Tools and
techniques for storytelling are becoming a more desirable feature to games
designers given the extensive progress of technology in providing movie similar
experiences. However storytelling is no recent and new idea. It is visible in
many kinds of board games; D&D, the royal game of goose, or even ancient
games such as Senet. Through this we can see that stories are visible in games
and have been for a long time; the digital age has just allowed us to refine
the way the story is delivered. The story doesn’t rely on the metaphor of the
game, but on the events encapsulated within it. Through this we could say the
play of the game becomes a climactic struggle that builds to a satisfying
conclusion, in layman’s terms; the game is dramatic.
Drama is a
desirable quality in games, in some cases players seek out games for the drama
alone, for this part we can say drama is a feature of game’s play content; it’s
kind of fun. For this reason it can be important for us as game designers to
imbue drama into our creations. Creating drama in games however is difficult;
games will never be played the same way every time, people’s opinions and
emotions may vary and we can’t control every element of the story’s creation
unless we’re the only ones present to create it. It’s for this reason we need
to remember we can’t create drama, only create circumstances from which drama
will emerge.
Mechanics,
Dynamics and Aesthetics;
Mechanics refers to the necessary pieces we need to play
the game. This consists primarily of the rules of the game but can also refer
to things such as equipment, location or anything else that is an absolute minimum
to play the game. For example; Basketball’s mechanics aren’t only the rules of
Basketball, but also the physical laws such as gravity and energy. A perfect example
of venues importance would be surfing; you can’t go surfing on a road or up a
tree, you require water. Consider a game is a system; the mechanics are the
complete description of that system.
Dynamics refers to what could be defined as the behaviour
of the game, the actual events that occur as the game is played. In chess the
dynamics might include tactical concepts like the knight fork, as well as
structural concepts like the opening and the endgame. When viewing a game
through its dynamics, we are simply asking ‘what happens when the game is
played?’. The relationship between dynamics and mechanics is one of emergence;
a game’s dynamics emerge from its mechanics.
Aesthetics are a games emotional content, the desirable
emotional responses, and the fun that results from playing a game. Games
aesthetics emerge from dynamics; how the game behaves should determine how it
makes the players feel. Understanding how certain dynamics will evoke specific
emotional responses is one of the greatest challenges a games designer can
face.
Mechanics
always exist; we might not be playing the game, but the pieces still exist.
Dynamics only manifest when the game is played; you can think about a tactic,
but can’t carry it out unless you initiate the game. Of course from this you
can easily deduce that aesthetics, requiring dynamics to evoke the responses,
can only come into being when the game is played.
Games
designers and players travel in opposite directions along this pipeline;
designers start at aesthetics, emotional responses we hope to invoke, from
there we determine what dynamics will accomplish these aesthetic objectives,
and from there we can determine which mechanics will create those dynamics. From this we can see that game designers work
backwards.
An
aesthetic model for drama
We want
drama to be part of the games emotional content, but first we need to define
what drama is and how it happens, this is an aesthetic model; these can help us
know when we have achieved an emotion, and if we’re headed in the right
direction. It’s important to remember however that not everyone will agree with
our model of drama, nor is drama a quintessential key element of every game,
this is simply an example.
Our
aesthetic model of drama;
This model
imagines a dramatic tension in quantity that can accumulate or discharge as
time progresses. However it’s important to know that we don’t mean general
quantity, quantity of dramatic tension cannot be measured, it can only be
analysed in terms of quality. It’s important to remember that the dramatic arc isn't a universal fact of all stories, but rather a desirable property of a
dramatic story. But why so specifically this shape? It’s hard to say. Perhaps
it’s to do with the human psych, the way in which we think and are appeased.
This model compels us, slowly drawing us in over time until we reach the peak
waiting for the final climactic event, of course you have to have the climax at
some point, otherwise the story will eventually become dragged, and lose its
sense of wholeness.
What’s
dramatic tension? Think of it as our level of emotional investment in the story’s
conflict.
However our
job as games designers isn't as easy as this model may appear; we must assure a
game will be dramatic, even without direct control over narratives. A narrative
that isn't scripted in advance, but rather emerges as time progresses and the
events of a game are played out.
All drama originates
from conflict, conflict comes from competition. But how does tension emerge
from a contest, and how does that tension change over time? Dramatic tension is
the product of two different factors:
Uncertainty: the sense that the outcome of the contest is
still unknown. Any player could win or lose.
Inevitability: the sense that the contest is moving forward
toward resolution. The outcome is imminent.
Both of the
above are independent of each other, they’re evoked using different systems and
dynamics, which make it easier for a designer giving better control over each
element separately for tuning and adjusting. When uncertainty and inevitability
intersect, this gives rise to the peak of dramatic tension.
Most
techniques that imbue dramatic tension use two main approaches, 'force' and
'illusion';
Force is manipulating the state of the contest
itself. We make a game close because we limit how much advantage one player can
have over another. For example giving both players the same weapon.
Illusion is manipulating players to make the game seem
closer than it actually is. An example of this might be something such as
Yu-Gi-Oh card game, player A has 5 monster cards down, player B only has one,
but player B’s one card is more powerful than player A’s five, however he doesn’t
know this and will no doubt attack believing he has the better position.
The
feedback system used in conjunction with uncertainty has four main parts;
The Game State – for example the game save or the time left
to complete a level.
Scoring Function – Quite straight forward to understand, this
could be things such as kills, or captures that indicate to a player who is
winning and who is losing.
The Game Mechanical Bias - the rule of a game which gives
one player an advantage over another.
The Controller - the rule of the game that decides which
player receives the mechanical bias with the decision being made from the
scoring function. For example kill streaks in an FPS.
Negative
feedback systems could be seen as those that strive to keep the scores as close
and close to zero as possible. Positive feedback on the other hand would be a
system that strives to separate scores by larger quantities usually resulting
in a decisive winner.
The
negative feedback system is a powerful tool in creating dramatic tension as it
keeps the game uncertain; players won't know the outcome of the game as the
scoring difference would be as close to 0 as possible, therefore creating
dramatic uncertainty. This allows you to keep all players immersed in the
experience for longer. It avoids players ‘rage quitting’ because going on seems
pointless. When aiming towards the end of a game, using the positive feedback
system is useful for dispelling uncertainty, bringing about the climax and a
sense of finality, every game needs an endpoint, and endpoints are more
enjoyable with a victor. Using only the negative feedback system can cause
games to stagnate so positive feedback systems are needed for breaking the
equilibrium and moving a game forward.
There are
but a few of the feedback systems, and there are many more. For example;
Pseudo-Feedback is a mechanism used to create game dynamics
that make a game appear as though it is being driven by a negative feedback
system, however there is no actual cybernetic feedback system at all. In
simplicity; the game deceives the player into thinking it’s interfering, when in
fact it isn’t at all.
Escalation is a game mechanic used to make the score gain
faster and faster as the game progresses so more points are at stake at the end
of the game than there were at the start. Because of course who doesn’t like
bigger numbers! It makes you feel better, feel like you’re doing better!
Hidden Energy is another tool used, an example of this could
be 'turbo fuel' on a racing game, each player has an equal amount of hidden
energy at the start of the game but the timing of using this fuel can change
the outcome, think of the Need for Speed the film, where the main protagonist
almost beat his opponent, but inevitably failed due to his poor choice of
timing to use his hidden energy. This mechanic creates dramatic uncertainty by
manipulating the players incomplete understanding of the true score of the
game.
Fog of War is a mechanic used to create dramatic
uncertainty by limiting the information available to players. As a game
progresses, more information becomes available. Generally any RTS can usually
be called upon as an example of this systems use. It is quite important because
that uncertainty causes intrigue, which pushes the player onward.
Decelerator is used as an obstacle that slows down players
later in the game, making it seem that the game is closer than it actually is
by changing the scale and pace of the game. Look at the game show gladiators;
the player who won earlier events would be given the lead, however as that
player progressed, obstacles got harder. This allowed the other player to catch
up, creating the illusion the game is closer that it really is.
Cashing Out is another mechanic used. An example of this
would be if a player wins a round of a particular game, the start of the next
round both players start even, but the first player to get three wins will win
the game. This shows that the player who wins the first round will not
necessarily win the game, however it does give them a greater chance at winning
as they are one win closer than the opposition. For example capture the flag.
Out of all
these in terms of the least used, I felt pulled between Decelerator and Cashing
out. In the end I feel Decelerator is the least used. Cashing Out can be seen
in many forms of gameplay now; a perfect example would be any game that has
capture the flag, or a game mode such as Call of Duty’s Search and Destroy.
Decelerator on the other hand is more difficult to incorporate or notice in a
lot of modern day games. Hence why I had to resort to the example of the old
game show gladiator. In fairness it becomes clear how subjective these systems
uses are. For example one could argue that both cashing out and decelerator are
both visible in capture the flag; cashing out in terms of the next round, and
decelerator in terms of the difficulty a
player may have getting the flag back to their base, or perhaps the nature of
the game mode is likely to result in an opposite force, and instead speed the
game up the further in you get?
this is a thorough and well considered set of notes relating to the reading. Along with your other work you are putting up here the blog is shaping up well. Keep up the regular entries.
ReplyDeleterob