Detritus: a Twine game

A couple of months ago, mid-move, I started a new project – a Twine game/interactive fiction thing called Detritus. I think it’s finished enough to share with the world.

It was meant to be quite a small experiment to see if I could teach myself the medium as well as using it to express something that’s almost impossible to express through non-interactive media. It got a bit more ambitious than that, I think mostly because I had no idea what I was doing or how tricky some of it was technically. At some point soon, when I’m a little bit less close to it and it’s had some air, I’ll blog about making it.

Any bug reports or feedback, please let me know. You can play it by clicking here: it should have sound running in some parts.

For Science! The story of The Trial

Grant Howitt welcomes visitors to The Trial
Grant Howitt welcomes visitors to The Trial

When we heard that the Science Museum had put out a call for people interested in running live games about zombies, it seemed like a bit of a dream come true. We’ve been staging zombie games for years, and there’s little more exciting than the prospect of running around the actual Science Museum evading zombies and generally having a good time of things.

What we ended up running, though, was quite different to most of what we’ve done in the past. The Trial became a game with a very simple voting mechanic but an awful lot of deep narrative to explore. It became a peculiar kind of sociological experiment, an exploration of the ethics and morality that go along with having a zombie virus that can be cured.

Me, as Fiona, explaining how I didn't remember any of it.
Me, as Fiona, explaining how I didn’t remember any of it.

The frame of the game was fairly simple. Through text display, film and actors, we set up a story: a world where the WK-23 virus had infected significant numbers of people, causing them to exhibit zombie-like behaviour. Set in the later stages of the outbreak, as the virus was being brought under control, the Trial was ostensibly staged by the Community Jury Initiative, which brought two people accused of unpleasant acts in front of the public, and asked them to pass judgement. Fiona, a cured ex-zombie, was accused of killing a man while suffering from WK-23; Clare was accused of killing a zombie, who might one day have been cured had he survived.

At the exhibit, we had stacks of cards with statements printed on them – a total of 13 statements, deliberately stark and without nuance. Fiona is guilty of murder. Clare should be released without charge. Zombies should be killed. Every entrant into the exhibit received two of these cards, and was then asked to watch a short film showing the attack in which Clare kills a zombie, and Fiona is one of a group of zombies who kill her boyfriend. Inside the exhibit were witness statements, posters, factual information about consciousness, the mind and the law, and two actors playing Fiona and Clare (I was Fiona). At the end, we placed two ballot boxes, one marked “agree” and the other “disagree”, into which people placed their statement cards once they’d made up their minds. We counted the verdicts a couple of times each session, to keep the scoreboard online up to date.

Grant dealing with a small protest movement
Grant dealing with a small protest movement

From my vantage point as Fiona, the experience was fascinating. About a third of the visitors seemed to make their minds up fairly quickly, only perusing the information briefly, and not speaking to the actors at all. Many people read almost all the information we set out, and a few spent a very long time questioning us, poring over posters, and arguing over exactly what we thought about what we had done. One man spent more than half an hour questioning the two of us individually.

The group dynamics of the game worked best when we were fairly busy – which was a good thing, given that we had about 1,500 visitors in total between Wednesday late and the two weekend days. People are braver in groups; we often found people walking around in silence until someone got up the courage to ask an actor a question; as soon as one person engaged with us, a crowd formed and we would be fielding questions from all directions. I’m indebted to our excellent crew, who both encouraged people to get involved with us, and encouraged them to discuss their thoughts with each other.

Me as Fiona, explaining my misdeeds as a zombie
Me as Fiona, explaining my misdeeds as a zombie

The fact we were seated on chairs while the visitors were standing genuinely affected the way people spoke to us, and the power they felt they had to question and to interrogate. Only once in the whole weekend did someone crouch down to get on the same level as me – but that ended up with me as Fiona explaining events to a group of ten or fifteen adults, sitting cross-legged on the floor around me.

The strength of emotion involved genuinely surprised me, as did the level of disagreement.  Groups had heated arguments about which of us was guilty, if either. Some people flung insults at me as they walked past; others patted my shoulder and told me it was all going to be fine. Couples argued. Friends disagreed. One girl spent ten minutes trying to get me to agree that zombies were basically just like bears. A father encouraged his two sons to ask very serious questions, very carefully, before they decided together how to vote. And even though we deliberately put out no pens, a few people felt strongly enough about the ambiguity of the scenario that they found their own and wrote on the cards we gave them, so they could make their own responses.

Statement cards, defaced
“The only cure is death” – statement cards, defaced

I was very proud of the event. I owe a big thank you to Chris Farnell, who wrote an enormous amount of material for the game, Alina Sandu, who made it look gorgeous, Ellen Clegg, who played Clare and became increasingly Daily Mail as the weekend progressed, Grant Howitt, who was front of house and wrote background and script, and George Seed and Matt Barnes, who crewed the event and gave me the most appropriate and necessary coffee of my life thus far.

We got people talking – we made something serious, something big and difficult, and in the middle of a massively fun and light-hearted event we asked people to think about a complex, tricky issue. They responded wonderfully well, with nuanced thinking, complicated questioning, role-play, interest, and intelligence. And in the end, it transpired – terrifyingly – 67% of people who were asked said they’d kill another human being, if that human was a zombie at the time. I think that’s valuable to know.

Games journalism and games PR

A game journalist’s job, stripped down and simplified, is to write entertainingly & informatively about products in as unbiased a way as possible. A game PR’s job, likewise truncated and simplified, is to introduce as much bias as possible into the media in favour of their clients.

They might be friends across the divide. They might share loves of certain games, journalists might fundamentally adore all the work a certain company puts out, they might really like getting free stuff, and if you’re a PR you might justifiably believe what you do is about getting your games or platforms the publicity they deserve. But none of that changes the nature of the relationship.

You don’t have to receive cash, as a journalist, to be bought and sold by PRs; as a PR, you don’t need to intend to cause someone a conflict of interest in order to do it. There’s a sliding scale, of course, between a review copy and a mini figure and a special limited edition set and a trip to Turkey where you get vomit in your ears. Journalists need games to do their jobs. Sometimes they can’t get access without going on a press trip. But if expensive trips with buckets of free food and booze had to be paid for out of pocket, journalists and their employers wouldn’t pay. If they didn’t work in favour of PR goals – to bias and increase coverage – PRs and game publishers wouldn’t pay either. They don’t always work on everyone who goes, but if they didn’t work at all it’s a fair bet they wouldn’t happen. And those trips are just as much about relationship building and making friends across the divide as they are about anything else. They’re about breaking down the professional line and making it harder to publish something negative, as much as they’re about making it easier to publish something positive. After all, who wants to disappoint their friends?

Journos might not think they’re biased, and might not like it if people think they look that way. They might not love that their business model is mostly driven by advertising, and that they have to cover the same games that advertise next to their words. PRs – especially those with journalism backgrounds – might not like that their job is essentially to persuade journos to do stuff they otherwise wouldn’t. But that’s how it works. That is literally what they are being paid to do. At the very least, that should be a conscious thought in the minds of both parties.

If you’re a journalist with access and PRs want to woo you, it’s because they think they can influence you. Or perhaps, these days, just because that’s how things work – people, until last week, had all but stopped questioning it. There is big money riding on everyone keeping up the facade of normality over what is, when you break it down, not a normal process or set of relationships. That’s even leaving aside the potential job in PR that waits for many journalists, when they finally get sick of the uncertainty and the poor pay – and the possibility of upsetting a potential employer is another biasing factor.

There’s no easy way to “fix” this on a wide level; every media organisation has to set its own standards, and enforce them. But if you’re a journalist or a PR, some advice that you can take or leave as you please: work out where your line is, and reject stuff that crosses it. Don’t be surprised when other people draw their lines in different places. And if you’re called on to defend how your behaviour appears, make sure you can do it honestly.

A note on context: this is in response to the uproar last week over games journalists, PR, perceived corruption and libel threats, which culminated in Robert Florence standing down from his Eurogamer column after this article was amended. There’s a good timeline/roundup in this RPS post.

A note on me: I am a journalist, working in digital production for the Guardian, who writes occasionally about video (and other sorts of) games. I’m married to a freelance games journalist. We also design live games, which don’t really have much of a PR budget. I’m writing this from that personal perspective, which is relatively distant from the games journalism industry, in that I don’t do it full-time, don’t really get paid for it, and don’t tend to get invited to big PR events. Keith Stuart’s take on this for the Guardian is here.

Full disclosure: A game PR bought me a bottle of Savannah dry cider once, but I don’t remember who it was. Grant informs me it was someone working for Namco Bandai.

Playful 2012: physical, concrete, super-real

It feels like a long time since Playful. It’s not, it’s less than a couple of weeks, but since then we’ve run a fairly difficult live game and then done a lot of real-world catching up. The day’s been percolating quietly in the back of my head, though, and I think it’s time to muse it out.

This year, live games – play in physical space, actual make-believe, play with physical objects – have started to Happen as a Thing. Not sure where we are on the Gartner hype cycle with this, but a long way from where we were this time last year, that’s for sure. Playful’s talks illustrated that beautifully, but tended to skim the surface of what’s gone before, focusing more on what’s going to be. There were exceptions, of course – Holly Gramazio on forms of clapping game brought a huge amount of detail and history to a highly specific area – but much of the day was focused on the fantastic future.

And that observation is definitely not a complaint. At the moment especially the world needs some lightness, some excitement about what the future offers, and Playful is a great space for that. At times the event felt like an explicit reaction against last year’s conference, where a nostalgic plea for a future that never happened failed to ring true with me, at least. This year the future was impossibly exciting, full of the invisible made concrete, creativity gone viral and vital, incomprehensible technology powering us into a far more exciting world. Anab Jain’s talk felt integral – she talked about imagining different futures, astonishing possibilities contained in the flesh of the present, prised free by imagination and given tantalising, half-realised forms. Glimpses of a world made wonderful by playfulness. This was the event at its best.

I wished, at times, that there was more context. Don’t get me wrong: these were all excellent talks, good introductions to the places where digital play and creativity overlap with tonnes of other stuff. Mark Sorrell’s talk on games in physical space was a plea for game designers to get people looking at each other, not screens; a manifesto for personal connections. It was a fantastic primer for people not already immersed in live play, but there wasn’t much time to acknowledge that those games are happening already. Outside the digital, in playgrounds and parks and city streets: it is digital that’s the newcomer in this playful space, not physical play. I suspect conceptual art people would have similar thoughts about Einar Sneve Martinussen‘s concrete depictions of invisible things – while for people like me with no awareness of that world it was fascinating and eye-opening. I am wary of this peculiar type of skeuomorphism, using tech to emulate physical forms of play, because I think tech can do so much more. I hope, as I’ve said before, digital play learns from other forms of play and builds on these elements to make better awesome amazing things.

This is a necessary stage along that road – and it’s superb to see it celebrated and debated. Playful this year was a big move in a good direction, because it opened up play to all sorts of interesting places I loved Simon Cutts’s talk precisely because it didn’t deal in the space between two disciplines, but sat firmly where it was; Holly’s talk, the Mint Digital graduates with their sourdough toy, and Bennett Foddy’s take on pain and suffering in games, too. Hannah Donovan on crafting talked us through a personal evolution of her pastimes that mirrors a wider shift in the world, from physical to digital – but without discounting the importance of either. Somehow, the whole day held both in the balance, and pointed up the possibilities of technology taken for granted, in meatspace, augmenting and supporting who we are and our very human, creative, curious lives.

Excellent day.

What I’m playing: Super Hexagon

Super HexagonCan’t remember who it was that suggested I buy Super Hexagon for my iPhone, but I hate them forever.

Super Hexagon is the sort of game that seems simple and obvious once it’s made. You control a small triangle rotating around a pulsing hexagon, which is also rotating, and your job is to avoid the oncoming brightly-coloured walls by dodging through the gaps for as long as possible.

Which is not very long. It is fast. It is almost impossibly fast. Here’s a review that starts to get into what happens when you play, the sense that you just have to keep playing and soon you’ll work it out, soon you’ll be able to get your eyes to see fast enough and your fingers to respond, and you’ll get beyond 10 seconds of play. Then 15. Then 26. Then more.

It’s gotten very competitive for me. I’m playing the game as relaxation, to get into a flow state in down time, to shed the concerns of the day by occupying my brain with something simple, linear, interesting, with a clear win state. But there’s also a nagging sense that I need to get better at this game, like simply being decent isn’t good enough. Last night I unlocked Hyper Hexagonest, the hardest game mode possible, and I’m at a high score of 16 seconds on it. Maybe when I get to 60 it’ll be enough.

Last Thursday was the Wild Rumpus, which this time included a Super Hexagon tournament, using the shoulder bumpers on an Xbox controller rather than tapping a screen. I fluffed my turn in the first round – too much wine, I suspect. 36 seconds. On Friday, almost as if in protest and guilt, I set new personal bests in four of the six available levels. A part of my brain won’t let go of the desire to be best, no matter how unattainable it is.

Super Hexagon is one of those wonderfully difficult, intricate yet simple games that tricks you into competing against yourself and believing, somehow, that there’s something you can do differently this time to stave off failure. My experience and my ability is far too dependent on mood and tiredness and – to be honest – the whole thing hinges on twitch reflex and pattern recognition, on skills that can’t be trained with ease. It’s hard to get better. That’s why every personal best seems like an achievement, a demonstration of worth. It’s also why most people won’t want to get to the last level, never mind put in the time necessary. It’s not for everyone. It’s just too hard.

But for people like me, who thrive on rhythm and pattern and unlocking complexity, and who have that bit in their brains that says yes more do better must do better must get it Right, it’s horribly addictive yet gloriously relaxing, both at once. It feeds perfectionism while keeping attainment at arm’s length, ever distant. It is a beautiful bastard of a game.

The Gobstopper Job: stereotypes, shortcuts and stealing sweets

The Gobstopper Job. Because everyone’s wanted to run a heist at some point in their lives.

We ran the Job in Bristol at the Interesting Games Festival, in Castle Park. We were part of the fringe – a raft of oddball, interesting, quirky games that worked in public and that could be played fairly casually, in a pick-up-and-play sort of way. I didn’t get the chance to play any of the others, due to being on duty in a large plastic police hat with a flashing blue light on top for most of the afternoon, but I saw a balancing game with hand turtles, a slow-motion combat game, a coloured-water-shooting game called Rainbow Rain, and a game about phone hacking that had people in trilbies running around the park looking for mobile phones. It was all rather bonkers and lovely.

Gobstopper Job
A very few of the sweets

Gobstopper worked in part because of the space we played in – bonkers and lovely – and because of the costumes and props Grant put together. I mean, it worked because of a load of other things too, but Grant (who was the main designer on this one) has already written an interesting post about froth and emergent stuff and verbs and what have you, which is well worth reading and has more pictures. This, by contrast, is a bit of an epic.

A note on live gaming vs LARP

Despite appearances to the contrary – such as the name Zombie LARP – I don’t really think of what we do as LARP any more. It differs in some pretty major respects from what I’d instinctively label “traditional” LARP – though I’m certain that’s the wrong label – it’s fundamentally neither plot nor character driven, but situation-led and responsive to player/character action. Its worlds are small, not entirely internally consistent, and exist only for short periods before they are dissolved; their parameters are fluid and they are never fully realised. The lines between player and character are deliberately blurred.

But neither does the term “live game” or “pervasive game” (whatever that is) suit us. Most live games I see on the scene at present offer limited or no opportunity for player characterisation beyond the opportunity to nebulously pretend. They are mostly unaffected by character action beyond the mechanical, and function within the real world – without a need for suspension of disbelief.

Cops and robbers
Cops and robbers

In Gobstopper, as in Zombie, I saw the emergence of distinct play styles. Some people come to Zombie to LARP – they bring characters, immerse themselves in a story of their own making, and use our world and mechanics as a way to play that story out. This is improv theatre with rules. Others come to live game – they are uninterested in roleplay, preferring to focus on the mechanics of the game rather than the story, and lose themselves in the adrenaline of the moment. Some come to do both.

The Gobstopper Job, like Zombie and like a few other games – 2.8 Hours Later and Incitement spring to mind, in different ways – operates on the lines between those two categories. There are no good terms for what we do, and it’s difficult to suggest any that don’t imply that other games that fit the genre boxes more neatly are somehow deficient. Story-driven live game might be one option; emergent short-term LARP might be another. Both are clumsy. At present, we lack the right terms.

Everyone gets a gun on the mantelpiece

Gobstopper was the first time we’ve really run a game outside a dedicated game space. We had a kiosk – the sort you get in parks, that might sell water or ice cream or sweets – at one end, and a base station at the other. Players dressed as robbers (well, with masks and maybe hats) had to get the swag bag into the kiosk, steal as many sweets as possible in 30 seconds, then get them back to base, all the while avoiding the police – four or five people patrolling outside, who could arrest them if they could catch them.

Policemen helping up a player disguised as one of their number
Policemen helping up a player disguised as one of their number and feigning injury

The players for each run had to pick a character class – a single thing they could do – and with it came a prop with which they could do it. Gunmen had a little bang-flag gun that let them incapacitate one policeman. Demo men had a bouncing cherry bomb with the word BOMB on it that could stun people in a radius. Conmen had big ridiculous white masks that disguised them as “Young Gavin”, the rookie, or “Old Bob”, who was only a few days from retirement. And Bag men had the swag bag, and had to get them into the kiosk – essentially a very low-tech hacker analogue.

Chekhov’s gun – the concept that if there is a gun on the mantelpiece in the first act of a play, it must be fired by the end – is a metaphor for foreshadowing, simplicity and dramatic necessity. It’s also a useful way to think about Gobstopper, and why it works. Each player gets a verb – a single mode of interaction with the game and with the world it creates – and extremely limited opportunities to use it. Every player gets to be their own dramatist, timing their climactic moment in their own personal trajectory through the game. This only works if players believe in the power of their gun to affect the world, and understand its importance. Oh, and remember to use it. Occasionally people forgot, in the excitement of the whole thing.

The Familiarisation Effect

A fundamental design problem for us is the necessity of blurring the boundaries for players between the states of being, doing, performing and playing. What we’re after is almost the opposite of Brecht’s Verfremdungseffekt. Rather than using realistic props and costume to draw attention to the unreality of the performance, we’re using unrealistic, very stylised costume and props to create a sort of shorthand of familiarity. We are reliant on caricature and stereotype as tools to build identification between the players and the world we need them to inhabit – not a perfectly realistic, immersive environment in which they can lose themselves, but a working reality with fuzzy boundaries but basic concepts and rules to hold on to.

One of the Gobstopper Job teams post-game, with their bag of swag
One of the Gobstopper Job teams post-game, with their bag of swag

So, giving players a tool they can use matters, but giving them a tool they can instantly understand and relate to is even better. Using sweets to tap into the part of an adult that’s still six years old; using BANG-flag guns and BOMB-painted bombs; letting the only people who need to improvise a conversation hide their faces beneath enormous saucer-masks that both make it easier to act and also render it unnecessary – these are all tactics that tap into familiar childhood games, helping to minimse embarrassment and flow-jarring moments. That’s before we get into the psychology of costume itself, and the impact it has on roles – here, we wanted playfulness and fun, a cops’n’robbers feel, whereas when we want to make something more serious we’ll make it look and feel more lifelike and realistic.

Public play as performance

One convenient side-effect of this approach is that it gives the audience a simple way to relate to the game. With crew in giant police hats and players in robber masks, there is an obvious metaphor for viewers to grasp and to buy into. We found both sides got cheers from passers-by, depending on who seemed like the underdog at any given moment. As policemen, we spent a fair amount of time talking to random people who saw us wearing daft hats and wanted to know what on earth was going on. We fielded a couple of people who were oddly thrilled that someone was using the kiosk for something, and directed a few folks to the sign-up desk. Policeman hats and a slow walk seem to create an aura of helpfulness around you – and serve as useful ads for the game, too.

The carnage after players swept through the kiosk
The carnage after players swept through the kiosk

The other big thing they did was help the players feel less weird about getting dressed up. They were absolutely guaranteed that the people running the game would look even dafter than they did. Obvious signalling and the familiarisation effect combined together, along with a healthy dose of physical and mental activity, got players focussed on the game and served to make it easier for them to enter that peculiar place where being, doing, performing and playing all merge together and stories seem to naturally emerge, without anyone deliberately designing them, from the seemingly natural actions of all the participants.

The moment where I knew it had worked was when one run ended and it took five minutes of listening to the players talk through exactly what had happened when and how before I could get a word in edgeways.

Next time

We’re going to be running The Gobstopper Job again, given how well it seems to have worked – and given the fact that we still have about 15kg of sweets in our front room. London somewhere, probably. We’ll be putting out info on the Facebook page as soon as we’ve made up our minds when and where. Do come.

Standing on the Shoulders of Giant Nerds

Notes and slides from my presentation at Develop 2012, on what video games should be stealing/learning from other, geekier sorts of game.

Who am I and what on earth do I do:

I’m Mary, and I’m a massive nerd. Mostly I design live games, mostly involving NERF guns. The biggest game I run is called, imaginatively, Zombie LARP, and it involves live action role playing and zombies.

Zombie was born when Grant, who’s drawn these slides, and Chris, who appears in them pretty frequently, started shooting each other with NERF guns in halls at uni. They invited a couple of us round to their house, and gave us NERF guns, and pretended to be zombies. My first Zombie LARP death happened in their kitchen, as I fumbled to reload a Nitefinder. It was awesome.

The games society at uni kindly let us run it at the 24-hour roleplay. Every year they take over a building at university for 24 hours and play games. Board, card, video, live, war, tabletop – all sorts. That’s where we got our start – playing at 3am with about 15 exhausted geeks hyper on Tesco’s own brand energy drinks. Now, six years later, we run huge games for 150-odd people in abandoned buildings.

But I also play and write about – and sometimes for – video games. And I see a lot of the development processes that we go through with live games and tabletop systems mirrored in what video games are trying to do. So what I want to do today is talk a little about the lessons I’ve learned from wiser geeks than me, playing older, more traditional, and frankly much more nerdy games. Starting with the geekiest of all: Dungeons and Dragons.

What Dungeons and Dragons can teach us about story in games:

The standard game of D&D is a really good model for looking at different sorts of narrative in games. There are four types. Not every game has all of them, but they all have at least one.

First up: the Told story. This is the one the Dungeon Master is actually trying to tell. She might have a whole host of carefully planned and pre-written events that culminate in a fantastic climax. Or, like a friend of mine, she might just have written “BLAM! IS ADVENTURE” on a piece of paper and be totally making it up. But she’s in control of the story, she’s giving out information and framing scenes to create something that adds up. She controls NPCs, she’s the ultimate arbiter of conflicts, she creates the narrative arc and leads the players through it.

Obviously a fair few video games aren’t really interested in this sort of story, or only in very simple versions of it. Things like “Angry Birds invade pig houses” or “Hungry monster wants hard-to-reach candy”. But for others, the story is a big part of the game – the designers want to convey a narrative through the game experience. That’s Told story.

Secondly, the Experienced story. This is essentially the narrative of the time you spend playing, not the game per se. It includes the infrastructure – the stuff around the edges of the game like phoning for pizza or people being late. Interruptions are part of this, and so are stupid out of character jokes, and those times when the conversation wanders off a long way from where the action is. As Michael Brunton-Spall pointed out on Twitter, it also includes things like critical hits and fumbles, where an unusually lucky or unlucky result on the dice leads to a different story being created. Generally this isn’t a story that ever gets told, as such – it gets experienced, and then your brain chops it up into representative chunks for you to remember.

In video games, as well as taking in interruptions and stuff going on outside the game at the same time, the experienced story includes loading screens, and glitches, and crashes, and dying. My experienced story in Mirror’s Edge, for instance, was about a girl called Faith who kept running off buildings and falling unceremoniously to her death. Assassin’s Creed is a series that copes very well with this stuff, by keeping the player in the story world even during loading and dying and other nominally out-of-game states. Rogue-likes make a virtue of the repetition.

And then, there’s the Interpreted story.

Interpreted can’t exist without Told stories. But the theory goes like this:

  • a story doesn’t exist until it’s experienced. That goes for games, films, and books, too. Otherwise it’s just an object.
  • the story is always filtered through the individual understanding of the player involved. Because they’re human, they’ll have different ideas and associations and resonances, a different understanding of what the various bits of the story might mean.
  • so the interpreted story is different for everyone. It changes in different contexts.

In D&D, that turns up most obviously as players getting the wrong end of the stick about something. Not realising the monster is actually being controlled by the supposedly friendly NPC, or deciding that *this* insignificant detail is actually the thing they should go chasing after for the next three hours. But it also covers players finding new levels of complexity in a GM’s narrative, interpreting coincidences as deeply meaningful – or things that are meant to be meaningful as coincidences.

Authors can’t control audience interpretations of their stories – intent isn’t magic – and there will always be a difference between what a creator wants to say with a story, and what people take from it. Even if only because historical and individual context changes. But it’s true for video games that meaning is collaboratively created, it arises from the joining of a storyteller and a story player, and that sometimes the interpreted story can work against the intention of the creator in unexpected ways – or can reinforce it.

Look at the reams of interpretation that’s been done on Silent Hill, or the readings of Resident Evil’s racial politics. There are elements placed there by the designers that have been drawn out by players to reveal a wider, deeper, perhaps more problematic – perhaps unintended – story. Those readings aren’t invalid just because they might not be intended.

Finally, there’s emergent story. Emergent story is my favourite kind. It’s not quite the same thing as emergent gameplay, which in D&D terms would be doing something like making a Grease wizard who only casts Grease and Fireball spells, and is very good at bringing down monsters with low Dex scores like T-Rexes.

Emergent story is what happens when players get to futz around directly with the mechanics of a game, within a framework. It’s the little, unexpected moments that aren’t directly intended by the creator, but that can be the most memorable bits of the game: roleplaying conflicts among the party, for instance. The decision by one player to take the skill Crafts: tailoring, and then go on a quest to acquire the finest suit in all the land. A group of players deciding to jack in the monster hunting business and go be pirates. Or the moment when the characters react to the death of one of their number.

Video games are not great at this. Live games are brilliant at it, and tabletop is not far behind. At Zombie, this is the sort of stuff we thrive on. We deliberately designed the system to encourage emergent stories – to be flexible enough and simple enough for spontaneous moments of awesome, which is what we originally called it. But the flip side of doing that is that for some players, those moments never happen – and if you fail to balance that right, it can make for boring play.

The games that are doing emergent story well right now are MMOs – Eve online, in a huge way, but also WoW and others. Minecraft & the Sims manages a much more individual emergence – the action of a single player in a procedurally generated world – and perhaps the current pinnacle of emergent story in gaming is Day Z. But this is such a young area in video games. There’s so much more to do.

What Dogs in the Vineyard can teach us about ludonarrative dissonance:

Ludonarrative dissonance is a gloriously useful term that describes conflict between game system & game story. Dogs in the Vineyard is a game where you play, basically, deeply religious teenage Mormon virgin gun-toting priests in the wild West. The whole system is built around the setting, and the types of stories you can tell with it. It provides a way for storytellers to building towns that have heresies within them, and giving your players the tricky job of resolving them. It’s a game about hard moral choices, and not having the right answer, and not being sure, and risking things – gambling your reputation and the happiness, security, and lives of others on being right, when there is no “right” to be.

The system you use for conflict resolution is based around stakes, and bidding. It feels a little like poker. You might start out arguing, verbally, and you roll a pool of dice that runs off your verbal skills, and then you have an argument – you bid dice from your pool against dice from your opponent’s pool, till one of you can’t beat the other. Then your choices are to back down, or to escalate. You could move up to physical violence, or even gunfighting, which gives you a new pool of dice – but your opponent can escalate too, and then you’re risking a lot more damage when everything shakes down.

The way that plays out in practice is thematically consistent with the game story – because the game story is running off quite a limited set of themes and ideas. The stories all work off trade-offs, being unsure, raising the stakes because the option of doing nothing isn’t an option at all. There’s no dissonance – the game’s smooth, the experience is unified – because the system, the setting and the story have been developed together, organically. The textures mesh. The experience feels continuous. It’s a deeply fulfilling, immersive, gratifying game to play if you have a half-decent games master, because all the pieces work together.

There are some video games that do this beautifully – Manhunt, for instance. Project Zero. Spec Ops: the Line, interestingly. And then there are games like GTA4, LA Noir, Uncharted – games where the character you control can do things that the cut-scene character just wouldn’t consider. The character that you’re creating and inhabiting as a player is different to the one in the cut-scenes – which breaks immersion, badly, but also breaks the player’s creative, narrative play by disregarding the choices they’ve made. That stops the play experience hanging together, and can make the player feel less invested in the world – after all, if their actions mean nothing once the cinematic starts, then the imaginitive “work” they’re putting into the game isn’t being respected.

What Mage: the Ascension Mind’s Eye Theatre LARP can teach us about ownership:

Mage, as you might imagine, is a game about wizards. Mage the Ascension was about secret wizards in modern-day cities, each with their own understanding of how the world works – their own subjective interpretation of the universal system mechanics. Mage the Apocalypse was a live-action version, where the setting was in a post-apocalyptic world where mages could band together and kill a fairly ludicrous range of monsters of the week – including aliens shaped like flying hats, and vampires and so on.

So. Some people had been playing that game for more than three years by the time I joined – going four times a year or so to events, planning characters, creating costumes, writing backgrounds and events between games, scheming, plotting.

Then, in a forum post between games, the storytellers announced that we’d missed the signs of the impending Cthulhu apocalypse proper, and the unpleasant things crawling out of the sea were actually Dagon-based beasts, and we were all dead.

One very newly recruited storyteller had to deal with what happened next. A group of very invested players who loved that game and felt personally, deeply wronged by what had just happened to their characters got very angry. The problem wasn’t that the game had ended – it was the way it was done. The Etch-a-Sketch end of the world – the perceived unfairness of us having “missed” the signs, and the lack of satisfying resolution for the players and characters. We ended up persuading Jim to retcon the ending and having a massive battle with squid-beasts followed by a barbecue in my back garden, which worked out much happier for all involved – because the players got to have valiant last stands. They got to help, to save some things, to tie up loose endings. They got to make meaningful, characterful choices.

Jim could have told Bioware exactly how the ending of Mass Effect would play with the community of Shepards who experienced it, and exactly how to fix it. Gamers aren’t averse to endings – but if you build a game good enough to have players projecting themselves into your world, and then you destroy it in a narratively unsatisfying way that doesn’t respect their time, their energy and their choices – then the backlash is inevitable. In video games as well as LARP, players feel they’ve contributed to the game world – they feel entitled to a fulfilling story with fulfilling resolution. As creators it’s important to respect that.

It’s easy to forget, behind the buffers of code, PR, marketing, expos, cons and the anonymous internet, that game creators are still sitting down and telling stories round a campfire with their players.

What Fear Itself can teach us about consent in play:

Fear Itself is a tabletop game. It is, when it’s played well, Horrid. There’s a splat book with monsters and other gribbly things for you to include in your games. The book’s called The Book of Unremitting Horror, and it’s got stuff in like a golem made from the remains of people killed in snuff films, and The Motherlode, a horrendous walking vagina thing that births other monsters. And a wolf that comes out of a lake and rapes things. So it’s not a pleasant game. It’s definitely horror. And playing it with a real group is – tricky, because of consent.

In live games, consent can be really quite clear-cut. In LARP, you are your avatar – whatever’s happening to your character, physically, is also happening to you. So certain things are totally off-limits – you’ll essentially agree to fade to black for certain scenes, and agree the details out of character.

In tabletop, it’s trickier. Although your body isn’t the avatar, there’s still a very strong psychological projection of yourself into your character. When they’re directing action or recalling events, People don’t say “my rogue stabbed the dragon”. They use the word “I”, and they confuse other players with characters by using the word “you” interchangeably.

So as a game master, deciding to have a horrendous storyline that puts characters at risk of sexual abuse, for instance, is something you have to talk about beforehand. Gaming groups playing horror games will often have discussions about what they’re comfortable tackling at the table; at any point, someone can say they’re uncomfortable with what’s happening and the game can be steered away or the player can remove themselves without the experience ending. The key point there is “at any time” – you can stop the game, say you’re not comfortable, and work on a compromise that everyone can enjoy.

Just as in video games, tabletop role players have two main control modes for character. On one hand there’s the doll mode, where they’re simply directing action, positioning, controlling the avatar. On the other there’s a mode in which people are acting as their characters, emoting, conversing and projecting as them. Inhabiting them. It’s this ability to become a character that makes consent so vital for games – that makes the consideration of difficult material a much deeper one – because a violation or unwanted event happening to an avatar we inhabit is crucially, psychologically different to one happening to a character we watch or read about.

But big, story-led video games at the moment are not so good at acknowledging that they’re not films, and that they have a different psychological link with their players, where consent to experience is just as important as consent to view. Rating systems for viewing aren’t quite enough to let players make informed consent about what they’re doing, and we don’t yet have a good way to warn for or cope with binary stories that force you-as-player to experience certain things vicariously via you-as-character.

This is part of the problem with the way the Tomb Raider reboot has played out so far. Players who do feel they inhabit Lara may not want to consent to experience a sexualised assault; they may feel like they’re being pushed outside of her, like they can’t inhabit her any more. Like that’s no longer a safe power fantasy – no longer fun. That’s not to say that rape can’t happen in games – in fact, tackling it well will be a sign of serious maturity for video games, when it happens. But the issue of player consent and character consent are horrendously intertwined, and doing it well is horrendously hard.

What Zombie LARP can teach us about game experience and memory:

The main thing that makes Zombie LARP different from other LARP games is our focus on immersion and simple, procedural mechanics. But what makes us different from other live events is our story focus.

The win condition in Zombie isn’t surviving. It’s my job, as the closest thing we have to an AI designer, to make sure that the procedural rules we put in place generate a game where about 2% of the player characters manage to survive the game. So most people can’t “win”. But we still want people to feel like they won.

So we very deliberately decided that winning was about getting an awesome story to tell at the end of the game. Being able to go home and tell your mates you’d shot six of them before they finally swarmed you, or that you went down singing the national anthem and saluting, or that you slit your best mate’s throat and threw him to the super-zombies as a distraction.

What we found was that there are two players in every person. There’s the experiencing player and the remembering player. This taps into work done by the psychologist Daniel Kahneman about the way people work – he says we all have an experiencing self, that’s actually experiencing what’s happening, and a remembering self that constructs narratives about it afterwards.

Zombie’s taught us that great games satisfy both. They have to be an engaging, fantastic experience while they’re happening, and the experience has to be reconstructed in memory as an enjoyable, memorable one.

In board games like Risk or tabletop games like D&D, people elide the memory of the dice rolls and the complex maths from their experiences and talk like it all happened without the rules. This is another reason why dissonance between the play and the story matters – if a system gets in the way of the story too much, remembering players will have a much harder time constructing their internal narrative. It’s also got implications for playtesting and feedback – are you getting feedback on both the experience and the memory?

At Zombie, we run the most immersive game we can manage. We aim to scare the pants off people – or to get them stressed, at least, to get them running and excited and completely involved in play. We cut down abstractions. But we also have something called froth. Froth is a LARP term, but it’s applicable across most types of games. It’s what happens after the game, where people get together and talk through what happened. Sometimes it’s about showing people your Pokemon. Sometimes it’s about telling people at length about the politics of your Maelstrom character. And sometimes it’s about how you died.

So we started running a debrief – a frothing session at the end of the game, where we invite people to tell us their stories. This grew from people just talking as they came out of games – desperate to tell us how they died, who they saved, who went down where and how. People start constructing their narratives through conversations – they tell their stories collaboratively, excitedly, afterwards – and we’ve built a process for making that better into the game system.

In my experience, it doesn’t seem to matter whether the experiencing player has fun, so long as they’re not bored or disengaged enough – immersion is crucial – and so long as the remembering one likes the narrative you’ve constructed about it afterwards. So people who are genuinely upset and frightened during a game talk about it afterwards with genuine joy and pleasure. They get their kicks from the memory of the game – it’s an endurance sport.

The experiencing self gets far more pleasure out of busywork and casual gaming than the remembering self does. Pocket Planes and Farmville are brilliant experiences for a lot of people, soothing and calming, quietly rewarding; so’s grinding, if you’re the sort of person who can sink into a reverie and simply enjoy the experience. But those are generally pretty lousy memories – trying to explain to yourself why you just lost the best part of an hour to a game about planes can be really hard to do. By contrast, there are games that don’t feel as enjoyable while they’re happening but that make much better memories. Skyrim, for me, typifies that perfectly – I have more fun talking about the play afterwards than I normally do actually playing. It’s a balance of system and story, mechanic and narrative – and done right, it makes some of the best games in the world.

Develop title slideStanding on the shoulders of giant nerds:

Video games right now are still in their infancy as a medium. The technology’s changing so fast that it obscures the way that other things are barely changing at all, especially at the top end of the market. Tabletop gaming’s got some very similar problems – where the big titles from decades ago still dominate the market today, while the internet makes it easy for small creators and designers to write stuff and sling it out into the world to sink or swim on its own merits. The big creators are struggling to innovate.

Video games need to get better at stealing things from other genres. It’s easy, when you’re making a game that’s exciting or difficult technically, to be lazy about other stuff – world building, character creation, the smoothness of immersion, the psychological and narrative frameworks of the game. Film is still the default metaphor for big titles – the extreme end of which is Final Fantasy 13, which is essentially a DVD with really complicated menu options, and barely a game at all.

But a lot of the work that video games find so hard has already been done, by LARP companies like Profound Decisions or like the Nordic work on immersive game environments. Procedural generation, emergent play, character-led story worlds – even elements as simple as how to make relationships work in gameplay. Games are starting to draw from all sorts of other disciplines – economics (see Valve), literary theory, anthropology. It would be a shame if they weren’t also drawing on other game forms too.

The Hitman: Absolution trailer is a symptom of a huge problem with games

Late, but I wanted to get a couple of thoughts out on the Hitman trailer. A whole host of articulate people have already tackled it – Keza MacDonald, Helen Lewis, Sarah Ditum, Brendan Keogh and Grant Howitt being my picks for good reads on the topic. I don’t want to go over old ground, but I do have a couple of things to add.

Firstly: these are not “powerful women”, whatever IO says. These are women whose sole purpose for existing is to be titillating for the viewer, and then to be destroyed. If being entirely defined by your utility to men is how these people think female power works, then they are wrong and even dafter than I’d previously given them credit for.

Second, a lot of the problem here is ubiquity. If the trailer existed in isolation – if it was one egregious thing in a world where most things weren’t egregious – it would probably stand out more but it’d also be a less problematic incident. Stuff like this is not just normal – it’s actually hard to think of one game franchise that includes women that doesn’t pull sexist shit some of the time. Wouldn’t it be awesome to tell stories about strong female characters that didn’t assume a viewer wanted wank fodder? Why does almost every woman in mainstream games have to deal with sexualised violence? The Hitman trailer exists in a cultural context where – within the mainstream at least – the narratives are extremely limited. The writing is almost universally bad and almost universally discriminatory. If women are in a game, we’re on show, or we’re weak and pathetic and need rescuing. (The treatment of non-white people, disabled people, same-sex relationships and disability is a whole different rant, but has the same basic features.) The male gaze is ubiquitous in mainstream games. This is just the latest stupid example. A lot of people (myself included) aren’t just pissed off at IO, we’re pissed off at the routine disregard and objectification in games and games marketing.

Finally – look, gaming while feminist is basically an exercise in ignoring infuriating things all the time. In extremis – say while playing Heavy Rain, Arkham City, Bayonetta, DOA, and so on – it’s like trying to read while someone’s shouting SEX BOOBS LADYBITS SEXY SEXY BUM in your ear. You can SEX read the sentences GIRLS if you BOOBS try CROTCH SHOT but it’s much ASS harder than it SEXY should be. Most of the time the sex is completely irrelevant to the game. For the love of god, game designers and marketers, please just stop.

GameCamp 5: belated thoughts

I meant to write up GameCamp 5 the week after we went, but what with work and writing and venue hunting for Zombie one thing drives out another, as Barliman Butterbur would tell you.

It was different this time. For one thing, last time we felt fairly out of place as live game designers rather than video game designers; it wasn’t unpleasant, but there was a definite sense that we were in the minority. This time round lots of people were talking live experiences, and mixed sessions didn’t carry the same assumptions about the group. That’s a little fascinating – does it reflect a wider uptake in live gaming generally? Certainly seems so to me – there are lots of folks starting to do pervasive games and interesting live experiences, a burgeoning scene that seems to be moving towards LARP from other disciplines and landing somewhere in the middle. Critical vocabulary is missing here; lots of people (like us) are drawing on all sorts of theory and work in other fields and applying it to making games in the real world. That’s exciting.

The other big change was in the way people at GameCamp talked about stories in games. Last time around, Grant and I ran a session about emergent story, discussing the concept of procedurally and structurally generated narratives that emerge through player interaction with the game, but aren’t “told” by the game. This time I think every story-related session I went to invoked the difference between extrinsic and intrinsic stories, usually with an understanding of emergence. Again vocabulary is missing here; I heard the same (or similar) dichotomy expressed as extrinsic/intrinsic, imparted/created, creator/player, and even cutscene/gameplay. Perhaps that’s a reflection of the greater proportion of live gamers there – the split is much clearer when you’re playing with stories in that space, and it becomes impossible to ignore that the story you’re telling is not the same as the one players are experiencing. But I’m hopeful that it reflects a shift in thinking by video game creators too. Not every writer needs to engage with debates like the location of meaning and the nature of narrative – but if none do, the medium will stay shallow. GameCamp made my literary brain happy and my game brain excited.

Oh, and we made some games, too. Hostage was the most fun. I’ll try to write up the rules soon, assuming one thing doesn’t drive out another, again.

Game stories and meaningful play

A couple of weeks ago Naomi Alderman, who should quite clearly blog more because she is brilliant, left some extremely insightful comments on my post about stupidity in video games and its link to poor storytelling. I wanted to pull them out and talk about them more, because some of what she says is key to how I think about games and stories. I also need to write about Saturday’s GameCamp, because the big theme of my day was (surprise) stories and games again, but this bears on those thoughts so I’m doing it in this order. Yes! Anyway. Insight!

I can’t tell you how depressing it is to be called into a meeting about a game and told that my job is to “wrap a story around” pre-existing gameplay. The only way to do this well is to involve writers/storytellers right from the start, to give story a place at the table and to keep thinking about what you’re trying to produce until it works for *both* gamplay/level design *and* story.

[…]

I’m going to keep saying this till the cows come home: games motivate action, stories give *meaning* to that action. There’s no intrinsic problem with meaningless action: Tetris gets on fine with no meaning. But if you want people to feel genuinely emotionally invested you need to be involving a storymaker from the moment you start *thinking* about your game. Otherwise the things you’re being asked to do and the meaning of the things you’re being asked to do will always feel at odds with each other (“so I’m supposed to be this by-the-book cop, but I don’t have any problem ramming my car into lampposts, passers-by, other cars?” *cough* LA Noire *cough*).

This backs up the impressions I get when I play a lot of video games – big & small, indie & industry – as well as the impressions I get when I play bad tabletop systems. Tabletop systems are a great way to examine the interplay between rulesets and stories – because (with a few exceptions) any story you’re telling with them is going to be mediated through a GM’s imagination and through contact with the players, the rules have to work with the themes and feeling and general ambience of the rest of the game. Story is integral – you’re building a storytelling tool, after all.

Video games are also storytelling tools, quite literally. There’s different types of story in video games: the story that the player tells themselves in order to make sense of their experiences of play, and the story the game imparts. The story the game tells isn’t just told by the cutscenes or the narration or whatever – it’s also told through the gameplay and the interaction between player and game.

This is what I mean when I talk about story mediating & being mediated by gameplay. The player’s experience of the game mechanics is filtered through and affected by their interpretation of the story it tells; the player’s experience of the story is filtered through and affected by their interaction with the game mechanics.

In later comments, Naomi goes on to talk about character, values and causation as all being important elements of meaning within game stories – important elements to do well in order to create meaningful experiences for players. Choices that feel important, relationships that feel genuine, a story that evokes emotional investment – all elements I recognise as being present in most of the games I keep going back to replay, and mostly absent in the games I set aside. But these are basic storyteller’s tools, drawn from the same workbox as not just other sorts of games but also literature, film, television, radio, theatre. In many ways, when gamers call for these elements, we’re just calling for good writing; there’s no need to reinvent that particular wheel.

I’m thinking a lot at the moment about how Barthes’s Death of the Author applies to video games. It’s long been a staple of literary criticism that there’s no such thing as one interpretation of a story; cultural & critical readings of all sorts abound. In art there’s a running debate about whether meaning resides in the object of art itself, in the web of allusions, connections and contextual & biographical threads that allow the art object to be produced, or in the viewer’s mind, or in the web of similar threads within which the viewer exists. Authorial intent is pretty unimportant when it comes to creating meaning; the text is what matters, not the thinking behind it. So if a video game creator means to make Nathan Drake a loveable charmer but the “text” of the game makes him a genocidal fuckhead, then… the game wins. Canonically, he’s a mass murderer. And the story breaks.