
Environmental Storytelling
By
Don
Carson
Gamasutra
March
01, 2000
URL: http://www.gamasutra.com/features/20000301/carson_01.htm
For the past 15
years I have worked as a designer for many theme park, computer gaming, and
software companies. In every project I undertake, I am faced with the same challenge,
"How do I draw my audience into my imagined world and make them want to
stay?" Whether it's a 100 million dollar Disney ride, a 3D shooter, or
a kid's entertainment title, it is my objective to tell a story through the
experience of traveling through a real, or imagined physical space. Unlike a
linear movie, my audience will have choices along their journey. They will have
to make decisions based on their relationship to the virtual world I have created,
as well as their everyday knowledge of the physical world. Most important of
all, their experience is going to be a "spatial" one.
If
I have an all encompassing desire for any computer game I play or themed attraction
I visit, it is this:
Take me to a place that:
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Quake
3 Arena
demonstrates the increasingly dramatic and realistic nature of 3D technology
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Within
the past decade we have been witness to the evolution of the 3D gaming universe.
In games such as Wolfenstien, Doom, and now Quake 3 Arena,
we can visit and explore worlds on our computer screens that are increasingly
dramatic and realistic. The notion of walking through theatrical environments
like those found in Cyan's Myst and Riven, real time, are not
that far fetched. Yet, despite our staggering leaps in technology, the game
play remains relatively unchanged. We may be transported into ever engrossing
and elaborate theatrically lighted cathedrals, but the fact is, we are still
simply killing each other. Please understand, I have nothing against 3D shooters.
I have spent countless hours with a rocket launcher in my hands and know the
glories of a low Ping rate. This doesn't change the fact that on many occasions
I have been blown to bits because I dared hesitate to admire a beautiful piece
of virtual architecture.
Despite
these technological miracles, the audience that experiences these worlds are
relatively small. Bloodshed and mayhem rein supreme, with many a computer savvy
cyber gladiator having to wrestle a 3D accelerator card into the guts of their
increasingly obsolete PC. But, times are changing, and it seems that we are
on the brink of an untapped market potential. With more PC's coming onto the
market with 3D accelerators built in, it is quite possible that your everyday
Joe will have the power to visit increasingly realistic worlds from their desktop.
Theme
Parks and the Virtual World
Prior
to the mid-1990's, my experience and interest in the computer gaming world was
marginal. Not until the release of games like Myst and Doom did
I fully see a potential bridge between the theme park world I was working in
and the world of the computer on my desktop. As my professional computer experience
has grown, so has my belief that the two worlds are not that far apart. True,
their audience demographics may be slightly different, but in many ways they
face the same challenge: How to bring people into their created worlds and keep
them immersed and entertained. Now with the growing popularity of multiplayer
and internet games, computer environments are treading on a realm, until now,
reserved for the physical world. Many thousands of people are connecting and
participating in these virtual worlds with total strangers for one reason....
namely, the allure of the "shared" experience. A chance to make a
human connection in these new worlds and to be able to say, "HEY! Did you
see THAT!?"
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One
of the trade secrets behind the design of entertaining themed environments
is that the story element is infused into the physical space a guest walks
or rides through.
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Because
of this, there is a lot of knowledge that should be shared between these two
seemingly different industries. Amusement parks have been entertaining people
for over a 150 years. In the past 50 years theme parks like Disneyland, have
taken the art of spatially entertaining people to new heights. No longer are
rides simply a short lived thrill, now guests are fully immersed in stories,
where they play the main character. Over the years these designers have developed
tricks and trade secrets that (from experience) they know
will work.
Environmental
Storytelling
One of the trade secrets behind the design of entertaining themed environments is that the story element is infused into the physical space a guest walks or rides through. In many respects, it is the physical space that does much of the work of conveying the story the designers are trying to tell. Color, lighting and even the texture of a place can fill an audience with excitement or dread.
The
Importance of Story
The
first secret is "story." When I say story I am not talking about a
linear "once upon a time" type story. I am talking about an all encompassing
notion, a "big picture" idea of the world that is being creating.
A set of rules that will guide, the design and the project team to a common
goal. It is this first step that will insure the created world will be seamless.
If you are creating a game or attraction based on, let's say "pirates",
you'll need to play your audiences expectation like a violin. You want to pamper
them by fulfilling every possible expectation of what it must be like to be
a pirate. Every texture you use, every sound you play, every turn in the road
should reinforce the concept of "pirates!" If you successfully establish
a strong enough "story" early on in your design process, you will
have little trouble keeping your team focused. If you break any of the rules,
more often than not your team will argue, "we can't put that in there,
that's not at all 'piratey'!"
Most
important of all is once you have created this story, or the rules by which
your imagined universe exists, you do not break them! These rules can be broad,
but if they are broken your visitors will feel cheated. They will be slapped
in the face with the contradiction and never again allow themselves to be as
lost in your world as they may have been at the onset.
"Where Am I?"
In
the telling of your "story," the next most important task is to answer
your audiences first question.... "Where am I?" No matter how well
designed your environments are, if your audience can not answer this question
in the first 15 seconds, you are already lost. This can be as simple as "Oh,
I am in a dark warehouse." or "Ah, I am in the hold of a ship."
Wherever it is, your first job is to present your audience with the opportunity
to answer this question for themselves.
Your next question to answer is "What is my relationship to this place?" No matter how gorgeous your medieval castle, or abandoned space station might be, if they can't figure out what their role is in this place, you have missed out on a marvelous opportunity to pull your audience deeper into your world. This need not be done with lengthy CD liner notes or costly Intro AVIs. Clues can be left throughout your environment. Although you may not know who you are, you should be able to begin to have a notion based on your initial location. Valve's Half Life does an award winning job of playing with the player's desire for self identity, but only lets them come to a conclusion through their experience of the physical space and random encounters with peripheral game characters.
One
of the most successful methods for pulling your audience into your story environment
is through the use of "cause and effect" vignettes. These are staged
areas that lead the game player to come to their own conclusions about a previous
event or to suggest a potential danger just up ahead. Some examples of "cause
and effect" elements include, doors that have been broken open, traces
of a recent explosion, a crashed vehicle, a piano dropped from a great height,
charred remains of a fire... etc. These "cause and effect" bits of
storytelling can help the game player better understand where they are and what
they might expect to experience further on. Putting in an element just because
it is "cool" misses a vital opportunity to use that element to help
further your story along.
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Half
Life is
an excellent example of cause and effect elements triggered by actions
of the game player.
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"Cause and effect" elements can also depict the passage of time. A game character may return to a place that they had become familiar with earlier in the game, only to find it completely altered. This may be due to a cataclysmic event, or the disappearance of elements remembered from a previous visit. "Cause and effect" elements could also be triggered directly by the actions of the game player. The best examples are found in games like Half Life and Duke Nukem 3D. In the case of Duke Nukem, the game player reaks havoc on his environment, blasting toilets, setting fire to palm trees, and making Swiss cheese of many architectural elements. After a lengthy Deathmatch, there is not doubt as to what has transpired in Duke's futuristic Los Angeles.
Another powerful trick is to use the familiar in your designs. If your goal is to create an environment that is totally alien, it pays to periodically give your audience something familiar to anchor them themselves to. All too often, game designers will create a level built entirely of pulsating walls of intestine like material. Although the concept of such a place may sound "cool," it does more to alienate the game player than draw them in. If you can periodically give them some reference point... such as, "Oh, I am in a spaceship" or "Hey, this must be the engine room" you will be doing them a great favor. Even something like "Wow! These look like alien toilets!?!" will bring your audience back to relating to the environment, and even lend a little humor.
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The
buildings in the "Pirates of t
he Caribbean" attraction at Disneyland, despite appearing solid are entirely made of painted stretched canvas and example of clever theatrical magic |
On several occasions I have had a chance to walk through the "Pirates of the Caribbean" attraction in Disneyland, CA. During my first visit, I took a breather in the "Auction Scene." As I leaned back against one of the Caribbean stucco buildings I was shocked to discover they were entirely made of painted stretched canvas! All through my childhood I had just assumed that the buildings were solid, and even today it is hard to remember they are only clever theatrical magic. It is important to remember that the virtual world is no different than a theatre stage or a film set. Although we don't use canvas and paint, we can learn much from the tried and true tricks handed down to us by 2000 years of theatre. Texture maps are our canvas sets and how we choose to use them will make or destroy the story we are trying to convey. Texture maps are not wallpaper, but our tool to trick the eye. Even though dynamic lighting is one of the many luxuries of the new 3D technology, don't let lighting dictate how an environment appears to your audience. If your texture has architectural details that are carving into, or stick out of the two dimensional surface, it pays to paint in the necessary shadows to help heighten the illusion of depth an drama. The more you can achieve in your texture maps the fewer polygons you will waste on frivolous details.
Using Contrasting Elements to Your Advantage
If you have ever visited a medieval cathedral or even a large old church, there is a reason the vast interior is so awe inspiring. What you may not realize when you enter, is that the architects of these places have forced you to enter the church through a small confined space, before revealing the monumental interior of the main church. This in done quite on purpose, and it is the contrasting effect of having been confined in a small space that makes the adjacent room all the more dramatic.
The Paradox of Designing Environments for "Gamers"
One challenge to designing successful environments in the computer is working in and around the expectations of your main client.... mainly "gamers." I had an experience of art directing an Indiana Jones type game for a gaming company. After painstaking work on making the environments as realistic as possible, I walked into the lead programmers office to witness my carefully rendered torch flames flickering at an unrealistic lightening pace. When I complained, the Programmer proudly argued that he had done it for "the gamers." To be specific, he wished to show off the remarkable frame rate of the game, and felt that "gamers" would appreciate the visual effect of a high frame rate over the realism of my environments.
The Advantages of Computer Environments over Theme Parks.
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In
theme parks Tomb Raider style back flips off 10 story cliffs are
out of the question
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There are several things that virtual environments can give you that theme parks can not. Foremost is the expensive limitation of building in the physical world. theme park designs need to take into consideration the necessity to push as many people an hour as they can through their various attractions. One attraction alone can cost a 100 million dollars to build, and takes millions more per year to just keep it clean and running. Theme Park experiences run from 30 seconds to 15 minutes in duration and could never rival the 40 hours spent wandering the islands of Myst. Theme parks must always be aware of safety, so my Lara Croft back flips off 10 story cliffs are out of the question.
Missed
Opportunities
For the time being, the ability to create virtual worlds is relatively new to us. I have no doubt that in the years to come we will continue to blaze new trails deep into this entertainment medium. Although we break new technological ground with every year that passes, I still find that I am left wanting. I long for the day we break away from rambling labyrinths for their own sake, whether they are dungeon passages, back street alleys, or miles of sewer pipes. I look forward to visiting virtual places that tell me more about where I am and what I am supposed to do. I want to use my wits and knowledge to get myself out of tight spots, and never again have to twitch my way through timed puzzles that force me to repeat my actions over and over to simply reach another level of the game.
Don Carson is a freelance designer and conceptual illustrator. For many years Don worked as a Senior Show Designer for Walt Disney Imagineering, the theme park design arm of the Walt Disney Company. Some of the attractions he helped to design are Splash Mountain for Walt Disney World Florida, and Mickey's Toontown for Disneyland California. Don continues to work as a consultant for Disney from his studio, as well as for companies like the Jim Henson Co., Universal Studios, Microsoft, Zowie Intertainment, Sierra, and Coca Cola. You can reach him at: djcarson@aol.com, or visit his online portfolio at: http://home.earthlink.net/~dccreative
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