Monday, 16 May 2011

Finding videogame's true voice

Introduction
The main gist of this post is that we are not using the full narrative capability of video games. I believe we fail to take into account certain aspects that lie at the core of making artistic creations powerful and thus miss out on crucial strengths of the video game medium. To get to the core of these strengths, I will first have a look at other media (specifically film and literature), and then explore what lessons that can be applied to video games. What I end up with is a way of thinking that use basic elements of the film and literature experience, yet is quite different from these.

It is very easy to look at other form of media, see what they do well, and then try and copy this. I think this is a big problem for video games. Whenever a game focusing on a narrative-oriented experience is made, it is instantly compared to other media and judged according to their strengths. For instance it is very common praise to call video games cinematic, or to concentrate critique on their plot structure. Obviously, I do not think this is the right approach. Instead I think we need to take a step back, and consider what it is really in these other media that makes them work. We must then explore in what ways these concepts can (and if they can!) be applied to video games.

My suggestion for this "magical essence", which I will outline in this article, are empty spaces. The bits that require the audience's participation and imagination. Basically, the part of art that require us to be human.


The power of imagination

First of all let us take a look at literature. For this "The fall of the house of Usher" by Edgar Allen Poe will be used as an example:

"I know not how it was—but, with the first glimpse of the building, a sense of insufferable gloom pervaded my spirit. I say insufferable; for the feeling was unrelieved by any of that half-pleasurable, because poetic, sentiment, with which the mind usually receives even the sternest natural images of the desolate or terrible. I looked upon the scene before me—upon the mere house, and the simple landscape features of the domain—upon the bleak walls—upon the vacant eye-like windows—upon a few rank sedges—and upon a few white trunks of decayed trees—with an utter depression of soul which I can compare to no earthly sensation more properly than to the after-dream of the reveller upon opium—the bitter lapse into everyday life—the hideous dropping off of the veil. There was an iciness, a sinking, a sickening of the heart—an unredeemed dreariness of thought which no goading of the imagination could torture into aught of the sublime. "

This is an excerpt of a quite lengthy passage where the narrator describes the House of Usher as he approaches it. Even though it says a lot, it gives us very scarce information of how the house actually looked like. The focus is instead on the feelings and actions of the protagonist. The text tells us the response that the imagery evokes in the narrator and based on that it urges us to make up our own mental image of the scene. This is typical for literature. Descriptions are usually sparse and instead emotions and events are used as to paint a scene for the reader. A lot of responsibility is shouldered on the audience, certain knowledge is assumed and this (which I think is especially important to highlight) without the author losing any artistic control.

Next, let us consider movies. Normally one would think of movies as being very exact in their portrayal of a story, almost like a window to an alternate reality. However upon a bit of analysis it is clear that this is not the case. Film requires us to make non-trivial connections between sequences and invites us to read the minds of the actors. The Kuleshov Effect makes a clear case for this. Just watch the following video yourself and consider how your interpretation of the face changes depending on the context in which it is shown:



As we see a character on screen, we are meant to start imagining what that person might be feeling. Whenever a cut is made, it forces us to make up a casual relationship between the juxtaposed events. This can easily become quite complex as this short clip from the famous Odessa stairs sequence show:



Somehow we are able to make sense of this cacophony of imagery, constantly making connections between clips, weaving our own coherent narrative inside our minds. Just as books require readers to fill in the sensory details of a scene, a film forces the viewer to imagine the emotions and casual relationships portrayed. Both literature and film heavily depend upon the audience's imaginative interpretation and will lose its impact without it. I would even say that the greater this gap of imagination is, the more room for interpretation, the more powerful and artful the work becomes. By this I do not mean that the more obscure art is, the better it becomes. Rather, the ability to leave plenty of gaps for the audience to fill, without making the work incomprehensible and meaningless, is what makes great artists and great works of art.


Filling a gap
Even though this audience participation required in books and movies might not be obvious at first, it does not feel that strange once you realize it. It is quite easy to see that we make up worlds in our head when reading or that we construct a fluent narrative from edited imagery when watching movies. But viewed from the perspective of somebody who encounters this for the first time, I would say that is far from evident. It is really quite weird that we can count on the audience to build up whole scenes in their heads. This based on almost purely emotionally descriptive content. Dialog in literature is a great example of this, where the spoken words are alone at conveying the look, actions and sometimes even emotions of the characters involved. There are tons of background knowledge required to makes sense of this, and it would be extremely hard to teach computers the same tricks.

I bring this up mainly because I want to show that, even though all of this is now part of our everyday life, it is far from self-evident truths. For instance, film editing took a while before it was properly figured out, and its complex usages even longer. This should hint us that whatever there is left to figure out about the videogame media, we should not expect it to be self-evident or even seem like it would work when first encountered.

Another important reason for bringing this up is to show that all of these gap-filling has a retroactive aspect. For instance when connecting clips in a film, the whole meaning (ie the action that the clips portray) come together afterwards. Yet to us it seems like a continuous experience and in a way we actually inject false memories of an imagined event. This is basically how animation work, where we first see an object in one position, then in another, not until both event are experienced making our brain interpret the entirety as if motion occurred. However, we never experience it like that; we simple see it as a motion of an object from one point to another and do not notice the mental effort required.

This is even more evident in literature where descriptions of objects can come far after they were first introduced. Even though this may seem like a jarring discrepancy, it pose no problem to us and we can meld these new facts with the earlier event portrayed. For example, if we remember a tale the early happenings exist in our mental images with the detailed characters shaped during the full read-through. They are no longer the unknown entities they were when we read the passage for the first tine.

What this tells us is that we should not be afraid of giving the audience incomplete information or experiences. Not only does this "removal of facts" not pose a problem, but it actually seem essential in creating a powerful experience. It is actually as if something "magical" happens when we are forced to complete the work ourselves.

Side note:
Split-brain persons show a very extreme example of our human urge to, often unconsciously, fill these sort of gaps. For example, outlined here are some experiments where the subject effortlessly made up details from incomplete information without conscious knowledge about it. I think it clearly shows how the brain is hard-wired for this kind of behavior and that it is essential to what makes us human. This visual illusion found here also show how eager we are to create casual relationships, and how the context makes us change how these are made.


In search of the void
It is now time to take a deeper look into games and to search for an equivalent of the "gap filling" concepts found in literature and films. Instead of meeting this head on, I think it is important to discuss what it is that is especially distinct and descriptive (and thus not requiring the audience's interpretation) in games. I would say these things are:

  • Details of the world. Not only are games extremely clear on what a scene looks like, they often allow it to be exploration and makes it possible to very closely examine the various parts of the world. This is something that is especially true for 3D games, where players can view objects from almost any angle they please.

  • The fluidity and coherence of actions. As players are in direct control of the protagonist, there is never any doubt of what events are taking place. Because of the interactive nature of video games, a constant feedback loop of actions and consequences are required, forcing the events taking place to be exact. Video games are all about right here and right now.
Side note: I am aware that the above might not be strictly true for all game types and is more fitting for real-time 3D games. Although this should not disqualify any further conclusions, it might be preferable to think of the following discussion as focus on 3d video games in particular.

The above points mean that if we want to leave room for imagination in games, it cannot be the scene building from literature nor the connecting of events in film. With the level of detail of the world provided, little is left to the imagination. And the fluent events demanded leave very little room for players to fill in their minds. So what other gaps are there to be filled? To find this out, we need to take a look at a core feature of video games: interactivity.

So what exactly does interactivity encompass? I like Chris Crawford's definition (from this book):

"A cyclic process between two or more active agents in which each agent alternately listen, thinks and speaks."


What I like about this wording is that it makes it clear that interaction is not all about a user providing input. It is also about considering and then reacting to this input, and that the same applies for both sides (meaning both the human and computer). When it comes to finding opportunities for adding gaps of imagination, these are all of course on the humans side. Also note that the gaps might take place at any of steps: listening, thinking or speaking. With this in mind, I will make an attempt at some gap finding.

So where in this interactive cycle does there exist room for the imagination? The most obvious place is of course the "listening" (meaning any input). Even though we get a clear view of how the world looks like, there are still things left for our us to craft in our minds. This is something that is already present in some games and comes in the form of "environmental storytelling". Through exploration players can pull information from the world, gather details on past events and imagine emotional states of the world. Bioshock is a good example of this, where much of the attitudes and history of the sunken city can be found out purely by, the interactive process, of exploring the environment.

However, environments are lifeless entities, and while they can portray the aftermath of actions, they do not give us any feeling of agency. This greatly lessens the impact and diversity of imaginative gap-filling players can make. To take this to the next level, it is quite obvious that we need to included simulations of conscious beings. This allows us to construct mental "theories of mind", something that greatly increases the possibilities of expression. The problem is that we simply cannot do this with current technology, except at a very rudimentary level. While our techniques for facial expression is constantly getting better and better (L.A. Noir is a good example), this is only meant for prerecorded usage. When it comes to real-time procedural generation of expressive characters, we are at an extremely primitive stage. Because of this I believe that this can be very interesting to explore in the future, but not something that can be used right now.

So what else can be done? With expressive characters in real-time not an option, we must turn focus onto the actions themselves instead. As stated above, the events in video games do not leave any room for interpretation. But there still room for the imagination here though. What actions to make and why the are made.

Constrained role-playing
Imagination of the what and why of actions probably sounds a bit strange and needs some explanation. When players take control of an avatar in a video game, they are free to do what they please as long as it is accordance to the rules of the game world. This freedom might seem as the kind of gap that can be used to mimic the "magic" from literature and film. However not in the way actions are normally implemented: very specific and unambiguous. I reason so because there are two major problem with this approach.

The first is a technical one, namely is that it is pretty much impossible to give the player access the space of possible actions for any given situation. This means that there will always be events that the player can think of, but will be unable to carry then out. This limits the ability to role-play and might also leave, according to the player, the most intuitive and plausible action unavailable, breaking up flow and presence. The second problem is that the more events are added to aid role-playing, the harder it is to have artistic control, making the experience into an open-world simulation instead. As both of these problems work against one another, I think we have gotten pretty much as far as we can using this kind of design.

My suggestion for solving this problem is to have a limited number of actions available, but to lure players into imagining that the actual action performed was exactly the one they wanted to do. A very simple example of this can be found in games Samarost and Windowsill where the player can never in advance know what a mouse click will result in, yet when the action occurs it feels very intentional. This imagined motivation does not have to occur on a such low level though, and can include larger segments of the game. An example of this is The Path, where players are thrown into strange environment and forced to make up their own reasons for being there. Often this is something that is built up over a long time, yet greatly shapes how you view your entire session. I am not saying that these games are doing it the right way, only that they incorporate rudimentary versions of the ideas I am talking about, and hence can give one a basic hint of where to start from.

I bet that many will think of this concept as cheating. How can tricking the player be a proper design choice? If the whole interactive experience is an illusion, how can it carry any meaning? I argue that the same is true for other media. The events that you think happen on in film are in fact illusory too. Not only in the way that they merely consist of acting, set pieces and post production effects, but that many of the actions perceived was never filmed at all. They were instead conjured in the mind, by interpreting visual and auditory stimuli. The same is true for literature, were most of the mental images are never found in the text. Despite of this we do not describe the experiences these media give us as meaningless tricks.

Why "motivational imagination" sounds so strange has to do with the nature of interaction. When we watch a movie or read a book, this is passive experience where data only flow as input. But in the cycle of interaction, we are also part of creating output data. So when we create gaps of imagination for this kind of art work, we are unable to see it as a one-way stream of information, but have to include ourselves into it as well. The upside of it all, besides the solving the problem of role-playing, is that it fits neatly into same kind of concept that gaps in literature and film build upon. First of all, it contains a retroactive aspect to it, as players will need to digest a certain amount of data before settling on a certain motivation. It also forces us to make up a theory of mind, not for a fictional character, but for ourselves, inversely figuring out how we could come to a certain conclusion.

With this hypothesis I am not urging people to create games that are extremely linear and only require a single input. I still believe that we can have a wide palette of interaction choices, but that we might not want to be too specific about the exact actions that ought to occur. This is actually very closely related to the concept of player-avatar-symbiosis that have been discussed in an earlier post on this blog. I also do not believe that this takes away anything from the experience, but only adds to it, just like the same line of thinking does to other media.

End notes
This is far from a full theory at this point, and "environmental storytelling" and "imagined motivation" are most likely not the only imaginative gaps that can be used in games. Because of this I would be very interested in getting feedback and to hear your response on this work.

I would also like to point out that all of this awfully untested. It would be really interesting to see some Kuleshov-like experiments on the concept and see what kind of results can be made. It might be the case that this hypothesis does not work at all, or it might that it lead to wonderful and totally unexpected insights.

I also want to add that not all kind of experiences can be created like this. The same goes for literature and movies too, where leaving too much up to the audience simply does not work. Non-fictional books is one thing that comes to mind. Still, that is not a reason to not try this out. Before we try out all options that the video game medium provide, we will have no idea what can be accomplished with it.


Additional Notes: In Scott McCloud's book "Understanding comics" two similar "imaginary gaps" are explored in the medium of comics. One is the literal gaps between panels, that forces the audience to complete the missing information implied to be between. This is very much like what is found in books and movies, as it forces the reader to use external knowledge and also comes with a retrospective aspect. The second gap is one of cartoon symbolism, where simply drawn characters often can be more expressive than detailed ones. Again this requires quite a bit of interpretation from the audience.
I think this shows that the features discussed in film and book, apply to other media as well, making me more confident that they ought to play a big role in video games too.


Acknowledgments: This essay has been greatly inspired this post by Michael of Tale of Tales. If not for him I would probably have never started thinking in this direction and none of the above would have been written.


Friday, 29 April 2011

The Road to Valve

PROLOGUE
On a sleepy Tuesday evening in March, Jens noticed that someone on our forum had found not only the location of his apartment, but also had the photos from Google street-view, and photos from the inside, as provided by real estate agents. I guess there really is no right way to deal with such delicate matters, so Jens did what anyone of us would have
done; post the link in the company chat. I can’t for sure remember what we made of this proposed stalker, for only moments later Thomas posted his entry:
“Valve is wondering if we wanna come to the Portal 2 Launch Party in Seattle, but since neither Jens or I can go, we wanted to see if anyone here would be interested.”
Maybe the creepy stalker turned out to be just a regular fan with a love of fine Swedish architecture, or he found some other semi-celebrity to murder. Anyhow, it’s good that Jens is still with us, as his unfortunate departure would not only have caused some retroactive guilt, but also put a serious damper on our excitement about the upcoming trip to Seattle.
Out of the six people working at Frictional Games, three was going. Marc felt under the weather and chose to join Jens and Thomas to hold down the fort while Mikael (that’s me!), Luis, and Marcus, prepared for the journey.

Mikael, Luis, Marcus
SATURDAY
Less than a month later I stood in line to catch my connecting flight out of Frankfurt headed for Seattle. It should be noted that Frictional Games don’t have an office, so I would be meeting Marcus and Luis for the first time on the trip. Marcus would join me in Frankfurt, while Luis was flying in via Paris.
At first everything went smooth, I even had time to change my seat, seeing as Marcus and I hadn’t been seated together. Of course, I mixed up the rows and got a seat even further away. Marcus texted me: “I’m not gonna make the flight!” That’s bad news, I thought, as I was ushered aboard the plane. People crammed themselves into the plane and still no sight of Marcus. Then I got a text from Marcus: “I made it!” I wiggled myself into a weird stand, turned around, and caught a glimpse of his waving hand a few rows back. Looks like we won’t be seeing each other until Seattle.

STILL SATURDAY
As the plane landed I said farewell to the farmer from Oregon, who I had badgered for information about Seattle, and waited for Marcus to emerge from the back rows. He smiled broadly and shook my hand.
“Mr. Marcus, I presume.”
"Yes, and I feel thankful that I am here to welcome you."
Those weren’t the exact words, but I feel the Stanley-Livingstone greeting is appropriate considering the long wait.

Our Russian driver dropped us off outside our hotel in Bellevue, a neighboring city to Seattle, just across Lake Washington. While checking in, I made sure to ask about Seattle and the sights in Bellevue. The concierge swiftly pulled out a map and marked all the points-of-interest for me. I did not know it yet, but I would end up with quite a few of these maps at the end of our trip.
Luis showed up an hour later. Having found our third team member, it all seemed to come together. Luis natural suave worked well with the joviality of Marcus and my own phlegmatic disposition. After a quiet celebration of our triumph of getting there, we faced a new problem; we had basically been awake for 30+ hours and it wasn’t even noon yet.

We decided to stay in Bellevue that day and get some general shopping out of the way. The concierge pulled out another map and marked the stores of interest. We took in as much as we could of the American experience as we roamed streets and the mall near the hotel. We considered it a wild stab in the dark, but we decided to head for Game Stop and check if they had Amnesia in stock. Not only did we find a copy of Amnesia, but also the Penumbra Collection! Proud and a little full of ourselves, we went looking for food. The concierge pulled out another map, and started marking the restaurants. Despite her efforts, we ended up at Subway.
“Excuse me, I ordered a medium,” I said, shocked by the size of my drink.
“Yeah, that’s the medium,” the cashier rolled her eyes.
“But, what will the other guests drink?”
Marcus, Luis and I, eyed the huge medium cup with unease as we chowed down on our subs. The day continued and our lack of sleep became more and more apparent. Coffee didn’t help, especially not for Luis, who kept insisting on drinking hot chocolate. We made it to around 8:00 p.m. before we caved in.

SUNDAY
The next day happened to be the only day we really had time to do something before the whole Portal 2-mayhem started. We had to make this day count, but first some breakfast. We found our way to a diner called Palomino.
“Do you know what Palomino means in Spanish?” mused Luis as we waited for the food to be served. Marcus and I looked at each other with a we are going to regret this-look.
“What?” we dared.
“You know, it’s like, stains in your underpants.”
The waitress swooped down with our food.
“Everything in order?” she asked.
“Thanks, we’re good.”

“How do we get to Seattle?” I asked the concierge. She seemed confused at first, perhaps as there was no reason for her to give me a map, but told me that taxis were easy to find.
“So, taxi is the way to go, no busses or trains?”
“Oh, there are busses,” she shined and circled some areas on a map. “But, it is quite the long ride, maybe an hour. Taxis take twenty minutes or so.”
“Taxi it is,” I said while trying to figure out if I could leave the redundant map on the counter. I tried to evade her cheerful gaze, but failed. The concierge smiled and nodded approvingly as I took the map and pocketed it.

Some form of Needle

The first stop was the Science Fiction Museum, which apparently doubled as a rock museum, i.e. musical rock, not geological rocks. Personally, I feel pairing up the nerds with the bullies is a bit cruel. Perhaps it’s a part of some form of outreach program, who knows? After a strangely brief visit (not our fault, it was small) to the museum, we took the elevator to the top of Seattle’s most famous building, the Space Needle. The elevator girl yawned through her informational speech, which I assume she had repeated thousands of times before. Length, width, volume, all that good stuff, if you ever find the need to build your own Space Needle. The view was spectacular, which sort of is the point with the place. On the way down the suicidally bored elevator girl asked if we had any questions. I’ll bite, I thought and asked:
“That strange building on the hill…”
“It’s a school.”
“A school? It’s so big,” I interrupted.
“It just looks big, it’s actually quite small.”
“Fascinating,” I closed the conversation, staring into her dead eyes. Just before I started to wave my hand in front of her, to see if she was still with us, the elevator went: “Ding!” The doors opened and the girl ushered us outside.

We made our way down to the waterfront, passed a marina and an aquarium, and continued to Pike Place. It was a public market with vendors selling various knick-knacks, souvenirs, and fish. After dodging our way passed people and crustaceans, we emerged on the other side and headed up into the city.

Marcus approved!

We strolled through the skyscraper area with an appropriate amount of awe, making us look impressed, but not too touristy, until.
“Hey, look at the bus!” called Marcus. Luis and I looked at the bus breaking for the traffic light up ahead. The ad splayed across the side read: Portal 2! Whatever remnants of cool we still possessed escaped us. It was a funny feeling, being proud for Valve’s sake. It was not like we had anything to do with the game itself, we still did our thing. We were still Frictional Games, yet we happily associated ourselves with the American giant. So we took some pictures.

Suddenly we noticed some people we recognized on the other side of the street. It was a group of indie-developers from Two Tribes.
“Are you guys coming tonight? All the indies are meeting,” they said.
“Right, at Joey’s, we’ll be there.”
“Is it true, that this is the first time you guys met?”
“Yeah. We don’t really have an office. Luis is not even in the same country.”
“That’s insane. You made Amnesia without ever meeting?”
“Yeah.”
“Weird.”
“Um, ok.”

After a brief encounter with Seattle’s chinatown, we made our way back across the lake, to Bellevue and the hotel. We were starving and a place called Pagliacci Pizza would have to do.
“Could you pull back on the cheese… like a lot?” asked Marcus. The waiter looked puzzled and simply said yes. American food, sure was bit excessive sometimes.
“I’m sure we are fine. As long as Pagliacci doesn’t mean something nasty in Spanish.”
Luis raised his eyebrow mischievously.
It really didn’t mean anything, and I knew it wouldn’t. Since Pagliacci is a very famous opera about a clown, who murders his wife and her lover on stage. Which sort of goes to tell, if you are picking out a restaurant name, depressing wins over nasty every time.
The food was actually really good, except for the beer which was like a strange mix between apple juice and a Budweiser.

The evening finally culminated at Joey’s where we got to meet the other indie-developers. It was a nice and welcoming group which quickly turned the night into a merry event.
“You guys did Amnesia, without even meeting – not once?!”
“Yeah.”
“Weeeeiiiird.”
“Um, ok.”

MONDAY
This day would be all about Valve and the release of Portal 2. I woke up giddy as a kid on Christmas Day. At least if that kid just happened to have been doing some heavy drinking the night before. I popped a painkiller and headed downstairs to the lobby. Now to figure out how to find Valve. I felt the concierge reaching for a map behind me as one of the other indies said: “Oh, we know where it is, just follow us.”

At Valve we were quickly ushered into a hallway where a cornucopia of food were presented to us as breakfast. Pastries, fruit, and coffee. It was enough to please even the most starving developers. On the other side of the hall was a table filled with Valve swag. Portal bags, signed copies of the game, t-shirts, companion cubes, the list goes on.
“Are these for the champions of the ARG?”
“There too many of them, they must be for us!”
The indies descended upon the free stuff, lifting it into the air, laughing maniacally as if receiving bounty from the gods. Slight embellishment, but we might as well had.

Time for the tour. It may come as a surprise to many, but game developer’s offices are quite conventional. I’m sure many have found out the hard way, but it simply isn’t that convenient to work inside a laser-tag course or a room fitted like a medieval castle. It usually comes down to some minor decoration – a headcrab, a turret, a gold crowbar, and so on. What did catch my attention was Gabe’s knife collection. The collection has an entire room dedicated for it and it is indeed filled with neatly displayed knives in all shapes and forms. I find it funny how readily we accept this oddity inside the offices of a successful company, while in someone’s home, we would instinctually stab the closest friend in hope his cries would distract the owner long enough to get the heck out of there.

Lunch was a massive joint effort and the small army of developers sieged a local restaurant to cure their hunger. Across the table sat John from Steam. We talked about this and that, also happened to mention our strange experience with American beer at the pizza place.
“There is some really good beer here, you just need to know where to find them,” he said and we thought little more about it.

Seat hogging indies

Everyone gathered inside a conference room for an ARG post-mortem meeting. The few chairs filled up quickly, so people ended up leaning on the walls or sitting on the floor. The place was packed, but it was a nice feeling. It felt like going to a convention, with a lot of positive and smiling people. As everyone started to share their experience with the ARG, my eyes opened up to what really had been happening. It is difficult to explain, but I felt that we might have been working too much on pleasing our fans and not the fans of Portal 2. I started to doubt our efforts, but I would soon be swayed.
“Jeep, when would you say you first felt like the ARG was really taking off?” asked one of the indies. It should be explained that Jeep is a man working at Valve. Not only did he spearhead the ARG, but he is also one of the original creators of Portal. Whatever he has to say, it counts for something, at least in this situation.
Jeep sat on the floor in a lotus position, serene like a buddhist monk.
“I think it was when I first saw the glyphs in Amnesia,” he answered after a moment of forethought.
My spirit lifted, we were in the clear. I looked over at Marcus and Luis and we shared a silent Hell yeah!-moment.

We headed back to the hotel to drop off our free stuff and suddenly found ourselves in the lobby again. Valve had planned dinner at a place called Purple. No one of the nearby indies knew where it was, but it was supposed to be close by.
“Do not fret, for I know a way,” I said confidently, “Concierge! We require a route to Purple!”
“Ooh, I found it on my iPhone,” noted another indie.
“Please be quiet, I’m trying to bring this whole map thing to a deserving finale.”
The concierge produced a final map for my collection and circled the hotel and the restaurant called Purple. It was a great moment of camaraderie. I felt a high-five coming on.
“I can see you guys are having a moment, but we really need to get going,” said one of the indies.
“Fine.”

"It's alive!"

After we shared a fancy dinner at Purple we made our way back to the office for the release party. The place had been transformed into a club with people dancing and drinking. We grabbed a few beers and sat down in the lounge area. Then John, the Steam guy, popped up.
“Hey, guys, I heard you wanted to try some fine American brew.”
John had brought with him some real beer and started to fill our glasses. It was truly a heartwarming experience. We were just three guys among a huge pile of indies and he really made us feel welcomed.
“Is it true you guys never met while making Amnesia?” he asked.
“We know – it’s weird,” we sighed in unison.
“I was gonna go with impressive, but yeah, I guess it is kinda weird.”

Luis with some guy named Chet

The evening turned out really well. As the ARG finished, Portal 2 was launched with an actual switch thrown by the Champions of the ARG. After more beer and cake (no lie), we were ready to head back to the hotel. As we were leaving, Chet Faliszek, writer at Valve, approached us.
“I just wanted to say, I really like what you did with Amnesia.”
“Really? You like our work? Are we even allowed to speak to you?”
“Of course, we’re peers. You made a great game, we made a great game. Simple as that.”
There was nothing more to be said or done. We were humbled by the great experience of visiting Valve and with good humor returned home the next day.


Wednesday, 27 April 2011

The Portal 2 ARG Postmortem

On Saturday morning, the 11th December, I came across a strange mail as I did my early inbox checking. The email in question was an invite from Valve, asking us to visit them on the 17th, merely 6 days away, for reasons that were quite obscure. The only thing we knew was that it had to do with Portal 2 and that it might involve other game developers. We were of course intrigued, but at the same time a bit reluctant as we had to travel, a not short journey, in only a few days. However, after a few minutes of deep introspection, we thought "what the heck" and decided to go.

Having come to this decision we were not sure if we would be able to travel though. Two years earlier it had become mandatory to have a visa in order to enter the US. Remembering the trouble we had with visas for our trip to Moscow, we feared that we would not receive them in time. Luckily, it turned out that that as soon as you pay for your visa, you are free to go. No wait or anything like that. And thus, Jens and I were ready to cross the Atlantic!

Guess what time of the year we visited...

Seattle (or Bellevue to be more exact) lies at the western American coast and it takes about 24 hours of travel, from door to door, for us Swedes. Needless to say it is quite an exhausting trip. Added to this is a nine hour jet lag, that caused us to lie fully awake in the middle of the night (sleepless in Seattle, har har,...). And as if that was not enough I also managed to blow my left eardrum, forcing me into the weird habit of turning my right ear to face whoever spoke to me. I digress though, enough of our troubles and on with the fun stuff!

The morning after the arrival we went to the Valve headquarters, situated at a 15 minute or so walk from the hotel. At the lobby we were greeted by an automated gun turret which we barely managed to sneak past, only to get ambushed, caught and forced into a meeting room full of indie developers and a few Valve employees. Everything started out with nobody, not even the Valve people, seeming to have a clue what it is all about. It was all quite ominous to be honest. At this point Gabe entered and explained the master plan, which finally made us understand the purpose of our visit. The gist of the idea was to make the community release Portal 2 and do so with the help of a bunch of indie games. Basically, a nice way to make the users take part in the release of the new Valve game and a boost in publicity for the other developers involved.

By throwing a can we misdirected it and had time to slip past...

The two days planned at Valve HQ were then all about figuring out how to go about doing this. Here Valve had no clear guidelines and just basically wanted us to brainstorm all kinds of weird ideas that could be used. My and Jens' crucial question to this was of course: "Do we need to worry about age rating?". When answered with a negative, all kinds of strange ideas started brewing in our evil heads. For instance, one early idea was to have live-footage of someone being tortured (all acted of course, promise!) and make that into massive Milgram-kind-of experiment. This was scrapped for some other ideas though, which I will get back to in wee bit!

The view from Valve's office is quite nice.
Somewhere out there big foot roams...

An important note here is that all these meetings took place without us having to sign a single NDA. This is pretty much unprecedented when dealing with big companies, who all normally require all kinds of soul-selling documents to be signed in blood before anything can be talked about. Valve also gave us full access to their IP, usage of assets for Portal and whatnot. During the visit they also allowed us to roam around the office (no ep3 found, sorry), try out an early build of Portal 2 and let us in on some other secrets (no ep3 there either, again sorry).

In one dark corner a strange ritual seemed to be in process.

When meetings were done on Friday, there were tons of ideas on what to do, a very basic outline of the event flow, but still nothing very concrete. The plan was instead to let everybody think about the things discussed and to set up a wiki and mailing list where the discussions could continue. Now all what was left for us was to go home the next day. Except that did not happen. Instead Heathrow got overwhelmed by some flakes of snow and canceled all flights. We were now officially stuck and had worries whether we would make it home for Christmas or not. Fortunately, we contacted Anna at Valve who put pressure on the booking agency and got us new flights home for the very next day! In business class! Now all was good except that my ear started leaking some strange liquid (and continued doing so for the following two weeks), which I was forced to wipe off every ten minutes. Despite this we managed to get home somewhat alive on Monday night.

After some rest and ear-drainage, we started to lay out plans for our part in the ARG. As we were in a tech-development phase of the next, super secret, project, the artists did not have that much to do and we figured we could let them focus on the ARG instead. This led to us coming up with the idea of a Portal game set in the universe and style of Amnesia, with the addition of a juicy perma-death mechanic. The main reason simply being that we wanted to see how it affected the level of scariness and had high hopes we would mess people up.

With the above set, I threw together a basic design for the game; a sort of Saw-like trial run orchestrated by a, Báthory-inspired, mad young lady. At this point we did not worry too much about of the ARG puzzles, mainly because there was nothing decided, and figured we could just add it later on.

My design of the add-on story "Justine" started out very basic (and honestly quite dull), but through great efforts by the rest of the team it managed to get really nice. For instance the puzzles, especially the first one, were not all that great at first, something that Jens managed to fix when scripting. Mikael, our writer, added quite a lot of depth to the initial plot and our artists, Marc and Marcus, created very nice levels and graphics out of my crummy sketches and often non-existing descriptions. Because of their endeavors me and Luis managed to stay focused on the tech most of the time, only chipping in a bit at the end.

Design sketch for first "Justine" Level. This is all the artists had to work with basically.

The ARG really picked up pace once Jeep from Valve put together a document outlining the basic steps of the meta game. It was here that the guidelines for each of the three updates were set and now we started contemplating how to add the clues to Amnesia. Our first idea was to release the "Justine" expansion at the start of the ARG and then add new elements to it at each update. Mikael was put on designing these puzzles.

As the ARG was getting closer, we started to realize that we would not have "Justine" ready until the meta-game's start date. This forced us to re-think how the different hints were added in our game (meaning the puzzle work done by Mikael had to be thrown out). Amnesia being a serious game that is all about atmosphere, we did not want to add cheeky out-of-place stuff scattered here and there; instead we wanted all hints to fit the game. The idea was now to have all of the updates in Amnesia, but to have them as elements that an unsuspecting player would take for a part of the game.

In this new design, we had all three clue updates in the normal Amnesia: The Dark Descent and then for the final "crescendo" event we would release the "Justine" expansion, with the goal of having X amount of people complete to unlock our final part of the ARG. Our, somewhat sadistic, hope was the people would reluctantly force themselves through the game to complete the final part of the ARG.

However, it turned out I had missed that this part of the ARG had changed (which Dan of Dejobaan pointed out to me), and was now just all about playing games instead of achieving certain objectives. This forced us to release "Justine" a bit earlier and also moved a hint, meant for the normal game, into "Justine" instead. Again Mikael was put on the task of creating the puzzles needed.

The day before the ARG started, I put together a cryptic blog post, with the intent of introducing the community to a character that might help and confuse them during the ARG. Our initial plan was to keep everything "in-character" according to our own sub-story, with forums posts complaining about escaped animals and the like, hopefully with people wondering what was true and what was not. Unfortunately, it was figured out very quickly that the whole thing was an ARG for Portal 2 (or at least the general Internet-consensus was this) and instead we just used the character to hand over some hints.

The potatoes emerge from the darkness!

Finally the ARG arrived and people threw themselves over our update. This first update was really just meant to contain very little of interest, essentially only displaying a special glyph, a letter and peculiar sentence. To pad out the update a bit, and to hide the hints from people searching the new files, we added some un-exciting assets from "Justine" and a few fake hieroglyphs that were only visible to those not looking for the glyphs in-game. It turned out that almost no attention was paid to the important content though, instead most people were extremely excited about the "Justine" assets, some even convinced that a new secret level was hidden somewhere (and found several plausible locations for this lost place). The hieroglyphs also turned out to be more interesting than the correct glyph, and people even started to decipher their meaning. I actually felt a bit bad about this, and even though no ancient Egyptian expertise would be needed, we decided to use the glyphs somehow in later updates.

14 hieroglyphs, 1 ARG glyph, and one strange Marc:ian sign.

This brings us to the second update, in which we were supposed to have some minor Portal hints. Our choice of hint was to project the shadow of one of the Portal 2 robots onto a wall in the start menu. My hope was that people would take a screenshot, and make photoshop-enhanced images, ala big foot footage, with heated discussions on what it look like ensuing. That did not work out as planned of course, and instead someone found the actual texture, where the portal 2 robot was clearly visible, even before it was spotted in the menu. Our evil plan was spoiled. Lesson learned: always hide the fun stuff!

The shadow of a robot was not all that was part of the second update though. We had also added some clues, that lead up to a special steam overlay and a password for Rush. At first these clues where all simply in a note and a clear voice message. But as we thought it was so fun to watch people trying to crack the riddles and search our files at the first update, we decided to add more content and make the puzzles a bit harder. This was accomplished by encrypting the (already cryptic) text with a non-standard substitution cipher and by adding some noise and effects to the voice message. Along with this we also added four rar files, one of which could be opened by solving a puzzle involving the previously mentioned hieroglyphs and some knowledge of the Cthulhu mythos. The first rar then contained a password to the next rar and so on. Each rar file also contained a text and image that would tease about the soon to come "Justine" add-on story. Unfortunately, pretty much nobody bothered about discussing these bits. Either people were too caught up in solving the puzzle (only seeing the texts and images as means to an end) or they were not that interested into solving the puzzle and did not pay attention to what was uncovered.

One of the hidden pictures that nobody cared about.

As we added these new stuff, especially the hieroglyph-related puzzle (that was written on a wall) and the encrypted note, I think that we might have disturbed the atmosphere a tiny bit too much. The encrypted note uses a cipher that could have been used in the 19th century, but still feels a bit out of place. The (hidden) writing on the wall is even worse as it does not really makes sense in the game's world. I think they did not interfere with many (if any?) people's experience in the end though. Still, it is worth thinking about the impact that this kind of stuff has on the normal game, even if it is just a for a limited time.

A few days later it was time to release update 3, which meant putting "Justine" online. As the ARG hint was unlocked by making a perfect run through the game, some precautions were put in. First of all, the maps and script files where compressed and encrypted, thus not allowing any editing or peeking. This together with some other safe-guards also ensured that the maps could not be chosen individually and needed to be played in the set order. Finally, some important assets like the game config and enemy files were given CRC checks to make sure they were not meddled with. Even so, someone figured out that enemies could be disabled by renaming their folder after the game was booted (when the CRC checks had been made). Tricky bastards...

Bug testing in progress... (you might wanna enlarge it by clicking)

With update 3 out and us having checked that it ran okay (we added some fixes the day after release), we could relax more and did not take as much part in the ARG as we had earlier. A few days later the final crescendo part of the ARG started, where all the games taking part in the ARG needed to be played in order to awaken GLaDOS. It was really fun to see how our game's bar went the slowest. People afraid to play = mission accomplished!

It has been great fun taking part in the Portal 2 ARG. Being on a project together with other indie devs and Valve, trying to figure out tricky riddles, lurking in IRC channels, etc, have all been awesome. Apart from all the jolly good fun, there have also been financial rewards to this. Amnesia sales alone went up a lot during the ARG, and we were on the Steam 20-top for quite a while. The first two days of income pretty much paid for all work put into the "Justine" add-on story. Now as the ARG and sale is over, our daily sales have almost doubled, so not only did we get boost during the event, it also had a lasting effect on people's awareness of Amnesia.

If you are interested in reading more about the puzzles that were part of Amnesia or any other game's updates for that matter, head over to the ARG Wiki.

Also make sure to check out the other postmortems written by some of the developers that took part in the event:

A final note: For those that do not have Steam, "Justine" is coming... soon...and there will be surprises!


Tuesday, 12 April 2011

Amnesia: The Dark Descent gets a free expansion!

Amnesia on Steam now comes with with 20% more horror and 10% less cake. Enjoy this brand new flavor of canned horror - manufactured with license by Aperture Science.


(Might contain traces of potatoes)

UPDATE:
Now with the Portal 2 ARG over, we will release the new content, an add-on story called "Justine", for all non-steam versions of the game aswell. And there might be other surprises too ;)


Thursday, 7 April 2011

Call for assistance

Note:
The following was all part of the Portal 2 ARG that we participated in and is not really important any longer. Keeping it for historical reasons.

So I just awoke to what can only be described as manic giggling and intense keyboard mashing. First thinking it was hallucinations caused by recent days' fumes I ignored it. But it would not go away and I finally went up to investigate. What I found was that my desk was spattered with fresh blood and mucus, something I spent the last minutes cleaning up with high pressure hose (we installed one after the "Sottoth-incident").

Anyhow, this can only mean that one of the old specimens, subject H, has escaped once again. How he did manage to pick the lock without any fingers boggles the mind. I guess he always did have dexterous feet though. Once we catch him there will no more of that though.

In any case, if anybody spots strange messages on the forum or whatnot, please ignore them and just report back to me or anyone at FG. I assure you anything that subject H says is all just a mad animal's ramblings. Nothing to take any note of. Would be great if you all could help me catch the bugger.

Oh, well time for placing some bear traps I guess!


PS: Good news from Razer, looks like the problems are fixed now. To all those that have reported missing limbs: we are working on finding (somewhat) fresh replacements!


PSS: What in god's name is that in my shoes!!!


Friday, 1 April 2011

Some thoughts

Note:
The following was all part of the Portal 2 ARG that we participated in and is not really important any longer. Keeping it for historical reasons.

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