Wednesday, June 17, 2009

A Simple View of Game Story

What is a story? It can be defined this way: A story is characters, with goals, fighting against obstacles to achieve those goals -- or failing nobly in the attempt. Don't quote me on this, it's a fairly standard definition that I pulled from Orson Scott Card's "How to Write Science Fiction & Fantasy."

One can get analytical and academic and discuss lots of increasingly theoretical details and structures, but it's really actually about that simple. And whether your story resembles "Pride and Prejudice" or "No Country for Old Men", it's pretty much going to have those elements. I repeat: Characters, with Goals, Struggling to Achieve them. That's been the basis of a good story ever since Og first regaled his fellow cave dwellers with how he opened a crock of whup-ass on a sabertooth tiger.

But if you want to look at this from a game developer/designer's point of view, you might think about doing a bit of mathematical substitution:

Characters = Player-Avatars
Goals = Objectives
Struggling = Gameplay
Achieve = Rewards.

Which gives us this:

"A game story is player-avatars, with objectives, using gameplay to achieve those objectives (get rewards)."

Okay, it's not Shakespeare. But it's something. And it actually gives us an interesting look at where traditional story and this whole newfangled game thing might have some basic building blocks in common.

Which begs the question: "If it's that simple, why doesn't it work?"

There are a few reasons, I think, but I am by no means the first and last authority on this.
1. Characters
They are often 2D paper doll imitations of well-known stereotypes. If a character is predictable, it's hard to get too fired up by her problems. See the comments to my previous Gamasutra blog post for some good thoughts on this.
2. Goals
What the character wants might not make sense, or might not be realistic, or, on the other hand, might have been done in a much more direct and simple way if there wasn't a lead designer involved... Besides, since the goal is generally "Save the World/Universe/Species," it often lacks interest. Goals are too often epic, but not personal.
3. Struggling
It's not unusual that the story occurs in parallel to and independent of the gameplay -- the classic set-up of lots of gameplay, then a cutscene where other things happen that advance the story. While the gameplay unlocks the story, it doesn't always drive, enhance, or enrich it. Necessarily, the story equation starts to fall apart. If what the player is doing isn't the story, we no longer have one.
4. Achieve
We're usually pretty good on this one. Whether it's rankings, virtual gold, cutscenes, bragging rights, or power-ups, one thing you can guarantee is that success is rewarded. However, if it isn't tied into the struggling and the goals of the character, why should the player-avatar care?

So though the definition appears deceptively simple, there seem to be a lot of weak links in the way that we execute it.



Thursday, June 11, 2009

Which fantasy writer am I?

http://www.helloquizzy.com/results/which-fantasy-writer-are-you

Obviously, in the spec fic field it's making the rounds. I came up with Philip Pullman, and a lot like Tove Janssen. I don't mind being associated with the "anti-Narnia" crowd. On the four scales that go from -25 to +25, I measured :
  • Slightly more High-brow than Low-brow (3). Literary upbringing, pulp fiction tastes. Makes sense.
  • Much more Peaceful than Violent. (-19). Color me Quaker.
  • Barely more Experimental than Traditional (1). Experiment is fine, but it has to have a point.
  • More Cynical than Romantic (5). But not much. It must be living in France that did it to me.



Friday, June 05, 2009

From a Gmail sponsored link:


Creative Writing Software
Guaranteed To Have Your Book In A Month Working Only 1 Hour a Day
www.(name withheld to protect the guilty).com

Gosh, maybe I should do that! And I thought that writing a novel took months and lots of effort. Silly me. I bet they have a service to help you self-publish it, as well.

Monday, May 18, 2009

Stem cell research




Apparently the discussion is being hijacked by fringe groups. Don't let this happen; go here and take the three minutes to leave a comment in support of loosening the restrictions.

A more detailed discussion and explanation is here:

http://docs.google.com/Doc?id=dd5vs2xt_0hkwp6xd8

Thursday, May 14, 2009

Finally finished...

The project that has been eating the rest of my life for the last week is done. My photo-travelogue of our trip to Costa Rica is posted here:
http://picasaweb.google.fr/jeff.spock/0904CostaRica

Even if you don't read the blather I typed in the captions, you might enjoy some of the rain forest pictures.

Wednesday, May 13, 2009

A great article on the relevance of high fantasy

In this article, R. Scott Bakker makes a very interesting argument that explains the popularity of works of high fantasy in contemporary society.

In short, all of our ancient explanations for what happened in the world around us have been invalidated by science. Weather, animals, and geology are controlled by indifferent scientific mechanisms, not by gods and spirits. The world no longer has an intrinsic moral meaning; everyday events no longer have a lesson in values attached. As Bakker says, "Where we once lived in a world steeped in moral significance, now we live in a world where things simply happen."

Thus, we turn to high fantasy or religion to find those moral lessons that are no longer part of our daily rituals. A fascinating read by a very bright author.

Monday, May 04, 2009


Back from the jungle


Literally. We spent two weeks in Costa Rica for spring vacation, and discovered an amazing little country. When time permits I will put up a ton of photos on Picasa with comments (which doubles as my travel journal).

We had a great tour organized by Wildland; while Lidia and I are confirmed and avid backpackers we decided that with two kids in tow, no time to plan, and an enormous number of national parks we would just sit back and let the experts do it.

The experts responded with canyoning, nature hikes, white water rafting, river exploration, scuba, a night hike to study bugs, mountain biking on a volcano... great stuff. What is funny, though, is that one of the most memorable experiences happened off-itinerary.

It was our last day, and we had wandered into San Jose to see a museum and to actually see what the people are like, because until then pretty much all the locals that we had seen were covered with fur and lived in trees. We knew the wildlife better than the Ticos (with the exception of our excellent guide, Charlie).

On the way back to our hotel, and thence the airport, we wanted to stop and buy a soccer shirt of the national star, Centeno, for Louis.
Note:
When traveling in third world countries, having a cute kid who wears t-shirts of famous soccer stars is just an awesome ice-breaker.

So our taxi driver drives us to the stadium where Centeno's team, C.D. Saprissa, trains, and asks around to see if we can buy a t-shirt. Suddenly they are swinging open the big metal doors, and we are driving in. The driver parks under these enormous cement bleachers, gets out, and starts talking. One of the team stars comes over and shakes our hands, then starts chattering at everybody. Within a few minutes he has a t-shirt for Louis, has signed it, and is corralling all the other members of the team to do the same thing. Somebody gets called over from the snack counter to sign it. The guys who are driving out of the stadium after practice get stopped, they sign the shirt, and so on.

Pretty soon Louis is standing there with a foolish look on his face, holding a shirt that has been signed by a dozen players from the best football club in all of Central America (they won the CONCACAF Champions' Cup in '93, '95, and '05).

And all because we happened across the right taxi driver. Pure travel serendipity.

Tuesday, March 31, 2009

Grammar sniping

A short note on the 'ending a sentence with a preposition = evil' rule. It seems to be accepted that this is not a grammatically meaningful rule, and here are two further destructions of it:
  1. Ben Jonson: "Prepositions sometimes follow the noun they are coupled with."
  2. Phrasal verbs are verbs that take the form of phrases -- to put up with, to look out for, etc.  So when you write "When hunting werewolves, large bloody pawprints and half-eaten carcasses are signs to look out for" you are actually ending a sentence with a verb, not a preposition.


Monday, March 02, 2009

Louis in the snow


This is what Louis is up to this week. I guess it was kind of inevitable; there is only so much time you can spend on the slopes as a young boy without wanting to try a snowboard.

Monday, February 23, 2009

 
Here it is: the proof that GM was behind the Obama campaign.
How pathetic is that, using the "Yes We Can" slogan to advertise SUV's?
Posted by Picasa

Belated Merry Christmas to us

We finally cashed in a gift certificate from the in-laws: a spa treatment and lunch at the Mas Candille in Mougins.
The morning started with half an hour in the exercise room, followed by two sessions in the sauna, some time relaxing in the heated pool, and a 45-minute massage. From there we were off to a three-course lunch that included a glass of champagne and a half-bottle of wine.

That explains why last Tuesday was a vacation day...

Saturday, February 21, 2009

 

Sunrise in Le Bar sur Loup. We get up early to send ZoƩ off to school, and this is what greets us from the living room windows.
Posted by Picasa

Friday, February 20, 2009

Confetti for the kids



Louis' school (or Louis's school, depending on your grammatical preferences) had its Carnival today. He went dressed as Calvin & Hobbes with a stuffed tiger (dote factor pegs the redline). This is what the street looked like afterwards.
Posted by Picasa

Friday, February 13, 2009

Porcine maquillage redux

I made a post to the mailing list of the Game Writers' SIG last month about a lipstick-on-a-pig project that I am involved with.

Basically, due to errors of timing and personality and development, I will be the third writer on this particular game which has been in development for two years. I will be the last one, however, and though I would love to call this a testament to my talents it is in reality because the beta has to be finished in the next few weeks...

Though I should say this sotto voce, and not admit in public that it is really the case, I actually think that this particular story will work out quite well in spite of the apparent last minute rush. There are several reasons for this rare exception to The Freelance Game Writer's Rule*:
  1. Because two writers have trod this lonely road before me, the developers have been working with a few well-defined main characters in mind (though some of the secondary characters will have to change). Therefore, the protagonists and antagonists are not afterthoughts to the level creation.
  2. Because the level design is 95% complete, I know that what I write is not going to undergo numerous changes and require numerous re-writes. In other words the story will not be a mutant; something disfigured and contorted to adhere to the shape of the final level design.
  3. I am sitting two or three days a week with the developers in the studio, with access to everyone from the level designers to the creative director.
  4. I have won the acceptance of the Creative Director, who has grudgingly admitted that though my baby is not gorgeous, he has seen many others that are far uglier.
  5. The gameplay just absolutely rocks, and I look forward to playing the final product. This helps in those times of temporary lapses of motivation.
To quote Charlotte: "Some pig."



* The Rule: Involve the game writer early, involve the game writer often.

Wednesday, February 04, 2009

More nice comments


A few other reviews of my Interzone story have come through. I liked the IROSF one in particular.

http://www.irosf.com/q/zine/article/10502#interzone

http://scififantasyfiction.suite101.com/article.cfm/interzone_219_from_tta_press

Monday, February 02, 2009

Griping about the AIAS awards

 
1. If you want to cast even one vote you have to cast all your possible votes. This means that you are forced to vote in a category, even if you don't believe that any of the nominations deserve the label "outstanding."  And even if you are not actually technically competent to judge.
2. There seem to be, as far as I can see, a total of 0 indie games on the ballot.
3. Many games that I would have liked to see nominated were not present.

I feel like I have been co-opted as an unwilling participant in some groupthink project.

Tuesday, January 13, 2009

Interview on the Narrative Design Exploratorium

I was interviewed by Stephen Dinehart for his Narrative Design Exploratorium. Stephen is a narrative / story designer, experienced with and fascinated by the integration of narrative into video games. His interview with me is the fourth in his series "Game Writers in the Trenches."

While I make no claim to genius or insight, the series that Stephen is running - "Masters of Narrative Design" and "Game Writers in the Trenches" - have a lot of great content for people doing game writing.

Please take a look and comment on my foolishness and/or wisdom.
http://www.narrativedesign.org/2009/01/game-writers-in-the-trenches-4.html

P.S. And enjoy the photo. It's my "uncompromising artistic tough guy" shot. With stubble.

A moment of silence...

 
The Year's Best Fantasy & Horror, a staple of the speculative fiction world, will not be published this year. The series ends with last year's volume, the 21st. This is a loss to readers and writers alike, as evidenced by the comment thread on the LCRW site.

Wednesday, January 07, 2009

I've been BoingBoinged!

 
Which is about as cool as it gets. The Tumbarumba anthology was posted on this very famous blog site by Cory Doctorow, SF author and uber-geek. The submission came from Ethan Ham, who collaborated on Tumbarumba with Ben Rosenbaum.

Excuse me, I must go lie down and wait for my heartbeat to return to normal.

Tuesday, January 06, 2009

Another kindly review

 
SFRevu has nice things to say about my story "Everything That Matters," which has the fortune to be in an issue with some superb writing by Jason Sanford, Gord Sellar, and my fellow Villa Diodatian Aliette de Bodard. I don't mind being overshadowed by writers like that...