story and gameplay uc santa cruz school of engineering [email protected] 11 february 2008 michael...

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Story and Gameplay UC Santa Cruz School of Engineering [email protected] 11 February 2008 Michael Mateas

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Story and Gameplay

UC Santa CruzSchool of [email protected] February 2008

Michael Mateas

UC SANTA CRUZ

Narrative

Games can tell stories A game’s narrative is the aspects of a game

that contributes to it telling a story Questions concerning whether games are narratives,

or whether narrative provides just one way to look at games are still actively debated.

Narrative is also used to describe the story itself

Computer games stretch the notion of narrative The interactivity of computer games, like the

interactivity of hypertext, pushes hard against existing theories of linear narrative

No longer just one privileged story being told; many possible ways to experience a non-linear narrative (computer game, hypertext fiction)

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Structures for Game Narrative

Embedded narrative Pre-generated narrative content that exists prior

to a player’s interaction with the game Cut scenes, back story Are often used to provide the fictional

background for the game, motivation for actions in the game, and development of story arc

Emergent narrative Arises from the player’s interaction with the

gameworld, designed levels, rule structure Moment-by-moment play in the game creates

this emergent narrative Are there any games that actually have

emergent narrative?

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Example of embedded narrative

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Emergent narrative Stories are well-structured, that's what gives

them their narrative force Unified causal chains Closure Emotional response

Achieving this structure requires an author, but interactivity is about player choice

Why is emergent narrative so hard to design?

““I won't go so far as to say that interactivity and storytelling I won't go so far as to say that interactivity and storytelling are mutually exclusive, but I do believe that they exist in an are mutually exclusive, but I do believe that they exist in an inverse relationship to one another…inverse relationship to one another…

Interactivity is almost the opposite of narrative; narrative Interactivity is almost the opposite of narrative; narrative flows under the direction of the author, while interactivity flows under the direction of the author, while interactivity depends on the player for motive power…”depends on the player for motive power…”

Ernest Adams in GamasutraErnest Adams in Gamasutra

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Interaction logic

An interaction logic provides the computational primitives that a game designer uses to design gameplay

An interaction logic provides Commitments about what kinds of underlying

game state the player can change Commitments about how current game state

influences future game state

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Graphical logic

Currently games are based (almost) solely on graphical logic

Computer graphics made playable Movement Collision detection

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Simulation logic

Strategy and sim games make use of simulation logic

Simulation made playable Resource management (causal chains) Input change

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Forced to skin

All game content currently expressed using graphical or simulation logic

Skinning – the re-labeling of visual or simulation elements

How can we build games where the game mechanics themselves are story-based?

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Need interaction logics for story

Plot structurePlot structure

Tensio

n/C

om

ple

xity

Time

Exposition Incitingincident

Rising action

Crisis

Climax

Falling action

Denouement

CharactersCharacters• Personality• Emotion• Self motivation• Change• Social relationships• Consistency• Illusion of life

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Return of the King

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Harry Potter and the Sorcerer’s Stone

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Taxi Driver

??

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Whoops….

Movie: “The film can be seen as a series of his failed attempts to connect, every one of them hopelessly wrong… His utter aloneness is at the center of Taxi Driver… We have all felt as alone as Travis. Most of us are better at dealing with it.”

Game: “Travis has some brutal combos for exacting some lethal revenge. If you shoot a bad guy in the knee, you can then follow up with some melee combos resulting in a finishing move.”

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Façade

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Game reinforcement and feedback

Concrete player actions directly manipulate state Game state is primarily numeric, relatively simple The score is directly communicated to the player

Run, jump, shoot

Position, time, score

Game state

“Score” (summary state)

Game

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Façade as social, dramatic game

Abstract player actions (discourse acts) manipulate social state Game state is heterogenous, multi-leveled, symbolic and numeric Score is indirectly communicated through dramatic performance

Praise, bring up topic, flirt

Enriched dramatic performance

Game state

Head game scoresGame

Abstraction1

Abstraction2

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Façade’s social games Affinity game

Player must take sides in character disagreements

Hot-button game Player can push character hot-buttons (e.g. sex, marriage) to

provoke responses

Therapy game Player can increase characters’ understanding of their

problems

Tension Not a game, but dramatic tension increases over time and is

influenced by player actions (e.g. pushing character hot-buttons can accelerate the tension)

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Multiple, mixable progressions

Each social game, plus tension, forms a mixable progression

A progression consists of Units of procedural content (e.g. beats,

beat goals) A narrative sequencer that manages the

progression and responds to player interaction

Multiple progressions run simultaneously and can intermix

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The progressions

Beat library

Beat manager

Beat sequencing (overall story + tension)

Beat goal sequencing(affinity game)

Canonical beat goalsequence

Handlers (ABL meta-behaviors) + discourse management

Mixin library

Handlers + discourse

Global mixins (hot button game)Therapy game similar

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The future of interactive storytelling Current generation games do storytelling via

embedded narratives

The future of interactive storytelling are narratives with true player agency Player actions have deep effect on the story

progression

This requires developing interaction logics, and game mechanics that make use these logics, that are based on character and story