Latest News
spacer View All spacer
 
December 16, 2009
 
Gamasutra's Best Of 2009: Top 5 Console Downloadable Games
 
Zynga Gets $180 Million Investment
 
Analysis: Year-to-Date, Nintendo Software Dominates
spacer
Latest Features
spacer View All spacer
 
December 16, 2009
 
arrow A Brave New Medium: Facebook versus World of Warcraft [1]
 
arrow Postmortem: Freeverse's Top Gun For iPhone [2]
 
arrow NPD: Behind the Numbers, November 2009 [8]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
December 16, 2009
 
Considerations in Narrational Navigation [2]
 
Planckogenesis, Part III: An IGF Submission
 
[Korea] 5 Key Trends for 2009– ② Anything Zombie
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
December 16, 2009
 
Telltale Games
Environment Artist
 
Tapulous
Senior Game Producer - iPhone
 
Gameloft
2D Sprite / Pixel Artist
 
Toys for Bob / Activision
Game Designer
 
Toys for Bob / Activision
UI Artist
 
Sony Computer Entertainment America
Developer Support Account Manager
 
Tencent America, LLC
Flash Actionscript Developer /Programmer
 
Sony Computer Entertainment America
Simulations Engineer-Developer Support
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  Analysis: Communicating Character In Fable II
by Emily Short
4 comments
Share RSS
 
 
October 13, 2009
 
Analysis: Communicating Character In  Fable II
Advertisement
[Writer and designer Emily Short looks at Lionhead's Fable 2, evaluating how it uses its interactive storytelling as emotional leverage -- and whether or not that works.]

Fable 2 attempts a hard bit of interactive storytelling: it combines a fairly predetermined plot arc, your character's quest for justice against the world's chief villain, with more emergent narrative, in which you are allowed to form friendships and connections — and even marry and bear children with — the people you meet along the way.

At the end, the game tries to draw the two forms of player involvement together, having the villain threaten something or someone that you've grown close to in sandbox play. The idea, clearly, is to let the player define for the game what he/she will care about, and then use that as emotional leverage.

This is an ingenious design approach, but it works better in concept than in practice — at least for me. Two moments in particular stand out where this design let me down:

1. Shortly after the system told me that NPCs would have gifts for me, I met a man. When I talked to him, I saw the symbol of a ring on the meter of how much he liked me. I reasoned that this meant, if I made him like me more, he'd give me a ring. So I spent a little time with him, doing dances and falling over afterward, because he seemed to get a big kick out of this buffoonery. I made faces. I gave him the thumbs-up sign. I flirted a little, just to butter him up.

But when he'd fallen in love with me and wanted to get married, I was startled and not at all pleased. I realized what the ring on his meter indicated then, when it was too late and I'd led him on. I had no intention to get married, but when he started to follow me around (a mistake thanks to more confused socialization on my part), I let him.

I let him follow me out into the wild, and when we were set upon by bandits I didn't give him a second thought, just assumed he'd look out for himself or have the sense to hide behind a rock. My dog never got killed, after all. But then the battle ended and he wasn't following me any more.

I actually couldn't tell what had just happened: did he run away? Or — it seemed more likely — did he fight and die because I was too absent-minded to attend to him?

I felt guilty about that. It was the first thing in the game that made me feel like I'd done something wrong. Sure, I'd been arrested for trespassing earlier, a faux pas that cost me some morality points, but it was purely because I was trying to talk to the woman inside the house and thought she'd warm up to me faster than she did. This time, I'd coldbloodedly ignored some guy, toyed with his affections and then led him to his death. That felt culpable.

I resolved, on my character's behalf, not to tease anyone else into falling in love with me. I just didn't have time for it; not as a hero. I couldn't afford the distraction, and the people themselves were just too preoccupied with everyday activities.

Many hours of play later, I had become more cynical about the minor characters, so I decided to seduce and eventually marry Christopher the Alchemist for his cheap supply of resurrection potions. And when my character was tricked into taking up a mission that angered some people who turned out to be perfectly innocent, I first tried to placate them with gifts and gold, but when that failed I went ahead and killed them. They kept following me around and trying to shoot me, and I couldn't have that.

The interesting moral arc here, for me, was first the realization that my character could not treat "ordinary" people as her equals and her acceptance of emotional distance from them; and, later, the decision that she was more important than they were, and therefore it was all right to use them or even if necessary kill a few.

There was no way for me to communicate that to the game, though. It kept treating me as an almost-pure-good character when in my own opinion I had entered a serious grey zone.

The disparity between the story I thought we were telling and the story the game thought we were telling became even more painfully clear at the end. The assumption was that I had a husband and a son and that I must love them, and that's what the game worked with — in, I regret to say, a fairly predictable and melodramatic fashion.

2. The game's most painful moment for me was when I witnessed a woman losing her father and then deciding that her chosen life of non-violence wasn't such a good idea after all. My own character had gone through something similar. I wanted to comfort her, tell her I understood, maybe offer a cynical remark supporting her newfound aggressiveness: yes, the world is like this. Yes, you might as well stand up for yourself because no one else is going to. Something. My character had things to tell hers, but I couldn't say them.

Both of these issues come back to communication: communication with the other characters, communication with the game engine.

During cut scenes it's possible to make a few choices, but these are of course out of a small predetermined range. The rest of the time, Fable 2's freeform communication options are limited to gestures and expressions of mood rather than anything with declarative content. Before playing Sims 3 I might have said that was inevitable in a sandbox game.

Now I'm not so sure. Sims 3 shows that it's possible for a game to track the context of even very freeform interactions, and offer conversation options based on the current situation. Something like that would have gone part of the way to resolving the sensation of muteness throughout Fable 2, and perhaps made it easier to believe I had some kind of genuine or substantial relationship to the other characters.

But what I really found myself wanting, as a player — and this would have addressed both the missed moments — was a way to mark events that I experienced, to tag them for later retelling and give some indication of what they meant to me.

I wanted to be able to remember the catastrophe with my first, doomed lover. I wanted to be able to retell that story to other people that I met in the game, and I wanted to be able to determine what its meaning and resonance would be. Over the course of the game, I wanted to develop an inventory of the events that were most important to me and use them to reveal, explain, and persuade.

I know this would be hellaciously hard to design and implement. But there is so much about Fable 2 that works brilliantly: the sheer beauty of the environment, the accessible but interesting combat, the relative absence of dull grinding missions, the excellent voice acting, the humor. The most consistent source of frustration to me was my muteness. The good/evil and pure/corrupt scales allow the player some range for self-customization, but they are not in the end truly expressive. They don't allow much scope for the player to pick out what matters.

Letting the player select the anecdotes that constituted his story would make the sandbox a much more powerful contributor to the narrative.

[Emily Short is an interactive fiction author and part of the team behind Inform 7, a language for IF creation. She also maintains a blog on interactive fiction and related topics. She can be reached at emshort AT mindspring DOT com.]
 
   
 
Comments

Glenn Storm
profile image
Agreed. And that brings up a neat avenue of exploration in the struggle between traditional narrative and 'water cooler narrative'. You keep describing a one-way conversation between you and the game, despite the efforts in the design for the game to understand what/who is important to you in your adventure. At least being able to say, "Hey, Game! This last part right here? That was significant to me!", should enable to the game's mechanics to throw out some of the obviously incorrect assumptions. Some rudimentary analysis of the NPCs, objects, locales and events of the last few minutes should give the game *some* kind of insight as to the proper focus, described as meaningful to you. Sure, at that point, it might be boiled down and then framed in one of limited number of possible assumptions, but at least you and the game won't be telling two dramatically different stories.

The big hurdle in interactive narrative is designing the mechanics that can properly evaluate context and arrive at reasonable meaning; let alone then compose a narrative from that analysis. Limiting the possible paths for the story to take is one way to make this easier, but you're right to point out that there is a necessary dialog between the player and the storyteller, and that this dialog could be used to inform the story engine mechanics. However, once you enter player discussion as an input, the range of context and meaning can easily balloon out of control and beyond the design's ability to account for it all. Again, the short term solution may be to simply limit the player's range of input, or limit the design's interpretation of the player input to a range of most likely choices, but that is probably not enough.

Human storytellers, when in a position to engage the audience directly, do engage in a dialog with the audience, if subtle or non-verbal, and allow that to pepper the telling of the story, if not outright alter the story to suit the audience. It seems to me having some way to grab the pen from the author and write a line or two about what is important, or at least highlight a passage that's been written, is a necessary part of the interactive narrative system.

Joshua Sterns
profile image
Perhaps a recording feature could be implemented that gives the user the ability to describe an event in their own words. Let's say you just saved the farmer's stock with the exception of his beloved cow--whom you accidentally bbq with a fire spell. Going into a menu and selecting that quest can bring up a recording option--maybe similar to that of Xbox Live-- where the player can express his feelings about the quest and the poor farmer. This could then be replayed by in-game story tellers. If the system is really advanced it could even pick out key words to trigger emotional responses from NPCs.

Well that's enough day dreaming.


Dan Kyles
profile image
I love the concept of telling a story through your actions; but sometimes it felt a bit hard to do. I found it odd that any eating would make the character fat... yet not eating at all did not make them morbidly skinny. This was especially odd when you consider how much running the character does. Also, showing a high level trophy a few times will have a score of villagers in love with you, unwelcome in following your every move. Rather depressing having multiple people invade your marital home, and proposition you. Even giving your rudest expressions and harshness will not convince them to leave off.

Cody Kostiuk
profile image
It would be cool to "reflect" on certain actions/consequences and state your character's feelings about them deliberately, yet somehow seamlessly within the game. Perhaps in the game you confide in a witness to the scene, a trusted mentor, your spouse or write in a journal and answer those questions specifically through simple and diverse choices. It's one thing to have dynamic content... it's a whole other thing to have meaningful and believable dynamic content.


none
 
Comment:
 


Submit Comment