So, my first semester teaching interactive story design on the Game Cultures BA has come to a close. It's been a fun experience, and it's reminded me that writing is an ability unevenly distributed, but that that's no bad thing. With this being a compulsory module on a cross-discipline course, it's inevitable only a handful of the 25 students would have a natural passion for the work. I tried to be up front with everyone, and despite my coming away with a reputation as a harsh marker - best piece of student feedback was "Tom's great, but the difficulty curve may need some balancing" - I seem to have made friends and even, god knows how, developed a bit of a reputation.
There were some fantastic mechanical concepts that arose from the coursework. Watch this space come the new year for a special guest blog from my top student - who is a genuinely intelligent, laugh out loud writer - but in the mean time I've collated a small handful of some of the more far reaching ideas. To be clear, what I'm presenting here are not the best overall game concepts - as we're oft reminded, an idea is only as good as its implementation - rather, these are the individual mechanics that seemed most challenging on a theoretical level: the ideas that might change the way we think about specifically interactive narrative.
The Indictment - The Rorschach Test
by Matthew Davie
Matt's narrative design pitch was based around a psychiatrist's drug induced nightmare world, populated with spectres of his patients. He has to come to terms with how he has helped - or perhaps failed to help - each one of them, therefore getting to the bottom of his own psychosis.
The way he interacts with these patients is through Rorschach tests - the iconically ambiguous images whose interpretation is supposed to indicate a patient's mental state. The idea would be that certain cards could be matched to certain patients, their emotions observed and then manipulated accordingly. A guy hints at his hatred of hospitals? Anger him with a related image and force him to make a mistake.
For me the idea still needs some more pragmatic development, but the theory behind it is one I'm excited by. As long as we rely on dialogue as a method of NPC interaction we tie ourselves into necessarily scripted and linear relationships. The idea of using more real world skills - like empathy and emotional direction - to illicit useful responses is a fascinating one, as some soon to be released projects are already aware.
Falling Through Nightmares - The Voice of the Epsimite
by Joshua Condison
Exploring a psychological battlefield was a bit of a theme this year, and while "...and then he woke up" is something writing courses often try to throw out, personally I was ecstatic there were as many students taking Psychonauts as a direction as there were Far Cry. In all fairness, Josh's take on the subject positioned the nightmare firmly in the real world: every night his central character dreams of falling through a city of his greatest fears, only to wake and discover the Epsimite sleeping pills he's been taking have caused him to carry those fears into reality, the actions he takes in his sleep becoming increasingly violent as the game moves on.
During the day we follow the protagonist through his mundane existence, only instead of controlling him the player now takes on the role of the pills, manifested as a malevolent alter ego. Stacking shelves in the supermarket, a voice in his head encourages him to pop a can into his jacket pocket; things escalate rapidly. These battles of will are represented on screen in a Heavy Rain style, and by having the player embody both the protagonist and antagonist, I think Josh was trying to bring to the screen the character's sense of internal conflict: that on the one hand he needs these pills to function normally; but on the other the reality they buy for him is a thin shade of what they seem to promise.
Floating - The Early Decision Point
by Sarfraz Hussain
Floating is largely your run of the mill dystopia featuring a kick ass girl in the lead - who appears as the header image for this post. It does have an interesting weapon / power up system whereby a mysterious item called the Warpus draws form from ideas and emotions around it: the protagonist's angry outburst is what weaponises it in the first place, and concepts perceived in the game world - eg a set of roller skates - will empower it to take new forms - eg wheeled vehicles. This is, however, ultimately just clever body paint for the pick ups.
What's fascinating about Saf's idea is that early on in the game the protagonist's mentor is taken by a government agent. Actually, no, that's still standard practice. What is interesting is that the player is then given the choice: revenge or forgiveness? His decision will not change the direction of the narrative, but it will subtly alter the nature of the information he's given regarding the government agent he'll spend the rest of the game tracking down. Essentially, choosing revenge will result in texts and characters painting a saintly picture of the man the player has vowed to destroy; choosing to forgive will mean he's rendered the bad guy.
What Saf's trying to get at here, I think, is that many decisions are rashly made, and that any decision can begin to crack when you analyse it with hindsight. When the player reaches the conclusion they're given the opportunity to change their mind, and this seems to suggest that a person is always able to make their own decisions - and that in the context of Saf's dystopian vision it is not so much the government that's to blame for screwing over the people, than it is the people for accepting their government's decisions.
RPGs are often keen to give us many seemingly far reaching decisions to make, but it's rare we're truly forced to live with them - once we've travelled to the next area their impact on us is all but gone. There's something very engaging about the idea of making an entire game reflect on the nature and import of just one, catastrophic mistake.
Wednesday, 29 December 2010
Sunday, 19 December 2010
Stories in Unlikely Places No.2: Tribes: Vengeance
Tribes: Vengeance is one of the most subtly subversive multiplayer games ever made. Not a lot of people know that.
This is the second in a series of posts aimed at celebrating and championing games which don't just further the art of interactive narrative design, but do so either from unexpected places against unlikely odds, or despite their continuing obscurity. No serious spoilers.
Released in 2004, Tribes: Vengeance was a prequel, the third game in a series that was itself a spin off of Dynamix' mech-game, Earthsiege. Incidentally, that series simultaneously demonstrates that our industry is ridiculous, and constantly, brilliantly evolving. It goes...
Metaltech: Earthsiege
Earthsiege 2
Starsiege
Starsiege: Tribes
Tribes 2
Tribes: Vengenace.
I'd buy Vengeance: Metaltech any day.
But back to the point. 1998's Tribes was startlingly advanced in every sense other than the narrative one. It was a pre-1942 Battefield; the game that did huge outdoor arenas, massive player counts, and on-foot vs vehicle teamplay before anyone else had graduated beyond Quake deathmatch. It was a technical and design marvel.
But it still centered around blowing shit up.
In the hands of a pre-Bioshock Irrational - known at the time for System Shock 2 and Freedom Force - Vengeance still centered around blowing shit up, but the studio's masterstroke was to bother explaining why. With Tribes, Irrational proved beyond all doubt their ability to deliver in whatever genre they set their sights on - their vision of online carnage more than lives up to the series precedent and yet they've never returned to it - but it was the blindside of the singleplayer campaign that quietly redefined the playing field.
Vengeance pits you as five different characters on opposing sides of a space cold war, separated by generations. There are two timelines, set 20 years apart, and you play them in parallel, so the events occurring in the past give you new insight on what's going on in the present. You are simultaneously the Imperial Princess captured by the tribals, and the daughter she's yet to give birth to. The story sees the characters fall in and out of love, make and avenge any number of murders, and instigate and quell all out war.
Frankly, the writing isn't as sharp as we've rightly come to expect half a decade later:
That's probably the best line in the first half hour. No, In case you can't tell, Vengeance stands out for me for its epic, multi-protagonist narrative structure.
We spend a lot of times in games writing bemoaning the aping of cinema; we should be our own medium with our own strengths and weaknesses. What I think a lot of games writing could learn from is dramatic structure. How often do you play an action game whose story isn't realtime? It's rare to see so much as 'Two months later...' let alone a game as bold as Vengeance. It's not that realtime is always bad, it's just indicative of a general lack of faith that we rarely try anything better suited to telling a story. Another question: how often do you play a game confident enough in its storytelling that it will keep you in the dark about huge portions of its narrative until it deems fit to bring you into the loop? Cinema has these tricks down pat, but we're still learning how to do them. Irrational pulled it off ages ago.
In Vengeance you play as both mother and daughter, and the hindsight provided by the one character renders seemingly righteous actions by the other as tragedy. And right there, there's the reason Vengeance is special: it's a tragedy. That shouldn't be a rarity, but it is. This is a game about love, and politics, and perspectivism, and hatred. It's a game which is entirely linear not because it lacks narrative ambition, but because this enables it to tell an intricately crafted story of a fashion I'd argue Bioshock never even approached. It's a game assured enough to let your motivations in the present only be explained later by your own actions in the past. Even Rockstar - in Red Dead Redemption - look amateur in their attempts at the same.
But there's something else. Let's look at the story premise again, because it's so obvious, and so smart, as to be almost invisible.
This is a game which, if any ever did, deserves another look while its gameplay remains palatable. Because unlike its visuals, its story is timeliness.
Buy Tribes Vengeance at Amazon.co.uk
Buy Tribes Vengeance at Amazon.com
This is the second in a series of posts aimed at celebrating and championing games which don't just further the art of interactive narrative design, but do so either from unexpected places against unlikely odds, or despite their continuing obscurity. No serious spoilers.
Released in 2004, Tribes: Vengeance was a prequel, the third game in a series that was itself a spin off of Dynamix' mech-game, Earthsiege. Incidentally, that series simultaneously demonstrates that our industry is ridiculous, and constantly, brilliantly evolving. It goes...
Metaltech: Earthsiege
Earthsiege 2
Starsiege
Starsiege: Tribes
Tribes 2
Tribes: Vengenace.
I'd buy Vengeance: Metaltech any day.
But back to the point. 1998's Tribes was startlingly advanced in every sense other than the narrative one. It was a pre-1942 Battefield; the game that did huge outdoor arenas, massive player counts, and on-foot vs vehicle teamplay before anyone else had graduated beyond Quake deathmatch. It was a technical and design marvel.
But it still centered around blowing shit up.
In the hands of a pre-Bioshock Irrational - known at the time for System Shock 2 and Freedom Force - Vengeance still centered around blowing shit up, but the studio's masterstroke was to bother explaining why. With Tribes, Irrational proved beyond all doubt their ability to deliver in whatever genre they set their sights on - their vision of online carnage more than lives up to the series precedent and yet they've never returned to it - but it was the blindside of the singleplayer campaign that quietly redefined the playing field.
Vengeance pits you as five different characters on opposing sides of a space cold war, separated by generations. There are two timelines, set 20 years apart, and you play them in parallel, so the events occurring in the past give you new insight on what's going on in the present. You are simultaneously the Imperial Princess captured by the tribals, and the daughter she's yet to give birth to. The story sees the characters fall in and out of love, make and avenge any number of murders, and instigate and quell all out war.
Frankly, the writing isn't as sharp as we've rightly come to expect half a decade later:
VICTORIA
Just get on with it, you tribal dog.
DANIEL
Woof.
We spend a lot of times in games writing bemoaning the aping of cinema; we should be our own medium with our own strengths and weaknesses. What I think a lot of games writing could learn from is dramatic structure. How often do you play an action game whose story isn't realtime? It's rare to see so much as 'Two months later...' let alone a game as bold as Vengeance. It's not that realtime is always bad, it's just indicative of a general lack of faith that we rarely try anything better suited to telling a story. Another question: how often do you play a game confident enough in its storytelling that it will keep you in the dark about huge portions of its narrative until it deems fit to bring you into the loop? Cinema has these tricks down pat, but we're still learning how to do them. Irrational pulled it off ages ago.
In Vengeance you play as both mother and daughter, and the hindsight provided by the one character renders seemingly righteous actions by the other as tragedy. And right there, there's the reason Vengeance is special: it's a tragedy. That shouldn't be a rarity, but it is. This is a game about love, and politics, and perspectivism, and hatred. It's a game which is entirely linear not because it lacks narrative ambition, but because this enables it to tell an intricately crafted story of a fashion I'd argue Bioshock never even approached. It's a game assured enough to let your motivations in the present only be explained later by your own actions in the past. Even Rockstar - in Red Dead Redemption - look amateur in their attempts at the same.
But there's something else. Let's look at the story premise again, because it's so obvious, and so smart, as to be almost invisible.
The Tribes series - and online shooters in general - have always been about people fighting one another for no real reason. How do you make a story out of that? Simple. Irrational's story is about how people fight one another for no reason. And they prove that to you. In gradual, tragic detail.
Perhaps that Vengeance was a multiplayer game whose strongest asset was its elaborate, story driven tutorial was what damned it to the insulting sales and mass exodus of players and publisher immediately following release. Perhaps Vengeance's singleplayer didn't redefine storytelling in the same way the original game did multiplayer. But it should have done.
Perhaps that Vengeance was a multiplayer game whose strongest asset was its elaborate, story driven tutorial was what damned it to the insulting sales and mass exodus of players and publisher immediately following release. Perhaps Vengeance's singleplayer didn't redefine storytelling in the same way the original game did multiplayer. But it should have done.
This is a game which, if any ever did, deserves another look while its gameplay remains palatable. Because unlike its visuals, its story is timeliness.
Buy Tribes Vengeance at Amazon.co.uk
Buy Tribes Vengeance at Amazon.com
Thursday, 9 December 2010
The Theory Behind In-Game Failure
As a topic for theory, failure states aren't new. If you're providing the player a challenge, the traditional way to handle his failure to live up to that challenge is a
GAME OVER,
followed by a discretionary amount of replaying from the last checkpoint. To a certain degree I'm sold on this concept. Particularly in these days of casual, persistent and console gaming, developers are always seeking ways to avoid those ugly words,
GAME OVER,
and allow the player to proceed without breaking the fiction (see my discussion on Bioshock's Vita-Chambers). Sometimes this cuts short your options: if you're escorting an NPC how do you handle that NPC's potential death? Invulnerability? Branching story lines? Massive text redundancy?! Sometimes a good old fashioned
GAME OVER
is all you need.
On the flip side, I love games that incorporate player failure not just into their fiction, but into their gameplay. In fact I think they're far more rewarding experiences. I believe this on the basis that its not just challenge that is central to good drama, but failure. With that in mind, in order for failure states to be meaningful they need to be incorporated into the both the game's fiction and, more importantly, the world of the game's mechanics.
I see three ways in which failure is modelled:
1. Game over
2. Forced fails
3. Gameplay incorporated
Game over (yeah, line breaking for 'game over' is getting annoying now) definitely qualifies as a failure, but in most cases it's mechanically unrelated to everything else in the game. You step back in time and turn that failure into a success in order for the narrative and interaction to continue.
Forced fails are when the story demands the character strike out, and the game forces the player to embody this. There's a time and a place for this, but clearly as soon as you're scripting player action to reflect the story, rather than the other way around, you've given up a core tenet of interactive narrative. In both game over and forced fail, failure acts as a barrier to interaction rather than a part of it.
The better approach, as I see it, is the smaller scale stuff that's handled by the game mechanics. That's things like getting shot, taking too long, or making poor decisions. These are things which, combined, might lead to a Game over, but which can usually be taken on the chin. I played a lot of RTS and management games when I was a kid, and I think one of the appeals of those genres is that game over is far rarer than in action games, and that failure is Incorporated into the flow. Messing up in Theme Hospital doesn't make the level unplayable; you don't have to redo the half hour since the last check point. What it means is having to hire new specialists. What it means is having to stare at the monstrosity of a Bloaty Head treatment machine you just built when all your patients are dying of Broken Hearts. What it means is being punished proportionately, in a way that's cohesive with the fiction and the game structure, and in a way that forces you to work harder to overcome your self-wrought challenges.
What it arguably means is a far truer interpretation of interactive drama.
Of course, there remain sticking points. How do we tell a story which revolves entirely around a protagonist's failure, but keep the player motivated? How do we tie this approach not just into the gameplay, but more thoroughly into a complex narrative?
I'm going to go play Theme Hospital (well, its open source clone) and think about it some more.
GAME OVER,
followed by a discretionary amount of replaying from the last checkpoint. To a certain degree I'm sold on this concept. Particularly in these days of casual, persistent and console gaming, developers are always seeking ways to avoid those ugly words,
GAME OVER,
and allow the player to proceed without breaking the fiction (see my discussion on Bioshock's Vita-Chambers). Sometimes this cuts short your options: if you're escorting an NPC how do you handle that NPC's potential death? Invulnerability? Branching story lines? Massive text redundancy?! Sometimes a good old fashioned
GAME OVER
is all you need.
On the flip side, I love games that incorporate player failure not just into their fiction, but into their gameplay. In fact I think they're far more rewarding experiences. I believe this on the basis that its not just challenge that is central to good drama, but failure. With that in mind, in order for failure states to be meaningful they need to be incorporated into the both the game's fiction and, more importantly, the world of the game's mechanics.
I see three ways in which failure is modelled:
1. Game over
2. Forced fails
3. Gameplay incorporated
Game over (yeah, line breaking for 'game over' is getting annoying now) definitely qualifies as a failure, but in most cases it's mechanically unrelated to everything else in the game. You step back in time and turn that failure into a success in order for the narrative and interaction to continue.
Forced fails are when the story demands the character strike out, and the game forces the player to embody this. There's a time and a place for this, but clearly as soon as you're scripting player action to reflect the story, rather than the other way around, you've given up a core tenet of interactive narrative. In both game over and forced fail, failure acts as a barrier to interaction rather than a part of it.
The better approach, as I see it, is the smaller scale stuff that's handled by the game mechanics. That's things like getting shot, taking too long, or making poor decisions. These are things which, combined, might lead to a Game over, but which can usually be taken on the chin. I played a lot of RTS and management games when I was a kid, and I think one of the appeals of those genres is that game over is far rarer than in action games, and that failure is Incorporated into the flow. Messing up in Theme Hospital doesn't make the level unplayable; you don't have to redo the half hour since the last check point. What it means is having to hire new specialists. What it means is having to stare at the monstrosity of a Bloaty Head treatment machine you just built when all your patients are dying of Broken Hearts. What it means is being punished proportionately, in a way that's cohesive with the fiction and the game structure, and in a way that forces you to work harder to overcome your self-wrought challenges.
What it arguably means is a far truer interpretation of interactive drama.
Of course, there remain sticking points. How do we tell a story which revolves entirely around a protagonist's failure, but keep the player motivated? How do we tie this approach not just into the gameplay, but more thoroughly into a complex narrative?
I'm going to go play Theme Hospital (well, its open source clone) and think about it some more.
Wednesday, 1 December 2010
Environmental Narrative Panel: Vid, Write Up & a Note on Subliminal Signposting
Last week's panel discussion on environmental narrative went well. We had a full house (though didn't stretch to standing room only like last year), no one shouted or cried, and I even got a word in edgewise.
I also met Joel (aka Harbour Master), who was sportsman-like enough to train it into London, say hello in the pub, and then beetle home and write the whole event up practically before I'd sobered up. I was aiming to draw my own conclusions from the evening, but frankly he's done it for me.
Read about the event over at Electron Dance.
Watch my 30 min talk in low-res shakey-vision
- Courtesy of LSBU student, Gary Howard
Watch my 30 min talk in low-res shakey-vision
- Courtesy of LSBU student, Gary Howard
For my tuppence worth there are a couple of topics I'd like to pick up on.
A Writer Writes Across the Board
The talk, and Joel's write up, begin with a quote from Jim:
“Which of you are writers or want to be writers?” Many hands went up, including mine.
“How many of you want to be writers for games only?” Only a few hands survived.
“Don't limit yourselves.”
It's a small thing, but since it was so centre stage I wanted to chime in: I don't think you need to write in different disciplines to be a good writer.
I'm sure it can help. I'd be surprised if there were many writers who didn't want to write in different disciplines. But if you love just one medium I don't see any good reason to pursue any other. Unlike the other writers on the panel, I didn't come into games from another industry: games are what I write. Certainly I'm interested in pursuing prose fiction, but if it came down to it, interactive narrative is what really floats my boat. That's no bad thing.
The Validity of Thematics & Subliminal Story Telling
I kind of abused the topic to my own ends so that I could discuss tying narrative / artistic meaning into gameplay, but Jim and Rhianna very much went down the more solid "the environment art can tell a story" route. Question time at the end raised an important query:
"One member of the audience suggested that all of this “environmental narrative” simply washes over the player, that as it is not part of the actual gameplay, it ceases to be important. The clever subtext is all but lost."
Now this riffs on something I discussed in class a few weeks ago: the questioning of the validity behind thematics. McKee says:
"An IMAGE SYSTEM is a strategy of motifs, a category of imagery embedded in the film that repeats in sight and sound from beginning to end with persistence and great variation, but with equally great subtlety, as a subliminal communication to increase the depth and complexity of aesthetic emotion."
In English this means: "Use symbolism and repetition to engage the audience on another level." This is precisely what environmental narrative often is, and it's a technique that's common to all artistic expression I can think of. But does it just pass us by?
Two examples spring to mind. The first is games' frequent use of signposting. In most titles, a load zone is indicated by a particular piece of art. It might be a door with a release valve; it might be a yellow arrow on a corridor wall. The point is, when you see that sign I don't think there's a logical process in your head which goes: "This sign means there's a load zone, therefore I won't go this way until I've done everything here." I think you just learn by habit (the same way you train an animal) and avoid that door.
The second example is one Jim gave at the talk.
In the image above - with the visible pier supports and the beached ships - the environmental narrative is telling us that the Combine - Half Life 2's big bad guys - are so powerful that they've dried up entire seas. Great. Problem is I never would have picked up on that in a million years when I was playing through. I'm sure some people would, but I'm sure plenty are like me.
If that's the case, how much of our (writers across all mediums) thematic work is actually adding to the fiction, and how much of it is just creative types wanting to feel clever? The scary word is 'subliminal'. While the load zone example above would seem to support the idea that some simple things can be understood subconsciously, 'subliminal' itself - despite the popular controversy around its use in advertising - quite literally means below the senses, ie undetectable by the human mind on any level.
Clearly Half Life, Bioshock et al are better for not being set in grey corridors. But I suppose my question is just how much of that time and effort to weave complex stories into shooters is wasted below the senses; and don't games like Hitman make greater use of these techniques by having the nature of the environment actually feedback into gameplay in more ways than just waist high cover?
Monday, 29 November 2010
Why Zombies as a Genre Are Here to Stay
I heart zombies. Not just in a geeky, B-movie kind of a way (though props to Zombi 2), and not just from the perspective of a horror video game writer (because I don't really consider myself that) - but mostly because for any kind of writer it's a premise overloaded with potential for character exploration.
Unlike World War 2 or modern combat or comic books or Westerns, Zombie fiction in both cinematic and interactive entertainment is a stayer. This is why.
The image above - beyond any excuse to picture Milla - represents everything that people get wrong about developing a zombie fiction. Sci-fi environs, super ninja bitches, mad scientists... Resident Evil (by turn both the games and the films) misses the point.
I've never particularly had any desire to write horror as a profession. Before the Penumbra games it's not something I'd ever even attempted. It's always been a genre close to my heart, though, for one reason: it puts human nature under the microscope. To some degree, perhaps, that's what all good fiction does. But the reason that stories like Alien, The Thing and Dead Ringers are truly great horrors is that they take real, everyday characters - even when those characters are in fantastic circumstances - and put them under pressure. In GCSE chemistry, if you want to learn about a particular substance you put it to extremes: you heat it, or you cool it, or you spin it around really really really fast until it's all dizzy. Then you wait and see what happens.
Good horror - particularly zombie horror - works the same way. You take ordinary people, expose them to extreme pressure, and see if they wind up killing one another. Alien argues that everyone has different potential: that the cute blonde tomboy hides cowardice that will overrule even self-preservation; and that the hero of the story might actually have tits. The Thing shows us that rational human doubt can overpower anything; even a strong friendship.
Sometimes film - and often games - get this wrong. Games are great at developing tension and fear. Better, I'd argue, than any other medium. But how often does a zombie game use this to explore themes within its characters? We all know Dead State is heading in the right direction, and we're probably familiar with Dead Rising's blatant Romero-esque critique of consumerism, but how often do we go beyond that?
As a genre, zombies have only been around for a few decades. The concept originated with Voodoo-related catatonia, and Romero and his ilk imported it to Hollywood in the 60s. This means that the five year fad that began with Stubbs the Zombie and L4D (a game which captures the rumour mill and camaraderie, but none of the suspicion or character progression) really marks the first time that zombies have truly been road-tested on an interactive level. What zombies allow us to do as writers is to introduce a whole host of useful mechanics - mechanics zombie games often exclude - and to have these feedback in unique ways on the story:
- Where did the outbreak come from (room for government conspiracy and social critique)?
- What do you do when you / someone else gets infected?
- How do you treat other survivors when they might be your best survival tool or your greatest threat?
- What happens to morality in a world where violence is around every corner?
- How quickly and in what ways do society's rules break down?
- What is there to pursue beyond survival in a world beyond the brink of revival?
- What rights do the zombies themselves have?
- Without a social structure to tell you what to do, what happens when people have to think for themselves for the first time in their lives?
- Where is your god now?
- Is a katana really the best weapon?
Zombies are uniquely interesting for precisely these topics. You'd be hard pressed to find a good Z fiction that didn't centre on at least one of these ideas.
As both a writer and a consumer, I'm fascinated more than anything else by humanity and by honest (even when scary) appraisals of it. I'd argue that zombie games provide us that opportunity and much more beside; any time someone says to me that zombies are just the latest fad, I figure they've been playing too much Resident Evil.
Unlike WW2, or Tolkien, or Vietnam, zombies always have new places to go; but what they tell us about ourselves should always be a little too close to home.
Unlike World War 2 or modern combat or comic books or Westerns, Zombie fiction in both cinematic and interactive entertainment is a stayer. This is why.
The image above - beyond any excuse to picture Milla - represents everything that people get wrong about developing a zombie fiction. Sci-fi environs, super ninja bitches, mad scientists... Resident Evil (by turn both the games and the films) misses the point.
I've never particularly had any desire to write horror as a profession. Before the Penumbra games it's not something I'd ever even attempted. It's always been a genre close to my heart, though, for one reason: it puts human nature under the microscope. To some degree, perhaps, that's what all good fiction does. But the reason that stories like Alien, The Thing and Dead Ringers are truly great horrors is that they take real, everyday characters - even when those characters are in fantastic circumstances - and put them under pressure. In GCSE chemistry, if you want to learn about a particular substance you put it to extremes: you heat it, or you cool it, or you spin it around really really really fast until it's all dizzy. Then you wait and see what happens.
Good horror - particularly zombie horror - works the same way. You take ordinary people, expose them to extreme pressure, and see if they wind up killing one another. Alien argues that everyone has different potential: that the cute blonde tomboy hides cowardice that will overrule even self-preservation; and that the hero of the story might actually have tits. The Thing shows us that rational human doubt can overpower anything; even a strong friendship.
Sometimes film - and often games - get this wrong. Games are great at developing tension and fear. Better, I'd argue, than any other medium. But how often does a zombie game use this to explore themes within its characters? We all know Dead State is heading in the right direction, and we're probably familiar with Dead Rising's blatant Romero-esque critique of consumerism, but how often do we go beyond that?
As a genre, zombies have only been around for a few decades. The concept originated with Voodoo-related catatonia, and Romero and his ilk imported it to Hollywood in the 60s. This means that the five year fad that began with Stubbs the Zombie and L4D (a game which captures the rumour mill and camaraderie, but none of the suspicion or character progression) really marks the first time that zombies have truly been road-tested on an interactive level. What zombies allow us to do as writers is to introduce a whole host of useful mechanics - mechanics zombie games often exclude - and to have these feedback in unique ways on the story:
- Where did the outbreak come from (room for government conspiracy and social critique)?
- What do you do when you / someone else gets infected?
- How do you treat other survivors when they might be your best survival tool or your greatest threat?
- What happens to morality in a world where violence is around every corner?
- How quickly and in what ways do society's rules break down?
- What is there to pursue beyond survival in a world beyond the brink of revival?
- What rights do the zombies themselves have?
- Without a social structure to tell you what to do, what happens when people have to think for themselves for the first time in their lives?
- Where is your god now?
- Is a katana really the best weapon?
Zombies are uniquely interesting for precisely these topics. You'd be hard pressed to find a good Z fiction that didn't centre on at least one of these ideas.
As both a writer and a consumer, I'm fascinated more than anything else by humanity and by honest (even when scary) appraisals of it. I'd argue that zombie games provide us that opportunity and much more beside; any time someone says to me that zombies are just the latest fad, I figure they've been playing too much Resident Evil.
Unlike WW2, or Tolkien, or Vietnam, zombies always have new places to go; but what they tell us about ourselves should always be a little too close to home.
Tuesday, 23 November 2010
4 More Free Web-games...
...because free web-games generate hits. And also because, just like commercial release, or XBLA, or the AppStore, there's a shit load of shit obscuring the good stuff. In short, I've played a lot of shit so you don't have to.
This is a follow up to the 'Why free is the Future' post I put up an indiscernible amount of time ago, and these are the games that basically made the grade but I didn't have time to include. They're still guaranteed better than 95% of the stuff out there, and I'm going to try to be more critical this time.
It never ceases to amaze me how many truly talented programmers and artists there are out there who're content to turn out clones.
The Company of Myself
The Company of Myself is a pretty trad make-copies-of-yourself-to-complete-the-game game (though I love that we're now inventive enough with our mechanics that that can be a genre). It combines that mechanic, though, with a very personal story. It's not a fresh perspective - guy loses girl, moans a bit - but it's one that, while pervasive, will never be less than relevant. Braid-lite, maybe.
Little Wheel
A bit like Loodon, Little Wheel is perhaps stronger in its aesthetics than its gameplay (which is simplistic point & click). It's beautiful, and the narrative is touching in a self-consciously-designed-to-tweak-the-emotions-of-a-broad-audience, Disney / Pixar kind of a way. but then the fact I'm even making those comparisons can't be a bad sign. Not truly interactive, but worth a crack.
Time Kufc
Yeah. This one's kinda fucked up. Hence the oh-so-clever name. There are a lot of games that play with the idea of time travel as a gameplay mechanic these days, but for me Time Kufc remains the game which has most coherently tied that mechanic into the narrative. A standard platformer with rewind / restart mechanics, you navigate a seemingly endless labyrinth in pursuit of... well... yourself, I guess. Past and future incarnations of yourself guide or taunt you, and the game's unnerving in a Cactus kind of a way, without entirely abandoning comprehension.
Gateway II
I can't claim the puzzles in this one don't have their flaws, but it's worth persevering and resorting to a walkthrough if necessary. You guide a a box-like character through a series of rooms, entering and existing what appear to be different streams of reality. There's a lost-girl plot in there somewhere, but all told this reeks of imperfect implementation of an ambitious idea that winds up thoroughly playable.
This is a follow up to the 'Why free is the Future' post I put up an indiscernible amount of time ago, and these are the games that basically made the grade but I didn't have time to include. They're still guaranteed better than 95% of the stuff out there, and I'm going to try to be more critical this time.
It never ceases to amaze me how many truly talented programmers and artists there are out there who're content to turn out clones.
The Company of Myself
The Company of Myself is a pretty trad make-copies-of-yourself-to-complete-the-game game (though I love that we're now inventive enough with our mechanics that that can be a genre). It combines that mechanic, though, with a very personal story. It's not a fresh perspective - guy loses girl, moans a bit - but it's one that, while pervasive, will never be less than relevant. Braid-lite, maybe.
Little Wheel
A bit like Loodon, Little Wheel is perhaps stronger in its aesthetics than its gameplay (which is simplistic point & click). It's beautiful, and the narrative is touching in a self-consciously-designed-to-tweak-the-emotions-of-a-broad-audience, Disney / Pixar kind of a way. but then the fact I'm even making those comparisons can't be a bad sign. Not truly interactive, but worth a crack.
Time Kufc
Yeah. This one's kinda fucked up. Hence the oh-so-clever name. There are a lot of games that play with the idea of time travel as a gameplay mechanic these days, but for me Time Kufc remains the game which has most coherently tied that mechanic into the narrative. A standard platformer with rewind / restart mechanics, you navigate a seemingly endless labyrinth in pursuit of... well... yourself, I guess. Past and future incarnations of yourself guide or taunt you, and the game's unnerving in a Cactus kind of a way, without entirely abandoning comprehension.
Gateway II
I can't claim the puzzles in this one don't have their flaws, but it's worth persevering and resorting to a walkthrough if necessary. You guide a a box-like character through a series of rooms, entering and existing what appear to be different streams of reality. There's a lost-girl plot in there somewhere, but all told this reeks of imperfect implementation of an ambitious idea that winds up thoroughly playable.
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