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Moving Pixels

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3 November 2009

The Modern FPS

In what way has the design of the FPS changed in the past ten years?

A while back I was lucky enough to be asked to talk about what had caught my interest in the 2009 crop of video games for a Brainy Gamer podcast. The thing that caught my eye at that point was the curious rejection of a particular brand of FPS that was prevalent on the Wii and DS. Due to the technical limitations of these platforms, a game like The Conduit mostly takes place in hallways and arena structures. You’re always in a never-ending bunker, sewer, or science lab in the game. Another example would be the FPS titles like C.O.R.E. or Dementium: The Ward, which are also mostly indoor experiences. What was curious was that all of these games are receiving average scores on metacritic. In my review of The Conduit I pointed out that it mostly played like a game from 2000 or so. The same could be said about the DS titles, their level design and gameplay immediately bring to mind the old FPS days of Quake or even Doom. The player runs about a maze-like space, fighting monsters as they go, and unlock doors and flip switches to progress. What’s odd is that in an industry whose love of nostalgia can drive sales and scores of games like Shadow Complex and Mega Man 9, why is that one particular game design of fighting through indoor mazes mostly rejected? In what way has the design of the FPS moved on in the past ten years?

From http://www.khaldea.com

From http://www.khaldea.com

The initial answer would just be a common sense one: spatially comprehending and navigating a maze is easier to do in 2-D (or 2.5?) than from the FPS perspective. A wide open space is much easier to process mentally and navigate than a series of hallways that you are meant to sequentially enter. An interesting example of a modern game that still relies on the old formula is the F.E.A.R. series. Relying on a complex AI to create a game that’s chiefly about strategic squad encounters, the game’s levels are almost Kafka-esque for how much time you spend wandering around endless government buildings. In a write-up on the level design in F.E.A.R. 2, Steve Gaynor comments that the game is too linear in the options it gives players. You just walk into a room full of enemies and they start shooting at you. He writes, “Conversely, the best space is arena-like and varied, with an emphasis on flanking opportunities. The closer any given encounter space drifts towards the hallway model, the less interesting the gameplay there is going to be.” He applies all of this to a map that orients itself around a central point which is the conflict. Instead of being a line that you plod through, it’s a circle with varying degrees of cover and methods of engagement. He writes, “The most useful cover should be placed in the arena’s mid-orbital, the dense ring between the outer edge and the central point of the encounter space. This encourages the player to move into the thick of the action instead of hanging on the periphery, and leaves the central dead zone as a no-man’s land that remains risky to advance through, encouraging circular navigation.”

What Gaynor is describing is essentially an emergent form of level design, a principle best explained by Jesper Juul in his book half-real. You create a series of rules that link together in terms of strengths of weaknesses (think rock, paper, scissors) and then continue to compound and expand those rules into an elaborate web. Not all game elements have a direct strength/weakness relationship, but they are interlinked by mutual ludic aspects. Once you start making the focus of your game be about choices instead of linear engagement after linear engagement, you have to adopt new techniques for communicating information. Look at a design doc from a 2003 retrospective on Star Wars: Bounty Hunter, the level is essentially a long corridor that twists back and forth. An emergent level instead operates by creating a large and easily navigable series of clusters. In these levels the player never goes from room to room, you instead create a central space and then outlying rooms to explore. Citing another post by Gaynor on Bioshock, he explains the new principle behind this kind of level, “Minor spaces are always closer to major spaces than they are to other minor spaces—the player always passes through the hub to get to another spoke. The player never proceeds directly from spoke to spoke, getting lost without an identifiable anchor space to reorient themselves by.” Like the conflict nexus and circular structure of a well-designed combat situation, an entire level mirrors this same principle.

From Star Wars: Bounty Hero via Gamasutra

From Star Wars: Bounty Hero via Gamasutra

This is not to say that the linear structure has been abandoned, just that it has evolved far beyond its hallway roots. A game like Call of Duty 4 uses what might be described as a theme park ride approach to level design. The player will usually move down a wide corridor with multiple setpieces that travel between more emergent encounters like the one Gaynor describes. A careful visual language, pioneered by Valve and earlier games, helps orient the player to what they should be looking at. In that post, Matthew Gallant explains how Valve will have a flock of birds take off from a key passage or item to catch the player’s eye. Ammo and health items are often also placed where they can seen to attract the player’s interest. The player is still inside a big artificial hallway, but it feels real because they can explore the stage while being guided by a trail of visual and ludic bread crumbs. Call of Duty games also accomplish this feat by imposing objectives (like put a sticky bomb on this tank) or just having endless enemies shoot at you until you hit cover. Although not quite a wheel & spoke level, these games are incorporating tiny moments of emergent gameplay.

What defines the modern FPS, as opposed to similar games from even a mere decade ago, is the ability to break outside a linear path. One of the best analogies I’ve read on this modern take is from Michael Licht’s  Star Wars: Bounty Hunter retrospective. He compares brief bursts of player choice to soloing in jazz music. Licht explains, “When a Jazz musician plays, he has to follow the song as it is written for the most part. This is called “staying in the groove” and it’s what gives identity to the piece. But during the song there are certain opportunities for that artist to express himself through solos. This allows for variation in the piece without a complete departure from the overall song and keeps things from getting too repetitive or predictable.” It’s the moments you cut the player loose that make the game meaningful in the long run.

L.B. Jeffries

Multimedia / Banana Pepper Martinis 

27 October 2009

Cybertext

A breakdown of the arguments made in Espen J. Aarseth's seminal video game text.

Espen J. Aarseth’s Cybertext is one of the first, and arguably strongest, books to outline how games work as their own artistic medium. Written from 1989 to 1997, it details a wide range of textual interactions that attempt to identify the interactive component of electronic media: the act of traversing and controlling a text. He defines a cybertext as “a machine for the production of a variety of expressions” (3). This does not have to be just a computer interaction. The oldest example of a cybertext is the I-Ching: “the Chinese book of oracular wisdom that is used (rather than simply read) in a ritual that involves writing down a question, manipulating coins or yarrow stalks to produce a path (out of 4,096 possible paths) through the text, and consulting certain of the book’s 64 fragments to reach an answer to the question”(66). Interacting with a system in a way that makes the experience unique to the individual is the distinguishing element from a traditional book or film. A user is not just reacting to embedded meaning like they do when they read a book, they are exploring and configuring it based on its interaction model.

Part of the context of the book is that Aarseth is arguing against the post-structuralist conception of video games as meaning play, a group who “tried to show the inner contradictions of concepts such as sign, structure, work, and author in order to foreground the metaphysical nature of these innocent-looking terms” (83). Post-structuralism is the theory that two people can sit down, read the same book, and have two different understandings of its meaning because of their personal backgrounds and varying attention spans. Your desires and personality will dictate your understanding of a book. To the post-structuralist, gameplay is just an extension of that concept. What Aarseth points out is that portions of a cybertext will be cut off and will never be seen depending on your actions. He writes, “A nonlinear text is an object of verbal communication that is not simply one fixed sequence of letters, words, and sentences but one in which the words or sequence of words may differ from reading to reading because of the shape, conventions, or mechanisms of the text” (41).

Accepting that there are connections between literature and games is still important, and Aarseth goes to great lengths to explain that there is a specific type of literature that games overlap with. He borrows research from Penelope Reed Doob to highlight this distinction. There are two models for a book: “the unicursal, where there is only one path, winding and turning, usually towards a center; and the multicursal, where the maze wanderer faces a series of critical choices, or bivia” (6). What happened in literature was that people started to move away from the unicursal idea of a book and started pushing for a multicursal model. It’s the difference between just reading something in a linear progression and having a book that you’re meant to hop around and absorb in a disjointed fashion. For example, Nabokov’s Pale Fire is a long poem with numerous optional footnotes that tell their own independent story while commenting on the poem. You can still read it and understand it without looking at any of these footnotes but reading them enhances and nuances the narrative. The more popular example would be a Choose Your Own Adventure Book, which Aarseth declares is also a cybtertext. He explains, “a cybertext must contain some kind of information feedback loop. In one sense, this holds true for any textual situation, granted that the ‘text’ is something more than just marks upon a surface. A reader peruses a string of words, and depending on the reader’s subsequent actions, the significance of those words may be changed, if only imperceptibly.” (19)

Like myself and other writers discussing video games, one approach to games breaks the gaming experience into a triangle of player, design, and narrative but Aarseth opts instead for operator, verbal sign, and medium (21). Aarseth tears into the concept of analyzing just the narrative of a game by pointing out that the expressive component of a book or picture in terms of the audience is at best trivial. You can read the book aloud and modulate. You can string together a bunch of pictures to create a movie. Yet the transition from source to expression is still minimal; the act of expressing a text or picture can only be minorly adjusted through that expression. Aarseth notes, “To write is not the same as to speak; listening and reading are different activities, with different positions in the communicative topology” (163). Instead, he believes that between player and game “the relationship might be termed arbitrary, because the internal, coded level can of course be fully experienced by way of the external, expressive level.” There are multiple layers of meaning occurring in a game that go far beyond the surface and instead come from the ludic elements that the narrative is built upon.

From Mondrian’s Victory Boogie Woogie

From Mondrian’s Victory Boogie Woogie

To Aarseth, that’s the problem with the post-structuralist stance: “identical signifiers do not guarantee identical meanings.” (83) Being at full health at one point in the game is not the same thing as being at full health in another. Their theories do provide interesting insights into the more advanced possibilities for meaning in games, but they don’t really address the mechanical issues at work. Using Roland Barthes own argument Aarseth writes, “Tmesis, claims Barthes, is not a figure of the text but a figure (at the time) of reading: the author ‘cannot choose to write what will not be read’ (47). The validity of the assertions that Aarseth makes depends on what type of game you’re talking about as well. Everyone who has played Half-Life 2 went through the game in roughly the same manner so that the missed details are trivial or minor. Where it becomes more interesting is in the more emergent games that have variable outcomes besides “Die or Progress”. He writes, “The important lesson to be learned from discontinuous and forking texts is that when two readers approach a text they do not have to encounter the same words and sentences in order to agree that it probably was the same text” (74).

How then do the relationships between player, designer, and machine pan out? Since you have no control over the final text of a game as the player, can it actually even be said you have written something in the Aristotelian sense? (84). Aarseth argues that the player engages in a contract with the cybertext. Discussing interactive fiction he explains, “The contract between user and text in ‘interactive fiction’ is not merely a ‘willing suspension of disbelief’ but a willing suspension of one’s normal capacity for language, physical aptness, and social interaction as well” (117). But if you’re not really authoring anything, what is the player’s role in a game? The book muses, “When I fire a virtual laser gun in a computer game such as Space Invader, where, and what, am ‘I’? Am I the sender or the receiver? I am certainly part of the medium, so perhaps I am the message…just as the game becomes a text for the user at the time of playing, so, it can be argued, does the user become a text for the game, since they exchange and react to each other’s messages according to a set of codes. The game plays the user just as the user plays the game, and there is no message apart from the play” (162).

From http://2.bp.blogspot.com/

From http://2.bp.blogspot.com/

Ultimately, accepting that a video game’s meaning comes from the interplay between user, ludic design, and plot requires abandoning an absolute emphasis on one particular element. Rather than think of narrative as the grand structure of everything, “the story of an event is not necessarily the same as the event itself, and stories can be told about things other than stories” (94). The concept of ergodic design, traversing a space and controlling the narrative instead of absorbing it “must have more than one explicit outcome and cannot, therefore, be successful or unsuccessful; this attribute here depends on the player” (113). Ultimately, the three elements collapse into one another to form a unique whole: “the user assumes the role of the main character and, therefore, will not come to see this person as an other, or as a person at all, but rather as a remote-controlled extension of herself” (113). The three elements are still distinct at key moments though, such as when you die without intending to in a game, so that there is still a distinct player who is learning to play and improve. Aarseth makes the same argument that people still have to make today, “To achieve interesting and worthwhile computer-generated literature, it is necessary to dispose of the poetics of narrative literature and to use the computer’s potential for combination and world simulation in order to develop new genres that can be valued and used on their own terms” (140).

Looking back at the now almost ten year old book, I’m sympathetic to the fact that many of these ideas and principles are now considered self-evident. Aarseth himself admits in the last chapter that the book will probably date rapidly as technology advances, but what’s remarkable about his work is how much of it is still true today. Even if most people are willing to accept that a game emphasizing just plot or design is not as compelling as when the two are merged skillfully, the process of how to do that has hardly been answered. Ian Bogost, Alexander Galloway, and Jesper Juul are all grappling with the techniques of that combination in their own way. Aarseth, struggling to make sense of the medium in the mid-1990s before video games were even totally acceptable amongst my own generation, is mostly concerned about the gap forming between people who are engaging with the technology and people who are not. In the final chapter, he ponders the flaws of a growing group of people who are familiar and engaged with the medium. Doing so, “reduces our possibility to empathize with those who are not using the same technology as we, be they our less well-endowed colleagues or our historical predecessors, the texts’ creators or their contemporary readers” (169). As the generation gap widens and the staggering complexity of things like video games continues to grow, what is probably the most worrisome is that those who continue to dismiss them are ultimately just going to be left behind.

L.B. Jeffries

Multimedia / Banana Pepper Martinis 

20 October 2009

ZA Critrique: Spider: The Secret of Bryce Manor

A breakdown of the passive storytelling techniques in Spider. Spoilers abound.

The techniques for telling stories in games has often been dictated by the graphics. Long paragraphs of text were relied on for text parsers and by their 8-bit brethren. As the graphics improved, less detail had to be explained and could simply be observed: at first a chest or save point would be a symbol like a spinning octagon, then as a clunky abstraction, then something that looked very much like a chest. Today, graphic improvements are not quite at photo-realistic, but they are easily recognized by someone unfamiliar with video games. When one considers how far the medium has come along, it’s interesting how the old techniques for delivering narrative are still retained. A game like Bioshock is content to let its setpieces be discovered and explored by the player, but there is also usually an audiobook to spell it out for us. This is the room of the mad plastic surgeon one tape explains, here is where he did something awful to a patient. In Fallout 3 there is always a dimly lit computer monitor, waiting to be hacked, that will provide a few journals explaining the fate of each abandoned Vault or factory. The essence of the text parser describing what the graphics are supposed to be remains, still explaining what we are looking at like a guided museum tour. Spider: The Secret of Bryce Manor is a bold step forward in video game story-telling by simply letting the player observe the world for themselves.

You play a spider that has stumbled upon a curiously bug filled house. Bugs are caught by spinning webs, you make those with silk, which is replenished by eating bugs, and you have to kill a set amount of bugs to progress through the level. Occasionally a portion of a level can be interacted with: a light bulb can flicker on if you bash into it and switches can be flipped at key moments. That’s it. No one talks and there is hardly any legible text (besides names), only what you can observe as a spider. In describing how barebones the narrative of the game Michael Abbott writes, “No amnesiacs. No aliens. No supernatural events or save-the-world imperatives. Just a simple, but startlingly poignant family tragedy revealed via the game’s environments, photos, heirlooms, and small bits of evidence left behind.” This passive relationship with the plot is also made possible because nothing in the game can kill you. Silk is only consumed when spinning webs, you are otherwise free to wander about and look at things calmly. One of the developers, Randy Smith, has a column at EDGE magazine and he does a loose post-mortem on the game. He explains, “As a spider, your lack of interest and ability to affect the story is natural, and you fill the role your character would in real life: you leave the house covered in cobwebs. The story often flirts with this separation between the concerns of your character versus those you yourself would have if you were present, and we stuck to our guns when portraying that irony.”

What’s interesting about the details of the plot is that because there is no audiobook, no text parser moment, their ambiguity is always intact. Each level contains hints about the former occupants of the house and their exchanges, but you are never quite told how they connect. We see a bottle of liquor and an empty glass next to a woman’s photo, but who was drinking it? We see a wedding ring thrown down a sink, a locket dropped into a well, but who was the original owner? The Bryce Family consists of two brothers, the talented N. Bryce and his weaker brother R. Bryce. A photo on the wall shows R. Bryce marrying a young girl (known as L.S. from envelopes and pictures) yet a locket down a well shows her picture with N. Bryce’s. Scattered throughout the house is evidence that their father, C.K. Bryce, may have hidden a treasure in the mansion. X’s painted onto walls and curious holes in the floor and ceiling seem to indicate R. Bryce was hunting for the treasure. Bills tucked away in a corner make it seem even desperate. A shovel in the garden comes across as ominous given the Autumn season, which when connected with a pair of unused train tickets indicates possible foul play. A dead body and a scattering of pills concludes your exploration, the last level and credits are just you catching a lone fly while the sun sets on the mansion.

A discussion on the toucharcade forums will help one appreciate the power of these ambiguities on the player’s experience. After one user posts their theory about the mystery and how L.S. and N.B. eloped, leaving R.B. to misery and suicide, another counters that he thinks R.B. murdered and buried L.S. (ergo the shovel) and then killed himself out of grief. One could easily argue that no suicide is present here at all: the pills next to the body are tucked away in a cabinet, which seems odd for a suicide. What if N.B. and L.S. arranged to kill R.B., then bury him, but ran away at the last minute because they couldn’t find the treasure? There is a letter on a dresser that one user assumes is a “Dear John” goodbye letter, but the still unpacked suitcase in L.S.’s room seems to contradict that the parting was peaceful. Technically, you’re never even quite sure who the body is. R.B. may have poisoned N.B. and left him there. The only thing’s consistent in the various user’s interpretation of the story are the two brothers, one woman, and a treasure that drove them all apart.

Another user at toucharcade, praised the game while totally ignoring the story. He writes, “the differing base point values of the insects, the score multiplier, which increases up to 4X and stays there as long as one stays on one web or leaps to another, the usage of hornets to replenish silk, and the shepherding of mosquitos and butterflies towards the most interconnected parts of the web network” all make each level a unique puzzle for maximizing points. You can observe this word purely as a spider and engage with it without any concern for the plot. And yet beneath the surface of the spider’s goals there is a story whose mysteries are never quite fully explained with audiobooks or text. The ambiguity makes sense because keeping the narrative strictly from a spider’s perspective makes the lack of answers seem plausible, even natural. The things we notice and wonder about are not things our avatar would ever have any reason to care about. Randy Smith eventually dismissed the accomplishments of the game’s narrative in his EDGE column, calling it an ‘elegant dodge’ and writing, “Spider is a game that strives to have an elegant awareness of the interactive media but doesn’t try hard to open up its frontiers”. Which is fair enough, all of the things done in this game have been done before with more advanced set pieces and art. Perhaps then what makes the story so unique is what it doesn’t do.

L.B. Jeffries

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13 October 2009

Two Books on Games & Violence

A breakdown of two books that deal with the question of what effect video games may have on young players.

It is unfair for me to write about the issue of games and violence without acknowledging that I am not inclined to believe there is a causal relationship. I have played games my entire life even Wolfenstein when I was barely old enough to understand basic DOS. I learned to read and write by playing adventure games. I also do not have children, so these thoughts are all coming from a person with no experience raising a child. So go to your kitchen and fetch a salt shaker. Now lick your wrist. Pour salt on that spot then lick that.

This post was originally meant to be a comparison between two books, one claiming games make you violent and the other claiming they do not. Unfortunately, neither selected book really made a good case for either argument. The leading book that claims there is a causal relationship is Violent Video Game Effects on Children and Adolescents. Written by Craig Anderson, Douglas Gentile, and Katherine Buckley, it summarizes three studies of varying types that test the correlation between aggressive behavior and playing video games. The book pretty much shoots itself in the foot right off the bat by establishing a problematic definition of aggressive behavior. It must be “(a) a behavior that is intended to harm another individual, (b) the behavior is expected by the perpetrator to have some chance of actually harming that individual, and (c) the perpetrator believes that the target individual is motivated to avoid the harm.” (13) The problem is that the book is a study of children and adolescents. How many small children wrestling with one another have a large enough comprehension of consequences and intent to be able to consciously register any of these things?  The book is rife with moments where what’s being claimed contradicts common sense and the definition of aggression. For example, a lengthy exposition of why studies on aggression during the 1990s are flawed due to socioeconomic upbringing is generally considered bad because kids from privileged backgrounds are already less likely to be violent. Your common sense should kick in here: if the connection between games and violence is literally that playing them makes you more aggressive, why does wealth undermine it so drastically? Some difference is to be expected, but it doesn’t help the argument that playing the games by themselves is inherently bad for a child.

L.B. Jeffries

Multimedia / Banana Pepper Martinis 

6 October 2009

Moving Pixels Plays Telephone Part 1: Considering “Ganking” the System in Video Games

 
Throughout this week, our Moving Pixels writers decided to play a game of telephone. L.B. Jeffries will be leading off our discussions with some thoughts on “system gank”. G. Christopher Williams will be continuing this discussion on Tuesday, and Nick Dinicola will conclude our series on Friday. So, please do stop by throughout the week as our discussion evolves.

One of the curious tenets of a rule or law is that people have to want it to exist. If nobody thinks a law should be obeyed or has an interest in its sustained enforcement, then it ceases to function. Need precedes Rule. Unfortunately, while this sounds nice in theory, in real life it rarely works out so neatly. Politicians will often posture and gain attention by creating poorly designed laws or without really thinking about the full ramifications of a principle, making life difficult for everyone. A modern example would be a recent state law intent on beautifying highways by banning all billboards along certain stretches. The owners of these billboards protested the government taking control of their property and took the case into Federal Court. The Feds decided that although the law was Constitutionally legitimate, they had to pay the owners of the billboards for their value. The State cannot not afford to do this, therefore it cannot enforce its own law. The billboards are still standing. The law is now effectively “ganked.”

I borrow the term gank from multiplayer games because it effectively describes a situation where a player is still operating legitimately in the confines of the game but has broken the system. In World of Warcraft it refers to a Rogue getting a stealth kill or when a high-level player kills a weaker one. The situation can legitimately occur within the game design, but it has just rendered the game unplayable for someone. The need for such conduct to be reigned in is usually gauged by the game’s developer and new rules are applied to make the majority happy. An example would be the account of the Twixt situation that occurred in City of Heroes, in which a player found a legitimate way to beat most of the opposition using a teleport attack. The essay details how Twixt was violating social norms and was often insulted for doing so, which subsequently led to the developers introducing rules that broke the teleport attack that Twixt used so effectively. You can see this idea in action in countless multiplayer games. A Halo 3 map that lets you throw grenades up an elevator to what was supposed to be a sniper nest had crates blocking the passage in a subsequent update. A weapon that gives a minority of players an effective edge will be “nerfed” so that the majority can keep playing. Game design decisions and intentions enforce player expectation.

While this concept certainly works in multiplayer, it gets a little bit curious when you apply the idea to a single-player game. Is it possible to gank a system in which I’m not actually being unfair to anyone else? To even apply the concept to a single player game, you would have to introduce a need that is at odds with the player. In this case, it seems that the “need” would have to be represented by the intention of the actual designer themselves and their desire for the player to play the game the designer’s way. The most likely category would be a min/max scenario where the player has way more of something than they should during a sequence. A good example would be in an RPG in which you’ve got 200 potions (or stimpacks), experience no penalty for lugging all that around, and can use them effectively during combat at any time. Combat ceases to be a struggle since you can heal yourself so much, and all the enormous complexity and design that went into the game design is now ignored as a result of that lack of challenge. The problem is that you now have what game designer Mike Darga refers to as a diminishing return game design. He writes that diminishing returns can be defined as “any efficiency, [in which] the tendency of increasing costs [tends] to be less effective at increasing rewards. Diminishing returns may only apply above a certain cost level, or they may scale over the entire range of possible costs.” The more easily and effectively a player does something, the less it should give back. Darga’s post is concerned with multiple examples of diminishing returns (like making the same game too often), but his final observations can be applied to game design.

The reason that this is an issue is that the game will usually become boring for a player that can easily gank it. Presenting a tense combat situation that the player is meant to struggle with becomes trite if they find some loophole that allows them to easily kill off their enemies. The player wants the experience to be exciting, so they accept the rule that makes combat difficult and will even impose stricter rules to enhance this experience. I don’t think anyone would contest that there is a large body of players who want these sorts of rules and designers who are very talented at making them. But can the concept go beyond that? A column over at Gamasutra by Lew Pulsipher makes an argument for Nintendo’s Demo Play feature. A player can click a button and have the game play through a difficult level for you. I’m tweaking his language, but you basically are appealing to a bunch of people who don’t have a need for strict rules over how they play a game. The entire game is effectively system ganked. What does that leave for the player to do?

Such questions have already been answered by various genres that allow system ganking to occur. In Fallout 3 the stimpack stockpile is possible because stimpacks do not weigh anything. A barter system combined with a steady supply of medics with piles of stimpacks means I’ll be carrying gallons of the stuff in no time. What does Fallout 3 offer instead? A vast world to explore, numerous items to play with, and a huge emergent plot are all given to the player. Yet none of these features are ever enforced by any specific rule. Exploration can be obviated once you visit a location through insta-travel. There are plenty of items to play with, but you can bet that you’re going to be using a combat shotgun for most of the game. The plot features thousands of spiraling lines of dialogue, but I can easily load my game if things don’t go my way. Even the difficulty is optional; it can be adjusted at any time (along with the reward for kills). Which might be the most interesting design element of the game: it does not operate with any presumptions about what the player needs from its game. It does not impose any rules, instead letting the player impose them on their own. Need precedes game design.

This discussion continues in Moving Pixels Plays Telephone Part 2: “Ganking” Broken Systems in Video Games and Moving Pixels Plays Telephone Part 3: The Right to “Gank” the System in Video Games.

L.B. Jeffries

Multimedia / Banana Pepper Martinis 

29 September 2009

Jesper Juul’s Classic Text ‘half-real’

A breakdown of Jesper Juul's classic text on rule structures and game design.

Back during the first tentative steps of video game academia there was an unpleasant clash over how important the story in a video game really is. It’s hard to really establish a definitive stance on the argument because every game has a unique relationship with its narrative elements. Sometimes there are lucrative goals and engaging plot decisions for the player, sometimes story just adds context to an otherwise purely skill based game. Jesper Juul’s book half-real is a very large discussion about rules and the kinds of games they produce. Linear rules, open rules, how these can be grouped or organized to produce certain types of behavior, and how they can be grouped to produce certain kinds of stories. Using a neat division between emergent and progressive gameplay, Juul outlines the relationship a player has with either system and how narrative is intertwined with each. Considering the nature of his work with Popcap games such as the Bejeweled series, it goes without saying that the majority of the text is discussing emergent rule systems.

From <i>You Have to Burn the Rope</i>”></div><p class=From You Have to Burn the Rope

It’s a sort of weird tradition with game academics to throw out an elaborate definition of what a game is when they’re doing a book like this. As the indie and experimental scene continues to grind apart any attempts to concretely hammer down the concept, accepting the definition in an article has more to do with the sake of argument than actually expecting it to universally work. Juul defines a game as, “A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable.” (36) As Juul notes in one of many large graphs, there are now dozens of things that could be broadly defined as a game, but his definition might better be termed as the definition of an ‘emergent game’. (44)

Very early in the book Juul draws the distinction between an emergent design (a number of simple rules combining to form interesting variations) and a progressive design (separate challenges presented serially). (5) He gives a simple test to tell which one you’re playing: if the gamefaq is a walkthrough, it’s a progression system. If it’s a strategy guide, it’s an emergent system. (71) Part of the reason this schism should exist is that the term ‘game’ has already changed meaning over the years. In one section of the book he shows the earliest definition of a game from years ago and shows how it has changed into modern times. (30) The reason for this is that games, unlike film or books, are uniquely trans-media. You can play a game outside with a ball, a deck of cards, a board, dice, or on a computer. (48) It is possible to make a game where you can see and observe everything there is to know about the game (such as basketball) or you can make one where your understanding is imperfect. As a consequence it keeps changing from media to media. This is the second way Juul differentiates these two design aesthetics. In Space Invaders, you know everything about the gameplay. Aliens come down, you shoot, getting hit means you lose. There are no surprises, there is no black box hiding everything from the player. In poker, you only know what’s in your hand. There are plenty of surprises in every game. (59)

This is an ongoing argument in the gaming community. Clint Hocking’s advocates designing games where the information state is perfect for the player. He freely explains how the buddy system works in Far Cry 2 because in his game there really isn’t any such thing as a spoiler. You’re supposed to know everything that’s going on because unlike a progressive design, the player must have a fuller degree of control for an emergent experience. They should understand the consequence of their actions and what the machine is thinking. As Juul explains, “For emergence, the game is the whole of the sum of its parts.” (78)

From http://www.backyardcity.com/

From http://www.backyardcity.com/

What’s interesting about these distinctions between design aesthetics is Juul’s contention that the narrative is always interchangeable for them. That is, “games that are formally equivalent can be experienced completely differently.” Or put another way, “any game can potentially be read as an allegory of something else.” (133) He uses Tic-Tac-Toe as an example by changing the game’s depiction from X’s and O’s to a number grid. (52) The numbers are re-arranged and the player is told to pick three numbers that add up to 15. It plays the exact same way as Tic-Tac-Toe because of the number arrangement; all you have to do is get three in a row. Yet the game is now experienced completely differently because of the adding element, usually resulting in people disliking it. That’s why any argument that narrative trumps design is ultimately going to fail. As Juul notes, peel off the plot and art of any game and its skeleton, its core being, is still a mathematical series of rules. If your foundation is not solid, the rest will fall apart.

Juul then broadly defines what constitutes an algorithmic process or game design rule. It must end after a certain number of steps. Each step must be precisely defined. It can have zero or more inputs, but it must have one or more outputs. It must also be effective. A cookbook, to give an example, is not an algorithm because of the imprecise measurements and moments. Unlike an abstract concept, “an algorithm can work because it requires no understanding of the domain and because it only reacts to very selected aspects of the world – the state system.” (63) A state system is just the game’s current status based on the rules, defined by having a beginning and being altered by input from the player. The location of your pieces on a board game at any given time, for example. The point is, “a rule includes a specification of what aspects of the game and game context are relevant to the rule.

The rules of relevance are a place where rules and narrative meet in that learning a game also means learning to ignore the purely decorative aspects of plot. This is part of the process of information reduction.” (63) This is also what a game designer refers to as ‘chunking’. The more a player becomes familiar with a game, the more they tune out the visuals and just focus on interacting with the rules. Juul cites Quake III as an example of this, pointing out that most hardcore players turn the detail level as low as possible to ensure the game runs quickly. They don’t care what the game looks like or is about anymore. (139)

From Quake III

From Quake III

The narrative sections of the book mostly dismiss progressive games and instead focus on the growing genres that merge the two design aesthetics. The book was written in 2005 and as a consequence Juul must focus on Grand Theft Auto III and The Sims for many of these points. As noted above, both games create a broad series of rules and choices that the player can make. This creates a game world, one whose visuals, sound, and interactions are all communicating a sense of space to the player. (163) The most crucial role of fiction is to cue the player into understanding the rules. (189) In order to ensure that the game remains interesting, the space must have a wide variety of different rules that do not overlap. He refers to this as ‘orthogonal unit differentiation’ or put much, much more simply: every unit has a strength and weakness. The key is to make sure there are a number of different non-overlapping axes that the units can be placed along rather than just one axis such as “strength”. (108) Doing one activity in two different contexts should be possible and should produce different outcomes. For example, doing a plot mission in GTA III produces an outcome different from if the player was just driving around smashing things, even if they are in the same location. These emergent systems present a fictional world, one the player accepts because the rules create an abstract and changing process. (170)

This eventually leads to the portions of the book that focus extensively on narrative. The problem for Juul is that if you’re willing to accept that a game is always functionally just an expression of its rules then you are not going to be able to create certain kinds of stories. He notes, “The goal has to be one that the player would conceivably want to attain….Superficially, it would seem that the player is only attached to the outcome on the level of the rules, and as such, it would be irrelevant whether the goal of the game is to commit suicide or to save the universe.” (161) Technically, there are several hilarious games that present just such a goal today. As a consequence, Juul points out that it would be difficult to make a tragic game because that conflicts with a player’s sense of the win-state. You could make the rules focus on achieving a tragic conclusion, but who would want to play such a thing? Juul writes, “While a clear valorization (goal) and emotional attachment to the outcome afford the player an opportunity to succeed, they also mean that the player can fail miserably.” (199)

Reading half-real several years after its creation, it’s interesting to see the different ways people have tackled the problem he outlines at the end of the book on narrative. Having a game be about anything other than victory is hard because you have to get the player to actively want the goal themselves. Various attempts like Passage or The Path continue to push this notion but the results are usually mixed. You either confound the player or shorten the play-time so that the investment does not seem like such a waste. An AAA game like The Darkness is arguably the most successful game to present a tragedy but it does so by presenting a conflicted win-state. Other titles that have tried to present conflicted win-state ending like Fallout 3 have mostly been criticized for them. In the end, the issues that Juul pointed out several years ago are still being struggled with in video games today.

L.B. Jeffries

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