With the recent release of Heavy Rain, I’ve had interactive storytelling on my mind again. I was excited about the game, and for months it was one of the justifications I had for buying a PS3 in the first place (second place to The Last Guardian). But after playing the demo and hearing many detailed reports from friends I trust, I’m left a little stumped with David Cage’s latest attempt at making storytelling a truly interactive experience. After all, David Cage’s personal blog makes the following goals central to the player’s experience of Heavy Rain:

  • An evolving thriller in which you shape the story
  • Mature content, reflecting a realistic world setting that explores powerful themes
  • Stunning graphics, animation and technology support an emotionally driven experience
  • Accessible gameplay via intuitive, contextual controls and interface

In this article I don’t want to harp on David Cage or Quantic Dream. The kinds of goals he has for his games are right up my alley, and if the games fails to satisfy those goals, it would be rather asinine of me to point fingers at him or his studio. Instead, I’d like to think about what we mean by an “interactive narrative” and why we are being led further and further away from a truly interactive storytelling experience, especially in games that attempt to simulate one. So let me be clear: this isn’t a review or a critique of Heavy Rain, but of the general kind of problems we face today in making interactive stories.

As a foil to Heavy Rain, I take a very simple and effective “edutainment” title from my back-catalogue of 1990s edutainment titles, and show that Stephen Biesty’s Incredible Cross-Sections: Stowaway! (whew) manages to produce a far more immersive and interactive narrative experience using a gameplay approach that is simpler and totally straightforward. (And I’ll make it spoiler-free if that matters for you, I hope.)

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Flower (PS3)

“We should find ourselves indulging in similar daydreams if we started musing under the cone-shaped roof of a wind-mill. We should sense its terrestrial nature, and imagine it to be a primitive hut stuck together with mud, firmly set on the ground in order to resist the wind. Then, in an immense synthesis, we should dream at the same time of a winged house that whines at the slightest breeze and refines the energies of the wind. Millers, who are the wind thieves, make good flour from storms. – Gason Bachelard, The Poetics of Space.

At the 2009 GDC, I had the opportunity to sit down with Jenova Chen, a designer and developer who needs no introduction. Over 10 months later, Jamie Love of GameSugar.net persuaded me to publish the interview in the form of a podcast. Many hours of editing later (thanks Jamie!) the first part of a two-part interview is now available online.

You can listen to the interview in a flash player here, or download the mp3 directly. (Warning to the bandwidth-challenged: the file is 75mb)

I hope you enjoy listening to Jenova’s thoughts on the relation between art and games – it’s a rare opportunity to sit down with such a generous and articulate soul. Part 2 of the interview is forthcoming, and like this one will be posted on GameSugar.net.

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keef-thiefInto my first 10 hours of Arcanum: Of Steamworks and Magick Obscura, I’m already flush with gold. My gnomish gunsmith, despite his commitment to doing only good deeds in the world, has a silver tongue and he’s already bedded one of the girls at Madam Lil’s (a bawdy house) in Tarant for free. He struts around Tarant with not a party of likeminded adventurers, but groupies attracted by his charismatic charm.

I’m nearing the end of Fallout 3, and my wasteland ranger who has spent most of his adult life trying to free the wastes from oppression and slavery, is loaded with every kind of ammunition and ranged weaponry imaginable. Despite his meek and non-aggressive social demeanour, there is nothing humble about someone who’s packin’ a Fat Boy – a shoulder-launched nuke weapon – around all day.

While both of these games always offer a “high road” approach to moral choices in conversation as we would expect in a contemporary RPG, the games still rely upon a highly individualistic and egocentric play structure. In this article I try to understand how games supposedly devoted to allowing moral choices, in fact offer highly hypocritical experiences for the do-gooder player. (Spoiler-alert for Planescape: Torment and Ultima IV near the bottom of the article.)

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police1

I’ve been dying to review Policenauts for months, but wanted to try something slightly different since it was an unpaid, unofficial, translation team that took on the job of translating this Japanese cult classic into English. I managed to track down Marc Laidlaw, the lead translator on the project, who was generous in answering some questions I had about the game and the localization process.

The editors and writers of 4colorrebellion were gracious in offering me a space for such a wonderful interview. Specifically, I wish to thank my friend Jamie Love for his hard work in setting me up over at 4CR, and putting together the entire article in its final form. Head over to my 4colorrebellion article to read the entire inter-review.

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mechner_chahiLurking quietly in the background of almost all side-scrolling adventure/puzzle games today, are the two giants of my childhood: Jordan Mechner and Éric Chahi (and I would add a third: David Crane, and a fourth: Paul Cuisset!). Mechner, the auteur of Karateka, Prince of Persia, and The Last Express among others. Chahi, the creator of Another World (Out of this World) and Heart of Darkness. Although it is easy to come up with visual or gameplay similarities between both developers, Dieubussy of the CoreGaming network puts it just right: Jordan Mechner and Eric Chahi’s games are part of the same spiritual nexus that cannot be reduced to a single game element. Anyone who plays the aforementioned games, whether they like them or not, has to be astounded at the highly focussed and concentrated design efforts involved. Rather than depicting (or representing) the narrative and environments through photorealistic visual styles, both authors refined subtler and more suggestive/evocative visual styles. The best adjective that I could use to describe their games is “strong”.

A developer himself, Eric Viennot has interviewed Chahi and Mechner, each answering the same question. It is an interesting opportunity to see how two authors who may share a spiritual style, living on opposite sides of the ocean, come up with different answers. I firmly believe that a game can (and must!) be understood and enjoyed without referring to the life of the artist or their opinion, but for those who have already played their games and admire their artistic styles, the interview is a goldmine. This is part of a series of interviews that Viennot has done of the giants of gaming… a prior interview between Frédérick Raynal (Alone in the Dark) and Paul Cuisset (Flashback: The Quest for Identity) is just as fascinating. I hope that you can read French – if not, try out one of the various translators (Google translate seems to do an okay job)… otherwise, Gamasutra is in the midst of translating the latest interview into english.

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masterchiefToday, Martyn Zachary of The Slow Down posted a very lucid reconsideration of the industry’s current obsession with what he calls “avataritis”: the phenomenon of adding character customization to every game and in doing so attempting to fully cater to the player’s conscious desires. Martyn (successfully, I think) argues that character customization (ie. create-your-own-avatar) in games is a feature at odds with itself. He writes,

Customization may seem to offer developers and players alike a chance to mask, to separate an avatar from its perfunctory position and move it closer to the player, bridging the gap between various players of different origins, but due to the avatar’s function as a literary element, a character never does become perfectly liberated from its original environs and place of creation.

After wading through so many awful, pretentious and intellectualistic blog posts over the years, Martyn’s post seized me right away. It is thoughtful, smart, and honest. And important to anyone who thinks in terms of the idea of a gamer community, it leaves the door open for re-articulation and consideration; not just opinion launching. But before, before you read my response, read Martyn’s excellent article for yourself.

In this article I want to very quickly sketch out my re-take of Avataritis, and try to contextualize the problem in terms of a psychology of defense, and show that gamers fall prey to some of the same problems that my students do. I may just fall into a pit of crocodiles on this one, so read generously ;)

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tle2After hearing another writer complain that there haven’t been any new games out there that caught his eye, I realized that many of us are staring in the wrong direction. Why do we spend months (or years!) looking for upcoming releases, when we should be looking in a gigantic library of quality games already at the tips of our fingers? So, in the spirit of offering something new to the current generation of gamers, I’m beginning a series of recommendations for games that bring something new to the gamer’s repertoire… yet were released years ago. And in that spirit, I could imagine no game more appropriate than Jordan Mechner’s masterpiece: The Last Express. Although stylistically different from Planescape: Torment, Day of the Tentacle, or Final Fantasy VII, I consider it one of the finest games ever made. Read the rest of this entry »

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Toe_Jam__EarlThe extremely thoughtful and critical comments in response to my previous post got me thinking about the role of exploration in games. In this post I’ll try to do some justice to how gamers can still hang on to a sense of exploration for its own sake, and enjoying games as a form of pure entertainment.

Last night I was sitting with a friend of mine talking about our experiences playing games as kids. We were surprised to learn that we had both owned the cult classic (yet poorly marketed) ToeJam & Earl for the Sega Genesis/Mega-Drive in the 1990’s and brought back some fond memories for each of us.

Its re-appearance on the Wii Virtual Console was a welcome gesture, but I was disappointed with reviewer responses who felt that characters move “lethargically slow”, the gameplay was “unfair”, the funky visual style too “dated” to be enjoyable, and that its 16-bit synth music was too crippled for contemporary gamers. At the same time, most of these reviewers begrudgingly admit that it’s likely a “classic” and enjoys some nostalgic street cred, especially for its two player co-op mode.

After reading those reviews, I realized that ToeJam & Earl - a cult staple of the average SEGA generation child’s household – has become just another brief glint in the endless library of emulated games available for casual play. This is where I want to part ways with the average reviewer out there, and try to show why ToeJam & Earl is still an important game today, and offers something wonderful to the kind of curious, exploration-driven, non-competitive, fun-loving, and non-violent child (or adult!) gamer that we talked about previously. It’s a game that you should be playing with your partner, your child, or a close friend, right now. Nostalgia for its own sake is a very real, and I think very dangerous, part of reflecting on older video games. I think that re-vitalizing them and finding value in them for a new generation is a noble, and difficult task. I’ll do my best.

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lost_worldThis morning I was doing some research for an article I’ve always wanted to write about Jordan Mechner’s magnum opus, The Last Express. Among the wonderful treasures I found, including an unfinished script for a prequel to TLE, was a link to Michael Chabon’s NY Review of Books article titled, “Manhood for Amateurs: The Wilderness of Childhood.” In the article, Chabon laments the disappearance of a form of childhood that all of us (in our 30’s and 40’s and older) remember with conflicting emotion. The kind of childhood where a kid, even in the most urbanized environment, would freely explore every dark forest, alleyway and abandoned lot with a pack of her or his friends. It was a childhood experienced as a neighbourhood of familiar and tempting and scary things. In this article I want to take Michael Chabon’s wonderful article and turn it towards gaming, and see how the disappearance of “exploration” and “excellence” has influenced a new generation of gamers.

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comi-4-full_smallCorvus Elrod’s Blogs of the Round Table for September managed to tempt me out of my self-imposed thesis writing /afk, with one of the most interesting BoRT topics I’ve seen. To boot, the topic is exactly what my PhD dissertation is being written on: how can we conceive of “space” – spatial relationships, objects in space – in video games?  If games are, as Chris Crawford claims (ffwd to 4:32), a “fundamentally spatial” artistic medium – we better understand what the heck the word “spatial” really means for us as gamers. (Thank you to Kimari of Indigo Static for passing along the video.)

When we think of computer and video games, the word “space” is almost automagically translated into “coordinate space” or Cartesian space. After all, almost all games since the late 70’s used some kind of X/Y coordinate system to plot pixels on a screen; in the 90’s that became X/Y/Z space as 3D games took off. This is a technological understanding of space – it envisions space as a kind of empty vacuum in which objects can be arranged in a consistent way – and we perceive those objects according to some kind of spatial formula (ie. 2D or 3D coordinates).

I want to affirm a very different understanding of “spatial” than what most gamers and writers think it means. Space, as we experience it playing games, is not a Cartesian coordinate system for representing objects, characters, narrative, or sound… I believe that there is a much deeper understanding of space in video games that we implicitly live as we play them. And I’ll try doing articulating this different theory of space without any kind of techno-jargon — just a bunch of examples from a game that expresses the kind of space I’m talking about. My point is going to be that gamers experience space in a totally different way than mathematicians like Descartes did or programmers do.

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