|
A new video game called Façade has just been released to the public. I'll say this right up front: Façade is one of the most important games ever created, possibly the most important game of the last ten years. More important than The Sims; more important than Grand Theft Auto; far more important than Half-Life. If
you are a game designer, or you want to be a game designer, you must
play this game. It runs on the PC, and it's free. It was developed by
Michael Mateas, an AI professor at Georgia Tech, and Andrew Stern, the
man behind the Dogz, Catz, and Petz series from p.f. Magic a few years ago. You can download it at www.interactivestory.net. You'll need a Bittorrent client and some patience; it's 800MB.
Mateas wrote his Ph.D. thesis on Façade,
and he and Stern have written several other articles as well, so there
is quite a lot of published material about it already. I have
deliberately avoided reading any of it, however, because I wanted to
experience Façade as a gamer, not as a game developer. I don't know for sure what they were trying to do; I only know what they did do and how I feel about it, which is deeply impressed. Façade
isn't a game in the formal sense of the word. It's a one-act
interactive drama. That genre doesn't get much attention these
days-we're more concerned with storytelling in general-but interactive
drama is vital to the future of the medium, and Façade is a big step forward in that field.
One
of the things that makes theater different from movies is the
physically limited size of the stage. Another is that theater is live
and immediate. On a stage you can't show an earthquake destroying all
of Los Angeles, but you can show people who are affected by that
earthquake, and what it means for them personally. In theater it is the
actors who carry the story, and the story is conveyed to the audience
primarily through dialog. That's unusual for video games. Games rely on
action to carry the story, and the plot is most often about big
impersonal issues like saving the world. Façade is a drama,
so it takes place on a stage: a small and rather spartan apartment. Its
central issue is not saving the world, but saving a marriage.
As the player in Facade,
you are an old friend of a married couple whom you haven't seen for a
while. Their names are Trip and Grace, and you've been invited over to
their place for a drink one evening. You see them in the first person,
and you can move around with the arrow keys and talk to them by typing
on the keyboard. They speak back to you, and to each other, in recorded
audio. (I should add for the benefit of younger readers that Façade
would probably get an R rating for language, and it hasn't been rated
by the ESRB.) You can also use the mouse cursor to pat them
comfortingly, hug them, and kiss them. That's about it. But that's all
you need.
Like the early adventure games, Façade
doesn't make any assumptions about your character, or assign you any
role other than that of an old friend. At the beginning of the story
you choose your name, and that implies what sex you are, but you have
no personality except what you bring with you. This leaves you free to
act any way you like. You're not playing a part written for you by
someone else.
It
quickly becomes apparent, even before you get in the door, that Trip
and Grace's relationship is in trouble. It's a façade, as the name
suggests. They're young, they're affluent, and they're deeply unhappy
with each other. They're hoping that by talking to you, they might
arrive at some kind of understanding about what's wrong between them.
Your conversation has a direct effect on their feelings about each
other, and about you as well. There are several possible outcomes, and
I doubt if I've seen them all. In one, they make up and resolve to try
again; in another, one of them walks out; in yet another, I made Trip
so mad he kicked me out of the apartment.
Façade
doesn't give you a goal, which is why it's not a game. You can try to
save their marriage, or you can try to split them up, or anything else
you feel like. There's no way to win or lose, no value judgments about
the quality of your play. By avoiding the "game" paradigm Façade
also avoids a lot of baggage that games bring with them: connotations
of strategy and competition, and the sense that it doesn't really
matter. But although Façade isn't a game, it's also not a sandbox like The Sims, where the people speak in Simlish and it's fun to find new ways to kill them. (The Sims'
website suggests that if you're low on money, you can murder a few sims
in order to sell off their tombstones. That hardly encourages the
player to empathize with his characters.) The characters in Façade
speak of real pain in real words. You play not for the sake of a final
score, but for the sake of something more important: Trip and Grace's
happiness. By the end of the evening, something that you say or do may
have changed their lives radically. That, too, is a new thing for video
games. Video games have hitherto mostly been about changing things, not
changing people.
All that is revolutionary enough by itself, but Façade
also impresses me because it's so technically ambitious. Mateas and
Stern describe it as a demonstration project, a testbed for new AI
ideas and technologies. It tries to accomplish about five incredibly
difficult things at once, and perhaps even more that I haven't yet
noticed. These are the things that I saw the game doing:
- Natural language parsing and conversational interaction.
It has been a long time since typing English on a keyboard was the
standard way of interacting with a computer game. Even when it was,
what you typed were usually simple commands like GO NORTH and TAKE
FLASHLIGHT. Façade accepts English input and tries to
interpret it as a meaningful part of an ordinary human conversation.
This is a gigantic challenge.
Conversation systems are not new. The best-known early one was Eliza,
created by Joseph Weizenbaum in 1966. Eliza was a very simple program
that was intended to parody a non-directive psychotherapist. All it
really did was parrot variants of your own sentences back at you or
request further information, sometimes recognizing a few keywords.
Another famous conversation system, SHRDLU,
was developed by Terry Winograd at Stanford. It was capable of
discussing a collection of blocks that could be manipulated by a robot
arm. You could say things like, "Are there any blocks which are wider
than the one you are holding," and it would reply, YES, THE GREEN CUBE.
It also remembered past events and could correct the user if he was
wrong about something.
SHRDLU
could only discuss things in a very limited context: the blocks world.
Eliza had no context at all, and no real intelligence apart from
recognizing keywords hard-coded into it. Façade is significantly more complex than either; it has to hold a three-way
conversation on a wide variety of possible topics that affect a
marriage: work, friends, parents, children, money, love, sex, and even
interior decorating. It's not perfect by any means; at times the
conversation engine "loses the plot," so to speak-it fails to
understand your input and produces a non sequitur. Nevertheless, it's
an important step forward.
- Natural language generation. Video games often sound stilted because their dialog is written as whole sentences, or long soliloquies by one character. Façade
doesn't make this error. Trip and Grace's conversation is full of
hesitations, sentence fragments and interruptions; it sounds like real
people talking, not spoken exposition. Facade produces
pre-recorded utterances based on an internal mechanism, but it's not
assembling individual words to create new sentences from scratch.
Rather, it's choosing a line of dialog that's most appropriate for the
current situation. I did the same when I wrote the play-by-play
commentary in Madden NFL Football, but in football the situation is considerably more straightforward than a deteriorating marriage! Façade also manages to avoid repetition, a classic weakness of many games that instantly destroys immersion. In Façade a character never says the same thing twice in any one play-through of the drama.
One
area where the audio design fell down somewhat is in the "name
insertion" technique, where the name you chose for yourself is inserted
into the dialog. Trip and Grace say your name far too often, and its
inflection and volume often don't match the rest of the sentence in
which it is used. But this is a minor quibble; it doesn't reflect on
the game's real achievements.
- Emotional modeling. The Sims' emotional
modeling is based on needs (food, sleep, and so on) plus some
attributes that govern a character's affinity for another character
(neatness, outgoingness, and so on). Because The Sims has to
handle any character the player can create, it naturally needs a
general mechanism for emotional relations, which consequently produces
somewhat general results. Façade, on the other hand, is about
two people who already know each other. Their relations are influenced
by English-language sentences that they speak to each other, and by
those spoken to them by a third party, you. Your physical actions, such
as touching or walking away, also affect both Trip and Grace's
emotions. I have no idea how sophisticated their emotional modeling
really is, but I thought I was able to detect anger, depression,
frustration, jealousy, shock, bitterness, relief, embarrassment,
gratitude, pleasure, and perhaps a dawning self-awareness. Much of my
reading of these emotions comes from the actors' tones of voice, so I
may be giving it too much credit. Still, it's reasonable to assume that
the language generator chooses a recorded sentence whose tone matches
the character's underlying emotional state. Also, unlike many games
that simulate emotion, Trip and Grace's feelings have some inertia-they
don't swing wildly from one emotion to another. If they become angry,
they stay that way for a while.
- Facial expressions. Façade
uses flat-shaded 3D graphics, so no matter at what angle you see Trip
and Grace, they look like very simple comic-book characters. However,
their eyes, eyebrows, and lips are outlined in sharp detail, so you can
see them clearly even from across the room. They reflect the
character's feelings with some precision.
Facial
expression modeling is the subject of a lot of research nowadays. It's
incredibly tricky to get right, and if you're not careful you can end
up with the Polar Express problem: your characters look like
creepy robotic versions of real people. Most of this research centers
around lip-synching spoken words rather than expressing emotions,
especially when the character isn't saying anything. Notice how often
video game characters' faces return to a bland, neutral state when
they're not talking. Mateas and Stern wisely avoided the Polar Express problem
by going for low detail and not worrying about lip-synch too much.
Instead they concentrate on reflecting the characters' inner feelings
through their faces, and those feelings are still clearly visible even
when he or she isn't talking.
- Body language. Trip
and Grace both stand up the whole time (as far as I have seen), and
they tend to wander around as you talk to them. Their walking and
gestural movements aren't very realistic, which I attribute to Façade
being a small, self-funded project. What's interesting, though, is the
way their body language reflects their moods. They'll turn away from
each other when angry, and fold their arms when upset, a classic
defensive posture. Both of them tilt their heads appropriately too:
down when unhappy, up when happy, to one side when puzzled. You see
this kind of thing done in pre-rendered video all the time, under the
guidance of a skilled animator; but in Façade it's all being
simulated in real time. I couldn't tell if there are individual
differences between the two characters; they both seemed to use the
same postures.
So is the plot of Façade
embedded-pre-written-or is it emergent? Have I been taken in by nothing
more than a vast branching storyline? Obviously some parts of it are
scripted, literally, because all the conversation is recorded material.
Trip and Grace can never say anything other than what Mateas and Stern
have given them to say. But Façade is trying to interpret and
react to whatever the player types, and the player can type anything at
any time. You can't do that with a branching storyline. At the end of
the day I think it doesn't really matter how Façade does what
it does. It's entertainment. As a designer, of course I'm curious about
what's behind the curtain, but as a player, all I want to do is believe
in it.
At the beginning of this article I was careful to say that Façade
was "important," but not that it was fun. Like theatrical drama, it
goes beyond fun, in fun's traditional sense of "a good time." Nobody
goes to see Who's Afraid of Virginia Woolf or Death of a Salesman for
a good time. We see them to be entertained, to be moved, to appreciate
a dramatic situation for its own sake. I don't really like either Trip
or Grace, and whatever chemistry they once had has clearly evaporated,
but I do sense their isolation and frustration, and it makes me want to
help them.
Façade
is not without its weaknesses, it is after all a demonstration project
rather than a commercial product. The acting is not stellar, and the
art and animation are pretty minimal. None of that matters, however. Façade is important for what it tries to do and for what it shows that we can do
with this amazing medium of ours. It doesn't seek to replace anything;
in the future there will still be plenty of games with the familiar
themes of construction, exploration, and conquest. Rather, it shows us
that there are still new ways to play waiting to be invented. The
future of interactive entertainment will be even bigger and more
manifold than it is now. Façade leads the way.
______________________________________________________
|