Pictured above: ‘Sigil View’ by Fuflon, courtesy of deviantART. |
A few weeks ago, Michael over at the Brainy Gamer wrote some final thoughts on his play-through of Planescape: Torment, a cRPG that many consider to be one of the best role-playing games to ever hit the PC. The beginning of his post caught my attention right away:
Planescape: Torment is a text-based RPG. True, it manages to squeeze every bit of isometric splendor out of Bioware’s Infinity Engine. And yes, the game occasionally treats you to a pre-rendered cutscene. But these are merely window dressing. Planescape: Torment places all its narrative eggs in one giant 800,000 word basket.
In this article I begin to explore the idea that photorealism in games ultimately detracts from immersion and gives players the feeling that the story and characters are contrived and un-real. I suggest that immersion and dramatic investment aren’t a product of good technologies, they are a product of good artisanship.
There can be no doubt that Michael is right here: Torment is predominantly a text-based RPG. And while I think the art and sound direction play a major role in the way the story is experienced (and should be talked about at some point), the game so heavily relies upon words alone. In major dialogue sequences (note, I didn’t say ‘action sequences’ or ‘cutscenes’), I’ve spent up to 20 minutes exploring the various facets of my character and the NPC I’m talking to through various dialogue choices. This was possibly the first cRPG I’ve played where many NPCs had a greater role than the average bulletin board. Rather than starting the conversation with ‘Hey X, I’m Y - could you retrieve Z for me and I’ll give you N gold?’, many NPCs begin their pleadings with a story. Some NPCs even tell stories (here I refer to the character “Reekwind”) for their own sake: simply to share something to a sympathetic ear. And while it’s obvious that listening to their stories will have some future gameplay benefit (such as gaining experience, or unlocking certain quests), there is something special in Chris Avellone’s writing that captures the imagination and makes us desire more of the stories-within-stories-within-stories.
So how does Torment manage to invite us to the extraordinary world of Planescape? One of the answers (and there are many of course) lies in details of the medium itself. Michael’s later comment, “Imagine a game with the narrative and thematic richness of PST…inside a Mass Effect or Oblivion engine…” caught my interest in that respect. Is that true? Would my experience of Torment have been the same (or better?) through the flashy cinematics and hyper-realism of a new 3D engine? Or - thinking in terms of film - why is Orson Welles’ War of the Worlds original radio drama still superior to the hundreds of millions spent on the modern remake by Steven Spielburg? Was the remake simply a botched job by an acclaimed director, or was there something more endemic to the radio drama itself that grabbed our imaginations by the cojones/ovarios and gave them a good shake?
Here are some of my thoughts in response to Michael’s:
Pictured above: Jim Henson puppet from children’s television series Fraggle Rock. |
When I play Mass Effect and Oblivion, I often find myself paying more attention to the technical feats of the 3D engines than the story itself. The first time I experienced this kind of technical distraction was when I watched one of the new Star Wars films. Gone were the Jim Henson puppets and scaled miniatures, and in their place were high-poly renderings of space ships and Jabba the Hutt. The 3D “photorealism” that George Lucas attempted failed miserably for me, and I spent most of my time distracted by imperfections in the animation and the rather stilted ways in which living and non-living characters interacted.
When I play Mass Effect, as say compared to the old Wing Commander computer games, the experience is almost identical. In Wing Commander: Privateer, you spend much of the game exploring and satisfying quest requirements, just as you do in Mass Effect. However, being almost 15 years older, Privateer’s technical feats are humble at best. Instead of the cinematic and high resolution dialogue sequences we see in ME, the dialogues in Privateer consist of random mouth movements and duplicated character art - the bartenders on each planet are physically identical, only wearing different wigs for instance. Despite that (and later I will say ‘because of that’), when my character in Privateer speaks there is something unmistakably *human* about his speech. My expectations of Privateer are lower in terms of realism of course, but as such I become free to focus on what the character means or is feeling and not what s/he is doing, or looks like as s/he is doing it. And similarly, my imagination is freed in the original Star Wars films when I see muppets talking with humans. The muppet is a real character to me - a larger than life human being in its own right, and not just a low budget stand-in for something better. A sock puppet, properly dramatized, is infinitely more ‘human’ than the high-res renders of Aki in Final Fantasy: The Spirits Within.
Why though? That seems totally counterintuitive. Shouldn’t a photorealistic rendering of Jabba the Hutt be more satisfying than a rubber and plastic puppet?
Pictured above: Screenshot of Zork I in the text interpreter. Pictured below: the same scene depicted in |
Here’s where I’d like to speculate a bit: I think part of the reason is due to the complexity of film animations and 3d video games. First, when we look at the first line from the original Zork, “You are standing in an open field west of a white house, with a boarded front door”, we can immediately imagine the scene depicted. When we take that same line and transform it into a 3d representation (as was done in the 3d adventure Return to Zork) little things begin to nag at us because it’s not how we might have imagined it for ourselves. This problem becomes doubly obvious when a director refuses to interpret a text through her/his own imagination, and instead takes a literal reading of the text and transports it to the screen. In my experience, the best interpretations of text rely upon the director’s imagination, and are often quite unlike the original piece.
The second part of the problem comes from the complexity of the medium itself: when a designer chooses translates text from a different medium, they must make some interpretive decisions - the colors in the scene, the character voices, the character models, the lip syncing, etc. If any of those elements draw away from the central focus of the scene we immediately notice because they just don’t fit together well. For instance, take a line of dialogue from Mass Effect - “I don’t care what you want to do. We have to save her!” We can imagine that this scene depicts a fellow comrade requiring our assistance and one of the NPC’s won’t cooperate with us. Take that same line of dialogue and try to design a 3D simulation of it: the lip syncing has to be exact, the voiceover has to be expressive and powerful, and the model’s face has to frown at the exact times as s/he shrieks at the disagreeable NPC. If one little thing is ‘off’ or discordant with the performance (ie. if the character’s arms lay dead at his/her side as s/he tries to express anger), the scene deflates and we feel like we’re watching computers generated models interact, and not riveting drama. In Torment and other text-based games, problems of expression are less focal because our focus is purely on the text itself. Text adventurers must simply use their imaginations to ’see through’ the text to a story, drama, or puzzle, instead of analyzing a thousand different elements interact simultaneously. Therefore, as a text-based RPG Torment predominantly relies upon the imagination of the reader-player and, in my opinion, is a better game for it. If Torment were remade with the Mass Effect 3D engine, we’d have a completely different gaming experience: subtlety is so hard to express when you’re trying to control everything in a scene like a puppet master with a thousand fingers. Computer games, especially those using 3D engines, present the artistic director with an inherently complicated system to express his/her ideas.
Pictured above: What happens when you take a good movie, and mix it with bad photorealistic CG models. |
But that’s only half of the story. If the artistic difficulties associated with photorealism were just about handling technical complexity the solution would be easy: just make computers faster and integrate more AI routines. But that’s missing the point. The real problem with photorealism is photorealism itself. As I alluded to earlier, there is something inherent in a dramatic performance, a good piece of art, a piece of well-written dialogue, that draws an emotional response from us. Like in live theatre and radio drama, the exaggerated drama of a muppet can somehow draw me into the character far more than the ‘realism’ of a computer-generated model. But what is that artistic process, and how might it be adapted for video games? Those are questions I don’t have answers to yet, but I suspect that part of the answer lies in allowing players to focus on what matters (the story, the gameplay, the environment, etc) and allowing the rest of the game to be filled in by the player’s imagination.
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Although you say so, your problem doesn’t seem to be with photorealism itself, but with attempts at photorealism. You say that it isn’t really a technical issue but you talk about it as if it is. You mention, jilted animations for example, or imprecise visual emotional expression. If these technical issues were absent, what problem does photorealism pose? The ‘artistic’ responsibility would lie then in the other aspects of storytelling, such as the writing or the voice direction, at least in narrative games.
The reason Return to Zork and Spielburg’s take on War of the Worlds fails in some way is because they both try to revisit ground trodden on by previous mediums, namely Text and Radio (akin to oral storytelling.) This is why a Planescape: Torment, Revisited would not work. It cannot be realistically feasible and true to the original at the same time. However, a game like Mass Effect, a new IP created specifically with modern technical specifications in mind, succeeds far more than these remakes.
For example, the line from Mass Effect, “I don’t care what you want to do. We have to save her!” may not succeed if we first read the text, imagine the situation that this occurs in, then see it played out, but, this is not what happens in the game. The text is spoken as dialog by a performing computer generated actor. Because of the nature of the medium we are more likely to accept the performance as “reality” than compare it to an imagined scenario. In this way it is more like cinema than literature.
What I’m trying to say is that it seems like you bemoan the robbery of imagination by photorealism when it is meant to excite the imagination in a different way, an indirect way. Good photorealism gets out of the way of ‘what matters.’
If photorealism really did fool the eye, would it still fail?
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I think this was a fascinating article and I truly enjoyed reading it. Unfortunately it’s too late for me to come up with any opinions or thoughts of my own to share but I I just wanted to say that I randomly stumbled upon this and I am glad that I did. Congratulations on being way more thoughtful on this subject than I will ever be.
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For me, photorealism is a double-edged sword. Yes, as your picture of 3D Jabba the Hutt shows, animated characters can (and almost always do) fall flat. I read an article (can’t find it now, sorry) where an animator bemoaned the hundreds of ways to screw up the animation in the wrinkles around a character’s eyes. The increase in photorealism has put much greater demands on artists. Success in a realistically animated videogame world requires an obsessive attention to detail.
But for inanimate objects, I think the stakes are lower. I hated seeing Jabba the Hutt poorly animated in the Episode IV remake, but watching the newly rendered fleet of X-Wings didn’t bother me nearly as much. You mention the Final Fantasy movie. I remember being wowed by the shots of landscapes and settings, but whenever a character walked on screen the effect was ruined.
A game that I feel uses photorealism well is Assassin’s Creed. The scenery is rendered incredibly, but the characters have just enough abstraction to animate easily and avoid that dip into the uncanny valley (there are sometimes hundreds of characters on screen at once, so the poly count is lower than in, say, Mass Effect). Interesting post!
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The screenshot you have of Zork’s white house is from Zork Grand Inquisitor, not Return to Zork, although Return to Zork did also have a rendition of it. I imagine you would agree with my reaction, which was that the graphically rendered white house was more effective, but in this case only because Zork I’s description is so bland and lifeless. Modern text adventures can, and do, convey a lot more information and back-story than a corresponding image, because they don’t just describe what the PC is seeing (which would take a thousand words, of course) - they describe what the PC is feeling, and what the PC has experienced in relation to this location and object in their past. Graphical games can of course employ techniques to convey the same information in different ways, but, as you say, it gets more difficult and gets easier to mess it up.
“trying to control everything in a scene like a puppet master with a thousand fingers” is a fantastic analogy, I feel. My take is this: Why would I want to play a ‘realistic’ game when it obviously isn’t going to be quite as good as the actual reality that surrounds me every day of my waking life, and when the pursuit of ultimate one-to-one simulation of reality is a fool’s challenge, as unreachable and pointless as Sisyphus’? Personally, I, partly if not exclusively, play games in order to escape reality, to rejoice in worlds which are purely of imagination and which do not exist in the real world. I think stories should be convincing - i.e. self-consistent with their world model - but ultimately unrealistic. Of course this doesn’t just apply to graphics, but it’s clear that the graphical style of the game should serve the story and gameplay and not vice versa. However, I fear that ever more realistic graphics and perfect control over perfect simulations are driven by an economic imperative.
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I am wowed that you replied within 27 minutes of my posting.
It was actually a link to your blog from Brain Gamer that led me here, so I’d already read his BGE2 post.
I find that the annual Interactive Fiction Competition is a good way to get involved more in text adventures. IFComp games are generally short - under two hours to complete. Judging an IFComp is worth considering (in general, I mean). (Sorry if you already know this, but) it starts at the beginning of October and ends in mid-November, so there’s plenty of time, and it gives you an incentive and a time frame and a goal, because otherwise, if you go to Baf’s Guide to the IF archive or something and click around, it’s hard not to feel overwhelmed by the extreme number of games out there, and you just get lost. And you can learn a lot from authors’ mistakes as well as from their successes - a lot about game design in general. And for a while now there has been a notable increase in experimental games - games that challenge how we think about games, and games which are, for want of a better phrase, merely ‘art pieces’. Deadline Enchanter, from last year’s competition, was very controversial in this respect.
Sorry - I’m rambling about something you might not be interested in. But I do at least wonder: why are books still popular, despite movies, but text adventures aren’t, because of graphical games?





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