Lecture 5 CS148/248: Interactive Narrative EXPRESSIVE INTELLIGENCE STUDIO UC Santa Cruz School of Engineering www.soe.ucsc.edu/classes/cmps248/Spring2007 michaelm@cs.ucsc.edu 24 April 2007 Build it to understand it Building experimental games necessary for theoretical progress in game studies Façade as an empirical investigation of the ludology/narratology debate Resolving tension between game and story Authoring story structure (mixable progressions) The wicked nature of game design EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Game studies and game design A primary goal of game studies is to understand the form and structure of games Usually accomplished by analyzing existing games However, existing games sparsely sample design space Commercial games heavily constrained by market concerns Theories informed by existing games are at best incomplete and at worst wrong Theoretically informed construction of experimental games… Provides a more complete understanding of already sampled regions Opens up new regions of design space, providing raw material for theoretical and prescriptive advances EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Case study: the ludology vs. narratology debate The question: can gameplay and narrative combine (to what extent do games and narrative overlap) Status Fatigue and malaise (including claims that the debate never took place) Occasional flare-ups indicate little progress Our concern is that if pushed, some game scholars would say only “pure” gameplay can offer high-agency Fundamental tension: agency vs. narrative progression EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Existing games insufficient Easy to conclude that narrative is incompatible with gameplay from existing commercial games Canned missions and cut-scenes Fixed or mildly-branching paths Can’t develop theories regarding intersection of story and narrative solely from existing points in design space You can’t make strong statements of what’s impossible without building things; dangerous to be prescriptive EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Façade EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Game reinforcement and feedback Game Position, time, score “Score” (summary state) Game state Player Run, jump, shoot Concrete player actions directly manipulate state Game state is primarily numeric, relatively simple The score is directly communicated to the player EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Story not amenable to simple numeric state Plot structure (global constraints) Tension/Complexity Climax Crisis Falling action Rising action Exposition Inciting incident Time EXPRESSIVE INTELLIGENCE STUDIO Denouement Characters (consistency, inner life) • • • • • • • Personality Emotion Self motivation Change Social relationships Consistency Illusion of life UC SANTA CRUZ Façade as social, dramatic game Game Head game scores Enriched dramatic performance Abstraction2 Abstraction1 Game state Player Praise, bring up topic, flirt Abstract player actions (discourse acts) manipulate social state Game state is heterogeneous, multi-leveled, symbolic and numeric Score is indirectly communicated through dramatic performance EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Façade’s social games Affinity game Player must take sides in character disagreements Hot-button game Player can push character hot-buttons (e.g. sex, marriage) to provoke responses Therapy game Player can increase characters’ understanding of their problems Tension Not a game, but dramatic tension increases over time and is influenced by player actions (e.g. pushing character hot-buttons can accelerate the tension) EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Multiple, mixable progressions Each social game, plus tension, forms a mixable progression A progression consists of Units of procedural content (e.g. beats, beat goals) A narrative sequencer that manages the progression and responds to player interaction Multiple progressions run simultaneously and can intermix EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ The progressions Beat sequencing (overall story + tension) Beat goal sequencing (affinity game) Global mixins (hot button game) Therapy game similar Handlers + discourse Beat manager Handlers (ABL meta-behaviors) + discourse management Beat library Mix-in library Canonical beat goal sequence EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ The atom of performance Joint dialog behaviors form the atom of performance Façade consists of ~2500 joint dialog behaviors Each 1-5 lines of dialog long (5-20 secs) System sequences these, including transitions between Most are interruptible JDBs use ABL’s joint intention framework to coordinate performance EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Local agency Players get immediate responses interruption often possible context-specific <-> more general <-> deflection emotional information revealing Narrative effects Which topics discussed, info revealed Current affinity Increase in tension EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Global agency Player’s “score” Pattern of player’s interaction is monitored over time Player’s response to key moments Used to modulate beats when possible Some influence over beat sequencing More if we had more beats! Ending beat chosen by calculus and evaluation EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Lessons for game studies Narrative and agency can be reconciled through intermixable, dynamic progressions Progressions provide narrative structure at multiple levels Progression management provides responsiveness to interaction The narrative is potential – interaction evokes a specific narrative progression Generative narrative does not require an AI-complete “author in a box” Combine human authorship and autonomous generation The “gun-toting Gandhi” problem is a red herring Constrained action spaces still create agency (just like in games) EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Useful residue of the L. vs. N. debate so far “Interactive narrative” should mean something Not enough just to declare all games “narrative” by fiat For a specific game-story, designers must clarify what they mean by “story” Pushes on procedurality and agency as the essence of games Any attempt to combine games and narratives should respect this But for a design field (like games), theoretical arguments (based, e.g. on theoretical definitions of “narrative” and “game”), will never be sufficient EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Wicked problems Introduced by Rittel and Weber in context of public policy (1973). Problem Solution Lack definitive problem statement The problem is only understood through looking for a solution EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ The wicked nature of game design No definitive statement of problem “Create a game in which you roll a sticky ball around and pick up stuff” does not define a fixed problem statement No stopping rule Resource management determines when you stop Solutions are not correct/incorrect Games are only judged relative to each other and in a social and economic context No immediate nor ultimate test of solution Every game design changes the design space (some subtly, some dramatically) EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Interactive story as a wicked problem “Integrate narrative and gameplay” is not a well-defined problem Need to build something to even figure out what the problem is (e.g. “create progressions with both local and global agency”) Formal definitions of narrative (e.g. structuralist) don’t provide a stopping criteria Determining whether you’ve built a “high-agency interactive story” is fundamentally audience-centric EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Design and architecture Author Player Game An architecture is a machine to think with EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Interactive story: architectural and design problem Concepts such as “progression”, “global agency”, “cumulative history”, “discourse acts” are inextricably technical Relationship between two semiotic systems: the code machine and the rhetorical machine You must iterate architecture and content to explore new regions of design space No design-only solution EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Conclusions Building games is a necessary part of game studies Need to explicitly sample the design space Game design is wicked A priori theorizing or empirical investigation of existing games are insufficient to fully understand the design space Construction of experimental games can shed light on thorny game studies questions Example: The ludology vs. narratology debate EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Game Design as Narrative Architecture Jenkins argues for a middle path in the games/stories debate Not all games tell stories – for those games, such as Tetris, for which there is no strong narrative component, we need non-narrative terms and concepts Many games do have narrative aspirations – games explicit tap the narrative residue of previous story experiences (e.g. the Star Wars games tap your memories of the Star Wars story) Narrative analysis doesn’t need to be prescriptive – he’s not arguing that games must be narrative, but just that (some) games can contain narrative elements The experience of playing games can’t be reduced to the experience of a story Games will not tell stories in the same way as other media – “Stories are not empty content that can be ported from one media pipeline to another.” EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Evocative spaces “The most compelling amusement park attractions build upon stories or genre traditions already well-known to visitors, allowing them to enter physically into spaces they have visited many times before in their fantasies.” “Arguing against games as stories, Jesper Juul suggests that, "you clearly can't deduct the story of Star Wars from Star Wars the game," whereas a film version of a novel will give you at least the broad outlines of the plot (Juul 1998). This is a pretty old-fashioned model of the process of adaptation. Increasingly, we inhabit a world of transmedia storytelling, one that depends less on each individual work being self-sufficient than on each work contributing to a larger narrative economy.” “In such a system, what games do best will almost certainly center around their ability to give concrete shape to our memories and imaginings of the storyworld, creating an immersive environment we can wander through and interact with.” EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Enacting stories “Spatial stories, on the other hand, are often dismissed as episodic -- that is, each episode (or set piece) can become compelling on its own terms without contributing significantly to the plot development, and often the episodes could be reordered without significantly impacting our experience as a whole.” “Spatial stories are held together by broadly defined goals and conflicts and pushed forward by the character's movement across the map. Their resolution often hinges on the player reaching his or her final destination…” “The organization of the plot becomes a matter of designing the geography of imaginary worlds, so that obstacles thwart and affordances facilitate the protagonist's forward movement towards resolution.” “Just as some memorable moments in games depend on sensations (the sense of speed in a racing game) or perceptions (the sudden expanse of sky in a snowboarding game) as well as narrative hooks, Eisenstein used the word "attractions" broadly to describe any element within a work that produces a profound emotional impact, and theorized that the themes of the work could be communicated across and through these discrete elements.” Micronarratives “We might describe musicals, action films, or slapstick comedies as having accordion-like structures. Certain plot points are fixed, whereas other moments can be expanded or contracted in response to audience feedback without serious consequences to the overall plot.” EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Embedded narratives The distinction between story and discourse exists in games as well The story is recovered through the active work of recovering information distributed across the game space “Read in this light, a story is less a temporal structure than a body of information. The author of a film or a book has a high degree of control over when and if we receive specific bits of information, but a game designer can somewhat control the narrational process by distributing the information across the game space.” “Within an open-ended and exploratory narrative structure like a game, essential narrative information must be presented redundantly across a range of spaces and artifacts, because one cannot assume the player will necessarily locate or recognize the significance of any given element. Game designers have developed a variety of kludges that allow them to prompt players or steer them towards narratively salient spaces.Yet, this is no different from the ways that redundancy is built into a television soap opera, …” “Game designers might study melodrama for a better understanding of how artifacts or spaces can contain affective potential or communicate significant narrative information. Melodrama depends on the external projection of internal states, often through costume design, art direction, or lighting choices.” EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Emergent narratives “Emergent narratives are not prestructured or preprogrammed, taking shape through the game play, yet they are not as unstructured, chaotic, and frustrating as life itself. Game worlds, ultimately, are not real worlds,…” “Characters [in The Sims] are given desires, urges, and needs, which can come into conflict with each other, and thus produce dramatically compelling encounters. Characters respond emotionally to events in their environment, as when characters mourn the loss of a loved one. Our choices have consequences, as when we spend all of our money and have nothing left to buy them food.” What does this have to do with space? “Urban designers exert even less control than game designers over how people use the spaces they create or what kinds of scenes they stage there.Yet, some kinds of space lend themselves more readily to narratively memorable or emotionally meaningful experiences than others.” EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Beyond Myth and Metaphor – Ryan Starts by exposing two myths of interactive narrative The myth of the Aleph The myth of the Holodeck She then moves onto an analysis of the different types of interactivity possible in interactive narrative as a way to clarify the possibilities and move beyond the myths EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ The myth of the Aleph Early hypertext theory enthused over the infinite narrative possibilities of hypertext A hypertext is infinitely (or at least vastly) productive of different stories “The term comes from a short story by Jorge Luis Borges, in which the scrutiny of a cabbalistic symbol enables the experiencer to contemplate the whole of history and of reality, down to its most minute details.” But most of the many different orderings in a hypertext don’t constitute different stories, but different discourses (different edits of the same film) And many possible orderings won’t make sense “Textual fragments are like the pieces of a jig-saw puzzle; some fit easily together, and some others do not because of their intrinsic shape, or narrative content. It is simply not possible to construct a coherent story out of every permutation of a set of textual fragments, …” “What we have, instead, is something much closer to the narrative equivalent of a jig-saw puzzle: the reader tries to construct a narrative image from fragments that come to her in a more or less random order, by fitting each lexia into a global pattern that slowly takes shape in the mind.” How does the myth of the aleph relate to emergent narrative systems? EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ The myth of the holodeck The focus on first-person experience will disallow certain types of stories “If we derive aesthetic pleasure from the tragic fate of literary characters such as Anna Karenina, Hamlet or Madame Bovary, if we cry for them and fully enjoy our tears, it is because our participation in the plot is a compromise between the first-person and the third-person perspective. We simulate mentally the inner life of these characters, we transport ourselves in imagination into their mind, but we remain at the same time conscious of being external observers.” “Interactors would have to be out of their mind-literally and metaphorically--to want to submit themselves to the fate of a heroine who commits suicide as the result of a love affair turned bad, like Emma Bovary or Anna Karenina. Any attempt to turn empathy, which relies on mental simulation, into first-person, genuinely felt emotion would in the vast majority of cases trespass the fragile boundary that separates pleasure from pain.” EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ External vs. internal interaction In internal mode, the user projects themselves into the storyworld Identification with an avatar or first-person experience In external mode, the user situates herself outside of the world God-like interaction or navigation of a database EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Exploratory vs. ontological interaction In exploratory mode the user can navigate the discourse, but not the story (can’t effect the plot) In ontological mode the user’s actions effect the possible world (influence the story) Internal/external distinction is analog – relates to the distance from the world Exploratory/ontological distinction is digital – the user either does or doesn’t have influence over the real plot EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ External/exploratory Classical hypertext Choose routes through textual space, but not influence the story Classical hypertexts are too densely interconnected for the author to control the sequence – therefore the sequence of nodes visited is almost random The only way to maintain narrative coherence is to view the text as a puzzle to be put back together (reconstruct the story) “Moreover, just as the jig-saw puzzle subordinates the image to the construction process, external/exploratory interactivity de-emphasizes the narrative itself in favor of the game of its discovery. The external/exploratory mode is therefore better suited for self-referential fiction than for narrative worlds that hold us under their spell for the sake of what happens in them. It promotes a metafictional stance, at the expense of immersion in the fictional world.” Choose-your-own-adventure hypertexts are not external/exploratory – they are an implementation, in the technology of hypertext (material medium), of external/ontological interaction EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Internal/exploratory The user has a body in the storyworld (first or third person), but can’t influence the plot, only reconstruct it Myst Many of Jenkin’s strategies for spatial narrative are applicable for constructing internal/exploratory narratives “The user exercises her agency by moving around the fictional world, picking up objets and looking at them, viewing the action from different points of view, investigating a case, and trying to reconstitute events that have taken place a long time ago.” Doesn’t have to be events that happened a long time ago – the user’s interaction can move the story along (trigger story moments, etc.) EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ External/ontological User sits above the world, but can have a real impact on the story (rather than only on the discourse) Providing external/ontological activity, without the help of a generative system, requires simplifying/reducing the interaction points “Once the user has made a choice, the narrative should be able to roll by itself for an extended period of time; otherwise, the system would lead to a combinatory explosion-or fall back into randomness, the deathbed of narrative coherence.” Choose-your-own-adventure is an example of external/ontological The Act – Cecropia Studios Simulation games provide a generative system that can be productive of narrative experience Without simulation of “the laws of narrative”, how much of the narrative resides in the head of the user? EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ Internal/ontological The holodeck dream – your in the world and have a real influence on the story “In the meantime, the category will have to be represented by computer games of the action and adventure type. Here the user is cast as a character who determines his own fate by acting within the time and space of a fictional world. In this type of system interactivity must be intense, since we live our lives by constantly engaging with the world that surrounds us.” But how much do you really get to choose your own fate? “The narrativity of action games functions as what Kendall Walton would call a "prop in a game of make-believe." It may not be the raison d‘etre of games, but it plays such an important role as a stimulant for the imagination that many recent games use lengthy film clips, which interrupt the game, to immerse the player in the game world.” This sounds like internal/exploratory to me In action/adventure games, there is ontological interaction with respect to the development (or death) of your player character EXPRESSIVE INTELLIGENCE STUDIO UC SANTA CRUZ