Forms
of computer-based interactive entertainment are heavily controlled
by the idea that they are "games", which are produced
for a narrow (but profitable) market of "gamers". Thus,
fast, fun arcade-like experiences, artificial puzzle-solving, gaining
points and "winning" have been the main emphasis in interactive
design, even while the graphic and sound environments have become
more and more realistic -- even as NPCs have become embedded with
so-called "AI".
The
idea of story is largely used to set the stage for first person
shooters and role-playing games. Once the game begins, story elements
become simplistic, linear or at least pre-defined, and "underwhelming"
-- if they exist at all. Character development is something left
behind after opening movies and seldom-read documents that come
with the game, which outline who's who, and why they're doing what.
It is rare indeed to find good character development and multi-layered,
gradually unfolding stories in computer games - to say nothing of
good, emotionally moving drama. I have heard the justification that
computer animated NPCs
are simply not sophisticated enough to pull off a dramatic performance
- and yet poorly animated Saturday morning cartoons can be emotionally
involving (if rarely, but the point is that they are indeed sometimes
moving). The NPCs in Half-Life 2 are more life-like and have
more ability to communicate a range of emotions than perhaps in
any game before, except for the days of live-action games. Nevertheless,
judging only from the E3 demo, Half-Life 2 still seems to
be basically a "shooter", rather than an interactive drama,
albeit in a more realistic universe than usual.
Valve
has make NPCs more lifelike than ever in Half-Life 2,
but at its core, the game is still a "shooter",
not a drama.
No,
it's not that NPCs can't emote. Instead, I think that given the
emphasis of "game-think", and a market of "gamers",
it's clear that the ideas of story and drama are simply a low priority.
And
there's nothing at all wrong with this. Computer games serve a lucrative
market. If it's not broken, don't fix it. It's just that I think
a far bigger market is being left untapped.
In
addition, I've found that people who are not professional writers
or professional storytellers, but who may be "designers",
"level-designers" or "producers" hash out a
story premise for a game, or will decide on a setting populated
by a certain kind of characters and monsters, who live in a matrix
of certain rules. Sometimes a professional writer will be brought
in to take what has already been decided upon and flesh it out.
The professional writer may write a background story that sets the
stage for the action and/or will write up biographies for the main
characters. Much of this will never been seen in the game itself,
beyond opening movies and cinematics. Sometimes professional writers
will even get in on dialogue writing. But in terms of actual game
design, my experience has been that in general, there's little attempt
or little interest in interweaving non-linear story elements, strong
character development and the principles of drama into interactive
designs. This hampers appealing to a mass audience as much as the
insistence on developing interactive entertainments by game-think
alone.
Other
kinds of interactive entertainment, based on good storytelling,
good character development and an adaptation of the principles of
drama, targeted to consumers with computers, but who are not avid
gamers -- are waiting to be designed - and profited from. I think
that the masses are ready to spend money for an interactive drama
that leaves the trappings of computer 'games' behind. Whoever builds
this groundbreaking system is going to get rich.
This
article is a follow-up to an earlier Gamasutra article I wrote,
"Adapting
the Tools of Drama to Interactive Storytelling". That article
has much more to say about the nature of drama. I suggest reading
it first before continuing with this article. For the purpose of
this article, drama is not a genre of entertainment. It is a toolset
of principles developed over hundreds, if not thousands, of years
to rigorously enhance communication. To quote Martin Esslin in An
Anatomy of Drama, "For the expression of the imponderable
mood, the hidden tensions and sympathies, the subtleties of human
relationships and interaction, drama is by the most economical means
of expression."
Interactivity
for the Masses
I'm
agitating for the creation of a new kind of interactive experience
that is comfortable and compelling for the masses. This new art
form would immerse the experiencer inside a reality very much like
what he or she is already familiar with: film and television.
This is a search for a method of "interactive dramatic narrative
presentation" and packaging.
What
I see is an interactive drama for the masses who have computers,
but who are not "gamers". The masses will be drawn to
this experience because of three things: it's familiar like TV and
film, the interface is simple and intuitive, and because the characters
are emotionally evocative and their plight is understandable and
just. There are no brainteasers laid artificially and superficially
into the design. If there are to be puzzles, they are puzzles that
evolve out of the dramatic backbone of the experience. In fact,
everything that can be considered a trapping of 'game thinking'
would be absent from this new kind of interactive dramatic experience.
Though the designer knows that the experience will have a beginning
that sets up the narrative, a middle with evolving conflict, and
an end with a good resolution -- no one knows how the dramatic
experience will evolve. In my vision, advancing from A to B to C
will be a non-linear, yet also emotionally powerful, dramatic experience.
So far experiments with interactive storytelling have failed to
take into account the need to adapt the principles of drama to interactivity,
and thus these experiments have been merely interesting, instead
of truly emotionally involving.
In
my imagined design, the moment-to-moment experience is not pre-defined.
Nevertheless, a satisfactory dramatic experience demands there to
be a definite beginning, middle, and end, which will support a rising
level of tension until the dramatic climax and resolution is achieved.
I see a system in which the dramatic and narrative principles and
support elements are managed at the macro-level, in order
to achieve drama, but in which these elements are active in a non-linear,
non-branching way at the micro-level.
It
will take a design team to create such a groundbreaking entertainment
-- not just a designer. The team will be composed of a dramatist/storyteller/writer,
a programming lead, an art lead, and a sound/music lead. There will
be no talk of "levels" and such. There will be no talk
of whether the experience will be a shooter, a role-playing game,
or a massively multi-player on-line game. There will be no mention
of the word "game". Instead there will be talk of "narrative
environments", synthespians, synthespian directors, motivations,
subtext and goals, emotional environments, and real-time adaptive
music. There will be talk of the macro-level "drama engine",
which provides for a three-act structure, like an umbrella, over
non-linear narrative development. There will be development of interactive
tools for dramatists who are not necessarily programmers.
In
a nutshell I want to encourage a dramatic story-environment in which
the experiencer and truly AI-smart NPCs, each with their own goals,
biases, and methodologies, co-create the narrative at the
micro-level, in real time, as their actions trigger the results
of dramatic situations that are pre-defined at the invisible macro
level by an interactive writer/ dramatist.
Considered
for use at Sierra, Haptek's People Putty allows you to create
a interactive 3D character, then using set of sliders, give
your characters a range of emotions.
I
have long believed that combining a story/drama world-authoring
engine, perhaps something like Chris Crawford's "Erasmatron"
project, with a front end something like Haptek's "People
Putty", represents the major animation, management, and
creator interface software components of such a project. At one
time the People Putty engine was being considered for an adventure
game at Sierra. I was present for long demos and was able to talk
at length with the founder of Haptek, Chris Shaw. So I am very familiar
with what they've done, and I'm impressed. I'm also impressed and
fascinated by Chris Crawford's Erasmatron efforts, which I've been
following for several years now. Yet, since his is a largely single
person's effort, and since his development platform is only available
for Mac users, I fear his efforts may take a very long time to pay
off. Nevertheless, I encourage readers to check the Haptek and Crawford
URLs.