|
It's
been said many times, and that's because it's obvious: game design must
strive to become more emotionally involving, and the best way to
achieve this is to create resonant characters. It's obvious, but it's
only half the story. The characters whom we seek to fill with emotional
depth are the non-player characters (NPCs). In games, we have another
class of characters: player characters.
|
|
|
 |
 |
 |
Halo 2's cutscenes violates the player's sense of agency.
|
At
first glance, it would seem that the rich set of techniques available
to us from the visual media of film and television is ideally suited to
creating compelling game characters. This is true, but only for the
NPCs. These techniques are irrelevant to presenting a player character,
because a first-person player character isn't presented, it is
experienced. It's not empathy that we wish to promote in the player
character, but immersive agency. No film script ever had to concern itself with such a task.
Where
then do we look for guidance about how to promote an involving
first-person experience? Written storytelling has been sharpening its
own techniques for centuries. A first-person (or what's called a tight
third-person) written account, one in which a character's deepest inner
life is exposed, offers more insight into first-person gaming technique
than does film, and in this article I will explore these
well-understood techniques from a game design point of view.
The Biggie: Point of View
The first and by far the most important technique is the effective use of point of view.
Point of view refers to the character chosen by the writer to relate
the story. From the perspective of a first-person game designer, the
most important kinds of point of view to study are first person and
tight third-person. (see the sidebar for definitions).
|
|
Sidebar: Point of View and How to Mess It Up
What
do the terms first- and tight third-person point of view mean? First
person prose is characterized by lines like “I saw that, and I felt
like this.” It's the character who is actually experiencing the action
that relates the story. Third person has lines like “He saw that, and
felt like this.” First person is fairly easy to get right. Tight
third-person is more subtle, and is where mistakes most often creep in.
Mistakes in both styles fall into two categories: commission and
omission.
Firstly,
let's look at errors of commission. The more tightly the point-of-view
is presented, the more jarring it is when the text makes a
point-of-view shift. In fact, point-of-view is such a well-established
literary technique that any shift at more than a scene boundary is
considered an error. The most serious form of this error is the “head
hop:” switching from one character to another sentence by sentence. The
reader is left confused and unaffected by the emotional state of any of
the characters.
Secondly, there are also errors of omission. Consider these two paragraphs describing the same action.
- Charlie
put a one-dollar sticker on the statue next to the bed, hesitated, then
put it in the box to take out to the garage sale.
- Charlie
touched the statue. It was the one Helen would always hang her clothes
on. It hurt just to look at this thing and see it unadorned by a
t-shirt or jeans, empty of the simple objects that declared that she
was still a part of his life. He picked up a one-dollar sticker and
hesitated, unwilling to commit the act, to label this precious thing
and render it no more than a cast-off, lifeless object. One dollar for
a memory that was worth the world to him. He sighed. Holding on to all
these things wouldn't bring her back. It was time to be strong. He had
to let them all go. He placed the sticker on the statue's base, where
it wouldn't tarnish the finish, and rested it as carefully as he could
inside the box.
The
difference in the emotional impact is obvious, and the impact comes
from the fact that we can see into Charlie's head, and this insight
lets us understand the meaning of each event. The first paragraph, devoid of this insight, is a point-of-view error of omission.
|
 |
 |
 |
|
In
written fiction, a sloppy point-of-view will earn your manuscript a
one-way trip to the editor's bit bucket. There is a direct analogy to
be drawn between such errors in written fiction and in interactive
titles. In writing, the reader's empathy is sabotaged. In first-person
games, it is the player's sense of agency that is lost.
Let's
take a look at some specifics. Consider the cut-scene in a first-person
game. The loss of agency is clear because we have taken away the very
mechanism by which the player expresses that agency: the fact that the
joystick controls what the character sees and does. But the situation
is a little more complex than this. A cut-scene in which the player's
character is portrayed in the third person does irreparable harm to the
player's agency. A player who sees his or her character walking and
talking out of their direct control is robbed of their power. The James
Bond Golden-Eye tie-in made this mistake with frustrating regularity.
The
switch from first-person to cut scene is analogous to switching from
first-person to omniscient points of view in written fiction, but in
our young medium it is debatable as to whether it is as grave a
mistake. A cut scene that does not show the player's character can be
very dramatic and does not necessarily defeat that sense of agency. It
can indeed heighten it. Recall the closing sequence of Halo: watching
the destruction of the ring was made all the more vivid by the
knowledge that you, the player, caused it.
Now,
we might reasonably expect that the interactive author is free to
switch between different first-person points of view at low frequency,
just as writers are. This is, of course, true, but we pay a price that
is different from that of our literary cousins: if the new point of
view presents an image of the other characters the player can control,
then, as in the cut-scene, we have again defeated the player's sense of
agency. For this reason, it is far more effective to stick to exactly
one point of view in a first-person game. If the author does switch,
then it is vital that the many points of view never observe each other.
This situation leads to a tricky finale: you can't wrap up all the
storylines in the same scene at the end of the game.
Point
of view is also relevant to the player's audio environment. It's often
tempting to have the player's character speak pithy comments that are
heard by the player. Two examples that leap to mind are Duke Nukem's famous “Come get some” and Crimson Skies'
player character noting “Now we're cooking with gas” after blowing up a
fuel dump. This is a clear point of view error in a first-person title.
Show-Don't-Tell
The
next technique we will consider is a more subtle one. In fact, most
beginning writers, myself included, tend to scoff at its power before
they understand it. This method has no particular name, but we can
denote it by the phrase “show, don't tell.” These three words are a
mantra for working writers, and remind us that the reader's experience
is far more vivid when he or she is given credit for their intelligence
and is allowed to infer information rather than be told it outright.
The power of this process lies in the reader's tendency to infer more
than they are told. Readers will always bring their own imaginations to
bear on any information they receive, and a conclusion thus derived is
bound to be richer, perhaps richer even than the author intended. This
is why the effectiveness of the technique is invisible to the author,
and likely to be underexploited by the neophyte writer.
|
|
|
 |
 |
 |
Riven is an early example of successful interactive storytelling using "show, don't tell" to great effect.
|
Show-don't-tell
doesn't necessarily mean that the author shouldn't give explicit
information, rather that the important information, the stuff of the
story itself, should be left strongly implied by what you do tell. For
example, a story that shows jack-booted thugs, tanks in city streets at
night, the beaten, downcast look of the citizenry and rifle-fire
starting at exactly nine p.m. need not contain an explicit and far less
affecting statement such as “the city was under fascist martial law.”
Let's
consider how show-don't-tell transfers to the interactive realm. It's
fair to say that there are no hard-and-fast rules, but an author who
approaches the problem with an awareness of these issues is more likely
to be successful. I'll present a list of the issues I have encountered,
and my suggestions for addressing them.
- There
is a desire to make use of the player's valuable time when loading a
level, and since game sizes are growing faster than the stubborn
bandwidth of our various media and peripheral busses, the problem is
only going to get worse. It's easy to succumb to the temptation to
throw up a static image with a paragraph or two of text underneath it
describing the area the player is about to enter. You'll find examples
of this all over, notably in the Unreal Tournament series and Doom 3.
Resist this urge. Your players will be far more involved if they
experience the setting directly during the game itself. The same
comments apply to install-time screens.
- Training
levels. Most game studios are now mature enough that they avoid an
explicit training section of the game, and instead weave the learning
of the control mechanism into the action itself. This was done well in Halo, for example, but not at all in Thief.
This is as much an error of omission as of commission, since a training
level robs the player of some time that could be better spent allowing
them to experience the world we are showing them.
- Back
story in the game manual. Let the player experience it firsthand.
Delete the pages from the manual and save the printing cost.
- Pop-up text such as Doom's
“you found a secret.” If a crate is located behind a locked door hidden
behind a filing cabinet, the player already knows they've found a
secret. Telling them is a form of authorial intrusion (see below) and
is a guaranteed way to disconnect your player from the story.
Lastly,
the writer must always resist the urge to explain. The reader is
smarter than you think. Trust the reader to infer more than you show. A
conclusion drawn by the reader from the clues you do provide enters
their brain through an irresistible path: their own intelligence. They
will trust and internalize that judgment far more deeply than the same
result painted in pages of descriptive prose. The parallel to
interactive titles is direct: avoid sledgehammers when showing elements
of setting or character.
|