|
Designer's
Notebook

In
the Beginning Was the Word
So
begins the gospel of John in the Christian New Testament, but the
line applies nicely to the beginning of computer games as well.
Certainly the earliest of them, in the days of printing terminals
attached to timesharing mainframes, relied heavily on words. Apart
from crude ASCII graphics, words were all that the early games had
to convey a sense of situation, place and character.
Over
the last 20 years or so words have been largely replaced by pictures
in games, which convey these qualities much more immediately and
allow us to play in real time. Word-based games, or at least those
that use whole sentences, can't be played in real time because people
read at different rates. With pictures, we can be reasonably confident
that everyone can see at the same speed (those of us who aren't
sight-impaired, at least).
Unfortunately,
as the number of words in games has decreased, their quality hasn't
necessarily increased. The writing in computer games was never very
good, and - with a few notable exceptions - it doesn't seem to be
improving much. This month I want to take a look at words in games,
and do a little thinking about just what they bring to our medium.
I would never argue that we should return to the days of the printing
terminal, but I do believe that words in games have more potential
than they get credit for, and that they deserve more attention and
care as well.
To
start with, let's take a look at the use of words in other media.
In the 1960's, as television became ever more affordable and began
to get features like color and high-fidelity sound, there was a
fear among many social critics that movies and TV would completely
supplant books as an entertainment medium. This fear found expression
in novels like Ray Bradbury's SF classic Fahrenheit 451,
in which books are forbidden as sources of social and political
unrest and people are instead encouraged to watch, or participate
in, mindless interactive TV soap operas.
While
it's true that television has made tremendous inroads, consuming
leisure time that people used to spend with books, it hasn't actually
replaced books. There are more books on the store shelves than ever.
In fact, we're swamped with cheap fiction, from techno-thrillers
to chick-lit. Much of it isn't very good, but that isn't the point:
there's consumer demand, which proves that TV has not taken over.
Non-fiction, too, is enjoying tremendous popularity, and interestingly
enough, many TV documentaries are accompanied by books for people
who want to have permanent access to the same material in print
form after the documentary has aired.
There
are various reasons TV didn't replace books. For one thing, books
are vastly cheaper to create than movies and TV, so you can turn
out literally hundreds of paperback novels for the price of one
TV show. It also means that you can aim at smaller niches. A book
can make its investment back if it sells a few thousand copies;
a TV show has to be seen by hundreds of thousands of people.
A
more aesthetically significant reason that TV and movies didn't
supplant books is that books can do things that the image can't.
Images make the general particular; they make the abstract concrete;
they make the ambiguous certain, at least with respect to the appearance
of things. They create a distinct instance of an otherwise nebulous
idea.
When
the first Harry Potter movie came out, there was a great deal of
debate about whether various members of the cast were "right"
or not. Each of the millions of us who has read the Harry Potter
novels has an image of the characters in our heads, and of course
they aren't all the same. My Harry doesn't necessarily look like
your Harry, and so on. The movie, however, created a definitive,
concrete Harry - he looks like the actor Daniel Radcliffe, and now
to many people that's what Harry looks like. This isn't necessarily
good or bad; it's just a fact. (Actually, Daniel Radcliffe isn't
too far from my Harry, but Emma Watson, who plays Hermione Granger,
doesn't look anything like my Hermione, and when I read the books
I see my own Hermione. It's not Ms. Watson's fault; but the word-picture
J.K. Rowling created for me just doesn't look like her.)
What
images can't do is create interior monologues or illustrate complex
states of mind. The word is capable of particularizing and stating
explicitly facts about our unseen lives. Especially good actors
can create the outward behavior that might accompany such a state
of mind, but they cannot hand it to you on a platter the way the
written word can. What the pictures can do for the visual appearance
of things - make them specific - words can do for emotional and
other mental content.
Here's
a simple example. Suppose a suburban housewife is feeling depressed
and trapped in her boring existence. She has a sense that life is
passing her by and all her youthful potential is being wasted. Then
one day she learns that her best friend has won the lottery, and
is about to go away and spend the rest of her life traveling and
having adventures. Our heroine feels a whole whirlwind of emotions
about this: envy of her friend's good luck; a genuine pleasure on
her friend's behalf; further depression and sorrow that she is being
left behind; anger that her friend is prepared to abandon relationship;
and guilt about feeling envious and angry, because she believes
a truly good person "should" feel only unalloyed happiness
for her friend.
Now
it took me all of 15 seconds to tell you about this in words, using
bald but clear terms. A serious novelist would weave it, more subtly,
in through several pages - or even an entire book - but nevertheless,
it can be explained quickly if necessary. On the other hand it would
take a good half hour or so for a consummate actress like Meryl
Streep to try to bring all this across on screen in a way that felt
natural and credible.
That's
the efficiency of verbal description. Where complex states of mind
are concerned, words are extremely high-bandwidth. Reading about
them doesn't always have the visceral punch of images, but it does
have the power to create situations that are impossible to represent
visually. For example, you can read the sentence, "Joe was
furious inside, but he never let it show," and you know what
it means. But such a sentence is un-filmable: if he never lets it
show, you can't see it.
I
believe that this is what interactive fiction is really trying to
explore. I know a fair number of commercial game developers who
dismiss fans of interactive fiction as a bunch of sad losers who
are stuck in the past, people who can't bring themselves to admit
that Infocom is out of business and text adventures are dead. But
that's a perspective based on an assumption that the only thing
worth exploring in game design is something that's going to make
money. From a creative standpoint, it's actually a very limiting
point of view. If you insist on commercial viability before beginning
any kind of creative research, you're not going to accomplish very
much because the only things with proven commercial viability are
things that have already been done! A game like The Sims
was groundbreaking precisely because it was trying out ideas whose
commercial viability had not yet been proven.
Once
you abandon the a priori requirement of commercial viability,
you're free to try out new things. The people working on interactive
fiction aren't actually trying to duplicate what Infocom did, or
to pretend that their work is commercially viable - after all, Infocom
itself was aiming for commercial success. What these people are
doing is exploring the power of interactive words, an area that
we have largely neglected since about 1986. They've realized that
there are things words can do that pictures cannot, and they want
to find out more about it.
It's
worth noting one more thing about TV and movies: they are actually
word-dominated media themselves. Very few movies can get away without
any words. There have been fringe examples like Koyaanisqatsi,
and 2001: A Space Odyssey had very little dialog, but for
the most part movies are about people, and people spend a lot of
their time talking. Movies need words in order to establish relationships
and explain the basis for the emotions that we see displayed.
For
example, in one episode of the Miss Marple TV series ("The
Moving Finger," for fans), the story opens as an attractive
young couple, Gerry and Joanna Burton, arrive at a little English
village where they are about to make their home. A few days later
(in TV terms), we see various women of the village giving the eye
to Gerry, a charming fighter pilot. He doesn't do anything to discourage
this, and in fact strikes up an odd, quasi-romantic friendship with
another of these women. Is he cheating on Joanna? No, because Joanna
is not his wife, but his sister. But the only way to know that is
because the show told us so specifically, in dialog. On appearances
alone, you could easily jump to the conclusion in the first few
scenes that the two are married: they have the same last name, are
of a similar age, are obviously closely acquainted, and setting
up housekeeping together.
Without
the words to explain the relationships and obligations among people,
we are left unable to interpret the meaning or emotional consequences
of what we are seeing. And even the most action-packed movie --
something like Arnold Schwartzenegger's Commando, for example,
which offered the least plot for the largest number of explosions
I've ever seen -- still has to have a little setup at the beginning
to explain who these people are and why we're supposed to care.
Words
are still used in quite a number of places in games: menus, obviously;
dialog; mission briefings and debriefings; journals and other kinds
of books found in adventure and role-playing games. Someone has
to produce those words, and if you care about the impact they make,
the influence they have on your players, that person needs to be
a competent writer. She needs not only to write clearly and appropriately
for the characters and setting, but also tersely. I don't know how
many games I've seen with long, long introductory sequences in which
the writer is clearly ticking off the boxes, telling rather than
showing. I'm an unusually patient gamer, and the content matters
a lot to me (sometimes even more than the game mechanics) -- so
when I'm bored, you know it's going on too long.
Words
will seldom make or break a game financially, but they are often
the difference between a good game and a poor one, a believable
premise and a laughable one. Your character animations may flap
their lips, but what really matters is what comes out of their mouths.
Unless you're developing arcade games or something highly obvious
like a racing game or a flight simulator, words are part of how
you set the stage - not the visual stage, but the social, emotional,
and dramatic stage. Give them the attention they are due, and they
will serve you well. And don't forget: words are a vital part of
game design as well as the game itself. Even before the first concept
drawing is made, the high concept of the game will have to be expressed
in words.
In
the original Greek in which the gospel of John was written, the
term used is logos, which was translated as "word,"
but also means "thought," or "will." Both are
essential tools in the creation of a game design. The game designer
is the god of his game world. So as you start your design, don't
forget John 1:1: In the beginning was the word, and the word was
with God and the word was God.
______________________________________________________
|