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Features

Funny, Me? On Leisure Suit Larry: Magna Cum Laude and the Search for
Humor in Gaming
The
Conversation Game
Most
games that seek to amuse rely on familiar gameplay mechanics with
a healthy sprinkling of mini-cinemas and voice calls to provide
comic relief (Simpsons Hit & Run for example). For Magna
Cum Laude, it was always our intention that the game would be
a "true comedy"; our vision points dictated humor first,
gameplay second. We wanted our humor to take center stage, which
meant a heavy reliance on dialog, but long cinemas can get awfully
frustrating for gamers who wait impatiently for them to end, controller
in hand, anxious to regain control of their destiny. There is also
the problem of replayability. Typically most adventure games offered
a linear story and puzzles with specific solutions. We play them
every couple of years for old time's sake after enough time has
passed to make them new again, but rarely do we play them over and
over and again seeking fresh experiences- there are none.
Tom
Smith, our Design Director, worked with the other project leads
to come up with a solution that I suspect and hope will be built
upon by similar games in the future. Instead of static dialog trees
with limited options that invariably draw the same responses from
NPCs, Tom turned speaking to other characters into a gameplay mechanic,
one which allows you to control what comes out of Larry's mouth
in real-time and offers a myriad of things for him to say at every
point during an conversation.
The
mechanic itself bears some explanation, because although we instantly
fell in love with it as an unique way to turn passive dialog exchanges
into gameplay, it also made our lives a living hell, greatly adding
to the amount of dialog needed for our game (we ended up with over
90,000 words).
At
the beginning of each designated "conversation game" (MCL
has 49 of them), the user-interface prompts the player to navigate
a small sperm through three lanes of traffic, each filled with special
conversation icons. These icons, when hit, will cause Larry to say
something either appropriate or inappropriate. Many of the things
Larry says are concatenated together in "mad lib" fashion.
For example, during one exchange with a belligerent arcade game,
the player can guide the sperm towards one of three conversation
icons, causing Larry to say ONE of the following: "That's
right! You're scared! Scared because you're loosely based on a movie
that stopped being cool in 1983!" OR "That's right!
You're scared! Scared because you know you'll spend the rest of
your life hanging around second-hand convenience stores like this
one!" OR "I mean c'mon tell me. When's the last
time a kid bothered Sweet Lou to break a buck around here huh? What
maybe 1986?" Immediately afterwards, the sperm will be
confronted with three more conversation icons, causing Larry to
say ONE of the following upon impact: "I mean really. No
one likes side scrollers anymore! They suck!" OR "You
couldn't make money in a laundromat!" OR "I mean look
at you! You've got stains on your screen, cigarette burns all over
the place. You're a damn disgrace." In each case, any of
the phrases chosen second can follow any of the phrases chosen first,
and the entire exchange will always make sense. In addition, you
could play through this part of the conversation three times and
not hear Larry repeat himself.
It is worth noting that without CRI Middleware's ADX sound engine, this would have been very tricky to pull off. Timing, as they say, is everything, especially in a comedy. Although the phrases that comprised Larry's lines were written so as to end with natural pauses, the concatenation had to be perfect or our conversations would sound stilted, all humor lost. Critics have noted how relatively natural our dialog sounds.
We
had successfully put our dialog center stage by making it interactive,
as well as added replay value to the game, but doing so increased
the difficulty involved in writing our scripts exponentially. So
we began our first foray into writing a buttload of dialog for a
comedy. Much blood, sweat, and tears were shed over the ensuing
18 months, which we now refer to as "wisdom"; some of
which I offer you here free of charge so you will like me better.
FREEDOM!
(and the ESRB)
Throughout
the project it was very unclear what boundaries we could cross and
still maintain a "Mature" rating. Lots had changed since
Larry Laffer was on the scene, and because Magna Cum Laude
is a PS2 and Xbox title, we not only needed to avoid an "Adults
Only" rating but Sony and Microsoft would have to approve our
game before it shipped for their consoles.
Rules
regarding nudity are fairly straightforward. If you want a "Mature"
rating, you cannot show full frontal nudity. Intercourse is out
of the question, and breasts cannot be in the same camera shot for
longer than nine seconds. Any form of nudity will get you banned
from Wal-Mart and most likely Best Buy and Target as well. Dialog
and adult situations, however, are another story
Can
a character talk about sex acts with animals? What about seeing
someone use a glory hole? How about pantomiming sex acts or discussing
the merits of doggie style versus the wheelbarrow position? All
of these we did, and while most of it probably sounds more graphic
than it really is, the fear always existed that we would push the
game into dreaded "Adults Only" territory simply because
of something we said, implied, or simulated. Unfortunately we had
no idea where the line was, but we recognized that holding ourselves
back because of it would be detrimental to our game. Subscribing
to the theory of "the more freedom, the better", Tom gave
us plenty of elbow room, encouraging us to write things even we
could not believe would make it into a console game. For a safety
net, we wrote alternate scenes, we had replacement dialog for every
line in the game deemed a likely candidate for censorship. Most
of it was never used, but the psychological freedom it gave was
well worth the effort it took to write and record the "less
offensive" lines of dialog.
Feedback
& Revision
Regardless
of how talented your writers may be, they can't do it alone. Most
are going to miss the mark more often than not, so how do you weed
out the clunkers and keep what's left? When it comes to game design,
most projects have a Lead Designer or Director who calls the shots
and establishes a vision for the team. If Junior Designers stray
from the path they are guided back toward the lead's way of doing
things. The same system however, can be a recipe for disaster when
it comes to evaluating comedy. Your Lead Designer may have excellent
comedic instincts that reflect perfectly those of your target market,
he/she may have a sense of humor nowhere near that of your target
market or he/she may be somewhere in between. Regardless, letting
one person be the filter through which all comedy is judged is dangerous.
Your writers will find it very hard to be objective about their
stuff, and having only one person be judge, jury, and executioner
ties you to that person's sense of humor and increases the risk
you will end up with crap that slips through the cracks or worse,
end up with pure gold on the cutting room floor.
Early
on in the writing process, we decided to abandon this method of
judging our writing and opted instead for script meetings where
our stuff would be tested in front of a cross-section of different
personality types. We were lucky to have on the project many people
we considered to be part of our target audience, and as often as
three or more times a week we would gather these people in a conference
room and Matt or I would perform for them. The goal was not to try
and please every person in the room, but if the majority of the
people laughed heartily the majority of the time, we knew we had
a winner on our hands. Once a scene was deemed to have potential
we would revise it as many times as was necessary, and each revision
would be read in front of an "audience". This process
yielded some remarkable results. There is a big difference between
scenes that underwent this type of scrutiny and ones that didn't.
Ego
& Neurosis: Keeping amateur writers focused under stress
My
experience on Magna Cum Laude has prompted me to do some
research on how comedy writers of T.V. and film approach their craft.
Among other things I wanted to know how they dealt with the stress
of having their ego bruised when scenes they thought hilarious only
twelve hours ago utterly flopped before their colleagues. I wanted
to know how they dealt with feelings of possessiveness over characters
or scenes that were handed off to other writers for revision. The
more people I talked to about our experiences on MCL the more comforting
it was to know that we were not alone. It is common knowledge that
first-time comedy writers are especially sensitive to having their
work rejected or altered (one Hollywood writer spoke of a colleague
who pops a valium before every script review), and that while no
writer can completely separate their ego from their work, the most
effective comedy writers learn over time to develop the thick skin
necessary to take things in stride.
We
put a lot of pressure on ourselves to succeed, and this lead to
more than a few moments that we would each like to forget (a broken
chair at a focus testing facility comes to mind), but with each
success came confidence, and with confidence the ability to fail
with the same sense of humor in which we succeeded. Matt and I have
learned to collaborate more and trust each other's instincts while
respecting our differences of opinion. I still get nervous before
pitching an idea for a scene or reading some dialog I've written
to a group, but I don't live and die with the reaction I get. If
something doesn't work, it can be fixed. If it can't it'll be abandoned
or someone else will fix it. You'll have more failures than successes
but eventually you'll hit on something that people like. Until then,
don't take it personal, and don't get big headed when you do.
Conclusion
What
is the final result of all this research, theory, mistakes, and
hard work? While we lost some of the older Larry fans who missed
the comedy stylings of Al Lowe, and while the final result did divide
some critics (the humor was panned by Electronic Gaming Monthly
and Official Xbox Magazine) the majority of reviews have
been confirmation for us that we made the right decisions, at least
with regard to humor. In particular, GameSpot, one of the more respected
industry websites, had this to say: "Something that has
impressed us about Magna Cum Laude thus far is just how funny it
is. Leisure Suit Larry has always been ribald and humorous, but
this game comes off as sharply written without being coarse or vulgar.
It's almost outrageously hilarious at times, and the humor isn't
always about sex..."
You
can't please everyone when writing a comedy, and you shouldn't try.
But as long as developers take care to find talented writers who
can speak effectively to their audience and give them the freedom
and support necessary to blossom creatively, there is no telling
how far we can take this woefully underdeveloped genre.
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