Results tagged “writing” 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.

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.

Just Links

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I've got a couple good posts planned to follow up on Photopia, but in the meantime, I just want to point out a couple of things that you may or may not have seen floating around the Internet.

  • An animated (in Yahtzee-esque fashion) video about sexual content in games, or rather, the lack thereof. The argument, which is basically the same one I would make, is that the seeming inability of game developers to incorporate sexual themes in a mature and artistic manner is detrimental to the medium. Honestly, there's nothing here that I found groundbreaking, but Daniel Floyd does a great job of summing up the issues in a clear and entertaining way.
  • A fantastic post by Emily Short about the structure and process of writing IF by breaking a story down into scenes of distinct types and intents. If you have any interest in interactive fiction, as I increasingly do, this is definitely worth a read.
  • A very funny post by Leigh Alexander that lays out what Hillary Clinton needs to do if she still wants to win the nomination. (Hint: Agents are go.)

Hope you enjoy those links; sorry there's not more by way of analysis here. I just needed to break back into writing a little bit, because it's been so long. Hopefully the first Photopia post will be coming shortly.