Introduction
Around 10 years ago, a lot of very interesting and ground breaking horror games were released. These include Silent Hill (1999), Fatal Frame (2001), Forbidden Siren (2003) and a few more. Since then not much has happened in the video-game horror genre and little has evolved. So what exactly can be done to push horror in video-games further? To answer that I will here present a list of my top 10 things I think could take horror game to the next level:
1) Normality
In most games the player usually starts out in some strange and not very normal situation. In our own game, Amnesia, the story takes place in early 19th century and has the protagonist waking up in gothic castle. Not something very easy to relate to. Other games see the player has some secret agent, has them trapped in a spooky town/village, etc. All of these are very abnormal situations, and something few of us will ever find ourselves in.
However, much of the good horror in other media starts of very mundane. They build on the having the audience strongly relating to what is taking place and being able to draw close parallels to their own lives. For horror games this would mean to establish a very familiar situation and then slowly introduce the horror there. The goal is for the terror to not just be inside the game's virtual world, but to reach into the real as well.
2) Long Build-up
Most games want to kick off the action as soon as possible. Even games with a drawn-out introduction, like Silent Hill 2, introduce the horror elements very early on. The problem is that sustaining a really high level of terror is only possible shorter bursts and the more the audience has to contrast to, the greater the peaks intensity will feel. Ring (Japanese version) is a prime example of this. While it does kick off the horror early on, the whole movie is basically one long build-up to a final scare moment. Horror video-games need to embrace this sort of thing more, but in order to do so a two common traits need to let go. First of all, the game must rely a lot less on a repeatable core mechanic, since we want the player to deal with actual horror elements as little as possible. Secondly, we must perhaps revise the game length and be satisfied with an experience lasting three hours or less, so that all focus can be on establishing a single (or just few) peaks of terror.
3) Doubt
Many of the best horror stories raise the question whether a phenomena really exists. Is the protagonist really seeing ghosts, or is it all in her mind? Since other media like film and books are very grounded in our reality, this sort of thing comes natural (although it is still not always easy to sustain). However, in video-games the player is in a virtual world with its own rules and entities, and this leaves little room for the player to doubt if anything could really exist. Solving this is not an easy feat though, but I think a first step is to embrace the previous two entries in this list, normality and a long build-up. If the player can relate to the game as "real-life" and gets enough time to establish this idea, then she will eventually start to compare any features of the virtual world with the real. Eventually she might doubting if the ghosts, monsters or whatnot are really there. Also, some sort of sanity mechanic can also do the trick, but it must be a lot more subtle then any previous attempt. The player cannot see it as a game system, but has to view it has a feature of their own mind. This is not an easy thing to establish, but that is not the same as it is impossible.
4) Minimal Combat
I have talked plenty about this before (see here and here for instance), but it is worth stating again. The worst thing about combat is that it makes the player focus on all the wrong things, and makes them miss many of the subtle cues that are so important to an effective atmosphere. It also establishes a core game system that makes the player so much more comfortable in the game's world. And comfort is not something we want when our goal is to induce intense feelings of terror.
Still, combat is not a bad thing and one could use it in ways that evokes helplessness instead. For instance, by giving the player weapons that are ineffective the desperation of the situation is further heightened. This is a slippery slope though as once you show a weapon to the player it instantly puts them in an action game mindset. That does not mean weapons and combat should be abolished, but that one should thread very carefully, and finding the right balance is a big challenge for future horror games.
5) No Enemies
By this I do not mean that there should be no threats to the player lurking about. What I mean is that we need to stop thinking of any creatures that we put into the game as "enemies". The word enemy makes us think about war and physical conflict, which is really not the focus in a horror game. It also makes us think less about why these creatures are in our virtual world. The word enemy is such an easy label to put on other beings, and then not worry about anything except that we need to destroy or avoid them. This is how wars work after all.
If we instead think of these creatures as merely inhabitants of our virtual worlds we need to ask ourselves why they are there, what their motivations are and so forth. This brings a new depth to the game which is bound to color the player's imagination. If we can establish our hostile beings as calculating, intelligent beings with an agenda, we vastly increase the intensity of any encounter and can make the terror so much stronger.
6) Open world
By this I do not mean that horror games should strive to be GTA-like sandbox experiences, but simply that they should allow more freedom of movement. Most horror games set up a very strict path for the player to follow even if they have, like Silent Hill, a large world to explore. Instead I think the games should allow for the player to skip certain areas and to go about in the world in a free way. This increases the player's feeling of being in a real world, increasing any emotions associated with it. This is also closely related to the goal of achieving normality. Without a forced structure and more open world, it should be easier to give the sense of everyday life.
7) Agency
Horror games are so effective because they can make the player feel as they are there when the horror happens. Other media, especially in the horror genre, have to try really hard to accomplish this, but for games it comes almost automatically. It is then a waste that many horror games does not take advantage of this properly and destroy the sense of agency in all kind of ways. By far the biggest culprit are cut-scenes, especially when they take away control at scary moments when the player's actions should matter the most. Another problem is connected with the open world entry above and the player constantly being fed where to go and what to do.
The way to go forward here is to make sure that the player is involved in all actions that take place. The scenes that are so often left out (and replaced by cutscenes) are often vital aspects of the horror experience. Whenever possible, the playing should be doing instead of simply watching.
8) Reflection
The video game medium can better than any other give sense of responsibility. If something, caused by the protagonist, happens on the screen then the player has been part of that. This opens up for the game to be able to reflect itself upon the player and to make players think about themselves while playing. Games have been trying to do this in the past, but I do not think it has come very far yet. So called moral choices are very common in games, but are hampered by being obvious predefined selections (chose A, B or C) and by being connected to the game dynamics (making the choice more about what is best for the player stats wise). I think that the choices need to come out as much more organic for the player to truly feel as if they have caused them. To be able to do this a strong sense of agency (as mentioned in the previous entry) must be achieved and the player must truly feel like it was their own choice (which ties into the "open world"-entry above).
I also think that this can be taken a lot further than simply testing the player's ethics. It can put player in very uncomfortable situations and to really make them evaluate themselves as human beings. The game could also lure them into mind states that they never thought they had in them. It can explore the nature of good and evil and similar subjects in away that would be impossible other medium. In the end this can lead to some really personal and terrifying experiences.
9) Implications
What really brings some horror home is how it has some kind of implications in real life. This can be something like the fear of TV-sets that Ring manages to achieve, or the bleak and disturbing universe that Lovecraft's stories paint. Elements like these are almost entirely missing from video games and again it ties into other entries on the list. Normality is probably the most important, and if we are able to achieve that it will be much easier to tie stuff of the game into everyday life. A game that can achieve this successfully takes the horror to a new level, by being something that the player carries with them long after having put down the controller.
10) Human interaction
The final entry will also be the hardest one: to bring human drama into the game's actions. Most horror in other media does not have the phenomena/situation per se as its focus, but instead its effect on people. The Exorcist is a great example of this, and so is The Shining. However, in video-games the main actions still revolve around inanimate objects or brainless foes. By having the player's actions being directly tied to other people, the horror gets so much more personal and intense.
Achieving this is not an easy task though. My opinion is that it is not a technical problem, but one of design and to place a larger burden on the player's imagination. Simulating a fully (or at least seemingly) sentient human being is a really hard problem. Simple solutions like dialog trees come often out as stiff and prefabricated. Instead one should go the route of simple actions, like Ico for instance, and build upon that by being vague and hinting instead of trying replicate a book or movie. Exactly how to go about is an open question, but the any steps closer to success can mean a lot of the horror experience.
End Notes
That concludes my 10 steps for better horror games. It will be fun to see if they are still valid 10 years from now or not. If you have any other ideas on how to evolve horror games, please say so in the comments!
Showing posts with label design. Show all posts
Showing posts with label design. Show all posts
Unconventional Design Tips
The general advice for upstarting developers seem to be to focus on mechanics, building fast a prototype, getting the core game fun and and so. For instance CliffyB did so at GDC 2012. This is not bad per se, but it is really not the only way to make games and usually, and this is the issue, result in the same kind of experiences. So to create a counterweight to this, I decided to make my own list of design advice. Here goes:
Build top-down
Find some core mechanic of controlling and interacting with the game, be that sidescrolling shooter, point and click or whatnot and then focus on the big picture. What feelings should game create, what is the theme, what kind of message should the game get across? This means creating an overarching structure for the game first, and then when you start designing the mechanics, levels, etc you make sure that it goes along with this. By doing so you can design games that try and convey things not possible over shorter time spans. It lets you control build-up and emotional journey to a much greater degree.
Design and create chronologically
Try and see the development process as a very extended playthrough of the game. By designing and producing the initial level/area/etc first you get a better feel for the player's journey through the game. This make it easier to understand the how the holistic experience will play out, and it allows you to always base later levels/areas/etc upon what the player's frame of find (as it is formed by the previous experiences) is at that point.
Of course you can still go back and change things as needed, and this is often required later. But you want to stick with the chronological structure until as much as possible of the game is completed.
Do not care about fun
First of, despite what some might say, fun is a very specific word and leaves out many type of experiences. For instance very few people would call "Schindler's List" fun. Hence you should not use fun, unless you are specifically after creating a "fun time". A better word to use is "engaging" which can be used to describe the quality of anything depressing dramas and lighthearted comedies.
Second, what you want to care about are your high-level goals. The most vital part is that anything you add to the videogame serve these. If making them fun help this purpose, then by all means make them fun. But if you want the player to be part of a dark and disturbing journey, then fun is most likely not what you want to aim for.
Proper assets early
Art assets such as a graphics, music and sound effects are far more important than what some might argue. Not all videogame ideas can be properly evaluated by using simple blocks and beeps. What the player sees and hears has a great impact on how they can relate to the game. Sometimes mechanics that at first seem really crappy, can start to shine once higher quality assets are used. If you want the player to experience a story by moving through an environment, then you need to have the audio-visual feedback that immerse them in that.
This does not have to mean that full production quality assets are needed and it is not always easy to know when your prototype looks and sounds good enough. But if make sure to keep in mind that the underlying system is not everything, then that is one step in the right direction.
Diversity in the world, not game core
Do not think that everything you want to represent in the game needs to be inside the core mechanics. Instead, keep the mechanics simple and then let the world do the work in delivering a wider experience. For instance in Limbo, there are only a few core actions available for the player, yet the game keeps the activities varied and unique through out the game.
This is the hard way of designing games as you cannot simply extrapolate from a prototype, but the end result is a deep experience that is easy to get into.
Do it as short as possible
Do not make a game that is the best value possible. Let the videogames say what you want it to and then STOP. Do not try and drag sections out for no real reason. In the end what you want to create is a product that delivers your high level purposes in the best way possible.
This is also a legit business choice as you do not compete with other time consuming videogames. If your game does not take up huge amounts of time and yet gives the player a coherent and fulfilling experience, there is a bigger chance they will have time and motivation to give it a go. I would also rather see a world with many smaller interesting experiences than long ones whose only motive is to eat as much time as they possibly can.
There you go! Now of course these tips are not some ancient wisdom that lead you to the path of glory. One must always try and figure out the best process for the type of game you want to make. But what I hope this does is to show any aspiring developer that there is more ways to create videogames than the conventional ones. At Frictional Games we pretty much follow the above and have managed stay in business for over five years and are currently financially stable. So what I just said are tips that have been tried in practice.
If you know any other tips that goes against the "fun mechanics are everything" line of thinking, do share!
Build top-down
Find some core mechanic of controlling and interacting with the game, be that sidescrolling shooter, point and click or whatnot and then focus on the big picture. What feelings should game create, what is the theme, what kind of message should the game get across? This means creating an overarching structure for the game first, and then when you start designing the mechanics, levels, etc you make sure that it goes along with this. By doing so you can design games that try and convey things not possible over shorter time spans. It lets you control build-up and emotional journey to a much greater degree.
Design and create chronologically
Try and see the development process as a very extended playthrough of the game. By designing and producing the initial level/area/etc first you get a better feel for the player's journey through the game. This make it easier to understand the how the holistic experience will play out, and it allows you to always base later levels/areas/etc upon what the player's frame of find (as it is formed by the previous experiences) is at that point.
Of course you can still go back and change things as needed, and this is often required later. But you want to stick with the chronological structure until as much as possible of the game is completed.
Do not care about fun
First of, despite what some might say, fun is a very specific word and leaves out many type of experiences. For instance very few people would call "Schindler's List" fun. Hence you should not use fun, unless you are specifically after creating a "fun time". A better word to use is "engaging" which can be used to describe the quality of anything depressing dramas and lighthearted comedies.
Second, what you want to care about are your high-level goals. The most vital part is that anything you add to the videogame serve these. If making them fun help this purpose, then by all means make them fun. But if you want the player to be part of a dark and disturbing journey, then fun is most likely not what you want to aim for.
Proper assets early
Art assets such as a graphics, music and sound effects are far more important than what some might argue. Not all videogame ideas can be properly evaluated by using simple blocks and beeps. What the player sees and hears has a great impact on how they can relate to the game. Sometimes mechanics that at first seem really crappy, can start to shine once higher quality assets are used. If you want the player to experience a story by moving through an environment, then you need to have the audio-visual feedback that immerse them in that.
This does not have to mean that full production quality assets are needed and it is not always easy to know when your prototype looks and sounds good enough. But if make sure to keep in mind that the underlying system is not everything, then that is one step in the right direction.
Diversity in the world, not game core
Do not think that everything you want to represent in the game needs to be inside the core mechanics. Instead, keep the mechanics simple and then let the world do the work in delivering a wider experience. For instance in Limbo, there are only a few core actions available for the player, yet the game keeps the activities varied and unique through out the game.
This is the hard way of designing games as you cannot simply extrapolate from a prototype, but the end result is a deep experience that is easy to get into.
Do it as short as possible
Do not make a game that is the best value possible. Let the videogames say what you want it to and then STOP. Do not try and drag sections out for no real reason. In the end what you want to create is a product that delivers your high level purposes in the best way possible.
This is also a legit business choice as you do not compete with other time consuming videogames. If your game does not take up huge amounts of time and yet gives the player a coherent and fulfilling experience, there is a bigger chance they will have time and motivation to give it a go. I would also rather see a world with many smaller interesting experiences than long ones whose only motive is to eat as much time as they possibly can.
There you go! Now of course these tips are not some ancient wisdom that lead you to the path of glory. One must always try and figure out the best process for the type of game you want to make. But what I hope this does is to show any aspiring developer that there is more ways to create videogames than the conventional ones. At Frictional Games we pretty much follow the above and have managed stay in business for over five years and are currently financially stable. So what I just said are tips that have been tried in practice.
If you know any other tips that goes against the "fun mechanics are everything" line of thinking, do share!
Narrative not a game mechanic?
Introduction
I just stumbled upon Raph Koster's "Narrative is not a game mechanic" and found that it contains some stuff that I do not really agree with. Now, thinking somebody on the internet is wrong happens all the time, but I think this article brings up some stuff that warrants a reply. While it has up a few good points, it also contains views on a few concept that I think can be quite damaging when trying to expand upon the medium of videogames.
"Game"
The word game is a very broad and fuzzy one. I can refer to boardgames, gambling, politics, drug dealing, sports and whatnot. For more part of the the article, Raph seems to be talking about videogames (given the black box analogy and that he specifically says "racing videogame"), but then later on slot machines and choose-your-own-stories are used as examples. Now one can see this as just using simply making a point, but I think the unclarity leads to an important issue: Videogames are very different from other games like chess, football, etc even though they are often lumped together.
The main reason why videogames are different is because they strictly impose rules upon the player. It is not really possible to play a videogame wrong, whereas playing football or chess (the physical versions) the wrong way are very easy. A videogame is more than a few game-rules, it is every single rule that you can possibly experience. Even basic laws of nature like friction and gravity play an essential role in a videogame. Videogames are not about following a specific rule-set, they are about being present inside a virtual world. The only way to really play a videogame incorrectly is to change the very fabric of its virtual reality, or to find some kind of exploitable flaw. (This is not strictly true, as one could say playing Mario and only running back and forth the first few pixels is not the correct way to play it, but I think I make my point).
In case you want more discussion on this, Chris Deleon goes into the issue a bit deeper here. My main point here is just that when discussing videogames, it is very common that all other kinds of games get thrown into the mix, and that is exactly what happens here. This does not mean that we should try and learn from other kind of games, but when we want to talk about the strength and weaknesses of our medium, we need to be clear what it is we are really talking about.
(I know I do say "game" when I really mean "videogame" from time to time. I hope I have become more clear on what I mean in later posts though. Also note that I sometimes simply use "game", after having just said "videogame" to make the text less repetitive. With that said, I hope I do not get too hammered because of improper usage :) )
A series of problems
This is something that have annoyed me for some time. It is the idea that videogames must pose some kind of challenge to the player. It leads to all kind issues, most importantly the idea that one needs to have trial-and-error in videogames. In my mind it is this kind of thinking what has been holding back videogames for quite some time.
In Raph's article, this thinking is best exemplified by:
"Cut the problem inside the black box, and you have a slideshow."
Once you get into this kind of mindset, I feel that there is so much you are missing out on. For instance, Amnesia would not have been possible to create if we had not let go of the belief that every meaningful interaction must have some kind of problem and challenge at heart. It is also a statement that makes videogames like Dear Esther impossible to create. It even dismisses a lot of what makes Silent Hill so great as bad videogame design. Needless to say, I think this is a very silly statement to make.
My view on the core of videogames is not that should to provide us with problems, but to immerse us in engaging virtual worlds. Sometimes problems are useful for doing this and sometimes not. But they are never what lies at the core of the experience.
Feedback is for fun
The way the article talks about feedback (graphics, sound effects, etc) is in a very simplistic manner: They are simply there to enhance the underlying mechanics. I believe that feedback, in any sensory form, can be a lot more than that. I think that visuals, etc can lie at the front and the mechanics can be a way of exploring them, hence you tweak the gameplay according to your visuals instead of the other way around.
Instead of seeing feedback as rewards for problem-solving, I think we should see them as a way to increase the feeling of presence in our virtual worlds. It is the ability to "kick back" that makes the virtual worlds of videogames so compelling and so different from other media like novels and film. If we see feedback as a tool of immersion, we can also stop seeing all interaction as problems. I think this brings forward a more inclusive view of what a videogame can be and is also much better at forming a platform for evolving the medium than the old narrow view.
"Narrative"
I think there is a quite a confusion with words in the article. Narrative, in film theory, is how the story is told (how characters and plot are put together). When Raph talks about narrative in the sense of choose-your-own-adventure games, he is really referring to the plot. It is not narrative, but plot (ie some very specific events), that act has the reward for the player whenever they provide input.
It is much better to say that narrative is the subjective entirety of the session. This also goes along with Chris Bateman's view that all games tell a story and more interestingly that all art are games of some form. One could also take the view (which I do not) that narrative is, like in film, the way in which the story (plot and characters) are told, in which case narrative would be an umbrella term for game mechanics. In any case I do not think Raph's usage of the word is correct and a better title for his post would be "Plot is not a game mechanic". By saying it this way, I think the main point gets no stranger than "animations/sound/etc are not gameplay mechanics".
This might seem like a useless discussion in semantics, but I honestly think it is quite important. Right now, story, plot and narrative are mixed up to mean pretty much whatever, making discussions like "should our game focus on story" pointless. Language is our main tool for thinking, and if we cannot have a proper terminology, we will not be able to think properly.
The article's example from Batman: Arkham City is to me a very clear example of this kind of bad thinking. By saying that the "video of the Joker playing on a television set" is a narrative element, but then dismissing the entire climb that came before it as such, one is really missing out on the strengths of the videogame medium. For me I the Joker video is pure plot, a bit of needed exposition and not what is interesting. What is interesting is the climb up the cathedral. Here the player takes on the role of becoming Batman and, while performing interactive actions, forming a very compelling narrative.
As I have written before, in order to improve story-telling in games we need to consider stories beyond their plots.
End notes
Most of this post has been about meaning of words and of how to approach some concepts, but I hope that I still showed that it is a very important issue. Videogame is a medium that have grown from simplistic simulations, arcade machines and boardgames. This legacy has put its mark on a lot of nowadays thoughts on design, many of which are holding the medium back. The only way to move forward is to reassess this line of thinking and remove ingrained preconceptions of what a videogame is and needs to be. Not until we break the bonds of the past can we freely explore the future.
I just stumbled upon Raph Koster's "Narrative is not a game mechanic" and found that it contains some stuff that I do not really agree with. Now, thinking somebody on the internet is wrong happens all the time, but I think this article brings up some stuff that warrants a reply. While it has up a few good points, it also contains views on a few concept that I think can be quite damaging when trying to expand upon the medium of videogames.
"Game"
The word game is a very broad and fuzzy one. I can refer to boardgames, gambling, politics, drug dealing, sports and whatnot. For more part of the the article, Raph seems to be talking about videogames (given the black box analogy and that he specifically says "racing videogame"), but then later on slot machines and choose-your-own-stories are used as examples. Now one can see this as just using simply making a point, but I think the unclarity leads to an important issue: Videogames are very different from other games like chess, football, etc even though they are often lumped together.
The main reason why videogames are different is because they strictly impose rules upon the player. It is not really possible to play a videogame wrong, whereas playing football or chess (the physical versions) the wrong way are very easy. A videogame is more than a few game-rules, it is every single rule that you can possibly experience. Even basic laws of nature like friction and gravity play an essential role in a videogame. Videogames are not about following a specific rule-set, they are about being present inside a virtual world. The only way to really play a videogame incorrectly is to change the very fabric of its virtual reality, or to find some kind of exploitable flaw. (This is not strictly true, as one could say playing Mario and only running back and forth the first few pixels is not the correct way to play it, but I think I make my point).
In case you want more discussion on this, Chris Deleon goes into the issue a bit deeper here. My main point here is just that when discussing videogames, it is very common that all other kinds of games get thrown into the mix, and that is exactly what happens here. This does not mean that we should try and learn from other kind of games, but when we want to talk about the strength and weaknesses of our medium, we need to be clear what it is we are really talking about.
(I know I do say "game" when I really mean "videogame" from time to time. I hope I have become more clear on what I mean in later posts though. Also note that I sometimes simply use "game", after having just said "videogame" to make the text less repetitive. With that said, I hope I do not get too hammered because of improper usage :) )
A series of problems
This is something that have annoyed me for some time. It is the idea that videogames must pose some kind of challenge to the player. It leads to all kind issues, most importantly the idea that one needs to have trial-and-error in videogames. In my mind it is this kind of thinking what has been holding back videogames for quite some time.
In Raph's article, this thinking is best exemplified by:
"Cut the problem inside the black box, and you have a slideshow."
Once you get into this kind of mindset, I feel that there is so much you are missing out on. For instance, Amnesia would not have been possible to create if we had not let go of the belief that every meaningful interaction must have some kind of problem and challenge at heart. It is also a statement that makes videogames like Dear Esther impossible to create. It even dismisses a lot of what makes Silent Hill so great as bad videogame design. Needless to say, I think this is a very silly statement to make.
My view on the core of videogames is not that should to provide us with problems, but to immerse us in engaging virtual worlds. Sometimes problems are useful for doing this and sometimes not. But they are never what lies at the core of the experience.
Feedback is for fun
The way the article talks about feedback (graphics, sound effects, etc) is in a very simplistic manner: They are simply there to enhance the underlying mechanics. I believe that feedback, in any sensory form, can be a lot more than that. I think that visuals, etc can lie at the front and the mechanics can be a way of exploring them, hence you tweak the gameplay according to your visuals instead of the other way around.
Instead of seeing feedback as rewards for problem-solving, I think we should see them as a way to increase the feeling of presence in our virtual worlds. It is the ability to "kick back" that makes the virtual worlds of videogames so compelling and so different from other media like novels and film. If we see feedback as a tool of immersion, we can also stop seeing all interaction as problems. I think this brings forward a more inclusive view of what a videogame can be and is also much better at forming a platform for evolving the medium than the old narrow view.
"Narrative"
I think there is a quite a confusion with words in the article. Narrative, in film theory, is how the story is told (how characters and plot are put together). When Raph talks about narrative in the sense of choose-your-own-adventure games, he is really referring to the plot. It is not narrative, but plot (ie some very specific events), that act has the reward for the player whenever they provide input.
It is much better to say that narrative is the subjective entirety of the session. This also goes along with Chris Bateman's view that all games tell a story and more interestingly that all art are games of some form. One could also take the view (which I do not) that narrative is, like in film, the way in which the story (plot and characters) are told, in which case narrative would be an umbrella term for game mechanics. In any case I do not think Raph's usage of the word is correct and a better title for his post would be "Plot is not a game mechanic". By saying it this way, I think the main point gets no stranger than "animations/sound/etc are not gameplay mechanics".
This might seem like a useless discussion in semantics, but I honestly think it is quite important. Right now, story, plot and narrative are mixed up to mean pretty much whatever, making discussions like "should our game focus on story" pointless. Language is our main tool for thinking, and if we cannot have a proper terminology, we will not be able to think properly.
The article's example from Batman: Arkham City is to me a very clear example of this kind of bad thinking. By saying that the "video of the Joker playing on a television set" is a narrative element, but then dismissing the entire climb that came before it as such, one is really missing out on the strengths of the videogame medium. For me I the Joker video is pure plot, a bit of needed exposition and not what is interesting. What is interesting is the climb up the cathedral. Here the player takes on the role of becoming Batman and, while performing interactive actions, forming a very compelling narrative.
As I have written before, in order to improve story-telling in games we need to consider stories beyond their plots.
End notes
Most of this post has been about meaning of words and of how to approach some concepts, but I hope that I still showed that it is a very important issue. Videogame is a medium that have grown from simplistic simulations, arcade machines and boardgames. This legacy has put its mark on a lot of nowadays thoughts on design, many of which are holding the medium back. The only way to move forward is to reassess this line of thinking and remove ingrained preconceptions of what a videogame is and needs to be. Not until we break the bonds of the past can we freely explore the future.
The Problem of Repetition

Introduction
After having played some adventure and RPG games lately something struck me: repetition in games have almost the same problems as trial-and-error do. This is not really a shocking conclusion, since repeating things in a game is basically what you do when stuck in a sequence of trial and error. But since the repetition is not a direct consequence of being unable to progress, and that not all repetition is bad per se, I figured it was worth looking into a bit.The Problem
Most of the time the problem arise when doing an action several times causes the same response. Mostly, this does not apply when doing things to dead objects, like shooting a bullet on a wall. We expect that if we shoot the same bullet at the same place twice, the same response occurs both times. However this is not always true. For instance, many games use randomized particle effects for sparks from the hitting bullet. In more complex system, like water splashes, this is even more common, and while it might not be directly noticeable if they repeat, it can unconsciously lead to the virtual world being seen as less "real" (what I really mean is sense of verisimilitude, but more on that later) . So even though it does not constitute a large problem, we do run into trouble even when repeating consequences for very simple interactions.
The problem becomes more jarring when the object of interaction is a supposed to be an intelligent agent. This is very common in RPGs and adventure games during dialog, where the same question generates the same answer regardless of how many times you ask it. Adventure games are generally a little bit better than RPGs and often have NPCs giving a summary instead of the exact same response and more frequently terminate threads of conversation. Even so, a big part of dialog in both types of games have actions being met by the exact same response no matter how many times they are repeated.
There are of course a reason why it is like this. The player might have forgotten some information and need to hear it again, forcing dialog to be repeated. Or there might be some compulsory puzzle that requires the player to trick or persuade a character, which forces the player to redo the same conversation if unsuccessful at the first attempt. I think these reasons expose two problems that narrative focused video games have: reliance of "info dumps" and puzzles as core activities. Info dumping is a form of exposition that one tries hard to avoid in other media, yet is very common in video games (often forming the core storytelling device). It is something that I think needs to be considered more (and I am well aware we have been using it too much in our own games). Puzzles is something I have talked about having negative effects before and this is yet another argument to why we should try and cut down our reliance on them.
Another very common form of repetition is that of having the same kind of gameplay scenario repeated several times throughout the game. Sometimes this can be a core part of the experience, but most of the time it is just a form of padding and an attempt to prolong the time it takes to finish the game. There are tons of examples of this and two that spring to mind are the vent sections of Dead Space 2 and the spirit capturing in Sword and Sworcery. I felt that both of these activities would have been a lot more interesting if not repeating so much. You quickly become very familiar with them and they eventually loose much of their first
There is a deeper reason why repetition is so common in videogames. Many games base their interactions on traditional games and software systems where reproducibility is a corner stone. You do not want to use a paint-tool and not know what expect when pressing a button, and the only way for you to get this knowledge is to is for consequences to repeat themselves. In traditional games, you need to have systems that a human player can keep track of, and thus the consequences of actions must be easy to comprehend. Videogames carry baggage from both of these directions, and thus it is not strange that video games contain a large share of repetition.
As you might have guess I think this sort of repetition can be quite bad for videogames that focus on story and narrative.
The Causes
As I said earlier, the repetition has pretty much the same issues as trial-and-error. Since they are both about doing the same thing over and over, this can feel pretty much self-evident and not worthy of much discussion. However, while trial-and-error elements are more easily pointed out and can be directly addressed, repetition is more subtle and not always as obvious. Many of issues with repetition are also commonly seen as limits of the medium (or at least our current technology) and thus not really addressed. I do think these problems can be overcome though, and a first step is to figure out what give rise to them.
- Mechanics gets apparent
The Causes
As I said earlier, the repetition has pretty much the same issues as trial-and-error. Since they are both about doing the same thing over and over, this can feel pretty much self-evident and not worthy of much discussion. However, while trial-and-error elements are more easily pointed out and can be directly addressed, repetition is more subtle and not always as obvious. Many of issues with repetition are also commonly seen as limits of the medium (or at least our current technology) and thus not really addressed. I do think these problems can be overcome though, and a first step is to figure out what give rise to them.
- Mechanics gets apparent
By having something repeated over and over to players, they will quickly start to notice patterns and short after figure out the system below. What this leads to is that the player will no longer focus on what the system is trying to represent (eg. dialog with a person) but will instead see the mechanics that it is built from (eg. the abstract dialog tree). Repetition does not force this onto the player as trial-and-error do (where the player often is required to learn the system in order to continue). But since many of the things that are repeated constitute a big part of the experience, the problem piles up. Like I mentioned above the repetition can include entire scenes and the player might go through a section in a go (ie no trial-and-error). But then when a very similar sections is repeated throughout the game, the underlying mechanics become more and more visible. As an example I think the enemies in our own game Amnesia have this very problem. This problem is very subtle though as it only applies on longer play sessions and can thus more easily slip by.
There is another aspect to this, that makes the problem even more severe. Once you figure out the mechanics of a system it can damage events that you experienced when you did not have this understanding. For instance, if you feel like a conversation is really meaningful, and then later on find this same character reduced to mechanics, it will change the way you view your prior experience. It will be very hard to still feel the same sense of meaningfulness when looking back at the conversation. Your mental construct of an aspect of the game's world has now been reduced to a mechanic and when you later summarize the experience you have had, this can severely reduce any emotional attachment you might have had to earlier happenings. As this piles up, it will slowly degrade the experience and makes you less emotionally connected to the game's world.
- Decrease in Verisimilitude
What verisimilitude means is basically how real and truthful the fictional world feels. This does not mean how well it replicates the real world we live in, but how much a it feels like it represents an actual place. In most narrative media, giving a strong sense of verisimilitude is really important. As I said, this does not mean that everything should be "just like in real life", but instead follow the fictional world's internal logic somehow. What this means in games is that when encountering a virtual element, such as a character, we do not need for it to behave exactly like in real life, but simply to behave in such a way that it evokes feelings of verisimilitude.
This means that we can tolerate dialog selection and similar, while other things are instant deal breakers. I think one of these deal breakers is the repetition of a responses. If a character repeats the same sentence over and over, it is very hard to see them as nothing but a simplistic automaton. We can quite easily disregard our knowledge that there is not a sentient mind
shaping the responses, just like know something is not really happening in a movie. But when the information that the experience is feeding us (in this case the repeated voice response), the very thing that is supposed to support the view of an intelligent being goes straight against its purpose.
Not only dialog is affected by this but plenty of other aspects. For example, whenever you have to go about clicking on the same hot-spots over and over in an adventure game, it also significantly reduce the feeling of verisimilitude.
- Decrease in effectiveness
This point is almost identical with what happens in trial-and-error. Certain scenes and events simply does not do well when repeated. For some events it is simply that they are very emotional, and it will be hard to feel the same way once again. You will grow desensitized and less prone to reacting to it. Just compare a movie filled with gory sequences to one with a single visceral scene. The latter will pack a much harder punch. Other times it might be that the event or scene is set up like a magic trick - it only works when you are not expecting what will happen. Finally, it might simply be that the passage is too boring, sensory intense or similar that you cannot bare to take further viewings. Other media rely on things like these hard-to-repeat moments a lot, but since games are so prone to repetition, they are much harder to put in and/or to have the same emotional value.
The Cure
So how do we overcome these issues? I think there are a few things to keep in mind when designing that makes them a lot simpler to avoid:
- Not a approach the experience as a competition. The less goals we set up for the player the less likely we are to need to repeat things for the player or to make them repeat their own actions.
- Make sure that the story is understandable without the need of info dumps. If the player is required to have story related information repeated to them, then I would consider that bad narrative design. The story should emerge simply out of playing.
- Skip the notion that players need to learn a system. I think this is mainly historical baggage from how software works for more practical application, where mastery of the system is essential. Creation of narrative art does not have this requirement though, and I think we should instead make the player focus on the representations (graphics, sounds, etc) that the system provide.
- We must demand more of the player and give them more responsible. We must teach them them live in our virtual worlds instead of trying to beat our game systems. As most games reward players for combing the virtual world for goodies this is not the easiest of tasks though. Our goal must thus be to undo this and reward roleplaying instead.
These small rules does of course not solve everything and there is a lot of hard problem connected with this. For instance, conversational responses is an incredibly tricky problem and the same is true for narrative devices in games.
Still, I think just a little change in our thinking can take us a long way and simply recognizing the problem is a big step forward.
Thoughts on Heavy Rain

Introduction
It is very easy to talk bad about Heavy Rain. One can say it is just an interactive movie where you press buttons at certain key moments, in rare cases changing the outcome of the story. One can talk about the hole and cliche filled story and the weakly developed characters*. One can talk about this and other negative aspects of the game and I would fully agree. But if one only focuses on these areas, there is plenty of really interesting aspects that are missed.
Despite all these flaws I really enjoyed playing Heavy Rain. Sure, the quick-time-events (QTE:s) really got me worked up on more than one occasion and a lot of other issues bugged me, but on the whole it was quite an engaging experience. There are some truly tense and disturbing moments in the game that work great. For example the scene at the mall, while lame in many ways, managed to capture the protagonists sense of panic and that in an environment and setup I have never seen in a game before. The game also features great graphics, nice music and not too shabby acting (for most of the time anyway, and once you get used to the uncanny valley feel). The game also lets you be in situations that I have never seen outside of Interactive Fiction.
What really made the game interesting though was not the things that I liked, but the things that are slightly broke. Because of the way that QTE:s work, being a quite fragile system in terms of immersion, it sort of exposes your own usually hidden thought processes as you play the game. Also, the game's filmic nature and focus on a branching narrative makes it a virtual smorgasbord of game design theory to try out. This is what truly makes Heavy Rain worth playing.
Immersion as an essence
By far, the most important realization I got when playing Heavy Rain is how interaction is not mainly about giving the player interesting choices. When playing the game I never felt the need to make choices on the basis of seeing what would happen, instead I simply wanted the characters to act in certain ways in order to confirm to my expectations of how I thought they would (and should) be acting. What I think happens is that as we interact in a videogame, there is feedback loop between us sending input to the game and us getting information back from the game (in the form of visuals, audio, etc), which builds the basis of us feeling present inside the game's virtual world. The better this loop works, the more we feel as a part of the experience.
Heavy Rain is an excellent example of this process at work. When there is flow in the controls (which is usually in the scenes giving you direct character control, such as the early mall sequence), there is a very satisfying feeling of being one with the character. Then suddenly some weird QTE pops up and you either fail at completing it, or it simply does not give the result you expected, and once again you are pulled out of your sense of presence. The game is littered with moments like this, pulling you in and the throwing you back out. When Heavy Rain manages to sustain the belief of you having agency over the character, that is when the game is at it best. These are the occasions when there is a very strong loop of interaction going on and you are the most present inside the game's world. When this loop is broken, it does not matter what kind of interesting choices you might have at your disposal. The game immediately becomes less engaging the moment the loop of interaction breaks down.
In this light of thinking, QTE events make perfect sense. It is simply a rudimentary system for trying and sustain a feedback loop during various types of scenes. It is not about setting up a competition for the player, it is just a very blunt and unreliable system to sustain a sense of presence. I really doubt that QTE:s is the way to do narrative art in videogames, but it does gives us invaluable information on how to proceed.
What all this seem to indicate is that a videogame that wants to tell a story, should not use interaction to deliver a multitude of choice, but instead to reinforce the feedback loop of immersion. This might entail having choice, but the choices in themselves are not what is of the most importance, giving a very sharp focus on how to design the mechanics. It may actually be that the very future of making artful games with focus on narrative is to focus on this interactive loop of immersion. There is a lot more to discuss on this subjects and there are other things that also points in this direction. I am hoping to devout an entire post on that subject soon, so consider this a taste of things to come.
A final note: This "interaction as a means to create immersion" does not imply that the future of videogames are incredibly linear interactive cinema -far from it. In many cases a non-linear and open game world is essential in order to support the feedback loop.
The importance of determinism
In most games you have a pretty strong sense of what the protagonist will do when a button is pressed. Not so in Heavy Rain. Apart from direct movement and a few repeatable actions (like be able to shout your son's name in the mall scene), most of the time icons just pop up with vague hints on what the input will achieve. Sometimes you will learn what action might happen (such as that an up-arrow at a railing will mean that you will lean against it), but this takes a bit time and requires that a similar action has already been carried out.
In many cases this has a drastic reduction on the sense of presence. For one, it makes you unable for you to form plans. Simply by surveying an environment you cannot determine a course of actions (even if you know all trigger spots), and during action sequences it gets even worse as QTE:s may up at any moment in pretty much unguessable form. Making up plans is one of the basic corner stones of human intelligence, and possible the reason we developed a conscioussness, so not having the option of doing this is a hard blow against the sense of agency. Another reason it reduces immersion is that your character might not act in the way you intended. Before picking an action you almost always makes some kind of assessment of what will happen, but it is quite likely that this will be dead wrong. Thus the character your are supposed to feel a connection to, ends up performing an action that you did not intend. Of course, it is very hard to feel as a part oft he game's world when this happen.
This system stands in stark contrast with how Limbo works, where you are pretty much always certain of exactly what will happen. I think this is very much connection in the level of immersion Limbo manages to have throughout (unless you get stuck in trial and error of course), and how Heavy Rain stumbles through the entire experience. One should not be too hard on Heavy Rain though as the space of interactions that are possible to perform throughout the game by far outnumber those in Limbo. The real challenge for the future is to coming closer to multitude of actions in Heavy Rain, but still having the determinism of Limbo.
The understanding between Player and Videogame
Another big problem in Heavy Rain, which is related to the point above, is that the game sometime seem to work against you. It might seem obvious that this is a dealbreaker in terms of immersion and I have already discussed the problem of camera control in Dead Space Extraction. The issue can be a bit more subtle though and Heavy Rain serves as great example of this. For instance, in one scene I had made a plan of actions: to first bandage an unconscious person and then to poke around in his stuff. There really was nothing hindering me from doing so but instead the game removed my ability to interact directly after caring for the person. The game interpreted me wanting to help the guy as I also did not want to poke around, thinking that they two were mutually exclusive actions. Of course I thought otherwise and considered it no problem at all to do some poking afterward.
There are plenty of situations like this and it makes it quite clear that you should never move ahead on a bigger outcome from a choice without being certain that this is also what the player expects. I also see this as a problem of having major choices the player in a game that lack a high level simulation (like Fallout for example). Just the simple action of walking out a door can have many different meanings to a player, and one needs to be careful and make sure that most players have same idea of what it means. Once you throw branching paths into the pot, it gets a lot more complicated and clashes between player and game is much more likely to happen.
Emotional Simulation
An interesting aspect of Heavy Rain that I have not seen (at least not this directly) in any other game using QTE:s (or normal mechanics for that matter) is to trick the player into feeling certain emotions. The way it works in the game is that the player is forced to hold down a lot of buttons at the same time, while often also moving the stick around. This creates an uncomfortable and demanding way to hold the controller in, which is meant to simulate the way the onscreen character feels. While it might sound a little dodgy, it works quite well in many cases, especially in a scene containing self-mutilation.
The research behind this kind of response is actually very well established and designer Chris Pruett has hypothesized that the effect is probably a reason why many unforgiving horror games turn out to be extra scary (a design decision that comes with other problems though). The way it works is that we humans often do not know why we are feeling a certain way and unconsciously project it onto something else. For instance one experiment had people thinking that arousal due to their fear of heights was due physical attraction instead.
All is not good with this design in Heavy Rain though. Because the inputs you perform are not fluent (as it is prompted on a situational basis) and non-deterministic (as explained above) you are mostly very conscious of what you are doing with the controller. If the controls where more transparent (like in Limbo) you would be less conscious of your input, and any uncomfortable placement of the hand is much more likely to be projected into whatever the protagonist is doing. I think this can be very potent stuff if handled properly and let the player get immersed in experiences that would be hard to simulate in any other way.
Trial and error
Heavy Rain boasts that it does not have any game over screen, but it still manages to have is massive amounts of trial-and-error. This time the forceful repetition of events does not only occur in death threatening situations though. In Heavy Rain it often happens during extremely mundane actions like brushing your teeth and taking a shower. It is an extremely good example why this sort of design is so immersion destroying. From believing that you are playing an actual living character, the sudden requirement to repeat an event pulls you out from the experience directly. It is so obvious that you go from trying to become present in a virtual world to just trying and overcome a very mechanical task.
I think the biggest problem is that Heavy Rain is very sensitive in how you complete the QTE sequences. Let go of a button for a micro seconds and it results in an instant failure. When the game gets rid of so many other stigmas of old game design, it is sad to see it stuck in this one. I think the way it should have done it is to become a little bit more relaxed and to allow some more failures. Instead being competitive-like and very strict in the actions, it should instead check if the player tried enough to do something. As long as the players are playing along, I see no reason for punishing them. The game should have tried to keep the illusion of an interactive-feedback loop alive for as long as possible, instead of simply breaking it at the slightest incorrect input.
Some misc points
Now for some shorter stuff that I found interesting:
- When done right, the direct and free control method is by far the more immersive. However it also puts a lot of pressure on the character reacting in a proper way. Quite often, the character I was controlling ended up acting like a moron, walking into walls and the like, even if I really tried hard to control him properly. The constrained events do not suffer this problem, and have the characters act much more lifelike, but at the same time they do not have the same level of interaction required for deep sense of presence.
- Heavy Rain is at its best when simulating tightly space and time-wise bounded scenes. At these points it was much easier to give me a sense of having agency and to let me become one with the moment. The scenes self-mutilation, pushing through a crowd, escape from bench in cellar, etc are all great examples of this. Judging from what seemed to have worked best in Amnesia, I think a lot can be gained by taking this design further.
- The game is a great test bed for a game that has decisions with big ramifications, such as the death of main characters. My own conclusion from Heavy Rain is that all of these choices are probably unneeded and did not gain me much except the sense of missing out on the story. Interestingly, Heavy Rain feels quite different in this regard from a game like Fallout (with the, as mentioned, more higher level narrative simulation).
- Achievements (trophies on the ps3) really suck in story-centric game. Having gone through a scene and then getting a sort of grade, really removes the ability to make up your own mind of what just took place. It is quite similar to the "understanding between player and game" problem, as achievements has a high risk of going against the player's intentions (and does not really help gain anything).
End notes
As I think this post shows there are many reasons why Heavy Rain is a really interesting game to play. It does a lot of things that other videogames do not even dare to consider, and while it kind of fails on a lot of it, just attempting it is an important step on the way. If only more mainstream games were like this.
Also, after playing through Heavy Rain I have come to wish that there were more games like it. By that I do not mean more games with QTE:s (which I really hated much of the time) but games that allows the player to always progress and focus on a rich narrative experience. In most other games I either have to endure annoying puzzles or have to become an accomplish in a genocide. Given the high scores the game has gotten (from press and the public) I do not think I am alone in this. Please do not see this as an urge for people to copy Heavy Rain though, but instead to use the game it as a step towards something that truly makes use of the medium.
*Emily short has a really good essay on the story of Heavy Rain. Check it here.
Thoughts on Limbo

A while ago I played through Limbo for the first time. I thought it was quite an interesting experience for many reasons and been thinking for it on and off. Now that I have collected most of my thoughts on the game I thought it was time to write a little post about it.
Starting off, I thought the game had really nice visuals that really added to the mood. Small things, like the change in light level and tilt of the camera heightened the mood substantially. Another thing I really liked was the variety of activities and lack of puzzle repetition. Too many games just try and extend play time as long as possible, and it is nice to see games going in the other direction. All this has been said before though and is not what this post will be about. Instead I want to discuss some other things I realized when playing the game.
Limited Interaction
I think the biggest take-away from Limbo is how you do not have to give the player lots of actions in order to make a fresh and interesting experience. The basic actions in Limbo are move, jump, climb and grab. These are then used in a mixture of ways, constantly keeping the experience fresh by putting the variety in the world instead of the controller. This can be seen in other games like Shadow of the Colossus (but then to a lesser degree), and I think it really helps to heighten the player's feel of presence in the game. It only takes the player the first few minutes of the game to familiarize with the controls and the rest of the game can be spent on building up immersion, instead of constantly learning and remembering controls.
I think the biggest take-away from Limbo is how you do not have to give the player lots of actions in order to make a fresh and interesting experience. The basic actions in Limbo are move, jump, climb and grab. These are then used in a mixture of ways, constantly keeping the experience fresh by putting the variety in the world instead of the controller. This can be seen in other games like Shadow of the Colossus (but then to a lesser degree), and I think it really helps to heighten the player's feel of presence in the game. It only takes the player the first few minutes of the game to familiarize with the controls and the rest of the game can be spent on building up immersion, instead of constantly learning and remembering controls.
It is so often that games become about the mastery of the controls and I think that makes it so much harder to become one with the game's world. The faster the flow of interaction from player to game can become intuitive, the better. We do not want players to think of what buttons to press and sticks to pull. Instead we want players to directly express their wishes from mind to game, unaware of any intermediate hardware.
Puzzles and Limits
As I played Limbo I realized that most (if not all) interactions were directly added to the puzzles you have to solve. I felt that there could have been tons of extra elements to interact with in order to make the player feel more connected to the world.
But then I realized that the design of the game went against this. The puzzles in Limbo depend a lot on experimentation and thinking "out of the box". You have to try out every object in order to find a way to progress. If the game had had superfluous elements, then this would have made the experience so much harder. Players probably would have spent much time interacting with objects that were completely unrelated to the puzzle they were trying to solve, increasing the overall frustration and damaging the flow of progress.
This means that puzzles can be quite a hindrance if you want to make a living world. If the player's goal is to solve puzzles, then that forces you into make sure the rest of the experience supports this. And because of this having puzzles excludes a lot of things that could increase the player presence, emotional connection or just about anything that might work against the puzzle solving.
This is one reason why we will try to completely remove puzzles for our upcoming game (more on that in another post).
Trial and Error
I just have to mention the trial-and-error nature of Limbo as it is something that I have talked a lot about before and it is quite a prominent feature in the game. First of all, the "repeat and try again" mechanic that is used in almost every puzzles is something that ties into the general design of the game. It is quite clear that it takes the basic design from Another World but I link Limbo is a lot less frustrating.
What I found interesting is that the most annoying parts were not the puzzles where you died and had to restart, but where you missed some part of a sequence and had go back and try again. This mainly because the latter meant you had to redo a lot more and the deaths often had a sort of fun, morbid "gotcha!" mentality to them. Also when the world is reset and the game place you at a certain point you get a greater sense of focus on and a hint that you are on the right track. Just failing to do something always give you that nagging feeling that you might not have set up everything in the proper way.
Still, dying or not, for every time I had to repeat a part of the game, it became less about being present in it's virtual world and and more about figuring out an algorithm. I felt a clear change in my state of mind after just one or two attempts at a section. I am probably a biased here, and thus not best of test subjects, so would be interesting to hear what others felt.
A final note on this: Some people have argued that the cruel death mechanic heightened the tension in the game. However, I think the most important part of creating tension in Limbo was that you never know what to expect next. I never felt any increased tension after having failed once or twice, but instead my greatest tension was from anticipation. Coming closer to some strange branches or a weird contraption, my mind conjured up all sort of imagery of what could happen next. I think this sort of build-up is a lot more powerful, than simply adding cheap engagement from the knowledge that you had to restart (which rarely worked on me anyways).
Cut scenes
The last part I want to discuss are the cut-scenes, or more precisely the lack there of. It is still so common in games that you remove control from the players and then pan/zoom/guide the camera to make sure that the player watches some event (e.g. a creature emerging).
Cut scenes
The last part I want to discuss are the cut-scenes, or more precisely the lack there of. It is still so common in games that you remove control from the players and then pan/zoom/guide the camera to make sure that the player watches some event (e.g. a creature emerging).
Limbo does not do this, and it makes the events that you see so much more compelling. By using the game's space and character movement as a means of pacing, the events are very well directed, but without ever removing control from the player. I especially liked the villagers that you see running about and thought it was a shame that they were not utilized more. I would have really liked for a more coherent narrative to have come out of these encounters.
End Notes
Despite being mainly a game about solving puzzles, I think Limbo gives a lot of hints on atmosphere and narrative in games, both by things that it does good and things that it fails at. I also wish that we could see games with this kind of polish and interesting art direction, that had main focused on creating immersion, atmosphere and a compelling narrative. As seen when investigating games like Limbo, all the tools for creating truly expressive experiences already exists, it is just a matter of putting them to go use!
GDC Lecture now online!
The lecture I gave at GDC EU 2011 is now up here:
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success
It is one of three lectures that were put up (so far) and it is 100% free for you to watch :)
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success
It is one of three lectures that were put up (so far) and it is 100% free for you to watch :)
GDC Europe

panel at GDC Europe next week.
The lecture is called "Evoking Emotions and Achieving Success by Breaking All the Rules" and will be about some of the design in Amnesia and also touch upon a lot of subjects discussed in this blog.
The panel has the name "Beyond Fun: Perspectives on Video Games as Expressive Experiences", which will include 4 other swell guys and gals. In it I will have a lil rant called "Games or Toys".
Both of these will take place on Monday and be one after another. Hopefully I can put something or link to video after the convention is over.
Will anybody here be attending?
Amnesia Post-Mortem
A post-mortem for Amnesia is now up on The Escapist. You can read the whole thing here:
http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia
While not short, the article is a bit edited and does not go into details on all events. Still it should give a pretty good overview of how Amnesia came about.
http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia
While not short, the article is a bit edited and does not go into details on all events. Still it should give a pretty good overview of how Amnesia came about.
Is the player an artist? - Redux
In case you did not follow the comments on the last blog post with my views on the player as an artist, you might have missed that James Portnow from Extra Credits responded and he and I had a brief exchange. This discussion is now up on the Escapist in case anyone is interested in checking it out:
http://www.escapistmagazine.com/articles/view/editorials/misc/8976-Extra-Credits-Addendum-Discussing-the-Role-of-the-Player
The articles has lot of interesting responses from the readers. I think I have already said what I have to say, so I will not discuss it further here. However, do feel free to continue the discussion in the comments!
http://www.escapistmagazine.com/articles/view/editorials/misc/8976-Extra-Credits-Addendum-Discussing-the-Role-of-the-Player
The articles has lot of interesting responses from the readers. I think I have already said what I have to say, so I will not discuss it further here. However, do feel free to continue the discussion in the comments!
The Player - the artist?
Introduction
In this week's Extra Credits it was argued that we should treat the player of a video game as an artist and co-author of the game. One major point was that other media can be said to be valid without an audience, but not so for videogames. In video games a player is needed for the work to fully come to life. The other point was that players have an artistic role in this co-operative creation and that understanding the feelings that drive an artist can be used to make better video games. You can watch the whole video here:
http://www.escapistmagazine.com/videos/view/extra-credits/3555-The-Role-of-the-Player
While I think that Extra Credits is an excellent show, I do not really agree with this. The hypothesis of player-is-artist sound quite plausible at first, but I think that if you take a closer look it does not really hold up. I also think that if we choose to design games with this mindset, we might be missing out on very important things that can be done in the medium.
Why an audience is crucial
Consider the information that a novel transfers to its audience. More than often a few words is all that is given as base for the reader to imagine a scene. It is assumed that the reader is able to fill out large informational gaps, make assumptions and to even retroactively dress earlier scenes as new information comes along. A novel also throws a lot non-trivial concepts at the audience. Just consider something simple as a person being labeled as "depressed". In order for the reader to understand the state of mind of this character, a personal knowledge in human behavior and psychology is necessary. The reader simply cannot understand literature without a certain amount of experience.
What I want to say with this is that books cannot be enjoyed in a void. They have to be processed by a human with a certain amount life experience in order to come alive. An alien would be completely unable to understand any literature even if it could decipher the language. There are just so many prerequisites needed that a deep study of humanity would necessary for full comprehension. And even then it might not be possible for the alien to understand; the very workings of our minds is probably crucial for a proper enjoyment of the work.
Further more, the mental image painted up in our mind is not merely an opinion-based interpretation of the written text. It is a full blown world, populated and maintained by ourselves. We are not just doing a trivial text to sensory input conversion when reading. We are doing an actual simulation, constantly adding and updating details based on the written words of the novel. The book helps us a long on the ride, but at the end the heavy work is done by the audience.
This mental construction work is not passive exercise either. We choose where to read, what to skim, where to put focus, if something should be skipped and so on. This is even more evident in other media. When watching a movie, interactions with other audience members can help shape the experience (a simple example would be laughing during funny moments). When listening to a piece of the music, the settings, our own movements, etc all change the way in which we experience the piece.
Enjoying a work of art is a very human experience and I argue that in this regard videogames are not different from other forms of media. What is so special about video games is that data flows in two directions and that the audience can help shape the output to an extent far beyond any other media. However, that does not mean that experiencing a videogame is totally different kind of activity.
Why players are not artists
Unless a game is incredibly linear (e.g. Dragon's Lair) everybody who play it will come away with their own personal experience. Because of this it is easy to imagine that videogames differ a lot from other media by essentially making the player a story-teller. And as being story-teller is essentially equal to being an artist, it leads to the conclusion that players are artists. I do not think this holds up though.
Consider doing a trek through the woods. Even if several people follow the same route in the same forest, each one will have with very different experiences. Some might take side-tracks, have some unique encounters, do the trekking at a different pace, etc. The possibilities are essentially endless. The person doing the journey shapes his/her experience in a unique way and has a big responsibility in how it all turns out. Still, this is not an artistic endeavor.
That is until the hiker decided to write, paint, talk, etc about the trek. Once a narrative, in whatever media, is created of the personal experience, an artistic process takes place. The art is not in living the journey, the art is in conveying it to other people; to create a work that expresses the very personal sensory input, actions and emotions evoked.
The same is true for videogames. Even though the player posses a great freedom in shaping their path through the virtual world, this does not equal the player to an artist. Likewise, even though readers of books create and simulate complex worlds, this does not make the reader into an artist. It is not until the personal experienced is expressed in some kind of medium, be that a written narrative of a game session or a painting from a scene in a novel, that art is made.
Sure there are videogames that give great opportunities for creating art, Minecraft being an good example. However, this artistic creation is a side thing and is not a requirement. The players can simply just let themselves be one with world, build a shelter, etc. It is not until the player simply sees the game as tool and foundation for their own work when the line between player and artist really blur.
With all this I am not saying that the activity of enjoying art is void of creativity. As explained when discussing how we read books, I made it quite clear that it takes a lot of effort to do it right. However, this does not mean that the act of reading a book is categorically equal to writing one. Instead it is more like the difference between solving a puzzle and creating the puzzle in the first place. Both activities are creative and challenging, yet quite different.
Why this matters
Why even have this discussion? Is it not just a silly debate over semantics? Well in part it is. But if we do not take care and use the words properly they will start to loose meaning. If we would say that the activity that players participate in during play is the same as artistic creation, then I think we simply stretch the concept of artistic endeavors too far, making far less usable.
A more important reason is that the way we see the relationship between players and videogames greatly shape the direction we choose we take the design of videogames. Even though video games have a very different voice from other media, we should not think of the activity of experiencing it as completely different. I fear that if we see players as storytellers and artists, we will miss out on a lot of opportunities at expanding the videogames medium. If the player is an artist, then our focus on game developers will be on creating brushes. This implies a bottom-up design, were short-term effects trump the bigger picture. If we want make games with a deeper meaning this is not the way to go. Instead we must focus on a higher level, something I think the player's role as outlined here greatly encourages.
Also, saying that the player is an artist and storyteller shift the burden in the wrong direction. If we grant the player a large artistic role, we make it easy to blame the player for any lack of meaning in a videogame and discourage the creators from trying to add it. A painting should not require a painter to enjoy it, a play should not require you to act for it to be engaging, and so forth. Like great works of art in other media a videogame can require a lot from the player. However, this does not mean it is up for the player to create meaning and depth, it should instead be there for the player to find and become immersed in.
In this week's Extra Credits it was argued that we should treat the player of a video game as an artist and co-author of the game. One major point was that other media can be said to be valid without an audience, but not so for videogames. In video games a player is needed for the work to fully come to life. The other point was that players have an artistic role in this co-operative creation and that understanding the feelings that drive an artist can be used to make better video games. You can watch the whole video here:
http://www.escapistmagazine.com/videos/view/extra-credits/3555-The-Role-of-the-Player
While I think that Extra Credits is an excellent show, I do not really agree with this. The hypothesis of player-is-artist sound quite plausible at first, but I think that if you take a closer look it does not really hold up. I also think that if we choose to design games with this mindset, we might be missing out on very important things that can be done in the medium.
Why an audience is crucial
Consider the information that a novel transfers to its audience. More than often a few words is all that is given as base for the reader to imagine a scene. It is assumed that the reader is able to fill out large informational gaps, make assumptions and to even retroactively dress earlier scenes as new information comes along. A novel also throws a lot non-trivial concepts at the audience. Just consider something simple as a person being labeled as "depressed". In order for the reader to understand the state of mind of this character, a personal knowledge in human behavior and psychology is necessary. The reader simply cannot understand literature without a certain amount of experience.
What I want to say with this is that books cannot be enjoyed in a void. They have to be processed by a human with a certain amount life experience in order to come alive. An alien would be completely unable to understand any literature even if it could decipher the language. There are just so many prerequisites needed that a deep study of humanity would necessary for full comprehension. And even then it might not be possible for the alien to understand; the very workings of our minds is probably crucial for a proper enjoyment of the work.
Further more, the mental image painted up in our mind is not merely an opinion-based interpretation of the written text. It is a full blown world, populated and maintained by ourselves. We are not just doing a trivial text to sensory input conversion when reading. We are doing an actual simulation, constantly adding and updating details based on the written words of the novel. The book helps us a long on the ride, but at the end the heavy work is done by the audience.
This mental construction work is not passive exercise either. We choose where to read, what to skim, where to put focus, if something should be skipped and so on. This is even more evident in other media. When watching a movie, interactions with other audience members can help shape the experience (a simple example would be laughing during funny moments). When listening to a piece of the music, the settings, our own movements, etc all change the way in which we experience the piece.
Enjoying a work of art is a very human experience and I argue that in this regard videogames are not different from other forms of media. What is so special about video games is that data flows in two directions and that the audience can help shape the output to an extent far beyond any other media. However, that does not mean that experiencing a videogame is totally different kind of activity.
Why players are not artists
Unless a game is incredibly linear (e.g. Dragon's Lair) everybody who play it will come away with their own personal experience. Because of this it is easy to imagine that videogames differ a lot from other media by essentially making the player a story-teller. And as being story-teller is essentially equal to being an artist, it leads to the conclusion that players are artists. I do not think this holds up though.
Consider doing a trek through the woods. Even if several people follow the same route in the same forest, each one will have with very different experiences. Some might take side-tracks, have some unique encounters, do the trekking at a different pace, etc. The possibilities are essentially endless. The person doing the journey shapes his/her experience in a unique way and has a big responsibility in how it all turns out. Still, this is not an artistic endeavor.
That is until the hiker decided to write, paint, talk, etc about the trek. Once a narrative, in whatever media, is created of the personal experience, an artistic process takes place. The art is not in living the journey, the art is in conveying it to other people; to create a work that expresses the very personal sensory input, actions and emotions evoked.
The same is true for videogames. Even though the player posses a great freedom in shaping their path through the virtual world, this does not equal the player to an artist. Likewise, even though readers of books create and simulate complex worlds, this does not make the reader into an artist. It is not until the personal experienced is expressed in some kind of medium, be that a written narrative of a game session or a painting from a scene in a novel, that art is made.
Sure there are videogames that give great opportunities for creating art, Minecraft being an good example. However, this artistic creation is a side thing and is not a requirement. The players can simply just let themselves be one with world, build a shelter, etc. It is not until the player simply sees the game as tool and foundation for their own work when the line between player and artist really blur.
With all this I am not saying that the activity of enjoying art is void of creativity. As explained when discussing how we read books, I made it quite clear that it takes a lot of effort to do it right. However, this does not mean that the act of reading a book is categorically equal to writing one. Instead it is more like the difference between solving a puzzle and creating the puzzle in the first place. Both activities are creative and challenging, yet quite different.
Why this matters
Why even have this discussion? Is it not just a silly debate over semantics? Well in part it is. But if we do not take care and use the words properly they will start to loose meaning. If we would say that the activity that players participate in during play is the same as artistic creation, then I think we simply stretch the concept of artistic endeavors too far, making far less usable.
A more important reason is that the way we see the relationship between players and videogames greatly shape the direction we choose we take the design of videogames. Even though video games have a very different voice from other media, we should not think of the activity of experiencing it as completely different. I fear that if we see players as storytellers and artists, we will miss out on a lot of opportunities at expanding the videogames medium. If the player is an artist, then our focus on game developers will be on creating brushes. This implies a bottom-up design, were short-term effects trump the bigger picture. If we want make games with a deeper meaning this is not the way to go. Instead we must focus on a higher level, something I think the player's role as outlined here greatly encourages.
Also, saying that the player is an artist and storyteller shift the burden in the wrong direction. If we grant the player a large artistic role, we make it easy to blame the player for any lack of meaning in a videogame and discourage the creators from trying to add it. A painting should not require a painter to enjoy it, a play should not require you to act for it to be engaging, and so forth. Like great works of art in other media a videogame can require a lot from the player. However, this does not mean it is up for the player to create meaning and depth, it should instead be there for the player to find and become immersed in.
Finding videogame's true voice

The main gist of this post is that we are not using the full narrative capability of video games. I believe we fail to take into account certain aspects that lie at the core of making artistic creations powerful and thus miss out on crucial strengths of the video game medium. To get to the core of these strengths, I will first have a look at other media (specifically film and literature), and then explore what lessons that can be applied to video games. What I end up with is a way of thinking that use basic elements of the film and literature experience, yet is quite different from these.
It is very easy to look at other form of media, see what they do well, and then try and copy this. I think this is a big problem for video games. Whenever a game focusing on a narrative-oriented experience is made, it is instantly compared to other media and judged according to their strengths. For instance it is very common praise to call video games cinematic, or to concentrate critique on their plot structure. Obviously, I do not think this is the right approach. Instead I think we need to take a step back, and consider what it is really in these other media that makes them work. We must then explore in what ways these concepts can (and if they can!) be applied to video games.
My suggestion for this "magical essence", which I will outline in this article, are empty spaces. The bits that require the audience's participation and imagination. Basically, the part of art that require us to be human.
The power of imagination
First of all let us take a look at literature. For this "The fall of the house of Usher" by Edgar Allen Poe will be used as an example:
"I know not how it was—but, with the first glimpse of the building, a sense of insufferable gloom pervaded my spirit. I say insufferable; for the feeling was unrelieved by any of that half-pleasurable, because poetic, sentiment, with which the mind usually receives even the sternest natural images of the desolate or terrible. I looked upon the scene before me—upon the mere house, and the simple landscape features of the domain—upon the bleak walls—upon the vacant eye-like windows—upon a few rank sedges—and upon a few white trunks of decayed trees—with an utter depression of soul which I can compare to no earthly sensation more properly than to the after-dream of the reveller upon opium—the bitter lapse into everyday life—the hideous dropping off of the veil. There was an iciness, a sinking, a sickening of the heart—an unredeemed dreariness of thought which no goading of the imagination could torture into aught of the sublime. "
This is an excerpt of a quite lengthy passage where the narrator describes the House of Usher as he approaches it. Even though it says a lot, it gives us very scarce information of how the house actually looked like. The focus is instead on the feelings and actions of the protagonist. The text tells us the response that the imagery evokes in the narrator and based on that it urges us to make up our own mental image of the scene. This is typical for literature. Descriptions are usually sparse and instead emotions and events are used as to paint a scene for the reader. A lot of responsibility is shouldered on the audience, certain knowledge is assumed and this (which I think is especially important to highlight) without the author losing any artistic control.
Next, let us consider movies. Normally one would think of movies as being very exact in their portrayal of a story, almost like a window to an alternate reality. However upon a bit of analysis it is clear that this is not the case. Film requires us to make non-trivial connections between sequences and invites us to read the minds of the actors. The Kuleshov Effect makes a clear case for this. Just watch the following video yourself and consider how your interpretation of the face changes depending on the context in which it is shown:
As we see a character on screen, we are meant to start imagining what that person might be feeling. Whenever a cut is made, it forces us to make up a casual relationship between the juxtaposed events. This can easily become quite complex as this short clip from the famous Odessa stairs sequence show:
Somehow we are able to make sense of this cacophony of imagery, constantly making connections between clips, weaving our own coherent narrative inside our minds. Just as books require readers to fill in the sensory details of a scene, a film forces the viewer to imagine the emotions and casual relationships portrayed. Both literature and film heavily depend upon the audience's imaginative interpretation and will lose its impact without it. I would even say that the greater this gap of imagination is, the more room for interpretation, the more powerful and artful the work becomes. By this I do not mean that the more obscure art is, the better it becomes. Rather, the ability to leave plenty of gaps for the audience to fill, without making the work incomprehensible and meaningless, is what makes great artists and great works of art.
Filling a gap
Even though this audience participation required in books and movies might not be obvious at first, it does not feel that strange once you realize it. It is quite easy to see that we make up worlds in our head when reading or that we construct a fluent narrative from edited imagery when watching movies. But viewed from the perspective of somebody who encounters this for the first time, I would say that is far from evident. It is really quite weird that we can count on the audience to build up whole scenes in their heads. This based on almost purely emotionally descriptive content. Dialog in literature is a great example of this, where the spoken words are alone at conveying the look, actions and sometimes even emotions of the characters involved. There are tons of background knowledge required to makes sense of this, and it would be extremely hard to teach computers the same tricks.
I bring this up mainly because I want to show that, even though all of this is now part of our everyday life, it is far from self-evident truths. For instance, film editing took a while before it was properly figured out, and its complex usages even longer. This should hint us that whatever there is left to figure out about the videogame media, we should not expect it to be self-evident or even seem like it would work when first encountered.
Another important reason for bringing this up is to show that all of these gap-filling has a retroactive aspect. For instance when connecting clips in a film, the whole meaning (ie the action that the clips portray) come together afterwards. Yet to us it seems like a continuous experience and in a way we actually inject false memories of an imagined event. This is basically how animation work, where we first see an object in one position, then in another, not until both event are experienced making our brain interpret the entirety as if motion occurred. However, we never experience it like that; we simple see it as a motion of an object from one point to another and do not notice the mental effort required.
This is even more evident in literature where descriptions of objects can come far after they were first introduced. Even though this may seem like a jarring discrepancy, it pose no problem to us and we can meld these new facts with the earlier event portrayed. For example, if we remember a tale the early happenings exist in our mental images with the detailed characters shaped during the full read-through. They are no longer the unknown entities they were when we read the passage for the first tine.
What this tells us is that we should not be afraid of giving the audience incomplete information or experiences. Not only does this "removal of facts" not pose a problem, but it actually seem essential in creating a powerful experience. It is actually as if something "magical" happens when we are forced to complete the work ourselves.
Side note:
Split-brain persons show a very extreme example of our human urge to, often unconsciously, fill these sort of gaps. For example, outlined here are some experiments where the subject effortlessly made up details from incomplete information without conscious knowledge about it. I think it clearly shows how the brain is hard-wired for this kind of behavior and that it is essential to what makes us human. This visual illusion found here also show how eager we are to create casual relationships, and how the context makes us change how these are made.
In search of the void
It is now time to take a deeper look into games and to search for an equivalent of the "gap filling" concepts found in literature and films. Instead of meeting this head on, I think it is important to discuss what it is that is especially distinct and descriptive (and thus not requiring the audience's interpretation) in games. I would say these things are:
- Details of the world. Not only are games extremely clear on what a scene looks like, they often allow it to be exploration and makes it possible to very closely examine the various parts of the world. This is something that is especially true for 3D games, where players can view objects from almost any angle they please.
- The fluidity and coherence of actions. As players are in direct control of the protagonist, there is never any doubt of what events are taking place. Because of the interactive nature of video games, a constant feedback loop of actions and consequences are required, forcing the events taking place to be exact. Video games are all about right here and right now.
The above points mean that if we want to leave room for imagination in games, it cannot be the scene building from literature nor the connecting of events in film. With the level of detail of the world provided, little is left to the imagination. And the fluent events demanded leave very little room for players to fill in their minds. So what other gaps are there to be filled? To find this out, we need to take a look at a core feature of video games: interactivity.
So what exactly does interactivity encompass? I like Chris Crawford's definition (from this book):
"A cyclic process between two or more active agents in which each agent alternately listen, thinks and speaks."
What I like about this wording is that it makes it clear that interaction is not all about a user providing input. It is also about considering and then reacting to this input, and that the same applies for both sides (meaning both the human and computer). When it comes to finding opportunities for adding gaps of imagination, these are all of course on the humans side. Also note that the gaps might take place at any of steps: listening, thinking or speaking. With this in mind, I will make an attempt at some gap finding.
So where in this interactive cycle does there exist room for the imagination? The most obvious place is of course the "listening" (meaning any input). Even though we get a clear view of how the world looks like, there are still things left for our us to craft in our minds. This is something that is already present in some games and comes in the form of "environmental storytelling". Through exploration players can pull information from the world, gather details on past events and imagine emotional states of the world. Bioshock is a good example of this, where much of the attitudes and history of the sunken city can be found out purely by, the interactive process, of exploring the environment.
However, environments are lifeless entities, and while they can portray the aftermath of actions, they do not give us any feeling of agency. This greatly lessens the impact and diversity of imaginative gap-filling players can make. To take this to the next level, it is quite obvious that we need to included simulations of conscious beings. This allows us to construct mental "theories of mind", something that greatly increases the possibilities of expression. The problem is that we simply cannot do this with current technology, except at a very rudimentary level. While our techniques for facial expression is constantly getting better and better (L.A. Noir is a good example), this is only meant for prerecorded usage. When it comes to real-time procedural generation of expressive characters, we are at an extremely primitive stage. Because of this I believe that this can be very interesting to explore in the future, but not something that can be used right now.
So what else can be done? With expressive characters in real-time not an option, we must turn focus onto the actions themselves instead. As stated above, the events in video games do not leave any room for interpretation. But there still room for the imagination here though. What actions to make and why the are made.
Constrained role-playing
Imagination of the what and why of actions probably sounds a bit strange and needs some explanation. When players take control of an avatar in a video game, they are free to do what they please as long as it is accordance to the rules of the game world. This freedom might seem as the kind of gap that can be used to mimic the "magic" from literature and film. However not in the way actions are normally implemented: very specific and unambiguous. I reason so because there are two major problem with this approach.
The first is a technical one, namely is that it is pretty much impossible to give the player access the space of possible actions for any given situation. This means that there will always be events that the player can think of, but will be unable to carry then out. This limits the ability to role-play and might also leave, according to the player, the most intuitive and plausible action unavailable, breaking up flow and presence. The second problem is that the more events are added to aid role-playing, the harder it is to have artistic control, making the experience into an open-world simulation instead. As both of these problems work against one another, I think we have gotten pretty much as far as we can using this kind of design.
My suggestion for solving this problem is to have a limited number of actions available, but to lure players into imagining that the actual action performed was exactly the one they wanted to do. A very simple example of this can be found in games Samarost and Windowsill where the player can never in advance know what a mouse click will result in, yet when the action occurs it feels very intentional. This imagined motivation does not have to occur on a such low level though, and can include larger segments of the game. An example of this is The Path, where players are thrown into strange environment and forced to make up their own reasons for being there. Often this is something that is built up over a long time, yet greatly shapes how you view your entire session. I am not saying that these games are doing it the right way, only that they incorporate rudimentary versions of the ideas I am talking about, and hence can give one a basic hint of where to start from.
I bet that many will think of this concept as cheating. How can tricking the player be a proper design choice? If the whole interactive experience is an illusion, how can it carry any meaning? I argue that the same is true for other media. The events that you think happen on in film are in fact illusory too. Not only in the way that they merely consist of acting, set pieces and post production effects, but that many of the actions perceived was never filmed at all. They were instead conjured in the mind, by interpreting visual and auditory stimuli. The same is true for literature, were most of the mental images are never found in the text. Despite of this we do not describe the experiences these media give us as meaningless tricks.
Why "motivational imagination" sounds so strange has to do with the nature of interaction. When we watch a movie or read a book, this is passive experience where data only flow as input. But in the cycle of interaction, we are also part of creating output data. So when we create gaps of imagination for this kind of art work, we are unable to see it as a one-way stream of information, but have to include ourselves into it as well. The upside of it all, besides the solving the problem of role-playing, is that it fits neatly into same kind of concept that gaps in literature and film build upon. First of all, it contains a retroactive aspect to it, as players will need to digest a certain amount of data before settling on a certain motivation. It also forces us to make up a theory of mind, not for a fictional character, but for ourselves, inversely figuring out how we could come to a certain conclusion.
With this hypothesis I am not urging people to create games that are extremely linear and only require a single input. I still believe that we can have a wide palette of interaction choices, but that we might not want to be too specific about the exact actions that ought to occur. This is actually very closely related to the concept of player-avatar-symbiosis that have been discussed in an earlier post on this blog. I also do not believe that this takes away anything from the experience, but only adds to it, just like the same line of thinking does to other media.
End notes
This is far from a full theory at this point, and "environmental storytelling" and "imagined motivation" are most likely not the only imaginative gaps that can be used in games. Because of this I would be very interested in getting feedback and to hear your response on this work.
I would also like to point out that all of this awfully untested. It would be really interesting to see some Kuleshov-like experiments on the concept and see what kind of results can be made. It might be the case that this hypothesis does not work at all, or it might that it lead to wonderful and totally unexpected insights.
I also want to add that not all kind of experiences can be created like this. The same goes for literature and movies too, where leaving too much up to the audience simply does not work. Non-fictional books is one thing that comes to mind. Still, that is not a reason to not try this out. Before we try out all options that the video game medium provide, we will have no idea what can be accomplished with it.
Additional Notes: In Scott McCloud's book "Understanding comics" two similar "imaginary gaps" are explored in the medium of comics. One is the literal gaps between panels, that forces the audience to complete the missing information implied to be between. This is very much like what is found in books and movies, as it forces the reader to use external knowledge and also comes with a retrospective aspect. The second gap is one of cartoon symbolism, where simply drawn characters often can be more expressive than detailed ones. Again this requires quite a bit of interpretation from the audience.
I think this shows that the features discussed in film and book, apply to other media as well, making me more confident that they ought to play a big role in video games too.
Acknowledgments: This essay has been greatly inspired this post by Michael of Tale of Tales. If not for him I would probably have never started thinking in this direction and none of the above would have been written.
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