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  The Interactive Montage
by Reid Kimball on 05/01/09 02:30:00 pm   Expert Blogs
10 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 05/01/09 02:30:00 pm
 

I recently wrote about why games might be better narrative and gameplay wise if they used less action. If implemented, one problem is that you miss out on opportunities to convey meaningful character growth or change over time. I believe an interactive montage can be a great solution for this, especially when large chunks of repetitive action sequences need to be cut.

From Wikipedia.org, “A montage sequence is a technique in film editing in which a series of short shots is edited into a sequence to condense space, time, and information. It is usually used to suggest the passage of time, rather than to create symbolic meaning…”

As cheesy as this is, it shows Rocky and his opponent training for an upcoming boxing match. There’s a lot conveyed quickly in a few minutes of time, which is the point of the western film montage.

Yet, in all my years of gaming (since the late 80’s), it seems videogames seldom use the montage either in cinematic or interactive form. Since I’m a game designer and not a film director, I’m proposing games use interactive montages to further the narrative and gameplay experience.

If I remember correctly, in Fable II, a large chunk of time passes between when you are a young child to a young adult, about to embark on a journey to becoming a hero. It is implied that the training started at a young age. A mysterious woman (Theresa) took you in after your sibling was killed. She helped prepare you for the day you were free to choose your own path, which is where the main course of the game begins.

What happened during all that time? Couldn’t that be conveyed in an interactive montage, offering a better interactive transition from childhood to adulthood?

Remember the mini-games of blacksmithing and wood chopping? Why not make those a bit more interesting by setting them to quick music and intercutting between the two (plus other scenes). This can work well because they use the same gameplay mechanic of pressing a button when the swing meter hits the right spot.

Imagine seeing the camera focus on you as a young boy, the swing meter slowly arcs back and forth and matches your animation of struggling to wield the axe. When you hit the sweet spot you chop the wood piece successfully. Do this several times and then cut to a close up of the wood piece. The music tempo increases, the swing meter speed quickens and you find yourself in flow. Then it cuts to a shot of your arms, no longer scrawny but now bigger, with toned muscles. Chop some more. Cut to a new scene inside the blacksmith shop. Same tempo, same swing meter mechanic. After a few successful swats of the hot metal the game cuts to a new shot of happy customers admiring your work. And so on… you get the idea.

I think the biggest challenge for interactive montages is keeping the gameplay consistent and fluid while showing varied and dynamic scenes of high interest. There’s a risk of having the same problem that quick-time event “interactive cinematics” have, in that players are so focused on the UI and not the narrative aspects.

Anyway, it’s an idea I’d like to see tried in games. I’d love to hear from others if they disagree or agree and have thoughts for improvement.

Also posted at my personal blog Reiding...

 
 
Comments

Jhypsy Shah
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I'd like to use procaster and mogulus to stream live from an MMO, with other media ready to be thrown in, using a skeletal script and player characters as actors ready to improv with the script. Allowing a world of other player characters in the MMO to interact with the characters in the "show" how-ever they like. This would allow the player characters not part of the cast to interact as they like, making it possible to alter the script, kill the lead characters and so on.

I think that would be groundbreaking..

Jhypsy Shah
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I've actually been writing scripts ideas for that but I haven't actually tried to shoot one in a particular MMO yet because I've been trying to get some involvement from a few groups and have the permission of the MMO. Then I would want to make some scenes in the studio to add to the machinima so that it blended and went with the flow.

Kumar Daryanani Arias
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This makes me think of a character generation system for an RPG that takes the form of a series of mini-games, Wario Ware style, starting with the character at a very young age (choose a favourite toy) and gradually becoming older and making more meaningful decisions (choose from three different shirts to wear on the first day of school, choosing a hairstyle from a hairdresser's catalog, a series of quick problems based on different subjects taught in school, a sports-flavored minigame). After the montage is finished, a short summary can be given of the effects of each minigame on the character's skills and stats, or they can be left hidden for the player to discover themselves. It would be more fun than rerolling random numbers over and over. Ideally, since the player must make their choice within a small time frame (5-10 seconds for each minigame), they would be encouraged to choose quickly, based on gut instinct, rather than overthinking each decision. The minigames in the montage could then be used as a form of light psychological profiling that would tailor the character to the player's choices, and perhaps present the player with situations throughout the game based on these split-second choices.

Reid Kimball
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That's a cool idea Kumar. Sure would beat the boring char customization screens in most RPGs.

Kumar Daryanani Arias
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I expanded on it a little more over on my blog, if you might be interested: www.destral.wordpress.org

Reid Kimball
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Kumar, can you check your link? When I try to visit it, the url changes to wordpress.org and I don't see your blog.

Kumar Daryanani Arias
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http://destral.wordpress.com/2009/05/01/using-an-interactive-montage-as-a-charac
ter-creation-system/

That should link straight to the post. I wonder why the other one is behaving like that. Sorry about the mess up.

Luis Guimaraes
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Game Design is a complex task... I feel like going through these minigames and getting a character I dislike at the end, then starting again over and over making random choices as fast as possible, and feel bored like "when can I start playing the game?", but probably giving up and going to the game with a non that nice character that will not be able to keep me playing till the end...

But... as I always defend here, game design is an asked question of "how", not a question of "what"...

I started commenting here to show the bad points, and ended the first paragraph with some ideas :D

I'd try to start with an epilogue, like a sub-boss or important moment combat somewhere deep far in the game story. Where the player can create his character while fighting the end boss, or the group traitor, or something like this. So, the player answer choices while "fighting" the combat and following the scene.

I'd start the game as Mission: Impossible 3 does start. Showing silhouette unfaced chars and boss, and answering the questions of who they are and why they're fighting as the combat/cinematics goes on. Getting the characters pollished and making the main dramatic story already get the player's attention before even start playing. And then... "some years ago" where the char and the boss were friends, brothers, master and apprentice, a love couple or son and father...

For western games, It's good the "hero" to be clear in the story, for asian ones, the player could play both stories and at the end the correct player character get more and more shaped and clear... It's just a cultural orientation...

I also turned this comment into a post: http://www.gamasutra.com/blogs/LuisGuimares/20090503/1304/The_Game_Design_Labora
tory_Character_Creation_System_Post_Response.php

Stephen Chin
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Interesting point Kumar - Ogre Battle did something similar way back in the day and a number of paper and pencil RPGs use lifeline PC generation to do the same. It hasn't been done a lot as perhaps not everyone is really interested in creating a character so much as playing a game (not all players are designers looking to design an epic! :)). For those players, the ideal system, I would think, would need not seem fairly arbitrary or have a more 'traditional' system so that if they wanted to create a game character versus a role character, they could do so.

Theo Tanaka
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It's a really interesting way of creating your character, and it was similarly implemented in Fallout 3. But in Fallout 3 this character generation part is a lot longer, sometimes getting boring for the player.
In the end you can still make adjustments in your character, so you can rethink your character. I think it's important to make readjustments because it's very difficult to relate the choices available in the game with the player mind.


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