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  Redefining Game Narrative: Ubisoft's Patrick Redding On Far Cry 2
by Chris Remo, Brandon Sheffield [Design, Interview]
11 comments Share on Twitter Share on Facebook RSS
 
 
July 18, 2008 Article Start Previous Page 2 of 7 Next
 

Brandon Sheffield: It'll still make it more cohesive as well, just as a whole game, to actually have narrative that supports the gameplay, rather than gameplay supporting the narrative, like the gameplay is driving it.

PR: Right. Absolutely. Yeah, I think we spend a lot of time, and I spend a lot of time on the narrative design side, talking about readability, and it's still our biggest problem. It's still the thing I struggle with more than any other aspect of the game, is how well does the player understand why things are happening in the game world.



How well does the player understand the motivations - their own motivations as well as the motivations of the NPCs and the AI? How well can they read the reactions of characters? To me, that's vitally important. And we struggle with it, we continue to fine-tune it, we re-do things.

Like, to us, it's a really, really fluid and organic process, because so much of the game is systemic that, stuff that sounds fantastic on paper, you can implement it, or prototype it, you can build it. It might even work pretty well. You get it in the game, and you're just like, "Oh God, nobody can read this." Right?

So you have to be prepared to go through the pain of that process over and over and over again. And as you say, the function here is really to have, I think, a narrative approach, or a narrative premise that is really tightly integrated with the gameplay that we have in mind. The two should not be independent; they should really be developed in tandem.

CR: It does seem that your narrative is - from what you're saying, and also from what I've seen of the game - more of a thematically-driven thing. You've got a low-tech feel, a muted palette; the player has malaria, things break. Those do all seem to be sort of painted with the same narrative brush.

That maybe overrides a more traditional narrative in some ways, especially when you bring up things like the player can theoretically kill some major character in some mission because they're in the world. And you said you don't have really many spawning characters. That does seem to really put themes over plot. How do you actually write that? Do you ever have conflicts with writers?

PR: Oh yeah! Yeah yeah yeah. No, absolutely. But the good thing about it is that they're not conflicts over whether we should do it that way; it's conflicts over execution. And I should say they're conflicts in a good sense. Like, Susan O'Connor was really kind of our principal writer on the project. She's somebody who... she worked on BioShock, she's worked on tons of stuff, she's very prolific, she's award-winning. And she deserves it. Like, she really gets it.

She gets the difference between writing for this medium, and writing a screenplay, or writing a novel, or writing a stage play. And I think that what's awesome about that is that, yeah, like with the fights that we have, and we had some doozies, and points where we're like sending kind of, like, terse and heated emails to each other, I mean, it's over the right things.

And it's always about this idea, like I will say the story is about X, or this part of the story, this character is doing this because of this reason. And I think it's very reassuring in a way that she will push back and say, "The player will never understand that." Right? That's her point. And that's the right thing to be arguing about.

And I've done the same thing with her. She'll say, "Well, I really think that this and this and this is true, and this player ought to do this because of some previous thing that happened with them and somebody else." And I'll say, "Yeah, I don't think the player is going to get that, because up 'til now we've been telling the player this, this, and this."

So, I mean, I'm giving you kind of broad strokes versions of all of this, but I think the point is, is that, she and I were constantly checking each other on this stuff. And it was really, really good. It was a really effective working relationship for that. I think that there will always be games where the so-called narrative designer is also the person doing the writing, but I think that on a game like ours, with the complexity that we're talking about, with the amount of assistants that we need to try to give them notification on, I don't think it's a good idea.

I think it's a little bit like... the reason why a film director probably shouldn't edit his own movie. It's that thing of, you know, you fall in love with things because you worked on them, not because they're good. Or because the player will enjoy them. Or because it will help the player understand things you want them to understand. I think that there is an important dynamic there, and I think it's often a struggle, I guess, really on the higher level with producers and stuff to make sure you have the resources to have separate people doing these things. But I think it's a good way to do it.

CR: When you look at developers trying to do ambitious things, there's almost kind of two categories. You've got the developers who are trying to really perfect things that have been done, and really bring a certain dimension to that stuff.

Well then you have developers who do more or less what you guys do, in trying to solve problems. Take things that people have not quite figured out yet in game development and trying to do the first pass of it, and see where you can take that. Clint Hocking is someone that has done that, I think, multiple times in his games. How do you deal with that? That seems like a fairly nebulous area to go into, working for a big publisher.

PR: Yeah, it's a kind of a cultural value that I think that Ubisoft has been, if not 100% encouraging of, at least indulgent of. You know what I mean? Like, they're willing to acknowledge that this is a valid way of approaching that. Clint and I always said, from the very start, "Let's fail as big as we can on this." Let's take such a radical swing at this... let's put it all in and bet on red 12.

And honestly, if we mess this up, it will be one of the most useful epic failures of all time, because the shrapnel will be useful. There will be a lot of good forensics to have on this. Other developers, with whom we hopefully have a pretty decent relationship, just informally, they know what we're trying to do. We talk to them a lot about it. They appreciate that we're doing something that's risky, and that's ambitious, and also, hopefully, to the benefit of games as a whole.

And my feeling on the matter is, even if we don't achieve everything that we set out to achieve, I think there's a lot of really smart guys out there who are going to look at it and go, "Oh man, I see exactly what these guys were trying to do. That's really cool." And then they'll be thinking about it, and they'll have the benefit of having not spent three and half years on it, and they'll be like, "Oh, well why the hell didn't they just do X?" Or some super-programmer will come along and say, "Well why didn't they just build an animation system that did this procedurally?" You know, maybe we couldn't have done it, and they can.

So I think the point is, yeah, we're trying to raise the bar. I mean, it's often the case, as I think Clint found out going from the first Splinter Cell to Chaos Theory, that you have to kind of take your lumps on that first iteration. And you have to kind of just cringe your way through the parts that don't get to be as tight as you want them to be, in hopes that the message is delivered loud and clear to both players, as well as developers, as well as the publishers that, "Listen, whether you like it or not, this is something that needs to be done."

I think, like for example, I look at the use of the introduction of things like Euphoria for procedural IK, and character animation, and how it's been executed a couple of times in ways that I think are interesting but slightly gimmicky. And then a game like GTA can come along and use a very, very restrained subset of those features in a way that I think really adds a lot of verisimilitude to their game world. And I think that's really interesting, because that's a perfect example of that.

And maybe the one that kind of is the lowest-hanging fruit for some... but I mean, what I know is, given the amount of headaches that we've gone through trying to have a living, open world, that the next time we go about this, people are going to be hard-pressed to say that we shouldn't have some kind of procedural animation system, right? They're going to be like, "Well, yeah, that really seems like the right way to do that." And I think we've always kind of felt like it was, but maybe we didn't want to be the first ones to try it.

Here, we're trying to be the first ones to do the kind of dynamic story architecture applied to a first person shooter in an open world setting. And there's no way we would have tried this unless someone had done Deus Ex. Or they'd done System Shock. Or they'd done these other types of games.

 
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Comments

Lee Sheldon
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"PR: Yeah. I guess even I, when we went to GDC, and Clint was there, and John was talking about the repetitious stuff on his side. I did my talk about narrative design. We were kind of shocked, honestly, that... personally, I would have expected that by now, at this stage that we're at, in this generation, that there would be a whole schwack of other people all solving the same problem, kind of at the same time.



And I fully - given the number of talks on narrative that were happening - I fully expected to have somebody show up and go, "Hey, look what we did." And totally just render moot everything we've been working on. And it never really happened."



I didn't attend that talk, but I've been working on modular and systemic storytelling since 1995. I taught it for six years at one-day tutorials at GDC beginning in 1997, and continue to present it at conferences today. My book, Character Development and Storytelling in Games, published in 2004, goes into detail on how to create stories in the way Mr. Redding describes.



In the beginning I was told by people who thought stories must be linear and strictly authorial that games and stories didn't mix. Then when I started talking about modular storytelling, I was told it wouldn't work. Then I was told okay, maybe it would work, but it was too hard. Now that I've moved my systemic storytelling to virtual worlds, I'm told that narrative-driven virtual worlds won't work, especially worlds with on-going stories. We're building one now.



And for the past two years at Indiana University I have been teaching the techniques Mr. Redding describes, and other skills, to the next generation of videogame and virtual world storytellers. They get it.



The next step is to convince the majority of game companies that hiring 70% programmers , 30% artists, and 0% writers may not be the best way to build games that transcend, challenge, and inspire.



"The sense that we must push the medium toward a form of interactive narrative that is as strong and vital as the innovations in other areas of gameplay and technology has taken hold with many creators."



I guess my reaction is: "It's about time."

John Mawhorter
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I've read and own Lee's book (it's great) and largely agree that modular storytelling is the way to go in games. At the same time I see the point of those who look at the bottom line and can't justify the expense required. If they're delivering a good linear story than good for them (see Half-Life series) and linear storytelling has its place in games. My frustration with games is in waiting for the technology to be there, like PR says, so I can write the whole game myself. I don't feel I have a giant ego, but I want to see my visions realized on an artistic, design, and writing standpoint that I have as much control over as possible. This is one of the many reasons I dread my planned entry into the games industry; I don't think my creativity will be put to full use. Collaboration can be immensely helpful but also a source of constant frustration (frustration is my current feeling). The main hurdles for storytelling to me are technological. It is very difficult to generate a modular story as compelling as a guided one without a thousand monkeys at a thousand typewriters generating possible content (the 10% of the game gets seen approach). PR's solution seems like an interesting one and we'll see if it can generate compelling player-directed narratives.

Steve Austin
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John,



Even with modular storytelling you'll probably get a better experience by letting a group of people drive the creative process, and just acting as a guiding force to this group (creative director?). You might be pleasantly surprised to find that many of the programmers and artists have very good insight into what makes a great game play experience, what constitutes a great story, and in general, what interesting characters are all about.



By the way, I should mention, I'm one of those 70% programmers you mentioned, and yes, I often feel like my creativity is not being put to its full use. :-)

Lee Sheldon
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John didn't mention the percentages. I did.



"You might be pleasantly surprised to find that many of the programmers and artists have very good insight into what makes a great game play experience, what constitutes a great story, and in general, what interesting characters are all about."



They'd better be able to do more than have insight. They'd better be able to write, too.



My point was that the practice of creating a game development team composed of 70% programmers and 30% artists guarantees you aren't going to have any dedicated writers around.



I have several friends who are equally good at programming and writing, but it takes more than insight. I have insight into the jobs programmers and artists do on my games, but nobody in their right mind would hire me to code or draw.



I guarantee the actors at the Globe Theatre had insight in all of those things. Only one of them was Shakespeare.



And those aren't my percentages. Those were given publicly at a conference I attended in June by a senior HR person who works for a huge game publisher.

Stephen Dinehart
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This is a great piece, it's nice to hear about Narrative Design from the trenches; thanks Patrick et. all. I wonder sometimes how much the use of abstract narrative models really helps us. I love to talk about them, but recently there was a lengthy rant on the IGDA WSIG about branching dialog systems that just about made me want to vomit. Some people seemed terribly convinced of how vital they are (clearly Zork and D&D pic-a-path novels are still a hit). Some tried to argue for sake of replayability they are vital, but between the number of people that finish a game and the number of people that replay it, I really doubt we are even talking about 25% of our audience. What it really comes down to is the UX, what does the Viewer/User/Player (VUP) feel when they are done, what is their story? It is there that the game story is alive, in cognition, in the VUP's mind.



I look forward to playing Far Cry 2 and witnessing the degree to which it drives me to emote. While working on "COH Opposing Fronts" I was able to do some user testing in relation to narrative and it proved very helpful, though in post. I imagine more robust narrative related user-testing during production would be tremendously valuable, to understand just what a particular narrative element, narreme, is conveying to the VUP and how that narreme might be improved to encourage concinnity with the intended metanarrative.

Kirk Battle
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That was epic.



Speaking just as a lowly critic, the way I think of these kinds of games is that they are a series of inter-operating vignettes. Moments or scenes that are created by a writer are activated based on the actions allowed by the game design and given meaning by the art and speech.



In other words, the writer doesn't create events. He creates reactions.

Stephen Dinehart
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Mr Jeffries... nice reduction; very nice... :)

Sande Chen
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I remember Lee Sheldon's session at GDC where he talked about modular storytelling. It was several years before his book was published. It made quite an impact on me.



I too echo Stephen Dinehart's remarks that it's nice to hear from a narrative designer in the trenches. It's always a good thing to hear about the work of game writers who "get" games.



As freelancers, Anne Toole and I are lucky that Writers Cabal does get the chance to work with developers at the earliest stages of game development.

Lou Hayt
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The modular story approach sounds very good but unfortunately it is pretty vague, especially if the atoms of the systems might be a piece of animation, sound or other type of asset. This level of granularity seems overwhelming. Since all stories are told through the human eye it is common that a cast of characters and their state form the context of a specific point in an emerging story line... manipulating that data drives the story. Places, social groups and other elements of a good story are only worth monitoring on the story-telling level if they have "character". Based on that I would steer towards using characters as the atomic unit for a dynamic narrative engine.

Sande Chen
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Lou, for modular storytelling, it's good to think about each individual segment as an atom. It is a structure.



If you have a bad day, there are any number of events that could make it a bad day.



You can go through these even in any order and still have a bad day.



You could even have the same dramatic "This is the last straw -- worst day ever" moment regardless of which event happened last.

Aubrey Hesselgren
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Excellent interview. It's great that this approach is finally getting some traction in a mainstream title.



The theories behind it have essentially already been in a lot of games, but those games have described them in a far more abstract way... Civilization, Total War and X-Com (as mentioned), feel more like emergent, player owned sets of events than guided narrative. Those games have never represented themselves as if they're *trying* to tell a story, and so they aren't landed with the criticisms that most conventional literary figures point at game narrative.



Instead, they create something *new* - a medium unto itself. A player's generated story is not necessarily going to be Dickens every time, sure, but the important fact is, it belongs and responds to them. That creates a completely different relationship with the audience. They're not an unpaid actor in a scripted world anymore. They're being listened to, responded to. While designers still have the "hands off" control through systemic design, the players forge their own path through possibility. I think that that, alone makes it a unique medium worth pursuing. We're growing up as a medium, and realizing that this whole interactive storytelling thing is NOT about self consciously, cow-towingly trying to make a perfect generative Dickens with every play-through, or trying to ape narrative conventions of fixed storytelling in order to justify the endeavor. We're discovering that we're making something brand new - something different from what the movement set out to create.



FPS game productions have typically had to be more focussed on their own core gameplay - the moving and the shooting. So much focus is required just to get those fundamentals right that higher level things suffer. Focus on the higher level things instead, and you get pretty clunky core gameplay (I'm a deus ex fan, obviously, but seriously... its combat is not what you'd call "fun").



Because of this deep focus required, the scope for adding this extra layer of *deep*, granular narrative interactivity on top of an FPS is rare, to say the least. It requires a lot of guts to back, from the money men all the way down to the devs in the trenches. I salute you!



I'm so glad we're over the notion of Branching Plot structures being the be-all and end all of interactive narrative, by the way.


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