Slashdot Mirror


Storytelling in Computer Games

Cosmicbandito writes: "The latest issue of XYZZY News features transcripts and audio downloads of a 2 hour panel discussion titled "Storytelling in Computer Games Past, Present and Future". Scott Adams, the celebrated designer of classics like "Adventureland" and "Pirate's Island", described his experiences in the early days of the home game market, offered his opinions on the current crop of games, and made predictions about games of the future. Scott is credited with writing and marketing the first commercial computer game. Of special interest to Slashdotters, he is also an avid Everquest player. And no, he doesn't draw "Dilbert"." Think "pre-Infocom".

5 of 131 comments (clear)

  1. why?? by geekoid · · Score: 5, Funny

    special interest to Slashdotters, he is also an avid Everquest player.

    why is this of special interest?
    personally it tells me his mind has turned to mush as far as story telling in games go. But hey, thats me.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  2. Games != Books. Games != Movies. by Snowfox · · Score: 5, Insightful
    Hi. I'm Brian. I make video games at Midway.

    I get frustrated when people talk about authoring tools replacing game development, or holding up storytelling as the holy grail of game design.

    If you're looking for the high level "flow of the game," you're better off looking at Jean Piaget's writings than you are any of the authors explaining storytelling-as-game. Take hits like Robotron, Quake or Tetris and try to tell me which of the 36 dramatic situations fit those games. Ask the hard core gamers whether they even know the storyline which was painted on after-the-fact.

    Piaget talks about sensorimotor (learning about the self/environment through motor reflex), preoperational (anticipatory cognition), concrete (action based on perceived and anticipated outcomes) and formal operation (master of a system).

    Good games drive a player from a stage where they basically learn to move (sensorimotor operations) to one of grossly influencing the environment (concrete or formal operations). The high level flow which I believe should be the real focus of study, is one of making the game teach or reward the player in the first stage, then rise to meet the player thereafter. A good game extends itself to match the player's capabilities as they unfold, guiding and challenging the player in the game's own terms. The degree to which the player has to focus to stay one step ahead of the unfolding system is the degree to which good "flow" is present.

    That hasn't got a thing to do with the story.

    If the player cannot establish a synergistic state with the game early on, the game has failed. A good game rewards the player to draw them in, making them think they've overcome the system, from the state where they're fumbling with the controls to the stage where the control has become transparent through practice - transparent enough that the player feels a more direct interface with the adopted environment and is struggling to participate in the environment itself.

    Adventure games are story/game hybrids. Take that as a starting point - there is an element of a game attached to some of these, but only those particular games are more story than game - they are in the minority. When academics grasp the story portion of a select few games and declare that in furthering the story element, they know how games need to work, you see in action the very thing that makes us keep the academics at arm's length: We're not interested in turning our games into books, and we have little patience for ivory tower authors who loudly proclaim that we're failing when we don't do just that.

    My opinions are not always those of my employer - they keep us on a long leash and give us amazing amounts of freedom to express ourselves at Midway, etc., etc., etc., and you should feel sorry for yourself if you don't work here.

  3. Purple Monkey Dishwasher! by Illserve · · Score: 4, Funny

    Because I hate to see legends of old corrupted by those too lazy to do their fact checking (shame on you Adams), here's what happened with Rainz, the guy who killed Lord British, as told to me by the thief and filtered through 3 years of memory.

    The crowd had assembled, or part of it at least. British had just started addressing the crowd when someone in the crowd was peeking around in backpacks of those around him using his thieving skills. He found a firewall scroll, handed it off to Rainz, who threw it at Lord British for the hell of it, he didn't think it would hurt him.

    I'm not certain, but I think at this point, British may have mentioned something to the effect that this firewall couldn't hurt him, thinking that his invulnerability flag was on (not a ring, a GM power). Unbeknownst to him, someone had forgotten to turn it on and his life bar was dropping quickly and he fell over dead even as he gloated about his invulnerability. End of story. Rainz was banned, but the thief was never fingered.

    Thus was a gaming legend born.

    Interestingly, it was probably as a result of this incident and the screenshots circulated of it, that people were able to easily create UO comics depicting a dead Lord British.

  4. Lost art of storytelling by t_hunger · · Score: 5, Interesting

    Hi!

    I don't know, maybe I'm just nostalgic. But computer games used to be great when I started out with my Amstrad CPC: Graphics were amazing, Sound not so much (the CPC had cheesy sound) and the Games were fascinating.I used to play such simple things like Boulderdash, Gryzor (a shoot em up) and all time classics like Bard's Tale and Elite.

    What made those games great? Considering nowadays games those were ridiculously simple: Few colors, 320x200 pixels and horrible sound. The stories? In Elite you fly around with a ship you could equip with a lot of gimmicks, you bought and sold goods to get money or you became a pirate and attacks innocent traders, you were able to smuggle forbidden goods. Sometimes you even got to do special missions (those really happened rarely). I'm not too deep into games anymore, but I don't know of a single game nowadays that comes anywhere near!

    Bard's Tale was so much fun too: You ran around with a party of adventurers and killed anything 'moving' (of course nothing did really move, this computer had 64K of RAM:-). Storyline? Well, you went to diffrent places to kill and eventually fought the ultimate evil wizard... Nothing compared to todays multiple CD epics. Yet, I did kill that evil wizard multiple times... today I hardly ever finish a game anymore.
    Why did that happen? Did I change? Or did the games get boring? Is it some kind of 'been there, done that'? I don't know.

    Playing todays games I am fascinated by the graphics and sounds for a while, I play for a few hours and then I'm getting bored. Somehow I keep getting the impression that the money goes to the artists, not to the script writers. Producing a computer game is getting more and more like making a movie: You need a script, but you get most of the audience with the special effects. Some gems (like Myst) emerge sometimes, but those are rare and far between...

    What really catches my imagination for a while is the multiplayer feature of todays games: Real humans are so much more challenging then those dump computer controlled opponents. But even there I eventually feel bored: Most games just don't let me do what I want to do. They restrict me too much to be fun for long.
    Am I the only one who feels like that?

    Regards,
    Tobias

    --
    Regards, Tobias
  5. The videogames aesthetic by the+way · · Score: 4, Informative

    A good game rewards the player to draw them in, making them think they've overcome the system, from the state where they're fumbling with the controls to the stage where the control has become transparent through practice

    So true. But there's so much more that goes to make a 'good game'. In Trigger Happy: The Secret Life of Videogames Steven Poole (composer, Time Literary supplement author, and videogames enthusiast) sets out to answer the question 'What makes a videogame good?'. His attempt at understanding the videogame aesthetic does a great job of building a taxonomy of videogames and describing what makes a game enjoyable.

    I couldn't hope to capture his findings in this brief post, but suffice to see that neither story nor game mechanics are of themselves enough to make a good game. Other elements discussed by Poole includes the importance of balancing the right amount of reality vs fantasy, the importance of frame-rate, appropriate graphics and sound, the use of rewards, the development of an immersive experience, and a whole lot more.

    If anyone thinks that building a great game is easy and can be done by following a simple formula, I think you'll change you mind after reading this book.