Results tagged “story in games” from Softcore Gamer

Getting in Trouble

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I get the impression that not a lot of people have heard of - let alone played - Dangerous High School Girls in Trouble. That might not be the case for long, though. The WGA just announced their nominees for best video game writing, and DHSGIT took the dark horse spot. I haven't played, um, any of the competition, except a little bit of Fallout 3, but I'd love to see a well-written indie game like this one take the prize.

I certainly recommend that you give Dangerous High School Girls a look, although it isn't by any means a perfect game. In this interview with Rock, Paper, Shotgun, author Keith Nemitz stated that "the story is about the culture of small-minded people and how strong, truthfully educated women can improve it." The writing is charming, funny, and does an excellent job of telling that story.

My reservations about the game come from some of the design decisions. Mostly, it's structured like a standard RPG, with semi-random encounters, experience, and character leveling - although it distances itself from any of that terminology. This structure works really well, actually, except that it doesn't allow the player to do any grinding.

In most RPGs, the player progresses the story by exploring a space and completing encounters. Succeeding in an encounter gives the player's party experience, which eventually causes them to become more powerful. Failing in an encounter, typically, does not give the player experience or progress the story (because, typically, it results in a fail-state, forcing the player to restore a saved game). The player, therefore, gets more powerful as the story progresses; later parts of the story open up new areas where the encounters are more difficult, theoretically matching the player's advancement.

Sometimes, though, the player doesn't level up fast enough. That's where grinding comes in. If the encounters become too difficult, the player can take a step back and play through some additional encounters in an easier area, gaining enough experience to tackle the continuation of the story on better terms.

Dangerous High School Girls doesn't have a death-equivalent fail-state, which I like. At least, it looks good on paper, but in practice, it doesn't always work out well. Instead of having to restart when you fail an encounter, you suffer some form of negative reinforcement and then play continues. At best, this negative reinforcement takes the form of a missed opportunity - a chance to have gained experience or some other bonus, while the story continues to progress. Frequently, however, you actually lose a buff or one of the girls in your party. Which makes it easy to find yourself falling behind the difficulty curve, facing encounters that are way out of your league.

Grinding is supposed to provide a way out of this situation. But Dangerous High School Girls takes away lower-level encounters as it opens up new, more difficult areas - or at least, it obscures the lower-level opportunities by putting them in the same space and not distinguishing between encounters of different levels. Add to that the pressure of time continuing to progress with each encounter, whether successful or not, and... well, the bottom line is that I feel like I'm falling further and further behind the more I play, and that my subversive little cadre of girls is becoming more ineffectual rather than more empowered as the story progresses.

Anyway, this post was really just supposed to be a couple of links and a brief review of the game. To sum up, then: worth playing, not perfect, but great writing. You can get a demo from Manifesto, here.

Learning Curve

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For a long, long time I have been intending to recommend Violet. So here's the recommendation: Go play Violet. I discovered it through the recent IF Comp 2008 and it quickly became one of my favorite works of IF. It's a locked-room puzzle, of a sort, with an absolutely charming narrative voice and some really clever writing. If you have any interest in IF, this is a must-play. This post may contain minor spoilers, but will not ruin the game for you.

Let me give a little bit of background. My long-term goal is to get my parents into gaming. I started on this a couple years ago, when it became clear that gaming is more than just a hobby, it's a career. At that point, it became important that the people close to me "get" games and why they're so important to me. Both my parents have been incredibly supportive, and even interested to engage in conversations about games and game design. But neither of them are gamers, so they don't have the opportunity to know the things we talk about first-hand.

I started with board games. The past two years, I've gotten board games for everyone in my family at Christmas, and then we've played them together afterward. Carcassonne, Apples to Apples, Settlers of Catan, Lost Cities, Pandemic - some of them have have gone over better than others, but they've started to give us a set of common experiences that allow us to talk about games differently, more meaningfully, and with a shared language.

So this year, I decided to raise the bar and try for some digital games. One of the major barriers I've encountered is the perception (derived from Pac-Man) that games are fluff without substance - repetitive activities designed to pass the time rather than tell a meaningful story. My parents are busy people with lots of hobbies. They aren't looking to kill time. The traditional route for incoming inexperienced gamers - Bejeweled, Snood, Diner Dash - isn't going to do it for them. They want complex, mature, interesting stories, and they want them right away.

So interactive fiction seemed like an obvious choice. Modern IF is on the cutting edge of interactive storytelling. There's no complicated interface to come to terms with, no twitch gaming to worry about. For the most part, games are short - designed to play in under two hours. It's also about as unlike Pac-Man as you can get, which might help toss those preconceptions out the window. To be honest, I picked Violet because I had played it recently and liked it so much, and because it seemed to make sense. It's a touching story told in a beautiful narrative voice, without robots or spaceships or violence. It's simple; you don't need to draw maps or navigate conversation trees. It only took me 45 minutes to play. It has a built-in hint system. It won the IF Competition. It seemed like a great idea.

It wasn't a great idea. It was a terrible idea. My mother and I spent almost two hours going through a sixth of the game, and eventually quit in hopeless frustration. She made a heroic effort, but she didn't connect with the game even a little bit. She was confused. She was discouraged. She wasn't having fun.

In retrospect, it's obvious that jumping into Violet this way wouldn't turn out well. I thought that the lack of interface would make the game more accessible, and it did, but it couldn't make up for all the things she was expected to know a priori in order to properly relate to the game. I expected some of this; we had a couple conversations beforehand about how text input works and what to expect from the parser. But I obviously didn't put enough thought into it, because I substantially underestimated the amount of pre-existing knowledge required to play this game.

Here are some examples of what I'm talking about. These are very basic concepts that we take for granted the player already understands. There are probably others that apply, as well.

  • Progressive Examination of Scenery - Look at everything. Start by examining your surroundings; then examine every object mentioned in that description. Keep doing this until you're confident that you've examined everything that's visible. Do this first, before you do anything else.
  • Implied Significance of Objects - Everything has a purpose. If you find a key, expect that there will be a locked door later on. If the author tells you there's a wad of chewed-up gum in the trash bin, expect that gum to be vitally important to the story later on.
  • Kleptomania - A corellary to the Implied Significance of Objects: take anything that isn't nailed down. If you find something that is nailed down, keep your eye open for a way to pry it loose. You're going to need it before you're done.
  • Puzzle Recognition - Understand the formal elements of the puzzle that underlie the narrative elements applied to it. In Violet, for example, the underlying structure of the puzzle involves eliminating all the distractions so that you can finish your writing. That's why you aren't permitted to just buckle down, ignore distractions and write the damn thousand words.
  • Implicit Reward in Multipart Puzzles - Sometimes, especially in adventure games and especially in locked-room puzzle games, you have to do a lot of things in order to accomplish a goal. It isn't obvious that you're making significant progress toward your goal by doing these things, especially if the game doesn't give you points for each thing you do, unless you realize that, in this type of game, doing things is progress.
  • False Dead Ends - In an adventure game, when you think you've discovered the solution to a problem, your first attempt at implementing that solution might fail. This doesn't necessarily mean that you're on the wrong track. The solution you identified might be correct, but maybe you need to do something else before it will work, or have something else, or approach something in a slightly different way. Don't lose interest in a potential solution just because your first attempt didn't work out.

Some of these are specific to interactive fiction, or locked-room puzzles, or adventure games. But the phenomenon is pretty universal. And as far as I can tell, there is a direct relationship between the the barriers to entry for playing a game and its potential for complexity and substance. Bejeweled, Snood, and Diner Dash are accessible, but not that interesting. That makes sense, at least to some extent. Games have developed a language - a set of common references, understood meanings, and shared expectations. By building on these building blocks, developers can create experiences that are more complex, more subtle, and more satisfying.

Complex, subtle, and satisfying in terms of gameplay, at least. But is it necessarily true that games as a storytelling media are restricted in this way? Is it possible to create a complex, subtle and satisfying interactive narrative that is accessible to people who, like my parents, have no experience with digital games to build off of?

I suspect that Violet was a particularly bad choice for the introductory work of interactive fiction. Next time I get to spend time with my parents, I'm going to try again with Photopia or The Baron - other favorites with strong narratives that are at least a little less puzzle-oriented. That might help - they might prove to be the right balance of substance and accessibility. But this issue is certainly something that I'm going to be devoting some thought to in the coming months.

Story is King

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Yesterday was the first day of the ACM Siggraph conference in Los Angeles, and the first of several keynote talks that will be given this week. Ed Catmull, President of Walt Disney Animation Studios and Pixar, talked about managing creative environments. One of the key points he made early in his talk had to do with the wisdom he came upon early in his career: "The story is the most important part of a movie." This seemed like an important truth to have discovered, until he gave it a little more thought. Movies ARE stories, he realized. Saying that the story is the most important part of a movie isn't wisdom, it's a tautology.

Immediately after Catmull's keynote, I attended another very interesting session, a panel presentation about the production of the movie Kung-Fu Panda. One of the panelists who spoke about his experience on the film was the director, John Stevenson. While talking about production schedules and character design, he prefaced himself by saying that story is king. He said it in an offhand manner, as though it was so obvious that it barely rated mentioning. Story was the first thing and the last thing that they worried about, the most important consideration governing all aspects of the production from beginning to end.

Listening to these two men talk about their medium and share a perspective that relates moviemaking to storytelling in such a profoundly fundamental way, I couldn't help but think about the video game industry, where story is so often treated as an afterthought. Of course, games are not movies, as we well know. But, as a proponent of games as a storytelling medium, I have to ask myself: is story in games the same kind of tautology as story in movies? Or are the differences between the media such that story will always be something extra that must be added to a game in a fundamentally different way than to a movie?

Hearing Stevenson talk about the process of developing the movie's story at the same time as the character models, environments, and technologies was something of an eye-opening experience for me. When I think of movies, I usually think about a traditional live-action development pipeline where the script is written and pretty much set before filming begins. Modern CG animated movies, clearly, are a different beast. More than anything, this reminded me of a talk I saw given by Ken Levine last spring at GDC. At the time, I was shocked at the way he talked about the story in Bioshock evolving and changing in significant ways until very late in the production cycle, even within a couple months of the ship date. Bioshock, at the moment, is one of the industry's most important examples of story in games, so the fact that the game was not built around an already-fully-developed story was somewhat disconcerting to me. Thinking about it in relation to Kung-Fu Panda, however, makes it seem more reasonable. In both of these media, this sort of process occurs because it can: unlike actors and live-action footage, digital models, environments, and technologies can be re-scripted and reimplemented as the scene evolves and changes. In the blockbuster environment in which Dreamworks and 2K operate, overlapping the writing and production is cheaper than having a distinct writing stage. It also allows the writing to be integrated into the iterative design process, which is something I hadn't considered before, but could be an important point in developing interactive media.

Don't look for any real in-depth analysis of these ideas here; I'm still in conference mode and my brain is stuck in an intake-cycle. But I'm eager to hear any thoughts you have to contribute to this conversation, if anyone is interested in taking these ideas further.
text.pngAlright, usually I have no compunctions about spoiling a game when I attempt to dissect, analyze, or even just comment on it. Especially if the game, like Photopia, is ten years old. But this situation is different, because I know there are people out there who don't get as much vitamin IF as they should, and because the game in question is so overwhelmingly about narrative experience that spoilers would ruin it completely. That said, Adam Cadre's Photopia does touch on a number of themes that I'd like to talk about in greater depth. Which makes for a dilemma.

So here's what I'm going to do: today, I'm going to recommend that you go play Photopia. If that's not enough to make you actually do it, then let me mention that the game comes well recommended. It won the 1998 Interactive Fiction Competition and has recently been favorably reviewed by both Play This Thing! and Rock, Paper, Shotgun. Go ahead and read those reviews if you need convincing, they won't spoil anything either.

Photopia is interactive fiction, light on the interactive. The story is extremely linear, and although it does contain a couple puzzles, they're simple and pretty straightforward. There should be little of the adventure-game-style frustration that often accompanies this kind of game, although it is text-based so you will have to work with a parser. The other thing I'll say about it is that it's only about forty-five minutes long, and it's worthwhile to find yourself a little block of time to play through the whole thing. I played it over the course of two days, and I wish now that the experience had been uninterrupted. Oh, and also, I want to repeat RPS's advice: when the time comes, for God's sake, talk to Alley about astrophysics.

After you've had a chance to play the game, I'll talk some more about the specific things it sparked for me. So here's your warning: sometime in the future, subsequent entries on this blog will contain Photopia spoilers. And you will be much better off, as a reader of this blog and as a human being, if you've played the game before that time comes. You have been warned!

ETA: PTT! has links to the game and relevant interpreters, so go there for the download.

The Joy of Text

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text.pngThis post started out as a review of The Baron and I had enormous difficulty writing it, for two reasons. First, because The Baron is a deeply complex game with many interesting features and powerful thematic elements that I did not want to spoil. And second, because reviewing games is not really what I'm interested in doing here. So instead of reviewing The Baron I will simply say, "The Baron is a deeply complex game with many interesting features and powerful thematic elements; you should play it," and then address a couple interesting points about interactive fiction.

I am not an expert on interactive fiction. Honestly, although I'm a fan, I have pretty limited experience. I only played a few pieces of IF last year, and of those the only one that provoked the same sort of contemplation as The Baron is Floatpoint. In these two pieces, however, I'm impressed at how well an in medias res approach to storytelling works. In each piece, the player is dropped unceremoniously into a complex and unfamiliar situation. In each, the first order of business is an exploration of the narrative space to answer some fundamental questions: Who am I? Where am I? What is my relationship to this place and to these people? What is my role in the world, and what is my goal? These elements of the story are authored, not left up to the player, but they have to be discovered or inferred by investigation of the game world. Certainly, this is not an approach common to all IF games; nor is it something that is likely to appeal to all players, although I love it when it is done as well as it is in these games. It seems a technique that is much less common in mainstream games, however, and although that may have something to do with the fact that IF is already a niche genre and therefore attracts more niche styles-of-play, I think that text-based games lend themselves more to this sort of technique.

Graphical systems, by their nature, are capable of conveying much more information at a glance than text-based systems. In games, this functionality is largely devoted to representation of space. In the typical 2D or 3D game, at any given time the majority of the player's screen will be filled with some sort of view of the world. Because of the visual nature of this representation, almost all information about the player character's environment is conveyed implicitly. In a 3D game, the player may have to swing the camera around to see things from a different angle, but he or she doesn't have to make an express effort to get an understanding (at least, a basic or superficial understanding) of the composition of the space surrounding the character. In contrast, the explicit exploration of space is one of the common processes by which a player interacts with a text-based system. In order to come to an understanding of environment, the player does have to make this sort of express effort to investigate elements of the scene. At the beginning of The Baron, for example, a basic look command will inform the player that the room contains a table. It's necessary to examine the table to discover that a framed photograph rests on it; it's further necessary to examine the photograph to find out what it depicts. This sort of interaction is not at all unreasonable in a text-based system, but no analogue occurs in a graphical system where the table and photograph are apparent in a cursory inspection.

It seems to me that this sort of spacial exploration runs nicely parallel to the narrative exploration that in medias res storytelling demands. In fact, in many cases the character and general backstory can be folded into the description of space and significant objects (including non-player characters) in the environment. In the case of the photograph on the table, examining the picture could trigger a memory or some other description that relates the character to the world. (This technique is used in The Baron, although not at this particular moment; I believe this sort of "folded-in" discovery is also employed in Floatpoint, along with more explicit exposition.) This makes the process of narrative exploration much more natural - or, at least, piggy-backs it onto a more natural process - to mitigate player confusion and frustration. In our graphical analogue, the player has no reason to explicitly examine the picture, since it is already visible, and therefore there is no place for secondary information to be accessed intuitively.

This idea of exploration is particularly interesting in The Baron because of the cyclical nature of the game. On the first pass, the player is exploring the physical space and the narrative space, trying to come to an understanding of the environment and the character. Subsequent passes are devoted to exploring the possibility space of user interaction, trying different actions and seeing what the consequences are; because of the cyclical set-up and the thematic focus on motivated action, this sort of exploration of possible actions becomes a central game mechanic over the course of multiple plays-through of the game. Using the process of choosing an action as a game mechanic in this way is another area where I believe the text-based interaction of IF has an advantage over graphical games.

The set of valid options may be just as limited as with a graphical interface, but the set of potentially valid options is larger. Usually, in a graphical interface, there will be a limited number of points of interaction (places to click, for example) and a limited number of types of interaction (items to use, for example). The set of potentially valid options is a combination of interaction types and points. This set may be very large, which could make finding a valid option non-trivial, but it is clearly finite and, moreover, can be easily enumerated. The set of potentially valid options in a text-input interface includes any imperative phrase the player can think of. Even if, depending on the sophistication of the game's text-processing system, this set is severely restricted by practical considerations, it is still usually much harder to enumerate than its graphical counterpart. (Technically, it is just as enumerable, but for the player - who usually doesn't know the extent of the set of valid commands - it is harder to process.) This can makes the player feel like he or she has unlimited options - at least until it becomes apparent the fact that a subset of the potentially valid options will not be understood by the system. This, unfortunately, is another inherent quality of text-based interaction, and I would say it is the major drawback and the reason that text-based games has fallen so far out of favor. And perhaps minimizing that particular player frustration is a reason to avoid text as an interface mechanism, but games like The Baron both prove that great experiences can come out of a text interface and remind us of some of the things we sacrifice when we make graphical games.

Up for Air

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cache.pngThis time of year is always busy, but this year has been especially busy for me. This is the first chance I've had in a long while to come up for air and leave a post on the blog while I'm here. Other projects have kept me from updating for the past several weeks, which is a shame mostly because I left a lot of interesting comments hanging on the previous entry. Certainly there is a lot to be said on the relationship between games and movies, and it's a topic that I hope to revisit in the near future.

For the moment, let me share with you a bit of what I've been working on lately. Here's the Cache website, which is intended to be the public face of a series of projects that Jamie and I are currently working on, all related back to one key idea: creating narrative through a process of discovery rather than role-playing. The first such project, titled CONTROL, is currently in a beta stage and can be downloaded from the website.

CONTROL is based on a card game created by Jamie and Mike Rossmassler. There are 256 cards, laid out in sixteen four-by-four grids. Each card in the grid represents a space; each of the sixteen sequential pages represents a fifteen-second span of time. The player chooses a card and reads it: it describes the space during that time. The player chooses more cards, or turns the page in order to increment or decrement time. After a few such moves, the player selects one card out of his or her hand to set aside; the others are returned. After sixteen turns, the player has build up an inventory (a cache, if you will) of sixteen carefully-selected cards which tell a story.

This story represents the creative aspect of the game. Although the player doesn't create, or even influence, what is written on any of these cards, they get to choose which ones to include and which to ignore, and how they should be assembled. The results can be surprisingly unpredictable. Some players are documentarians; others take artistic license with their stories. Once the game is completed, the story remains, an artifact of the experience.

We're looking for feedback from playtesters so that we can continue to improve CONTROL and the other games that will follow. You can help by downloading and playing the beta version and filling out our survey. Any feedback is appreciated! This is an experimental game, so we're trying to push boundaries, but ultimately we're trying to figure out how to make it fun, as well.

Special note to people who have already played an earlier version of CONTROL: There were a couple versions that saw closed beta testing. One was the original paper prototype that Jamie and Mike put together. Another was an early digital version that suffered from a massive memory leak. If you played one of these versions, I encourage you to at least register your email address at the Cache website. The memory leak has been fixed, and the most recent version added in a much-requested feature that was missing from the original release. We will continue to update the game with features, based on feedback and our own wishlist, and we'll notify you occasionally when a new version goes live.

Games Rock

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jacks.pngLast week, RJ Layton posted a scathing editorial on the relationship between movies and games - not about the generally terrible results of making movies based on games or games based on movies, but rather about the use of cut-scenes, full-motion video, and non-interactive segments in game design, as well as the apparent cinephilic mentality of game designers. The post has already generated quite a bit of discussion: a response from Jamie Antonisse, a follow-up in which RJ speaks to a specific example of this phenomenon, and my own bizarre romp through rhetorical fallacy. As entertaining as it was to draw analogies to body image and substance abuse into the conversation, I feel like I have more serious things to add. A lot of them, actually, and maybe I'll get to some more of them eventually, but today I'm going to concentrate on one important point: emotion.

RJ and Jamie both bring up emotion, its role in storytelling, and its devilishly cinematic associations. I'd like to focus a little more closely on this complex relationship between emotion, film, and games. RJ seems to be of the opinion that a game which focuses on story and emotion, or at least one that markets itself around those terms, is likely to have hold cinematic qualities in esteem; in his words, "controllers with no player holding them, some pretty music, and a close-up of the a character’s face." Which isn't to say that games are devoid of admirable content with emotional significance. RJ illustrates this point with exemplars like the sense of triumph that comes with beating Punch-Out!! or the sense of pride that comes with managing urban growth in SimCity. Jamie echoes this by describing sadness and bemusement as "filmic" emotions, which are better expressed in movies than games, in contrast to other emotions like triumph and frustration, which are better expressed in games than movies.

I think, as far as the exploration of emotion in games goes, Jamie strikes gold with this point, but he doesn't delve as far into it as I'd like. I would similarly organize emotions around two categories, passive (or filmic) and agency-based. Passive emotions are a response to some external stimulus. Agency-based emotions, alternatively, are a response to first-party actions. Passive emotions cover a broad range and include simple emotions like joy, sorrow, and horror; relational emotions like love and jealousy are more complex passive emotions. Agency-based emotions include triumph, remorse, and pride. These emotions imply a previous action on the part of the person experiencing the emotion.

In crafting a narrative experience, cinema can utilize the whole extensive range of passive emotions. It's no surprise that movies have become adept at using these emotions to tell stories. After all, storytelling in film - or at least the contemporary incarnation of the medium - is based entirely around building emotion to a cathartic point. But no matter how a movie presents its story, it is still an instance of a passive medium, and as such it's limited by the distinction between emotions. The narrative of the film has no direct access to any of the agency-based emotions.

Let me stay on this for just a moment, because even though it follows logically, I think it might be a controversial point. Jamie mentions, in his post, feeling a sense of triumph in the movie Return of the King. I'm making the claim that a movie cannot make the audience feel triumph, because the feeling of triumph implies an action - specifically, a successful attempt at overcoming an obstacle - as the basis for the emotion. A movie cannot truly inspire an agency-based emotion, but it can use character identification to simulate it. Return of the King, like any good movie, makes the audience identify with one or more characters as, through the course of the story, the characters experience emotions. In this case, the character portrayed in the movie makes a successful attempt to overcome an obstacle, and experiences triumph in response to this action. The audience, if they are identifying with the character, does not feel triumph directly but does feel joy in sympathy with the character's triumph.

Identification is a device that the film industry uses - very effectively - to trick the audience into thinking they are experiencing an agency-based emotion. But in every case, the audience's feeling is once-removed from the emotion in question. The absolute best that a movie can hope for is that the audience becomes so deeply immersed in the film and sympathizes so deeply with a character that they literally forget that they are removed from the action on-screen. If this ever happens, it is exceedingly rare; and if it were to happen, it would involve some sort of hypnosis or delusional psychosis or other strange psychology that I'm not comfortable with. The point is that, in any reasonable example, the experience of a sympathetic response isn't the same as the actual emotion on which it's based.

Access to a complete range of emotions is one of the greatest advantages games, as a medium, have over cinema. Games can inspire any of the passive emotions that movies do by telling a story in a traditional, cinematic sort of fashion. But games have an extended emotional repertoire, and some of the agency-based emotions that are exclusive to the medium pack a serious punch. Triumph, as has been frequently mentioned, is common in games. Shame is used in Guitar Hero through the boos and jeers of the audience before the player fails a song. Honor and remorse are employed by Bioshock in its touted rescue/harvest mechanic. Humility is a component of the excellent work of interactive fiction, The Baron (on which I will spend more time in the future). Frustration is part of the emotional range of any of the multitude of games that are purposefully difficult.

My personal favorite example of agency-based emotion, because it effected me so strongly when I experienced it, is the use of regret and self-loathing in KOTOR, when the player feels compelled by his or her allegiance to the dark side to betray two of the protagonist's companions. This experience demonstrated to me that the power of effectively-used agency-based emotions can absolutely dwarf that of passive emotions. At the moment, the video game industry has not matured to the point that these emotions are being used to their full potential. But story in games is being continually explored and expanded, both by independent game designers and mainstream games. The effect that interactivity has on emotion will be developed and refined until games regularly deliver the same level of emotional narrative that cinema is used to. At which point, the ability to tap directly into the full set of agency-based emotions will give interactive media greater affective power than passive media has ever had.
bioshock.png Some might take issue with a review of a game written by someone who hasn't played it. Especially when the game is as monumental as Bioshock. But if all bloggers restrained themselves from offering opinion simply because they didn't know what they were talking about, well, it would be a much smaller blogosphere. And I suppose I'm no different from the rest of them.

Although I've had some things to say about the game for some time, I'm particularly inspired to write this now in response to Jamie Antonisse's spoiler-free Bioshock review written earlier this week. All I've played of the game is the demo, but based on that experience, reading a range of posts and articles on the subject, and my conversations with other gamers (including Jamie) working their way through it, I feel like I've gotten a fair sense of the story and gameplay. Without the benefit of actually playing the thing, I may fall on the crutch of revealing the twists and turns of the plot. Readers beware, here may be spoilers.

I shared Jamie's initial disappointment with the linearly militaristic structure of the game. Bioshock seems to follow a traditional given-path philosophy of level design, where the player is presented with a bounded path through space that must be followed to the end. Along the way, the player encounters obstacles that block progress along the path, which must be overcome in order to continue. Typically, and in Bioshock it seems almost exclusively, these obstacles are enemies that have to be destroyed. What Bioshock does well is allow the player a lot of choice with respect to how those enemies are destroyed. What it fails to do is give the player significant alternatives to killing the enemies that bar the path, or deviate from the path.

Not that this is a bad thing; precisely this sort of given-path level design is historically and currently the industry standard for making games. But the context surrounding this particular game led me to expect more, particularly in the areas of player choice and narrative, where it received particular praise. And by making this sort of structural choice, the game necessarily limits player choice to specific domains: weapons systems and combat tactics. Don't get me wrong, it may handle player choice within these specific domains extremely well. I just can't help feeling confined by the small bounded space in which I can act freely.

I'm omitting a major game element here, and it's the one that gets the most press: the Little Sisters. Little Sisters pose a different sort of obstacle to the player, and offer the the opportunity to make a moral choice rather than a tactical one. Narratively speaking, this is much more interesting, especially if the player is aware of the all-or-nothing nature of the choice. The internal, emotional process of making a decision, above and beyond coming up with a solution to a short-term problem, is at the heart of what interactive media can offer the art of storytelling. Bioshock certainly captures this, and does it in a way that beautifully echoes the overarching objectivist themes. But again, the game's use of this choice mechanic is quite limited: disparate instances in which the player is asked to make essentially the same decision. And the consequences of this decision on the plot are disappointingly shallow, only seriously impacting the ending cinematic.

I will speak primarily about the plot and ignore some other aspects of the storytelling, since plot is an integral part of the narrative and also the most accessible to me without having played the game through. The plot is certainly rich and compelling, but not what I expected from a game that was marked as a milestone for story in games. It's chock full of twists and revelations, but these are of the same class of story elements that games have been drawing from for years. My personal love of overwrought science-fiction aside, I think it's telling how little of this sort of thing is found in the great works of other media.

So my fundamental question is, why has Bioshock been singled out to receive these accolades? Not that it isn't deserving of honors, but is it more deserving than other games? To what extent does it truly break new ground? It seems to me that other games have done more to push the envelope in areas such as designing game mechanics around player choice, incorporating agency and morality, painting a rich backdrop, and telling a compelling story. One thing that Bioshock does remarkably well is atmosphere; perhaps that's the key. The art direction for this game is awe inspiring, and certainly contributes to the way the story is told. This is a point on which Bioshock excels, and if that is the source of all its praise, then it's well deserved.

Still, I for one can't help but be a little disappointed by this modern masterwork of interactive media. It's hardly the revolution of emotion and story in games that was promised. So many of the key elements - a city full of crazed, violent survivors; an amnesic protagonist unwittingly fulfilling his destiny; the mentor's betrayal; epic battles against armor-plated behemoths; mind control - seem to be archetypes plucked from stories and genres that employ them specifically to fill out an otherwise ridiculously thin plot. I've been waiting for the advent of the character-driven drama in games, for story based around the interpersonal conflicts arising from the individual and sympathetic fears, desires, anxieties, and compulsions of the characters. Bioshock, for all that it does well, does not deliver that.