Narrative Environments

6:39pm, Jun 21: Nathan decided to talk about Uncategorized

RPS pointed me at an interesting article about ICO vs Fallout 3. It’s an interesting read, especially because Moorguard from the EQ2 team has talked about similar things in the past, how the best game storyteller he knows puts the story in the environment rather than the dialogue or cutscenes.

In the past I have been less than favorable to this approach, as it appeared to make stories into an archaeological expedition. You’re entering a place where things had ALREADY happened - lots of what we might call lore, but not so much for ongoing plot. You can see this in a MOD like Dear Esther - a spectacular narrative and environmental piece that still makes itself feel like it takes place entirely in the past tense. Partially to blame in that, I think, is the fact that the narrative itself is in the past tense.

Now that I read this article, I think about the museum exhibits that we have helped to create. Museum exhibits tend to present a scenario to people. “This is how things were / are” in terms of displays and interactives. The visitor is invited to look and to play and immerse themself in this different world. Then, in terms of exhibits that try to change things, the audience is encouraged to some sort of action. “Now that you know all of this, what will you change?”

Perhaps the narrative functions of a museum space could be adapted to the narrative space of games. The player enters a new area (or an old area that has been changed in their absence.) The player then travels the area learning what WAS - and then is called to action. Now what will you do? These things do not require a lot of exposition or talking. They can be cut down to the short bursts of speech you see in movies (people in movies don’t talk a lot) and set pieces.

That’s something I’d like to try.

Painting Pixels

12:20pm, May 20: Nathan decided to talk about Game Design

If you spend any time at all online talking about video games, you inevitably run into some form of the “Are games art?” question. Someone will say yes, someone will say no, and someone will say “No! When will we get a game that will go down in history as Art and finally give us some legitimacy?!”

That last one always amuses me, because the Art label leads to controversy and derision as often as it leads people to think the work in question has any sort of social merit. See: “My 13 year old could do that!”

I’m going to sidestep the truth or falsehood of the statement “Games are / can be Art” and talk a bit about how games can be like Art; specifically, paintings.

Paintings usually get one chance to communicate whatever message they have. If someone likes a painting a lot they might return to it but usually people look a painting over (this is assuming a gallery or museum setting here) and that’s all she wrote. If you want to tell someone anything, you have to concentrate your message!

I’m seeing a lot of Indie or Art game creators realize that they have to take the same tack. Game playing requires a lot of mental resources - at least until you master the game - so if you want any sort of message to rise above “Press this button to jump, this to shoot, oh I have to dodge that guy!” you have to make it simple, direct, and concentrated.

Games like Gray or Passage do this admirably. They are both very short games and they have a very clear topic. I can’t say that Gray’s final message is super clear, but it makes you think and that’s the point.

Games, what are they good for?

4:15pm, May 19: Nathan decided to talk about Studio Cypher

Hard to believe that Studio Cypher has just about reached its four year mark. It’s been a pretty crazy four years. We’ve sold Multiplayer Novels, we’ve made games for Museums, and put together some pretty cool flash games. We’ve also stumbled a few times, done far too little talking on this blog of ours, and wondered what the point of it all a few times too.

I have, at least. Well, I went to the mountain and came back with a couple ideas, thoughts, goals, or whatever they are.

1. Jane Mcgonigal is right, games can change the world. We’re getting right on that.

2. Our true home is in the Indy Games arena. That’s where the artists of the game world really are, and that’s where I plan to spend a lot of my time.

We’re wide awake and twittering.

3:55pm, May 19: Nathan decided to talk about Studio Cypher

And we’re here in the 20th century with a brand new shiny twitter. Follow us at http://www.twitter.com/StudioCypher

More info about what we’re up to soon. It’s some cool stuff.