http://unbirthgame.com/GDC2013_PresenceSelfAndStoryTelling_Script.pdf
I also have a more academic, and much more detailed, version of the talk. It can be found here:
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.
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!
Introduction
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.