Introduction
I recently spent several months designing a new computer game.
There is precious little in the way of successful design to emulate;
a handful of games have had great popularity, some have done well,
and many have failed outright. We're a long way from having any general
principles, largely due to the fact that the medium itself is constantly
changing.
So what's a game designer to do? I didn't want
to simply copy one of the successful games; that's boring and probably
wouldn't work anyway. But I did have a clear feeling that many of
the games that I have played have done some things poorly. I can't
describe the necessary components of a successful game, but I can
identify some of the things that always turn me off. Some are obvious;
for example, don't make it easy and attractive for the player to
cheat. Other problems are subtler.
In this essay I will talk about the poor principles
and techniques that I see repeated time and again in current game
design.
I will refrain from using specific games for discussion
here. There's no shortage of examples in the current crop of products,
but I don't want to single any of them out individually. Most games
have their good and bad points, and rather than try to always be
fair to each product, I'd rather speak in general terms that apply
across many games.
But first, a clarification. By "computer games,"
I mean games with some resemblance to a story with characters; I
am deliberately excluding cartridge games like those played on Nintendo
systems; they are very different beasts. The games I'm talking about
are generally played on a PC or Mac, and delivered from a CD-ROM
or over the Internet, or both. (Note added in 2000: I left this
in because it was relevant when I wrote it, but console systems
have come a long way since 1997 and now represent some of the best
work in the field).
Arcade, Puzzle, Strategy, and Story Game Design
I see four principal types of games out there right now: arcade,
puzzle, strategy, and story.
Arcade electronic or computer games began with
Pong, and today they've moved up to games like Doom. Real-time response
and high-focus playing are the hallmarks of these games. I include
games like Tetris in this category, because they depend on real-time
responses, even though there's a layer of thinking and planning
involved. Arcade games played across the Internet are rare because
of the technical difficulty in maintaining high-speed communication
between players.
Puzzle games began with Adventure. In these games,
the designer creates a series of challenges for you to solve. Like
one locked door after another down a long hallway, the only way
forward is to solve one of the puzzles in front of you. Sometimes
the puzzles are overt: decipher a cryptogram or play a winning game
of tic-tac-toe against the computer. Sometimes they are trickier,
perhaps requiring you to use an object in an unlikely way (e.g.
squirt whipped cream into a frog's ear to make him jump and release
a trap door).
Strategy and simulation games typically involve
one or more alternating phases of planning and execution. In a machine
simulation game, you design an object that implements a success
strategy and then watch it perform, perhaps in competition with
other machines. In an environment simulator, you make strategic
policy decisions that govern the lives of the environment's inhabitants.
Explicit strategy games often support many simultaneous players.
Each player plans a move (which may be quite complex), and then
submits that plan to a central authority. The time allowed for the
planning phase may range from minutes to days. Once all the moves
have been received, a program combines the player's intentions,
the rules of the game, the current situation, and sometimes a bit
of randomness to evolve the game to the next state. Each player
then gets to see the new situation (or a piece of it), and plans
their next move. In extreme cases, the planning time may shrink
to zero and the resolution phase may be executed immediately, such
as by the application of a rule or the roll of dice.
The most recent trend is what I call story games.
These are games that attempt to create some kind of narrative thread
in which the player is involved. There's a lot of variety in this
category. Because it's the kind of game I worked on, the rest of
this essay will be devoted to this sort of game. In today's marketplace,
most story games are actually puzzle games with a running story
to unify or motivate the puzzles.
The next few sections tackle some of the design
flaws that I see appearing in one story game after another. I call
these flaws because these are design principles that don't work
for me - when I play a game and I find myself offended, bored, or
otherwise turned off, I have tried to understand when the problem
is simply one of implementation, and when it is a bad structural
decision. My comments below are addressed to those design decisions
that I find just don't work.
Why Argue With Success?
Many of today's games are successful. That is,
they sell a lot of copies, make a lot of money, and keep a lot of
people happily entertained for many hours. Why argue with that sort
of success?
My answer is completely subjective: I have found
that I enjoy these games less and less as I play more and more of
them. I see the same strategies repeated again and again, and I
get bored by the impoverished design. Although there is a lot of
money being spent to raise production values, the design of today's
games is still primitive. In the worst games - again, some very
popular - I feel diminished as a person, or even that my intelligence
or individuality is insulted.
So why do I (and, I believe, many others) play
them? Novelty. There is something exciting about the potential of
today's games, enfeebled as they are. But novelty is transient.
I have already begun to bore of most genres of computer games, and
I predict that as time goes one, other players will come to share
my apathy. Sales and interest will drop as novelty wears off if
we don't create something enduring to take its place. That's why
it's important to try to figure out how to build better games now.
The Myth of Interactivity
The first - and perhaps most pernicious - design
flaw is a result of a belief that you can hear routinely discussed
and solemnly acknowledged almost everywhere people are doing interactive
design work. It's dangerous because it can sound right on first
hearing, and it can be invoked as a weapon. I call this belief the
Myth of Interactivity:
The Myth of Interactivity: Interactivity
makes games better, and a game designer should try to make the experience
as richly interactive as possible.
Like all myths, it contains a kernel of truth,
but it should not be taken literally.
The basic fallacy behind this myth is that it elevates
interactivity to a special status above other game elements. In
fact, interactivity is simply a quality or attribute of a game (or
even moments in the game) like the abstract qualities of genre and
mood or the concrete qualities of color and sound.
Interactive entertainment is nothing new. We've
had the occasional interactive story since the first campfire, and
even interactive literature (where you turn to one of several pages
depending on your answer to a question) for many years; I remember
reading such a book as a kid. Computer games that respond to players
are nothing worth getting worked up about.
Let me state baldly that game quality is not
correlated to interaction quantity.
On the other hand, interactivity is certainly important
when used well. Unfortunately, discussing these ideas is hard because
the word "interactivity" has been used in so many ways that no two
people are likely to agree on its meaning. So my first step will
be to define participation, which refers to quality interactive
experiences.
Interactivity vs. Participation
Anything that responds to you is interactive. An automatic door
opens when you approach, and a soda machine gives you a cold drink
when you plunk in cash; these are both interactive. When a rat eats
a piece of cheese at one end of a maze, a new piece of cheese can
be automatically dropped at the other end to entice a return trip.
Literally, this rat interacts with its maze. This is not a level of
interaction which I believe is of value for game design.
If there is a portion of a game where the player
is not called upon to act in some active way, we say that the game
(or experience) is "passive." This label often seems to create anxiety.
There is a common view that says that we must avoid passive experiences
as much as possible.
The most compelling defense for this view is that
in our fast-paced and competitive world, a player must be constantly
engaged or she will walk away (or click away, on the net). If the
experience becomes passive, goes the argument, engagement is lost,
and the player will become bored and leave.
It is certainly true that a bored player will leave
a game. But simply barraging her with demands for interaction (e.g.
things to click, choices to make) does not make an experience worthwhile.
The maze-bound rat must always choose a direction at each intersection,
but this does not make its life fun, or even interesting.
And those are the key words. Any interaction in
a computer game must be fun, or at the very least, interesting.
If it is simply a hoop through which the player must jump, the player
will sense the subterfuge and resent it; the result is that the
interactive moment will work against the game, rather than for it.
I call a quality interactive experience a participatory experience,
and define it this way:
A quality interactive experience, also called
a participatory experience, is a chance for the player to have an
enjoyable or illuminating insight, or an exchange with the game
designer or other players: the experience must be fun, interesting,
or both.
This may sound obvious, but there are endless examples
of games available today, some of which are highly regarded, which
are loaded with pointless interactive moments. Working an ATM machine
is certainly an interactive experience, but it is neither fun enough
nor interesting enough to deserve to be called participatory, and
does not belong in a game.
Weak Interaction
I believe that most of the interaction found in
today's games is either pointless or actually has a negative result.
The discussion below isolates a number of specific interactive forms
and their inherent problems.
Needless Demands
Often game designers create interaction by forcing you to carry
out mandatory actions. A very small amount of this can be fruitful,
because it helps you understand the game's world through some simple
cause-and-effect experience. But any more than basic exposure is boring
at best; players should not be forced into pointless interaction.
Good designers create objects that automatically do everything possible.
For example, you can flick two buttons on a dishwasher to initiate
a complex sequence of events. That's how it should be.
Game designers should be just as considerate of
their player's time and needs. Unfortunately, many games require
you to go through whole sequences of actions that are unnecessary.
Sometimes you need to do them more than once, which is particularly
infuriating. For example, many games require you to move back and
forth between two locations several times. To do this, you must
plod step-by-step through all the intervening locations, even though
you've been to each one before and have no reason to re-visit them.
You accomplish your task, and then repeat the dreary process to
return. This is interactive all right, but horrible. Neither fun
nor interesting, it doesn't come close to being participatory.
However, this sort of thing persists. One reason
is because games sell better if they promise a certain number of
hours of play; it helps the player feel she is making a reasonable
financial investment since there's going to be a payback in a lot
of fun. But there's the rub: you don't get back fun, you get back
tedium. Walking through those same rooms and corridors time after
time doesn't make me feel like I'm really in the environment; rather,
it makes me angry that my time is being wasted and thereby removes
me from the game's world.
Sure, we can't teleport in the real world, but
we would if we could. In the computer, we can, so we should.
I played a game recently that applied this principle
nicely. One of the game's features is that you can select two objects
that you are carrying with you and order the computer to "combine"
them. If this makes any sense, it does so. For example, combining
a light bulb with a lamp means that the bulb is screwed into the
lamp's socket. Sometimes very complex things get assembled for you
in response to this single command. That's good design.
A game should offer the fastest and easiest
possible way to do everything unless there is some entertaining
or informative reason to prevent it.
Deception
Deception is a staple of fiction, where it is coupled with emotional
manipulation and other techniques to engage an audience. But this
is very principled deception. The principle is the authored narrative,
where the audience enters into a trusting relationship with the storyteller;
that trust is what allows a person to voluntarily be manipulated and
controlled, and even deceived, without resentment.
Bad deceptions are objectionable to everyone. Imagine
a child who calls a parent on the phone, crying from a terrible
injury; when the parent reacts in shock, the child laughs and reveals
that it was just a prank. This isn't funny to anyone. Few game players
enjoy similar pranks, particularly since they've paid time and money
for the pleasure.
Now consider a computer game where a player finds
a scuba outfit lying by the side of a mysterious but inviting lake.
The player has heard stories of a sunken ship and a secret it carries;
clearly the right thing to do here is to put on the suit and head
into the lake. Checking the air gauge (which reads full), the player
dons the gear and enters the water. A few minutes later, far from
shore and deep in the water, the air runs out. As the player fights
her way back to safety, she realizes that the dial was defective
and the air tanks were almost empty when she found them. Had she
known this, she never would have gone in.
When this happens in a book or film, it can be
very exciting. In the best examples, we identify with the character
and feel her panic, and we feel angry with the villain who placed
our hero in this predicament. We learn about the hero by how she
responds to the problem, and are carried along by our fear and our
trust. We trust the writer of the story to make it satisfying for
us, and worth our time and concern.
In today's story games, we do not have a given
narrative. We are constantly reminded that we are the hero of the
story, and the things we do determine what will happen. It is not
our hero who has been tricked, it's us. It's not the evil villain
who left the broken scuba gear lying around, it's the game designer.
We are in constant conversation with the game creator, more than
we are with almost any author or screenwriter. Bad things done to
the hero in fact happen to us, personally.
Sometimes you hear this defended with an appeal
to verisimilitude, claiming that we run across deceptive information
all the time in the real world. True enough. And in the real world,
we also get false promises from politicians and lies from drug companies.
The appeal is weak - just because deception appears in the real
world doesn't mean it belongs in our entertainments.
Mistakes aren't always bad. Part of the fun of
learning about a new environment is learning a new set of rules.
And part of that experience means making mistakes by misinterpreting
instructions, or mistaking a new object for a familiar old one and
using it incorrectly. That's learning.
But a deliberate deception is an artificial roadblock,
created solely to make life harder for the player. That's not fun,
that's annoying.
The game designer should not deliberately deceive
the player unless it leads to insight.
Player Profiling
Some games, particularly branching narratives, try to deduce personality
information about the player. In order to create a "responsive" story,
the game builds up a personality profile of the player. Often the
player is characterized along several axes of opposites: e.g. peaceful
vs. wrathful, generous vs. stingy, or timid vs. bold.
But the designer of such a game is faced with a
difficult problem: how to characterize the subtlety of a player's
psychology? It's hard enough for people to understand each other,
much less design a computerized analyst.
Often the result is a crude series of choices -
in effect, replicating the standard multiple-choice diagnostic personality
inventories in the disguise of making game decisions (this is why
the technique is so easily applied in branching narratives). Even
children see right through the disguised choices. Rather than deciding
what to do in a situation based on their own feelings of right and
wrong, children make choices for the protagonist they are controlling
because they want to "make him mean" or "see what happens if you
make her really stupid." They game the game - that is, they attempt
to influence the underlying mechanism of the game. In other words,
they are not playing the game itself. This marks failure for a game
designer. By analogy, when a filmgoer starts thinking about the
special effects or makeup, the film director has failed.
Adults see through these personality tests as easily
as children, but because they are more aware of the fact that they
are being labeled and pigeonholed they are more likely to resent
it. And having paid for the game and invested valuable time, they
are apt to be offended by this attempt to characterize the complexity
of their personality by a trivial scoring system. In effect, the
player is being told that subtlety of expression and depth of understanding
are irrelevant. The player is clearly aware of the need to think
about how the game will interpret her choices, which removes her
from immersion in the game itself.
Don't trick players into providing a personality
description.
Randomness
Sometimes games try to make things more interesting by adding a
random element. The effect of the random choice may be small - e.g.
the number of phaser blasts it takes to subdue a particular creature
- or significant - e.g. whether someone will break into your house
on a given night and steal everything you've accumulated throughout
the game. Some randomness can help keep a game interesting, particularly
in the small-scale range. But randomness itself is not inherently
interesting.
Theme and variation is a basic building block of
literature, but random variations are not thoughtful ones. Nobody
would accuse Bach simply employing random variations on his themes;
the delight in hearing his melodies transform and re-arrange comes
from the quality of the intention behind the changes. In other words,
theme and variation is a structure for intention. Random variation
is unappealing; otherwise we would have countless musical and visual
computer-mediated works which simply created endless random variations
on a few human-created building blocks. They'd be out there if anyone
cared to own them. But who would want such a thing? There isn't
enough time to absorb the carefully crafted works by talented people
(whether those works be deep or simply entertaining); why would
anyone want to instead subject themselves to a computerized creation?
Computers have nothing to say.
Sometimes randomness is used to introduce surprise
into a game. A lake may be peaceful the first ten times you row
across it, and then suddenly turn into a whitecapped mess the eleventh
time. There are small variations in nature, and randomness can cover
that, but large randomness just makes things different for the sake
of being different, not because there's any purpose or reason behind
the change.
In a game, the player is in dialog with the game
designer. And when there is no message in that dialog, the conversation
stops. Randomness is a substitute for deliberate intention, and
without intention, the value of the conversation drops precipitously.
Avoid large-scale randomness.
Multiple-Choice Conversations
Some games guide you through the action by asking you to make choices
from lists. Often these are lists of places to go, things to do, questions
to ask, and statements to make. The last two categories are the most
ambitious, and are used in games where you enter into conversations
with the characters in the story. I'll focus on the use of multiple
choices for conversations, since it's an inappropriate use of the
technique.
Today's technology is a very long way from creating
programs that can understand an arbitrary question (whether typed
or spoken), and then automatically generate an appropriate response.
So everything must be pre-scripted. When in a conversation with
another character in a game, you are given a list of questions and
statements to choose from. Your character utters the appropriate
one, the other character responds to the tone, style, and substance,
and then terminates the conversation or waits for you to choose
another thing to say; the list may change in response to your previous
choice.
There are a few problems with this scenario.
Most importantly, the choice you want may not be
on the list. Suppose that you are stranded at a roadside, and someone
stops to offer you a lift. You may either: politely thank him and
get in, politely decline, ask his name, or ask how far he is going.
If one of these fits your desires, great.
But this is a game, not the SATs. There's no right
answer, and no best answer. Most games go to great lengths to encourage
you to act as you see fit, so that you feel immersed in the game.
Suppose that you think you recognize the driver
as the rude man you argued with in the coffeeshop earlier. You really
want to confirm his identity, but that option's not available. The
basic principle of the game has been violated: you can't do what
you want. The only response is to either choose at random, or else
game the game, meaning slipping out of the game's world and trying
to figure out what the different courses of action will lead you
to and picking the one that's most attractive (or least unattractive).
This is a disaster for a story-based game; the
player is ripped right out of the game's world and all the production
values in the world won't bring her back in, at least not for a
while.
The apparent ways to save the multiple-choice scenario
are to include an enormous number of choices, or get the choices
exactly right so every player can find just what they want.
Both of these approaches just make a bad problem
worse. Suppose that through extensive testing the game designer
realizes the necessity of including a polite question, asking the
man where he had lunch. Close, but no cigar. You're still trying
to emulate human conversation, which is subtle and complex. Suppose
you want to ask the question in an innocent way, or a slightly brusque
way, or even an accusing way. There's no way to script for every
possible nuance. So even a huge list of choices is too small.
So in every case you must leave the game's world
and try to guess what the right answer should be. If you, as a player,
are talking to a robot or a Coke machine, this is what you'd expect.
But not from a person. The fact that the game masquerades these
robots as people is ridiculous; it's obviously untrue.
But what's worse is that you, the player, have
become just as much a robot as the story's characters. They have
scripted, pre-authored questions and answers; so do you. They are
limited to what the game designer invented for them; so are you.
They have no autonomy, no individuality, no creativity, no imagination;
in this game, neither do you.
Avoid multiple-choice conversations.
Don't Keep 'em Guessing
Some games try to provide a sense of mystery or exploration on
top of multiple-choice by having poorly-labeled or unlabeled choices.
You may be presented with a series of options and asked to select
one, without really understanding what they represent or what your
choice indicates.
This is pointless interaction. If you're not acting
intentionally, then why are you acting at all? If you don't understand
the choice, your value as a participant is very small; as with other
poor modes of interaction, the player is diminished by this situation.
Some designers claim that this is a reflection
of the real world, where we often don't understand the nature of
our choices. True enough. But entertainment is not the same as real
life. Players do not spend time, money, and energy to be faced with
vague situations and feelings of lack of control. We get enough
of that every day.
In art, we are willing to tolerate a certain amount
of deliberate ambiguity. Carefully controlled ambiguity allows an
audience to enter into the work and interpret it personally. But
too much ambiguity means the artist has been too lazy to properly
shape the work. Similarly in entertainment, we want clarity of character
and story. And when choice is added to the environment, we want
clarity of choice. Options that are poorly understood are false
options.
Describe choices clearly.
Repeat Painlessly
In many games a player must go through a process several times
in order to achieve a goal. Often, the game repeats the entire process
each time, including replays of the audio and video meant to liven
things up. These pieces of production can be fun or illuminating the
first time or two, but by the third time they are simply roadblocks
to be endured before getting the opportunity to try a different action.
In one game I played recently you assemble some
pieces in what you think is the right order, and then push a big
button to submit your answer. Pushing the button initiates a sequence
of visual and audio effects, simulating some big machine "examining"
your answer. Eventually it might tell you that some of the clips
are in the wrong order, and then you hear some audio encouraging
you to keep trying. All of this takes about 15 seconds, but it feels
like a half-hour. By the third or fourth time I submitted an answer
I was resentful that I was forced to waste my time waiting for this
now-boring effect to repeat. There was no way to hurry it up or
skip over it. By the tenth time I went through the process I was
ready to climb the walls.
I suspect that designers do this because they work
hard on these entertaining segments and want to get a lot of mileage
out of them. But too much mileage and their charm is lost, ending
in self-defeat. A far better approach provides the elaborate and
time-consuming feedback the first time or two, and then switches
to a highly abbreviated version that ends almost immediately. The
player will remember the production piece but will not become angry
or bored by being forced to sit through it endlessly.
Do not repeat unless the player requests it.
Arbitrary Complexity
Many puzzle and story games embrace a technique that I call arbitrary
complexity. This is the practice of making a game or puzzle artificially
difficult by wrapping it in layers of irrelevant but difficult detail.
The old text-style games displayed this when they required you to
guess exactly the right word - for example, to give a banana to the
dwarf you might try "give banana to dwarf" and "offer banana to dwarf",
but only "show banana to dwarf" will succeed. The player also had
to guess and then do ridiculous things to get through a puzzle - for
example, show the dwarf a banana three times and then throw it behind
him. The solution is complex enough to be difficult, but arbitrary
enough that there's no principled you could have figured it out; the
solutions often required great leaps of imagination or credulity,
often based on very subtle or easily-missed clues. Arbitrary complexity
makes things more difficult simply by making them complicated and
obscure, not more fun.
These puzzles often depend on magic items; these
are objects that you find lying around the environment, often physically
and temporally far from where they're needed. For example, near
the start of a game you might find a sharp pencil on your office
desk in San Francisco, and at the end of the game you need that
pencil to defuse a bomb while in a spaceship orbiting Mars. Nothing
else will do - a hatpin that you found in Los Angeles will not work.
Two conventions of puzzle and story games are that you need to pick
up and save all magic items when you run across them, and that their
ultimate use is generally impossible to guess when you first encounter
them.
There are two general approaches to helping the
player locate and identify magic items. The first is to distinguish
them from the environment; in the example above, a pulsing red spotlight
might draw your attention to the pencil on your desk. This is the
height of artificiality, even when the attractant is subtler, such
as a thick black outline around the object. Drawing attention to
mundane but ultimately necessary objects has no correlation to the
real world; it's just an artifice used by game designers.
The other approach is to make you search and test
for magic items, so that you just "accidentally" turn them up in
the course of playing the game. For example, you might move your
arrow-shaped cursor all over the desktop, and when it moves on top
of the pencil your cursor turns into a hand, indicating that you
can pick up the pencil. The testing might be more explicit - you
might have to actually click on the pencil to discover you can pick
it up. Why, you might wonder to yourself, can't you pick up the
scissors? Or the paper? Or the phone? The answer, of course, is
that they aren't magic objects, and aren't needed later in the game.
If you could pick up everything, everywhere, then you would, and
you would quickly have an inventory far too large to manage. It
would also make programming the game enormously more difficult,
because the implementers would need to accommodate your defusing
the bomb with any pointy thing, from a paper clip to a toothpick.
Whether magic items are indicated explicitly, or
are revealed when you test them, finding magic items requires you
to perform an exhaustive search. And this is indeed exhausting.
When I purchase a game for pleasure, the last thing I want is to
be forced to move at a snail's pace through each and every room,
running my cursor over every visible surface, clicking on every
visible object just in case it's magical. I recall one game where
I stood in the midst of a long tunnel built of bricks. There were
thousands of bricks. A clue earlier on told me that there was a
secret "behind a brick". I had to spend about an hour moving through
each section of the tunnel, punctiliously clicking on every single
brick until I eventually found one that moved a little bit; clicking
a few more times worked it loose and revealed a key behind it. This
key was essential to continuing the game. I can't imagine that this
boring, tedious process could really be much fun for anybody, and
finding the key at the end did not make things all better.
Avoid arbitrary complexity and magic items.
Spackled Interaction
When painting a wall, you can use decorative coat of thick paint
to provide a textured finish; this spackling is similar to the way
interaction is placed decoratively over many of today's computer games.
You can spot spackled interaction by asking yourself
whether the game designer and the interaction designer ever needed
to speak to one another.
The remote control for my home VCR is a terrific
example of this. The bulk of the unit (made by a famous manufacturer
who should know better) contains ten numbered buttons. To choose
a channel for viewing, I simply press the one or two digits that
make up the channel number, and the machine jumps to that channel.
However, when I want to program the VCR to record a program later,
I must use a different set of buttons along the top of the unit.
To program the VCR, I go into "programming mode", and set the time
of the show. To specify the channel to record, I press the same
little numbered buttons, right? Wrong. The ten buttons on the keypad
do nothing at all. Instead, incredibly enough, I must use two buttons
near the top of the remote control, marked "+" and "(". If I want
to record something on channel 39, I move my cursor to the channel
field (which defaults to 1), and then press the "+" button 38 times.
No kidding. Whoever designed the programming hardware never spoke
to the person designing the channel-switching hardware, and neither
of them thought through or field-tested the integrated product.
This kind of disconnected interaction is common
in many games. The person who designs the heart of the game and
the way it works leaves the interaction tasks for someone else.
The game is not conceptually whole, and the player feels that she
is manipulating it from a distance.
Alternating Cut-Scenes and Interactive Periods
Perhaps the clearest example of spackled interaction is the common
technique of alternating short pre-produced video or animated segments
(called "cut-scenes") with interactive moments - usually an opportunity
to solve a puzzle.
In the best games, the puzzles are tightly integrated
into the story, relying on your knowledge of the characters and
the world to find a solution. Typically, when you're in "interactive
mode" you have as much time as you like; the world of the game is
suspended while you experiment with the puzzles, and wander around
the environment collecting other information (e.g. clues and magic
items) to help you solve the puzzles. After key puzzles have been
completed, the game goes into "film mode" and plays for you a pre-produced
cut-scene that shows the next few steps in the plot unfolding. Lots
and lots of games work this way.
I find this terribly offensive.
The problem is that the game is sending you, the
player, mixed messages.
When you are working on puzzles, the game is telling
you that your skill and imagination matter. Your understanding of
the world and its characters through your creative insight are important.
You are encouraged to build up an internal representation of the
world. In the best games, you need to understand the psychology
of the other characters in the story, and take actions that will
lead them to respond in appropriate ways. I find this very exciting,
and I enjoy immersing myself in the game's world. My time is my
own, my character is me, and I act (within the game's limits) as
I wish.
Of course, each puzzle has a correct answer, just
like a crossword puzzle has a correct answer. My individuality is
largely an illusion, since I will end up at the same place as every
other solver of the puzzle. But the enjoyment of the game can be
strong enough so this isn't a problem - consider the legions of
people who love doing crosswords. When the game is good, the fun
of working it is its own reward, and there's nothing to break your
personal style of involvement.
Then the cut-scene takes over, and this illusion
is utterly annihilated. My character starts acting in ways that
I would never dream of. I cannot stop things from going wrong, I
cannot control what goes on - I am irrelevant. The cut-scene plays
at its own speed, hurtling the story forward and carrying me along
with it. Virtually always these cut-scenes are the cinematically
interesting ones, which means that they have lots of action. Character
is revealed by action; what the hero does on the screen tells the
viewer much of who that character is.
But wait a second, that character is me!
Well, only during "interactive mode", when I am
in total control. My speed, my choices. Then I am abruptly jerked
into "cut-scene mode", where I am a totally passive spectator as
the action plays out at its own speed, and my character does things
I would never do. When the cut-scene ends, I am thrown back into
interactive mode, and suddenly I am left with the problem of cleaning
up the new situation. A situation that is result of my actions,
which I never made!
And that's why I get offended. I'm told that I
need to exercise my imagination and involve myself in the world
and its characters, and then I am shown that I got it wrong. Even
your own character acts in ways that disagree with your intentions,
and this is the worst: every now and then control of "yourself"
is ripped out of your hands, and you the player can only sit passively
while the onscreen "you" acts incorrectly. This must be what it
feels like to be schizophrenic.
The game repeatedly and alternately requires you
to be creative and inhabit your character, and then denies your
creativity and yanks the character away from you. This is bad design.
Never take over control of the player's character.
Interactive Fiction
There are lots of attempts being made right now to create some
kind of "interactive fiction." For the most part, nothing has worked
yet. And I don't think anything's going to work - it's a doomed pursuit.
Which is not to say that it isn't popular. If you
browse the shelves or web pages for today's games, you'll find lots
of enticements along the lines of "Ten Different Gameplays!", "Six
Different Endings!", and so on. Then there's the more direct kind
of involvement: "You Control the Action!", "A Customized Story Based
on Your Choices!".
Well, sure, we can write programs that respond
to input. And we can probably use that facility to create new and
old kinds of art that say things about our selves and our culture.
But it's a big leap to think that this is a good way to tell a story.
The Myth of Interactivity Redux
The popularity of the concept of "interactive fiction" for computer-based
stories and games is surprising. Is there anything compelling in our
cultural history that suggests people want to participate in received
stories? Are there stunning examples of successful interactive fictive
experiences that have turned doubting Thomases into true believers?
No.
It's the Myth of Interactivity again - recall that
this myth tells us: Interactivity makes games better, and a game
designer should try to make the experience as richly interactive
as possible. And what goes for regular games goes for story games.
This belief in the universal power of interactivity is what leads
people to try to marry interaction and storytelling.
Story games that are based on some form of "interactive
fiction" offer you two incentives: they can be replayed (thereby
increasing the value of your purchase), and you can control the
development and resolution of the story.
The first appeal is largely illusion. Why would
you want to play the game a second time? Much of the fun of interactive
games is learning about the world and the characters and how things
work. Once you've played all the way through, you know these things.
In the best case, you've seen a satisfying story and had a good
time. Why play through it again with just a slightly different twist
on things? Most of what you'll encounter you'll have seen before,
though there will be some differences. But you've already seen the
game and reached a satisfying resolution. In my experience, most
players investigate some of the alternative endings simply to see
what they're like, not because they want to play the game again.
The second appeal of interactive fiction is your
participation. It's easy to observe that in our culture only the
occasional curiosity has involved the listener in the telling of
the story. This has nothing to do with production values or technology,
but goes right to the heart of storytelling. It comes down to this:
good stories are carefully constructed by skilled storytellers.
Whether constructed intuitively or explicitly, a storyteller uses
craft to engage an audience, keep them, and then satisfy them at
the end.
Creating a work of fiction is not easy. That's
why we have books and college classes on the subject. A skilled
author understands her characters, and can place them in situations
where they reveal themselves through action. The audience learns
about the character from the author; if the audience selects how
that character should react to a situation then the character will
not be acting from a central core, but erratically. We call such
behavior psychotic, and notwithstanding a few exceptions, psychotics
are not very interesting to watch and don't make for good stories.
So traditionally we trust our storytellers to create
interesting and appealing characters whom we follow through their
interesting and revealing story. If we can simply cause characters
to react in any old way, we've lost both the character and the plot.
The exception to this is where the characters are
deliberately stand-ins without personality. For example, the little
computerized people on an electronic football field aren't anyone
we care about personally, and in most football games we can control
their actions without worrying about consistency (some games try
to model the players on an individual basis, which is a different
situation). Similarly, adrenaline games can get away with unmotivated
characters, who are really just surrogates for ourselves in pressure
situations.
But to create a successful work of "interactive
fiction" with meaningful characters, every possible storyline through
the narrative has to be as satisfying as the single storyline in
a successful work of traditional fiction. Otherwise one gets a substandard
story, and then has the penalty of having participated in the creation
of this lackluster beast. That's hardly satisfying. And given the
significant effort required by talented storytellers to create a
single good storyline, imagine the difficulty of making something
that will work across multiple possibilities. How could you handle
foreshadowing? Growing tension? Theme and repetition? Plants and
payoffs? Pacing? The list goes on and on - all the traditional tools
of storytelling become far more difficult to apply.
The successful author of a piece of interactive
fiction will end up investing as much effort in the work as would
be required by several traditional stories. What justifies this
effort? The fact that the reader has the opportunity to interact
with the story is the only incentive. But I argued above that people
don't want this: they've not wanted in the past when it was possible,
and simply adding cool technology to the equation doesn't make story
interaction any more rewarding. It's novel, and has some limited,
short-term appeal, but novelty fades.
To summarize, the fundamental problems of "interactive
fiction" are twofold. First, the author must do much more work to
create a piece of comparable quality to a non-interactive work.
Second, when a listener/viewer/player controls characters in a story,
she can interfere with the character's personality, which fatally
injures the development of the character and leads to a psychotic
personality and uninteresting story.
Note that exploration games, primarily aimed at
children, don't suffer from this problem because they are largely
designed in such a way that the story line is stopped, the player
explores the environment of the current "page", and then the story
is resumed when the page is turned. The player isn't really interacting
with the story itself, just exploring the environment in which it
develops.
Computerized Narratives
At the bottom end of dynamic experiences are those that are created
on the fly by the computer. There are people working on (and selling)
programs that generate stories, interactive or not, usually based
on extensive rule systems and story fragments.
This strikes me as a remarkably fruitless endeavor.
There is little enough time for any of us to read, view, hear, and
otherwise absorb the carefully crafted stories and works that other
people have created for us. Whether simple diversions or deep philosophical
studies, they are all the result of a creative person who is striving
to communicate to us. And they all have much more to say than any
computer. Computer-assisted media are just fine; computer-generated
content is inherently empty.
Computerized Characters
Humans are difficult to understand. We are simultaneously reliable,
unpredictable, and arbitrary. We are also quirky and self-contradictory.
The complexity of human character has been the subject of sincere
study by every culture, and though our sciences of sociology and psychology
have given us some vocabulary, the human personality remains a mystery.
One popular model for creating synthetic characters
is to build a core personality into a computerized character. Careful
design can create a character with both consistent traits and idiosyncrasies.
Bringing out these traits in a book or play is difficult enough;
trying to display them within the context of an unpredictable game
is very difficult. Today's trend seems to be the simulation of a
complex character by placing a layer of random behavior over the
character's programmed behavior. They may be speaking to you calmly,
but when some unseen roll of the dice comes up larger than a pre-defined
number, the character becomes more hostile.
Randomized procedural behavior creates psychotic
robots.
Sane people do not act randomly. They act in ways
that may appear random, if we don't know them well enough, but their
actions are integrated into their personality. Even when a person
holds simultaneous, opposing beliefs, the expression of those beliefs
is a result of their history and personality. In short, there is
reason and justification behind the strangest acts.
Unless there is truly no justification at all.
Then the person is acting crazy, or psychotic. That's the label
we use when people act in ways that are really random. And that's
what behavioral control with a layer of randomness simulates. This
may be a useful technique for simulating a psychotic character,
but is no good for people that are supposed to be helpful, dependable,
or sane.
Interaction and Stories
There's probably something to be found in the combination of interaction
and stories, but it won't be the simple insertion of branch points
at every story decision point and the authoring of endless parallel
pieces of narrative. That way lies madness for the author and emptiness
for the player.
Every one of us can make up and receive stories
all the time. We talk to friends, read books, watch films and television,
and attend to stories in the world because they allow us to see
into the hearts and minds of other people, and into worlds with
which we are unfamiliar. When receiving a story, we trust the author
to make the experience fulfilling and worth our time and effort.
When we take over some of the storyteller's job, we are interfering
with that process, and severing the fundamental relationship between
storyteller and audience.
There might be new ways to bring these roles together,
but they won't be fiction, and we ought not to waste time trying
to stick close to fictive forms. At best, we will create sterile
hybrids that simultaneously break the author-reader bond while pretending
it's still there.
Participatory Design
As I stated at the start of this essay, I don't know the rules
for designing a successful game using computer and network media.
I suspect that any rules we could divine today would be quickly outdated
anyway as we see the changes in the underlying hard and soft technologies.
To use a maritime metaphor, I don't know where the good shipping lanes
are, but in the discussion above I tried to point out where some of
the dangerous rocks are located.
At the heart of every good design will be respect
for the player. And that means that the player's time will never
be wasted, and the game will never insult or deny her individuality,
intelligence, or creativity. The player will always be engaged in
fun or interesting events, whether she is receiving them passively
or interacting with them.
The powers of the new technologies appear on two
fronts, and they both derive from the idea behind the participatory
experience, rather than the merely interactive one. I believe that
each of these fronts offers a promise of finding the enduring qualities
of computer-mediated games that will last.
Person to Person
The first promise is linking people to people. It will be a long
time before any program is even nearly as interactive, surprising,
and interesting as another person. It is not essential to always play
games with other people; time spent by one's self is sacred, whether
in quiet contemplation or in some activity. I believe there will always
be lots of opportunity for absorbing and pleasing pastimes that are
enjoyed in privacy. But when we want to be with other people, sometimes
we find that everyone is busy or unavailable.
On the net, there are always people available.
As long as people have even a sporting chance of finding a compatible
teammate or opponent, I believe they will take advantage of the
opportunity. Two people who meet online in the midst of a game already
have a common interest and a ready topic, which is already more
than you usually find with a stranger at a party.
Person to Culture
There is a popular approach to hyping modern media, which suggests
that by watching a television show or visiting a web site, the viewer
is actually experiencing something. Of course, the viewer experiences
nothing but the act of sitting in a chair and watching or reading.
But a game can elevate this, even if only by a
small amount. The player still is sitting in a chair, typing and
clicking. But because the player is immersed in a game, he or she
will be exposed to the environment of the game. And just as with
all entertainments, this can carry along an exposure to a new idea,
place, or culture. Playing a game set in a rainforest canopy is
not the same as "experiencing" being in a rainforest canopy, no
matter how sophisticated the technology, but it's a lot better than
knowing nothing about rainforest canopies at all. The same goes
for games set in 1940's Poland, Ancient Rome, an anthill, or downtown
Seattle. Executed well, games can all offer something more than
simple diversion.
Less Is More
Many of the techniques that I've knocked in this essay can be salvaged.
I believe the key to moving forward is, ironically, to move backward.
By accepting the limitations of today's technologies we can avoid
problems resulting from their over-ambitious application.
Consider interaction with computer-controlled characters.
In the discussion above I denigrated the use of multiple-choice
menus for carrying on conversations. We don't have the ability to
carry on general conversations with computer characters, and just
adding on randomness makes them appear dim-witted or crazy. But
we can create very limited personalities.
Simulating a human by using a weak personality
model leads to trouble, because we can't deliver on the expectations.
But we can dress up a small appliance in a tiny personality, and
it's going to do fine. Who's going to get upset because a responsive
desk lamp misunderstood the nuance of a request? We don't expect
too much brilliance from worms or birds, so we won't be too disappointed
when they fail to deliver it. By scaling back to a simple character
we can use our best techniques and they will fit. Players don't
expect much from only slightly self-aware toasters.
Similarly, we can accept the need to talk with
the environment in very limited ways. Right now, I can only express
myself to my blender through ten push-button switches. If I were
given a very limited syntax and grammar, it would be a step up.
I might ask the blender whether the bananas are too squishy, and
it could give me back a five-word sentence. It's not great conversation,
but it's interaction that doesn't fail expectations.
This general rule applies to all aspects of game
design. If we can't do something well, then we should redesign its
use until we are applying the technique at a level we can pull off
smoothly. Pushing technology is fine, and game designers hardly
need to be encouraged to do so. But I think many of today's problems
are a result of game designers shooting high (which is fine), but
then failing to acknowledge where they actually ended up.
In game design, we should embrace the limits of
our understanding and technology, and strive for the best work within
(or slightly beyond) those limits. All of the design problems discussed
in the majority of this essay are a result of designers implicitly
promising more than they could achieve, and thereby delivering disappointment.
Promise less, and you can deliver beautifully, delighting and entertaining
players.
Wrapping Up
It would be a mistake to place too much importance
on what a game can deliver - it is, after all, just a game - but
it would be equally unwise to miss the opportunity to give the player
a chance to expand her world, even in a limited way.
Games can be much more than simple diversions.
Successful board and card games have combined simplicity, psychology,
and respect for the player to provide an enduring challenge. The
best computer and network games will do the same.
|