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17 November 2009

The Merits of Linear Narrative

Linearity is a valid design decision because in games, more than any other medium, there is more than one kind of choice.

A roundtable discussion over at EDGE online pits three different design philosophies against one another. Emergent, multiplayer, and linear narrative systems are all advocated by three different parties.  The conversation is worth reading, although in the comments it becomes obvious that readers felt it was a little bit biased against linear narratives. I’m a very big fan of Ragnar Tornquist’s work, but I’m not sure that adventure games can be considered the prime example of a linear story. As content delivery systems they are the most efficient at keeping long speeches and complex plot engaging, but interaction is not their primary tool for this exchange. They instead rely on a lot of cinematic techniques. Having varying artistic sensibilities for what a medium should do is very healthy, it allows for more diversity and variation in both subject and presentation, so with that in mind this is an argument for why linear stories in games continue to be valid. I’ve made the opposite argument before as well.

Much like the emergent and multiplayer experiences that are just now coming into their own, linear experiences in games are better crafted and designed than ever before in video games. Like an emergent or multiplayer game, it can be seen as a series of layers. Visuals stack onto sound which both represent plot which is all driven by an underlying game design. However, unlike an emergent or multiplayer design which can be seen as a large spider web of interesting choices, a linear narrative is a straight line.

The thing is that calling these games linear is a bit misleading. A good way of looking at it comes from the way people interpret a loose, abstract linear narrative like a poem.  William H. Roetzheim writes in his introduction to The Giant Book of Poetry that poems can be broken down into four levels, all of which a great poem offers to a reader. Level one is when a poem works for the casual, uninterested reader who can understand what the poem is saying on the surface. Level two gives the more focused reader something to chew on: carefully organized phrases, rhythm, and a real sense of mood and style. Level three offers a separate, “hidden” message to the reader through metaphor or symbolism. Roetzheim writes, “The message should be recognizable to the skilled reader, and should be obvious to the non-skilled reader when it is pointed out.” Level Four, which he argues is the most difficult to produce, is when a poem’s symbols and language can create a unique, individual meaning for each reader. A Level four poem, “has both literal and representative meanings and the representative meaning is flexible with the reader able to fill in the specific meaning that applies most closely to their personal life.” The foundation of this idea is that a good poem should be both literal and abstract. It can hold your hand and walk you through an interesting experience but should you choose to cut loose and apply your own interpretation it still works. A strong linear game narrative works under very similar conditions. Chris DeLeon writes in a blog response to Jesper Juul that what makes a video game unique is the combination of forces at work. It’s the controller, the screen, the sounds, the music, the design, all working in tandum. A linear narrative consists of all these layers working in tandum, which a player can engage with in any manner they choose.

Take the difficulty levels for a game like Halo 3. On easy it’s not difficult to plow through and relatively boring. On Legendary, which many players vow is the only way to play the game properly, you have to duck for cover and engage with the game in a very complex, skilled manner. There is also a Sci-Fi narrative going on for people interested in that, solid co-op play for when you have company over, and superb multiplayer. The linear narrative is a similar exercise in creating a multi-level poem. It is not just a narrative, that’s just one of many levels that it exists on. What a successful linear narrative does is create a straight path the player must walk but lets them choose things like difficulty or even observing the story. Consider a remarkable game like Grand Theft Auto IV. You can completely play and beat that game without listening to the story once. You can also pay attention to every detail. The ability to phase the information in and out and still be able to enjoy it in your own personal way is where the craftsmanship comes through. Even an adventure game presents this in a minimal fashion: you can decide whether to absorb details and take in the scenery or focus purely on the puzzles to progress.

From Far Cry 2

From Far Cry 2

In contrast, the multiplayer and emergent design approaches are attempts to emphasize personalized metaphors and experiences that will be unique to each player. They are an exercise in creating an artistic medium that relies on the Fourth Level of Poetry. They apply a system of enormous choice with random events and circumstances that enable the player to encounter or generate something that is unique to them alone. The problem with this design philosophy is that empowering player choice results in a kind of self-imposed private redundancy. Every single time I play Civilization IV, I do the exact same thing because that’s the most efficient way for me to win. Far Cry 2 stalls at about 70% progress through the game because there are no more upgrades and thus no new weapons to change your play style. I beat every single mission for the second half of the game by using the same tactic. I climbed on top of the highest point possible, broke out the sniper rifle, and then burn out the survivors before mopping up with heavy weapons. Far Cry 2 is mostly a struggle with all the random jamming and AI encounters that make this approach difficult, but this is making up for what linear design does automatically. Both games are breaking me out of my play style, but the linear one is just being forceful instead of using a random system. There are numerous missions in linear FPS titles where you wish they’d just give you a sniper rifle and let you clean up the area. You’ll even be able to see a lovely mountain where you could do it all from if the dropship pilot wasn’t an idiot. But that’s also the point: going their way is going to be much more tense and exciting. It may not be the best route, but it’s also the most exciting one. Consider Ben Abraham’s Perma Death In Far Cry 2, the series is mostly an exercise in reinforcing linear elements into the game. When he died, that was it, no reloading. He had to modify his engagement with the game to break the personal stagnation that comes with emergent structures.

In an excellent post on the issues dealing with interactive fiction, Emily Short makes note of the fact that with any single player game, an AI is never going to be an audience member to our conduct. They are never going to appreciate our heroism beyond an in-game reward. The in-game conduct is never really going to amount to an epic experience through any literal connections, what makes conduct epic is both the audience and memory. Short eventually argues that these matter more in her medium of choice. She writes, “the story (as opposed to the text) is constructed in the mind of the reader by the work.”

That’s ultimately the leap of faith one takes with a linear game, just as one does with any form of media. An emergent narrative might give us multiple options just like a multiplayer game gives us multiple people to interact with, but in the end each player is still going to have their preferred experience. That’s what justifies the confines of linear design and story: people do it to themselves anyways. A linear narrative and design simply recognizes this fact and instead tries to let the decisions about interaction be much more basic. A designer is saying that this is the best way to experience the level when they make you go through a passage or unlock a certain door before progressing. That’s going to be true if you’re playing it on Hard or Easy, with friends watching, or completely by yourself. It’s going to be true if you’re ignoring the plot or you’re hanging on every word. Linearity is a valid design decision because in games, more than any other medium, there is more than one kind of choice.

L.B. Jeffries

Multimedia / Banana Pepper Martinis 

10 November 2009

Diablo 2: Still Grinding After All These Years

How Blizzard was able to keep the game engaging for so long is by changing the strongest state a player could achieve.

Of all the things Blizzard Entertainment has accomplished in the video game industry, the most interesting thing might simply be the longevity of their titles. Diablo 2 is almost a decade old but continues to be played by a core group of dedicated players thanks to several overhauls of the game design. Diablo 2 is free to play on battle.net and has been since its release. This essay will focus on how the game evolved to keep players interested for such a long period of time.

The design is a traditional RPG except all of the basic elements have been simplified and streamlined into a constant flow. Combat is either to use a physical attack or ability that is executed with a mouse click. There are only 4 attributes to upgrade, each character class is unique through abilities. Since the combat is simple and fluid, the creatures drop items at a rapid rate to keep fighting engaging. Money, magic items, jewels, and other unique goods can be dropped by one of the thousands of different monsters you’ll fight. In other words, the design is a very complex slot machine. Killing things pulls the lever, how you approach fighting is constantly improved and adjusted through the items you win and skills you develop. At a certain point there is, arguably, an ultimate state where you have the best items and are the most efficient at fighting in the game. How Blizzard was able to keep this process engaging for people for so long is through its carefully managed patching process that kept changing what that ultimate state was.

Understanding how a patch works in this game means differentiating it from a mere technical overhaul. The programming glitches and problems in a game will often be fixed through patches. While the Diablo 2 patches still address this aspect, it also changes up the stats of the items and skills.  These changes are not always noticeable to the average player. I’ve beaten the game at Normal with several different character classes, but I never really noticed any of the changes. They mainly affected players who continue through the game at higher difficulties, which rewards the effort with better items and tougher enemies. What happens in such a stat heavy game for the devoted player is that they will eventually figure out the most efficient way to play. A group of players from the diii.net forums answered a couple of question and broke down their personal experiences of the game’s evolution for this essay.

Explaining how the game plays today, Flux writes, “At this point there’s very little trial and error, since the game has been out for so many years, and it’s been a long time since a patch really shook things up. Players have long since figured out the best builds and strategies and equipment, and the skill synergy changes in v1.10 did much to limit character variety.” The best armor and weapon in the game have been clearly identified along with the quickest ways to obtain it, leaving little experimentation in the wake of reliable tactics. The consequence, as Flux notes, is that “there’s no need to actually “play” a new character at the lower levels, and it’s become almost a lost art on Battle.net. New characters are rushed through the game by friends (or players do it for themselves by using multiple accounts/computers), all of their gear is twinked (shared amongst a player’s various characters), and come the end game they might only do one or two areas over and over again, and only in large groups.” For a game like Diablo 2, once you identify the final most powerful setup in the game and achieve it, there’s no more incentive to keep playing. The objective of a patch is to then adjust the numbers of this final, epic state so that you keep having to find new tactics. This is called ‘mudflation’ or when a developer introduces new items to a game that make the old ones inferior. The ultimate goal changes and players have something new to do as they find new methods of pulling the lever. Some players aren’t worried about perfectionism, instead just playing with all the different options in this game. BlameGBush describes this approach, “I motivate myself by trying a different build that I’ve never tried before. I’ve had the game since the day it came out, and just when I think I’ve seen all the builds worth playing, one pops up that I haven’t played and its very creative.”

Most of the other users commented that there were two adjustments to the game that radically changed this peak state: the Expansion Pack and Patch 1.10. The first major change to the game was the expansion. Sean Wallace, a longtime player writes, “The expansion was great fun in the beginning, new classes, new enemies, a new Act to play in, new drops, new equipment, new mercenaries, new quests.  It was all fun.  But…it got REALLY complicated in my opinion.” The two new character classes in the Expansion, the Druid and the Assassin, were overpowered at first before being reigned in by a subsequent patch so that they balanced out. Due to the increased power of the gear monsters might drop, the game’s monsters increased in difficulty overall to compensate. The interesting effect this had on multiplayer was that the Final Act of the game features such powerful monsters who drop so much strong gear that there really isn’t a point in playing the mid-game portions. A player starts a new character in the opening levels then skips to the final Act while a partner kills enemies and levels them up. Although efficient, when a game design starts to encourage skipping the actual game you start to run into a conflict of interest. To the frustration of someone like Sean, who enjoyed sitting and playing the game with others, the Expansion Pack encouraged just playing the last boss over and over because that was the best gear.

The other quirk is that the huge number of powerful items in the game meant people could create characters which significantly overpowered someone without the gear. BlameGBush argues, “I don’t care how skilled you are in this game, if you are a level 90 character with weak items going against a level 90 beginner who bought all his items off ebay, you will die every time. Once players both have relatively equal quality items, then strategy comes into play.” By creating epic gear that only rarely occurred in the game, you encourage people to go outside the intended modes of play to win. Some players used bots to automatically harvest money & items, trading outside the game’s economy, and mule characters to swap out gear. The rare items became so valuable and gave you such an edge that cheating was inevitable. A lot of players even play without the expansion pack installed. Most of the powerful gear is gone while the increased difficulty remains, meaning that group play is more challenging. There’s also no real incentive to skip sections and rush to the final portion of the game because the payoff isn’t as large there.

Although the game has had over a dozen patches, none was considered more game-changing than the 1.10 patch which introduced synergies. This made it so certain abilities boosted each other, radically changing the ways characters powered up while leveling. Although a lot of players like RobbyD were angry that all of their characters were now worthless, but it’s also possible to restore the game back to pre-patch status. Flux explains, “Past patches have made major changes by nerfing(weakening gear), but they usually add new things that are just as imbalanced. Players have usually been more interested in finding the new thing than in grieving over the old one.” Therein lies the key to Blizzard’s success with patching their games: you don’t have to force people to play the game differently. You just keep changing the final goal of the game and they adjust accordingly.

It’s interesting how this dynamic reflects back on a more casual player like myself. I spent most of my time as the Sorceress milking Chain Lightening and Fireball, ignoring the stronger spells except to try them out. I dumped all my points into jabbing as an Amazon, boosted my immunity to elemental attacks as a Paladin, or became a wicked teleporter as an Assassin. I wouldn’t call the game hard at this setting but you still have to put together some kind of strategy with your skills to get very far. The difficulty’s biggest impact seems to mostly be not leaving any room for experimenting. I could afford to dump a few random points into skills just to see what they did, while on higher difficulty every bit counts. I found a couple of rare pieces of loot while playing that were fun to wear but it’s not like I ever really needed them at Normal. Diablo 2 is impressive in that regard, the players interested in playing at the max difficulty get stuck having to farm the last level. The ones who are just playing around at lighter difficulties are the ones sightseeing anyways. Diablo 2’s experience is both enormous literally and in the way your playstyle can change everything about it.

L.B. Jeffries

Multimedia / Banana Pepper Martinis 

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

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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

Multimedia / Banana Pepper Martinis 

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

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