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  Unscripting The Scripted Event
by jaime kuroiwa on 05/15/09 02:58:00 am   Featured Blogs
12 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 05/15/09 02:58:00 am
 

After watching this clip of Bioshock 2, I've come to realize that I've become "sensitive" to scripted events, and seeing them make me a wonder how far they've come in games.

Why Do They Do It?
Scripted events are what made Half Life successful, and it's the current solution for the gameplay versus story "dilemma," but there hasn't been a change in the formula since.

Previously, games handled cutscenes through FMV, so it was jarring to play an intense battle and be interrupted by a "cinematic experience." Technology eventually allowed these cutscenes to use in-game graphics, but they were still non-interactive, and thus continued to be jarring.

The innovation behind scripted events were that they handled the dissonant nature of cutscenes -- The storyline unfolded, while you were playing.

When I was walking around in the tram in Half Life 1's opening sequence, I knew that there was something special at that moment, because it was cinematic and interactive. It was showing you, not telling you.

Fast-forward 10 years later, and we're descending in a bathysphere. Do you see a pattern here?

Boo! Did I Scare You?
Scripted events, though useful in most story-driven games, are beginning to show signs of age. Like those off-color panels in a Scooby Doo cartoon from the 70's, gamers can see an approaching scripted event instantly, and it becomes a matter of anticipation instead of surprise.

Think of it this way:
If you've been fighting monsters for the past hour, then you walk into an empty hallway lined with windows, what do you think is going to happen? Yes, you check your ammunition and health packs, and you stay away from the windows!

What good is a surprise when you already know it's coming? The first time may be fun, but how about the second time?

The Answer's Right Down The Street
Now that I've sufficiently ticked off a bunch of game designers (and the Bioshock teams), allow me to offer a "solution." Imagine a game is like a department store.

You go to the department store, because they have everything you may need. Although the store layout shares traits with other department stores -- clothing, electronics, toys, etc. -- the experience is always different.

Sometimes they have exactly what you need.
Sometimes they have something else that catches your eye.
Sometimes you leave empty-handed.

Scripted events in games currently is like a department store that has an unchanging stock. You'll go there because you know they have what you're looking for, but you wouldn't go back on a whim because you already know what's there.

Now You See It /Now You Don't
Am I just advocating randomization of scripted events? Yes, and no.

Yes, in that the randomization of a scripted event eliminates the expectation of that event. It could be a minor event, or it could be something pivotal. If done correctly, the event doesn't detract from the overall story. One example of this (that I can think of at the moment) is Breath of Fire: Dragon Quarter. While the game may play out like a typical RPG, the story events are "unlocked" almost randomly, even encouraging you to die in order to learn new parts to the story.

No, in that scripted events could be added and removed through an online connection to keep players interested, like a department store with changing stock. Unlike mission/add-on packs, where the user knows what to expect, scripted event downloads add a mystery to the game which may entice players to make a return visit.

Scripted events are powerful tools in interactive storytelling, but they lack subtlety.

There's no need to eliminate them, but the artistry in their usage needs to improve if games are going to stand out from the other scripted media.

 
 
Comments

An Dang
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I have a strong dislike of Dragon Quarter. Having to die over and over to unlock scenes was a bit annoying. And, sadly, the unlocked scenes weren't particularly satisfying. I ended up not finishing the game.

So, you're basically just advocating having (at least some) different scripted events on each play through, right?

I'm not sure how that would be different from just having a large amount of content to begin with. GTA, Elder Scrolls, and Harvest Moon--they all have a fair amount of scripted events. And depending on how you play, you would see some and not see others. If they just had so much content and variety that you wouldn't necessarily see the exact same events in each playthrough (unless you play the EXACT same way each time), I think that should be just as good as your changing of events through an internet connection. However, DLC that adds a bunch of such content would be nice (a Harvest Moon getting new characters and events through DLC? sounds like it'd work).

Deuce Mojo
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I'm with you. Linear storylines and predictable events are a _joke_ at this point. What did the hallway roaming of Doom give way to? Well, the somewhat creepier hallway roaming of Bioshock, I guess. But after the 3-D FPS was well-established, it started to rub off on (or create) the open-world shooter.

After a time, the open world shooter is so complex that Oblivion and Far Cry 2 become the new look of RPGs. RPGs!? A decade ago, the nerd manning the counter at my local video game store called a customer a "scrotum" for daring to confuse a FPS with an RPG, and now many are both! So, yes, give the scripted event a dozen different ways to go and make games breathe new life whenever they're played.

That said, the supercar graphic above reminds me: randomize everything! Wouldn't a racing game be slightly more fun if the unexpected occurred? Tire blowout, engine failure, whatever. Maybe that's going too far...

Luis Guimaraes
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I agree, I'm probably thinking of it for a dozen years...
Some things need to be randomed, but not randoomed. I don't have this idea only about scripts, but even places and others... I like to think that and entire game could be organized as an character editor.

Kumar Daryanani Arias
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It's an interesting idea, but I see a few problems with it:

1) Tree Falling in the forest: Developers tend to dislike making content that isn't going to be seen by players. If you're making something that the player might not see, then is it worth putting in in the first place?
2) Connecting the dots: I could see random or procedural generation or placement of scripted events, but how important can those events be to the narrative, if there is a chance the player isn't going to encounter them? I guess you could have different priorities of events, with the 'must-sees' and the 'optionals', and the game alternating showing you them as you go.

I think the system could probably be used successfully in a game (or have a game developed around it), but you'd probably have to do a lot of preplanning on how to allocate the events, which ones are essential to the story and how you are going to deliver them, etc. I could, however, see peripheral information delivered like this (you're roaming around in Rapture, and upon entering a sideroom you encounter a scripted event which, if navigated successfully, results in one of the log tapes). I imagine it would also work really well as a means to revealing the 'truth' in a game where the player isn't being told everything up front. If the player simply goes from main mission objective to main mission objective, chances are they will miss the optional scripted events hidden away in the siderooms, etc.

It would also be a good fit if your story branches out to different locations and you are giving the player of choosing which of those locations they are going to next.

I like the idea, it could prove to be a good tool in the right game.

jaime kuroiwa
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@An
I don't think Dragon Quarter is the best example of what I'm trying to illustrate, but it had some really interesting solutions to keep things fresh, and I can't really think of a better example at the moment. Blade Runner, maybe?

The problem with having a large amount of content is that it's a large amount of content. I think a balance of randomization with DLC would be more efficient than the kitchen sink approach. It's like choosing between Target or Costco. Man, I gotta stop with the shopping references...

Thanks for the input, everyone!

jaime kuroiwa
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@John
Yes, game designers could just "be better" at hiding scripted events. There's other ways to address the issue that have already been implemented:

Create an AI Director to balance pacing (Left4Dead).
Create an almost endless amount of scripted content (GTA).
Create smart bots (Assassin's Creed).

There's many ways for scripted events to be more imperceptible; I'm just offering one solution.

Michael Rivera
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While it's pretty easy to predict when a scripted event is going to happen in today's games, I really don't think that's a problem. Sure, there are a few "walking into a room of windows" situations where it ruins a sequence that's supposed to be a surprise, but more often than not the main purpose of scripted events are meant to further the plot/develop characters/etc. Making encounters like this random would also ruin important narrative techniques such pacing and foreshadowing, so I'm really not convinced that this would lead to a "better" in-game story.

I think it'd be a risky decision from a design standpoint, too. Scripted events are often used as a reward in story-based games, so making them random would likely lead to a lot of player frustration.

Christopher Wragg
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Are we talking stuff that should still be exciting and unexpected during a replay, or something that's merely unexpected on the first run through. For instance, if it's not a completely random event, it will always be expected as a direct result of certain actions., and if it's a completely random event, after seeing it once or twice, your player is kinda immune to any surprise value it holds (aka Farcry 2s malaria)

An interesting idea would to be to take a diablo styled approach, just for NPCs. Assign an "alignment" that dictates how much people like you. This value could be "randomised" at the beginning of a new game. Many of the main quests would still be intact, just perhaps a different person asks you to perform the quest, or the person who's giving you the quest could just act differently towards you. Also a lot of the side quests could be available or not depending on who likes you. Hell if you wanted to spend the time and effort, have a system where the people who don't like you can't be made to like you, but might respect you, so your interactions never become friendly unless the person started open minded towards you. I mean like any of these approaches this increases workload in terms of generating NPC dialogue and animations (a lot more).

As for "it's gonna jump through a window" style scenario's an AI director like L4D's is a good way to deal with that, sometimes it does jump through the window, sometimes there's nothing there, sometimes you'll walk in on an enemy there, and sometimes a freaking tank will bust through the wall. All of which, thanks to the director, will be the best option to give the player a nasty surprise depending on thier playstyle.

To be honest some cutscenes are unavoidable, bathysphere scene for instance, totally necessary, sure let the player wander around, give them multiple windows to look through so they won't be able to see everything all at once, but sometimes it would be impractical to randomise or change the event.

Zoltan Erdokovy
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Randomizing encounters might not ruin the narrative if done carefully. Staying at the room with the windows: let's say it's time in the story to introduce a new enemy. That enemy might jump through the windows when the player steps into the room. Or when he's about to leave. It might step out from the shadows or kick in a door. Or a mirror might crack on the left for scares just before the monster jumps in from the right. Or when the player leaves the room confused ("There _was_ a monster here last time...") and opens the door to the hall, the beast jumps right at him from there.
The main purpose of the sequence remains the same. (Also it's mostly just existing content remixed.)

Zoltan Erdokovy
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Well, it seems Christopher beat me to this example. :)

jaime kuroiwa
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@all
Fine examples, everyone!

Just to be clear, I'm not saying ALL scripted events have to be randomized/added. However, I think the medium is more than capable to handle multiple "angles" of the same story -- the Rashomon approach -- and that changing scripted events to keep the experience fresh would be a welcome change to an otherwise heavily-scripted game.

What I was trying to point out in this piece is that linearity doesn't have to mean predictability.

Luis Guimaraes
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Back in my "character editor" analogy: the char has a head, chest, arms and legs, you change it a bit, but it is still the body...


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