narrative / simulation robin burke gam 224. outline rules papers narrative simulation
TRANSCRIPT
Narrative / Simulation
Robin Burke
GAM 224
Outline
Rules Papers Narrative Simulation
Rules Papers
Good news all graded
Bad news Ave score
• section 601: B-• section 602: C+
Rewrites• section 601: 9• section 602: 10
main reasons• no use of "rules" schemas• no references
Rewrites will be due 5/25 anybody can rewrite grade may go up or down! late penalty still in effect
Hints for writing analytic papers1. Think like a defense attorney
central claim persuasive evidence evidence supports to the claim
2. Don't ramble 5 pages is short every sentence should be linked to your argument if not, get rid of it or find the connection
3. Minimize game description give enough description to orient the reader
don't assume the reader has played the game thereafter only include details if you're going to use
them in your argument
Confusion about "rules"
Every response in a video game is governed by rules "This happens in the game, but it isn't part of the
rules." Rules are not limited to player instructions
"There is no rule about where the player can and can't go."
Rules can result in random outcomes "There is no rule about how much damage an attack
will cause." Rules may not be created with our schemas in mind
"The game incorporates uncertainty as its main schema."
How to use the analytic schemas Give specific examples
and show how the schema applies• different from asserting it
make your argument about specific gameplay aspects• not the game as a whole
Not "Asteroids has emergent play because there are lots of different
ways to play" Better
"The controls of the ship and the physics of Asteroids are very simple, but the addition of the asteroid obstacles creates emergent complexity because the player only has inertial control. Moving to avoid one asteroid creates a trajectory that may bring the ship into the path of another. It is impossible to simply "stop": a complex thrust-rotation combination must be performed and even then, it is very difficult to reduce the velocity to exactly zero."
Key idea: Systems
Systems of emergence, uncertainty, information, etc.
Paper must show how specific rules fit into the schema how these aspects of the game work together as a system
Not just Information A is public Information B is unknown
But also the relationship between A and B how aspects of B come to be known the information economy
• what it costs a player to learn about B
Schema-specific problems
Emergencecomplex rule sets emergent
complexity Cybernetics
negative impact on a player or character negative feedback
the player can't be the one doing the adjustment
Mechanics
Cite your game on first mention subsequence citations not necessary
Cite sources using the Chicago style as in the handout don't make something up
Abbreviate after 1st citation 1st citation
• Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals. (Cambridge, MA: MIT Press). Ch. 21
2nd citation (3rd citation, etc.)• Salen and Zimmerman, Ch. 20
Note page numbers recommended but not required most instructors will require page numbers for quotes
Paragraphs should not be more than ½ a page usually less topic sentence + supporting material
Narrative Play
Narrative is a basic form of human experience any event can be turned into a narrative fundamental mental representation
Any game-playing experience can be turned into a story emergent narrative
The game may also include crafted narrative elements embedded narrative
Dramatic structure
Emergent narrative is a function of dramatic structure how does the player experience change over
time? Fundamental idea
tension-release Constant tension
exhausting overwhelming
Example
Asteroids
Dramatic structure in Asteroids Start: assessment, slow-moving menace Response: planful response, select
destruction Mid-point: intensely reactive, chaotic,
"pebble storm", saucers End-game: skillful and focused, chasing,
more saucers Pause before next wave
Interactive storytelling
Early theorists thought of games as a new narrative form"interactive storytelling"
According to this theory, the playerwould become a characterwould interact with the virtual world of
the authorwould generate a unique personal story
• "ergodic literature"
The problem
A story is a communicative act authoring a story means having something to
say making form, content and structure work
together to convey it the more elaborate the form the more
expressive potential But the audience does not alter the form,
content or structure might alter details of performance some experiments but none really successful
Games and stories
To make a game story-like we have to prevent the player from changing
its form, content or structure guarantees the designed payoff but gives the player nothing to do
To make a story game-like we have to allow its content to be generated
by the user's choices which means the author is no longer free to
tell his/her story user might miss expensive game content
Various compromises
Abstractionno need for storyemotional impact is lacking
Story as normative actionplayer must learn correct sequence of
actions to follow the correct storyconstraining
The standard compromise
The "string of pearls" story A segmented story
A main character (the player) A number of pre-defined narrative events A pre-determined conclusion
In between narrative "pearls" game actions ideally actions and narrative are coherent
In some cases multiple possible conclusions multiple characters to play
Why is this the standard?
Games ≠ Stories
But most games will have a narrative component What is this story? What is the mechanism by which the story is
told? What is the relationship between the game's
action and its narrative element?• How do the "pearls" relate to "string"?
Does the story work?
Benefits of game narrative
Adds drama to the player's actions "If I don't get there in time, the world will be
destroyed" Lends weight to the player's choices
"I better decide carefully. I don't want the Vizier to kill the princess."
Provides a rationale behind the structure of the game world "That's why the world is full of nasty aliens"
Helps the user understand what to do and how to do it "Because I'm made of paper, I can turn into a paper
airplane."
Maxims of game narrative
Being shown is better than being toldlet the environment / setting tell the
story Doing is better than being shown
let the dynamics of the world reveal important facts
Utility of Cutscenes
Surveillance shows the player what is ahead
Catapult thrusts the player into a new situation
Mood establish the emotional or narrative significance of a
location Consequences
vivid depiction of outcomes Rhythm
break in the action Reward
a treat only available through success
Example
Kingdom Hearts
Narrative Systems
Backstory what is the larger "world" and context?
Player's role who is the player's character?
Player's goals how do the player's goals tie into the story?
Narrative space what is the "physical" space in which the story
unfolds? Mechanics
how do the core mechanics of the game tie into the narrative?
Character
Any game will have at least one character the player
Sometimes the player will be represented on the screen the avatar
Often there will be other characters as well non-player characters
A multiplayer game will have avatars for other players
Character design
Characters are very powerful a good character is worth $$$
• Bugs Bunny• Lara Croft
But the more simple the character the more the player can bring to it
Many game characters have no personality Mario Master Chief "Kid" (GTA III)
Character design 2
Character is a unityappearancevoicebehaviorreactions of others
Generating believable characters is an art
Character design 3
Multiple charactersoften a game needs many charactersHow to distinguish between them?How to distinguish between different
classes of enemy? If there are distinctions the user needs
to make (friend vs foe)the game must provide the information
necessary to do so
Character customizability
Ability to give the avatar a custom appearanceCrucial for on-line multi-playerHow important in other contexts?
Custom details can be symbols of game achievements
Plot
Game plots are almost always very simple rescue the princess battle the monsters save the universe from the evil mastermind rule the world
Common plot elements betrayal approval of older mentor magical aid acquisition of magic and strength
Hero tales
Hero tales are often tales of heroism simple in structure involve magical aid involve betrayal lack detailed characterization can be retold
Examples Theseus and the Minotaur Aladdin and the Lamp The Goose-Girl
Psychology of the hero tale
Coming of age The hero tale represents the transition from a youthful
inward-focused perspective to a mature engagement with the world.
Recognition of evil Mature engagement with the world requires the recognition
of evil and the resolve to confront it. Interdependence
The hero needs the help and (sometimes) the approval of others.
Archetypal characters The characters are drawn from a standard set of
archetypes. "The Misfit"
The transition from being different/outcast to being part of society.
Psychology, cont'd
What is the psychological function of the hero myth?Template for the issues of maturationA way to externalize difficult emotional
issues• tension between comfort/safety of home
and excitement/danger of the world• tension between growing physical and
intellectual capacities and practical powerlessness.
Consequences
Hero tale plots have most intense appeal to adolescents
and children also, good fit with technological limitations
Adults (theoretically) have tolerance for more
complex plots but complex plots difficult to create
Also plot is only one component of the game game needs to be engaging for other
reasons
Simulation
Games simulate real-world activitiessports gamesracing games
Central ideamapping between the game and the
real-world activity
Simulation II
Games also simulate fantasy and fictional activitiesany RPGmost FPS
Central ideamapping between the game and...
Mapping
The mapping will be incomplete the game may leave out inconvenient or
boring parts the game may include improbable situations
for gameplay reasons The mapping will be inexact
the game may exaggerate the physics for effect or gameplay
the game may (will) abstract from physical reality for practical reasons
Basic fact
All physics is simplificationcomplex multi-body physical
simulations are too slowreality is chaoticlimits to what can be rendered
graphically
Example: Halo
What happens when a grenade explodes?do we simulate the ignition and rapid
oxidation of explosives, pressure waves, metal shear and shrapnel trajectories?
do we simulate concussion injuries, soft tissue damage, and bone trauma?
Game physics
Physics = the evolution of the game statewe want the player to feel as though
there is a real world in the gamethe game state must be complexits evolution must seem naturalthe player's control over it should
seem natural
Natural?
Games are profoundly unnatural Aliens? Psychic powers? Controlling a
civilization over centuries? As in fiction
"willing suspension of disbelief" natural within the game world context
Game physics may have nothing to do with Newton's
physics
Scripting
When there is a fixed stereotyped response to an action in the gamewe say it is "scripted"
As opposed to "simulated"
Example
Designer decides what should happen when a grenade explodesx amount of damage to all units within
certain radiusx/2 damage within a larger radiusleaves a certain "stencil" on the floor
or wall Simplifying the actual physics
Example
Locked door in ZeldaIf player ties to go through locked door
with key in inventory, the door opens and key is used up
SimplificationsDoors are logical, not physical barriers
• Cannot be battered down, blown up, removed from hinges
• Locks cannot be picked
Advantages of scripting
Much, much fasterto apply a simple rule than to run a
physical simulation Easy to write, understand and modify
Disadvantages of scripting
Limits player creativityPlayers will try things that "should"
work• based on extensive physical intuition
Will be disappointed if they don't Game will need many scripts
predicting their interactions can be difficult
complex debugging problem
Simulation
Will still be a simplification Represent the quantities of interest
represent the forces that act on themcreate physical laws for the game
worldevolve the game state according to
these laws
Benefits of simulation
More player optionsDesigner doesn't have to anticipate
every way to do something Physical laws reusable
Do not have script every objectCan build (or buy) generic physics
engine
Disadvantages of simulation
Speedextensive simulation may make the
game too slow Memory
game state may become much larger Testing
difficult to test all possibilities
Design decision
How much to simulate? Where player creativity is important Where realism is important Where a simple enough model can be built
What level of detail is required? depends on the constraints of the game always a computational cost
Example
Script when player enters room, guards converge and attack
Simulation #1 when player takes a step, sound is heard over certain radius if guard is within radius and in room, guard will converge and attack
Simulation #2 when player takes a step, volume of sound is calculated based on
level of stealth, floor material, etc. sound is propagated through room and attenuated based on room
contents guards receive sound signal and if loud enough to reach attention,
they will move in the apparent direction of sound Simulation #3
same as #2, but in 3 dimensions, through floors, etc.
The role of simulation
"Immersive fallacy" the best game is one in which the player
feels that they are totally immersed in a simulated world
emphasizes only a certain aspect of the game experience
Counter-examples More detail is not necessarily better
• Katamari Damacy Need for ironic distance
• GTA
Wednesday
Game design activity