Sunday, 17 March 2013

Puzzles and Causal Histories

In the last post I brought up a few reasons why puzzles should not be dismissed. In this I will bring up another one: making the player feel as an active force. I refer to this concept as having a causal history. My hope is that it provides a new way to view and evaluate puzzles.

First I must go over the term "causal history". Basically, it means the sum of actions that players feel they have caused; any previous actions remembered as "I did...". Having finished watching a scripted sequence, the causal history will just be "I triggered a scripted cutscene". But if participating in a gun fight, the memories may be something like, "I first shot that guy,  dodged a flying knife, threw a grenade ..". Causal history is a tightly related to agency. A rich causal history increase the feeling of agency. It creates a personal experience for players; an experience where they feel much more present.

Consider these three different gameplay segments, as retold by a player.

1) As I walked up to the door a cutscene started. I watched the protagonist search for a key. Rummaging a few nearby drawers and boxes, she managed to locate it. She unlocked the door and entered the next room.

2) As I walked up to the door, I found a guiding cursor pointing at a box. Searching the box I located a key. The cursor now indicated the door as my next objective. I interacted with it, unlocked it with the newly found key and entered the next room.

3) I walked up to the door and found it locked. I had recently overheard that the orderlies hid spare keys and proceeded to search nearby boxes and drawers. Turning an dusty crate upside down a key was revealed. I picked it up and unlocked the door. I was now able to enter the next room.

All of the three have the same thing happening, but involve the player in the different ways. The dividing factor is the amount of agency provided. The player has, to various degrees, been shown or participated in a happening,

In the first example, the game takes care of the whole situation, and the player does nothing. In the second and third examples, the player does the exact same things; the third, however, provide a much stronger sense of causality. In one retelling the player is explicitly told what to do, in the other the player is implicitly hinted what do. The third one manages the latter by being designed as a puzzle, resulting in a rich causal history.

I think most will agree example three is the kind of experience one wants to strive for. This sort of gameplay set players smack in the middle of the happenings. They are present and responsible; causal agents in the narrative.

By paying attention to this concept an aesthetic for designing puzzles emerge. One wants to have puzzles that  provides the strongest and most detailed causal histories. It fits neatly with the idea brought up in the previous post; that puzzles should give the player a feeling of coming up with solutions on their own.  By focusing on causal histories puzzles become a means to implicitly guide the player through a set of actions. It entails setting the player in a certain frame of mind, to give hints and provide relevant exposition.

While trying to think up complex chains of actions for the player, one cannot get too carried away though. The rules set out in the previous post must still be adhered to. If not, there is a big risk players get stuck, counteracting the intended experience. It is a balance act, and one of  taking risks,when it comes to determining the complexity of puzzle. It should provide strong causal histories, but at the same time it can not break the flow of the narrative.

Another aspect is that simply adding more actions is not good in itself. The actions that make up the causal history must fit the narrative being told. For instance, if a puzzle-lock is added to the box containing the key, it adds nothing to the experience. It just halts the flow and gets in the way. Padding will not improve the experience, but only detract the player from what is intended. Actions should be meaningful or not be included at all.

Having puzzles is not the only way of creating causal histories. Earlier I gave a gun fight as an example of a detailed sequence of actions. This is a form of gameplay that arise directly from the underlying mechanics. If possible, it is an excellent way to create agency.Many situations are however impossible to create in this manner or just too expensive.  Classical gameplay also come with a lot of problem that often break the sense of immersion (outlined here), making it at times undesirable. It all depends on the situation. For any given segment, it is crucial to make sure that a puzzle is the best approach.

Let's summarize. Following this aesthetic one designs a puzzle in a way that gives players rich causal histories. The retelling of a puzzle should be dense with the player performing actions, not passive spectating. One must also make sure that the puzzle does not block the flow, and the actions involved must support the intended experience, not hinder it.

Even though I have not used this approach much for actual work, it has already made me see a few puzzles in a new light. I think there is a lot of potential in this concept and look forward using it more. It might of course turn out to be the wrong way of thinking, but so far so good.


Thursday, 21 February 2013

Puzzles, what are they good for?



I recently came a across this article from AdventureGamers about puzzles, and it got me thinking. The article covers the different ways in which puzzles have been swapped for other activities over the years, something that I am very interested in. There is so much great about adventure games that just seem to be held back by their puzzles. It always seem that they break the flow of the experience. I find that many adventure games are more engaging to play when you have a walkthrough close at hand. Of course, consulting a guide has it own share of problems, and is far from an optimal way to play. Some other solution must exist.

Ever since we started Frictional Games, a big goal has been to try and fix this somehow. With each game we have incorporated new ideas in order to deliver a more streamlined experience; to try and minimize the problems that puzzles tend to cause.

When we started our Super Secret Project our initial idea was to get rid of traditional puzzles entirely. A focus from the start was to have levels where the goal was very clear. We wanted to create "scenes of drama" where the player would be free to role play without worrying about solving puzzles. But as the project has progressed, more and more traditional puzzle design have slipped in. I have been aware of this for quite a while, but the AdventureGamers article slapped me in the face with it. Despite all our efforts to the contrary, we seem unable to remove the puzzles entirely. There is just something that makes them a crucial ingredient.

The three main reasons seem to the be following:
  • Goal. They give the player a goal. When a situation is set up in the form a of a puzzle it is so much easier for the player to understand what to do next. It sets up a framework on how to behave, act and what outcomes to strive for. Actually, it is more accurate to say that setting up situation in a comprehensive manner gives you a puzzle. So the puzzle-element is simply a sort of side effect. (For those interested, here is an entire blog post dedicated to this subject).
  • Structure. It is an excellent way to set up a structural framework and provide flow. It is impossible, and story-telling wise unwanted, to allow the player to go in whichever way or do whatever they please. It is necessary to set up scenes in such a way that it confides the player to a certain path (or paths). Puzzles provide bottlenecks that are implicit and goes along with the narrative. If you want the player to visit rooms A, B and C before going to room D, you can set up a puzzles that achieves this. This system also lets the player drive the story forward. Instead of it the game telling the player when it is time to move on, the player is the ones in control. It also sets up a nice way to control the flow of the narrative. For instance, if the player is required to slow down and remain in an area for a while, you can have them searching for clues or engage in other puzzle related activities.
  • Immersion. Puzzles are a great way for the player to become part of the story. When solving a puzzle players use their knowledge of the game's world in a way that has an effect on the narrative. Players become one with the story and base their decisions on that. The puzzle is not there to test the player's wits and/or hinder progress, but to increase the sense of presence. By having something that requires the player to connect the dots often makes it much more engaging. Like how a description in a book can be more compelling if written in an indirect and/or metaphorical fashion.
I find all of these strong arguments for having puzzles. But at the same time the problems of puzzles remain. The AdventureGamers article point a few ways in which games have worked around puzzles; but the problem is that this mostly also removes what is so good about puzzles. For instance, The Walking Dead uses important dialog options to make the player part of the story. But in order to this, the game needs to have long cut scenes and reduce its scope of interaction. Players no longer push the story forward or get implicit goals. The game simply tells them what to do and when it is time to move on. For all its accomplishments, The Walking Dead fail to deliver a game where you play all the way through. This is not the kind of experiences we want to make at Frictional Games.

Instead of thinking about what to replace puzzles with, it is more rewarding to consider how to evolve them. How to improve them in a way that keeps the good traits and removes the bad. The first step towards this is to consider why we have puzzles at all. I think a major reason many adventure games gets problems with puzzles is because they are never justified. Every puzzle is seen as a "fun challenge", a feature with intrinsic value that should not be questioned.  I think that simply asking the question: "how does this puzzle serve the overall experience" is bound to be a good start.

Once it has been decided that a puzzle is really needed, the next question is what kind of complexity it should have. If you want a game that is about engaging the player in a narrative, you really want the puzzle to be as simple as possible without losing any of the benefits  So what is simple enough? My current gold standard is:

"A puzzle should make players to do something in such a way that they feel they came up it themselves."

This means that the puzzle must give the player some kind of "revelation" and must not feel spoon fed. The path from encountering the obstacle to performing the solution should not be too obvious or simple. However, this often means puzzles become too complex and/or difficult. The solving problems then devolves into "guess the designer" which ruins the intended effect. The player should be kept inside the game's world and never be forced to think outside of that. What follows are some of the ways we try and solve this:
  • Locality. All ingredients for solving a puzzle should be in close proximity to one another. This makes sure the player does not get stuck because of missing a clue or an item at a now distant location.
  • Multiple Solutions. Having many ways to solve a puzzle is often used as a replayability feature. In our games, it is instead used to make sure that the solution feels natural and intuitive to a wide range of players. In many cases we have actually implemented whatever fitting approaches that testers have tried (to the point of even allowing button mashing as a way to progress). 
  • Low Item Density. By making sure there are not too many locations, objects, characters, etc, one can avoid confusing the player and leading them on stray paths. Too few items can also be a problem of course, so one has o have a bit finesse.
  • Coherent Simulation. This means that mechanics work globally and are consistent throughout the game. For instance, a pickax is able to break any object made of ice. Most of the recent great puzzle games like Braid and World of Goo use this approach; however all these games are set in fantastic realms where the mechanics come before the story. In a narrative driven game aimed to have a sense of "reality", it is much harder to be 100% consistent. We have tried it with physics and it comes with all sort of trouble. More info here.
  • See it as an Activity. When possible it is often rewarding to think of puzzles as an activity. This push you out of mindset of just thinking about having clever solutions. If you want to have puzzles that are there to enhance our storytelling, they need to stop being seen as challenges. 
  • Part of the World. The most obvious, and also hardest one: puzzles should always stay consistent with the story. If not, it will be painfully obvious when one is encountered. Resident Evil is a poster child of this; very few of its puzzles make sense in the game's world.
  • Story Coherent Hints. I think the best way to make sure that the player is not stuck is to have protagonist comments, notes, or whatever auxiliary means, show the puzzle from different angles. This in order to make sure that the player has not misunderstood some concept and is seeing the puzzle in the "right way". If players get stuck, the most common cause is that there is some step in the logic that they failed to catch. By having subtle hints it is possible to minimize this from happening
The above tips are meant to facility a smoother experience for the player while trying to solve the puzzle. Another important issue is how to make it clear that there is a goal at all. Player often get stuck in games because they do not realize what their objective is, what puzzle it is that they are supposed to solve.  Here are three ways that can help overcome this problem:
  • A Clear Goal. This is probably what we have tried to use in most of our games. It basically means that you make sure players know where to go next. In Amnesia we always tried to have some obvious obstacle or let some kind of note/vision give a hint. As a back-up we also employed a somewhat immersion consistent todo-list, where further hints where given. 
  • Hidden, but guided. Sometimes it is possible to never tell the player exactly what to do, but guide and/or confine them in such a way that they will stumble upon it eventually. A simple, but effective, example is in Silent Hill 2 where you need to escape a well by finding a loose rock. It is a great way to create a sense of panic, and since the solution is so easily found it never becomes frustrating.
  • Spelled out Solution. This is when you just tell the player front up exactly what they are supposed to be doing. This might seem kind of of boring, but can work really well in some situations. A perfect example is the food rationing in The Walking Dead. Here it is obviously clear what you need to be doing, but a quite hard to decide who to give food.
Despite following all these rules, it is not sure that you come up with a puzzles. It is vital to not see them as stumbling blocks along the players's journey. You want something that enhances the player's time in the game's virtual world. Not something that reduce it.

A very bad example of this is in the remake of Broken Sword. When encountering a locked door, a sliding puzzle pops suddenly pops up. Disregarding that I loath sliding puzzles, this is really bad. It has nothing to do with the game's narrative. I gain nothing in terms of a connection with the story by solving this. It is simply there to hinder my path. What makes it worse is that the obstacle itself, a locked door, is not really interesting. The designer has taken an uninspiring set up and made it worse. This is a bad usage of puzzles.

A good example is found in Call of Cthulhu: Dark Corners of the Earth, where you need to open a passage to a priest's secret hideout. Upon arriving at the church you are not aware of there even being a hide-out and need to read this in a note. Here is also a clue on how to access it; the church bell must be rung in a certain order and opening up a secret passage way downstairs. I think this sort of puzzle is great; it requires a combination of lore, exploration and force the player to make narrative connections. It also lets you interact with the environment in an interesting fashion. By both discovering and opening the secret passageway the player has an active role in the progression of the story. 

There is a catch though. The mechanism for opening the hideout makes little sense. The whole town would notice whenever the priest wants to go to his lair. But in the end, it does not matter. It satisfy enough criteria to still be a good puzzle. This is a really important aspect of the craft.

Coming up with puzzles is hard. Coming up with puzzles that are coherent, engaging and fit with the flow of the narrative is extremely hard. If you want to make an engaging and varied adventure, it is impossible to make every puzzle perfect. Above all else, the puzzle must fit with the experience that you want to create. Players can see past strange mechanics (like the above bell puzzle), live with simplified inventory system (like in The Walking Dead) and other sub-optimal solutions as long as it serves to enhance the experience. This is very important to remember when creating a puzzle. 

The goal is not to make players think you are clever or to do the most complex set up. The goal is to make sure all parts serve the experience as a whole. It is very easy to forget this (I have done so many times myself) and it does not help that puzzles are fiendishly hard to evaluate. But I think that with the right mindset, it should not be an insurmountable challenge.

As mentioned in the start, over the years puzzles have been pushed aside for other mechanics. Games with more progressive design either push the puzzle elements into the background (eg Uncharted) or base all around a specific mechanic (eg Portal). I do not think it is time to give up on the more classical adventure game puzzles yet though. By this I do not mean that we should go back to the interconnected puzzle design of old days (as explained here). Instead we should try and look at puzzles in a different light and see how we might change them and reinterpret their role. This post has been an attempt to do just that, but I think there is a lot more to explore. It would be very bad to abandon the quest to combine storytelling and puzzles just yet.

Those interested in more puzzle discussion might want to take a look at series of articles on puzzle that I wrote a few years back while working on Amnesia. They can be found here. The posts go through some other aspects of puzzles design that should be of interest..

I am also interested in getting your input and/or links to other articles on this subject. It is not easy to come by good writing on puzzles, and even harder to find something that discuss narrative-serving puzzles, so I am very grateful for any feedback and tips!


Monday, 21 January 2013

Goals and Storytelling

Let's talk about goals in storytelling games. Not really the far-reaching "save the princess" or "kill the evil dude" kind of goals, but the local and moment-to-moment goals that face a player throughout the experience. I have sort of touched upon this in the scene-approach to high level story telling story design post, but want to discuss it a bit further. I think this is another major reason why there still a need for either violence or puzzles to drive the story forward. The reason being that the player does not know what they should be doing otherwise.

In a non-interactive story the characters can behave in certain way because it works for the narrative. They think about the things that are relevant to the story being told, and perform actions that have interesting outcomes. In an interactive work, it just does not work like this. In order to control outcomes, the player would basically  have to know the future of any action, something that is neither possible or desirable. Thus, the game will have to guide the player into making the actions that the story requires in order to give an engaging output. This is where violence and puzzles come into play.

Games based around violence teach player the following: You need to kill anything in sight and when you run out of things to slaughter you need to progress until you find more stuff to fight. Once the player accepts this the problem with having is non-issue and the role of a designer is to weave a story into this mode of progression.

Puzzles have a different set up. Here the whole idea is to constantly bring up riddles for the player to solve, and then create a story out of that. What gives the player goals and directions are the requirements of the currently encountered and unsolved puzzles.

A more abstract and direct version of this is simply to have a certain goal artifact and then evolve the entire game about retrieving this. Portal, Braid, World of Goo, etc are all examples of this approach.

Puzzles and combat are the most popular ways of settings up goals, but others exist as well.

Most platform games, like Super Mario, just have the player walking in a single direction. While these games tend not have much story content, there are more experimental games that do. Passage, One Chance and Everyday the Same Dream use this approach quite directly and are sort of very simplified platformers. I think Dear Esther and Journey can also be said to use this kind of approach, as the player does not really have any other goals than moving in a certain direction.

Another approach is to not give the player any explicit goals at all, but let them just interact until something interesting happens. There are not really any longer games that uses this method to implement player progression. The Path and some of Vector Park's games do it to a certain extent, but then only for a single specific scene. Adventure games use in limited sequences, like when being thrown into a new location and forced to explore, but never for any longer stretches. The problem with this approach is that the player cannot really make any plans, which brings down the sense of agency and engagement quite a bit. This makes this only work for short bursts, often when a sense of disorientation is appropriate.

Finally, I have to mention the on-rails method, which is essentially what Walking Dead and Heavy Rain do. It is sort of similar to the "walk this way" approach of platformers, but just removes the required interaction for forward movement. These games drags you along whether you want it to or not, only letting you interact in very small and specific situations. An interesting aspect is that the "interact until something happens"-approach can work quite nicely here, partly because there are often relatively massive amounts of exposition before each interactive moment.  This combined with a closed of scene makes it possible to set up a goal using purely plot means.

This pretty much sums up how any storytelling games goes about creating low-level goals.

When starting out the new Super Secret Project I was very much into "interact until something happens"-approach, but it did not really work. The lack of gaminess did not make the player more into the story, but created frustration  and made them spend most mental energy pondering "what the hell am I supposed to do?". Our current approach is instead to use a combination of puzzles and the "walk this way"-approach.

Puzzles tend to always give certain feel to the environments; machines to boot up, broken bridges to cross and that sort of thing. This limits the range of goals quite a bit and is often quite evident in games. For instance, in Amnesia: The Dark Descent there is always the need to open some form of door. The challenge here is to be creative of course, but it is a very hard problem. To make puzzles out of various situations is one of the biggest challenges we face.

I think it is also very important to recognize that a big part of puzzles is to provide goals. Starting with Amnesia, we stopped seeing puzzles as challenges and instead view them like interesting activities. Focus is put on making them engaging and fitting to the narrative, instead of (as was the case the before) making them challenging. One cannot remove the challenge entirely though, because then a certain immersive quality of the puzzle is lost. There needs to still be a certain amount of "revelation" taking place in order to feel as if you are really making a connection with the game's world.

The "walk this way"-approach is very interesting as it gives much more freedom in the kind of environments that can be used. Now you can place the game in just a about any situation without any need to figure out ways to use it gameplay wise. The main issue is that you need to make your environments very linear. For the approach to work the goal must always be very clear, else it turns into a puzzle. In order to keep players engaged, it is also important that there is reason for continue going in a certain direction. This can either be the promise of some reward when getting there, or a steady flow of interesting things happening along the way.

I am unsure how long a game can be and what kind of stories can be sustained by only using the "walk this way"-approach. All the current ones (that I know of) are quite short. Interestingly, the more complex and direct the story (like One Chance and  ImmorTall) the shorter, and the more abstract and vague (Dear Esther and Journey) the longer. This might just be by accident, but might also be  a sign of some kind of limit to the approach. Worth nothing is that compared to other approaching, there is little inherent engagement in this one.  Simply moving forward simply stop being interesting after a while and something else is needed.

I think the question of various ways to set up goals is a  really important issue but I do not see it addressed very often, or really at all. For some reason any design articles I come across are based on a type of design and then just take that as dogma. Perhaps I am just missing all the nice papers/articles out there?

Also interested in hearing if I missed out on any ways to create the low-level goals in a storytelling game!


Wednesday, 5 December 2012

High-Level Storytelling Design

Introduction
I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.
Note: This does not mean that Primordia is bad game though, more on this in the end notes.

At the same time we have currently been in the middle of going over some design thinking in our upcoming Super Secret Project. We have been trying to evolve the type of high level design we have used for our previous games and in that process encountered a few problems and come to a few intriguing insights.

The problems I had with Primordia and the issues we have had with our own project are closely related and deal with the high level design used for games focusing on story-telling. This sort of design is what this post will be about. I will start by going over the basic problems, then cover more recent advancements and finally outline our own approach.


The Immersion Conjecture
Since the middle of the 90s or so, the image of adventure games as the kings of videogame storytelling has slowly dwindled. Instead they have given way to more action oriented titles and nowadays most of the major storytelling efforts lie in the action-adventure genre. What has happened is that the puzzle-centric design has been replaced by one where some sort of core mechanic makes up the bulk of the experience.

I think neither of these approaches is a good way to properly do storytelling in a game. The problem with both are that they have a strong focus on the competitive aspect of games. In both of these designs the main goal is not about being immersed but about beating challenges. I have discussed this to great lengths in the paper The Self, Presence and Storytelling. The points important for this discussion are the following:

  • Challenge-oriented games have a core design which I call "black box design". This means that the main goal for the player is to intuitively figure out the game's underlying systems and to beat them.
  • When the focus is on a system of a game, it detracts attention from, or even directly contradicts, its fiction. As a result it diminishes the story aspects of the game.
  • The main focus of  games with storytelling should instead be on creating immersion or, more precisely put, a sense of presence. This is done by having a strong continuous input-out loop between the player and game.
Before going into high level approaches that focus on immersion, the normal adventure design need to be discussed. 


The Puzzle Approach
This approach is pretty much how all of the classic adventure games are built. In essence, they are made up from a set of interconnected tasks that need to be completed. In order to get to A you need to B and C, C requires that D and E are done and so forth. The entire game basically becomes a big puzzle for the player to solve.

This approach has its root in the very first adventure games ever made: Adventure. The game started out as a mapping of a cave system that the author, William Crowther, had been part of exploring. When making an interactive version of it, various puzzle elements, partly inspired by D & D, were added. Apparently the author did not find the virtual exploration of the caves engaging enough on its own. Something more was needed, and the puzzle elements was added to fill that void; a decision that would go on to influence the coming decades of adventure games. (I wonder how different history would be if Crowther had added some Dear Esther-like narrative instead!).

The reason why this approach is so successful is because it makes it very easy to weave an interactive environment together with a story. The puzzles always give the player various tasks to do which provides motivation to go forward. More importantly it serves as a mean for the player to become part of the game's world. It makes it meaningful to converse with characters and it forces players to understand how the virtual world works.

This comes as a cost though. Because the focus is on constantly providing riddles and quests for the player, the game must have a story that support this. There must be a reason for the player to question characters, ways to provide clear goals, plenty opportunity to set up obstacles and an environment that support clever puzzles. The result of this can be seen very clearly; most adventure game are either some variation on mystery/detective story or a classic, fairytale-like, grand quest one.

On top of this comes the problem discussed in the paper, namely that the constant scrutinizing of the game's world eats away on the player's make-belief. It is simply not possible for players to let story-engagement be their main focus. If they fail to stay in a puzzle solving mindset the game will refuse them to advance. This often leads to the somewhat weird situation where playing the game with a guide is more enjoyable than playing it the proper unguided way.

These problem have been known for quite a while, and in recent times some games have popped up that try to do things differently. I will now discuss the most widely used, and most successful, alternative.



The Linear Plot Approach
The basic premise for this approach is to craft the game like a normal non-interactive story. One then looks for parts were it is possible to insert some sort of player interaction and add these to the otherwise passive experience. (This is not how would go about creation such a game exactly, but it describes the type design quite nicely.) The first game I know that did this was Photopia, and it used it very successfully. It is widely regarded as a highly rewarding and emotional experience. The approach has been more popularized by Fahrenheit, which unfortunately got a much more negative response. More recently the approach gained a lot of success in Telltale's adaption of The Walking Dead and here this approach have really showed its advantage to a bigger audience. I think it is by far the best usage of a linear plot design done so far. To The Moon is another, and different, example that also uses this approach to great effect.

What makes this approach so effective is that it is much better at keeping up the narrative momentum. When using the puzzle approach, it is highly likely that players will get stuck and taken out of the experience. With the linear plot approach this happen very rarely since the game is so focused. Right before it is time to give the player control, the protagonist can pretty much explicitly state what is needed to be done without it feeling out of place.

What I find striking about this approach is the very strong scenes that the games let you take part in. Heavy has the basement capture and self-mutilation scene. Walking Dead has the staircase stand off and mercy killing scenes. By having a very strict and controlled path throughout the game, it is possible put the player inside very specific scenes that would have been hard to set up in other kind of games.

Another big advantage is that it allows for a lot more diverse stories, as there is much less pressure on building everything into a puzzle structure. The approach has focus on the presence building qualities of the game medium instead of the competitive (black-box) aspects. Games like Photopia and Walking Dead clearly show how effective this is and there is probably a lot more that can be explored here.

Of course all is not well with designing a game in this way. There are some areas that are really problematic. The main issue is that there is not really much interaction, especially when it comes to building a sense of presence. The basic premise of the approach is just this, so it is really an intrinsic fault and not that interesting to discuss. However, more subtle, and intriguing, problems arise when it comes to picking the actual parts where the interaction happen. Two main issues arise here.

One is that it is very hard to have some sort of consistency in interaction, partly because activities can be so diverse and partly because they happen so rarely. Heavy Rain went the route of QTE's and the result is not that good. While there are some really good scenes, as a whole there are just too many arbitrary button presses. Walking Dead does it a lot better with having a few types of more intuitive input, such as aiming a cross-hair and mashing a single button. But the infrequent usage and not always clear functioning makes this problematic still. Dialog usually work better, but that interaction lacks a tight feedback loop instead. (However, an interesting way in which both games try and make this more immersive if by having a time-limit and banging on about how every choice has consequences).

The other issue is that much of the sense of exploration evaporates. Whenever players are given a space to explore it is very confined and static. The cause of this is that the game always need to make sure that you can go back into "cut scene mode" after an interactive section is over. There is a bottleneck that needs to be reached with very specific requirements met. This means one has to be very careful about moving characters, changing the environment, and so on, in order for the next cut scene to feel coherent. There is also the problem of keeping the quality of characters when starting a less controlled section that lack the tightly polished look of a cut scene. This means only so much can be done with characters during these more open sequences. Finally, because you need to have some overall unity in the control scheme, any open sections can only have the simplest of input. Usually only movement is allowed and the rest handled by some sort of menu like system (basically like a point-and-click game). In the end interaction during these part come off as clunky and contrived.

There is also a big problem when it comes to production. Simpler games like Photopia and To The Moon do not suffer so much from this, but in a game like Heavy Rain it is very evident. Because much of the game is not actively played but passively watched , the need for high quality cut scenes is a must. It needs to be made sure that the player can be engaged when the presence-feedback loop is weak or completely missing. This means tons of assets, which in turn requires the game to be planned far ahead. For instance, Heavy Rain had the complete script written before the production started. And then all motion capture and voice recording needed to be done before gameplay could be tried out. When it comes to making the actual game there is little room for change and iteration, and one basically has to stick with the script. This is a big disadvantage for interactive media as much of the real good stuff can come from unexpected directions.

While linear plot design gives a better sense of flow in the narrative and a more coherently immersive experience, it still feels lacking. The main problem is that there is so much interactive down-time and great loss in the feeling of exploration. There needs to be some other way of doing things. For our upcoming Super Secret Project we wanted to try a different route and craft an experience where you play the whole time.



The Scene Approach
The design that we have come up with is something I will refer to as the "Scene Approach". The basic idea is that you give the player an area, a scene, where they are free to roam. When appropriate players are able to leave and enter the next scene. Each scene should have a strong focus on some form of activity and/or theme  and be self contained. Moving on to the next scene should be evident, either by a very simple interaction (e.g. opening a door), some form of activity (e.g. starting a generator) or by reaching some sort of state (e.g. waiting for a 2 minutes). The same underlying base mechanics should be used throughout the game and interactions should behave in a consistent manner. The wanted end result is to have an experience where the narrative flows throughout the game, but retains a tight interaction loop and a strong sense of agency. It is basically about taking the better interactive moments from the linear plot approach and stretching them out into scenes with globally coherent interaction.

Is this really possible? The moments in the linear plot approach have been carefully set up and are normally extremely focused and contained. Is it really possible to recreate this in a more open environment and without any cut scenes? The scene approach cannot possibility recreate every situation found in a linear plot game, but if done correctly it should be possible to come pretty close.

The first requirement is that the levels need to be designed in such a way that players are rewarded and driven towards behaving in certain ways. For instance, in early designs we tried to give tons of freedom in what players could do, but much of this freedom resulted in actions that went against the narrative. This is negative freedom. Instead we have tried to limit actions into "what makes sense for the protagonist to do" and do so without breaking any sort of consistency. This is positive freedom. The goal is then to eliminate the negative freedom and maximize the positive one, which is very simple to say but have proven hard to do in practice.

Even with a neatly designed scene, all is not set. There is still the problem of communicating the goals. Early on I thought that it was just a matter of having an interesting enough environment and players would partake in the activities provided. The problem is that the larger the environments become the harder it is for players to figure out what is of interest and what is not. It is also very easy to loose ones sense of direction and become unsure of what to do next. This problem is even more severe now that we pulled back on the problem solving focus. Players are not in the mood for constantly looking for clues but are instead focused on soaking up the narrative and having an immersive experience. This is how we want them to be, and should thus not be something that hinders progress.

To get around this, we have had to made sure that the larger a scene is, the more clear and obvious your end goal becomes. Also, any activity in a large area should always be optional unless it is closely related, both spatially and conceptually, to the object or state that makes the game progress to the next scene. Whenever the player is required to carry out some activity, the scope of a scene need to be decreased. The greater the freedom is in terms of possible actions, the less actions must be compulsory.

The scenes themselves are not the only problem though. A perhaps even greater concern is how to connect them. At first I thought this would not be a big issue and that you could get away with pretty loose connections. Problems arise very quickly though, the main being that the experience simply stops making sense for the player. There must be some sort of logical connection and narrative flow between each scene. If not it becomes increasingly harder for player to figure out what they should be doing. This means either lowering the degrees of positive freedom or to have more set up for each scene. The first option gives something like Thirty Flights of Loving and the second is basically to use the linear plot approach. We do not want to do either, so having clear connections is a must.

This results in an a sort of curious conclusion. One of our goals in storytelling is to rely as little as possible on plot in order to give an experience with a strong sense of agency. However, in order to provide as much positive freedom as possible, it is essential that the scenes are put together in a very tight and engaging fashion. In other words, on a scene level there is a great need for a strong plot in order to have as little plot as possible in the actual scenes.

In turn this limits what kind of scenes that are possible. Now that the connections need to make sense, it is not possible to simply fill the game with scenes that lends themselves very well to our core mechanics. So far we have to been able to pull this off quite nicely, and we are slowly wrapping our minds around these concepts.


End Notes
This is not some final verdict on how to improve upon the adventure game genre. It just summarizes a bit on the design direction that we are taking for our next game. Nothing is final yet, so I am not sure how it all will turn out in the end, or how much of the above we will be actually using. This is at least our current thinking and what we are working on now.

Also have say few ending words on adventure games in general. It might sound in the beginning like I loathe traditional click and point games, but this is not the case. I have enjoyed playing a lot of adventure games, and using puzzle approach for high-level game design is a very valid one. The best adventure games really take advantage of this, for instance Monkey Island and Broken Sword. These games are made in a way that makes the design really works and creates a really memorable and unique experience. However, for some games, like Primordia, my main draw is not to have this kind of experience. In this game I am more interested in exploration and getting immersed in the world. The classic puzzle design does not do this properly and I feel as if my experience is not as good as it can be. Primordia is still a good game and it uses the setting nicely to create some interesting puzzles. But it feels like they could have taken a lot of the game's essence and packaged into a form that would have delivered it much better.



Monday, 8 October 2012

Humble beginnings of the HPL Engine

I recently stumbled upon some really old videos with gameplay tests in the HPL engine and decided they would be fun to show off. This was not our first foray into 3D first person horror (Unbirth was), but it was the first time the the HPL engine was used. All of these are gameplay videos are from a student project then know as "The Hatch" and later became the "Penumbra Tech Demo".



6th of December 2005 - First Gameplay Test
I had now been working on the engine from scratch since late July, so a little more than 5 months. It is fun to see that most of the important interaction features are in at this point. The sound system for the physics is actually pretty much the same we have used until Amnesia. Jens is the one who recorded this.




7th of February 2006 - Improved Gameplay Test
The engine is now a little bit more refined, mainly with interaction and speed I think. I think that the portal visibility system got added during this time (I actually remember that I came up with a solution in the parking lot when buying groceries for Christmas). Recorded by Jens as well.



23rd of March 2006 - AI Test
The first proper AI test. It now has all the basic systems in, pathfinding, hearing and so on. Most of these features actually survived until Amnesia as well (and still use some variants). It is great to see how the AI works with the physics and shoves the door open as you try to close it. Interestingly, this creature has the most complex pathfinding we have used so far since it had two separate ways of moving about. I recorded this myself and the resolution is so crappy because my computer was unable record and play the game at the same time otherwise.


4th of April 2006 - Kind of Proper Gameplay
Pretty much all features needed to power the gameplay in the tech demo is in now. I think I recorded it.

The final version of the tech demo can be found here.


Monday, 1 October 2012

Hiring: Level Designer Wanted

Frictional Games, the creators of Amnesia and Penumbra series, seeks a Level Designer for a new game project. Taking what we learned from our previous games we aim to take horror and interactive story-telling to the next level. We are looking for a talented individual to help us design and implement this vision.

Main Responsibilities:
  • To take creative decisions on how puzzles, events, layout are to be designed.
  • Through scripting implement gameplay in a level.
  • To place sounds, tweak lighting and similar things to create atmosphere.
  • Communicate with writers and artists on how to achieve the goals of a level.
  • Provide feedback on design suggestions and implemented gameplay.

Work conditions:
The job will be carried out on a distance so you need to be able to work from home. This means you must have a fast internet connection, strong work moral and live in a timezone near the Swedish one (which is GMT+1). If you are not living in Sweden, you must also be able to invoice (or at least be willing to set this up). The work environment at Frictional Games is quite open and you need to be able to schedule your own time and take initiative when required.

Required qualifications:
  • Having designed and implement gameplay for a commercial game or a released mod/indie project.
  • Progressive view on video games and a will to evolve the medium.
  • Excellent understanding of game design for adventure games and immersive simulations.
  • Good enough coding skills to implement your ideas.
  • Experience in working with 3D level editing software.
  • Good understanding of lighting and architecture in 3D scenes.
  • In-depth knowledge on how to create an interactive narrative.
  • Not be shy of learning new things and work in areas out of your comfort zone.

Further Qualifications:
  • Experience in writing fiction.
  • Skills in 3D modeling.
  • Experience in the horror-genre.
  • Interest in science and science-fiction.
  • Experience with Fmod and/or sound-editing.
Send your application to jobs@frictionalgames.com. Attach your CV to the mail, but provide links for other files or images.

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