.[5] In cinema, shots of bystanders’ or supporting characters’ faces and their reactions to an event fill this role. For example, if the hero does something astonishing, such as defeating the evil baron, we would see shots of surprised and happy villagers witnessing the event. This reaction is a very strong tool for eliciting audience emotion. Translated to the games medium, this can be done through allowing less important NPCs (bystanders, villagers etc) to react to the player’s actions directed at his antagonists. (Or the antagonists’ actions against the main character.) For example, when walking past peasants in Fable, the player can often hear them talk about him using his current hero title (which is “Chicken-chaser” in the beginning of the game, making players want to gain a new title as quickly as possible). Because of their nature of not directly involving the player, ambient actions aren’t suitable for advancing plot or conveying important information. On the other hand they are extremely useful for bringing life and credibility to the game world and story and especially its ties to gameplay and player actions. 5.1.6 Character Development Character development is first and foremost seen as a gameplay feature rather than a storytelling tool, and rightly so. The training of vital skills and increasing of attributes belongs in any RPG, and appears with increased frequency also in games belonging more to the adventure and action genres. An interesting example of this in the action genre is the large amount of ways in which players can train and improve their skills in GTA: San Andreas. What seems to be less obvious is that character development can also be tied to the game’s story, thereby creating an interesting connection between player-created story and gameplay on one hand and developer-created story on the other. This is done by letting important events and turning points in the story reflect on the main character. (For example an accident dismembering the main character, or, as seen in Fable, visual scarring appearing as he lives through combat.) I am reluctant to include pure aestethic character customisation here as it can’t actually bring a story forward, even though it does add to the immersion in the 43 game world and the player-character bond. 5.1.7 Location Evolvement Location evolvement is a surprisingly potent tool. The immersive power of location evolvement in sandbox gameplay is taken advantage of to some extent in a few recent games and more so in many of the coming generation of games. It is being recognised that a destructible environment allows deeper gameplay than just fighting a few selected enemies in pre-determined surroundings.2 Also in story-driven gameplay, location evolvement has an important role. One direct way of using it to bring a story forward has an example in Fable. As mentioned above, early in the game, the player returns to a picturesque village that is now going up in flames. This shows that things are actually happening with the world, rather than it being just a stage on which the game is played. This creates a strong sense of agency because you, as a player, get the feeling that you are not just a visitor in an unchanging environment, you are an actor in a changeable world that is responding to your actions. Manipulating the environment is thus a powerful way of conveying story without inhibiting gameplay or forcing player attention. Its usefulness becomes even larger in that it creates a bond between the game arena that the gameplay takes place in and the developer-story and game world. 5.1.8 Interactive Dialogue Interactive dialogue is one of the oldest and most primitive concepts of interactive storytelling and also a well-used feature in games. One of its main flaws is that it makes the branching points of the story tree painfully obvious, allowing the player to see the exact structure of the choice tree as he goes along. It does however represent an easy and straightforward tool for presenting players with clear and unambiguous choices. As an example, this is seen in Fable, where the player choices are limited to simple “yes” or “no” answers but are offering a quick and easy way to accept or turn down missions and offers made by NPCs. Traditionally, interactive dialogue has had the form of NPC lines being presented as text with two or more text replies for the player to choose from. There are also other, more modern variations in interactive dialogue, one example being the system used in Kingpin. Here, no text alternatives to choose from are displayed. Instead, the player chooses a more or less aggressive mode of interaction with a button press, eliciting more or less friendly reactions from the targeted NPC. In coming games, we see further development in interactive dialogue, using full audio conversation with nature-like NPC facial expressions reacting to the conversation as it goes along. Even with these cosmetic developments the underlying structure of interactive dialogue stays the same though, with the same strengths and limitations as before. 2 I have never heard the term constructible environment on the other hand, perhaps telling us something about the destructive nature of current games. 44 5.1.9 Storytelling Items Storytelling items are a good way of enhancing the mood and atmosphere in a game, tying the environment to the storyline. Another advantage is the freedom of choice they bring. Instead of forcing the player to watch or read the developer-created story, storytelling items can be read or viewed at any time, several times or not at all. This makes them ideal in supplying back story and deeper non-critical knowledge about the game world. The player more interested in story and atmosphere can choose to access the items, while those more interested in action-oriented gameplay can choose not do get bogged down in storytelling. As with other tools which are optional for the player to use, those parts critical to the story’s advancement or for the player to understand what happens should be avoided here. Storytelling items could on the other hand be used as important tools in gameplay challenges. Because of them being part of the game world and also being optional to use, they are good places to hide clues to puzzles and secrets in the game, making them somewhat useful in the tying together of story and gameplay. The fact that the storytelling items exist inside the game world rather than being external sources relating information about the game world from outside of it give them a special position in the area of immersion. For example, a wooden sign by the road saying “Danger! Here be wolves!” does more for the immersion than a text popup saying “Entering wolf level”. 5.1.10 Player Journal The player journal is not only a storytelling tool, but can also be an important aid to the player, recording events as they happen and working as a reference where the player can look up mission objectives and the history of his instance of the game. As a logical limitation, player journals can’t hold information that drives the story forward. They are after all journals, being records of events already happened. What they often are used for on the other hand is to convey the main character’s emotions and his reflections and thoughts about the events as they happen in the game. This brings another dimension of storytelling that is omnipresent in literature but is harder to convey in film (and thereby in in-game cutscenes and FMVs). The player journal could be seen as a special instance of storytelling items – being an item which contents are created by the main character. One important difference apart from the player journal’s special position as a record of the main character’s emotions is its capability to contain out-of game world information. This can be mission objectives or other game-related information that lies on the border between gameplay mechanics and game world. 5.1.11 Plain Text Plain text is the oldest tool, familiar already in the old MUDs of the seventies and eighties, although nowadays it is more often than not combined with a voice-over reading the text aloud. This combination of voice-over and text are powerful to 45 get a point across, but they quickly grow tedious if the text volume gets too large. Reading long texts on-screen is strenuous to the eyes, and the voice-over reading of long texts demands much time. Players also tend to expect more than a text screen when they have accomplished a mission or enter a new part of the game. An example of where text screens work is the silent film-inspired screens used in Gun. The creators of the game have the voice of the main character read the text and have also made an effort to make it short – in most cases there is only a couple of sentences. Instead of interrupting gameplay like in many older games, narrative text can be presented where is doesn’t interference with ongoing events. One obvious such place is loading screens of different kinds. These are often used for displaying gameplay tips, and in some games (such as Rome: Total War) they show famous quotes. Displaying short paragraphs of narrative text is a however a viable option here. 5.2 Using the Tools Together We saw in chapter four (see table 4.1) that the games played utilise quite different combinations of the tools. Fable uses most of them and GTA: San Andreas a little fewer. Gun relies mainly on a cinematic storytelling with scripted sequences and in-game cutscenes and uses even fewer. Finally, Just Cause is the game with the least significant story component, which is indicated by the game utilising only four tools. The number of tools used is of course not all that matters. As Magnus Nedfors, lead designer at Avalanche Studios points out: “It’s the quality that’s important – even if we manage to include all of the tools it’s worth nothing if we don’t do it well.”3 This is in line with the main point of immersion: That it is not how much good stuff you successfully include that matters, it is that you avoid the mistakes and errors disturbing the immersive experience. An example of this is the comments from bystanders that the player hears when passing through villages in Fable. It is at first enhancing the feeling of a living world and also helps establishing that the main character is an aspiring hero struggling to become renown. As the game progresses the comments quickly become repetitive and instead serve as a disturbing element detrimental to the sense of immersion. GTA: San Andreas, unlike Fable, is not called an RPG but still has much of the same gameplay components and plays much in the same way. Here, the tools are however used better and aren’t allowed to disturb the experience in the same way. The high quality and large scope of GTA: San Andreas’ story shows that an action game’s story component can now actually compete with traditionally story-heavier games. Consequently, GTA: San Andreas has received higher scores and better press, both for the game as a whole and for the story. This is interesting as Fable, being an RPG, traditionally would be expected to have more development time dedicated to the story and its implementation, and more weight on it in the game. 3 From a round-table discussion at Avalanche Studios. 46 As the tools are radically different, they form a highly complex system. With each tool having its distinct advantages and disadvantages, it is not simply a matter of including as many tools as possible, or even which tools to use. It is about how to use them and, more importantly, how to combine them for greatest possible effect. One example of a combination of tools is using pre-rendered videos, in-game cutscenes or even recorded gameplay events in the player journal. Letting the player revisit cutscenes ensures that no important information has been missed, and doing it from within the player journal makes it more connected to other events recorded in the journal and lets it happen inside the game and game world. Another example, that has been mentioned earlier, is letting the main character be affected by events conveyed in a cutscene. (A character development/in-game cutscene or character development/pre-rendered video combination.) Forming rules about how to combine the tools is perhaps not impossible, but it would be far too complex to investigate in depth here. However, being aware of each tool’s limitations and strengths is vital for making informed choices in how to use the story for maximum advantage. An important consideration in this respect is how strong the tools are in conveying developer-created story versus facilitating player-created story. A graphical representation of this, somewhat summarising the above sections, can be found in figure 5.1, though the positions here aren’t exact and also somewhat subjective by nature. In the top left we see pre-rendered video and in-game cutscenes. In essence being movie clips, they are very strong in advancing a plot, but have a weakness in the areas of player involvement and connection to gameplay. Scoring high on both axes are scripted sequences and interactive dialogue, being strong in conveying developer-created story as well as having a high level of interactivity – forming gameplay elements in themselves. Ambient actions and character development are weakest in conveying developer-created story and are in the bottom right of the figure. The rest of the tools occupy middle positions, with voice-over and plain text being weakest in player-created story, as they are not as closely tied to, or affected by, player actions. 5.2.1 Tying Story to Gameplay When looking to tie story and gameplay together to form one coherent experience rather than focusing on the actual telling of the story, another set of tools come into focus. Some are strong means of forging the different parts of a game together, while others almost work in the opposite direction. These differences somewhat resemble those of player-created versus developer-created story brought up in the previous section, with pre-rendered video being the weakest tool here. Pre-rendered videos are (as the name suggests) completed before the release of the game, making it impossible to adapt to a specific play session or incorporate any player choices made. Locking user input and reducing the active player to a spectator, the prerendered videos show pre-determined scenes uncapable of relating to player choices 47 Figure 5.1. The strength of the storytelling tools in telling developer-created vs player-created story. A high rating in both (i.e. a position in the top right corner) means that the tool is strong in tying story to gameplay. or the state of the game world. Second weakest are the in-game cutscenes and plain text. Identical to the prerendered video in most respects, in-game cutscenes have one important advantage and an (increasingly insignificant) disadvantage. The advantage is that it is possible to get many details right, for example those mentioned above, bringing at least some measure of coherence between story and gameplay. The same is true for plain text, where player-specific information can easily be pasted into the text, somewhat tying it to the current play session. These tools are however also working negatively here, as they (as well as pre-rendered video) lock user input and put the player in the backseat. The disadvantage of in-game cutscenes is the graphics quality. The prerendered videos have virtually no upper limit in how high the quality can be, while the in-game cutscenes are dependent on the game engine and are limited by its capabilities. With the increasing power of the hardware, this problem is however rapidly diminishing. Then comes a few tools that can better be used to help shaping a coherent experience. Storytelling items, ambient actions, player journal, voice-over, character development and location evolvement are all narrative tools that exist within the game world. These might not be the most important as they more often than not require little or no input from the player, and merely coexist with the main character in the game world. Used together they do have potential to form a strong bond 48 between story and gameplay, bringing story references into every corner of the game world. What I consider best are scripted sequences and interactive dialogue, because they form actual gameplay elements in themselves. This allows the player to actually play the story forward and is the closest we get to pure interactive storytelling. The versatility of the scripted sequence makes it particularly interesting. A modern interactive dialogue system that works really well is on the other hand yet to be seen, although some titles of the 2006 edition of E3 look promising. To summarise the above section, the usefulness of the tools when tying story to gameplay is shown in figure 5.2. As we can see here, the scripted sequences and interactive dialogue tools are in the top. This is because they allow gameplay and narrative simultaneously, which (as one can imagine) is the best possible position in tying gameplay and story together. Then follows a group of tools that are weak in advancing plot but add much to the atmosphere and play area of a game. These help in making the play area feel like a living world where the game’s story is an integrated part. In the lowest positions are the tools that halt gameplay and disrupt the feeling of agency. The tool getting the bottom position here is pre-rendered video, as it can’t be affected by how the game has been played at all. Figure 5.2. The tools’ suitability for tying story to gameplay. The tools that get a high rating here are those that are positioned in the top right corner of figure 5.1. 49 5.3 Implementing Story in the Action-Arcade Genre As we have discussed in chapter one, different game genres demand radically different approaches to storytelling. Looking at a game in the action-arcade genre (like Just Cause) some considerations come to mind. Firstly, one could assume that players don’t expect very much weight on story in this genre. The story component getting a minor amount of player time and attention for the sake of action-oriented gameplay gives us a certain base layout to work with. While the ideal of course is a great story giving us as much as possible in all four areas mentioned – immersion, cohesiveness, motivation and storytelling in itself – limitations in development time force prioritising of resources. With these limitations in mind, we can speculate that it is less attractive to go for the “immersion”4 and “storytelling for its own sake” benefits, while we can still achieve plenty in the cohesiveness area, as well as increasing motivation. With a minimum of narrative sequences we can still put the main character and his or her objectives in a context and provide the player with reasons for performing the tasks given. Creating a strong sense of immersion and a strong story that is an experience in itself is a true challenge with these constraints, why it is more sensible to try to reach these objectives using the player-created story. So what we have in this genre is a situation where we want to focus on working with facilitating the player-created story to create immersion and motivation, and let our (less heavy) developer-created story go for cohesiveness and also increasing motivation. We don’t want to disrupt gameplay and force players away from controlling their character, thus we need to avoid too many long cutscenes or other non-interactive narrative sequences. As the two tools that are easiest for telling story (pre-rendered video and in-game cutscenes) do exactly this, we have a situation where we have little tools to convey a developer-created story. This makes the tools strong in tying together story and gameplay more important, as well as those tools making it optional to take part of the narrative content. Thus, for the action-game, the scripted sequence is optimal for telling story as the game goes along, while we can still use pre-rendered video or in-game cutscenes for intro and outro and perhaps also when the player starts and finishes major chapters and we actually seek the slump in pace they bring. To bring more depth to the storyline and characters, the tools that don’t force away players from the action are most useful. This lets people play the games in the manner they want, whether they want to follow every detail in the story or choose to focus on the actual playing. These tools are player journal and storytelling items. One should notice that the work on these might be wasted as many action-oriented players won’t bother much with them. In conclusion, very much can be done even with a less than perfect story if it is 4 Immersion is of course extremely important. In this genre, resources are however perhaps better spent on creating a sense of immersion from the game world and the gameplay itself rather than relying too much on the story here. 50 told using each tool to its maximum advantage. Rather than looking at the story of games in the same way as John Carmack – that it has the same (non-existent) role as story in porn movies – I would argue that stories in action games have the role of those in horror movies. In these, nobody expects the high quality stories of drama movies having immensely gripping storylines and vivid character portraits. The generic horror story does however add coherence between the horror scenes and a measure of sympathy for the characters. Here, a rather simple story with not too much work on it adds some vital qualities to the experience, just like it can in any action game. 5.4 Conclusions and Future Work In the thesis section of the first chapter, three tasks were defined: 1. Define in what ways the story can contribute to a game in the current genre 2. Identify the methods or tools that are used to tell stories in games 3. Investigate in what ways these methods or tools can be used to forge story and gameplay together and to maximise the positive effects found in (1). The first task above was presented as a foundation for the sections on the games played. Here, the four benefits of storytelling in games were outlined, and three of them were identified as being relevant for the relationship between gameplay and story: cohesiveness, immersion and motivation. The second task was then addressed. Here, four AAA action games that include both a significant story component and sandbox gameplay were played thoroughly. The storytelling in these games acted as the source for defining eleven storytelling tools used in the games medium. These eleven tools are not entirely separate, but are sometimes adjacent and even overlapping. In addition to defining the set of tools, I have also discussed the advantages, disadvantages and complications that each tool brings. These two sets of results form a logical foundation for discussing storytelling in games further. I have argued that they are not the only things to consider however: the genre is highly important as well. In the choice of how to tell story and what storytelling tools to utilise and in what manner, one must bear in mind what expectations and limitations the genre brings. (With genre boundaries being vague and cross-genre games frequently being developed, the phrasing “type of game” is perhaps more appropriate than “genre”.) Finally, I have discussed how one can use the tools together to maximise the positive effects of story. I have here tried to forge the results and previous analysis together into a coherent discussion. The topic of what effect different combinations of tools can have has proven to be almost a science in itself, so my discussion on this is limited to merely being a few short suggestions. The large number of storytelling tools available and the number of different advantages to be gained from them makes 51 storytelling in the computer games medium extremely complex. This is a large and complex area to say the least, and could be expanded upon considerably. Forming systems and rules for it will prove to be extremely difficult, but the advantages of a methodological approach to storytelling in games could be tremendous. In short, much more can be done in the researching of how to best use the tools in different genres, to different effects and in different combinations. Further thought could also be put into the delimitation between the tools as they overlap each other somewhat with my distinctions. (Scripted sequences could for example be designed to not directly affect the player and thus be perceived as ambient actions.) Where future developments really get interesting is when we can successfully abandon the now dominant method of combining story-free sandbox gameplay with linear story-driven missions. The next step is to combine the two into sandbox gameplay that has impact on a multi-linear or (in the ideal world) a non-linear story. This is the largest and most promising challenge in the future of the games medium – to combine player-created story with developer-created story and give rise to real interactive storytelling. 52 Bibliography [1] E. Aarseth. Playing research: Methodological approaches to game analysis. In Digital Arts and Culture (DAC) 2003 Streaming Wor(l)ds Conference Proceedings, 2003. [2] E. Adams. How many endings does a game need? URL http://www.gamasutra.com/ features/20041222/adams_01.shtml. Date of access: 20060508. [3] The american heritage® dictionary of the english language, 2000. URL http://www. bartleby.com/61/79/I0047900.html. Date of access: Feb 17th, 2006. [4] C. Crawford. On Interactive Storytelling. New Riders, 2005. ISBN 0-321-27890-9. [5] M. Ödeen. Dramatiskt Berättande. Carlsson, 1988. ISBN 91-7203-729-6. [6] A. Rollings E. Adams. Andrew Rollings and Ernest Adams on Game Design. New Riders, 2003. ISBN 1592730019. [7] M. Eladhari. Object oriented story construction in story driven computer games. Master’s thesis, University of Stockholm, 2002. [8] Entertainment software association. URL http://www.theesa.com/facts/gamer_ data.php. Date of access: May 18th, 2006. [9] Pagulayan et al. User-centered design in games. In A. Sears J. Jacko, editor, Handbook for Human-Computer Interaction in Interactive Systems. Lawrence Erlbaum Associates, Inc., 2003. [10] C. Faulkner. The Essence of Human - Computer Interaction. Prentice Hall, 1998. ISBN 0-13-751975-3. [11] G. Frasca. Ludologists love stories, too: notes from a debate that never took place. In LevelUp 2003 Conference, 2003. [12] D. Freeman. Creating Emotion in Games: The Craft and Art of Emotioneering. New Riders, 2003. ISBN 1-5927-3007-8. [13] Gamespot. URL http://www.gamespot.com/pc/action/grandtheftauto3/index. html?q=grand%20theft%20auto%203. Date of access: Feb 14th, 2006. [14] P. Gander. Two myths about immersion in new storytelling media. Lund University Cognitive Studies 80, 1999. [15] Grand text auto: A group blog about computer narrative, games, poetry, and art. URL http://grandtextauto.gatech.edu/2003/08/06/interaction-and-agency/. Date of access: May 18th, 2006. 53 [16] A. Gustafsson. Digital narrativitet: En analys av zeldas utveckling som berättande medietext. Linköping University, Campus Norrköping, 2002. [17] B. Brown C. Gutwin J. Dyck, D. Pinelle. Learning from games: HCI design innovations in entertainment software. In Proc. 2003 Conf. On Graphics Interface (GI’03), Halifax, 2003. [18] H. Jenkins. Game design as narrative architecture. In P. Harrigan N. Wardrip-Fruin, editor, First Person : New Media as Story, Performance, and Game. Cambridge: MIT Press, 2004. [19] A. H. Jörgensen. Marrying hci/usability and computer games: A preliminary look. In NordiCHI ’04, October 23-27, Tampere, Finland, 2004. [20] J. Juul. A clash between game and narrative: A thesis on computer games and interactive fiction. University of Copenhagen, 1999. [21] J. Juul. Games telling stories? Game Studies Journal, July 2001. [22] L. Konzack. Computer game criticism: A method for computer game analysis. In CGDC Conference Proceedings, Frans Mayra (ed.), Tampere University Press, pages 89–100, 2002. [23] N. Lazarro. Why we play games: Four keys to more emotion without story. XEODesign Inc., 2005. [24] A. Light. Narrative vs control in the online story world. URL http://www.uigarden. net/english/narrative-vs-control-in-the-online-story-world. Date of access: Apr 5th, 2006. [25] M. S. Meadows. Pause & Effect: The Art of Interactive Narrative. New Riders, 2002. ISBN 0735711712. [26] J. Murray. Hamlet on the Holodeck - The Future of Narrative in Cyberspace. MIT Press, 1998. ISBN 0262631873. [27] J. Noyle. Techniques of written storytelling applied to game design. URL http: //www.gamasutra.com/features/20060426/noyle_01.shtml. Date of access: May 15th, 2006. [28] J. A. Ward. Interactive narrative theory and practice. James Madison University, 2004. 54 Appendices 55 Appendix A Ludography Call of Duty Activision Publishing Inc., Infinity Ward Inc., 2003 Fable Microsoft Game Studios, Lionhead Studios Ltd., 2004 Fahrenheit (Indigo Prophecy) Atari Europe S.A.S.U, Quantic Dream, 2005 Grand Theft Auto III Rockstar Games Inc., Rockstar North Ltd., 2002 Grand Theft Auto: San Andreas Rockstar Games Inc., Rockstar North Ltd., 2004 Gun Activision Publishing Inc., Neversoft Entertainment, 2005 Halo: Combat Evolved Microsoft Game Studios, Bungie Software Products Corporation, 2001 Ico Sony Computer Entertainment America Inc., Sony Computer Entertainment Inc., 2001 Just Cause Eidos, Avalanche Studios, 2006 Kingpin: Life of Crime Interplay Entertainment Corp., Xatrix Entertainment, Inc., 1999 Max Payne Rockstar Games Inc., Remedy Entertainment Ltd., 2001 Missile Command Midway Games West Inc., Midway Games West Inc., 1981 Pac-Man Atari, Namco Ltd., 1981 Rome: Total War Activision Publishing Inc., The Creative Assembly, 2004 Shadow of the Colossus Sony Computer Entertainment Europe, Ltd., Sony Computer Entertainment Inc., 2006 Shenmue SEGA Corp., SEGA-AM2 Co. Ltd., 1999 The Legend of Zelda Nintendo Co. Ltd., Nintendo Co. Ltd., 1986 Game information taken from http://www.mobygames.com 56 Appendix B Glossary AAA: Triple-A rating. Originally used as a credit rating, AAA is also used in the entertainment business to denote a top-notch game with a substantial budget (as opposed to budget, value or B-titles). E3: Electronic Entertainment Expo. The world’s largest computer games venue, that was held in Los Angeles in May each year. Here, the game companies spent countless dollars in their struggle to outperform their competition in presenting their coming (always next-gen) titles. Currently, the future of E3 is uncertain. FMV: Full-Motion Video. A short video clip often shown at important moments and turning points in a game. Used to piece out bits of story. Here, it is used interchangeably with pre-rendered video. FPS: First-person shooter. An action game where the player sees the game world as if through the main character’s eyes. GUI: Graphical User Interface. This is the button and information panels overlaid on the game area, showing vital information to the player, such as weapons used, items carried, available maps and the state of the main character. main character (MC): The game character that has the main role in the story and is controlled by the player. MUD: Multi-User Dungeon. Exclusively text-based multiplayer adventure games creating strong communities in the early days of computer gaming. The predecessor to todays graphical-interface massively multiplayer RPGs. NPC: Non-Playable Character, all the characters in a game that are not controlled by a human player. RPG: Role-playing game. In this thesis this means computer RPGs, sometimes called CRPGs. These lend from the traditional, non-computerised, role57 playing games, and are largely about evolving a character while exploring some kind of fantasy world. ship a game: Delivering the finished game (code and assets) to the distributor for the manufacturing of the actual game discs/cartridges. sandbox gameplay: A free mode of gameplay letting the player roam freely and engage in whatever activities he wants. The opposite of linear gameplay, where the player has to complete a linear series of developer-defined tasks often tied closely to the game’s story. Well-known titles including a large component of sandbox gameplay are the GTA series and Just Cause. 58 TRITA-CSC-E 2007: 001 ISRN-KTH/CSC/E--07/001--SE ISSN-1653-5715 www.kth.se
© Copyright 2026 Paperzz