Part Two: Crafting the Story and Inciting Change through Recontextualization
The crux of an RPG is choice. Story choice, character-building choice... even the illusion of choice is vital when actual choice isn't possible. The player character's development and inner conflict can be no different -- thus, any character arc focusing on the player can have no fixed outcome.
In other words, we can't know if the player is going to create the story of a struggling hero, a tragic fall, or a genuine saint. We shouldn't try to know. There are plenty of other storytelling media for that.
(In fact, another scenario that can cause RPGs to fail to deliver a compelling player character arc involves well-intentioned designers -- aware that a changing character provides some of the best drama -- forcing a specific set of changes upon the player character regardless of the player's choices. That is, the player character is shown to experience a specific reaction -- or a set of reactions -- without player input.
This can damage or destroy the empathetic relationship between player and player character as control, once the keystone of the story experience, is wrested away... often accompanied by the player angrily shouting, "My character would never say that!")
So we can't know the details of how the player character will change. But what we can do is help determine the theme of the story by framing it as a question. Let's go with that Breaking Bad example from above.
Breaking Bad is about a science teacher who engages in an enterprise that changes him from an underachieving family man into a criminal mastermind.
Fair enough, but that doesn't leave much room for player decision-making. Shall we change it?
Breaking Bad is about a science teacher who engages in an enterprise that tests his morals as a family man. Will he succumb to the temptations of power, or find a way to reverse the damage he's done before time runs out?
And suddenly, you've got a game. You've got a clear set of themes and ideas to build decisions around. You've got some clear end points for the player character, any of which could be natural consequences of player actions. You've got a bit of middle ground to work with -- your protagonist isn't required to be a saint or demon, but can fall somewhere in-between.
You still don't have a reason for the player to change over the course of the game (I love my family and do no wrong at the start, why wouldn't I love my family and do no wrong at the end?), but you know what possibilities you want to explore.
Note also that by keeping the question open, we limit the sorts of stories appropriate for a decision-based RPG. There's a good reason we're using Breaking Bad instead of Star Wars as an example here. (That's A New Hope specifically -- the other movies don't have this particular problem.) If Star Wars is about a farm boy who's caught up in a galactic war that pushes him to find the inner strength he's always lacked, then the clear alternative (the farm boy doesn't find that inner strength after all and either fails or stays at home) isn't really appropriate for most games. Very few players are going to choose the options in an RPG that result in total failure and the premature end of the game they paid to play.
With themes identified, it becomes the writer's obligation to find a way to create the "difficult circumstances" we talked about earlier -- circumstances that test the player and, if they don't change the player, force the player to actively resist change. These circumstances must put the player into conflict with the values he or she has grown comfortable with.
Maintaining the original status quo must become difficult or impossible. When considering important in-game decision points, ask the questions:
- Why would the player make this decision differently from earlier decisions?
- What differentiates the stakes or the circumstances?
- Do the decisions the player must make build in a manner that allows for consistent character progression in multiple ways?
The original Star Wars: Knights of the Old Republic handles this problem with a well-timed sledgehammer blow. (For those averse to spoilers: Plot details follow.) The first half of the game involves the player gradually gaining more and more personal power, going from ordinary citizen to mystical Jedi. Perfectly fine, but the circumstances and pressures the player faces don't, for the most part, force a change in the player's perspective or decision-making process.
Then comes the revelation: the player is a former villain who's been brainwashed into forgetting his or her old ways. This encourages a re-evaluation of all past decisions and a recontextualization for all future choices. If the player has been acting heroically, he or she is now pushed to reconsider why and friction is generated with his or her allies. If the player has been acting villainously, the revelation is perhaps less effective -- but it still asks the player to consider his or her motivations in a new way. The revelation may serve as a warning not to continue down the same road a second time, or act as a promise of what could be.
But recontextualization is possible without a singular moment of revelation. Consider two generic examples:
- Scenario One: The player character begins the game as part of a benevolent quasi-military organization. As the game progresses, the player character is rewarded with respect and recognition and develops strong bonds with supporting characters loyal to the organization. The organization, however, gradually begins making more and more morally dubious decisions. Where once the player could feel confident that "doing the right thing" and "supporting his or her friends" were the same thing, as the game goes on, the two become more and more at odds, and the player must re-evaluate the decision-making process.
- Scenario Two: The player character begins the game as a knight, facing evil on a personal level and becoming hero to the locals. This heroism gradually earns the player greater and greater positions of authority, until the player is no longer merely responsible for his or her own life and the lives of a few others; now the player's decisions as king or queen suddenly affect millions, and heroic choices that once received praise may now be perceived as naive. The consequences of villainous choices are suddenly magnified. Benevolent characters may be pushed to make moral compromises during their rise to power "for the greater good," and wicked characters may find a sliver of humanity.
These are simple scenarios, but they both provide a path that ensures players cannot use the same decision-making formula throughout the game (at least not without reevaluating it along the way). They both provide easy escalation of stakes and a reason for a player character's decisions to evolve over time to any number of different end points.
One sidebar to this whole discussion: Earlier, I talked about putting the player "into conflict with the values he or she has grown comfortable with." But how uncomfortable do we want to make the player? If the player really just wants to sit in front of his or her TV, get some adrenaline flowing, shoot some baddies and feel like a hero... why are we making him or her squirm? How does that sell games?
Even feel-good "escapist" entertainment tends to have moments that are highly unpleasant for the protagonist (Luke Skywalker loses his family, or Sam and Diane scream at each other in the Cheers bar), and it's these moments that are crucial to defining and changing that character. The emotional impact of these moments, if done well, is going to be greater for a player interacting directly with the story than for a passive reader or TV watcher. So what's too much?
I don't have a good answer for this other than "think about it and be careful." Who is your audience, what's the tone of the game, and what level of discomfort is too much? Are there moments of comic relief or emotional release close at hand? Is the tone of the start of the game sufficient to prep the player for later moments of hardship, so the player is emotionally prepared? Experience in interactive media is helpful here -- never assume the rules of traditional narratives apply.
And of course, never make your audience more uncomfortable than it needs to be for the story you're telling.
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The only thing that I still dont get on the player decision process in Mass Effect is the Paragon ("Good Guy") Renegade ("Bad Guy") reaction. Even when the article states that the player is open to re evaluate his/her decisions at some point in the game, the Paragon/Renegade scores don't allow that kind of change, since there are situations where the player is "punished" for not having enough paragon or renegade points when some tough decisions appear. That forces players to experience the game over 2 frameworks rather than giving the sensation of free will.
This case is also frustrating when you don't know these inner rules, and you stand on the moment of facing your decisions whether having a grim end, or reloading if not restarting the game and making all the "correct" decisions.
I try to make sense that maybe the writers wanted players to experience the story over 2 "frameworks" but still reducing the true sense of player choice.
I tried to cite examples of games that did particular things well, rather than looking for a single perfect example overall. As I recall, Mass Effect changed the mechanics of the Paragon / Renegade system with every game--clearly, there's always room for improvement!
Edit: Also of note, Mass Effect is my favorite RPG of all time.
This can damage or destroy the empathetic relationship between player and player character as control, once the keystone of the story experience, is wrested away... often accompanied by the player angrily shouting, "My character would never say that!"
Instantly, I was reminded of Shepard working for Cerberus in the second game. Lot sof people had that reaction. My character was a Survivor/Earthborn Paragon and to never have that exchange between Shepard and any Cerberus personnel about the lost of his squad to an apparant Cerberus mission (even though it was a "separate cell") really took me for a loop and caused me to dislike Mass Effect 2 for awhile until I just forced myself to resolve it.
Then Mass Effect 3 happened and made ME and ME2 my favorite installments. Still haven't touched ME3 since March/April of last year.
I don't want to seem attacking you or your work. I adore the franchise and I am enjoying reaidng you article. Thank you so much for your work and for this effort.
This is a really great perspective on the obstacles faced when developing games with these mechanics. I mean, Falout 3 forcibily made the player choose over themselves or another character to die. Even though the player just meant a mutant immune to radiation...then revived the player with no explanation in follow-up DLC.
When choice is a tool given to the player it really needs to be handled carefully.
Your reaction is a good example of what we always need to strive to avoid, but it also illustrates the complexity of it all; since every player has his or her own conception of what the player character would do, it may never occur to a writer that some scenario doesn't fit with a specific rare-but-perfectly-reasonable take on the character. Testing can help, but it can't eliminate the problem. In the best scenario, you avoid the issue wherever possible and hope that players will forgive you if and when you err. (Having a high-quality product and story overall will help players' willingness to stretch their suspension of disbelief.)
And of course I've certainly made my share of unequivocal errors in my own writing--there's a huge difference between understanding a theory and implementing it perfectly. But the more we talk about these issues, the more we can intelligently recognize and correct them during design.
I don't want to dissuade anyone from taking this path, but it does require being very mindful of the choices given and what their potential impacts are.
Thanks for the links to Greg Rucka, they were very helpful. As pointed out BioWare didn't seem concerned about keeping track of Shepard's emotional moments. The only things tracked were relationships, choices, and character deaths. Outside of that, BioWare ignored it.
They made a big game and I know they stated a desire for a trilogy, I just don't think they truly had a map of where it was going.
There were definite retcons and some changes made between the first game and second. It lead to a tighter experience, but things were lost and it lead to an uneven story.
I understand when creating stories sometimes even though you have an outline, the "characters" or the emotional arcs wind up taking you, as a writer, to a different path. J.K Rowling had written the epilogue for the last Harry Potter book years before the first book was released. She wind up changing it cause some characters died and changed the last time to provide definite closure to the emotional arc of Harry's struggle.
I say that to mean, we could writers to have outlines and paths for all these choices and emotional moments for use later, but sometimes things change because they tend to do that.
I think it boils down to better ways to track what topics could be emotional moments for the character based on previous choices and being able to look them up as later stories are written.
By all rights, that unique interactivity ought to mean being able to create stories that live forever in a player's mind. Being able to decide how the protagonist behaves toward other people, and experiencing the reasonable consequences of those choices, should make game stories more personal than any other kind, and more memorable.
But that's also hard to do well because truly respecting player choice would mean a prohibitively expensive combinatorial explosion of possible outcomes. The creators of virtually every storytelling game have been forced to simply give up and supply an obviously implausible constriction of the story's end to one or a handful of pre-determined endings. It's never satisfying because it tells the player flat-out that, in the end, their choices didn't really matter, and all the promises of the early and mid-game were just illusions.
Story in games will continue to be a missed opportunity until writers and designers can figure out a creative language for sharing storytelling responsibility with the player. This article is a good step toward that goal.
One suggestion would be to consider -- in addition to games where the protagonist has dialogue choices -- games in which the protagonist is already a defined character, or where the protagonist is mute.
Good examples of the former style are the Witcher games by CD Projekt Red. Geralt of Rivia is already a well-defined person when the first game starts and throughout the second (and presumably third) game. Things happen, both around him and through player choices, and he does change. But the nature and timing of the core story/character changes come from the developer, with the player mostly along for the ride. It's not frustrating as long as the player understands that's how the game's story is meant to be experienced... but it's also not making full use of the interactive nature of computer games.
This is even more true for games like Valve's Portal and Half-Life 2, whose protagonists Chell and Gordon Freeman are entirely mute. (Even GLaDOS complains about that in Portal 2.) Things happen to them, and to the characters around them, but the player is not permitted any opportunity to express their version of the nature of the character they play. Chell and Gordon are basically human-shaped vehicles piloted through tunnels... and yet there are interesting stories being told in these games. The difference is that the characters who change are the supporting characters, whose personalities must be presented to the player character almost constantly and in big ways so that the player can see and care about the changes those characters experience.
The mechanical devices through which story works (or not) in these kinds of games could be useful for improving story in games where the player can change the protagonist's character. As a grammar for interactive storytelling is worked out, I hope the success of these kinds of games will be considered as well.
In "Story: Style, Structure, Substance, and the Principles of Screenwriting", Robert McKee goes into detail regarding what can be considered "archetypal stories", classical arch plot of our modern times.
http://books.google.com/books/about/Story.html?id=6y_AR8EZI54C
He discusses conflict (internal and external) and "change" (beats,events,...).
I would also take a look at Christopher Vogler's "The Writer's Journey: Mythic Structure for Writers". It describes a story writing methodology that has been intensively used in cinema and games.
http://en.wikipedia.org/wiki/The_Writer's_Journey:_Mythic_Structure_for_Writers
"But what we can do is help determine the theme of the story by framing it as a question."
I believe this has to do with what Michael Mateas describes as formal affordances in his "A preliminary
Poetics".
http://www.electronicbookreview.com/thread/firstperson/aristotelean
He discusses how one can provide agency to the player by balancing formal and material affordances. Simply put, formal affordances are what is communicated to the player it can do, through the interface story, theme, etc. Material affordances are what the player can do.
I experienced this first with Alyx in Half-Life 2 , that her reactions to the player really made a difference compared to most FPS on the market at that time. This trick, to give a player a companion to limit his choices in a meaningful way and to steer him/her in directions the story demands, is very well executed in the relationship between trip and monkey in Enslaved, it elevates the whole otherwise cliche-heavy Fight-Way-From-A2B-Storyarc.
Its also one of the reasons that the muteness of the Protagonist in Dishonored doesn`t work imo. Valve understood this. In Portal 2 the main humanity/individuality of the Player is mirrored through the lenses of GlaDOS/Wheatley.
Ken Levine gave a very insightful talk about the evolution of the companion here:
http://www.youtube.com/watch?v=Efv9Mgwk8SU
1. Character archetypes: usually borrowed from other more static forms of media like film, tv, novels, comic books etc. These force me to think in a particular way and therefore to play the game in a particular way. This is of course a result of conditioning. Designers should place try and tell stories from other perspectives e.g. the villain, or a side kick etc.
2. Epic stories: the term narrative RPG is synonymous with the word epic, but truth be told players aren't intimatley familiar with what it means to be a "saviour of mankind" or with many of the roles and situations they are presented with in narrative RPGs. Designers need to cast players in more humble roles which resonate with players and present them with situations that they face in their day to day lives like what to do about a cheating spouse, or hoe to deal with troubled children, poverty, sucess, or just how to get to work. Stories like these would be more meaningful to players and therefore allow them to connect to the games on a deeper level.
3. Another problem I have with narrative RPGs is that they always require players to make decisions in a vacuum. Players are just presented with choices either without the outcome of their decisons being being made fully apparent to them or with emotionally shallow consequences. I think designers should place players in more detailed worlds with which they can interact and form an emotional connection with, that way thei decisions will be less affected by material gain (e.g weapons, armour, allies etc) and more affrected bu how much they care for that world.
Designers need to make games that are more focused on connecting emotionally with the player. The day when game developers can make a game inwhich a remark by an NPC can make the actual player angry, happy, or upset and make a decision based on this emotion is that day they will have suceeded. This isn't impossible, if you look at the way sports fans react to their favorite teams performance during the game. Fans although they actually have nothing to gain or lose in the outcome of a game still none the less react very emotionally during a game. Writers also need to study how people make everyday decisions by maybe keeping a diary and reviewing their own motives and how everyday situations affect how they make decisions.
http://en.wikipedia.org/wiki/The_Burning_Wheel
Does this mean that publishers will be unwilling to fund this evolution of the medium even if developers see that it is essential to its maturity and critical acceptance? Probably, not. The cost of unexplored paths within branching narratives can preclude their inclusion. How many games are replayed to see all the endings? Is player agency over a prescripted set of narratives even the correct approach here?
Firstly, I would suggest that 'meaningful player character arcs are' only developed for trilogies and episodic games. Here the notion is that the feature cannot be advertised or demonstrated in the first game, but with subsequent games that follow the reappearance of the protagonist and recurring major characters allows a developer to create a "buzz" around the dynamic narrative arc on display. The players of the first game will compare notes on what ending they each got and anticipate where the next sequel or episode will take them and their character. The time intervals between each game release will strengthen the word of mouth into a keen fan base giving the franchise rare cult appeal.
Secondly, I wouldn't just rely on a prescripted branching narrative, but explore the potential of generating an emergent narrative that consistently reasserts its underlying theme by funneling the player into dramatic situations that were set up along their probable predicted natural path within a totally open world through a series of NPC entanglements forged along the way. To stop them breaking from their responsibilities on a whim there must also be a mechanism whereby the player is rewarded for how well they stay "in character": a role is chosen at the outset and they accrue "kudos" for how well they stick to the role, this can then be used to unlock more complex characters with more sophisticated arcs whose resolution may result in the player's deliberate heroic sacrifice. 'Game over', indeed the whole notion of survival and competition within the medium of videogames will seem anachronistic and people will start refering to them as adventures and then simply as dramas.
That being said, I think the idea of player choice is an interesting one. As others have said, many games really only give players the illusion of choice, since it doesn't make any difference "in the end". My question would be, is the conclusion the only thing that matters? If each player ends up at the same endpoint, does that mean that all the choices they made getting there are invalid? I don't think it does. Mass Effect 3 got a lot of grief for offering players "three different light shows" as their ending, but I found that criticism a little unfair. I'll admit, I was angry and slightly unsatisfied after the original ending, but after having a year to think about it, it doesn't really bother me.
Yes, if you meet a certain set of conditions, you essentially get the same ending no matter what you did in the 80+ hours prior, but that doesn't make the story any less powerful for me. The choice on Vermire has zero effect on gameplay, but that doesn't make it any less gut-wrenching. And while Shepard didn't have a "character arc" in the traditional sense, I found it equally satisfying to watch the character arcs of characters like Mordin, Legion, Garrus, and even Navigator Presley.
Getting back to the subject of player choice - I think that sometimes these choices suffer from poor writing and cliched archetypes that aren't believable on either end of the spectrum. As much as I love Knights of the Old Republic, many times your choices essentially boil down to "kick the puppy" or "save the orphanage". When writers only give players a choice between two extremes, writers can't be surprised when the majority of the players choose the same extreme 99% of the time. This is especially true when the choices are often comically obvious "Good Choice" "Bad Choice" scenarios. If you really want to create the conditions for narrative arcs, I think you have to look at the conditions that drive characters to change their behavior, and then create those conditions for the player.
Example: Let's look at a typical player who has no interest in a character arc. Let's call him "The Paladin". This is the player who would save every village and do every side quest to save a kitten from a tree if given the opportunity. If you want to challenge them to deviate from their behavior, don't be afraid to put in a scenario where the "good" decision has unintended consequences. For example: at one point in the story, you have the choice to kill or spare an individual who some in your party suspect may be up to no good. For the sake of ambiguity, let's say they haven't done anything wrong...yet. But after you spare them, they end up killing a fan favorite NPC ally. Does this experience make the player jaded and cold, and will they strike down every prisoner they take in the future? Or will they continue to be guided by their moral compass? If they do start going down that darker path, how do their companions react?
Bottom line: If players are never given a reason to deviate from their behavior, they're never going to do it. If you want to see heroes fall into darkness, and villains redeem themselves, the writing needs to provide a reason for that to happen.