Video Games: The Highly Visible Art — Part 2

by phill

Portrait Of A Plumber Entering The Third Dimension
Creative Commons License photo credit: Rob Sheridan

Introduction:

In my first post, I wrote that I considered a meaningful interaction with a video game as one in which the person that walks away from the game is not the same person that sat down to play the game. This definition is crucial, as it highlights the importance of fictional immersion in video games. While sensory immersion provides visual cues and can help you get into ‘the zone’ (a phenomenon that I’m sure will arise in later discussions), and systemic immersion can drive the interaction between player and machine, only fictional immersion has the ability to give that interaction a meaningful context, and therefore provide an experience that can potentially alter the player in the process. Alter how? Well, say you are playing a game that offers a re-enactment of a World War 2 battle (a first-person-shooter trope that is fast approaching its expiration date); the right kind of fictional immersion would allow you to gain a greater appreciation for the sacrifices made, and the terror experienced by soldiers around the world. In today’s post, I want to explore the similarities between the devices used to achieve this alteration in traditional written stories and those used in games, and reveal the single biggest hurdle in constructing a meaningful story through a video game.

Analogue Versus Digital:

Have you ever been so involved in reading a book that when you finally look up, it’s 2:30 in the morning and you’re wondering where those five hours went? Or perhaps while watching a movie in a darkened cinema you’ve been able to completely ignore the amorous going-ons in the back row, and not even the occasional thunk of a Jaffa off the back of your head can distract you? If you have, then you don’t need me to tell you what being immersed in a story feels like. With video games it’s no different; hours can pass where you are so embroiled in the world the game offers that you are, to all intents and purposes, deaf and blind to anything not within the screen’s borders*. While this can be as a result of a particularly effective reaction-based game (perhaps Rez, or Audiosurf), most of the time it is because the player is so thoroughly engaged with the world that is being presented. And I would argue that the majority of that engagement is down to the fictional immersion of the game. So how is fictional immersion constructed?

To begin with, let’s take a very familiar form of storytelling as a base: a short story. There are myriad elements that need to come together for a short story to be successful: characterisation, narrative, pacing, imagery, dialogue, language, and so on. If any one of these aspects is out of whack, it’s very obvious to the reader. These components translate essentially unmodified to the video game medium. A plot still has to have to right balance of drama, characters still need to act and speak believably, and the world presented needs to be self-consistent and well-realised. The trick with video games is that all these elements need to be parsed through the systemic and sensory filters of video game production in order to be fully realised in-game. I’ve created a graphic (sorry it’s not fancy, I’ve only got the Linux equivalent of MS Paint to work with Edit: My best friend Cian has provided me with her professional take on my ratty image, huzzah! Thanks, Cian!) to explain what I mean.

So here we see that the plot of a story translates through the sensory and systemic (S&S) filter into such familiar territory as cut-scenes, in-game objects such as books that can be interacted with to provide relevant back story. The environment that the story takes place within transforms into the audio and visual representation of that environment, along with the physics of the world and passage of time. And finally the characters are provided for by in-game text, voice acting, artificial intelligence, and some response mechanisms. You can also see that some aspects are shared such as in the case of dialogue which can be used to both advance the plot and provide characterisation, or emergent information such as a change in environment can contribute to the plot (for example, a game that might deal with the before and after of a nuclear attack).

So there we have it, a nice, neat way of considering stories told in video games using those told on paper. With this, we can easily go ahead and write stories for games, parse them through the filter by way of programmers, and–bam!– storytelling media established. Well, kind of. Unfortunately, while this seems fairly straight forward, it all gets a little bit more complicated when we consider the fact that you have a player sitting on the other side of the screen who can, at will, change the course of the action in a game. Imagine if, when writing a pulp crime novel, you had to account for your reader possibly taking the gun from the protagonists hand and shooting the dame he has finally allowed himself to be seduced by. It is the very nature of games–their interactivity–that provides the most hurdles in delivering a comprehensive storytelling experience.

Equal and Opposite Reaction:

Players of interactive storytelling such as the simultaneously celebrated and maligned ‘Dungeons and Dragons’ paper and pencil gaming system will recognise the challenges faced by game developers in allowing players freedom. No matter how carefully you might plan a situation to account for a player’s actions, they will find a way to screw up your plans. In the case of Dungeons and Dragons, the Dungeon Master (read: storyteller) is present and can act as a kind of suspension system between the player and the game world so that they don’t break the whole thing. Video game developers don’t have that option (with the notable exception of games like Sleep is Death). Once their game is out in the wild world of retail, they can’t go back and make adjustments to the story based on player interactions they didn’t expect**. Many companies try and account for this by subjecting their games to long ‘beta testing’ cycles, whereby a team of players are charged with trying their hardest to break a game. While I can’t find the link to the anecdote at present, one of my favourite bugs reported for a game was one in which the player ran to a very specific location, turned in a circle three times, pressed a button and the game crashed. While this is more of a technical issue than a storytelling one, it highlights the lengths to which players might go to in order to explore the limits of the world that game developers present. So how exactly can developers account for this propensity to tug and push at the boundaries, while also managing to tell a story that can accomplish the goal of fictional immersion? That’s the topic I’ll be tackling in the next instalment. Hope to see you then!

*An interesting experiment for partners of gamers to perform: go ahead and ask a gamer to do some meaningless task for you while they’re playing a game. If they feel like giving an excuse for doing it in five minutes, it’ll probably be along the lines of “Yeap, I just need to save my game/reach a checkpoint.” If, however, the game truly has a hold of them, it’ll be more in the vein of “Yeap, I just need to save this princess/kill this monster/rescue this soldier.”

**The post-release application of patches that fix problems with games is a long-held tradition of PCs, and now an occasional requirement of consoles, but the majority of these are released for technology issues, rather than core story or gameplay aspects.

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