Monday, January 27, 2014

Do All That - 1/27/2014

Okay, so last night I talked a little bit about advances in gaming and what they meant from a technical standpoint. It was all very general, and didn't have much to do with my main point, which was about storytelling advances in gaming.

Traditional games, be they board-, war-, or card-, largely rely on the players themselves to build any narrative, and it generally has more to do with the interactions of those players around the minor structure that the game provides. Since the games are designed specifically to be replayed, each session of the game results in a new narrative. In games like chess and go, the narrative is one of strategy and the interplay of resources and territory. In games like poker, bridge and other multi-round games, the story builds over the course of a period of time, with each round adding complexity and nuance.

But some nebulous time in the late sixties and seventies, people started getting the ideas that games could be more than that. Arguments have been had over who had the idea first, but it was the game Chainmail that established the dynasty that is now known as Dungeons & Dragons. Somewhere in this foggy age, we also saw the beginnings of computer games closely related to the same basic idea, that games could become explicit narrative, and not just collections of replayed rounds resulting in group social interactions resembling stories.

And things have moved forward, ever since. With the release of Wizardry and Ultima, we began to see large-scale, complex worlds created for the player to interact with. This was in contrast to the text-adventure style games where choices were not just limited, but often absolutely restricted to a specific path. Wizardry gave us the dungeon crawl, heavy on mood, atmosphere, combat and puzzles. Ultima struck out in a different direction, focusing on the making of choices and interaction with pre-programmed characters called NPCs.

Both engendered sequels, and again. Ultima IV is still considered one of the finest pieces of role-playing fiction ever designed because of its depth and focus on moral decision-making. Wizardry:Bane of the Cosmic Forge gave us one of the first games with multiple possible endings, and truly different ones, not just a single encounter with some optional dialogues and victory scenes.

And as more games, and more kinds of games, came along, there were greater emphases on the elements of narrative. The writing of dialogue, the addition of dramatic, comedic and tragic points, the basic idea that the game was something more than a simple linear path to be followed like a race-track, over and over again for the best score or time.

Some of these elements began to show up in games that, technically speaking, didn't seem to need them. Fighting games with background for each character the player might choose or face. Entire mythologies that seemed to add little directly to the question of how to win a particular battle. And yet, some of these mythologies have become powerful stories in their own right, transcending the relatively simple format of the gameplay and propelling series like Mortal Kombat and Soul Calibur into a genre unto themselves.

There's a trick to it all, of course. Gamers have been arguing technology vs. gameplay for decades. I prefer to think of it as tools and storytelling. The story can't be told without the tools, and the tools themselves tell no story. Recently, we have begun to see true mergers of these ideas, in games like Bioshock, Heavy Rain, Deus Ex, Dragon Age, and, of course, (you knew it was coming), Mass Effect.

The trick to good, great, wonderful gaming, whether it is on a tabletop, playing Candy Land or building the next multi-billion dollar online phenomenon is balance. Give me beautiful visuals, music and voice acting. Give me deep, powerful universes in which to play. Make the play itself feel like play, like I'm back in Brian's backyard in Corvallis and we're running around pointing our fingers at each other and yelling “pow pow I got you!”

Do all that, and I'll gladly buy your game. Do all that, and you'll help us all get games programmed on higher quality paper.


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