Chivalric Educative Potential in Commercial Computer Games MA Thesis: Europese Letterkunde van de Middeleeuwen en de Renaissance Harma Lever Student number: 0339474 Supervised by Frank Brandsma University of Utrecht August 2011 Table of Contents Introduction ................................................................................................................................................. 1 Chapter 1: What is Game Play? ................................................................................................................ 3 Play ........................................................................................................................................................... 3 Game ........................................................................................................................................................ 6 Chapter 2: A History of Stories, Games and Education.......................................................................... 9 Games ....................................................................................................................................................... 9 Education ............................................................................................................................................... 17 Chapter 3: Case Study .............................................................................................................................. 22 Introduction ........................................................................................................................................... 22 The Game............................................................................................................................................... 26 Yvain ....................................................................................................................................................... 32 Translation............................................................................................................................................. 39 Conclusion ................................................................................................................................................. 45 Introduction “Dulcius arrident seria picta iocis.” – Robert Henryson1 Computer games are immensely popular. A wide variety of people, in different age categories, play them regularly. The combination of graphics, game content, playing online and social interaction can create a very immersive and fun experience. Playing computer games makes you forget the passage of time outside the game and players are hooked for hours behind their keyboard and computer screen. It is safe to say that young people these days prefer to spend their hours behind the computer instead of reading a book.2 Whether this is in an allocated area of the house, or in the middle of the living room with some nifty console at hand, does not appear to matter to the young gamer. The drive to spend time behind the computer and relax often clashes with activities considered non-relaxing or obligatory, because they are not as much fun. According to Johan Huizinga, people need to play, and it is this need that can at times be difficult to suppress. 3 With limited time, study often loses out on play. Companies and organisations try to anticipate this trend, making serious games in order to make learning more fun and more attractive. Serious games are intended to educate their users or create awareness. These games have been around for a long time. I recall playing Captain Cook from a 5.25 floppy disk, enjoying the game and learning something about South American topography at the same time. Each time a topography question was answered correctly, the player was rewarded with a ‘hit’ by the cannons of his ship. In comparison to these days, the graphics were quite bad and the game play very static and simple, yet it kept me hooked for hours on end and eventually some of the topography stuck. A modern equivalent to a successful educative game is America’s Army, where people learn online about the United States army, ranks, protocol and the various forces at their command. The game was designed to create interest in joining the army and create awareness, as regular promotional efforts for army recruitment became less successful.4 Generally however, gamers are condescending when it comes to educative games. (Prensky, 103) They prefer commercial games, with the main objectives to facilitate fun and “Serious things are more alluring when embellished with sport.” Translation taken from Jill Mann’s From Aesop to Reynard; Beast Literature in Medieval Britain. Oxford University Press, 2009, pg. 264. 2 Prensky, Marc. ‘Computer Games and Learning: Digital Game-based Learning.’ Handbook of Computer Game Studies. Massachusetts Institute of Technology, 2005, pg. 98. 3 Huizinga, Johan. Homo Ludens. Beacon Press, Boston, 1955, pg. 9. 4 See http://www.americasarmy.com/ for more information and the official website. 1 create a relaxing environment for the gamer. Fun is the strongest motivational factor for people to play games. That motivational factor is the reason why the approach used in this thesis for researching serious games is chosen from the perspective of commercial games. As this is a very wide topic, it is narrowed down to the application possibilities of chivalric literature, in commercial computer games, with strong educational potential. This more concise research topic allows for insight in the transferability of such knowledge through computer games, the problems that may be encountered and the possibilities commercial computer games offer. In order to understand the mechanics behind serious gaming, the first chapter contains an introduction into the field of game play, looking at what game play is and what characteristics are necessary to make a successful game from the perspective of game design. Chapter two outlines a history of narrative-style computer games. This type of computer game appears to be the most straightforward way to introduce chivalric literature in gaming, for a wider audience. The second part of the chapter focuses on education through play and narrative-based learning in conjunction with literature. Chapter three contains the case-study. It starts with an introduction considering the suitability of various existing single-player computer games. The Elder Scrolls IV: Oblivion is chosen as most suitable and then tested. After that, Yvain is introduced as a suitable romance complete with a story summary, followed by adaptation examples to create an engaging experience. Chapter 1: What is Game Play? Play Good game play is at the core of creating an attractive and fun experience. It is important to understand what makes a good game. Before looking at the total picture, it is necessary to first understand the essentials and define the words game and play. Graphics are important for a game; however, there are deeper mechanics behind game play that are designed to keep a game interesting once people tire of the looks alone. Game and play are both common enough words; however, they are not easily defined concepts. Luckily, two brilliant minds from the twentieth century have already done a very good job towards that end and it is from these definitions that I will build up the basics for my case study. Johan Huizinga was a Dutch philologist and historian who wrote Homo Ludens, ‘Man the Player’, which was produced in 1938. Despite its age, it still contains valid assumptions and arguments towards the definition of play in relation to games and game design, even state-of-theart twenty-first-century computer games. Johan Huizinga ascribes several characteristics to play. “Summing up the formal characteristics of play we might call it a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means.” (Huizinga, 13) The first characteristic is that play is a voluntary activity and the most important reason for me to choose commercial games as a starting point for educative gaming, instead of serious games. Even though a game contains educative material, it should still be fun enough to be played voluntarily and not considered e.g. boring homework. It is this intrinsic motivation which is such a powerful tool in learning. So a game could still be seen as homework, yet at the same time it can be something to look forward to as well. The second characteristic is that play is not real. People are aware it is not real and at the same time they can be so completely immersed that the real world around them fades away whilst playing. Even though it is not serious in real life, during play it can be very much so. ‘How Stuff Works’, a Discovery program, explains the success of Monopoly during the Great Depression in the United States. People loved the game because at least during game play, they could have the sense of being rich and successful, even if it was just pretend. The image of young gamers hooked at the computer screen and not coming down for dinner, even though mom called them several times already, is something most people can either vividly imagine or remember. To them, defeating that next monster is more crucial than dinner, at that point in time. Immersion in itself is a quality often used in New Media studies and is closely linked with Huizinga’s second characteristic. This is an important feature, as it keeps players actively engaged in the game, without consciously registering the activity itself during play. No material profit and no material interest is a more difficult characteristic. Consider for instance a poker game where people play for money, or a horse-race with a substantial first prize as a reward. The dividing line in this case should be whether the game would still be played if there was no potential material gain or profit. Poker can be played without chips representing real money, and a friendly race can be held with only the prospect of temporary glory, yet both are still forms of play. As long as the main motivation for play is not material gain or profit, then something may still be considered play. The addition of poker chips representing real money can actually be an added positive feature of play, as it brings more tension to the game. It may not, however, be the main reason for playing. Tension can also exist in an attempt to succeed at clearing a difficult object or episode within a computer game, such as a large monster, ducking harmful coconuts, or solving a puzzle. “It is this element of tension and solution that governs all solitary games of skill and application… and the more play bears the character of competition the more fervent it will be.” (Huizinga, 11) So tension is an important positive trait in game play. The next characteristic is more commonly known as the ‘magic circle’ and is still used in game design. It refers to the space and time the play activity occupies. This can be the school yard during break-time for playing tag, a secret extra round of Angry Birds late at night when your parents are not watching, or a table filled with munchies, pencils, paper and books for an evening of role playing with your friends. Within this magic circle, only the game exists and what is on the outside is of no consequence to the game. It is important to note that all players are within this magic circle, stepping outside during the game, or widening it just for yourself and not for your fellow players, would break the game. The promotion of the formation of social groups is the final characteristic mentioned by Huizinga; because it is specified as not being a necessity, it is still relevant to these times. Johan Huizinga had no notion of the digital age when he wrote his work and more likely thought of card clubs and other social groups emerging from play. Sitting alone behind a computer screen does not appear very social, but with the emergence of online gaming, play most certainly promotes the formation of social groups once more. Consider a World of Warcraft guild barbeque or otherwise wearing merchandise of your favourite game to show off your appreciation. Although newly interpreted, the characteristic is still valid and could also apply to educative gaming when used in class, as it provides common ground and something to talk about between fellow players. Lastly, although not directly mentioned as a characteristic by Johan Huizinga in his initial definition, is action. Action is an important feature of play and should not be viewed as the purely physical action of chasing a ball, yet prompting into action. It is action which also divides poetry and music from painting and other forms of still art as play. The artist’s “inspiration may be free and vehement when he ‘conceives’, but in its execution it is always subjected to the skill and proficiency of the forming hand. If therefore the play-element is to all appearances lacking in the execution of a work of plastic art, in the contemplation and enjoyment of it there is no scope for it whatever. For where there is no visible action there can be no play.” (Huizinga, 166) In addition to action, there is the capacity of repetition which he adds to the ‘musical’ arts as a feature, as music, poetry and dance only come to life when heard, read, viewed or practiced and can be repeated to enjoy once more. Bringing all these characteristics and features together, it becomes possible to arrive at a distinction that substitutes the most important characteristics for educative game play. Educative game play should be an immersive and non-serious activity, undertaken voluntarily within the ‘magic circle’ and without material gain as a prime incentive. Features should include interactivity and the possibility of repetition, which are both very important to games in general, as explained further through Chris Crawford’s definition of the word ‘game.’ The social connection is left out on purpose, as it is not a necessary characteristic for game play when considering single-player games. Tension, on the other hand, is important to keep the player occupied with the game and draw him away from normal reality. Game Chris Crawford is a computer game designer who has been developing games since the 1980s and currently concentrates on interactive storytelling. He offers four features as primary qualities of games: representation, interaction, conflict and safety. (Salen & Zimmerman, 77) He calls games a system and, much as Huizinga, sees a formal pattern within boundaries of something that is not real, but self-sufficient. Representation is an important feature and could be seen as a windmill representing a dragon in a game, because that is what the player needs at that moment in time, even though in the real world it is clearly a windmill. There is a requisite lusory state necessary to properly experience game play, as explained in Rules of Play. (97 – 98) Crawford describes an emotional investment and Huizinga an utter absorption in the game and these features lead to the need for immersive qualities within a game. The next important feature to Crawford is interaction, something he explores through his Storytron project. Interaction is the foundation of games and a feature that sets games apart from, for instance, film. Instead of following a pre-set story-board which is played out for an audience, a player has a choice of what he is going to do. He can go and explore the game and it is only through his choice and action that the game comes to life. The possibility for input and interaction also creates diversion. A film will show the same scenes over and over again; a game, on the other hand, is likely to show variety in repetition. Interaction is appealing because it makes people curious to find out what is out there, how the game works, what the possibilities are and what the effect will be of their actions. Therefore, it is also important to create meaningful play in order to keep the player interested. “The goal of successful game design is meaningful play.” (Salen & Zimmerman, 37) A player needs to see and experience a response to his actions within the game and the outcome needs to be meaningful as well. If a player keeps failing the completion of a level, but does not know why, he becomes frustrated. Conflict is the third feature presented by Crawford. Conflict can come in the form of obstacles which need to be overcome in order to advance through the game. Think for instance of defeating monsters or removing a stone wall by blowing up lemmings in order to finish the game level (or just having fun watching the chaos unfold upon the screen). Conflict makes a game interesting and challenging and relates strongly to Huizinga’s description of tension within play. This feature creates goals, whether that goal is to win, to prove one’s ability or to experience the rest of the game content. The goals in turn create a need to continue and see everything through, driving the gamer on. Lastly, Crawford adds safety as a feature. There is no physical harm through game play. Of course this relates to digital games, and Chris Crawford should be interpreted as a computer game designer. Although an apparent safe environment from physical injury, there is still the potential emotional damage to consider, especially through massive multi-online role playing games (MMORPGS). There are at times news reports of players who are so immersed in their game play that they forget to take care of their physical needs, with all the consequences that sleep deprivation, no food and no fluids may bring. Other times, players are found stuck in the fantasy world of their game and lose all social contact with the outside world. Of course these are extreme cases, yet emotional injury is very easy to fathom with young and easily impressed participants. Therefore, safety is not at all times a feature which should be awarded to games. So concluding Chris Crawford’s definition, representation, interaction and conflict can be added to the list of characteristics for game play. Salen and Zimmerman give the following definition of games: “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” (Salen & Zimmerman 83) Instead of a quantifiable outcome, I would prefer to see meaningful outcome in order to include such games that do not have a direct quantifiable outcome; role-playing games would be a good example. Combining the ideas of Johan Huizinga, Chris Crawford, Katie Salen and Eric Zimmerman, I have come to the following conclusion for a definition. In order to obtain successful game play, a game should consist of a formal system in which players engage in artificial conflict. This is played out within the boundaries of a ‘magic circle’ and results in a meaningful outcome. It is a voluntary activity with immersive qualities which requires a lusory state of mind and does not have material gain as a primary motivation for playing. Interaction can occur on many levels and between players, or between a player and the game itself. Rules of Play gives a useful differentiation between cognitive, functional, explicit and beyondthe-game interactivity. (Salen and Zimmerman, 69) This differentiation will be used later for the case study. Immersion is a characteristic that can be obtained in many different ways. It should, however, always be present, as it is of vital importance to the eventual experience of game play. Chapter 2: A History of Stories, Games and Education Games Computer role-playing games (CRPGs) have developed over several decades of gaming. In order to understand this type of game now and to work with them, it is important to know where they come from and how they developed into the modern CRPG. As I focus upon the computer game, I will not discuss arcade games, console games and hand-held games at great length and only when they are considered important for the development of the CRPG. Although the basis for role-playing games pre-dated the computer era, there will not be a complete recapitulation of this type of game, as that would surpass this thesis in scope and could easily warrant a research paper on its own. The main distinction is made between the various types of computer games which have influenced the modern CRPG. These are: text-based games, rogue-like games, multi-user dungeon games (MUDs), adventure games, story-driven RPGs and MMORPGs. Game types blend with and influence each other, yet distinctions also emerge and give a specific type of game its unique feel and its own gamer following. The single-player RPG is the most promising game genre for educative narrative purposes. It has a focus on a single main character, created by the player, which is supported by a narrative framework for the game play itself. This formula creates the strongest emotional response to a story through computer game play. The formation of the characteristics of a CRPG is the topic of the first part of this chapter. The identification of them is important for the case study selection. The second part of this chapter will cover education through narrative game play as a topic. Text-based games existed early on. During the 1970s, these games appeared for the computer on tapes and were created by both commercial companies and enthusiasts. There were no graphics and, as the name implies, the game existed solely in text form with commands from the player and responses from the computer consisting of short sentences and command words. Obviously, with just text, there needed to be a story element and enough tension to keep things interesting, almost like making your way through an interactive book. The Count was a commercially produced game in which the player character was locked up in the count’s castle. The count himself was a vampire and each time the character fell asleep, he would be bitten. If that happened three times, the character would turn into a vampire as well and lose the game. So the objective was simple and straightforward: escape from the castle before your character fell asleep three times. Each turn would cause the character to feel more weary and after several fairly explicit warnings, the character would fall asleep, get bitten and wake up again. To stave off sleep however, the character was equipped with several special pills to give him more time to escape the castle before being turned into a vampire. All of these games had a plot and storyline and required quite some mapping and meaningful plot-writing from the producer’s side. The players had to draw out maps as well, to prevent walking in circles. Text-based games proved to be an ideal way to practice and master programming language and many a student created a game of their own. Because of the possibility of creating your own games at a competitive level, there were quite some people who did. This market existed well into the 1980s, providing extra cash for the developers and variety for the consumers. Many of these developers were students whose adventure stories were inspired by film, literature and of course role-playing games such as Dungeons & Dragons, so they transmitted familiar elements of inspiration into the games they created. Although these computer games were some of the earliest computer games produced and did not contain any enticing graphics, they are still fondly remembered by those who played and created them and are considered ‘good’ games.5 Rogue-like games are single-player games which all derive their name from the game Rogue, the first of its kind, which was created in 1980 by Michael Toy, Glenn Wichman and Ken Arnold. (Barton, part 1, pg. 4) Although not the first graphic role-playing game, it has proven to be an important milestone in CRPG history. Rogue had a randomised dungeon system with random monsters, random items and even randomised descriptions of items. A potion described as pink could heal you in one game and poison you in the next. Initially these types of games were text-based, yet differed from text-based games in outlook. The game was not purely built up with sentences describing your surroundings; it also had a play grid made up of letters and symbols. The plot and objective of the game were not very complicated and would be copied time and again by other games. (Barton, part 1, pg. 4) In Rogue, the famous amulet of Yendor needed to be retrieved. The player battled and explored the various dungeon levels to find it and return to the surface once more. However, it was not just Rogue which had the Amulet of Yendor as its objective;NetHack, produced later, which was one of the most famous rogue-like games, This paragraph’s information is based on an interview with Kim Bos, one of those student developers. He was part of the Dutch team PK Adventures. 5 also required the retrieval of that same amulet. Other features such as healing fountains, robbing the shop-keeper and death through starvation are also recurring phenomena throughout the genre. Another important feature of Rogue was permanent death. When your character died, you had to start all over again. Although finding the amulet and fighting your way out of the dungeon was the game’s objective to finish it, it was not always the main objective of the player. Simply roaming the various dungeon levels, battling monsters, trying to swindle the shopkeeper and developing your character were already fun enough. Rogue-like derivatives still exist, such as Torchlight by Runic Games, released in 2009. The concept is still fun and attaining the game’s objective is still not necessarily the main motivation to continue game play. It was this concept of a large game world which allowed free roaming and the joy of exploration that helped develop the concept for later games, such as Oblivion and World of Warcraft, to incorporate such freedom for their players as well, even though these game worlds are not randomly generated. The many possibilities of rogue-like games allow for replaying the game and more hours of enjoyment. MUDs are very similar to rogue-like games and the main initial difference was the multiuser function. At first they still used text; however, they eventually also created a play grid through which the player could roam and play through the adventure, just as in rogue-like games. These types of games generally consisted of a very simple storyline and were mostly adventurebased, although there were also ‘social’ MUDs. A MUD is a “persistent, shared, computermoderated environment.” (Bartle, 3) These games were named after the first of their game-type, created by Rob Trubshaw in 1978. He passed the third edition of MUD on to Richard Bartle, as Rob graduated from university and Richard still had several years to go and thus time to complete the overhauled game. Universities were very important in those days to run MUDs, as they made use of the university networks. Without university networks, these games could not have been used by multiple people, as the internet did not exist yet at that time. Although singleplayer games are fun, it was exactly the appeal of multiple users at the same time, playing in the same game environment, which attracted Trubshaw to creating his game in the first place. “Roy had two motivations to write MUD. First, he had enjoyed single-player adventure games (Crowther and Woods’ Advent; Anderson, Blank, Daniels and Lebling’s Zork; Laird’s Haunt) and liked the idea of creating a multiplayer game along those lines. Secondly, he had a strong academic interest in writing programming language parsers and interpreters. The two came together when he discovered a means of sharing write-enabled areas of memory on the DEC-10 mainframe and mused on its potential uses.”6 (Bartle, 5) As the programming language, MUDDL, was shared, new games were created at Essex University which had their own settings. “There were a number of these, of which the preeminent were ROCK (based on TV’s Fraggle Rock muppet show), MIST (original and anarchic), BLUD (original and bloody, and UNI (the Computer Science Department as a sword-and-sorcery virtual world).” (Bartle, 6) Eventually, various copies spread amongst other universities and spawned their own games with different virtual worlds, types of game play and so on. MUDs are the forefathers of the modern MMORPG.7 Graphic adventure games as a genre started at the end of the 1970s and quite logically followed from the text-based adventure games discussed above. (Malliet & de Meyer, 31) The name of the genre is based on the first graphic adventure game, developed for the Atari 2600 in 1979 as a console game, named Adventure. The graphics were very primitive and the main character was signified by a crown symbol. “With respect to the narrative, the games followed the traditional quest-structure: a player is placed in an imaginary world and has to complete a task.” (Malliet & de Meyer, 30) “Both the search motive and the narrative structure became prototypical of the organization of any adventure game.” (Malliet & de Meyer, 30) A big jump forward was King’s Quest, the first graphically controlled adventure game by Sierra-On-Line, which was produced in 1983. (Malliet & de Meyer, 36) The game was in colour and the main character looked like a knight instead of an icon, with keyboard and text controls. The text controls were reminiscent of the text-based games discussed previously and were replaced in 1987 by the “point-and-click” technique, an innovation by Lucasfilm Games. (Malliet & de Meyer, 37) “It introduced a kind of intuitive storyline to the adventure genre and it did away with text commands once and for all.” (Malliet & de Meyer, 37) A final significant milestone in the development of the adventure game was the introduction of 3D. “In contrast with earlier games that already used perspective or an isometric standpoint, this did not just mean that there was depth in the images. 3D meant that the player could actually manipulate and explore the image.” (Malliet & de Meyer, 41) Although adventure games and 3D were initially not a perfect blend, the new technique became popular within the genre through Tomb Raider and the use of thirdAdvent is short for Adventure, as explained in note 3 on page 5 of Bartle’s Designing Virtual Worlds. For an in-depth exploration of the history and development of MUDs, please refer to Chapter 1 of Designing Virtual Worlds by Richard A. Bartle. 6 7 person point-of-view. (Malliet & de Meyer, 41-42) The first-person point-of-view managed “to directly involve the player in the game. They required the player to be quite skillful, and eventually reached a very high level of realism.” (Malliet & de Meyer, 41) This viewpoint however, was more suitable for ‘first-person shooters’ than for adventure games, as it allowed less awareness of the environment in the game. Despite that, often a player can now choose between these vantage points and toggle between them, to match his style and game play experience. Story-driven RPGs look a lot like adventure games at first glance. The main distinctions are character development and a strong focus on the narrative of the game, which take precedence over all other characteristics. Matt Barton names 1974 as a ball-park figure for the first RPGs. (Barton, part 1, pg. 3) The connection with pen-and-paper role playing games is an obvious one and the computer game dnd illustrates that connection. Most importantly for the genre itself, dnd allows for the player to create his own character, much in accordance with the rules for the Dungeons & Dragons pen-and-paper game. It has a level-up system for character progression and follows the traditional quest structure for narrative purposes. (Barton, part 1, pg. 4) Besides the mainframe games discussed earlier, story-driven RPGs followed much the same evolutionary course as adventure games, starting off with titles as Akalabeth and Dunjonquest: Temple of Apshai. (Barton, part 1, pg. 5) ‘Sword and Sorcery’ was the most popular genre, yet there were others genres as well, such as post-apocalyptic or film-based game worlds. “During the 1980s, PCs turned out to be more suitable for games built up around a story requiring a lot of memory activity and controlled by keyboard or mouse.” (Malliet & de Meyer, 36) It was The Legend of Zelda in 1986, developed for the NES, which brought the genre to the masses. (Malliet & de Meyer, 37) The point-and-click technique and reluctance to shift to the use of 3D are other characteristics of the story-driven RPG. Action RPGs were keener to incorporate 3D and put emphasis on skill, whilst some of the greatest RPGs retained the third-person view for their games, such as Baldur’s Gate by Black Isle in 1998. (Barton, part III, pg. 16) “Mainly working on developing complex narrative structures…, they only used the new techniques at a later stage of development to include sophisticated graphics. For the designers of these games, developing an interesting storyline was the first priority.” (Malliet & de Meyer, 42) A storyline comes to life best when it revolves around the main character, controlled by the player. “While this system allowed for more tightly controlled narrative and story-telling opportunities, some fans of old classics like Pool of Radiance and Eye of the Beholder felt cheated.” (Barton, part III, pg. 26) The answer came in the form of Icewind Dale I and II, although, “tellingly, most contemporary reviewers spend far more time talking about the feat and skill system than the story arcs.” (Barton, part III, pg. 27) Two other important developments in the story-driven RPG genre are the use of cut-scenes and the size of the game-world. Cut-scenes and short films are used to support the storyline but, at the same time, are criticised for hampering interactivity. (Malliet & de Meyer, 42) Over time, the scope of the game worlds grew ever bigger and became an attraction of playing the RPG genre on its own. The Elder Scrolls: Arena is a perfect example of a more realistic game world. “What impressed gamers was the incredible size of the world, the open-ended nature of the gameplay, and the supposedly high replay value.” (Barton, part III, pg. 12) The room for exploration and open-ended game play are features of their newest game in the The Elder Scrolls series as well and have become a characteristic of other RPGs in order to provide more hours of game play. MMORPGs are the latest genre development in RPGs. They make use of the growing amount of gamers with access to the World Wide Web in order to connect them for a shared game play experience. In a sense, they are very evolved MUDs however, equating them to MMORPGs directly is not very functional. “Although, properly, all these persistent, shared, computer-moderated environments can and should be referred to as MUDs, the term is sufficiently loaded that outside the cognoscenti it is unlikely to be universally interpreted this way.” (Bartle, 3) The defining feature of a massive amount of simultaneous online users may set the old and new genre apart sufficiently. Because this is the youngest of the various RPG genres, it has been able to profit from the evolution of other RPG types. Malliet and de Meyer describe these games as “no more than endlessly long RPGs, where, in addition to the computer-generated characters, players can also run into human players.” (Malliet & de Meyer, 43) The main characteristic this genre shares with MUDs and which sets it apart from the other genres is the persistent virtual world gamers share when playing. It has a cycle of its own and continues when the player’s character is not present or even logs off. Large and often times international communities spring up around these games. World of Warcraft is the current most popular MMORPG and had, at last count, “over twelve million players each paying £10 per month in addition to the initial software purchase.” (Peachey et al., xix) Although narrative is an important part of the genre, with a detailed world and background, the main goal of this type of games is character development in order to advance further into the game. (Peachey et al., xx) Another very positive factor often present is repeated playability. Because of the large world, the variety of character options and possibility of teaming up with other players, a great deal of the game content is still untouched when a first character has reached its zenith of power. Another desirable feature found in recent years is the addition of extra game content, freely downloadable or available at an extra price to provide extra hours of game play. Concluding this walk down memory lane, RPGs exist in a wide array of game types, but generally consist of the same or very similar characteristics. A shift in emphasis usually nominates a specific game to belong to one category or the other. The main characteristics are character creation combined with a character advancement system and a focus upon narrative over other qualities such as graphics and strategic play. Summed up, secondary characteristics are: a traditional quest-structure as a narrative, large game worlds for exploration, single-player and/or multi-player use, generally inspired by books, films or role-playing games, the use of a persistent virtual world in case of MUDs and MMORPGs, cut-scenes and/or films to support the narrative and a sense of creativity to create meaningful play. Narrative is the key in translating chivalric tales for educative purposes into computer games. This makes the choice of a singleplayer game for the case study easier, despite the appeal MMORPGs have due to their incredible popularity. Motivation to play the game is very important however, narrative value would be compromised too much. As seen with Baldur’s Gate, the narrative focus of the game upon the player character, as a part of the story, allows for better storytelling. It is also easier to move the story in the proper direction, without the player wandering everywhere throughout the game world without purpose. The vastness of the game world is a danger in itself; however, it is something which can be tackled through clever game design and used as a tool to educate the gamer on more general chivalric characteristics. Instead of merely playing through a particular knight’s tale, the game world can be utilised to explain more general chivalric literary motives, such as a knight’s prowess through battle and little side-quests. That way the player will not feel restricted to an extremely linear storyline and can enjoy the attraction of exploring the game world, whilst still being educated. Adventure games appear to be a great option for education on chivalric tales as well. Their focus however, is often less on narrative development and more on skilful progression through the game. The development of skill may be deterring yet, more importantly, the focus on the player’s character is not as present as with RPGs. It is this focus upon the character, the creation of it and advancement, which binds the player emotionally to his avatar. That way he will also be more involved with his character’s adventures. The singleplayer, story-driven RPG genre is therefore most suitable for educating narrative through play. Education The use of computer games as an educational tool is a hot topic. Quite some researchers and companies wish to see this medium as the next great development in education; at the same time, there are those who prefer to remain true to more traditional teaching methods. Film, television series and documentaries are a familiar sight in classrooms to engage an audience and educate them on a specific topic. Laptops are also steadily rising in classroom use for taking notes, whilst computers are used at home to write papers, create presentations and look up information digitally. Educative computer games have been produced for years but so far have not caught on to entice a wider audience. The main fault found with educational games is that they are not fun and should thus not be categorised as a game. (Prensky, 109) The offered game play is not good enough compared to commercial games. Game play has been extensively discussed in Chapter one; now it is time to discuss the use of computer games as an educational tool. Computer games are useful educational tools because they respond to the need of the digital generation’s style of thought processing. They are fun, engaging and motivating and provide a cognitive stimulant to increase effectiveness as a learning tool. Chivalric literature is specifically a suitable topic for education through computer games and can benefit from these games as a new medium of translation. The digital generation consists of people whose lives are intricately interwoven with the use of digital technology. Because of this intense digital exposure, their thought patterns and information processing has changed. (Prensky, 97) Research has pointed out that children who play computer games frequently may profit from cognitive stimulation in areas of visual-iconic and spatial representation skills. (Calvert, 130) Students these days have spent more time playing computer games than reading books. (Prensky, 98) “The result has been to acutely sharpen their visual sensitivity. They find it much more natural than their predecessors to begin with visuals, and to mix text and graphics in a richly meaningful way.” (Prensky, 100) An added shift from this exposure is from linear processing to parallel processing. Students are more apt to do multiple tasks at the same time, like listening to music whilst doing homework. (Prensky, 99) This is especially useful in case of educative computer games. “As attention becomes more automatic at a task, scarce attentional resources are freed up that allow the player to perform multiple tasks at the same time, or multitasking.” (Calvert, 127) The visual-iconic input delivered by computer games appears preferable to solely using text when it comes to imparting knowledge to digital natives. Similar to how e-readers are starting to replace books, educative computer games may replace or otherwise supplement schoolbooks, in order to create better accessibility to the knowledge contained within. Computer games are fun, engaging and motivating and offer an effective tool to create cognitive stimulation for an effective learning experience. Obviously, computer games are fun, as explained in Chapter one; they can also be very addictive, considering all the hours people spend on them. Fun is a very strong motivational factor and the primary method of luring a student into playing an educative game. Part of the effectiveness as a learning tool are the hours freely spent on the activity, not necessarily that the hours are spent more effectively than traditional learning methods, yet the amount of hours spent on practice. “People don’t like to practice. Games capture their attention and make it happen.” (Prensky, 103) Prensky summarises the effectiveness of computer games as a medium for education the following way: ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· ï‚· They are a form of fun. That gives us enjoyment and pleasure. They are a form of play. That gives us intense and passionate involvement. They have rules. That gives us structure. They have goals. That gives us motivation. They are interactive. That gives us doing. They are adaptive. That gives us flow. They have outcomes and feedback. That gives us learning. They have win states. That gives us ego gratification. They have conflict/competition/challenge/opposition. That gives us adrenaline. They have problem solving. That sparks our creativity. They have interaction. That gives us social groups. They have characters and story. That gives us emotion. (Prensky, 102) Interactivity creates practice with the subject and an active need to listen, think and speak concerning the topic. Instead of reading a text or listening to a lecture, this engagement is far more effective because it is a two-way line of communication. It replicates the interactivity of a class which allows for discussion and the active prompt of participation by fellow students and a tutor. Although in certain ways an educative computer game would be limited compared to having an actual teacher at hand, it is far more convenient for many situations. A computer game can have multiple copies and is booted up at the student’s leisure. Emotional involvement creates a bridge between the topic and the student for a longer-lasting impression. When characters in a book are presented in a boring manner and a reader creates no connection to either character or story, the book is likely discarded and the characters not remembered. “It seems that the more one feels one is actually ‘in’ a culture, the more one learns from it – especially nonconsciously.” (Prensky, 107) Emotional involvement creates a stronger memory of imparted knowledge. It is the active involvement stimulated by computer games which make them effective tools for education. RPGs are the perfect way to translate chivalric literature into a digital learning environment. As already noted earlier, RPGs create the best narrative experience when it comes to computer game genres. The power behind this is storytelling. Chris Crawford explains how the human brain consists of ‘mental modules,’ each with its own task. The division he gives of the most commonly recognised mental modules are: ï‚· ï‚· ï‚· ï‚· Visual-spatial: Handles visual perception and spatial imagination; based on pattern recognition. Social: Handles relationships with others; also based on pattern recognition. Natural History: Storage of facts about the environment and logical analysis of those facts; some sequential processing. Language: Permits communication and ties together all the other mental modules; sequential processing. (Crawford, 4) Stories like Yvain are part of the social mental module. They contain cultural knowledge and the art of storytelling is an important vehicle for passing on that knowledge. The reason why simple lists of such knowledge cannot be passed down in a sequential manner, like for instance natural history, is because of the nature of the information that is transmitted. “Most of the information content of these stories pertains to social reasoning. Some pertains to the natural history module, but the bulk of these stories concern interpersonal behavior: trustworthiness, marriage, perseverance, and so forth.” (Crawford, 6) This presents the mind with a problem, because language based on sequential processing needs to transmit something the mind processes through pattern recognition. The answer to this problem is narrative, which acts as a reformatter. (Crawford, 6) “Consider: A story is definitely a linear sequence of events; its architecture is even referred to as a ‘plotline.’ That linearity is the inevitable outcome of using language to relate the story. Yet the story’s content can’t be understood until the story has been completely received… In other words, stories are complete patterns that communicate a special kind of knowledge to our patternrecognizing mental modules.” (Crawford, 7) The RPG computer game could be seen as a purpose build medium for storytelling. Moreover, it aids the digital generation to grasp this social pattern by using the visual-spatial mental module, which also relies on pattern recognition. The language module is still used however, supported heavily with an easier processing system for stories, especially considering their visual-spatial module may already be enhanced by all the hours spent on computer games. Chivalric literature is generally linear and chronological in nature, without too many different character shifts and neither does it contain narrative constructions such as flashbacks. This makes for an easier translation into computer games for developers, as flashbacks would for instance tamper with interactivity, a valid difficulty pointed out by Jesper Juul. (Juul, 223) Arthurian romance is especially suitable because of the narrative structure invented by Chrétien de Troyes, centred on an adventurous journey, or avanture, for the main character of the story. (Haug, 93) “It is characterized by three structural elements: 1. Arthur’s court as the ideal starting point and goal of the action. 2. The challenge, in which the ideal status of the court is called into question by an outsider, and a knight of the Round Table sets out to take up this challenge on behalf of society. 3. The hero’s ‘adventures’: his setting out and journey lead to a crisis, at the low point or nadir of his fortunes. Here there comes a turning point which is associated with the winning of a bride, with whom the hero returns to court. However, the action of the romance is not contained solely within this basic pattern, but is repeated in a typical variation. The first series of avantures ends as it were in a precarious state of equilibrium; there then follows a crisis which forces the hero to set out again.” (Haug, 94) The cyclic use of avantures and eventual ending at court is, for now, the most important aspect of the Arthurian model in relation to usability in CRPGs. There is a deeper layer concerning content and meaning behind the Arthurian model, however, that would broaden the scope too far. For further reading, I would recommend Vernacular Literary Theory in the Middle Ages by Walter Haug, pages 93 to 100. Another useful difference with the modern novel is that the protagonists in Arthurian romance are not fully rounded characters in their own right; rather, they “appear more as figures in a preordained pattern of events.” (Haug, 92) Creating rounded characters in computer games is difficult. An emotional connection with the main character and non-player characters (NPCs) can be established, as explained by Freeman in Creating Emotions in Games. However, it saves tremendous amounts of work that this does not have to be done for every character in the story, in order to convey the meaning of the story itself. Concluding, there are several important benefits to using computer games as a medium of education. Homework is usually not considered fun. Computer games are fun and by combining these two, students are more motivated to spend time learning and actually spend more time on learning. The digital generation is aided in learning by using computer games as en educational tool because of their enhanced visual-spatial focus. Interactivity and emotional involvement are two of the most important tools to create effective learning strategies within games. The CRPG is a specified, useful game type when a transfer of knowledge concerning stories and social relationships is involved. Its focus upon narrative and storytelling is the bridge between social and language mental modules; storytelling was already a strategy to explain and teach before it was used in CRPGs. Through the focus upon the development of the main character, an emotional bond is more easily created with the user, thus allowing for a stronger memory imprint. Translating stories to computer games is not easy. Arthurian romance, however, shows qualities for a potentially smoother transition based on narrative structure and character development content. Although the choice of literature for the case study was motivated by personal preference, it is also a well-considered choice with merit based on practical considerations. Chapter 3: Case Study Introduction When I started this project, it became clear quite quickly that choosing the proper game would be important to the success of the case study. The objective was to find a commercial computer game that could be used to create a knowledge transfer on Arthurian literature and chivalric content. With so many different games on the market and a limited amount of time I decided to call in the help of a good friend in order to make an educated decision. Manuel Regien is an avid gamer, moderator for the official Bethesda forums and quite knowledgeable on a wide selection of games from personal experience.8 After a long phone-call, with extensive questioning on a variety of games from my part and comparing several games, it became clear that The Elder Scrolls IV; Oblivion (TES IV) by Bethesda would be the most appropriate choice. It is the fourth game in a successful series of computer games. It is a single-player game with an elaborate story-line and a vast game world which allows for hours of free-roaming and extra story-lines. Oblivion has several interesting immersive qualities and the game world itself contains enough elements to create an Arthurian setting, especially with the Knights of the Nine (KoftN) expansion pack, downloadable content (DLC) and use of the creation kit. Neverwinter Nights 2 (NWN2), Dragon Age 2 and Oblivion were the initial contenders for the case study. NWN2 was personally alluring because of the Dungeons & Dragons background. NWN1 had been created by Bioware and this company was also active in the development of NWN2. Previously, Bioware had developed Baldur’s Gate, a personal favourite which is often considered one of the greatest role-playing games for the computer. (Barton, part III, pg. 24) Dragon Age 2 was still very new and – with the initial buzz still lingering – an attractive choice. It was however, quickly discarded when comparing storylines and game play experience suitable for an Arthurian adventure. Oblivion however, was the fourth game in a series well received, with a fifth game on the way. Skyrim is due to launch November eleventh 2011 and looks very promising, as can be seen in an interview by G4 with Bethesda Game Director Todd Howard.9 The focus for the upcoming Skyrim is a more northern background, which may prove very 8 9 Manuel Regien is known under the moderator -name of Miltiades at: http://forums.bethsoft.com/. http://www.youtube.com/watch?v=ic6dKnv3WdU interesting for other adaptations from literature such as parts from The Poetic Edda or Beowulf. Because of the continuation of The Elder Scrolls series, Oblivion is without a doubt a very viable commercial computer game. Oblivion is a single-player game with a focus upon the player’s character as a part of the bigger storyline. Although creating an emotional response with a computer game character is very different from film characters or books, it is well worth the effort, as explained in the previous chapter. According to David Freeman, the emotional response to a game may actually be diminished if the player cannot identify himself somehow with the character he plays, thus creates a less immersive experience. When character induction and story arcs surrounding this character are handled well, they potentially become the type of games talked about for generations afterwards. (Freeman, 254) The single-player mode offers a deeper focus upon story development as well instead of character advancement. The use of a first-person view and Radiant AI are two other characteristics which make Oblivion an attractive choice. Although I personally prefer a third-person view when gaming, the first-person view offers a stronger connection with your character, something preferable for a narrative-based game if you want players to connect with the main character. There still is the option, however, to toggle to a third-person view, which is useful for certain situations. Radiant AI brings a more immersive experience to Oblivion in a subtle way. It was still quite new when Bethesda was working on Oblivion and eventually had to be tuned down a little for the release, due to its unpredictability. Radiant AI gives NPCs the freedom to roam and follow their own paths. They have a set of goals and can, for instance, be found in their shop by day and at the tavern in the evening, interacting with another NPC. This creates a more persistent game world. Unfortunately this new feature also posed several problems at times. One story concerns an NPC in need of a rake to work the fields. When he came to his destination without a rake and ‘discovered’ his mistake, he went over to another field or house and simply stole a rake as the NPC had been programmed to have questionable morals. Theft got him into trouble and he was assaulted by another NPC, which triggered a whole train of unforeseen events. It was during those testing days apparently possible to bring your character to a city and find all the NPCs dead, because of an unforeseen trigger caused by Radiant AI. 10 As Bethesda has had time to develop Radiant AI further, it will be used more in Skyrim and together with a new feature, 10 Manuel related this story to me as he had heard it from one of the engineers working on Oblivion. Radiant Story, offers an exciting development for the near future for gamers and fan-based content development. Radiant AI provides an important tool for greater immersion, flow and creating a persistent world. Another main characteristic which made Oblivion more interesting than NWN is the massive free-roaming world. When roaming around in Oblivion, exterior content is automatically loaded without freezing game play; only when entering interior content there is a loading icon with a short wait. The seamless transgression makes for improved game flow without disturbances to pull the player out of his game play experience. This large game world also offers many extra hours of game play as explained in chapter 2. It creates a sense of freedom for the player, an important attraction to gaming as opposed to film. “But the screenwriter needs to learn all the ways to give actual or apparent freedom to the player, so that the player doesn’t feel trapped into merely being a pawn in a story. Gamers want to feel they’re playing a game, not being played by it.” (Freeman, 17) A big game world waiting to be explored presents an opportunity to veer away from the main storyline momentarily in order to pursue some extra practice at the game controls, extra character development to prepare for that difficult encounter in the main storyline or simply take a short break from linearity and chasing sidelines. As with NWN2, Oblivion has added software which allows gamers to create their own game content. This feature should also be available and improved upon with the next installment of Skyrim. An exciting feature of this software already present within Oblivion is the voice implementation possibilities for NPCs. This gives the option of extra audio input instead of just text-based conversations between the player and an NPC, as already experienced in the game itself. Although it is not the easiest implementation, it can be done by fans and creates greater immersion within the game. SureAI is a German-based team who create modulations (mods) for computer games; their ‘Nehrim’ project has won several awards. It is considered one of the most prestigious mods for Oblivion. 11 They use German voice-overs with English subtitles (when applicable) and have created a complete game-world that has no relation with the original game world The Elder Scrolls series is set in. The trailer looks extremely professional and enticing and does not betray the ‘mere’ fan-based origins. 12 The other attractions of Oblivion are the possibilities for Arthurian adaptations through the Knights of the Nine (KoftN) expansion pack 11 12 http://www.sureai.de/ http://www.youtube.com/watch?v=5zmeYRxwngM and downloadable content (DLC). KoftN and the extra DLC provide a wider graphical array for knights and buildings, and it introduces horse armour. 13 These are important, visual, representational tools when you want to recreate an adventure with a knight in shining armour as a main character. Oblivion is a story-driven RPG with a strong and commercial background. Game flow within the game is quite high due to a world which allows free roaming and protects from too much linearity. The first-person view grants a stronger connection with the character that you are playing. Instead of a focus upon character progression, the game is set up for a strong narrative approach. Communication with NPCs through voice-over audio stimulates extra cognitive sensory input and Radiant AI creates a more persistent game world for an added immersive experience. Put together, these characteristics create an immersive experience suitable for narrative game play. The construction kit grants an ideal tool for building a game world of your own. It potentially supports implementing Arthurian stories with readily provided graphical content of knights, in order to educate the player, without needing a complete professional team necessary for support. Therefore The Elder Scrolls IV; Oblivion would seem the ideal tool to recreate one of the Arthurian knight’s tales for a computer game, in order to create a more approachable method of learning about both the individual stories of Arthur’s knights and the courtly values and life as depicted in medieval literature. The rest of this chapter will venture further into this topic. Amongst that is an evaluation of the game play of Oblivion itself in connection with the characteristics discussed in chapter one. This is followed by a summary of Chrétien de Troyes’ Yvain and examples of translation into an engaging computer game. 13 The DLC for horse armour stirred up quite some less-than-positive reactions. It was one of the first experiments from Bethesda to provide downloadable content which required payment. Although a small fee, many people who payed and downloaded the content were disappointed with the amount of extra content they were rewarded with. The ratio has improved with new downloadable content, but the horse armour download is still brought up at times as can be seen in the interview by G4 concerning Skyrim: http://www.youtube.com/watch?v=ic6dKnv3WdU The Game As promising as Oblivion sounds, it still required actual play to test the game, experience it, test the functionality and explore possibilities. Manuel had an extra copy he was kind enough to send me. Below is a personal experience report, written shortly after playing Oblivion. It is important to note that I have no previous experience with the TES series and its game controls. Although I used to play story-driven RPGs, my preference has shifted to the so-called ‘God games’ and MMORPGs these past few years. Play starts even before the player boots up the game; the experience starts with the packaging and installation. It is a compact, neat looking box with game name, company name and age certificate of fifteen, clearly presented upon the front and some graphics and information on the back. Within the box is a small guide concerning the game world for those who want to know more about the various people, geographical locations and so forth. There is a fancy, yet clear map, two discs and a game guide. One of the discs contains bonus material concerning the game and the other allows for easy installation. True to my generation, I studied the map for a moment and ignored the game guide before starting up the game. The first button on the first menu is play; after hitting that, a short sequence of company logos pass by and the game is introduced by letters forming the name Oblivion, pompous music and movement over a background map. Put together, it gives the sense of embarking on an epic adventure when first experienced, it also reminded me a little of Pirates of the Caribbean. The introduction is not too lengthy and builds up tension by creating anticipation. The menu is straightforward and game play can be started straight away. A new game starts with a first-person view trailer to introduce the storyline of the game, again with an emphasis on a sense of adventure, now mixed with impending doom. My first impression of the graphics was a little disappointing. They are not as smooth and interesting as I am used to, however; this game is already four years old and I am used to MMORPGs like World of Warcraft which undergo constant improvement. The storyline on the other hand is promising, tickles the imagination and elicits a need to discover what this game is all about. After the film, the game moves into character creation. Although I did not pay an awful lot of attention to the added bonuses and information concerning the game world, they do make a worthwhile addition. They are very valued by fans who have played the previous games and already familiar with the game world.14 They are also a valuable addition for those people who come to love the game afterwards and especially creative players who wish to make their own additions through the creation kit. There are ten different ‘races’ to choose from, including some non-human options; each of these are presented with a little background information concerning the world setting and some formal ability information. The most striking feature of this part of the game is that none of the presented character options appears pretty or handsome. The range of possibilities with which the character’s facial features can be changed however, is incredible and one could easily spend hours on character creation alone. Manuel told me afterward, that it is actually possible to create a pretty character and that there are readily downloadable settings for them as well. For my first character I picked a Breton male named Finn and started the game without wasting too much time exploring the endless possibilities of character visuals. Instead of emphasising the character’s strengths or weaknesses, the developers appear to put emphasis on storyline and realism. Each racial description has more information on the game world than on details of the game mechanics. There is no invitation to spend hours on a character’s optimisation through number-crunching, like some other RPGs do. Actual game play starts in a dungeon as scene-setting, with a sneering fellow-prisoner behind bars at the opposite side of the hall. The storyline begins quickly with several NPCs who come into your cell together with the emperor and open up a secret passage way. As this is the only way out, there is not much choice but to follow. When walking with the guards and emperor, the initial storyline unfolds, with the emperor’s death as a final sequence before you start the adventure on your own. The player’s first mission starts after receiving a jewel from the emperor, which needs to be delivered to an NPC at a chapel. A tutorial guides the player through his first fights and a way out of the dungeon in order to reach the surface level. Initial game play is a little awkward. The controls took some time to get used to and the tutorial directions were very much a necessity in order to grasp the functional side of the game. I also found myself leafing through the game guide without finding the information I was really looking for in game control. Just after the emperor dies, the player is also confronted with the first conscious step in character development. The menu which pops up gives information on the various classes that 14 This should be viewed in a similar way to me buying the deluxe edition of the Conan MMORPG in order to receive a map, art book and in game extras, because I am a Conan fan. TES was simply something I had not yet bonded with. can be chosen. It explains the strengths and weaknesses of each class and suggests points of improvement on character progression for later in the game. Once outside, there is this immense world suddenly at the player’s feet, ready and waiting to be explored. The sense of mystery and promise from the main storyline was not compelling enough for me to follow it straight away. Accordingly, instead of going towards the chapel and finishing my first mission, I decided to go to the town, which was closer by. My character was quite encumbered with all the loot from the dungeon and the town promised shops to sell that loot. The vastness of the game world was also exciting enough to keep the story on hold. Without noticing, the level of quality of the graphics was no longer a bother, because of all the possibilities demanding attention. Entering the town at nightfall meant that all the shops were closed – an unexpected detail, but logical. There were characters walking around, which provided an opportunity to discover other features of the game. Quite quickly I made my first unintentional kill of an apparent random NPC. He suddenly became aggressive towards my character after talking with him and playing a mini-game to improve his disposition. It took several more mini-games and the game guide to find meaning behind this game function. After the hapless accident, I found the tavern and discovered the novelty of Radiant AI. The features of a seemingly persistent world, silently stole away several hours of play without notice and before I knew it my character was involved in yet another plot, with a different mission completely separate from the earlier main storyline. Eventually, however, because of the time pressures due to the research schedule and my curiosity concerning the main story-line, I continued onward towards the chapel. Once at the chapel, the main story-line was very easy to pick up again. The player is drawn into a secret mission, which is presented as a necessity to save the world from eternal doom and damnation. Although it is possible to travel from one place to another with your character by following roads and signs, it is also possible to click on the general destination you wish to go to in the map menu. This cuts down severely on time-consuming travelling and allows the player to continue through the story-line a lot quicker. The character is instructed to locate and bring back the emperor’s unknown son, as he is the last hope to use the jewel and restore order to the lands. This son is a monk who is currently in another town; once the player reaches this place, he finds a refugee camp located outside the gates. People are panicking and leaving the city, as it has been taken over by demonic monsters which are burning down the city and killing everyone. After speaking with several locals, it quickly becomes clear that the monk is still trapped within the town. He is quite easily found inside the church, but refuses to leave without the people surrounding him being brought into safety as well. Outside are several guards who do not mind rescuing these people, but in order to do so their commander first needs you to close the gate into Oblivion from which all these evil forces are entering the city. This mission within a mission has a very simple and basic narrative incorporated into it; it mainly boils down to a series of hack-and-slash encounters while searching for the solution to close down the gate. After several saves and hours of play, I managed to clear the mission and noticed that the game had actually made my sense of time disappear once more. Clearly, graphics and a most excellent and engaging short story-line are not absolutely vital components in order to create an immersive experience and tap into that required lusory state of mind. After the gate is closed, the guards and their commander enter the town and save the people trapped within the church, including the monk. Although the monk has difficulty believing he is the emperor’s son, he follows you back to the chapel. The monk appears to be a generally good-hearted and capable character. Several emotioneering techniques are used to endear the NPC to the player. “Emotioneering is the vast body of techniques created and/or distilled by David that can create, for a player or participant, a breadth and depth of emotions in a game or other interactive experience, or that can immerse a game player or interactive participant in a world or a role. It also means the application of these techniques.”15 (Freeman, 7) Once again at the chapel, more disruption takes place within the game world with several NPCs dead. The initial quest-giver is found, however, and the story continues through to another mission. This time the emperor’s son needs to be brought to safety in a far-off monastery. Instead of clicking the map for instant travel, I decided to make the journey in real-game time. Horses are introduced for travel and they look quite impressive. Once again it took a little while to master the newly discovered game controls, yet this time I was pleasantly surprised by the whole experience, including graphics. The horses are realistic, as are their movements. The world my character was riding through was quite beautiful and sophisticated, with plants everywhere. These plants could be picked and used for alchemical purposes. There were also wolves and bandits along the way, which caused in-game trouble during travel, as would be expected of such 15 Freeman, David. Creating Emotions in Games. New Riders Publishing, 2004, chapters 2.10 & 2.11 give a further explanation of such techniques. The term ‘emotioneering’ is a trademark property of David Freeman. encounters. The two NPC companions were not idle baggage either, actually dismounting from their horses and aiding the player character whenever he encounters a dangerous situation. The emphasis of the game had now clearly moved away from the hack-and-slash experience and focused upon a realistic game world which allowed free-roaming and was populated with Radiant AI characters and monsters. The illusion of a persistent game world brought it to life, made it believable and interesting. This realism also ties in with the homely characters, differing from the handsome characters which normally populate commercial games. The designers clearly went for a more realistic and believable approach. Salen and Zimmerman divide interactivity into four modes; cognitive, functional, explicit and beyond-the-object-interactivity, which can overlap. (Salen and Zimmerman, 59) Cognitive interactivity is well-presented as the player is directly involved with the storyline and his character is incorporated into it. Functional and explicit interactivity are less clear and it takes time to master various moves, finding out where the menu for your character is, how the menu works and what the information actually means in terms of game play. The macro-decisions on character progression are consciously presented. They make the player consider carefully which direction he wants to take his character, without any serious number-crunching. Lastly, beyondthe-object- interactivity is well represented through the extra material that comes with the game, forum communities and the possibility to develop your own creativity through the creation kit. Chris Crawford gives the following definition of interactivity: “A cyclic process between two or more active agents in which each agent alternately listens, thinks and speaks.” (Crawford, 29) The quality of interactivity depends on the eventual product of this cyclic activity and not merely maximising each component, all three are required. (Crawford, 30) Although functional and explicit interactivity were not optimal, they were sufficient and well-compensated by other features within the game to present an overall high-quality product and thus experience. The lessened transparency and focus on character progression in terms of experience or ability improvement, actually aids in shifting the focus from mastering game play, to experiencing other parts of game play that have less to do with hack-and-slash and more with storyline and game world. After the initial storyline introduction, the game contains quite some meaningless hack and slash however, this is a temporary necessity. The player needs the functional and explicit experience concerning game controls to improve his overall game play experience later on. Overall, it is not very intuitive play to start with and at times a little frustrating. By the time the surface is reached and the tutorial guidance has passed however, the basic controls are mastered and the basics of the character menu have received a meaningful functionality. A fun and meaningful function to discover was the first item creation possibilities within the game through alchemy. Once in the character menu, item manipulation is fairly intuitive and it is fun to discover the ability to brew some potions at an early stage within the game. Oblivion invites a player to explore setting and game world, where a player can stumble upon anything. The hack-and-slash is functional and challenging and provides tension, without becoming the goal of the game. There is an overall storyline with sub-plots present. However, a player is not forced to follow it all the way through immediately. There is time and space to roam, discover and engage with other computer characters which do not immediately have something to do with the main storyline. Although stories are generally quite linear, the possibilities of such an engaging world may provide an interesting frame-work for a variety of Arthurian literature incorporated into one world and one magic circle. This could provide not only knowledge about a single story, but provide general information on chivalry and knighthood within a fabricated game world. Ticking all these boxes and combined with the experiential immersive emphasis described above, Oblivion is an exciting potential play-ground for creating an educative Arthurian game play experience, without creating a complete game from scratch. Yvain The story of choice for the case study is Le Chevalier au Lion, often simply referred to as Yvain.16 It was written during the second half of the twelfth century by Chrétien de Troyes, “the inventor of Arthurian literature as we know it.” (de Troyes, 1) Although there are many versions of this story, it is appropriate to remain with the author who originally conceived the romance as it is known today. Knowing his version will also introduce gamers to other important and perhaps already familiar elements of chivalric literature. Besides academic appeal I have to agree with Frank Brandsma on other characteristics: “De roman van Yvain ou le chevalier au lion van Chrétien de Troyes leent zich uitstekend voor omzetting tot game. Het verhaal bevat een leerfase (de avonturen van Calogrenant) en een gefaseerd groot avontuur met magie, monsterlijke wezens, hevige gevechten en achtervolgingen, er zijn slimme ontsnappingen en spannende reddingen en ook nog een bondgenoot in de vorm van een leeuw. Bovendien heeft het verhaal uitiendelijk ook nog een happy end.” (Brandsma) The length of the adventure and many mini-adventures, or interlacing adventures, will provide for many hours of game play. The inter-textual quality with other knight’s tales by Chrétien can offer a wide range of adventures after this first one has played out, providing recognition with previous game play and a more consistent game world. Below is a summary of the story, touching upon the main points. There is no prologue to Yvain. Instead it starts with Chrétien himself, presenting the topic of his tale in the role of a storyteller. This tale will be about the good king Arthur, his knights, the court and the ladies at court. Most of all however, it will be about love, something no longer served as well and true as it should be. The storyteller clearly reminisces of a bygone age. During Pentecost Arthur’s court has gathered. 17 The knight Calogrenant tells a tale of shame about an adventure which has befallen him and the defeat at the hand of an unknown knight, who takes his horse as spoils. Yvain, his first cousin, immediately expresses his wish to avenge this shame and is mocked by Kay for his words. When the king joins the group, the queen retells the tale and the king decides he wishes to see these marvels described in the tale 16 17 Yvain: The Knight with the Lion. Pentecost is also known as Whitsun. and travel to the place of challenge two weeks hence. The court is pleased by this decision; Yvain however, is not. He fears that Kay or Gawain will be given the honour of challenge, allowed to defeat the unknown knight, avenge Calogrenant’s shame and reap honour and glory. So he sets out that same night on his own, without telling anyone. On his journey, he reaches the fortress described by Calogrenant, where the host bids him welcome. He also meets the host’s daughter who is even more beautiful than in the tale. After spending the night he sets out once more and finds the grotesquely formed peasant who looks after his wild beasts, also named by Calogrenant in his story. As he continues, he finds the straight path and rides for the almost magically described place where his cousin had known defeat. There is the pine tree with the golden basin, the cold bubbling spring, the emerald stone set upon four rubies and the chapel. Yvain uses the basin to pour water from the spring over the stone, just as Calogrenant did; similarly a horrendous storm rises. As the storm subsides, the birds sing very beautifully and our knight can hear another knight approaching. Once they see each other, a joust follows immediately, in which the knights fight honourably. The unknown knight is mortally wounded and flees back to his castle, where he dies. Yvain rushes after him, is trapped between portcullises and loses his horse. Before a vengeful mob can come looking for him, however, he is aided by a young damsel who gives him a ring which turns him invisible as long as he stays still. She takes care of him because of past courtesies he had shown her at court. Still trapped, the mob comes looking for him within the hall and only find his horse. There is no place where he could have escaped to, but they cannot find him. The lady of the castle enters the hall as well, with her husband in a coffin before her. As the deceased knight is carried into the room, his wounds begin to bleed afresh.18 Mad with grief, the lady tears at her hair and clothes. Yvain immediately falls in love with her. After everyone has left the hall, the damsel who aided him earlier slips back in to speak with Yvain. We will later learn that her name is Lunete. She tells Yvain to bide his time and says that he cannot leave. Thus he waits and the vanquished knight is buried. In the meantime, the lady of the castle, Laudine, worries about Arthur who will come to make war upon her (awakening the storm is a challenge); she now has no one to answer that challenge. Lunete then starts to work on her plan to bring Yvain and Laudine together, with a little trickery on her part. 18 It is a common motif in chivalric literature that the wounds of a deceased man will start to bleed again when the man who killed him is in the same room with him. She pretends that Yvain is already far off. At first Laudine does not want to hear anything about the knight who slew her husband; however, in the end she comes to see that Yvain is the better knight for defeating her husband and Lunete has given her sound advice. After all, the knight did not harm her and if he had not slain her lord, her lord would have slain him. After some more trickery, this time by Laudine, they marry. Yvain rides to the challenge when Arthur arrives at the spring and the stone. He is not recognised because he wears different armour than normal. Kay jests about Yvain’s absence and takes up the challenge himself, after which he is unhorsed and Yvain reveals his identity. Arthur and his company are very pleased to see Yvain and are brought to the city where they meet his wife; the city rejoices. Gawain offers Lunete his services, because she had saved his good friend Yvain. After a week of feasting, the king makes preparations to leave and Gawain urges Yvain to come with them, arguing that it is no good to remain with your wife if you lose reputation and fame afterward.19 Yvain goes to Laudine to ask for a favour, which she grants before knowing what he will ask of her. When she hears that he wishes to set out with Gawain to visit tourneys and gather glory and fame, she becomes unhappy. As she had already granted the favour however, she must give him leave, yet demands his return within a year. If he does not return in time, her love for him will turn to hate. Yvain promises to return in time and is given a ring by Laudine to keep him from harm. After he has left with the king, Yvain sets out with his companion Gawain and gathers great renown. Gawain delays him so much, as Yvain does so well at the tournaments, that a year passes by and the promise is forgotten. One night in August, Yvain starts to remember and he is deeply regretful. He is surrounded by the king and his knights when a damsel approaches the camp who greets all in the name of her lady except for Yvain, “that liar, that deceiver, that unfaithful cheat, for he had beguiled and deceived her. She had clearly seen through his guile, for he had pretended to be a true lover, but was a cheat, a seducer, and a thief.”20 (de Troyes, 329) The damsel demands the ring back and after that Yvain slips away for fear of going mad, which he does. No one can find him and he lives like a madman. It is important to note that this is the absolute low-point in the adventure for Yvain; it is only after he has reached this point that he can start to redeem himself and aspire to becoming a true knight once more. “Following a pattern analogous to the structure 19 20 See Erec and Enide for a story devoted to that topic, a presumably earlier piece by Chrétien de Troyes. Of her lady’s hart. of Erec, the crucial transformation takes place in the crisis between love and action. In falling prey to madness and living like an animal in the wilderness, the protagonist here too symbolically passes through death; in this the romance hero is once again led to the limits of human experience.” (Haug, 131) Yvain is found sleeping in the forest by a lady and two damsels. One of the damsels finally recognises him and brings word to her lady. The lady reasons that Yvain could help her in the war brought to her lands by Count Alier, if she restores his wits to him. So she leaves and sends one of her ladies back with an ointment she had procured from Morgan the Wise. This restores him; the damsel then brings him to the town of her lady, pretending this is a chance meeting. Yvain regains his strength and battles against the invasion of Count Alier, bringing the count to heel. The count then swears pledges to the lady of Norison. After this, Yvain wishes to leave; grudgingly, the lady allows him to depart. As he travels, he finds a dragon and a lion locked in mortal combat. Because the dragon is such a wicked creature, the knight decides to slay it first and only slay the lion after, if it should attack him. Instead of attacking Yvain, however, the lion shows submission to the knight for saving his life and becomes his steadfast companion. After a while, the two companions come upon the spring below the pine. Yvain swoons when he recognises the place. He scolds himself for not returning in time and allowing true happiness to slip from his grasp. Then he hears a lament from the chapel and finds Lunete imprisoned. She is charged with treason and will be put to death on the morrow, as she cannot find anyone to defend her cause. There are only two knights who could save her and stand against three men in combat: Gawain and Yvain. When she tells Yvain that it is for his sake that she stands accused, he reveals himself to her and she tells him what has happened. She had also gone to Arthur’s court but could not find him or Gawain, as the latter was already on a mission to safe Guinevere.21 Yvain vows that he will be her champion and deliver her from her accusers, but she must not tell anyone his name. Although the damsel complains that she does not want him to die for her cause, he will have none of that and leaves with his lion to seek lodging for the night. Yvain and the lion find lodging for the night at a baron’s stronghold. The people appear very joyful at his arrival, yet at the same time are overcome with sorrow. The baron explains that 21 This story is actually told in Lancelot: The Knight of the Cart, also by Chrétien de Troyes. a giant plagues his lands and demands his daughter, who he will give to “the vilest and filthiest stableboys… for sport.” (de Troyes, 343) The man had six sons; two have already been slain by the giant, and the other four will follow suit on the morrow if he does not find a knight to battle the giant and free his sons, or otherwise hand over his daughter. When Yvain inquires why the man has not requested aid from Arthur’s court, he receives the same answer Lunete told him concerning Gawain. Otherwise Gawain would surely have aided him, because the baron’s wife is Gawain’s sister. Therefore Yvain pledges to stay and fight the giant if the wicked creature turns up early enough the next day. The giant turns up at the last possible moment before Yvain really needs to leave in time to save Lunete. They do battle and the lion assists him ferociously. Of course Yvain wins and he tells the baron to send the dwarf who accompanied the giant, together with his sons and daughter, to Gawain, once that knight has returned to court. They should tell him of what happened here today and name him the Knight with the Lion and say that they know each other well. “For a kindness is wasted if one doesn’t wish it to be made known.” (de Troyes, 348) He then makes for the chapel in all haste. Lunete has already been brought before the pyre when Yvain arrives. The women present are already lamenting the loss of Lunete and her good advice. Quickly, the knight engages in battle with the three accusers; although they demand that the lion should be kept at bay, Yvain tells them that if the lion joins the fight as well, they should prepare to defend themselves. Although heavily wounded, Yvain and his lion are victorious and free Lunete. She and Laudine reconcile immediately and Laudine asks Yvain, not knowing who is, to stay and recover from his wounds. Yvain tells her that he cannot stay, for he must first end the displeasure he has caused his own lady, before his task is finished. Laudine praises his valour and when she asks for his name, he tells her he is known as the Knight with the Lion. Lunete departs with him and promises she will not reveal his real name, but will put in a good word on his behalf. She then returns to Laudine. The lion is gravely injured and strapped to Yvain’s shield so that it might act as a litter. They eventually find hospitality at a manor, where both recover from their wounds. In the meantime, Lord Blackthorn dies and leaves two daughters. The elder daughter refuses the younger her share of the inheritance and both sisters take the matter to court. The elder sister arrives first and enlists Gawain to her cause, upon the condition that she does not disclose his identity as her champion. The younger sister asks Gawain as well, but he must refuse. The king gives her forty days to find a champion when her sister does not relent and she leaves in search of the Knight with the Lion, of whom she has heard at court. When the girl falls ill, an acquaintance takes over the search and soon follows the path of Yvain’s many adventures, until she finds him. Yvain agrees to pledge his service and they travel together until they come upon the town of Dire Adventure where they mean to lodge. The people are quite rude and urge them to leave before they can no longer depart of their own accord. Yvain ignores them and eventually passes through the gate. He finds many maidens forced to work there; they are dressed in rags and are being exploited grievously. They tell him they are ransom and tribute from the king of the Isle of Maidens, who was defeated years ago by two sons of the Devil who live here. Only after he was defeated in battle and promised to pay tribute, was he released and allowed to leave. A similar fate would await Yvain. Yvain continues and is offered hospitality by the lord of the manor; however, when he wishes to leave the next day, he must indeed defeat two devils. His lion is locked away at first, yet manages to free himself and aids Yvain in combat. They win, free the maidens and manage to leave their host’s daughter behind, although that lord is very keen to marry her off to Yvain. After this delay, Yvain, the lion and the girl set out quickly, still in time to aid the younger sister. The younger sister is overjoyed when she sees the Knight with the Lion and they immediately ride to court. The older sister, in the meantime, attempts to pry away the inheritance. However, the king demands that she waits patiently until the day has passed, for he does not like the elder sister’s cause at all. It is then that Yvain arrives. Both Yvain and Gawain are not recognised by anyone, as they wear different armour from what they normally wear and do not speak. Combat ensues, as the elder sister does not wish to concede to anything. The knights battle until sundown and are in so much pain by that time that they wish to pause. There is no clear victor as yet. Before leaving the battlefield, they commend each other for their great prowess in battle. When they learn each other’s names, both demand defeat to honour the other and the king is forced to intervene. He tricks the elder sister into reconciliation with her sister, compelling her to share the inheritance as is proper. After Yvain has healed from his wounds, he is determined to win back his love, for he will die without her favour; he therefore sets out on his own for the spring and the stone. The storm makes Laudine anxious, as she has no champion, so she seeks advice from Lunete. Lunete tells her that the Knight with the Lion would surely come to her aid, if her lady would pledge all that is within her power to his cause. Laudine takes the advice and sends out Lunete to bring her the Knight with the Lion, which she does. Yvain comes to Laudine, who does not recognise him; she pledges herself to his cause. It is only then that he reveals his true identity and they are finally reconciled. Translation Yvain is a long and exciting story with fantastic occurences and multiple quest lines within one major plotline. The set up for the story is quest-based and this similarity with CRPGs makes for an easier translation. Just as with the start of Oblivion, the case study game could also begin with an opening cinematic to lure the player in and introduce the game world and your overall storyarc. It is important to remember, though, that games and cinematics should be balanced very carefully. Cinematics can be great to give a quick introduction, or help with a difficult passage. The problem is that they take away game play because they are not interactive in nature. Due to the length of the story and large amount of work that a complete translation of Yvain into a computer game would cost, I will limit this part to several more subtle examples of translation. There are a couple of difficulties within the story which, at first glance, may seem challenging to translate. Freeman offers several techniques to work with these difficulties. Highlighted topics are character-arc techniques, creating believable NPCs and creating player-toward-NPC chemistry techniques. The only problem which cannot be solved by using Oblivion’s creation kit is the jousts and mounted combat. This is an important component in chivalric tradition; however, it is not as essential to the content of the various stories. Moreover, it is something easily taken for granted by a player already, because it is part of the iconic concept of a knight displayed through media. Freeman explains the use of first-person character arc techniques to deepen a player’s experience and leave him changed after playing the game. (Freeman, 255 – 268) This emotional connection with the main character will make the game more memorable and have a greater impact, also making it more enjoyable in terms of creating a good game-play experience. The first thing a game designer needs to figure out to use this technique is what the character arc is going to be. In the case of Yvain, it is rather obvious that the main character will be Yvain himself. He is a knight of some renown in King Arthur’s court who looks up to the great knight Gawain. He is also single and mocked by another knight, named Kay. Finally, he feels the need to avenge his cousin’s shame. This is Yvain at the start of the story. Luckily, this starting point presents a character type, a broad selection of gamers can still identify with fairly easily. At the end of the game, Yvain has become a very successful knight. He has gathered fame through battle prowess and good deeds, he has found true love with his wife Laudine and he is a very special knight because he has a lion. These make for an attractive final character type. What gamer does not want to be successful, special and beloved. The character arc for Yvain is in essence an exciting success or initiation story. It is not enough, however, to have a character people can identify with. Do not expect a player to actively invest energy into identifying with your main character either, they need to be lured in. One way of luring them in is through NPCs. Remember Kay and Gawain; they are important characters who provide key elements to make people identify with Yvain, without forcing them to do so. Several times during the story, Kay mocks Yvain. The first time is when Yvain expresses his wish to avenge Calogrenant’s shame. The second time is when Kay does not see Yvain present at the spring and the stone. Imagine the instant gratification a player would feel when he defeats the knight who mocked him earlier on in the game. There is an emotional bonding process through this interaction; it provides a meaningful closure for a mini-adventure and it is a step up in character development through the overall character arc. Yvain has become a better knight. The direct proof is the defeat of one of Arthur’s knights. Gawain makes for a much longer investment to support the character arc, but also offers a stronger bonding experience. In Arthurian literature, he is a paragon of knighthood. At the end of the story, when Yvain ties in battle with this great knight, his physical prowess has withstood the ultimate test. Early on, Gawain’s importance is already made clear. Yvain fears that Gawain might be given the honour of avenging Calogrenant’s shame. Measuring up to him is actually one of the reasons that Yvain sets out on his own. Throughout the story, Yvain is constantly given opportunities to measure himself indirectly with Gawain. Think for instance of the miniadventures with the Giant, or saving Lunete from the pyre. The final major combat encounter between these two knights acts as closure and proof. After the fight with Gawain, Yvain is not yet done and the adventure continues for just a little while longer. Although relatively short, this final part is very important. Reconciliation with Laudine, his true love, brings Yvain true happiness. He is both a great and famous knight and has a very beautiful wife who loves him. These achievements are very important from an educative point of view, as knights are not just about defeating the biggest opponent. They are also measured by the woman they obtain. The ongoing plotline with Laudine offers an unforeseen goal, because the majority of players do associate knights more with battle prowess than love interest. This development gives an interesting plot twist and a deepening of the main character. It will also attract more female players to the game. During the adventure, there are also lots of other opportunities to create a bond between player and character. On a more basic game-mechanics level, the player gains an emotional experience through direct character reward or punishment. Saving the lion from the dragon grants a very nifty companion as a reward. Taking the spoils of a defeated knight works much the same way as looting a monster in the original game. The added bonus in this instance is that the player learns that a knight has a right to take his spoils, especially when emphasised by NPCs surrounding him at such an encounter. Another subtle system to encourage a character to do heroic deeds is to adjust the prices for which he buys goods from commoners in a city. The emotional responses to Kay and Gawain described above will only work if they are realistic characters. NPCs need to be interesting; if they are boring, they will only jar the flow of the game. (Freeman, 46) Freeman suggests the use of a character diamond for every important NPC, generally using four traits (or sides of the diamond) to describe them. Sometimes an NPC can have more, sometimes less. It is important however, to let these traits shine through often enough to keep the picture consistent. A character diamond also provides a good basis for further emotionally enhancing NPC techniques. Gawain is clearly a major NPC when it comes to story impact. He is there when the story begins, he is a companion when the character is allowed to go roaming after his wedding and he is the mystery knight near the end of the story. In between, Gawain resurfaces indirectly during the mini-adventures, when other NPCs speak of him. An example Freeman offers up for a character diamond is Heroic, Loyal, Honest and Ethical. Although it might be suitable for Gawain, this type of character diamond is advised against, because it is very boring. (Freeman, 47) Instead, I’m contributing a more unique trait to make Gawain more interesting, namely making him a ladies’ man. In Yvain, Gawain is portrayed as championing for women quite frequently. He promises his service to Lunete, rescues the queen and even champions the elder sister who wishes to disinherit her younger sister. The trait gives an interesting twist to what might otherwise be considered a boring character. A lot of male gamers could identify with wanting to be a ladies’ man but, at the same time, it also gives this perfect knight something of a flaw which makes him more human. Other traits could be heroic, virtuous and amiable. He is obviously heroic, for he is called upon often to defend the honour of women and is famed for his battle prowess. He is virtuous when he offers Lunete his services for saving his friend and when he reproaches Kay for his wicked tongue. When he accompanies the player during his freeroaming, he is amiable. Without his final trait, being a ladies’ man, he would be a little boring though; it is this final trait, which helps players identify and empathise with him. Kay is also an important NPC. He is an important and recurring character within Arthurian literature and may well turn up during other adventures, should they be similarly translated. For the purposes of this story however, the main emotional response should come from defeating him. Due to his more limited role in actual game play, he will receive only three traits for his character diamond. He is cocky, exemplified by the challenge at the spring and the stone. He is rude, for whenever he opens his mouth, it is to slander someone else. He is brave, as I do not recall him ever turning down a challenge. Kay is the odd one out in Arthur’s knights. He does not act very gallantly, yet very much does belong within that group. Making him brave redeems him a little, enough to accept him, not necessarily enough to like him. The fact he is cocky and rude will only make the player feel better when he defeats him during game play. Player-toward-NPC chemistry is another important technique which can be layered over a diamond-based NPC and can be combined with NPC rooting interest techniques. Rooting for, means that you identify or emphasise with an NPC. (Freeman, 128) Chemistry with an NPC means that you actually want to be friends with him. (Freeman, 140) The difference is subtle, yet important. Take Kay, for instance: you can identify with him and he triggers an emotional response, but you probably won’t like him. Lunete is a very different story; she is the type of character a player would like as a friend. She is smart and a bit of a trickster because she manipulates the relationship between Laudine and Yvain. She is helpful when Yvain is stuck between the portcullises and even gives him a magic ring. She is also vulnerable when she is imprisoned in the chapel and utterly dependent on Yvain for her survival. This combination of situations and traits makes for a multi-function application of techniques very similar to an example given by Freeman: 1. You (through Jen, the character you play) rescue Citlali, and you’ll protect her from many dangers during the game, as the beings who trapped her there now try to find her and capture her again. As was discussed a bit earlier, responsibility for an NPC makes us identify with the NPC for whom we take responsibility. Thus it’s a Rooting Interest Technique. 2. Taking responsibility for another character emotionally bonds you to that character. It’s one of many ways of creating Chemistry between you and that character, and is thus a Player Toward NPC Chemistry Technique (see Chapter 2.11) 3. When you are bonded to one or more characters in a game, as you’ll be bonded to Citlali, you’re more willing to participate in the world of that game. Thus, this Taking Responsibility is also a World Induction Technique (see Chapter 2.18) 4. When a player takes responsibility for another character, it actually gives the player himself or herself emotional depth – just as taking responsibility for a friend or a child in real life gives a person depth. That’s because you need to expand your vision to see not just what you need, buy what that other person needs. Thus, you taking responsibility for Citlali is also a First-Person Deepening Technique. (see Chapter 2.21) (Freeman, 135 – 136) Citlali can very easily be Lunete from Yvain, as she is imprisoned in the chapel and rescued from her three accusers by Yvain. If he does not return in time for her rescue or does not survive the battle against the three accusers, Lunete will die. Suddenly Lunete becomes a very important and usable NPC for the computer game. A deserving role, as she is also an important character in the original story. The only danger she poses, if not handled correctly, is that she might present a more logical love interest for Yvain in the eyes of a modern audience. Even with characters which appear less well-rounded than characters from a modern novel, it is possible to create an emotionally engaging game-play experience. Of course the story still needs to be good and the characters interesting, to make for an interesting and fun plotline. Chrétien offers that in plenty, however, with a rich and interesting storyline. There are diverse characters, unexpected situations and plot-twists for the less experienced in Arthurian literature. Creating interest and motivation to follow Yvain through his adventures is something that should be undertaken in subtle terms, not a forced homework session to make it to the end of the adventure. Only through the use of those more subtle techniques can a story truly come to life without interrupting game flow. “If you do your work well, the gamers will be drawn emotionally into the game, but they will have no idea why. They will have no idea that you did tremendous work over countless hours to cause that effect.” (Freeman, 38) Yes, translating Yvain, or most chivalric literature for that matter, is an incredible amount of work. It still, however, takes a whole lot less effort than designing and creating a computer game from scratch. The experience a well-made game potentially offers is well worth the effort, simply because most gamers will never experience this story from a book. Conclusion Game design is not easy, creating a good game-play experience even less so. Developing a good, fun educative game-play experience is hard – but it is not impossible. A myriad of specialists is required to produce a game and it is not cheap either. A lot of work and expenses can be saved if a construction kit is used, such as provided with TES IV: Oblivion, or other game creation software provided with an existing game. The basis for an educative game should still be a good game-play experience; educative qualities come second. In order to obtain successful game play, a game should consist of a formal system in which players engage in artificial conflict. This is played out within the boundaries of a ‘magic circle’ and results in a meaningful outcome. It is a voluntary activity with immersive qualities which requires a lusory state of mind and does not have material gain as a primary motivation for playing. Interaction can occur on many levels and between players, or between a player and the game itself. The computer game as a medium for education is very promising, especially for the digital generation and has inherent translational properties. Story-driven RPGs are the most suitable type of computer game for storytelling, as they promote character development and focus upon narrative development before anything else. Arthurian romance as invented by Chrétien de Troyes and chivalric literature in general would do well for translation into a computer game. The adventure-based structure and linear set up already sport similarities with the narrative structures used for CRPGs. Immersion is not attained solely through cutting-edge technology; without a good story-line and interesting characters, the game may still fall flat. The subtle use of emotioneering techniques will create an immersive experience without the need for the newest game graphics and other technical tools to spice up game play. Meaningful play and clever game design are essential to translating such stories as Le Chevalier au Lion and can provide a fun and educative experience, without the player noticing that he is playing an educative game. As people read less and play more, introducing chivalric literature through the medium of computer games may be the next step forward in communicating these medieval treasures and educating people along the way. Bibliography: Bartle, Richard. A. Designing Virtual Worlds. New Riders Publishing, 2004. Barton, Matt. “The History of Computer Role-Playing Games Part 1: The Early Years (19801983)” Gamasutra. Feb 23, 2007. http://www.gamasutra.com/features/20070223a/barton_01.shtml Barton, Matt. “The History of Computer Role-Playing Games Part 2: The Golden Age (19851993)” Gamasutra. Feb 23, 2007. http://www.gamasutra.com/features/20070223b/barton_01.shtml Barton, Matt. “The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-12004)” Gamasutra. 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The Elder Scrolls Nexus – Oblivion Mods and Community. 2001. http://tesnexus.com/ Scrollworkstudios. “Nehrim Release Subbed (Unofficial)” Youtube. Jun1 11, 2011. http://www.youtube.com/watch?v=5zmeYRxwngM SureAI. “SureAI” Homepage http://www.sureai.de/ Troyes, Chrétien de. Arthurian Romances. Trans. by William W. Kibler. Penguin Books, 1991.