Story vs. Context in Game Design

380193

sto·ry [stawr-ee, stohr-ee]
1. The plot or succession of incidents of a novel, poem, drama, etc.=
2. A narration of an incident or a series of events or an example of these that is or may be narrated, as an anecdote, joke, etc.

con·text [kon-tekst]
1. The parts of a written or spoken statement that precede or follow a specific word or passage, usually influencing its meaning or effect: You have misinterpreted my remark because you took it out of context.
2. The set of circumstances or facts that surround a particular event, situation, etc.

Video game design is frequently split internally into the theoretically complementary disciplines of systems design and content design.

Systems design typically consists of “the numbers” part of the game, from how much damage a player or enemy can inflict or take, what the moment-to-moment combat feel of the game is all the way to the experience or power progression curves that govern how a player evolves through the game at the numbers level. It usually covers player progression, mobs, abilities, items and ancillary systems such as crafting and mini-games.

Content design consists of “the story” part of the game, including not only the obvious like lore and mission or quest text, but also environmental layout, placement of non-player contacts and story arc.

The distinction is, of course, somewhat artificial, and there’s a lot of crossover, but it is a (usually) effective functional distinction for the benefit of the development process. It is not uncommon for designers to go back and forth between the disciplines as well – I have spent extensive time doing both over the course of my own career, and while not the most common case, it’s not particularly unusual.

One of the complications particular to the content design side of the fence, however, is the difference between story and context.

Content is frequently conflated with the “walls of text” that so often accompany mission or quest acceptance – or return, or perhaps with voluminous articles of lore. The frequent criticism of these “walls of text” is that most players don’t read them (true) and that they are a waste. Therefore, since content is about “walls of text”, that means content is a necessary evil.

The truth, of course, is more nuanced.

Walls of text actually can be appropriate, but only if they serve a genuine need. For example, if a player must read it to get the clues to solve the puzzle, be assured – they’ll read it, or they won’t play the game. Will a game like this have a specific audience and scare away people who just don’t like to read? Sure, but every game has a specific audience. Moreover, the statement that “players don’t like to read” is frequently conflated with “players don’t like to read things that don’t matter to gameplay”.

Well, duh.

Video games are both an art form and an entertainment medium, and meant to be appreciated and enjoyed, but their pace is not the same as a book or a movie because of the necessary human interaction.

When developing content, thus, it is useful to explicitly identify what content – in this case, text – is supposed to do. “Providing atmosphere” is a legitimate reason, by the way, but if that’s the sole reason for it being there, it needs to be in an optional area, or short enough that it doesn’t interrupt the flow of the game.

Immersion is critical, however, but there are other ways of communicating this without text in a way that does not impede the pace and flow of a game. For example:

  • Ambient audio.
  • Voice overs.
  • Cut-scenes that establish the layout of an environment.
  • Enemy tactics that reinforce what the enemy is – Stealthy? Physically powerful?
  • Visual effects such as fog, mist or fumes.
  • Props. For example, you walk into an abandoned house in Fallout and see a skeleton in a bathtub with an empty bottle of whisky on the floor.
  • Environment laid out in an unusual way. For example, a ship on its side in the middle of desert. A hole is in the side of it, and inside is a tent camp.

The relevance of interactions with non-player characters can also heavily impact this in subtle ways:

If the only characters the player interacts with are ones they are fighting, that sets a tone that might be exactly what you want, say for a first person shooter game. If the player interacts with characters who give them quests, then the player may start to feel like an errand boy. If the characters a player interacts with always go, “Holy crap, it’s you!” it will make them feel like an important part of the story – which maybe is what you want, maybe not. Maybe you want the player to feel small so it makes the world feels big – for a game focused on exploration, this might actually be exactly what you want.

Story can thus be explicit or implicit; story written and spelled out like a novel or a movie is explicit storytelling; implicit storytelling is the skeleton in the bathtub.

There are places where explicit storytelling is absolutely appropriate in content game design, though it’s true, it’s often abused in this capacity.

Implicit storytelling, on the other hand, is all about context. Environmental context, non-player character context, and player context. The prop on the ground tells the player something, as does the pace of the game or the player’s evolving expectations as they move through the game.

As with so much, it’s not a simple question of “this is better than that”, it’s a question of using the right tool for the right situation to accomplish the vision for the specific game under development.

Can You Own Culture?

IMG_8271

Recently, I was faced with an interesting dilemma: A strongly-worded request to not share photos of an ancient site on grounds that members of a group laying cultural claim to it also wished to reserve usage claim to the knowledge about it.

Now, I do understand where this is coming from. It is undeniably true that small populations and cultures under threat of being subsumed by other populations and cultures can feel under siege, and in so doing there is a temptation to entrench and monopolize claim to identifiable elements of one’s culture.

Ultimately, however, I believe this represents a profound misunderstanding of what culture is, how it is formed, how it changes and the individual’s relation to it.

cul·ture [kuhl-cher]
noun
1. A particular form or stage of civilization, as that of a certain nation or period: Greek culture.
2. The behaviors and beliefs characteristic of a particular social, ethnic, or age group: the youth culture; the drug culture.

(There are, of course, other definitions of culture, but I want to be clear that this is the aspect of the term I am focusing on in this post.)

In fact, I would go further and propose the following, more memetically-specific definition of culture: “A culture is a set of prevalent memes found amongst a set of individuals who identify themselves as a group.”

Culture is, thus, nothing more and nothing less than a set of ideas, techniques, aesthetics, and styles held in common by a self-defined grouping of individuals. Cultures do not form Athena-like from Zeus’ head – they are born by blending with or fissioning from other cultures, as well as evolving to better match their environment.

In much the same way as parallel evolution happens biologically, so too do disparate cultures come up with very similar, even identical solutions, particularly when their respective challenges are similar. In other words, just because two different cultures have a similarity doesn’t mean one copied that aspect from the other. It might be, but it just as easily might not be. Original evolutions, moreover, are far less common than copied adaptations – witness the speed at which various art styles or technologies have been repeatedly spread between various populations.

How does this relate to the original question?

A cultural group may legitimately lay claim to a location and the access and direct usage of that location. In appropriate circumstances, control of commercial exploitation of associated specific images and iconography may also be justified.

A cultural group may not, however, lay claim to the knowledge, form, aesthetic or shape of cultural elements, whether this be a location, a practice, or an aesthetic style.

Yes, this means that people will sometimes copy or adapt cultural elements in a way that some will find offensive or disrespectful. At the end of the day, however, cultural elements are fundamentally memes and ideas. They will mutate, they will evolve, they will see usage of both a profound and profane nature.

Someone may say, “We claim/built this temple/church/sacred site and reserve the right to control access to it.”

Someone may not say, “We claim this symbol/idea/concept and reserve the right to control access to it.”

Ideas cannot be subject to monopolization, but are the birthright of everyone; to maintain otherwise is to deny our individual and collective right to learn, grow, adapt, create art, develop philosophy and construct out of the building blocks of today the aspirations of our tomorrows.

Sensitivity, respect, and courtesy are all things that should be striven for and held up as an example of ethical behavior. Unfortunately, such has frequently not been particularly in evidence throughout the history of anthropological research, not to mention the myriad less academic cultural contacts over the course of history.

Regardless, the best thing one can do for the expression of culture is to recognize it as a living, breathing, evolving creature, and not some strange kind of immutable memetic fossil. Embracing growth, adaptation and change are as necessary for cultural health as they are for biological growth.

The Scourge of Hyperabstraction and Politicization of the Video Game Industry

8073.0_cinema_960.0

There have been rumblings for years, but this last year has seen a blitzkrieg of media coverage focusing primarily on a few particular accusations:

  • Video games have a causative, not just a correlative effect on real world violence.
  • Studios are brutal places requiring their employees to forgo any semblance of a normal life.
    • Corollary: Working in the industry will turn you into a basement dwelling misogynistic troll. Assuming you weren’t one to begin with.
  • Video games are inextricably misogynistic.
  • Video game studios are inextricably misogynistic.

Before I go further, let me be absolutely clear about my position:

  • Yes, there are studios that are indeed ruthless and unprincipled in their predatory abuse of their employees.
  • Yes, there are studios with ingrained subcultures of misogyny.
  • Yes, marketing department do indeed tend to focus on the historically proven markets for video games, which are, in fact, young and male.

This being said, the media frenzy has lately gone off the deep end, and is now doing more harm than good in its witch hunt against the industry. Moreover, as with all witch hunts, this one has so unnerved those targeted by this witch hunt that it has become easier to stay quiet and not say anything than point out the sloppiness of the media assault.

Personal History
I have been at studios that did conduct themselves in each of the the ways accused.

During my tenure in QA, for a time I worked twenty hour days, six days a week to the point that I wound up with viral pneumonia in the Emergency Room. Did I “have” to work the “optional” overtime? No, but it was well known that those who did not “volunteer” would not have their contract renewed, so if you had any sense at all, you grit your teeth and did what you had to to make sure you could afford rent at the end of the month.

Similarly, was there a “Boy’s Club” atmosphere? Certainly, at least to some extent. As a guy, I am quite sure far more happened than I ever personally witnessed, but even there it was certainly not a case of absolutely every guy being a misogynistic asshole or tolerating misogynistic behavior, which is, in fact, the too-frequent inference.

I have also been at more studios that do not conduct themselves in the ways accused.

Both Cryptic Studios, my last place of employment, and Gazillion Studios, my current place of employment, have staffs that probably average somewhere in the mid-30s, meaning there are some 20-somethings, but there are also a notable number of 40-somethings. Both of these studios do sometimes have crunch periods, but they are, by comparison, mild – maybe a day on the weekend and a couple of extra hours in the evening for the month or two before a critical deadline. Rough, yes, but nothing all that different from any number of other industries. This represents a vast improvement from other former practices in the industry, and should be acknowledged as such. Both make a focused, if sometimes imperfect, effort to offer a reasonable work-life balance.

Misogyny and the Dearth of Women Developers
Are there misogynistic individuals in even the best studios? By both personal experience and by conversation with female friends in the industry, there absolutely are. Where said individuals happen to also be in positions of power, this will of course cause considerably worse situations. However, it is a gross hyperabstraction to extend this to a claim that an entire studio is, as a whole, necessarily fundamentally misogynistic, which is the common inference.

One of the claims that particularly irritates me is that game studios are somehow the sole cause of fault for there not being more female developers. This claim generally appears to rest on three related claims:

  1. First, that developers don’t want to hire women.
  2. Second, that development studios are so misogynistic that no woman would ever want to work there.
  3. Third, that the games studios make aren’t the kinds of games women would want to play, ergo not the kinds of games women would want to develop.

Let’s get the third claim out of the way first. Yes, of course marketing departments are going to focus on demographics that are proven rather than hypothetical. The graveyard of studios who chased after imaginary markets is vast, and marketing departments know that. Are the rewards great for those who succeed in embracing new markets? Absolutely. The problem is, the chance of actually pulling that kind of coup off is very tiny. In other words, bad business. Moreover, the basis of this claim is really even only valid for certain types of games – first person shooters, for example, are indeed vastly represented by men. MMORPGs such as World of Warcraft, simulators such as SimCity, and the myriad badly-termed “casual” social games do not share that vast over-representation.

(I should also note that there are, in fact, women who do play these games, but they are still a significant minority. This is not meant to indicate in any way that women don’t enjoy such games – simply that as it is now, they are in fact not the dominant demographic.)

The second claim – that all studios are fundamentally, pervasively and structurally misogynistic is simply crap. There are studios that fit this claim. There also are individuals, even individuals with power, in otherwise benign studios who are misogynistic. Neither of these realities is reasonable cause to tar and feather an entire industry.

The first claim I can speak to from personal experience, at least on the MMORPG side of things. Over the ten or so years I have been in the industry, I have been a hiring manager for probably close to half of that. I have gone through – literally – hundreds of resumes, sometimes for a single position. The cold hard fact is that the number of women who apply even for design jobs – let alone programming jobs – is depressingly small. As in, I can literally count the number of women who have even applied to a job I was filling on the fingers of one hand.

Notably, of the positions over the years in question, as I recall three offers went out to women; two of these were accepted. This, out of probably a dozen separate positions over all the years I have been a manager.

Possible Solutions
Now, this does beg a legitimate question: Why do so few women want to get into game development?

Some of it, to be sure, is a legacy of the early years of video games. Moreover, since the industry thrives on the relative certainty of sequels, new, untested ideas are rare, and so relics tend to persist far beyond the historical time when they made sense.

Some, as well, is a perception of hostility or outright misogynistic behavior. Some women undoubtedly do not want to go into an environment they suspect would be hostile to them, whether or not such is actually the case.

Personally, I suspect this is more than anything else an unfortunate function of basic sociodynamics. That is, to you or I, standing where we are in time, we see our own experience over, say, five years or even ten years and easily become frustrated at what we see as a lack of change or evolution, whether we are talking about a society or, as in this case, an industry. Moreover, we confuse this perception as a failure, as if things “should” change faster.

The reality, of course, is that societies evolve and change excruciatingly slowly from the perspective of individuals, mostly due to the generational timescale and the “people like to hire people who are like themselves” effect, which while applicable to gender and race is just as applicable to personality, education background, geographical region, and myriad other factors.

Is this frustrating? You bet. Is this one of the root causes of injustice and nepotistic practices? Without a doubt. Fixing it, however, is not something that can be done by waving a magic wand, either in the form of regulation or wishful thinking. It can be done, but by fair and persistent cultural pressure over the course of decades.

There are things wrong in the industry. As it is, even in just the ten years I have been in it there have been significant strides. Are we, as an industry, at the place where we should be in these areas? No, but that’s okay, so long as we don’t get discouraged and continue to do what we can to improve the status quo as individuals and as studios.

What is not helpful, however, is the currently popular machinegun approach to condemning every studio and every developer as an equal participant of unfairness, misogyny or other injustice.

If we, as a society, want to see this – or any other – industry improve, we are best served by, yes, condemning those studios and those individuals who act badly, but also by holding up those studios and individuals who make an effort to behave fairly.

Moreover, the current presumption of guilt in the absence of proof to the contrary is not only itself unjust, but it is strategically foolish; it makes enemies of those who might otherwise be allies in this effort. Lack of action is not necessarily complicity; lack of action is, to be sure, not to be lauded, but neither should it be condemned the way we condemn the actual individuals who behave badly.

Open Letter Regarding Contingency Preparations for Kidney Surgery

A couple of my friends are going under the knife tomorrow morning – one of them is giving up one of her kidneys for the other, something that was done with no hesitation and incredible bravery. This is to them.

Guys,

Just to clarify, for the backup plan for each of you I need a force-ranking of the following in case of necessary necromancy:

  • Ghoul
  • Ghost
  • Mummy (coptic jars in fashionable choice of silver, gold, clay or titanium – I recommend the last)
  • Liche (see Mummy above for options)
  • Skeleton (jester cap optional)
  • Zombie (first three grafts and/or prosthetics, including optional acid lymphatic system, on the house)
  • Wraith
  • Freddy Krueger

(1) Sorry, I don’t do vampires anymore. After a lot of soul-searching, I now object to making them on both ethical and religious grounds.

(2) Signatures do require two witnesses. Last time I didn’t require counter-signing I got sued. In related news, the American legal system is apparently very unsympathetic towards necromancy. Intolerant bastards.

GT

P.S. Yes, I would be even worse than this if it was me who was going under the hatchet. Far, far worse.

P.P.S. This is how I deal with worrying about you guys. Love you both.

Agency in Game Development

url

agency (ˈeɪdʒənsɪ)
— n , pl -cies
1. Action, power, or operation: the agency of fate
2. Intercession or mediation

It is probably safe to say that the vast majority of people go into the business of making video games not because it offers the best avenue to making money, but rather because they believe it offers a great avenue to exercising creative expression in front of a very large audience.

Also, it’s cool.

The reality, of course, is much more complicated. As with any large enterprise, decisions are made at differing levels of the development hierarchy depending upon the magnitude of the decision, the seniority of the staff, and the perceived impact of said decisions on the business side of the operation. Decisions which are thought to impact the business side will tend to be reserved for fairly high up; development teams with a higher proportion of senior developers will tend to be more comfortable with decisions being made at a relatively lower level.

Intruding on all of this are issues of employee retention, morale, and the enthusiasm that occur when a development team is staffed with developers who are self-driven to make the game they are working on the best that it can possibly be.

All of which brings us to one of the central challenges of game development: agency, or the granting of maximum practical authority and responsibility to as low a level as is beneficial.

When a development studio has imparted a high degree of agency at a relatively low level of the development hierarchy, developers feel empowered and part of the product; they willingly work both hard and smart, because they identify with both the product and the company. If the product does well, they feel to be fundamentally part of that success. The benefits of this, thus, should be obvious.

The flip side of this, however, is to understand why agency isn’t generally granted at the lower levels of the development hierarchy. The answer to this is simple: trust.

With vast amounts of money it takes to bring a video game to completion at stake, those who are responsible for this money want as much certainty in their investment as can be had. Even more viscerally, it may not be a question of ROI (return on investment), but simply a question of survival – many development studios are literally a failed game away from the entire studio being dissolved. These two reasons, in fact, are exactly why sequels and retreads are as popular as they are. Such sequels and retreads may be very unlikely to be blockbusters, but they are more likely to achieve a basic level of return and economic security for the studio.

What engenders trust?

  1. Reputation. Sid Meier of Civilization fame can pretty much write his own ticket, because he has a proven track record of putting out blockbusters. On a less grand level, a developer who has worked on a recognized, successful game is going to tend to be granted more agency than otherwise. Worked on EverQuest? Here, take over the development of this system.
  2. Related to reputation is experience. Game development is a very specific discipline, with specific offshoots each with their own lessons to be learned in mobile, MMORPG, RTS, RPG, console, platformer and FPS arenas, not to mention many others. Anyone who has been in the industry for more than a couple of years can relate stories of the new guy who came in with grand ideas that won’t actually work because of fundamental technical, marketing, or process limitations that are very hard to understand for someone not in the trenches of game development where the sausage is actually being made.
  3. Confidence. In much the same way as people who radiate confidence do better in avenues as diverse as dating and politics, confidence engenders trust in a fundamental manner that is hard to measure but nevertheless undeniable. While this is most evident at the higher levels of the development hierarchy – we all know the stories of the CEO or CFO who confidently assured the investors of aspects of the product for which such confidence wasn’t really warranted, this happens up and down the entire development hierarchy. Even the intern or QA guy who confidently asserts that they can do such-and-such job that is normally outside their area of responsibility is much more likely to be given a chance than the guy who is hesitant about this. Sadly, of course, the line between warranted confidence and unwarranted confidence is a fuzzy one, and knowing which is which is often impossible unless you know the track record of the people involved.
  4. A final one is security, specifically the feeling of security and confidence enjoyed by the executives and managers of a development studio. A studio that feels secure economically is much more willing to take bold gambles and interesting risks, and is more comfortable delegating agency to less senior members of the staff.

There is, as well, another legitimate flip side to the application of agency: vision.

If there is one failing that has sunk more development efforts than any other, I would argue strongly for it being the vision for the game. A fragmented, inconsistent or unrealistic vision for a project means wasted cycles, wasted money, frustrated employees and overdue milestones. Vision can be amplified all along the development hierarchy, but ultimately it must be owned by a very small group of people, often a single person. The degree to which the vision of a project can be communicated and consistently enforced is critical to the success of the game. Sure, it can and will inevitably evolve, but it should do such cautiously if one wishes to avoid disruption of the process.

This, then I would argue is the fundamental question and the keystone that a studio must achieve balance on: Agency versus Vision.

  • Establish a consistent, clearly communicated vision that is generous in the “what should this feel like” department and vague in the specific implementation department. Make sure that up and down the development hierarchy second and third tier managers and supervisors understand, internalize and accept this vision such that they can be counted on to accurately amplify and reinforce the central vision.
  • Promote agency on the implementation of the vision to as low a level as is feasible. No, you don’t give responsibility for the architecture of a fundamental game system to the guy who’s been in the industry six months, but you can almost certainly give such – with appropriate review, obviously – to the designer who has been in the industry a couple of years. Give people a chance in a controlled environment with small enough sections of authority that they are set up to succeed rather than to fail, and give them more agency as they are able to establish a reputation for success.

In all of the above, note that I haven’t given specific examples from specific projects – this is a deliberate decision on my part. The truth is, no team I have ever been on has gotten this balance exactly right in my estimation, and even different projects at the same company can have vastly different strengths and weaknesses. Some of the thinking on this comes from my own direct experiences over the years, but just as much comes from the experiences of friends and colleagues in the industry.

At the end of the day, those of us in the video game industry are interested in making games we can feel as passionate about making as the consumer is passionate about playing, and in the process enjoying the process.

To re-use an expression used earlier, “knowing how the sausage is made” can be illuminating; understanding why agency is often jealousy guarded and why visions become fragmented is incredibly useful to figuring out ways to improve both. Malice or malevolence are actually quite rare as true motivations in the industry; more often the culprit for development frustrations is simply miscommunication, scarce resources, and hesitation in the face of the price of failure for a project.

Comic by Cameron Davis at Funny Web Comic.
Definition by Collins English Dictionary: Complete & Unabridged 10th Edition.

Halfway

This night I have seen
Both the moon and then
All seven sisters fade
Then fail
Then fall
Discarded into that black

This night is now half done
Reckless sense fell first
The unlikely chimeras
Followed next
But last of all
Went that undone haste

This then is it
Stand here now before me
Stand straight, unbent, unbowed
As would any courtier
Show me now
The indulgence of hazel eyes