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By
Marc Saltzman
Gamasutra
[Author's
Bio]
March 15, 2002
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Miyamoto,
Lanning, and Ishihara
Perry,
Broussard,
and Miller
Rubin,
Gard, and Naka
Suzuki,
Kojima, Ancel, Schaffer, and Newell
Garden,
Shelley, Steinmeyer, and Saunders
Tørnquist,
Gilbert, and Greenberg
Roper,
Householder, Taylor, Spector, and McGee
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This
feature is taken from chapter five of Marc Saltzman's Game Design:
Secrets of the Sages, Third Edition.
The
book is available inside Macmillan Software's Game
Programming Starter Kit 5.0.

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Features

Game
Design: Secrets of the Sages
Creating Characters, Storyboarding, and Design Documents
Ragnar Tørnquist,
Funcom
The brilliant and articulate Ragnar Tørnquistcreator of The
Longest Journey, arguably one of the most critically acclaimed adventure
games of latetalks in this chapter about creating a successful protagonist
and the importance of design docs and storyboard sequences.
"Creating
strong characters in a game is not as hard as people think," begins
Tørnquist, when asked to reveal the "secret" to creating
a successful lead character such as April Ryan in The Longest Journey.
Most of it has to do with depth: depth of personality, depth
of background, depth of characterization. It's important to avoid clichés
and stereotypes, and one way to go about it (at least initially) is to
use real people as models for your characters. Think about what it is
that makes a person unique: Is it the way he or she talks, walks, laughs?
Observe his or her expressionsfacial, verbal, body languageand
dig deep into that person's full history. The more complex the background,
the more thorough your preparation, and the easier it is to develop a
strong character. Even if it isn't mentioned in the game, take the time
to write down personal details such as family history, likes and dislikes,
favorite petsanything and everything that's suitable for the kind
of character you want to create.
In other words, if your character is a butt-kicking marine with
a grudge, you probably don't need to think about his favorite color, but
you'll need to find out why this guy became a soldier in the first place,
what makes him tick, and what he wants to accomplish.
Okay, so
what about the creation of April Ryan?
With April Ryan in The Longest Journey (TLJ), there was
actually a ton of background material that's only briefly hinted at in
the game, but that gave her depth and character. There's a reason for
everything she says and does, and I think that's quite apparent. Long
before I started writing her dialogue, I knew everything that had happened
to her from the day she was born to the day the game started. I knew what
made her tick. I knew how she spoke, how she would react in any given
situation. At that point, it's a lot easier to develop the character and
to have him or her become a natural part of the story and the setting.
I said earlier to avoid clichés and stereotypes, but
sometimes clichés and stereotypes are great ways to establish a
character immediately, without a lot of dialogue, especially in the case
of supporting characters who may not get a lot of screen time. Don't knock
stereotyping; there's a good reason why some people do conform to stereotypes.
With TLJ, we had The Surly Detective, The Funny Sidekick, The Mysterious
Stranger, The Mad Wizard, and so on. These types of characters, done right,
appeal to us on a very basic level: we understand them. We've seen them
before. We know where they fit in. While you don't want your lead character(s)
to fit into an easy mold, clichés and stereotypes are tools that
can be used to fill out your character gallery. After a while, you'll
probably want to play with these clichés and stereotypes, twisting
them ever so slightly to keep the players on their toes throughout.
And on the
development of these characters, and using the storyor, more precisely,
the plotTørnquist says to keep in mind that good characterization
(at least in games) comes from placing ordinary people in extraordinary
situations.
This is usually a lot more interesting than extraordinary people
in extraordinary situations: By virtue of the changes in the game world,
and the way your characters react to these changes, you'll find that your
protagonist(s) often start to evolve and grow on you, regardless of your
original intent. Let the player experience the world through the eyes
of the protagonist; if the protagonist's eyes are jaded or all-knowing,
it's not particularly interesting. But if, as with April, the extraordinary
things that happen on her journey are as surprising to her as to the player,
there's an instant link between the person playing and the character he
or she is controlling. And that's a good thing.
On design
docs for an adventure game, Tørnquist mirrors many of the sentiments
found in this chapter:
A design document is a blueprint for the programmers, artists,
and level designers. It describes in detail the concept and ideas, the
systems and functions, and the suggested implementation of all game featuresboth
the obvious ones (visual interface, for example) and the not-so-obvious
ones (AI, scripts, saving and loading, and so on).
Tørnquist
expands on this comment, and also touches on storyboarding:
The designer's job is to think of every eventuality that might
occur, every action the player may want to perform, every problem that
could pop up, as well as create an interesting world, a strong story,
intriguing characters, and fun gameplay. It's impossible to cover every
eventualityto second-guess all possibilitiesbut the point
is to be as well prepared as possible. Design will happen, whether you
want it to or not, throughout the production, until the day the game ships
(or, in the case of online games, even after the game has shipped, and
for years to come). A design document is therefore an evolving document,
constantly updated by the designers, providing a living record of intent
as well as result.
A storyboard is a visual representation of what occurs onscreen,
which is only the tip of the iceberg in terms of the actual design. A
storyboard visualizes what the player will see and do, and so it's an
interesting way to "play the game" long before the game is up
and running, but it doesn't replace the design document. For The Longest
Journey, we storyboarded a few important in-game sequences, but not
all of themnot even most of them. However, we did make detailed
concept drawings of all locations and every single character in the gamethis
is called the visual or graphic design. By doing that, we were able to
plan out what animations, sound effects, dialogue, and code we needed.
Of course, all of the game's cut-scenes were fully storyboarded, much
like with an animated movie.
And lest
we forget about a scriptarguably the most important part of a creating
an adventure game, Tørnquist has a few words to say on that topic:
Last but not least, an adventure game needs a script; this is
the document that "tells the story," in dialogue, scripted events,
every possible response to every possible actionmuch like a movie
script, but much, much bigger. Combine the threethe design (technical,
systems, interface), the storyboard, and the scriptand you're ready
to start production, at which point you'll realize that making adventure
games is even more fun than playing them!
Ragnar Tørnquist
offers sagely advice in Chapter 3 on creating adventure games.
Ron Gilbert, Humongous
Entertainment
The gaming genius behind many of our most lovable characters, such as
Monkey Island's Guybrush Threepwood, Maniac Mansion's Bernard,
and Pajama Sam, believes that "there has to be something about the
character that's visually recognizable, and simply understood." He
explains:
We don't have the bandwidth yet for complex characters like
in film, so we simplify and often rely on stereotypes, and then we build
them up through storytelling. In action or real-time strategy games, we
rely on these stereotypes for you to instantly understand who the character
is. The story is secondary, more of an afterthought, but not for adventure
games, of course.
Daniel Greenberg,
Freelance
The talented Daniel Greenberg is an award-winning freelance game designer
with almost two decades of experience making critically acclaimed and
commercially successful games. Some of these include Star Trek: Starfleet
Academy, Vampire: The MasqueradeRedemption, Star Control III, Tenchu
II: Birth of the Stealth Assassins, Independence War II: The Edge of Chaos,
Sea Dogs, Advanced Dungeons and Dragons: Al Qadim/The Genie's Curse, and
X-Men: The Mutant Wars. He is also a consultant for a number of well-known
computer and console publishers.
Greenberg
was first asked to provide some important pieces of advice to share with
newbie game designers on becoming a success in the industry. His answers
are quite thorough, so dig in and get comfortable.
Apprenticeship: Learn the rules. Stay in school. There's
a lot more to game design than being really into deathmatching. The best
way to learn it is to absorb the distilled essence of what mankind has
learned over the last few thousand years. There's a shocking amount of
good stuff in college and even high schoolif you keep your ears
open. Learn the basicsat least enough English to write crackling
dialogue and avoid passive voice; at least enough dramatic theory to understand
why Aristotelian theory is still essential 2,000 years later; at least
enough programming to create flowcharts that are efficient and meaningful;
at least enough art theory to be able to speak intelligently to artists
about color, form, motion, and asset management; and at least enough business
and marketing and corporate culture to talk coherently to people who will
turn your games into cash. None of this stuff is dull to an active mind
that is restlessly churning everything it digests into fodder for games.
Once you're firmly grounded in a multidisciplinary approach, get inside
the business any way you canquality assurance, administrative assistant,
etc. Once you're inside, it's easy to learn the ropes and even find mentors.
Knowing the rules will help you avoid the pitfalls that tripped up so
many designers before you.
Professionalism: Follow the rules. It doesn't matter
if you're 16 or 60; there's no excuse for unprofessional conduct. Handle
the basic stuff. When you give your word, can your boss and coworkers
and employees count on you? Make sure they canevery time. Underpromise
and overdeliver. The temptation to do just the opposite is often overwhelming.
Resist it.
The rules are there for a reason: they work. The rules can help
you isolate bad ideas and eliminate the pressures that result in crappy
games.
Revolution: Break the rules. Game design is full of devotion
to stupid conventions that are slavishly copied in hopes of duplicating
success. Innovation requires a leap of faith into the void. And that's
the easy part. Once you've created a brilliant, unconventional, defiant
design, harness your creative powers to create imaginative ways to sell
your innovations to marketing. If you learned how risk-averse corporate
culture is during step 1 (apprenticeship), you should have an edge in
this process. Following the rules makes good games. To make great games,
you have to know which rules to break.
With the
nearly 20 years of experience Greenberg has under his belt, he can easily
support his advice above with real-world personal/professional examples.
I'm still pillaging classes I took years ago for good ideas.
My psychological studies into reaching autistic children became the basis
for the secret final mission in Starfleet Academy ("A World
of Their Own"), in which the only way to survive a confrontation
with a planet-killing vessel is to not try to get them to understand you,
but to understand them by getting into their dissociative world.
In my Advanced Dungeons and Dragons computer game, The Genie's
Curse, I drew on notions of honor and sacrifice from a Philosophy
of the Middle Ages course, in order to let players make meaningful choices
about expediency versus the difficult but honorable path. (The Computer
Shopper magazine reviewer said "...it is refreshing to see a game
where honor and courtesy are an integral part, and portrayed in a way
that isn't trite.")
Much of
this chapter looks at storyboarding, the various theories on why storyboards
are important, and how to approach them. Greenberg looks at the importance
of the story itself and offers the following paragraphs:
Aristotelian dramatic structure has not been repealed in the
digital age, but it needs some adaptation to account for user input. Story
structure needs to follow the basic pattern of rising and falling action,
but the player needs some ability to alter the pacing, or the story will
feel forced and labored. But just as Arthur Miller had to seriously rework
Aristotle to reach a modern audience with "Death of a Salesman,"
good games need to rethink dramatic structure for the new medium.
Many games have paper-thin characters because our art form is
still in its infancy. For all their rapidly accelerating power, PCs are
actually still a very crude canvas. They're bursting at the seams to contain
an art form as potentially explosive as interactive storytelling. Unlike
mature art forms, like books or films, our medium is in its infancy, and
our ultimate structure is utterly unknown to usthough many of us
suspect it will make the Holodeck look like a child's toy. (Wait. The
Holodeck is a child's toy.)
The people in our audience who "get" interactive entertainment
are still a small subset of the general population (though this subset
is growing and evolving faster than the keepers of our culture understand
or imagine). So we can be excused for catering more to the more primal
interactivity needs of our audience than the more subtle forms of characterization
and intricate plot construction. It only makes sense that we (and our
audience) are more enthralled by the gimcrackery of the exponentially
increasing technology than exploring the depths of the human psyche via
video games (though that, too, is happening). So the simple conclusion
is that Lara Croft is about as developed as she needs to be for the style
of game she appears in. That style of gameplay is evolving, however, as
we find what's really meaningful in storytelling.
Great stories resonate in us, because somewhere the story relates
to journeys we have taken, struggles we have endured, and burdens we have
borne. Even the most fantastic story can connect with us on a symbolic
level. This has tremendous power, even if most people are not fully conscious
of the effects of story on their emotions, actions, and lives. Games can
illuminate our own inner landscape just as books and movies can, showing
us a little bit about ourselves as we play. Good games let us take charge
of that process, and let us explore that inner landscape. One secret to
illuminate that path is the tool of multiple good outcomes.
Any secrets
Greenberg can share on storytelling in an interactive medium? Indeed there
are. Greenberg provides the following, and supports his comprehensive
words of wisdom with examples from games such as Vampire: The MasqueradeRedemption
and Star Trek: Starfleet Academy.
Multiple "good" outcomes
A big secret of superior interactive storytelling is the concept
of multiple good outcomes, with varying degrees of "good."
When I first began designing, most games had a very linear storyline.
Interactive choices offered were largely illusory, as any deviation from
the storyline was punishable by death (or at least game over). This became
too obvious, so some games decided not to kill characters immediately
after the player chose the death path. This made the game livelier, but
led to terrible frustration when players realized they were "dead
without knowing it." It was often quite difficult for players to
locate the killer choice point and start over from there. Eventually,
interactive story design evolved to the point where games could offer
a third, more ambiguous choice to spice up the mix of a fairly obvious
survival choice and a fairly obvious insta-death choice. These good, bad,
and ugly choices improved the mix, but were still very limited.
My favorite solution was to make the insta-death choice very
rare (You chose door number two? You're dead!), and focus on a wide range
of variables to track choices within the main story. Players don't have
cut-and-dried choices that point in obvious directions, but more subtle
choices that could each turn out well. Each choice has real consequences
and real rewards far beyond issues of death and survival. They take the
player along differing paths through the main story, and result in a range
of consequences and endings depending on the preponderance of choices
made throughout the game. This lets the player feel more in charge of
his destiny.
This "multiple good options" approach has another
beneficial effect. Players can personalize their character to a greater
extent, and therefore feel a closer connection to their avatar. For example,
if the player needs to question a non-player character, consider providing
a range of dialogue approaches. Choosing between dialogue options like
browbeating and sweet-talking lets players sculpt their characters' emerging
personalities. Players not only control their destinies, but shape the
kind of ride they have on the way to that destiny.
Technical note: If you're going to offer the player these kinds
of choices throughout the game, it's important to reveal this experientially
early on, by setting up a simple, low-impact choice and result early in
the game. The player needs to feel the consequences of his choice very
quickly to know that the game is indeed responding qualitatively to his
decisions.
The trick is tracking all the variables set in play, and making
sure they're all paid off. It's also important that the player has a sense
of why he gets the outcome he did. He doesn't need to understand the direct
consequences of each choice, but should have some idea. (If he wants to
know the direct consequences of each choice, he's free to replay from
a myriad of saved games, and believe me, a lot of players will. And then
they'll post the consequences in great detail on gaming sites.)
One of the best ways to offer multiple good options is to use
the approach of short-term pain for long-term gain versus short-term gain
for long-term pain. Tempt the player with expedient choices, but hint
that there's a price to pay later. And offer a price to be paid now for
hope of a return later. This is a diabolical bind, and makes for very
textured choices for the playerneither of which is obviously objectively
bad. When players are wracked with nervous apprehension while making choices,
you have done your job.
Examples (and reviews to show how the goal was accomplished):
Vampire:
The MasqueradeRedemption
offers the player multiple endings based on ethical conduct during the
game. While ethical vampires might sound confusingly contradictory, in
practice it works well. We implemented the Humanity system that we had
used quite successfully in the paper game version. Vampires are unliving
creatures who either cling to the tattered shreds of their former humanity
or yield to the beast within and become ravening monsters. So if the player
made difficult but ethical choices in his dealings with others, he could
forestall the slide to oblivion, and even find a kind of redemption. If
he acts like the monster he's becoming, he hastens his slide into oblivion.
However, even this "bad" ending can give him power to defeat
the boss villain, but at the cost of his soul. In the end, the game's
basic choices became a meditation on what we sacrifice for power, on defeat
in victory and on victory in defeat.
Adrenaline Vault said: "The well-constructed storyline
and character development system give VTM: Redemption an overpoweringly
immersive quality, possessed in very few offerings today."
Star Trek: Starfleet Academy requires that the player
manage a crew of raw cadets and mold them into a team. Besides having
to make career path decisions, resolve inter-crew squabbling, and deal
with opportunities to cheat (just like James T. Kirk), the player has
the option to neglect his studies to help solve a serious problem he and
his science officer have stumbled upon. From the very beginning of the
game, it appears that the top victory condition is graduating first in
the class. Therefore, all the academic choices seem far more important
than more fun distractions. And, for the most part, they are. But the
player gets an inkling that the fringe research project he has embarked
upon could have tremendous, far-reaching consequences, saving more than
a few lives. The player will have to sacrifice what appears to be the
whole point of the gamewinning command of his own ship by graduating
first in his class. The research plan that will let him crack the problem
is presented as yet another tempting distraction from his limited study
time. But clues interspersed throughout the game, including interactions
with Academy Special Instructor Kirk, hint that it could be far more than
that. If you actually dare to ask Kirk audacious questions about his notorious
defiance of the Prime Directive, you learn all about how and when to break
rules. Many players figure out the special ending the first time through
the game, but not all. Which is as it should be.
Cnet Game Center's review said that Starfleet Academy's
"...clever writing and an understanding of the Trek mythos (and its
implications) surpasses most of the current TV shows and movies. In fact,
the question of what we are to learn from Kirk himself and his "Cowboy
Diplomacy" (based on the original series and first set of movies)
is one of the major themes of this story."
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