Showing posts with label appearence. Show all posts
Showing posts with label appearence. Show all posts

Friday, 31 July 2015

How Video Games Will Destroy Humanity

31st July 2015 EDIT: Full video here.

Recently I gave a little talk to games dev audiences at Subotron in Vienna, and Gamelab in Barcelona. The idea of the talk was to first establish some strong design rules I learnt from authors like Terry Pratchett and George Orwell - keep it simple, make it speak - and then to develop a science fiction world using those principles which might form the basis of a future game. As I did this I realised that video games were going to destroy humanity.

For those that requested it, here are the notes and attached powerpoint. For those that didn't request it, feel free to take a look, but note it's probably better live.

As always, feedback, thoughts and counter arguments very welcome.

Thursday, 5 June 2014

Appearance: The E3

Hello all. I will be attending E3 next week, Mon-Fri. I'll be showing off the new projects I've been working on with Croteam and nDreams for the very first time.

If you're there, I'll be largely entrenched at the Devolver/Croteam RV outside the main event. I don't know yet if this caravan (for that is what an RV really is once you remove the American glamour) is an advantage or not - will it be more chilled out? fewer booth babes? less like attending some kinda cross between an arcade and a strip joint? I've never been to E3, so who the hell knows.

We'll also have a second Croteam stand somewhere indoors which is walk-up and play, details on that as they emerge, and the nDreams team will have their own section where they're demoing the VR project privately.

If you're there do spin by or drop me a note in advance. If you're not, eyes on the internet for some major reveals in the coming week!

Friday, 21 February 2014

What Did FTL's Use of Slavery Say to You? (Video)

In December I did a short talk at the annual IGDA/BAFTA Games Writing Panel, along with cohorts Andy Walsh, James Swallow and Ed Stern. The theme was something to do with the unique demands of interactivity on story, and after reading this post I decided slavery in FTL was the ideal topic. I was interested to think and talk about the creative and moral responsibilities we have as game designers who put out products with unsavory events therein, and how interactivity blurs those lines.

There's some further discussion below, but for now here's the full vid. Apologies for unprofessional lighting / camera angles etc. You can download the slides here.


So it's worth noting first that in front of a crowd I play things up a bit, including how chaotic development really was, because when I say anything positive about anything that I've worked on my first instinct is to immediately self-deprecate.

The truth is that the extent of FTL's planning was largely a factor hidden from me, occurring as it did in the years Justin and Matt were working away at the game before I came onboard. There wasn't no plan; there just wasn't the sort of extensive pre-production narrative design that laid out exactly what we were shooting for that I obsess over on other projects.

Here's what Justin said to me after watching the vid:
"While it's true that the overarching vision of the "story we wanted to tell" was not planned or scripted, this was not something that was due to lack of time or planning - it was entirely intentional. You may recall all the times you wanted to add more focused storyline or mini-stories that take place in events but we consistently tried to hold you back. In retrospect I wish we had made things more ambiguous and abstract. The fact that players could end up with a single crew member, wondering if this person would really want to continue the mission (while not a specific scenario we predicted) was the type of experience that we knew would only be possible if we left a lot of things unsaid."
Matt writes:
"I, like Justin, also wish we were a little more ambiguous with everything by the end. I went digging for an email or something where I voiced my original vision. This snippet with a friend is the closest I could find:
August 8th - 2011 (~5 months into development)

Anton: feel kinda bad murdering them
me: they aren't necessarily supposed to be menacing
me: they aren't supposed to be evil
Anton: oho, cause they seem to engage me without any warning every time...
me: it's a political conflict that you're on the other side of
me: that doesn't make them evil
me: you could be evil
While I think we could have done more to bring this kind of ambiguity to the fore, it warms me that FTL has this kind of philosophy at its core. In the talk I say something like, "As game designers... we have a responsibility that the options we provide the players deliver a coherent message", and this is what I'm talking about.

Matt writes:
"Part of me would argue that our message is coherent: the player's situation is terrible and war is horrific which can drive someone to do morally questionable things. And through the beauty of an interactive medium, the player experiences it first hand. But part of me would say that we specifically set out not to have a message. We just present a series of systems and choices to the player, and they are encouraged to come to their own conclusions and make their own choices without judgement from the designer."
The moment that you write an event for a game like FTL, you're taking some kind of political or ideological stance. Even if your objective is Matt's and Justin's - to present an amoral world and let the player make sense of it their own way - that in itself constitutes a stance of a sort. It says that politics, war and morality are very complex topics, and that decisions in such circumstances are rarely black and white. It says that you are the only one that can decide how you will behave. At the very least it is probably not the sort of stance you would take if your philosophy was one of extreme pacifism, because pacifism just isn't a viable path in that game.

For this reason, the conclusion of my talk was that it would be irresponsible of anyone to put out a game like this without thinking at least a little about the stance they are necessarily taking by making a game at all. Subjects like slavery and war are not simply there for our amusement - when we deploy them in interactive fiction we also need to design the choices and outcomes in a way that doesn't undermine their seriousness, but instead uses it to express something worthwhile. I'm pleased to say that I think FTL does some of that; but the point of the talk was that we can probably all do a little more of it.

There, I said something nice and I self-deprecated. Everybody's happy.

Saturday, 20 April 2013

PAX East & GDC 2013 Debrief

So that whole thing happened, and I am still reeling. I've been trying to think of an angle from which to write up the trip, but have failed, so instead you get the pictorial highlights reel. Lucky old you.


This is our hostel in Boston. It doesn't look it but it was quite luxurious. So much more space in US cities. Also full fried breakfast in the price. Lush.


This is our booth. It's got a rather sleeker black vibe going on compared with last year's, and four HD tellies. We were blaring out the trailer on the big screen, but after a while we started hearing the same two lines of dialogue over and over in our dreams and we had to turn the sound down.


Klei Entertainment are awesome. Play Mark of the Ninja and Don't Starve immediately. As Alia (software engineer, above centre) pointed out to me, they're somewhere in between being a small indie and a pro-developer, and that's a theme that continues throughout the conference. So many people from so many different areas of development all with their own ideas about who's doing important work - and me, somewhere bang in the middle.

PAX was fantastic for us. Quite apart from hanging out with excellent indies like Klei, The Men Who Wear Many Hats, and Blendo Games we secured some lovely coverage for The Swapper. Head to Game Informer, IGN or the New York Post for more.

Also massive props to Kelly and Megabooth for everything and being excellent.

So then we hit San Francisco. Neither Olli (Facepalm Games) nor I had full conference tickets, so this was basically the start of our holiday. I immediately went to Golden Gate Park and was attacked by this gopher thing.


The cab back to the conference hall was surreal. My first time out and about in a city I've written for in a game, and here I am sitting in the back of a cab driving through those iconic streets, listening to a game developer conversation that could have been straight out of the game. I was having fun.

The following days involved avoiding the infamously overcrowded / crap GDC parties, hanging in the indie hostel, and seesawing between horrendously overpriced beers and entirely free ones. The indie hostel was an experience in itself - and entire building taken over by everyone from Zachtronics to Vlambeer. Keeping as I do various fingers in various pies, the whole thing was a slightly different world. Olli knows every game and every person in the room. I can't tell the difference between a student and someone putting out a game everyone else in the room evangelises. At the same time, the writers are a few blocks away on the 40th floor of the Marriott hotel drinking $7.50 beers. I'm getting a bit bored of the stale pizza-by-the-slice, so it's nice to have both options available.

We hit the Humble Bundle party that night, which is a most civilised affair in an old mint building. It of course ends with champagne and scotch being snaffled before the free bar closes, but it's a good crowd, and I manage to pin down John Walker and secure Ir/rational investigator a playtest and some coverage.


The next thing that happens are the IGF awards, in which FTL is nominated, which seem to take us all by surprise. I find my way to our table and meet Justin's parents and assorted family - there are only four of us who credited on the game, but from what I understand it's very much a group endeavour. I can't imagine bringing my parents to an awards show, but Justin's dad was in the industry, and they are awesome and well into the swing of things. We win three awards, I get up on stage once, look very nervous and forget to thank my girlfriend, then we eat tacos and go to the Steam party.


The parties later that night are yet more surreal. We go to the Wild Rumpus, and pretty much everyone I've met in the last week is there, and has been watching the awards. The Subset guys aren't really much part of the indie scene - they're out of AAA, they want to keep their team small, and they want to make the games they love. The limelight is perhaps not their territory. Still, for one night we are minor celebrities. It's quite strange.


The following day I lend a hand on the booth, which really just involves shaking peoples' hands and awkwardly taking credit for Justin and Matt's work. Everyone's played the game, so they just want to come over and say thanks. I love the picture above, because Justin (2nd from right) and Matt (3rd from right) are talking to a chap who worked on the old X-Wing vs Tie Fighter games, which are one of the guys' core inspirations. For once on this trip they get to be the ones meeting their industry heroes.

It was a thrill to spend time with Subset, with Facepalm, and with all the other devs I met out there. I really am lucky to work on the fantastic games I have done, and there's nothing like seeing a bunch of other people making fantastic stuff to make you want to go home and do some more of your own.

As ever, I'll keep you posted on that front.

Wednesday, 13 March 2013

I Will Be at PAX East & GDC


You spend your whole career hoping your AAA bosses will send you to the big US shows, then a small indie game comes along and sends you to three at once. Thank you, Facepalm Games.

Yes, next week I'll be accompanying my latest indie project, The Swapper, and Olli (its Lead Designer) to PAX East, where we'll be demoing the game on the Indie Megabooth floor. The Megabooth is gargantuan as viewed through the lens of my esteem, and pretty-well filled-out by anyone's reckoning: it's the beating heart of the indie dev presence at PAX, and the people are top. Do get yourself there.


Following that we'll be flying across the country to hit GDC in San Francisco. I have helped make a game based in that town, but I have not been there, so I can't wait to find out what all these invisible walls are actually made of.


Once there I'll be accompanying the chaps from Subset Games to the IGF Awards in which FTL is nominated; and generally milling about the place going "Gosh, isn't Develop quaint." (Develop is the UK equivalent of GDC, American chums).

I'll be in the US for ten days, and throughout that time I'll also be demoing Ir/rational Investigator on iPad. Whether you're press, dev or consumer, if you fancy a play drop me a line or come find me!


I'll be at PAX East 22 - 24 March 2013, at the Facepalm Games booth.
I'll be at GDC 25 - 30 March 2013.

Hope to see you there.

Sunday, 26 August 2012

Appearance: PAX Prime 2012

So PAX is disconcertingly lurking just around the corner. I say disconcertingly because I was still writing the script for The Swapper PAX10 demo this morning, because I have no idea what to expect, and because I have a super-cool announcement due to go live right in the middle of it all. To start the week off, though, I'll be having my first face-to-face meeting with the chaps at Facepalm Games when they get off their late flight and come into our shared hostel room in the dead of night. I lead a professional life as ever.

Of course on top of all the work I'm supposed to be doing, there's just far too much awesome stuff going on. I feel like a young girl going to Hollywood. I want to see live HAWP, and the Penny Arcade guys doing their stuff, and Tim Schafer talking Double Fine Adventure, and just about everything else there is to see.

I'll be at PAX Dev from Wednesday, and then manning The Swapper booth Friday - Sunday. I cannot wait. If you're at the show, do swing by and say hello - and if all goes to plan check back here on Friday, 31st August for an announcement about which I'm very very excited.

Sunday, 8 July 2012

'Ask Me Anything', Monday 9th, 8pm EST

In the wake of ir/rational's modest success on newgrounds, and a sprawling reddit post that's mostly far too complementary, I was asked by the community to turn up for an AMA. I agreed, and then googled 'AMA' and was relieved to find out it's just reddit's term for a Q&A, and not some kind of perverse internet webcam thing.

As such, I shall be online for an hour or two from 8pm EST, Monday 9th July (that's tomorrow, and it's also 5pm West Coast and 1am UK). If anyone turns up I'll be answering questions on six years of games writing, ir/rational, Driver: San Francisco and other past projects, and just about anything else anyone cares to ask.

Hope to see you there.

UPDATE: You can find the AMA here.

Saturday, 24 September 2011

Ride the Wild Rumpus!

New London indie party game night, Wild Rumpus, is just what we need.

Gaming isn't cool. I'm as surprised as you are. Even the name, 'gaming' - sounds kinda seedy, no? Almost like the games are playing us. Sad fact is that the games we really hold up as meaningful still carry teenage baggage (yes, Planescape tells a smart, inventive and evocative story; yes the girls mostly still have big tits and can be talked into bed after you've slain a few hundred goblins), and our mode of enjoyment still tends to be cooped up in a bedroom or lounge, alone, giggling to ourselves. We don't have the same mass participation and discussion that cinema promotes, or the same celebrity culture that marks the upper echelons of literature and drama. Hell, I went to watch a girlfriend at a L'Oreal hair colouring (not dressing, colouring) competition half a decade ago and I remember sitting in the audience watching all these passionate people and wondering how haircolouring could be cooler than the newest artistic medium on the block.

Before you say it, I know we have equivalent stuff. Starcraft tournaments, this week's Eurogamer Expo etc. But they're just not cool. I wouldn't do that on a night out. Sorry.

The Wild Rumpus is cool. Not cool in an exclusive way, but cool in a cool way, in the universal way.


The debut night consisted of one of my fave Brick lane bars filled with indie party games and music and a mix of local devs, gamers and lost ravers from the gig next door. Game of the night was undoubtedly Johann Sebatian Joust, a Playstation Move game that doesn't use a display at all, and asks players to keep their controllers still while jabbing and pushing their opponents. It's all supposed to be timed to the Bach music in the background, though that was way drowned out by the party. Anyway, I'd be surprised if they couldn't box this one as a standalone party game for £40.


It was excellent. The night is run (I found out by chance on the night - see, no bias) by my mate Ricky and his chums, and apparently the best way to keep up is on twitter. The next night is up in Nottingham next month, and they'll doubtless by back to East London shortly after that.

Oh, also, 2-player Super Crate Box in an arcade cabinet.

All photos copyright Natalie Seery

Monday, 18 July 2011

Say Hello At Develop

As ever I'll be at Develop Conference again this year. I'll be down from Wednesday evening to Thursday evening, checking out the indie track on the last day, along with all the usual afterparties.

Whether you're a budding games writer, a journo looking for a quote, a potential client or just a long-time lurker I'd love to have a natter - as well as catch up with some old faces. My contact details are here, and the best way to get in touch is via email or on the phone on the day.

We'll also be continuing the fine tradition of the journo/indie doss house at the excellent Grapevine Seafront - if you're at a loss for a bed you could do a lot worse.

See you by the sea.

Tuesday, 14 June 2011

Designing a Dialogue System From Scratch Part 3: The System

This is the final part of a discussion that began here. Next up we're considering how to model self-control & personal expression during dialogue.

Self-control: This is the tricky one. As long as we allow the player to consider his approach and choose his tone he's arguably too far removed from the scenario to truly struggle with self-control as we do in real life. To be truly successful, I think a dialogue system has to encourage the player to make decisions that he knows are to his detriment, simply because of who he is. Time limits tackle this to some degree - simply don't allow the player time to think so he reacts more instinctively. Strong characterisation of NPCs is also crucial: if we aren't invested in who we're talking to it's very easy to choose the 'correct' path.  However, if we present the 'correct' path (ie the one with the greatest rewards and fastest / funnest route to completion) as opposed to the one which provides us revenge on someone we hate then we're forced to balance one against the other.

     - Two types of conversation: This is harking back to that original line in the sand between dramatic, goal-oriented conversation and more social, everyday dialogue, as well as KOTOR II's [Lie] mechanic. If we're struggling to simultaneously reward the player for achieving goals through performance and expressing his personality, why not signpost them as two different systems? The game tells the player when he's talking to someone who's not going to be their friend and is there to be manipulated, and when he's talking to someone who's not worth putting an act on for. This way the serious do gooder can preach to his allies and attract those of a similar disposition, while the cocky comedian can drop that personality to get things done without fear the game will assume he's turned into a pansy.

     - Personality tracking: I think I read somewhere that Alpha Protocol does this. Instead of saying 'this sort of personality won't work with this character' and therefore forcing players out of their role play in order to achieve objectives, we allow for all personalities to work equally. We pre-program a set of personalities (base it on Briggs Myers, or some basic classes like 'joker', 'do gooder', 'professional' etc), detect which options the player tends to pick, and then present more options in those areas. It rewards consistent players, and means that if the joker tries to pull off sincere he'll have a tougher time of it (fewer options in that category or harder mini-games) than the guy who talks that way all the time. It needs very careful handling - the joker shouldn't be unable to express anger with a character he hates just because the game thinks he doesn't get angry often.

     - Emotion input: By this system, we allow the player all the usual luxuries of dialogue trees: carefully considering his approach and manipulating characters without care for his own personality or emotion. However, we also ask him to honestly input his emotion. Is he angry, scared, confused? We then use that information in inventive ways. Sometimes (based on pre-authoring, a mini-game or skill check) it has absolutely no effect. Sometimes it will result in an aside to an ally. Sometimes it'll result in the character failing to conceal the emotion and having it affect the dialogue in surprising ways. We encourage the player not to consider this a failure; not to game the system by always selecting 'calm and collected'; but to take it as a valuable and meaningful element of the experience. More so games are sold not on competing for high scores, not ont getting to the end, but on how you get to the end. This approach gives players a new way in which to take that conceit and run with it.



So, have we actually concluded anything?
If there's one thing games have always struggled with, it's how to handle failure; yet it's failure that's the core element currently missing from most interactive dialogue systems. We can't allow the player to put himself in an unwinnable position, and we're not bold enough to say to him "This character doesn't like you for no better reason than you're you." We always want to give him his power fantasies.

To my mind there are two key directions that come out of all this. One is the dynamic, image-based system which really needs a whole essay of its own, and is as much an AI and psychological concern as it is a narrative one.

The other is, I must concede, still a dialogue tree of sorts; but it's a dialogue tree built from the ground up with the intention of modelling realistic dialogue traits with the same depth of simulation that we apply to the end of a gun. It looks something like this:

- Strong characterisation and the threat of punishing / unsatisfying gameplay may be used to encourage and represent self-control or lack thereof. Does the player feel strongly enough in a given scenario to sacrifice reward in favour of personal gratification? Investment is encouraged by not rendering every route as equal in reward, and not using scenarios that affect the character but not the player. A quick example: the guard tells us we can't enter the city. For the character this might be really annoying; for the player it makes no difference because he knows that if he needs to enter the city the game will allow him to do so somehow. This is absolutely crucial - there must be no logical gap between the character's emotion and the player's. There should be no game objectives or mechanics that aren't legitimate elements of real conversation (for example we're encouraged to help people in RPGs because we're rewarded with experience; as a result we don't fully express ourselves).
- Input is in the form of keywords and emotions: The player can't tell what's important by looking at a list of sentences; he must use his intuition and perception to identify key topics and approaches. Where appropriate he's encouraged to express his personality.
- Mini-games provide active challenge and allow for unexpected successes or failures
- It's linear in overarching topic: a game which places conversation as its central mechanic doesn't need dead ends and cul-de-sacs any more than Call of Duty needs the option to get back on the chopper, go home and become a gardener.
- It uses a time limit to maintain natural flow and encourage more instinctive reactions & mistakes
- It doesn't use stats: your success is based on your own ability, apart from in areas where stats make sense such as group formation and prior knowledge
- Branching is used for key decisions and to discover new information without altering the fundamental direction or flow of conversation. It is triggered by some or all of:
     - Conscious, signposted decision points
     - The use of predefined pieces of prior knowledge
     - Mini-game success
     - Perception of keywords during dialogue
     - Personality detection (ie how often the player adopts certain tones and personality traits)
- Conversations may be signposted as goal or social focused so the player is free to manipulate and express his personality in equal measure.


I don't know if this is quite the revolutionary new approach we might have liked to come up with. It's possibly more theoretical pipe dream than practical mechanic. I do hope, at the very least, that the discussion has presented or refined specific mechanics and their potential uses. As ever games are a process of evolution, not revolution, and it's games like LA Noire, KOTOR II and Heavy Rain that continue to make small but meaningful advances in how we interact with dialogue then the holy grail will continue to edge just that little bit closer.

Wednesday, 8 June 2011

Designing a Dialogue System From Scratch Part 2: Structure

'Part 1: What is Dialogue' is available here.

Now we're ready to consider how to model conversation on a structural level.

The first question is what underpins the fundamental structure of our proposed dialogue system in terms of progress, input and output. In each case I'll present the usual approach and at least one more left field angle.

Progress
     - Branching: This is the approach adopted by most interactive systems. They allow for backtracking of differing degrees (Fahrenheit moves inexorably forward, most RPGs work from a central hub with certain paths that can't be rolled back on, while adventure games are usually very forgiving - you can't go wrong. It seems logical not to allow too much backtracking, to reflect the natural flow of conversation.

     - Linear: It might seem strange to propose a linear system as an interactive dialogue. Providing the player no control over the topic or direction of conversation isn't necessarily realistic, but it does grant us some unique freedoms: the conversation remains flowing, and it allows us to focus the player's attention on how he's conversing, rather than what he's conversing about. Usually in games we already force certain topics and goals - you may be free to ask about different things in different orders, but if you're talking a key NPC you're going to get to the game-crucial topic sooner or later; everything else is simply context. Fahrenheit or Alpha Protocol do provide decision points attached to story branches, but for the most part there's only really one direction to go in. Instead of providing a bad illusion of freedom, they force the topic of conversation and encourage the player to focus on the degree of success he has within that topic.

Output
     - Words / speech Obviously we usually present dialogue in this fashion. It provides complexity and realism. These are good things.

     - Pictorial / other: However, there's another way to do things. We're already familiar with dialogue being presented without any actual words: think The Sims' Simlish, or emoticons. We can represent topics, emotions and decisions entirely visually. Naturally this limits the complexity and depth of what we're doing, but it also provides us a degree of emergent potential that simply cannot be achieved with words. Computers aren't smart enough to construct sentences on the fly, written dialogue will always require a human author, and therefore a prescribed route and set of options. In The Sims, it's possible to interact on more fundamental levels that nonetheless we all understand: humour, romance, physical expressions. Our basic inputs are interpreted by the AI Sims, compared to their personality statistics, and appropriate responses output  in the same syntax. It's a system whose complexity could be scaled to a far greater degree, and could allow for far truer narrative freedom.

Input
     - List of options: The usual dialogue tree approach, but it's worth noting this is also how we'd select our emoticons and topics if using that sort of representation. Obviously using a predefined list limits massively the possible approaches we can provide, but by using elements less specific than whole sentences (ie images or keywords) we can provide greater flexibility.

     - Mini-game: Any mini-game (eg Theme Park's negotiation game detailed previously) is necessarily going to be quite an abstraction to the degree that I'd not recommend it be the central input mechanic. As demonstrated in Theme Park, though, mini-games can make for useful tools in representing more specific elements of conversation.

     - Keywords: This really interests me. What if we allowed the player to type a word to reflect an emotion, or topic, or observation? Obviously interactive fiction has been doing this for years, and it would still require a predefined dictionary set. At the very least, though, it provides a greater sense of freedom, and can handle far more options than a traditional dialogue tree. It also allows us to hide from the player the options available to him, requiring a greater depth of consideration than simply browsing a list.


Now let's consider how to fit and test the conversational traits we've identified in the structures available. 

Perception
     - Simplified implementation: The LA Noire system. Assume animation and voice performance is sufficiently detailed for the player to employ his ability of perception entirely naturally. Requires our input method to allow him to leverage that perception appropriately. This works fine in LA Noire where what is perceived is as simple as telling the truth or lying, and the input method follows the same options, but does it scale to more complex observations? Without providing a large set of red herrings it seems like it would struggle in any context where what the player was perceiving was more specific than truth/lie, because if we give him the option to, say, accuse the merchant of having ulterior motives, he's learnt that it's important from us rather than his own observation of the underlying meaning of the dialogue.

     - Keyword implementation: Pre-define certain words in the dialogue and allow the player to either click on them or type them in, which will then lead the conversation in that direction. This wouldn't be used for selecting a topic of conversation necessarily; more so it would allow the player to identify and leverage subtext. Stupid example: "My wife has gone missing, she was wearing her best jewellery, please find her." Player inputs "jewellery motive" and opens up a quest branch where we come to understand the speaker is more concerned about the gold wedding ring than the wife. If this was a trad dialogue tree it'd be an obvious dialogue option; using keywords it becomes a question of the player's insight. Effectively you're asking the player to demonstrate his understanding of ther subtext - what is this person really talking about?

Knowledge:  In trad dialogue trees this is usually represented by a variable: if the player pursued dialogue option X previously then provide new dialogue option Y. Perhaps the more challenging approach is to provide the player a bank of collected information: facts or topics he's discovered previously which must be selected specifically at key points. It's still pre-authored, and will be indescribably annoying when ti doesn't work (yes you, LA Noire) but again it does put more emphasis on the player's knowledge, rather than his character's.

Eloquence / Timing: It's hard to allow the player the express eloquence - the natural skills we employ every day (to varying degrees of success) are too complex and numerous to really model (though one could argue the sum of a successful dialogue system would itself be representative of eloquence). At any rate, we certainly don't want to model it as a statistic (+5 charisma) because that's unnatural and unsatisfying. This seems, to me, like a great place to use a mini-game. We allow the player to select his topic or tone, but we apply a modifier based on a mini-game, which will affect the tone, relationship or information presented in the response. What this catches, for me, is that basic buzz of successfully pulling off the perfect one liner; or, more interestingly, knowing exactly what you need to say and entirely failing to communicate it.

Group Formation: This is the only trait which makes sense to model as a straight set of statistics. Social standing is something that's affected by conversations and actions previously undertaken, and which can only be affected by the same in the future. It's commonly modelled very simplistically in RPGs - eg if character X likes you more than 50% then dialogue option Y appears. It could, naturally, be extended. If you're using threats, is the character aware of previous instances where you've backed down? If you're trying to lead a conversation, are there enough people in the group who already respect you as a leader?

In 'Part 3: The System' we'll complete our overview of the traits by looking at self-control vs personal expression, and finally tie everything together into something vaguely resembling a coherent system. Maybe. Eyes on the prize this time next week.

Friday, 3 June 2011

Designing a Dialogue System From Scratch Part 1: What is Dialogue?
















I did a couple of sessions at this year's GameCamp: a discussion on designing dialogue systems and a debate on the morality of wargames. For those that aren't in the know, GameCamp is an unconference - anybody that turns up can ad lib a session, with anywhere from 3 to 30 people rocking up to take part in each. 

The morals thing was a bit slapdash - I realised two things very quickly. 1) It's not really a discussion about games so much as it is about individual people's moral codes and 2) most people aren't kitted out to have an argument about moral theory, and those that are sit at the back looking grumpy.

The dialogue session, though, was much more favourably received, albeit with the caveat I should have employed my usual presumptuousness and run it over two blocks so we could get a bit more stuck in. Here's what we were mumbling about, tarted up rather a lot with my own thinking post-event.

My pitch was that dialogue trees are one of the oldest mechanics in games and that they do a terrible job of actually emulating real conversation and the skill, personality and emotion that goes into it. Instead of thinking inside the box, what happens if we analyse what makes up a real conversation and then develop a system that models these features? Can we abstract and interact with dialogue in the same way we do gunfights or murder investigations?

So what was our dialogue system hoping to achieve? The whole point of thinking about a new way in which to interact with dialogue is to find a system that:

- Is sufficiently realistic: It doesn't need to be simulation (obviously that's impossible for the foreseeable), but it does need to be a plausible abstraction. An in-game firefight doesn't require physical fitness, combat training or the know-how to strip a Beretta; but it does test reflexes and knowledge of basic tactics like cover and flanking. If conversation in the real world were as simple as choosing an emotional response from a list and asking every question you can think of we'd all be expert manipulators.

- Is interesting & dramatic: Obviously.

- Is goal oriented & skill-based: Gameplay assumes a goal. It may not always be an explicitly stated one (discover the location of the secret lair), it might be a player assigned one (learn about a character's past or teasing someone he doesn't like).

- Allows the player to express his personality: This is the tricky one - how do we balance personal expression versus goal achievement / manipulation? In Mass Effect 2 both friendly and aggressive paths usually achieve the same goal, which removes the skill; but requiring a certain approach in order to achieve a goal sidelines personal expression.


We started off by looking at what was already out there.

Traditional Dialogue Trees (almost every RPG / point & click ever): They don't flow naturally, they provide options the player might not have considered, and don't provide options that he has. Little skill involved.

Free text input / keywords (Facade, Starship Titanic): Hard to program believably, can't represent complexity as easily as dialogue trees, but do give a greater sense of freedom and hide the inner workings more effectively.

Mini games (Theme park's trade union negotiation, Republic): Provide a more skill based interaction, but are overly abstracted

LA Noire's doubt/lie system:  Completely removes active roleplay and conversation topic control to  focus soley on testing perception and contextual knowledge. Big on player skill, low on player ownership.


Interesting tweaks on dialogue trees:

     - Mass Effect's dialogue ball: Overly simplifies options to good, neutral, bad and more information. Morality system contradicts the player's and encourages them to 'game' the system, ie non-roleplay. But it does provide a cinematic flow.

     - KOTOR II's [Lie] option: Allows the player to express his personality without reducing his ability to manipulate characters (ie the game knows the difference between a player who says nice things because he's nice and a player who says nice things because he wants something).

     - Fahrenheit's system: The timelimit encourages instinctual responses and keeps dialogue flowing naturally; chosing a thematic word instead of an entire sentence provides greater sense of player ownership; impossible to explore every thread or 'game' the system.

     - Alpha Protocol's system: Focuses on character roleplay and character manipulation. Player has a goal which can be achieved by understanding the NPC's personality and manipulating it with appropriate tonal choices; but equally may choose to piss off characters he doesn't like. 


Next we considered what makes up real dialogue. We decided there are two types of conversations we're familiar with, though naturally they are often combined.

Dramatic: Goal oriented. At least one person is seeking either information or support through persuasion, at the expense of varying degrees of personal expression (ie how manipulative is that person, and how much can they control their natural personality?) For instance, I'm going for a job interview; my goal is to persuade the interviewer that I'm a good candidate; in order to do so I may have to conceal or exaggerate certain facts, as well as adopt a more formal voice and refrain from telling knob gags.

Social: No goal beyond entertainment / expression of care. Often unfocused. I'm allowed to tell knob gags as an expression of my personality and as a kind lure or scarecrow for people who I'm likely to get on with or dislike respectively.

Traditionally the traits that define the calibre of a conversationalist are either represented in games by stats (intelligence, charisma etc), or not at all (dialogue trees where NPC reactions are pre-programmed). But what are these traits in detail?

Perception: Picking up on underlying meaning and emotion through tone, body language and word choice.
Knowledge: Useful information on the topic in hand or the other person that can be leveraged.
Eloquence / Timing: Understanding the other person isn't enough to achieve a goal; the speaker also has to have the charisma to successfully deliver a line that leverages that understanding appropriately.
Self-control: How much is a person willing / able to adapt their personality in order to achieve their goals?
Group Formation: What is the person's social standing with the other speaker/s?

In 'Part 2: Structure' we'll consider the fundamentals of how we might present, progress and input dialogue, and begin thinking about how to model and test the traits we've just identified.

Thursday, 2 June 2011

Workshop: Interactive Narrative for Screenwriters @ Birkbeck College

This Saturday I've been asked to hold a day's workshop for screenwriting students on writing for games. It's being held at Birkbeck College, London, from 10am - 4pm, tickets open to the public, and the official blurb goes something like this:
"In this one-day workshop, you will evaluate existing games from a scriptwriting point of view and learn how new games are developed. You will also gain insight into the games industry and the potential for freelance or retained work within it. You will do practical scriptwriting exercises both individually and in groups, and will receive tutor feedback on these."
Strangely the one thing it doesn't mention is who's running it which (regardless of whether you think I'm an experienced narrative designer, or a small chap with a big mouth) seems like the single most important detail. Anyway, it's not super cheap at £70 (£40 concessions), but apparently not as expensive as they come at Birkbeck either. Assuming the university doesn't change its tune on profit sharing it's probably the first and last year I'll be running it (UK universities are run like businesses, but still cling to the guidelines when it comes to actually paying people), but that's not to say if it's a success I might not take the format elsewhere.

That format's as follows:

10am – Kick off
10:20am – How are games different?
10:50am – Write something: be innovative
11:15am – Game script examples
11:35am – Break
11:45am – Approaches to story
12:15pm – Lunch
1pm – Write something: HTML dialogue trees
1:45pm – Learning from indie games
2.15pm – Write something: more HTML dialogue trees
2:30pm – Break
2:40pm - How to get a job
3pm - Show off something: HTML dialogue trees
3:40pm – Questions
4pm – Pub

I feel a touch uncomfortable encouraging people to take up these things, just like I sometimes feel uncomfortable teaching at Southbank. The hard truth is that for 80% of takers the most valuable thing to do would probably be to tell them to give up now rather than sowing false hope, and for the other 20% there's a long uphill struggle that I can only nudge them towards. The flip side of the coin is that anyone should have the right to pay for anything, including education, and who am I to decide who can't?

So. There's your disclaimer, and here's your ticket link. Hooray!

Friday, 13 May 2011

Designing a Dialogue System From Scratch @ GameCamp

I'll be at GameCamp tomorrow. If you're going, give me a shout via email or twitter and come say hello! If you've not got tickets but are in the area pop along to the most important bit: 4pm at the Southbank Students' Union.

This is my first year at the event, but I've heard fantastic things. It's also the first year it's been run at my uni, so I'll be feeling right at home.

I imagine I'll be holding a session at some stage. At the moment I'm considering:

Designing a Dialogue System From Scratch - A sort of design by committee (*groan*) session addressing the diabolical fact that dialogue interaction (mostly in the form of the dialogue tree) is one of gaming's oldest mechanics, and in much need of a refit. What happens if instead of building on existing tropes we analyse what qualities make up real world dialogue and then develop a system from scratch to model those features?

Hope to see you there.

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.


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?

Friday, 12 November 2010

London Writing Panel Appearence: Interactive Story Telling for an Interactive Medium

The IGDA has just announced a new games writing panel that's going to be held in London the week after next. It's going to star some of my big name games writing mates and - less spectacularly - me. Official blurb at the bottom of the post, my unofficial blurb immediately below.

Environmental Narrative: Interactive Storytelling for an Interactive Medium is kind of a sequel to a talk we - Jim Swallow (Deux Ex 3), Rhianna Pratchett (Overlord), Andy Walsh (Prince of Persia) and I - turned out last year. Despite the atrocious press photo from the event that's the header for this post (I'm the one with the terrible hair and evil eyes yammering away while everyone else stops and stares in disbelief), the thing went well, and we're back. It was rammed last time around - a mixed audience of games students, professional writers from other mediums, and developers in other disciplines - and I'd argue the pub trip afterwards is a great networking opportunity.

It's being held the evening of 23rd November at London South Bank University. Incidentally, it was this event last year that brought me to the attention of the Game Cultures BA guys at LSBU and landed me my current lecturing job.

Hope you're able to make it, and if you are rocking up do drop me a note beforehand and come grab me in the pub - be good to put some faces to some names.

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http://www.facebook.com/event.php?eid=166138263406405

Time: 23 November · 19:00 - 21:00
Location: Keyworth Theatre B, Keyworth Building, London South Bank University
Keyworth Street (http://www.lsbu.ac.uk/about/maps.shtml) easiest tube is elephant and castle. Take South Bank University exit
London, United Kingdom

Environmental Narrative: Interactive Story Telling for an Interactive Medium
Hosted by LSBU's BA (Hons) Game Cultures course

Following last year's packed event, the IGDA London Chapter and IGDA's Writing SIG will be presenting a talk at London South Bank University on the evening of Tuesday 23rd November. A panel composed of well-established videogames experts will be focusing on how AI and environment can tell story in games.

Entry will be free and the panel will be followed by both a formal Q&A session and an informal trip to the pub. We hope you can join us.

The panel will be comprised of experienced games writers -

Tom Jubert (Driver: San Francisco , The Penumbra series)
Rhianna Pratchett (Overlord, Heavenly Sword)
James Swallow (Deus Ex Human Revolution, Battlestar Galactica)
Andrew S. Walsh (Bodycount, Prince of Persia )