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  The Invisible Narrative of Games - OR - The Story of Chess
by Frank Forrestall on 08/12/09 10:20:00 am   Featured Blogs
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  Posted 08/12/09 10:20:00 am
 

[This blog is a continuation of a dialogue that began with my previous blog entry. The resulting dialogue gave me a powerful insight into the very nature of ‘game play’ and its infinite possibility when reexamined in the context of narrative tools. Thanks to all those who took part in the dialogue.]

When some people in the game development world hear talk of “narrative in games” their minds immediately jump – with horror – to the idea of lengthy cut scenes and complex dialogue trees as the only modes of carrying a game’s story. I’ve always found these devises to be somewhat awkward game elements and unless they’re executed in an absolutely exquisite manner they can get tedious very quickly. They remind me somewhat of the caption plates that pop up in old silent films to help carry the story forward; cinema eventually outgrew those tools and games too will outgrow their own awkward crutches. After all, ballet requires no words or film interruption and classical music requires no visual or vocal elements whatsoever to tell their stories, but they do possess a powerful understanding of narrative mechanics to satisfactorily complete their experience.

As long as narrative is ‘tacked on’ to a game with clunky external devices it will always be perceived as an interloper to the art form (and receive an appropriate level or wrath).

A story in its simplest form (excuse me… back to grade 6 for a moment) contains these narrative elements: beginning, middle and end. From this elementary base a storyteller can apply a plethora of dramatic situations, reversals, acts and other narrative tools to create infinitely complex stories. As a story grows, the storyteller faces the challenge of keeping all the disparate elements balanced and must adopt more tools to sustain interest in the narrative, but more importantly to deliver a satisfying reward for the audience at the journey’s end.

More than that however, Story (with a capital ‘S’) is a powerful psychological experience; a force of nature that the human mind chooses to create out of life experiences to extract purpose and meaning from that which is essentially chaos. The Art of building stories thus becomes a communal activity meant to share some particular interpretation of life’s chaos; be it a story in paint, film, paper, arrangement of musical notes or ludic arrangements of computer code.

It may surprise some to consider that even the simplest online casual games possess an element of narrative. Even in the simplest ludic exercises there is almost always a ‘welcome’ screen ushering players into the world of the game by explaining the rules or giving some visual taste of the experience to come, then begins the ‘tests and trials’ of the game itself and finally an ‘end’ screen (game over) where players may record their high score and know when it is time to leave the game. The beginning-middle-end structure is so simple and engrained on human nature that it becomes invisible as a consideration, but without it, the game would feel somehow wrong or incomplete.

So how than can narrative be constructed in a game without getting too wordy or showy? The trick lies in mastering the elements of the art form (yes, I just called games an ‘art form’) to such a degree that a story experience can be delivered in the context, construction, visual elements and ludic devices of the game without having to ‘back out’ of the game and turn it into a book or movie.

To demonstrate how a game can contain the context of a narrative I will analyze one game that has withstood the test of centuries: Chess.

There are many traditional games that have come down through the generations (checkers, tick-tack-toe) but they have an appeal that most people outgrow in their youth. Chess is one of the few of its kind that holds a broad fascination for a lifetime; challenging both young and old. This is because of the captivating narrative flow of its game play.

Chess contains a powerful narrative structure that is interwoven so subtly into its concepts that the player may not even be aware that they are part of the game’s miniature epic tale. The story of a chess game is expressed in the visual construction of the elements, the traditional names of the pieces, the simple and elegant series of rules, in the inevitable phases of the game’s play and finally in the game’s honorable denouement. All of these elements contribute to the game’s enjoyment and the powerful sense of accomplishment that comes with victory or the honorable sense of humility that comes with defeat. The narrative of chess, like all great stories, assumes the role of ritual.

Here then is how the story of chess is unfolds…

“Once upon a time two great armies met on the field of battle.”

This is the message told in the visual presentation of the set board; the white and black signifying the inevitable clash, the regal ‘pyramid’ of archetypal pieces denoting their royal rank and the strikingly dramatic ‘harlequin’ checkered board of no-man’s-land between them becomes the stage upon which the game’s drama will be played out.

The narrative continues through the rank and file of the individual game pieces; first by class then by function. In essence setting up what Campbell refers to as “the ordinary world.”

The loyal but faceless foot soldiers lined up obediently in the front row, the heavy guard, cavalry and clergy in the rear to protect the nobility and dole out the bloodiest strokes. Each piece possesses a distinct character in name and function that defines its interaction with the other pieces on the board. The stalwart Pawns await their order to march forward using their bodies to confound the progress of the enemy and - with an indomitable sense of courage and loyalty - never retreat! The sturdy Rooks hold their post and guard prepared to crush enemies that break through the ranks or castle themselves into danger to shelter their King. The wily and unpredictable knights prepare to rush forward and take the enemy by unawares. The sly ‘angling’ Bishops slide deftly through the havoc of the field to dispense their holy justice. The unrivaled, peerless Queen stands at her husband’s side (I can’t imagine if this is a nod to some ‘queens guard’ or if there were just some kick-ass matriarchs in the old days) and finally the unhurried, calculating King sends forth his troops to seize victory or relinquish defeat.

The stage is set for something profoundly epic (far more intriguing than the pucks on a checker board).

Once the first piece is set in motion the narrative continues through a series of three inevitable game ‘phases’ each lasting roughly twenty moves depending on the experience and strategy of the players. Chess academics recognize that these phases occur with a pronounced shift in the goals and strategies of the game play. The three phases are The Opening, The Middle-Game and The End Game. They bear an unmistakable resemblance to the 3-act narrative structure of screenwriting and theatre.

During The Opening, the armies move forward and attempt to achieve dominance on the field. Seizing control of the four central squares and deploying the primary pieces as quickly as possible. There may be skirmishes between pawns but generally there aren’t many casualties among the higher pieces. In narrative terminology (borrowed from Joseph Campbell for simplicity) this is the ‘crossing of the threshold’ where the heroes of both sides plunge into the ‘land of the adventure.’ The first skirmish or the blocking the progress of an enemy’s Pawns on the field is the ‘threshold guardian’ and victory in this stage will yield the ‘magic amulet’ of the four central squares; the center of the board being pivotal in Chess strategy.

In The Middle-Game the storm bursts and strategies must change; this phase is occupied by the coordination and launch of the major attacks against the enemy’s weak spots to break through their ranks. Many primary figures will fall in the fray and if the conflict is heavily tilted to one side or the other than checkmate may occur, ending the game before the last chapter is played out. The dramatic see-sawing of this phase provides the proverbial ‘road of trials’ with heroes, tests and helpers driving one side or the other on toward victory.

In The End-Game, one side must fall. With their ranks broken the enemy brings forth what remaining primary pieces he has to bring down their counterparts and conquer the field absolutely. And then- in a wholly poetic twist - A lowly Pawn may complete his trek across the field and assume all of the powers of a Queen (the ‘Sacred Marriage’). At that point, unless providence herself chooses otherwise, the fallen King’s fate is sealed…

How then does the epic tale end? Does it end with bloody victory and the death of a King in humiliation and defeat? No. It ends with “checkmate”; the noble concession of one great ruler to another. For none other than a truly great ruler would dare to face his opponent on such a square and equal field of battle; to match intellect alone with no devious device of war beneath the table. All may be fair in love and war, but Chess is the game of Kings!

***

Now, am I reading too much into this? Am I just projecting a childish fantasy onto a board of wood and bunch of carven pieces? If so, then why has chess survived some 1500 years; coming down to us from origins unknown with rules, traditions and mythos intact? Because it goes far beyond being a game; it is a ritual narrative that awakens in its players a greater sense of being alive; and because of its unmistakable narrative power, Chess will be around for many generations to come.

I’ve seen plenty of games with Kings and Queens, Knights and Soldiers; elements of (*yawn*) generic ‘fantasy’ haphazardly poured into the game like ketchup on a hotdog. But they quickly lose their appeal when the elements demonstrate no real substance or consideration for how they fit in the narrative structure. As any writer will tell you, there’s far more to a good story than its words.

Video games seem to be going through a very natural adolescent ‘awkward’ phase at the moment; as an art form many games (in particular the larger story-driven games) seem confused about their identity, being neither childish nor entirely adult in nature. And the industry that produces these games will likely go through periods of obstinacy, withdrawal and rebellion before they emerge into whatever adult form they are destined to become (parallel the history of art, music, literature and cinema).

There will likely be continued resistance to the use of narrative structures in games. But for the designer that chooses to embrace the concept that games can contain powerful narrative devices an exciting new world of potential opens up. The open minded designer will have a multitude of new tools and devices to enhance the playability of his (her) games. Those that oppose the concept will simply have fewer tools.

For game developers who are interested in having a fresh batch of new tools to enhance the playability of their games; why not take a course in short story writing? Or read some good books on narrative structure, screenwriting or even study musical composition? It’s a fool’s argument to suggest that it would make you less informed.

For the larger industry of AAA titles I’d suggest something else. In this stage of the evolution of games, the influence of professional writers/storytellers would have an immensely positive impact *IF* they are included in the early conceptual development of the game concepts rather than tacked on at the end to write dialogue for already established scenes and characters. The gentle collaboration between designer and storyteller will yield games that have a far more sophisticated narrative experience and therefore more satisfying game play.

Inevitably though, games will move on. The ‘Game Writer’ (an awkward title to say the least) will need to evolve into something else. In all likelihood the Game Designer will BE the storyteller in much the same way that a film director is also a storyteller; crafting the visual, audio, ludic qualities of the game in such a way that gives the player a rich story experience of their own.

[With this as an intro I plan on following up with a more practical critique of a contemporary 3D shooter game and how a properly structured narrative could have made it a more memorable experience.]

The Light Dark King

Copyright © 2009 Frank Forrestall
 
 
Comments

JB Vorderkunz
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Rafael Chandler's description of "Narrative Designer" in his 'Game Writing Handbook' is what convinced me to go for it and aim at the videogame industry. It's the job I'd love to do after I graduate from the MA program I'm in...

Frank Forrestall
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*slaps forehead*
"Narrative Designer" That's the title I was groping for!

A role like that may be to the Game Designer what the Screenwriter is to the Director. I'll check out that book.

I've just been checking out the guys on narrativedesign.org, they seem to be well ahead of the curve on this discussion.

Luis Guimaraes
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Note: Chess is a multiplayer game that does not carry copyrights and is not exclusive for any gaming platform.

"[With this as an intro I plan on following up with a more practical critique of a contemporary 3D shooter game and how a properly structured narrative could have made it a more memorable experience.]" If you plan uing Bioshock, I'm totally forward.

JB Vorderkunz
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Obviously project to project it's going to vary; based on Chandler's description (if memory serves, wish i owned that book!) the ND has some duties specific to their branch of game design: directing voice actors, writing dialogue (a/o managing a team of writers), character design (in concert with concept artists of course). Beyond their realm, they peak into Prog, Art, and Audio (coming together in iterative playtesting of course) to help ensure that narrative/aesthetic goals are being realized. They are thus an integral part of any design team (ranging from lead designer to narrative lead), and are also a crucial member of the production staff. Based on that, the ND can be sort of like Screenwriter/Story Editor, S-W/S-E/Director, S-W/S-E/D/Producer, etc., all depending on their talents, skills, and the scope of the project. Pretty F'ing cool!

JB Vorderkunz
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oh yeah: the ND also writes the story/plot (with input from the rest of the design team in most cases).

James Hofmann
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The story of chess, taken to more literal extremes in video games, gives a wide range of results:

Wargame sims - for example, the battle sequences of the Total War series. Here the scale of the battle, the abstract masses carefully positioned by the generals, takes precedence.

Strategy RPGs, as in a game like Fire Emblem, where the activities of individual characters are depicted in some detail, balanced against the strategic concerns.

Action games like Dynasty Warriors, which focus on the specific deeds of heroic individuals.

My observation, looking at these categories, is that the more abstraction you add, the bigger the scale you work from, the more believable the game's story gets - but also, the more dry and academic it becomes. Yet while Dynasty Warriors can claim to be a "visceral" experience, it hardly feels related to the actual Romance of the Three Kingdoms saga. At either end of the scale, we capture a fragment of the full experience in detail, but a lack of breadth harms the overall narrative.

What's great about studying and working with games is that there are as many different angles to explore as you can come up with :)

Christopher Wragg
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Hurg, just to clarify some stuff, a story doesn't have to have a beginning-middle-end style structure, or more acurately; exposition-development-climax-resolution-denouement, that's considered the most aesthetic approach to storytelling, hence it is * traditional* narrative structure, but narrative is not constrained by it. In essence narrative is inescapable in gaming, as all narrative need do is describe a series of events. So start game, play game, game over, is in essence the most basic action any player will ever take, and is already qualified as narrative. Narrative elements by the way, are no structure, they're merely the devices used to tell the story within a particular medium, so in truth, Music, Dialog, Graphics, Control Schema, AI etc are all narrative elements within a game context (merely having them of course, doesn't guarantee *good* narrative).

Now that my nitpicking is aside, I'd have to say I love your mention of chess as a perfect example of deep narrative developed through quite simplistic and unobtrusive elements. But not only the pieces and their alignments, but also the moves the pieces can make and the motions the players make are quite important. For instance the queens is the most potent piece, originally termed the Vizier it represents the fact that often the person closest to power is often more powerful, the King in chess, is in fact, just a figurehead. As for Pawns, they can only travel forwards, never retreat, they can in fact, only follow orders...as the name Pawn implies. As for player actions, the tipping of a King for a forfeit is quite symbolic and a highly dramatised action, while touch-move rules are strongly reminiscent of learning to deal with one's mistakes.

Also as much as people hate "movies" in their games, there's one problem with this, people DO talk to one another. Things like conversations are hard to avoid because they're one of the most fundamental forms of human interaction. Now to be honest, I want these to be handled better, be more interactive, etc etc, but people who want cut scenes or conversations removed from games miss the point. As for cutscenes, the thing is that people CAN'T act at all times, things like memories, dreams, prison sequences, are these things the player truly needs control of, or should we remove the possibility of having them in our games simply because they're non-interactive. Ultimately I'm a big believer that if done well, loss of control is just as important an interaction to consider in narrative design as anything else, and shouldn't be thrown to wayside simply because it's often poorly implemented.

Elliot Green
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The problem with game stories is that instead of simply showing an action being done, the player is told to do the actions. Each component is antithetical to the other. The story is interrupted by the player playing a game while the game is often simple and strait forward. The player plays the game as a codified character.

I have seen a solution.

I have played some games where people fight each other by commanding armies that follow the player's orders. On forums for the game, people write stories about what they did. Even playing the game, players control what they are doing and often generate a large amount of dialog. After the game players can talk about what happened. The games involve intrigue and drama as much as Lord of the Rings or Star Wars.

PS The game I was playing was Visual Utopia and Cosmic Supremacy (formerly Space Civilizations).

Kevin Wei
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Not all games have "Stories" like chess does. Let's examine Bejeweled. Does it have Story? (and if it didn't, how does the game stay so popular?)

Tom Allins
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"Now, am I reading too much into this? Am I just projecting a childish fantasy onto a board of wood and bunch of carven pieces?"

I think you are. none of the books on chess that I read, nor the man who taught me the game mentioned this great story behind the game. Yet imagening a story behind a game is perfectly human. All players do it, certainly when we tell eachother about our exploits in the virtual world. Whole communities have sprung up around player game-storytelling (check for example civfanatics http://forums.civfanatics.com/forumdisplay.php?f=167).

"If so, then why has chess survived some 1500 years; coming down to us from origins unknown with rules, traditions and mythos intact?" Chess survives because its all about gameplay, all narrative is boiled away untill the pure gamerules remain, you don't need to know the traditions or mythos behind it (which many players won't know).

A video game counterpart of chess could be Tetris. It has been around since the mid eighties and like chess its all about gameplay not about narrative.

JB Vorderkunz
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@Tom
Did the man who taught you Chess teach you the traditional names of the pieces? If so the narrative was implied; if not, you're in the small minority of Chess players not using those names. The vast majority of chess sets are simple variations on the traditional designs, and even 'interpretive' designs differentiate amongst the pieces based on some thematic hierarchy (like the Civil War set sold on TV two decades ago). Tetris is indeed 'all about gameplay', rather simplistic gameplay - but Chess is so complex as to require/sustain a narrative substructure. Tetris pieces have no names other than physical descriptors - but we don't call pawns 'the stubby bits' and bishops 'the pointy tops'.

Frank Forrestall
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Great points all! It's great to have this kind of dialogue.

The odd thing is terms like 'narrative' and 'story' can be so arbitrary. Does chess have a narrative? No.

Unless a human chooses to project one on to it... like I just did!

Many of the terms I'm using are so... 'irational' much like art itself. 'Reading into it'? of course I am, but that's what turns my crank and makes the process of creating so interesting. Right now I'm testing my above theory by looking for a narrative in the simplest game in existance: Minesweep... I'm finding I have to squeeze my imagination like a dry sponge! Anyone care to give it a shot? Call it an exercise in imagination.

I often hear visual artists talk about their work by borrowing the vocabulary of dance or music. Borrowing those terms gives them more tools to shape their experience of the art into a comprehendable dialogue. It would be interesting to hear a musician talk about game structure in terms of verse, chorus, bridge, arrangement, etc.

Interesting that you mention Tetris though. I kind of lump that in with checkers and tick-tack-toe as a singular ludic fascination (not unlike digital artists' short-lived fascination with lens-flares). I think I played it for a month strait as a kid (the term was 'tetrisized') but then my interest suddenly went out like a light. I tried many years later to play it again as an adult and couldn't finish a single game. I don't know if that's been other people's experience with the game, but a lack of narrative-like development might explain my reaction. I moved on to be similarly mezmerized by Bejeweled and occasionally go back to that for mind-numbing solace.

I was feeling pretty feisty when I wrote this blog. If I wanted to soften the language a bit (which I don't) I might say something like "narrative-like" or "story-like" since I'm sure games will want to, one-day, be able to develope their own vocabulary to encapsulate the unique experiences which they offer. Then artists, musicians and writers will borrow vocabulary from games!

Christopher Wragg
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@ Frank Forrestall
"The odd thing is terms like 'narrative' and 'story' can be so arbitrary. Does chess have a narrative? No."

Wrong, Chess most certainly has narrative. This the major point people misunderstand about narrative (almost makes me want write a blog post), narrative does not mean "traditional story as told by a book or movie", narrative simply implies a set of elements and styles that are used to describe a sequence of events. Often the most simplistic games make use of some very simple elements to develop a more potent narrative and thus a more interesting (or less frustrating) play experience. Chess names it's pieces as a traditional army so as to provide the player a context for what they're doing, it has rules that actually follow a deep set of reasoning that are often lost on the "non-medieval" gamer.

Similarly;
@Tom Allins
Tetris has narrative, it makes use of "building blocks" to provide a context (either as a building reference or as a childhood toy reference). While it's gameplay centric, that merely means that the narrative is extremely shallow, it does not negate it's existence.

Ultimately Narrative and Story are two different things. A story needs at the very least a theme and context, while narrative does not, one might also argue that story needs a forgone conclusion (Story implies a recounting of events), while narrative is open ended (as it is merely describing a set of events).

Frank Forrestall
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@ Stephen Dinehart
Ya, great to hear from you! I love the work you guys are doing over there on your site! I'm pretty new to the game industry, but in film/tv development, I've become a bit of a touchstone for people to discuss matters of story and IP development especially where it concerns world design. I really am rivited by how much potential exists in the Art of games; so I've got plenty to blog about. Hope to hear more from you!

@ Christopher Wragg
Well of course I agree with you, that's why I wrote the blog in the first place ;)
My point with that quote was more about perspective. Narrative being an abstract, wholly human construct therefore open to a great deal of interpretation. Tom above seemed to think I was hallucinating with my interpretation of chess; my response was to suggest that those who choose *not* to see it won't see it. But I do tend to be a bit ruthless with my terminology: In simplest terms 'story' I define as the experience while 'narrative' is the construct (as home is to house). So, by all means, please write that blog!

@ ALL
I really shot my mouth off with that 'practical critique' that I promised didn't I? I've started digging into it and realized its going to take more research and a re-play of the game in question. Stand by!

Ava Avane Dawn
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Problem with game mechanics as story telling devices is that they don't tell me anything in particular unless they adress a specific issue by external devices or conventions used in other art forms. Even Rod Humbles very gamey piece 'The Marriage' would not necessarily tell me much if it wasn't for the name of the piece, which is written in text, which is an external device. The pink and blue colors in the game may or may not classify genders; if they do, how would I know if not for the use of color? Making a game talk simply by game mechanic is, well... difficult? And might I add, pointless?

Maybe I'm creating a strawman here though--carry on with the series!

Frank Forrestall
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I don't think the game necessarily needs to 'tell' you anything. But I'm proposing that a natural narrative structure/flow to the elements can contribute to the quality of its experience... if it's done right. Admittedly this is all more theory than fact at this point. I'm just hoping someone reads this and hires me to try putting it into practice ;)


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