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Identifying with a Blank Face

I finished the fight last night (after losing 2 hours of progress by not saving).  My friend Reed made a comment about the way I was speaking whilst playing Halo 3.  You see, all of the commentary I was making about the game was in the first person.  I was saving humanity, not Master Chief.  In a sense, I was master chief.  This is a technique video games can employ to create a strong narrative in ways that film and literature never can. 

When you watch a movie or read a book (other than a choose-your-own adventure, which I’m not counting), you’re being told a story about someone else.  This doesn’t mean it can’t be a great story, but it’s still a story about someone else.  Even so, if you look at many of your favorite books and films, you will find that you probably identify rather strongly with at least some of the major characters.  You may not realize you do, but on some level, those characters you like you probably unconciously see as a kind of alter-ego of yourself, based on character traits of that persona.  The more strongly you identify with a character, the stronger your emotional connection will be to the work. 

Unlike in film and literature, protagonists in games can be very vaguely defined.  Creating a vague definition of a protagonist is a tricky thing.  If done well, the player will project their own thoughts and feelings into the void of your protagonists character.  If done poorly, the player will fail to identify with your hero at all, and as a result feel no emotional attachment to the situation the character is in, and therefore the narrative of your game. 

There are two major ways in which video games can create vague character definitions.  The first is to not show the player what the character looks like.  Master Chief has a helmet on, at no point do you ever see his face.  Jack from Bioshock is not obscured in any way, but because the game is always shot from the perspective of jack, and all the mirrors in Rapture are conveniently broken, you never see what he looks like.  This goes a long way to helping the player identify with the protagonist (because if you could see his face, he would look like you!).

The second method is to limit or completely curtail the protagonist’s dialog.  There is a long history of silent protagonists in video games with rich plots for this reason.  Examples include Link from The Legend of Zelda, Gordon Freeman in Half-Life, Jack in Bioshock, Chrono in Chronotrigger, Ness from Earthbound, and Cloud Strife from Final Fantasy VII.  The technique is not as simple as abstaining from dialogue, as identification requires traits to create an emotional connection.  The trick to this technique is to use the other supporting characters to suggest a variety of traits the hero may possess (without spamming the entire continuum of character traits).  If done well, the player will latch on to those which suit his fancy and ignore the rest.

Creating a vague character is not the only way to get players to identify with your protagonist, but it is a way that works for a broad spectrum of people.  Idenification with the protagonist does not ensure the game will be loved either, but it does help to bring about a strong emotional reaction.  If the character you identify with suddenly starts acting in a way inconsistent with your views, or if the work as a whole doesn’t meet your standards, you will probably hate it - but at least you have strong opinions one way or another.  On the other hand, it’s difficult to love the narritive in a game if you don’t identify with the main character.

Halo 3

I would just like to mention that I’ve been playing Halo 3 for the last 5 hours.  I can’t see straight, and I have work to do tomorrow, but damn is that one fine game.  Believe… the hype.  What I can’t believe is how good the visuals look.  I’m playing it on an SD TV, and it still looks amazing HDR Rendering is your very best friend.  I know that Halo 3 is not the first game to make use of HDR, but it’s probably the most popular.  I would go as far as saying that it will no longer be possible to make any money with a FPS which doesn’t support HDR rendering.  For now, I’m going to have to sleep and finish the fight tomorrow.

Randy Pausch

Randy is a Professor of Computer Science, Human-Computer Interaction, and Design at Carnegie Mellon, and co-founder of the Entertainment Technology Center. He also serves as the Director of Carnegie Mellon’s Stage 3 research group, where he oversees the development of Alice.

He was a National Science Foundation Presidential Young Investigator and a Lilly Foundation Teaching Fellow. In 1995, he spent a Sabbatical with the Walt Disney Imagineering Virtual Reality Studio, and currently consults with Imagineering on interactive theme park attractions, particularly for the “DisneyQuest” virtual-reality based theme park. Randy is the author or co-author of five books and over 60 reviewed journal and conference proceedings articles, and his primary interests are human-computer interaction, entertainment technology, and undergraduate education.

Randy has been for some time diagnosed with terminal pancreatic cancer.  He gave his last lecture, entitled “Really Achieving Your Childhood Dreams” is an inspirational and touching presentation, and a must watch.  It’s available here for streaming.  Watching it will really give you a perspective for what you’re doing with your life, and how to focus on the things that matter.  A worthy watch (It’s two hours though, so keep that in mind).

Industry Growth

I apparently missed this article on SPOnG stating that the gaming industry will grow by 42% in two years.  To me this means two things:  Mucho dollars flowing into the land of milk and honey for those who have been creating the magic for years (I want to get in the fridge too), and as a corollary more amazing content in the years to come.  If the golden age of arcade games was from 1982 to 1986, we’re living in the Renaissance in console form.

Metaplace

So yesterday there was a brief announcement by a certain Raph Koster.  If you’re not familiar with the name, Raph has acted as Sony Online Entertainment’s Chief Creative Officer for the past few years working on titles such as Star Wars: Galaxies and Everquest II.  Before that he was the lead designer for the highly successful Ultima Online at Origin Systems.  Raph left SOE last year to found a company called Areae, and has been tight lipped about what exactly he was doing there, at least until yesterday when the cat ran screaming out of the bag.

Metaplace is a next-generation virtual worlds platform designed to work the way the Web does. Instead of giant custom clients and huge downloads, Metaplace lets you play the same game on any platform that reads our open client standard. We supply a suite of tools so you can make worlds, and we host servers for you so that anyone can connect and play. And the client could be anywhere on the Web.

The platform should allow you to set up a world with basic chat and a map to work on in under five minutes.  Although it’s not clear how the content generation will work, the platform seems to be designed to integrated tightly with the web, allowing objects to script content feeds from outside of the game, thus allowing users to shatter the walled garden which is typical in most video games (Missing since January anyone?).  While I find it instinctively unlikely to occur in the near future, Areae claims one could build a game bigger than World of Warcraft on Metaplace.  While clients are currently limited to forms of 2-D graphics such as 2.5D Heightfields, isometric views, top-down 2D, etc., the expectation is that a 3-D client will continue to be developed.  Areae is itself developing an MMO based on the Metaplace platform, but nothing is known about it presently.  Pricing information doesn’t seem to be discussed, the flavour of the language indicates cheap as free is not out of the question.

I see really interesting potential for ARGs developed on this platform.  A game with tie-ins to dynamic content generated from real-life events based on RSS feeds (fully supported) could be very interesting.  I’m extremely curious as to how well this platform will work.  At the end of the day, much of the difficulty in broad-based game design is in the creation of content and assets which require specialized skills.  XNA tries a related problem that Metaplace is attacking, but neither seems to intuitively deal with the issue that asset creation is difficult for normal humans. 

If you’re not convinced, having Cory Doctorow on the advisory board is a sufficient condition for being awesome.

Project Management in Video Games

Heather Maxwell Chandler wrote an article posted on Gamasutra this morning on the value of Project Management in Video Game Design.  I found this existence of this article somewhat suprising.  Video Games are from a development standpoint, complex on the level of Enterprise-level business applications.  Furthermore to make a really great video game, into the complex land of code must be integrated concepts of gameplay design, artwork, sound, music, artificial intelligence, and so forth.  In short, making a game is hard.

 So how can a large team of people, most of whom own a greatly varying supply of skillsets manage to possibly put togethera game worth half a damn without using project management techniques?  I understand that there is likely a history of “Business Analyst Style” Project Managers who feel that, in the words of Abraham Maslow, if the only tool you have is a hammer, everything tends to look like a nail.  Obviously the management techniques which have been have been honed in the business world to deal with highly structured process models are not going to be directly applicable to a creative work such as a video game, but to go the complete other direction would, I think, also be madness.

This article seems to suggest that the latter is exactly the case in much of the industry, which I find difficult to believe (although it would explain why 80 hour work weeks seem to be so common).  Could anybody who’s had some experience in the industry comment on that?

Red Ring of Death T-Shirt

I just saw this shirt on Split Reason and thought I’d share it with you all… because it’s amazing.  Do yourself a favor all ye who have felt the burn, and pre-order one of these puppies before they start flying out the door like an unwanted child on their 18th birthday.

Red Ring of Death T-Shirt

Top 10 Game Optimization Myths

Gamasutra has a good article on the top ten game development myths.  Very programmer-centric, but a good read nonetheless.

 Update:  I found this while cruising around, an older article by Daniel Cook on Game Design Myths.

Why Games are Important

Jamie at GameDevBlog has an interesting post about Meta-Learning that’s worth a read.

Design Concepts

A few days ago, Gamasutra put out the eight edition of the annual classic, Bad Designer, No Twinkie.

There is much that is good in that article, and a quick perusal will have you nodding your head at half the games you’ve played.  I particularly like the segment on Failure to provide short-term goals.  This particular problem is one which has caused much frustration in and about my person, and has been the single cause of my inability to complete several games.  Part of a game is guiding the player through an experience - Not spoon feeding it to her - but some direction is expected.  There are games (mostly orbiting the celestial entity that is Will Wright) which set out specifically to allow the player as much freedom and to deny specific goals at all.  This is a somewhat different matter, as the gripes entailed by the above refer specifically to scenarios under which a specific goal exists, but the goal is not adequately presented to the player.  Nevertheless, it’s a dangerous game to play (although one Will plays very well), because there is a difference between allowing the player to define their own goals, and providing no direction on goals whatsoever.   This is something I’ve wondered about with Spore (Remember Spore?).  I’ve just watched the video from the 2007 Leipzig Game Conference, and the game certainly looks more visually polished than it did a year ago, but there’s no new magical reveals on content or gameplay.  Spore is an interesting beast because it’s less a game and more a toy.  The difference between the two really are that toys are something you play with, to explore the possibility space of your imagination.  Even so, this possibility space is limited by the structure of the software, and if no hints or direction are given as to the ways in which you can explore that space, one can get frustrated easily (not that I anticipate that will happen in this case).

I’m not sure I entirely agree with the argument for Amnesia though.  This can, if done properly and occasionally be a powerful technique (a film example would be in Memento, a game example would be Bioforge), but it needs to be the focus of the work, and it’s difficult to pull off.  This is at odds with the number of games which employ the technique.

Eight years of Twinkie Denial can be found at Ernest Adams’ No Twinkie Database.

Creative Commons Attribution 3.0 Unported
Creative Commons Attribution 3.0 Unported