
Replayability,
Part One: Narrative
By
Ernest
Adams
Gamasutra
May
21, 2001
URL: http://www.gamasutra.com/features/20010521/adams_01.htm
What makes a computer
game replayable? And why are some replayable and some not?
In principle,
any game should be replayable. If you went down to the toy store, bought a board
game in a box for twenty or thirty dollars, and then came home to discover that
you could only play it once, you would be rightfully wrathful. Yet, this happens
fairly frequently with computer games, and our customers are more or less resigned
to it. Replayability, however, is no accident: it's something we as designers
can build in on purpose
if we want to.
Let's start with the question of whether we want to. From a purely mercenary standpoint, replayability isn't always a good thing. If a game is endlessly replayable, our customers have no reason to go buy another game. We need them to buy new games to keep ourselves employed, so we have a financial motive to build a certain lifespan into our games. However, I don't know of any developer who actually feels this way. For one thing, most games already have a certain lifespan because of galloping technology; there's no need to build one in artificially when Intel and AMD are doing their best to make sure our games are obsolete in a couple of years no matter what we do. But more importantly, most of us have some creative pride. We want people to go on playing our games for a long time. We respect games, like Civilization and Myst, which people continue to play for years, and we respect their designers for having achieved such a thing.
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We respect games, like Civilization and Myst, which people continue to play for years, and we respect their designers for having achieved such a thing. |
So assuming that
we do want to make a game replayable, what issues influence replayability? Leaving
aside technology, which we can't control, how do we design a replayable game?
In the first part of this article, I'll address the effect of narrative on games,
and in the second part, I'll look at game mechanics.
Narrative in games
- that is, the storyline, when there is one - tends to be fairly fixed and fairly
linear. Despite 25-odd years of more or less haphazard research, no one has
devised a really satisfactory "branching storyline." When people replay
the game to see branches that they missed the first time, they tend to hurry
through those parts that they've already seen, paying little attention. And
if the narrative is linear, as in Starcraft or Diablo, once you
know the story, it doesn't provide much motivation to play the game again. Fortunately,
those games offer sufficiently interesting gameplay that they're worth playing
again even if you already know the story. But for adventure games, the story
is most of the reason for playing them. Once you've solved all the puzzles and
you know the whole story, there's little reason to do it again. The more important
narrative is to a game, the more of a disincentive it is to play it again.
But I don't think
it has to be that way.
If you drive to
the far northern tip of Scotland, where puffins nest among the sea-cliffs and
the mist swirls over the grass even in high summer, you can stand and look north
across the treacherous waters of the Pentland Firth to a low, treeless archipelago:
the Orkney Islands.
And if you take the ferry over to the Orkneys, you can visit dozens of ancient
stone monuments left by people hardier than we: Neolithic farmers, Picts, Vikings.
Among them is a beautifully preserved little village, Skara Brae, where all
the walls, floors, and even furniture are made of flagstones. Nowadays you can
stand on the wall-tops, look down into the roofless rooms with their beds and
shelves and cupboards all of stone, and try to imagine what it must have been
like during the icy howling darkness of a North Sea winter's night, five thousand
years ago. People dressed in skins, huddling around the hearth in the reeking
gloom, burning such driftwood as they could find, the only light coming from
the fire.
How did they pass
those endless winters? Working, certainly: cooking, sewing, tending babies and
mending tools. Playing, certainly: singing, talking, telling jokes and laughing.
Doing what humans do: eating and sleeping, making love and giving birth, falling
ill and dying. And throughout it all, the thread that spans the generations:
telling tales and listening to them told.
Nowadays we have
so many stories to choose from that a man could spend his entire life reading,
watching television, going to the movies all day, every day, and never once
hear the same story again if he did not want to. But in ancient times, the tales
were fewer, and memorized, not written down. Perhaps their telling was the province
of a privileged group, or even a single person: the bard, the singer. And so
by the time she had reached old age - that is to say, her fifties, if she survived
childbirth - a woman must have heard the same tale many a hundred times.
Why did they bother?
Why did they care? Was it because any story, no matter how many times heard,
was better than silence? I doubt it. In silence inheres the potential for all
stories, good and bad; in speech, the potential becomes the real. It is better
to hear only silence than to hear a bad story told again. I believe the reason
our ancestors listened to the same stories again and again was that they were
good stories.
With so many tales
to choose from, we now assume that once we know the plot there's no longer any
point in hearing the story again. This is true for most of our stories: is any
given episode of Kojak or 21 Jump Street that worth seeing a second
time? Probably not. But there are a few tales that we do see, or hear, or read
over and over. We drag out A Christmas Carol year after year, and even
if Tiny Tim is too saccharine for modern tastes, the story of a bitter old man's
redemption is not.
I usually re-read
The Lord of the Rings, or parts of it, about every 18 months. I know
it backwards and forwards. I know I'm not going to learn anything new about
the plot. What brings me back, what keeps my attention, is not the tale but
the telling.
Consider the following
sentence from near the end of the book. It occurs at the penultimate moment,
when Frodo is standing at the Cracks of Doom with the Ring in his hand. The
Dark Lord has suddenly become aware of him, and knows that his very existence
hangs by a thread.
From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free; and throughout his realm a tremor ran, his slaves quailed, and his armies halted, and his captains suddenly steerless, bereft of will, wavered and despaired.
Read aloud, this
sentence rings with the rhythms of poetry. The first two phrases have a parallel
construction, and in fact, they are perfect iambic heptameter and hexameter
respectively:
From all / his pol- / i-cies / and webs / of fear / and trea- / cher-y
From all / his stra- / ta-gems / and wars / his mind / shook free
They even rhyme.
The next phrase sounds like Anglo-Saxon alliterative verse, with its repeating
initial consonants:
and Throughout his Realm / a Tremor Ran
and with the exception
of the word "and," it too is composed of iambs:
through-out / his realm / a tre- / mor ran
Then we return
to parallel construction with "his slaves quailed, and his armies halted."
After that the rhythm begins to break up, just as the Dark Lord's regimented,
mechanized world began to break up. Did Tolkien do this deliberately? There's
no way to tell, but he was a poet who knew everything there was to know about
the English language, and consciously or unconsciously, his mind used that knowledge
to work his material. At a moment in the story when only poetry could do justice
to his vision, he employed its methods to great effect. This is one of the most
powerful sentences in the book, but it's the kind of thing you only notice on
a second, or third, or twelfth reading.
Telling a Great Tale
To appreciate great stories it isn't necessary that they be new. People go to the opera with a full knowledge of the plot, and indeed the plots of most operas are pretty thin. What they go for is the performance, the power and beauty of the human voice. Why did teenaged girls go back to see Titanic again and again and again? They already knew the plot. It was because of the way it made them feel, and that, too, is a function not only of the tale but the telling.
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Titanic offered viewers an emotional resonance that goes beyond the plot alone. |
Some time ago,
I began wondering how to think about comic books - their stories go on and on,
and their heroes and villains never grow old and seldom die. They suffer setbacks
from time to time, but few of these changes are permanent. The stories are presented
as if they are part of a continuous narrative, but of course that makes no sense;
it means that Batman, a normal human being, has been fighting crime continuously
for nearly seventy years. To what class of literature do comic books belong?
Finally, I concluded that they are not novels, not serials or soap operas, but
legends. Legends don't have to hang together to form a coherent whole. There
can be an infinite number of stories about Paul Bunyan, and he never grows old
or dies, because each tale is self-contained.
The publishers
of comic books are afraid to kill a character, for fear that people will expect
him to remain dead forever. They invent origins for their characters, and they
have ongoing stories of their adventures, but they don't dare tell how they
die. They're still hung up on this idea that their books are continuous narratives.
At least, they were until 1986.
In 1986, Frank
Miller wrote a graphic novel called The Dark Knight Returns. In this book, he
told the tale of Batman's final battle and his end. He recognized that the readers
of comic books are not necessarily small children; that they are mature enough
to be able to read the story of Batman's doom without assuming that the publication
of other Batman stories must therefore cease. In his introduction to the book,
Alan Moore wrote:
All of our best and oldest legends recognize that time passes and that people grow old and die. The legend of Robin Hood would not be complete without the final blind arrow shot to determine the site of his grave. The Norse Legends would lose much of their power were it not for the knowledge of an eventual Ragnarok, as would the story of Davy Crockett without the existence of an Alamo.
In providing a
capstone to Batman's career, Miller took nothing away and did nothing to obstruct
the creation of further legends. He simply gave it a fitting end, one without
which the legend was incomplete.
Another thing
about legends is that it isn't necessary for them to be consistent. We know
they're fiction, not fact. There's no reason why one particular version of Batman's
fate must be definitive. In composing The Ring of the Nibelung, Richard
Wagner substantially re-wrote the Norse legends for his own purposes, and while
the results are not "true" to his source material, his source material
isn't "true" to anything either. He was working from copies of the
legends written down in medieval times, by authors who themselves chose to record
one particular version of far more ancient oral tales. In a more modern example,
the author John Fowles was unable to decide on an ending for The French Lieutenant's
Woman, so he unapologetically created two different endings and told them
both.
These, I think, are the keys to making a narrative game replayable. First, if the story is linear, to make it so good that it's worth hearing again and again, even if we know the plot. To do as Tolkien did, and write it well; to do as opera does, and perform it well; to do as Titanic did, and offer an emotional resonance that goes beyond the plot alone. To tell the tale as the Stone Age singer told it on a North Sea winter's night, so spellbindingly that your audience can hear it a hundred times without tiring of it. That's a tall order, but it can be done if we find the right talent and make the commitment to do so.
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In composing The Ring of the Nibelung, Richard Wagner substantially re-wrote the Norse legends for his own purposes. |
Second,
to treat our stories not as collections of fixed immutable facts that accurately
record a "history" that never happened, but as legends that speak
of mighty heroes, great events and deeds. People have spilled gallons of ink
arguing about minute inconsistencies in the Star Trek universe; a few
decades ago, they did the same over the Sherlock Holmes stories. That's because
they're treating these fictitious worlds as if they were objective reality.
There's no harm in letting them enjoy themselves in this manner, but we should
be wary of doing so ourselves. For us as designers to bind ourselves to a single
version of events in our worlds is to tie our hands creatively and make it much
more difficult to make a game replayable. Replaying a game creates variation,
and variation demands narratives that are tolerant of it. Tales, not "truth."
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