Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Monday, 3 November 2014

Serious experience in games

This post has been in my draft folder for ages - I actually forgot it was there for a while but I finally came back and finished it off.
 
So, I've been thinking more and more lately about game-play that is engaging but not exactly your traditional idea of "fun". Tim Marsh calls this sort of thing "serious experience" and points out it can be quite a good way of raising awareness and getting people to think about various topics. In terms of the recent competition that I organised for CHI+MED, I was hoping that some of the entries would go in this direction, and it was something I think the winner - Nurse's Dilemma - managed to achieve. I'm probably going to say a bit more about the competition and the judging process at some point but for now I want to focus more on the commercial games I've been playing and how they've been able to provide compelling game-play that deals with serious topics in different ways.

Possibly the first example I came across, quite a while ago now, was Hush (below). Hush was created back in 2007 by USC game design students Jamie Antonisse and Devon Johnson. Set 1994 Rwanda, during a Hutu raid on a Tutsi community but instead of being a soldier, the player takes on the role of "Liliane", a mother trying to hush her child to sleep. If the lullaby falters, the baby begins to cry, and the Hutu soldiers will discover their hiding place. This is a short but tense rhythm game that is effective in conveying a sense of dread - playing it not only affected me on an emotional level but made me want to find out more about the context it was set in. Hush has been described by Jonathan Belman and Mary Flannagan as providing "a viscerally engaging experience of the value of empathy" and critiqued as a vignette by Ian Bogost.



More recently, I played Papers, Please, after downloading in on Steam. This is a rather different sort of game, set in a fictional eastern European country where you play a border control officer. Game-play consists of checking an increasing number of documents and making sure there are no inconsistencies between the information they provide and what people say. It's a difficult game but after you get the hang of the initial mechanics, it's strangely compulsive. At the end of each day you get a summary screen where you realise your wages don't exactly go very far (see below). So before you know it, you start to appreciate the "I was only following orders’ defence” as you struggle to provide for your family. There is humour here but the intriguing narrative and game mechanics create an experience that got me thinking about another controversial subject matter - immigration, on the side of both the immigrants and border guards!



The last game I'm going to mention is Gone Home. There has been some debate over whether this is an actual game or not, but it felt like a game experience to me and one I was definitely engrossed by. You play Kaitlin Greenbriar who returns home one stormy night in the summer of 1995, after a year abroad to find there is no one home. Apart from a cryptic note from her sister Samantha, it's not clear what's happened so all you can do is explore the big old spooky mansion your family moved in while you were away to find out what's been going on. Note: spoiler alert below!


The strength of Gone Home is in it's narrative and I'm a sucker for a mystery that needs solving... Plus, I knew enough about the game to know zombies weren't going to jump out at you or anything. That said, the Fullbright team did a great job of creating a sense that something was about to happen...  I have never come across a game that even attempted to deal with a direct LGBT storyline, let alone one that managed to do it in such a sensitive way. Perhaps I'm biased, but the narrative resonated with me in a personal way that's just not happened when I've been playing a  game before. Playing it made me very glad that there are people out there who are experimenting with games as a medium and tapping into a broad range of human experience.

Saturday, 13 March 2010

Heavy Rain (PS3)

It's been longer than I thought since I last wrote but since then I bought myself a PS3 and have been playing lots of games :-) One of which is Heavy Rain.




I really enjoyed this game. Actually, enjoyed might be the wrong word, as I'm not sure I've played anything that's made me feel the way Heavy Rain has, especially in terms of experiencing guilt. I should probably post the obligatory SPOILER ALERT here as I will be discussing what happened when I played the game, though I won't reveal the identity of the Origami Killer. I don't want to spend half this post telling you about the game itself though, as this is less of a review and more a way to document my own response to it. For those who know little about the game though and don't plan on playing it go here for a synopsis.

So first off, it's probably worth knowing that I didn't play the game on my own. My friend Paul came round and we took turns playing (on three seperate session). I'm not sure how I would of felt playing it on my own, but we both came away from it feeling like Heavy Rain could be the start of something very exciting, with Paul suggesting it might even be the start of a new genre. From the start, when we were given instructions on how to make an origami figure from the paper that came with box, we knew it was going to be an immersive experience. Yes it did feel a lot like a movie, in fact it felt like one of those books from when we were kids that asked you to make a decision and then turn to the appropriate page once you had - just a lot more effective! And ok, there is definitely room for improvement - the controls could get annoying, there were some plot holes, a pretty gratuitous sex scene (and a little unconvincing given how beat up Ethan was, and how little time him and Madison had spent together) while I think we were mostly deliberately lead astray about the identity of the origami killer - but overall, I would thoroughly recommend playing it.

The reason I do is because of how I felt when I played it. I felt helpless when Jason (Ethan's oldest) died as there was little I could do. I felt pleased with myself as Agent Jayden when I managed to calm a suspect down and get him to lower his weapon only to feel incredibly guilty when the suspect spun round during his arrest and I shot him, only realising too late he was holding a crucifix and not another weapon... I liked playing the hard-drinking private investigator who also seemed soft-hearted because though you fought people, you also had to change a baby's diaper and rock it to sleep after rescuing it's mother from a suicide attempt. I felt relief when I was Madison and I went to visit a creepy doctor to get some more clues and then left before he came back in the room (after having found the clue I needed and refusing to drink the drink he gave me - I'm not sure what would have happened if I did but I know it wouldn't have been good!).

But the guilt came back when I was playing the investigator again and I ended up in a car at the bottom of the river with Lauren, a prostitute whoose son had been murdered by the Origami Killer and was helping me with my investigation. A lot of the tension in the game involves having to react to quick time events, and this was a particularly tense situation as I had no idea how much time I had. Though I managed to cut my own ropes and free myself, in my panic to escape the car I ended up kicking my way out without rescuing Lauren... I felt terrible, and the only thing I could think to say to Paul afterwards was that we really need to save Shaun now! As if somehow it would makes Lauren's death worthwhile...

I think the fact that we played the game together made it even more interesting though. Depending on what we were doing and how connected we felt to the character we were playing at the time, we would refer to the character by name, as "I" or even "we". The Origami Killer sends Ethan a series of tasks to complete (each more dangerous than the last) and in one of them you are supposed to go to someone's house and kill them. After going to the house, there is a struggle and you end up pointing a gun at the guy in his daughter's room. Paul just turned round to me and said, I don't want to do it. So I said ok, even though we had failed the previous task (and so were now going to miss out on two clues), because that's not who we wanted Ethan to be. After almost every scene we would discuss what had just happened, reflecting and wanting to make sure we had done the right thing. Interestingly there were also a couple of moments where we didn't actually want the responsibility of having the controller - knowing that our decisions and ability to react could influence the outcome, meant there an awful lot of pressure on who was playing not to mess up. And that was the feeling I had during the final task Ethan had to carry out, which asked him to drink a poison that would give him enough time to rescue his son, but would then kill him. I actually paused the game at this point so we could discuss what we should do (and I think it was the only time that we stopped mid-gameplay to do so). After a lengthy discussion we decided that we weren't going to do it, because it would really suck if after everything that happened, Shuan survives to lose his Dad as well.

You can replay bits of the game but we wanted to play it all the way through first. After we finished, we did go back and try different things out to see what would happen - turns out the poison dilemma wasn't as serious as we thought, and that Madison being able to get to Ethan before the end is what you'd really want to not mess up. I'd like to see some of the different endings but I'm not sure I really want to replay the whole game from start to finish again. While it's an interesting "what if" exercise, I think it could become a little tedious, and won't ever compare to playing it first time around.

There is probably loads more I could say about how this game affected me but this has already turned into an essay. I think I just want to say that though Heavy Rain didn't do everything perfectly I was fascinated by the ethical discussions we had about it, and thoroughly engrossed while both playing and watching it. Maybe the game gave us the illusion that we had more control than we did (despite a large number of possible endings there is still a limited number) but maybe that illusion is more important than actually having a completely open ended experience. Maybe it is more like a movie than a game, but so what? It still felt more engrossing than watching a film about the Origami Killer would. And maybe I would have felt less positive about the game if we hadn't saved Shaun and got one of the "better" endings but I still think I would have enjoyed the process.

I think this is the first time I've been able to experience the way games can provide us with such powerful emotional experiences and it's something I'd like to see a lot more of, both in commercial games as well as educational. This is something that games can do in a way other media can't and I for one would really like to see how these sorts of games develop.

Friday, 27 November 2009

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Friday, 13 November 2009

Machinarium (PC)

Go and play Machinarium.

It not only looks good - it's set in a sort of rusty cute looking robot world - but manages to engage without a single word of dialogue being spoken (at least not as far I've played it). It's an independent point-and-click puzzle solving adventure without the tedious dialogue. Don't get me wrong, I love the narrative and humour of the Monkey Island games and I've even been playing the new episodic ones but it's the pretty much the same formula,though it is done well. But you can also get that wrong - like with A Vampyre Story. Czech designers Amanita Design have done something different here and have managed to communicate a storyline through the use of thought bubbles and (pretty cool) drawings alone.


Not only that but they've included a really clever little mechanism for getting help within the game. I think I've mentioned this before, but I do use walkthroughs when I get stuck. There are just points where I don't have the patience to keep trying something, and if the information is out there I don't see it being massively different to asking a friend for some help. But, in order to access these walkthroughs (or tips or whatever) I have to leave the game and go online to find out what I need. And once I've caved and started looking at the walkthrough I then run the risk of ruining the gameplay by reading ahead so I don't have to come back for the next puzzle... However, in Machinarium, I have two other options. The first is to click on the light bulb on the far right to give you a hint for how to solve the puzzle. If that's not enough then you click on what looks like a locked journal of some kind. Now this will give the solution but (and here's the bit I really like) you have to play a somewhat boring mini-game to get to that solution. The reason I love this so much is because it means it stops me from ruining the game by easily accessing the walkthrough whenever I want - I have to decide whether it's worth playing the game first. So while the mini-game isn't very interesting (or very long for that matter) it makes me think twice about looking up the solution. But if I really am stuck, then I have a way to fix it without ever having to leave the game! Genius :-)

So I finally posted something about a games again (and not conference related!). I've been playing a few different things lately so I'm hoping there will be more to follow soon.

Friday, 20 June 2008

Writing in Games

I was in London last week for NMK's Writing for Games Event and while the event was interesting in and of itself, it's also got me thinking about the relationship between narrative and game play. The panel was pretty cool, consisting of Katie Ellwood, (who worked on Getaway franchise), Steve Ince (who worked on the BAFTA nominated Broken Sword: The Sleeping Dragon), Adrian Hon and Naomi Alderman (who were both involved in Perplex City, an ARG, with Adrian as designer and producer and Naomi as a writer) and it was fascinating to hear about their different experiences. It did seem like the event was aimed more at people who were looking to break into the games industry as writers, such as Justin who I sat next too and had quite an interesting chat with afterwards. While becoming a games writer is not something I've ever really considered, I do feel I came away with a better idea about the part writing plays in the game design process.

There were a couple of things that struck me. One, was that most of the panel seemed to fall into the roles they had as a result of meeting the right person at the right time. It seems there is no direct or obvious career path, which is possibly why many writers have a background in fiction writing or TV and film. Two, was that the design process seems to very much depend on the team you find yourself in and that there can be a fair bit of tension between game designers and game writers. It was suggested that if you can get the design team and writing team to agree you're probably on to a very good thing but it also sounded like this could be quite hard to do in practice... Especially when the writing is usually seen as secondary to the game.

This seems kind of similar to the idea that narrative can get in the way of the game play. I've been playing GTA4 a bit recently, which I think I enjoy less than I should because I get bored at all the driving around you have to do (and I guess because I'm just not very good good at all that driving). But as usual, I tended to skip over the bits of the story. Maybe I'm just impatient, but I wanted to do something, not have to listen to Roman complain about his debts or go on about his girlfriend Mallorie. What's good is that you can skip these bits, and still know what you're supposed to be doing. However, it just might be possible that I'm just not taking them seriously enough. I mean I wanted to see what the game was like, but it's huge and I don't want to get sucked into playing it so maybe I avoid the story to avoid any further involvement? There are still plenty of games though were you feel like the story is getting in the way of your game play e.g. Trauma Centre: Second Opinion's endless storyboarding and the rather long intro scenes of Prince of Persia: Rival Swords for instance.

Ideally, there should be no conflict between the game story and the game play. One should inform the other, and any cut scenes you have to watch should be integral to the game itself, and to be fair, I think most games do aim for this. Arguably, the writing gives the game a context that makes playing it a richer experience. But games aren't movies intended for a passive audience - they are supposed to be interactive and maybe that's why gamers seem to resent extended cut scenes. There have been rumours that the latest Metal Gear Solid has 90 minute cut scenes in it, and while this is an exaggeration, without the passion for and knowledge of the series that some players have, I find it hard to imagine I could interpret this sort of thing as anything other than an incredibly lengthy intrusion into my game playing.

Maybe it's because writers in the games industry are using ideas from areas such as film and theatre and these just don't work as well when the goal is an interactive experience. I would think that this could be where a lot of educational games fail - I mean it would seem that the most likely place to introduce learning content would be the include it in the narrative, but if gamers skip over these bits, it's unlikely to be a very effective strategy. I doubt games will ever be able to deliver much content but they have other strengths. After reading books by people like James Paul Gee and Ian Bogost, I'm starting to think that what games do well is to provide you with a set of experiences, and if these are meaningful experiences, then maybe that's where the potential for learning through games lies. I guess the next thing to ask is what exactly is a meaningful experience and how can (or do) digital games provide them?

Wednesday, 28 November 2007

Trauma Centre: Second Opinion (Wii)

I borrowed Trauma Centre from the department, and was looking forward to trying it since it looked like it was really going to let you make the most of the Wii Remote. Plus, cutting up people and trying to stitch them up seemed like it should be fun. The game took a little while to get going since it was introducing the characters which seemed fair enough at the time. You play this sort of inept new doctor, who essentially depends on a more experienced (young, pretty, female – big surprise) nurse to guide you through your first couple of operations. This seemed to be a pretty good way to introduce you to the controls and sequences you have to go through, especially in my case as for some reason the dept has the German version of the game (its in English but the manual isn’t) so I had no idea what I was doing at first. I managed to kill my first patient straight away, by not realising I had to put the glass shards I tweezed out on a plate on the side of the screen and lowering my patients vitals pretty quick. The music definitely adds to the tension, as does the time limit and the fact the nurse keeps calling out “doctor!” – making think I’ve done something wrong when she is just telling me what I should do next.

So anyway, after my initial failure, I started to get the hang of it. The operations were fun, and I seemed to pick up what I needed to do without really realising it. This was something I noticed when I got a new nurse (also female, younger and possibly prettier but definitely less helpful) and had to figure out what I needed to do when on my own. Some of the tools were easier to use than others, for instance I quite liked the scalpel since you just had to wave the remote in a relatively straight line but had trouble with suturing as it took me a while to figure all I needed was a zig zag motion across the wound. There were some tasks though I had real problems with like using the defibrillators, and learning how to draw a star so I could activate my healing touch (more later on this). The game threw some medical terms at me, some of which may have been real and as you go on, some which were definitely not. But you didn’t seem to need much of this information to do the actual operations so I didn’t care too much.

I also didn’t really care too much about the narrative – in part at least because it was all scripted and I had no control over my character, who I didn’t really identify with, and because it all seemed a little silly. You have to play this inept doctor (even if you do get given an A at the end of all your operations), who goes on to discover he has the “healing touch” (an ability passed down from the ancient Greeks which allows you to slow down time during operations when you play Derek or helps increase a patients vitals when you play the Nozomi sequences) and is actually the only one who can defeat the GUILT virus. I laughed out loud when I first came across the GUILT virus, I thought for a minute it might be some horrible disease you get when your conscience has had enough but no apparently it stands for the Gangliated Utrophin Immuno Latency Toxin virus. And it looks like terrorists are to blame for it. Uh huh.

Trauma Centre is a fun game, and does utilise the Wii Remote and nun-chuck in pretty cool ways. It also manages to teach you how to use them without you having to think about it too much. The operations themselves are addictive; you did want to keep trying until you got the hang of a new tool/sequence (or until your patient didn’t die). You do want to get an A as opposed to C rating at the end of each one. Oh, and it helps you can change the difficulty rating at each operation. But the storyline didn’t really work for me. I started to lose interest and grew bored of having to click through seemingly endless storyboards (Which Will did mention when I borrowed it). I didn’t care about the characters, or the GUILT virus, I didn’t want to find out what was going to happen next. It all came across as a little ridiculous – surely we have enough diseases in the world without having to resort to made up terrorist ones – while it also treated issues such as suicide and euthanasia simplistically be resolving them in really cheesy ways. Any experiences of flow were definitely limited to the operation mode. Ultimately, it wasn’t emotionally engaging enough and I felt the story was getting in the way of me doing what I actually wanted to be doing.