Archive for April, 2010

Hey team!

A commercial that we’ve worked on has gone live on the Manitoba Pork website.  They are doing a focus on families involved in the industry and our music is involved in a video on the Falk family! The link is below to watch!

Thanks for reading!
Jeremy and Kenley

“People can’t just give up a story… you can’t just stop being in a story, you have to have another story to be in.”

- Alan Lomax, Ishmael

While I am not a game designer by trade, I have worked on many different types of games and am intensely interested in the ideas of narrative and storytelling within gaming.  Most of the developers that I have worked for have really wanted their players to become immersed in the atmosphere and continue living within the framework of the game, fostering a strong sense of connection and (to some degree) escapism.

I’m really interested in what enables that escapism and what allows some games to achieve that and others to fail in its pursuit.  One idea that I’d like to explore in this series of articles is my own belief that it is character and/or role that allow us to suspend our own life and become immersed in another.  In a more complicated explanation, we can also escape into a story with the interaction between great characters, such as RPGs or RTS-style games (or, to be fair, other styles too).

Any great story is made up of great characters – let’s explore this.

Part 1 of this series focuses on individual characters and how we engage in the game through their eyes, arguing that escapism is largely due to the contextual relationship between the player, the character and the environment.

Individual Characters in Film and Literature

Sometimes, it is a single, individual character that captures our attention and steals the stage from all others.  One book that deals greatly with this ideal (and quite well, I may add) is the “Fictional 100” by Lucy Pollard-Gott, Ph.D, which lists the 100 most influential, colourful, historical, well-known and/or those with the greatest impact on the history of literature.  There are heroes, villains, side-characters, lovers, fighters… you name it.  The official website for the book is http://www.fictional100.com/ and I recommend checking it out… (though, in fairness, I am also a huge sucker for Top-Anything lists, so take it with a grain of salt!)

Some such characters include the pensive, maniacal Hamlet, the clever Sherlock Holmes or the crafty Odysseus – the story hovers around characters.  We don’t even have to limit this to literature: We can explore Heath Ledger’s legendary portrayal of the Joker in The Dark Knight, Howard Beale (acted by Peter Finch) in 1976’s Network or any of the James Bonds – and this is just film alone! What happens when we apply this concept to gaming…?

Individual Characters in Video Games

Not every video game has a central character: Tetris, Bejeweled, Sim City… but outside of some of casual games and puzzle games, almost every game EVER has some degree of centralized characterIGN’s ” Top 100 Games of All-Time” (a pretty serious title) is one juggernaut of a list, and about 95%-of-games or over have central characters.

Outside of being vehicles of storytelling, central characters are also an excellent means of branding for the company: Mario, Sonic, Samus Aran, Pikachu, Kratos, Cloud, Rayman, Luke Skywalker, an enormous MechWarrior, Solid Snake, Bionic Commando, Little Mac, Manny Calavera, Tony Hawk, Leon Kennedy, Master Chief, Pac-Man, Simon Belmont, Alucard, Link… you see where I’m going with this :)

The above characters are a BRILLIANT form of marketing because playing the games enables us to assume the role of the character.  This sounds obvious, but it’s an absolutely crucial point: I loved Mario, but when I was a kid, I enjoyed playing Mario with my friends… like, in real-life, not on the console.  I was always Toad, that was my thing.

But isn’t that how the whole thing works? By playing the game, you become the character.  This is different than film or literature, where one is observing the unraveling of the story via its setting and characters, but one actively furthers the story through their actions.

This is where I think that the immersion and escapism piece comes in: While Tetris is addictive, it’s only addictive if you’re playing to compete; if you’re playing to further a story, you need someone to be.  This is where the Ishmael quote comes in: “People can’t just give up a story… you can’t just stop being in a story, you have to have another story to be in.”

Sometimes we play video games for recreation, just to kill time… but for most gamers, I would argue against that.  I think that for more people who play games in a more serious way (which is a growing number), their goal is seeing the completion of the story, existing in the space/atmosphere, being engaged in the relationships of the characters and, of course, having fun.  By assuming the role of the protagonist, the player immediately has a context within the game, a foot in the door to the game’s universe and, perhaps most importantly, a job to do.  When you assume the role of Master Chief, you have a rank, a placement in the game and you can interact with the other allies/enemies in a meaningful, contextual way.  For instance, when the characters are speaking to you, they aren’t speaking to you; rather, they’re speaking to Master Chief, but Master Chief happens to be you.

Someone to be... like Samus?

Now, imagine that you weren’t Master Chief, how would that affect your job in the game? How would that affect your immersion in the title?

You could play the role of “The Stranger,” as in games like Myst or Shivers, where you just happen to be present at the game’s beginning.  If we were taking the Halo example further, you could be a Private or low-ranking soldier that exists in the context of the game’s world.  That would be okay, but it’s because you’re still assuming a character, it’s just that the character is you.

Let’s take this one step further: Assume that you are 2010, Earth-bound human, living in your apartment on 32nd Avenue (or wherever it is that you live) in your blue jeans and Led Zeppelin T-shirt, how would that affect your immersion in the game? Hard to say – you wouldn’t exist contextually in the world, at least at the beginning, but it would be the Alice in Wonderland syndrome, where you are an outsider, but having no choice except to exist in the game’s environment.

The more that I think about this, the more that I really believe that if a game has a story, the player has no choice but to be involved as a character.  BUT, this does present one problem: What if there is more than one character?

That is a question for Part 2, which will deal with Ensemble Casts and the interrelationship between the player, the game and the multiple characters between them.

Feel free to dialogue about this on the post, I’m always excited to hear the thoughts of others!

Kenley

Get Mike to 360!

Hey everyone,

Do you remember how I posted many moons ago about the importance of collaboration? About the importance of helping out? Today is one of those days.

I know that there are readers outside of Manitoba and Canada, so this needs a little bit of short history… very short: Our new provincial budget was announced this past week and many interactive media funds were cut.  One such cut was supposed to get Mike Berg, head honcho of Winnipeg-based “We Heart Games,” to speak at the 360iDev Conference in San Jose… now, there is no money and he can’t speak.

1) Not cool.

2) This can be remedied :)

He’s set up a donation fund called the “Help Me get to 360iDev” Fund where one can donate as little as $5 or all the way up to $100 to help him get to the conference.  He needs $1000 to get to San Jose; at this point, he is just shy of $700.

At NDB, we’re all about helping out local wherever possible and we helped him out.  We encourage all of our readers to help out Mike at “We Heart Games” as well, with whatever you can.

The donation form can be found at http://weheartgames.com/360fundraiser/

No one can do everything, but everyone can do something!

Thanks!

This is another video from Complex Games that demonstrates some pretty wild features of their Facebook game, “Pirates Ahoy!”

This shows the menu, where you can select your ship, change its colour, modify its armaments… all that good stuff.  I love those sections of games, like where you are customizing your ultimate machine, making it look awesome… all of that.  I REALLY love customization, of anything really (except small little cars with enormous mufflers, not crazy about that kind of customization).  “The Buccaneer’s Lament,” or the music playing during the Volcano level, is present during this section.

After we deck out our ship, we take it for a spin on the open seas! This is the gameplay area, where we click and drag paths, then shoot at our enemies with crazy (well, outrageous, really) cannons and guns.  Very fun.

Enjoy!
Kenley