Sunday 15 January 2012

What every game developer needs to know about story: John Sutherland

Week 10 reading was a Gamasutra article describing to game designers the basics of story, and what is consists of. Throughout the whole article a line was being constantly drummed into the readers heads; story is conflict. As with the constant advancement of technology, the quality of the games designed are also following suit. The game standards bar is rising and this is increasing the amount of interaction us as players want with our games. Stories are one of the features within games that are being influenced, story and storytelling is a human experience and is part of our ancestry, an item i mention in my most recent post on 'funativity' by Noah Falstein.

This article stresses that Games aren't movies!

Movies were the first of their time, as are game currently. Movies have had their time of experimentation and have had their time to refine what they do best, storytelling in the medium of picture and sound. However games have their own tools and features that make them stand out from movies, and that is player interaction. This conflict in these stories used have to be planned out from the start, many of the classical stories use a basic layout which if kept too can makes your story passable, but not exceedingly good. The structure goes like this:

First, there's a protagonist, a hero.
His or her world is thrown out of order by an inciting incident. (Look at the sabotaged dope deal in Grand Theft Auto: Vice City for a good example of this.)
A gap opens up between the hero and an orderly life.
The hero tries the normal, conservative action to overcome the gap. It fails.
The world pushes back too hard.
The hero then has to take a risk to overcome the obstacles that are pushing back.
Then there is a reversal. Something new happens, or the hero learns something she didn't know before, and the world is out of whack again. A second gap has opened up.
The hero has to take a greater risk to overcome the second gap.
After overcoming the second gap, there is another reversal, opening a third gap.
The hero has to take the greatest risk of all to overcome this gap and get to that object of desire, which is usually an orderly life.

So now we move onto characters and why characterisation is important within a game. Character is not what the person looks like but it is how the hero/villain acts towards situations and scenarios. This character should be revolved around by the other characters in the storyline. The article suggest that the game world should always be antagonistic towards the character to increase the amount of struggle the player has to endure.

Reversals:

John Sutherland suggested the use of reversals are paramount to creating conflict. He says that each act within the story are driven by reversals. These reversals Can lead to 3 different types of conflict:

Internal conflict (typically novels) - Inside your head
Interpersonal conflict (typically plays) - Between different people
External conflict (typically movies/games) - Society in general/outside world.

Plays are 80% Audio 20% Visual
Movies are 80% Visual 20% Audio

Sutherland goes on to say that within games, if you are able to make the player do something the see the story, then that is the up most priority, however showing the player is second priority, and then telling them in last.

DO - SHOW - TELL


Why we play games: Natural funativity. Noah Falstein

'Fun' is a word used to describe a source where we can receive enjoyment from. Fun can be hard to describe, but we know when we have experienced it, regardless of how hard it is to describe.

Paleolithic pastimes:

As humans, we have a strong dependency on social interactions with one another. This also leads to another dependency that we need. An establishment in our families and the ability to maintain this place in our families.

(RSS) Refined Sugar Syndrome is a theory that considers the way we behave towards things that give us pleasure. As humans in our past history we have always strived to get more of the things that taste sweet in this world. Sugar being a natural substance found in fruit, as ancient beings we found the sugary fruits and treasured them. However nowadays we have been able to produce a concentrated form of this substance. This is now true with the act of play, we have taken the simple act of playing and turned this into a concentrated source that is a video game. Our ancestors played games as a form of entertainment and as a way to keep their survival and hunting skills sharp and a constant improving.

Physical fun:

One of our primary urges as human beings is the survival instinct, anything that threatens our survival automatically commands our full attention and awareness. Games tend to tap into this theme to capture players and immerse them further into their games. As this urge is an automatic instinct, players find it hard to ignore, its built into our mind set. This can be considered to the whole mass entertainment media. Even films put viewers in a state of mind of survivability to capture their attention. This physical fun relies on strong muscles and good coordination. A theory as to why sports are popular, these often focus on physical strength and team cooperation. These activities go back in our history as they are similar to the hunting and surviving instinct of our ancestors.

The article mentions why many game items can easily be relevant toward our ancestry.

Casinos - Berry picking
Collectible games - Gatherers
RTS,RPG,FPS - Travellers/discovery
Weapons/hand tools - Stone tools

Social fun:

Games bring people together, it creates a ground for us to build social interactions and increase the development of language. It has also given us an indirect way of learning and increasing the ability of our process of improving our survival instincts. The existence of storytelling shows that our ancestors enjoyed or at least had the desire to communicate and socialise with each other.

MMO's can create the basis of socialisation from many different features in the game. Chat rooms can open up where people discuss experiences and such they have had in the game. The media is constantly expansive which then create more social interaction. A reason why many people play these games and a reason why many game developers focus on this aspect of their games.

Mental Fun:

Games that challenge us mentally, lure some players in just for that challenge.  We have developed as human beings to have a large brain that holds so much information and this has given us the advantage of learning to survive and adapting over time. The constant expansion of our brains has given us quicker reactions, recognising patterns and important decisions.

Blended fun:

These games are smart as they use more than one of these natural funativity 'types' in their games to lure or attract in more than one type of gamer. Different gamers prefer different types of funativity, and so tapping into more than one type of funativity, they can gain a wider audience for their games.


All these types of funativity need to be considered when designing an original game that can be fun. However i never took the time to think how deep in history our instinct to have fun and entertainment were.



Games Britannia Part 2 of 3: Monopolies and Mergers

Following on from the previous episode, here Benjamin Woolley shows us the influences of board games over the last 200 years on British society and how they have developed into game that can become a moral teaching for many people.

One of the games that stood out for me in the programme was a game titled The landlords game, it was a board game invented and patented by Elizabeth Magie in 1904. The game was supposedly designed to explain to people how the 'land grabbing' and renting system worked. It was also used to provoke children to gain an awareness over unfairness, hopefully taking this new awareness into adulthood. This game was first published in Great Britain in 1913 with the title Brer Fox an' Brer Rabbit, this game later was the major influence that then created the most popular board game in history - Monopoly. The similarities can easily be seen, but the versatility of this game was that each place on the board can be changed by naming them differently, a feature that has made the current monopoly so successful. Depending on the place of sale, the board can have specific place names that are popular to the place of sale.

After this point, family board games were being produced to bring families through the Great depression, Cluedo and scrabble became a popular family game during this time, these them started to form the biggest game companies at the time, some even are around now, producing the same games.

But since then not much has changed in the content of board game, but they are just not as poular as they used to be. New board games such as War on Terror by Trrorbull games have similarities to Brer Fox an' Brer Rabbit as they both contain content in which relates to the current world, it was designed to give people the chance to see why countrys do what they do to acquire countries and land, and how much cheaper it is to fund terrorism. This is mainly just a play on satire, but the game company are finding it hard to find suppliers that will stock such a sensitive game.



The final part of this series, Woolley will be looking at the 'Joystick generation' and viewing how videogames have affected us as Britains.

Wednesday 11 January 2012

Why We Play Games: Four Keys to more more Emotion without story

Why do we play games? Well we play games to change or structure our internal experiences, these experiences create an emotional impact on ourselves as the player. Emotions are important to human beings as it is a way of expressing ourselves and to communicate to other human beings. Many games use tools in order to create challenges for player to overcome, as these challenges are attempted it can create a variety of emotions such as frustration and anger, but the reward of completing these challenges can be relief and happiness. This happiness can be that breakthrough people play to step into their own fantasy world and escape their everyday life. XEODesign are a company the specialise in player experience research and design for mass market interactive entertainment. Here they have constructed a field study upon 30 different players of many different games in order to find out what makes them tick and what makes them want to play games. Over playing a variety of games they came up with a set of Keys to emotion with story:

  1. Like: What players like most about playing
  2. Emotion: Creates unique emotion without story
  3. Games: Already present in ultra popular games
  4. Theory: Supported by psychology theory and other larger studies
The research carried out showed that each key is a reason why people these games.

Hard Fun:

Players mostly players as an attempt to overcome obstacles. Hard fun is a way of creating emotions by structuring the players experiences towards them pursuing a goal. This mainly focuses on the reward factor of the goal is achieved. This technique can amplify frustration and passion for completing goals, players enjoy the relief from frustration and this one reason why people play. Hard fun can attract people who enjoy a challenge and often say things like:

  • I play to see how good I am
  • I play to beat the game
  • I play to have multiple objectives
  • I prefer using strategy rather than luck
Easy Fun:

This type of fun attracts players who just play for the sheer enjoyment of the experience of playing the game. This enjoyment often uses the sense of curiosity which entices the player to delve deeper into the game world. The sensation of wonder and shock often lures these players into the game. They often have a short attention span so adventurous games keep them satisfied. These players often use these words to describe their reasons for playing:


  • I play to explore new worlds with intriguing people
  • I play for the excitement and adventure
  • I play because I want to figure the story out
  • I play because I want to see what happens in the story, even if I have to use a walk through
  • I play because me and my character are one
  • I love the sounds of the cards shuffling
  • I play because of the growing dragons
Altered States:

These type of people play games that generate emotion with perception, thought, behaviours and playing with other people. A majority of people confess they play games because it makes them feel better about themselves, these games are used to move players from one mental state to another. Players who receive enjoyment from these mention that:

  • They enjoy letting the game clear their mind by clearing a level
  • They feel better about themselves whilst playing
  • They play to avoid boredom
  • Being better than someone at something that matters
The people factor:

These games create opportunities for player interaction and competition. These players often play just for the social aspect of the game. Players will even play games they dont like just because they enjoy socialising with the people who play. Tempers can flare and jokes can be thrown but its all part of the game. These players often feel that:

  • It's the people who play that are addictive, not the game itself
  • I want an excuse to invite my friends over for some games
  • I don't like playing games, but its a fun way to spend time with my friends
  • I don't play, but it's fun to watch.
Why some people no longer or never want to play:

Some people don't want to play games as they value other things in life with a higher valued responsibility such as jobs or raising families. Some never want to play again because they know that games can become addictive and develop bad habits. Some even regard games as against their morals.

"I won’t play his games, because someone has to take care of the kids!” –Wife of a Hard Core Gamer

My iterations of The Royal Game of UR

Recently I had to write an essay about iterating an ancient board game from the 2600BC period. This is the oldest known game to man and I found this one of the most interesting games I've had to study. The game consists of a set of nets which combine to be the game board which the players have to manoeuvre around to get the end to score a piece. The players roll a set of 4 D4 dice with 2 sides marked in order to move around the board, this gives the game an element of chance with these game bits. The game board was found to have specially decorated cells and consistently throughout there was found to have a rosette square believed to have importance with the game play.


My task was to iterate the current mechanics of the game to improve the games overall playability. But before we can iterate the rules, what were the rules?
 The most basic rules are currently considered to be these:
  • Using four sided dice, each players moves their pieces around the board, the player must roll the exact number to leave the board.
  • If a piece lands on a marked rosette square(one with a star on it in this case) the player receives another go.
  • If a piece lands on a square with an opposition piece on it, the piece is removed from the board and must restart.
  • A piece on a marked rosette square cannot be taken.
  • First player to get all 7 pieces to the end wins the game.
Board diagram:


My iterations of these rules were and why:

Players were able to stack two game pieces on top of one another and move them simultaneously, the player was only allowed a maximum of two stacked, this was because when we played by the original rules the game lasted too long and so we iterated this so that we could speed the game time up.
Players who landed on the rosette square were not allowed to stay on there, they had to roll and move that piece instantly, this was iterated as players began to 'camp' on the rosette squares and it became frustrating for the other player.
Because of both these iterations, it created another problem with the game dynamics, players began to put stacks on rosette squares which gave them the ability to move their stacked pieces up the board too fast, so we made a mechanic which stopped the players from putting stacked pieces on rosette squares. From these iterations we found the game ran faster, yet not too fast. It made the game more enjoyable to play.



Game board image: http://www.britishmuseum.org/images/ps121289_m.jpg