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Games Need More Artfully Story-Entwined Gameplay

Movie and Game writer Justin Marks has written an impassioned plea for the industry to concentrate more on artfully story-entwined gameplay, exploring what he thinks major titles are missing these days. "But for the most part, we as an industry are stuck in the same trap that GTA exemplifies. We value narratives in games, we understand their purpose and their necessity, and yet we have no idea how to parse them effectively into the game's interactive structure. As technology gets better, the weaknesses of poor story integration are more exposed."

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  1. Call me old fashioned.... by SGDarkKnight · · Score: 3, Interesting

    I still think the best story lines were in the classics for the PC such as the Kings Quest (except for the last one, too cartoony for my taste), Space Quest, Police Quest, hell even Leisure suit Larry had a half decent story line. In all those series, the only down fall was that the story line was linear, once you past a specific point, you couldn't go back, so if you missed a key component in the game, then you might have to go back to a save point and look for the missing item; but the story lines were great, Kings Quest and Space Quest being my favorites. One game that came out a few years later had a great story line (with Live Actors -- Mark Hamil was in it!) -- thats right, it was Wing Commander. The choices you made in the game affected how the sotry line turned out. As of late, I havn't seen too many games that had sotry lines like that which still incorporate a fairly good problem solving skills. Today it seems its mostly run here, run back there, then go back to the start, then do it all over again. I will admit, Half-Life 1/2/EP1/EP2 (and hopefully EP3) will continue with their story lines, I find them to be a good FPS with a nice story line and graphics to boot.

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    ...A no smoking section in a restaurant is like having a no peeing section in a swimming pool...
  2. Nice idea, but the devil is in the details by spun · · Score: 4, Interesting

    It's hard enough for a human game master to keep up with his players' creativity and keep the story flowing. To truly integrate good story with open ended game play is hard. I'm not saying it will require true AI, but it will require rethinking the way stories are written.

    The key, I believe, is to write generic stories, and fill in the blanks with details generated during game play. For instance, instead of specifying a specific location where a scene takes place, specify what type of location and other elements necessary to trigger the scene, then when the players meet the criteria, the scene is triggered with the specific details coming from the environment, not the author.

    Same goes for characters, write them generically, and use appropriate game-generated character that meet the plot criteria instead of saying it has to be a certain person.

    As for plot, multi branching plot structures aren't really that hard, people have been doing it since the 50s in romance novels. The big publishers had a flowchart outlining the accepted plot possibilities and stables full of mediocre writers to fill in the details.

    The key is in understanding dramatic tension. You raise tension by posing meaningful questions and you lower it by answering them. In some sense, it doesn't matter what the questions are or how they are answered, only that they are meaningful to the reader. By using game generated specifics to ask the questions, and player choices to answer them, it becomes more likely the player will find the questions meaningful.

    So in a basic sense, one can look at a plot element as consisting of entry conditions, scene, props, characters, questions, and exit conditions. You specify what has to be true for the element to become active, what types of scene, characters and props are involved, what questions are asked, and what the possible outcomes are.

    But this is much harder than simply dictating what will happen in a story. And it guarantees that every player is going to miss some content. No writer likes to think they are writing something that might not even get read, but for dynamic stories to work, that is what has to happen.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:Nice idea, but the devil is in the details by spun · · Score: 3, Interesting

      The monomyth, as appropriate for RPGs and as universal as it is, is only one (Daring Enterprise) basic dramatic situation, of which there are thirty six.

      If the game play mechanics are open ended enough, and the elements contain enough individualized characteristics, and there are enough connections between elements, then the elements will be unique. For instance, the author specifies 'big dumb fighter' as a necessary character for a scene in a tavern. The game searches through instantiated characters for one meeting the criteria, and it turns out that not only has the player interacted with a 'big dumb fighter' before, the fighter has a brother who is commander of the watch. This was not specified by the author, it just happens to be true in this particular instance of the game. Suddenly, the upcoming bar fight becomes a lot more interesting.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
  3. Good comment by Moryath · · Score: 5, Interesting

    Unfortunately, for most games and programming structures, the "fedex quest" mindset is a result of the structure of the programming.

    Bethesda are great at trying to avoid this, and they spent a ton of time on it (compare the Morrowind to Oblivion engines, and see the designer commentary on all the work they had to do just to get the "watch a guy hide something" quest early in Morrowind to work right). But they still sometimes fall back on the trap.

    The basic problem is, for a quest/story mechanic to work, you need triggers. Somewhere in the game, there's a bit or routine that checks for X, Y, Z completion requirements. "Is X in inventory and talking to Bob selecting Dialog Option 3" make for a really easy set of variables to code for, and then the game flips the bit so that X is removed from inventory. Even quests that are "Go talk to person X" are really fedex quests - you're "carrying" a bit that signifies that you're on the quest and person X is who you need to talk to, thus when you talk to them, the appropriate dialog box (which probably wasn't available before) is opened up... you've just handed in the "plot coupon" as it were.

    The better a programmer hides the triggers - making you hide somewhere (in-game) and spy on someone, or specifically avoid encounters to get a really good item or piece of info - the better and more seamless the story will seem. The underlying programming still needs those triggers, though.

    My suggestion? Stop buying crappy games like GTA, and go with games where the programmers put some thought into the storyline and making it fit better. The industry could survive just fine with a few less programmers making crappy movie-tie-in games (*coughIronmancough*) and a few more making really GOOD games like Thief or Oblivion.

  4. The Japanese have it down... by 7Prime · · Score: 3, Interesting

    Not perfect, but they've got a much better direction than the US.

    Here's how I would describe it: The US is OBSESSED with unique complex plots with twists and turns everywhere, cliches are completely taboo. However, the storytelling is dry and purposefully attempts to extingish the idea of a creator. It's very post-modern in that respect, games really attempting to put the world into the hands of the player, and not give any emotional opportunity for the artist.

    Japan, on the flipside, has no problem with a distinct separation of powers between creator and audience. Games are played from a more traditional artistic/entertainment standpoing: there is a creator who shares his/her thoughts and stories with an audience that genuinely engaged with them. Japenese storytelling may relly very heavily on architypes and cliches, but the details are all very original, with the creator's individuality coming through very strongly.

    I truly feel that the USs post-modernist approach to game storytelling (ie: GTA, Mass Effect, Oblivion, ect.) will be shortlived and is doomed to inevitable extiction, for the same reason folks don't sit around the camp fire and listen to John Cage. This is a phase we're going through due to our current socio-political climate and fascination with the gadgetry of a new medium. It's sort of like the German expressionist film period. Eventually people will settle into video games being just another narrative medium like any other, with a distinct separation of powers between creator and audience. Obviously games will always provide a little more interaction than other mediums, but eventually that will be relegated to things like time frame (when and how you chose to interact with the story), and not in the actual creation of a story itself.

    Most of the pleasure of a plot comes from not knowing what's going on, learning about the characters involved, and exploring the world that the creators have created for you. Something is very lost when the creator says things, "you create the characeters as you see fit", and "you create the structure as you see fit". and "the plot is yours to make". The enjoyment of LEARNING about the game-world is subtley but inexpicably lost.

    This is a wholey american phinominon that is little more than a decade-or-so long passing phase. I think GTA IV or GTA V will see this come to a close. Things like Bioshock will probably be closer to what we'll see in the future, with set paths but subtle choices along the way.

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    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.