All posts tagged immersion

Video Games: The Highly Visible Art — Part 5

Space Invaders
Creative Commons License photo credit: mediafury

I’d like to use the final part of this video game series to get excited about indie games and the important role they have to play in encouraging the next wave of immersive storytelling experiences. As this is the last post, I’ll also be wrapping up with the answer to the question I had in mind when I first started this series: are games a valid medium for storytelling?

Video games started out as the creative hobby of many programmers before ballooning into the massive industry it is today. And it is really massive: the UK games industry netted $5.3 billion in games and console sales; the US hit $10.5 billion (with roughly $5b more if you include downloaded sales, on-sales and trade-ins [2]); and Australia’s own local industry is going from strength to strength, as shown in a recent ABS release. Throughout this period of exponential growth, the big players in the games industry have been busy snapping up any and all talented programmers and artists who have wanted to join them. This has contributed to the expanse of truly extraordinary games that we gamers have had the privilege to play. Of course, for every Pixar animation of the gaming world, there are the requisite number of Uwe Boll shockers (ironically mostly based on games themselves), but this is to be expected in an entertainment industry.

But that’s not what makes me excited. The thing that gets me really revved up is that over the past few years there’s been a growing trend towards the development of home-grown, or ‘indie’ games. These games are created with small teams of gifted programmers, or by solo artists, and then released into the gaming populace for free and for the enjoyment of all. Whether this trend is due to the supply of educated games programmers having outstripped the demand from the industry, a result of the slightly volatile nature of games development (job security in the industry is an oft-highlighted issue), or some other reason is unclear. But I’d like to think that in addition to the market effects contributing to this new way of creating games, there is a subset of programmers wanting to express themselves in ways that a larger publishing house may not allow them. They want to make the art house films, the risque narratives of the gaming world. They want to experiment and play and create. By remaining outside the mainstream, they retain the ability to explore ideas that they may have been unable to when limited within the margins of a traditional development house. This is a trend that has been seen in many other creative media: self-published novels are gaining credit, as are teams that produce and release movies through services such asYouTube. The artist that is able to ply his or her trade without the help of gateways or promoters has attained an air of plausibility, if not guaranteed eventuality.

But we don’t need to completely disengage indie game developers and huge publishing houses entirely. The results when big games marketing reaches out to the indie community can be incredible. Take the example of Portal, beloved by many for its innovative* gameplay mechanics and astute use of humour. Portal is essentially a much prettier sequel to the indie game Vernacular Drop, developed by students of the DigiPen Institute of Technology. While theirs might be an extraordinary case (I think I saw somewhere that all the students are now employed at Valve–a massive win for them), it does show that with the right approach, larger companies can take on smaller projects and have them be huge successes. The risks that might once have been involved in the form of marketing dollars and printing costs for CDs, cases, product placement, etc., have been mitigated by the online delivery systems that are fast becoming the method of choice for gamers everywhere. To cite a recent personal example, I don’t know a single one of my gamer friends that didn’t drop a couple of dollars on an indie game in the recent Steam sale. I bought half-a-dozen myself, and I’ve enjoyed what I’ve played of them so far (Ben There, Dan That, for example, is a brilliant throw-back to old-school adventure games). But it’s not just larger companies that are making the most of digital delivery. With some web-site savvy, a PayPal account, word of mouth, and a bit of luck, indie developers can and have made passable amounts of cash for themselves by selling directly to gamers. And of course, there are somewhat more open platforms than Steam such as the iPhone/Pad App Store that have seen the successes of a few enterprising titles such as Trism, Canabalt, and Steambirds.

The current environment is highly exciting for games and game developers. We have content delivery systems such as Steam and Xbox Live that have allowed indie publishers to get picked up and placed into the living rooms and computer dens of players all over the globe. While the big players are mostly still all about establishing franchise lines and trying to land the big blockbuster sales with the hype machine that has been the engine behind sales for years, indie developers are busy pushing the envelope of what is and isn’t a game. An example of this that has stuck in my mind for quite some time after playing it is Terry Cavanagh’s Don’t Look Back, which you can play here. Ostensibly a platform game, the game mechanic of the player’s avatar not being able to turn around is incorporated into its thematic content**. And while it doesn’t have the reams of dialogue or expansive world that other games might, it sticks in the back of your head as a powerful message. The fact that gamers are able to recognise this and appreciate it speaks to the intelligence of a group of people that are often maligned by the media and treated with kid gloves (intellectually speaking) by the major games manufacturers. Gamers seem to want games that speak to their ability to discern and appreciate narratives–or at least, the recent embrace of more conceptual games seems to suggest this. This may be due to the ageing gamer population; the average age of a gamer in Australia is approximately 30 years old and they’ve played the standard gaming tropes a million times before. They’ve sliced a guy in half on systems from 8-bit to HD resolution and, let’s face it, it doesn’t get much more compelling with the extra pixels. It may not be the beginnings of an about face in terms of content, but the embrace of indie developers by gamers that are seeking more than just the standard entertainment will fuel the development of more boundary-breaking, storytelling games, and I can’t help but think that’s a good thing.

So now to return to the initial motivation of this series of essays: do video games effectively tell stories and create compelling fictional immersions? To my mind, they absolutely do, and the ways in which they accomplish this are varied and fascinating. I’m sure that anyone who has played and loved video games would agree with me without a second of hesitation. The majority of them may not be works of ultra-high artistic merit, but really, how much of what people appreciate in other mediums is? Generally speaking, even the bigger franchises are getting the hint that gamers want a little more than mindless, autonomous interaction in their games. And they’ll continue to provide the base-level stories (and the occasional superb example), while the ever-present fringe do what they have done in countless other media and ensure that there are a variety of more meaningful interactions available when gamers want to take their entertainment to a deeper level. The games we play, and the ways we play them, will not cease to continue evolving, and I can’t wait to see what the creative minds who adopt video games as their canvas will come up with for us humble gamers next.

Video Games: The Highly Visible Art — Part 4

Mario Bros
Creative Commons License photo credit: Diodoro

Replay:

Before I go into some examples of the use of freedom, I’d like to quickly recap on a few key points:

  • Immersion in games can be broken down into three subtypes–sensory, systemic, and fictional immersion.
  • Fictional immersion, while almost always present in some way, is often overlooked as a method of providing a more meaningful playing experience.
  • While traditional stories and videogames are analogous in many ways, the interactivity of video games–also the ‘agency’ of players taking on the role of protagonists (thanks Paul!)–is quite unique of video games, providing an edge to the fictional immersion not available in other media.
  • Gamers that metagame are lost to fictional immersion, unless said immersion is truly exceptional.
  • Linearity of story is not necessarily a linearity of experience (thanks again, Paul!)

While writing these posts and discussing them in the comments, it’s become obvious that the classification of fictional immersion as being completely separate from that of systemic immersion is a misguided one. This may have come about through a misreading of Arsenault’s paper, or perhaps it is a symptom of the scientific method of trying to break down the elements of a game into their constituent parts and analyse them. Whatever the case, on closer inspection it is has become quite difficult for me to pin down exactly where systemic immersion ends and fictional immersion begins. But in the first part of this post I’ll try, and then we can get on with the examples of games where freedom to affect a storyline has been used to good effect, as promised in the previous post.

Living in the moment:

Systemic immersion is absolutely dependant on the moment to moment interaction of a gamer with a game. As Paul pointed out in the comments for the last post, systemic immersion contributes to the feeling of agency that the player has over the character they control. You interact with an object, you shoot a bullet, you cast a spell; a gamer that has agency is a gamer that can potentially inhabit the character, moving from player to protagonist. And when this transformation is complete, the moment to moment interactions with the game can be almost as compelling, in terms of a fictional immersion, as the overall story that the game is telling.

Take, for example, the FlatOut series of racing games (a perennial favourite of mine). On the surface, there isn’t much that game developers can really do with a racing game in terms of story, and the developers of FlatOut haven’t exactly gone out of their way; you’re a new driver looking to make your mark and earn some cash in a series of daredevil race circuits. But in this case, the game has a few tricks up its sleeve to provide fictional immersion in a moment to moment fashion, rather than relying on a grand overarching story. In between races, players are given loading screens that provide background information on the static line up of drivers behind the wheels of each of your rival cars. There’s Ray Carter, a relaxed driver capable of winning if he tries; Lei Bing, an aggressive chick who comes from an underground street racing background; or Katie Jackson, an erratic, stressed out car club president. The presentation of each of these personas and their corresponding driving styles allows the player to construct his or her own personal narratives while doing something as seemingly far away from quality fiction as Stephanie Meyer (sorry, couldn’t help myself). I thought it was cute, a little bit of flavour that the developers had thought to include in the game. It wouldn’t really affect the way I played, would it? Nah.

By the end of the first race, I hated Lei Bing’s guts–she’d cut me off and ram me, forcing my car to go swerving into the side of a building or a truck. So my character’s goal became to get revenge on Bing and her irritatingly cutesy Lancer-like chassis. I imagined her increasing dismay and chagrin as I smashed her repeatedly into trees, railings, and once hitting her car so hard it launched her out her front window and over a cliff. This personal narrative of slight and revenge is just one example of how, even in something as basic as a car racing game, systemic immersion and fictional immersion come together in the moment to moment play of the game. Other examples of this kind of narrative creation is in the levelling up of characters in RPGs through battles with monsters, or the style of combat (does he flank, or just run in guns blazing?) employed in a first person shooter.

Should we be calling those moment to moment narratives a combination of systemic immersion combined with imagination, or is it another aspect of fictional immersion? I’m not sure, personally. I’ll leave it up to the reader to determine which side of the semantics they want to sit. But is without doubt that they contribute to the overall fictional immersion of the game. This is never more apparent than when developers choose to exploit them more thoroughly than in my example of FlatOut. Two examples have already been mentioned in the comments; Final Fantasy 7 with its heart-wrenching twist that derails the player’s visions of the playing out of the game, and Bioshock with its mid-way reveal that throws any illusion of agency out the window. These kinds of moments obviously fit into an overall storyline, and yet also directly draw upon the player’s moment to moment systemic immersion and self-realised narratives in order to deliver the kind of emotional punch that is rare in other media.

A third example, and one that deliberately ties a gameplay mechanic into this idea of moment to moment narrative, is that of the Mass Effect series. In Mass Effect, the developers introduce a conversation system that can be used by the player to present a more self-serving, rogue-like persona, or a more just, morally upright persona, depending on the player’s tastes. The combination of all these moment to moment decisions can dramatically change the way the game plays out. Obviously there must remain the major storyline being fulfilled by the player–a story, even an interactive one, must still have a beginning, a middle, and an end–but the way that story plays out is directly, overtly, and engagingly influenced by the player’s decisions using this gameplay mechanic. For example, a character with whom the player has built an exceedingly evil persona may not be able to have a civil conversation with a peace corps trooper, resulting in the loss of a side-mission (but the gaining of one when speaking to a similarly dastardly space pirate, for example). Rather than limiting the player, this naturally encourages even more inhabiting of the character by the player, and therefore a greater sense of agency. The fact that these myriad small actions actually have the potential to change the overall storyline of the game is icing on the cake from the developers.

So moment to moment systemic immersion and the personally imagined or guided narratives that they can produce are not to be overlooked. Now I’d like to take a small step to the left of this topic and talk a bit more about freedom of interaction in games, and how this can also lead to player-created narratives.

Freewheeling:

Freedom is a tricky thing in video games. Give a player too much freedom and they won’t feel like the game has any direction. Give them too little and even the personal narratives mentioned earlier won’t give them the sense of agency they require to full assume their character. Freedom of interaction is a balancing act, and while the dreams of some theorists might extend to video games that have no defined storyline but for the dramatic whim of an artificial intelligence, the reality is that freedom is often implied, rather than delivered.

It might help to start with a game that seeks to deliver on the concept of an ever-accommodating artificial intelligence, sans the artificial bit. Sleep Is Death is a two-player game by Jason Rohrer in which one player takes on the role of the character or characters, while the other takes on the role of the wizard behind the curtain that must respond to the whim of the player as he or she interacts with the world that has been presented to them. Essentially Sleep Is Death replaces the hard and fast rules that a video game must necessarily contain, and replaces them with a human that can make decisions from one second to the next on what to allow the player to do and not do. But even still, the ‘wizard’ of a game of Sleep Is Death still usually has a linear overall story that they have invested time in creating, and while the interaction may be more natural, true freedom is not really granted to the player. This is due to the ultimate freedom of an infinite number of actions leading to an infinite number of overall outcomes not being able to be delivered.

Unfortunately, retail games do not have the option of a dedicated human arbiter for each player, and so must rely on creating the impression of freedom. These impressions can be as comprehensive as the living, breathing worlds presented by Grand Theft Auto IV and The Elder Scrolls: Oblivion, to the more simplistic destructive backdrop of Just Cause 2. But what all these games have in common is their dedication to a genre of game known as ‘sandbox’. These types of games encourage the player to to express themselves, and therefore take on the player character as their own, by allowing them to move freely throughout a pre-made world. While the world might have some dos and don’ts based on its particular virtual reality (for example, TES:Oblivion does not allow you to run around and kill everyone in a town, while GTA IV practically encourages it), ultimately the player can do what they want within the bounds of these rules, while occasionally completing the objectives that contribute to a greater storyline and provide a linear plot for the player to engage in. It’s easy to see how, given an open world to what they want within, a player might easily be immersed in the narratives that they are able to create. For example, in GTA IV, it’s entirely possible to eschew a life of crime (between missions) and become a fire-fighter, or a pizza-boy, creating the personal narrative of a guy that wants to do the right thing but is forced into his circumstances. Or perhaps the player wants to become a mad, rampaging whirlwind of violence that fully embraces the shift towards the life of crime. Both of these are entirely possible within the architecture of the game.

I’m not going to bang on about freedom of interaction, as I’ve already gone on too long in this post, and it has kind of been covered to some extent in previous posts. Instead, I’m going to leave you with some questions:

  • Do you think that freedom in games is necessary for a player to truly ‘become’ his or her character?
  • Do you agree with the concept of personal narratives developed by moment to moment systemic interactions within a game? If so, have you got any examples to share?
  • How far do you think a game would have to go to be considered a good example of complete freedom? Do you think that such a game would even be a game any more, or are overall linear story arcs a necessity for the medium?
  • Do you have any other good examples of where developers have exploited the player’s sense of agency to create a memorable experience?

Thanks for reading, and we’ll wrap this up at the end of the week with some speculation on the future of storytelling and immersion in video games!

Video Games: The Highly Visible Art — Part 3

Playing the Player:

Before I start this post, I want to face up to the facts: as much as it might pain me to say it, most gamers don’t need a game to include complex, multi-layered plot, or a fully-realised self-consistent world in order to enjoy themselves. Hell, they usually don’t need a plot at all. This is totally fine, and I’m okay with it. After all, mindlessly blasting away at alien scum with only the barest of context given is a tradition stretching back to Space Invaders. As Farhad Manjoo notes in his Slate article:

“Games ask us to save the princess, save the country, save the world, save ourselves—but no one plays games to achieve those ends. We play for the puzzle, for the physics, for the sense of being embedded in a fully realized world. [...] Thus I can’t really explain why my character is doing what he’s doing. The real answer is he’s doing it because I am making him do it, and I am making him do it only because I am having fun.”

It’s a valid argument, but I did want to ask one question of Farhad: why is he having fun? Why is pressing buttons and seeing a character move on a screen so much fun? Would he be enjoying himself as much if there were no context to his actions? Would a game consisting of abstract graphics and a voice telling you you’ve achieved something be as much fun? As usual, the Internet community is already way ahead of me in satirising such ideas, as you can see by this Penny Arcade comic, ‘The Bar Mitzvah’:

This SMBC Theatre sketch, ‘MMO’:

And to a lesser extent, this demotivational poster:

I’m going to make as broad a statement as I probably ever have here, but I hope you’ll follow along with me as I try and explain what I mean by it: the gamers that these satirists are making fun of will never be able to appreciate video games as a storytelling media. But listen, it’s not their fault. It’s just a mindset that is perpetuated by games companies and gamer communities, and, yes, teenage rivalries around the world. According to these gamers, you don’t play a game, you beat a game. When presented with what is almost a purely story-telling experience such as Heavy Rain, they don’t know what to do. What is the button combination they should press to get through this quicker? How can they manipulate the rules of the game into giving them what they want more effectively? They are meta-gaming, rather than immersing, trying to figure out the structure behind the game in order to more effectively ‘win’. When a player is actively looking for the limitations in the architecture behind the façade, you’ve lost them already. Unless of course the game is produced with such a truly deft touch as to take them in unawares, rather like a great movie is still able to immerse students of film.

So perhaps it is too late to convert these (dare I say it) hardcore gamers. But if video games are ever to be considered more than just a construction to test one’s skill against, as I think they should be, it’s important to understand how that might come to pass. For my money, that understanding is going to come through exploring the potential (and limitations) of fictional immersion in games. Last post I talked about the similarities and one major difference with regards to storytelling in traditional literature versus video games. While most of the devices that stories in other media use can be easily translated to their video game counterparts, the ability of the player to interact with the game is something that other mediums do not offer, and is therefore of primary importance when considering how a story is to be told within a game. However, I do not believe that the relationship of fictional immersion to freedom of interaction is a linear one, and in the following section I’m going to try and show you why.

The Price of Freedom:

Selmer Bringsjord states in his paper ‘Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment’ [1] that one of the biggest challenges in building the titular digital entertainment is artificial intelligence, and the inclusion of some artificial ‘director’ in order to procedurally generate and manipulate the dramatic arc of a story line. Now, to me that sounds a little bit too much like the Roald Dahl tale regarding the story-writing machine. And I don’t think that the day where a machine can adequately reproduce the dramatic twists and turns of a plot penned by a human writer is going to come any time soon. But the paper still raises (or at least, raised in my mind) an interesting question; do we really need the kind of branching storyline and implied infinite freedom of interaction that such an intelligence would achieve–and that current generations of games are trying their best to emulate–in order to be engaged by a story?

The short answer, I believe, is no. The long answer is, well, it depends on what you think video games should be trying to achieve. To explain the short answer, there are plenty of games that offer compelling storylines that offer no freedom whatsoever. From the 2-D, four-button, pixellated story of love versus material gain in Passage, to the vast and complex linear narratives of many Japanese RPGs (The Lufia, Chrono Trigger, Final Fantasy, and Dragon Quest series are all favourites that spring to mind); these are games that offer little freedom in the story to the player, and yet manage to deliver engaging narratives for us to become involved in. To those of you who have played these games, this should come as no surprise. The method of play of such games is akin to reading a book, albeit a book played aside pretty graphics, and broken up by interactive elements that serve to provide thumb exercise before the next tiwst in the plot is revealed. And in fact, there are many ways in which games borrow from other media such as comics to accomplish a good story. JRPGs in particular are notorious for using the ‘aspect to aspect’ establishing shot of every new location that the player encounters.

Of course, there are caveats to this supposed linearity of story. Usually characters are able to be customised, or the path forward is not immediately clear and needs some investigation before being revealed, so the linearity can be somewhat hidden behind these mechanisms. But when all is said and done, the stories cannot be manipulated, and play out exactly as their creators had intended them. There aren’t any surprises, and if fellow gamers were to compare their experiences with the game they would be able to do so very closely, with only a few variations in their journey owing to choices in customisation. And that’s all well and good, these stories are no less potent for their singular nature. But now to explain the long answer, which I said was dependant on what you think video games should be trying to achieve. While video games can indeed provide the kind of memorable stories that traditional media have done for many years by limiting themselves to linearity, the question is whether they should be. I said in part two of this series that I considered the ability to let the player interact with the video game and alter the way events play out to be a unique ability of video games. In order to set video games apart from other media, that uniqueness should be taken advantage of in new and exciting ways. In the next part of this series, I plan to talk about some ways in which the freedom to affect a storyline has been used to great effect in the past, and explore some directions it may take in the future.

References:

[1] ‘Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment?’ by Selmer Bringsjord, accessed at http://www.gamestudies.org/0101/bringsjord/index.html

Video Games: The Highly Visible Art — Part 2

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.

Video Games: The Highly Visible Art — Part 1

Quick Man (circa Mega Man 2)
Creative Commons License photo credit: B Tal

Introduction:

A little while ago, Jess Au over at Spike (the Meanjin blog, not the men’s lifestyle channel) took the time to expound on the consideration of video games as a medium of storytelling. It was a great blog post—brought on by Paul Callaghan’s presentation at the second Meanland event—that got me thinking a lot about the way that video games have influenced my life, in particular my creative ability. I became a bit obsessed about the idea, as is the way of things, and did some research into contemporary thought regarding video games. Over the coming weeks I’d like to share the results of some of that research.

But first a bit of background credentials. I couldn’t tell you the very first video game I played, but I’m fairly certain it was on either a Commodore 64 or an Amstrad CPC 464. So we’re talking old-school here. My family wasn’t rich by any means, but we were lucky enough to get technological hand-me-downs from a friend of the family who was constantly upgrading to the bleeding edge of computer hardware. With a devotion verging on fanatical I gamed through the golden ages of text-based adventures, point-and-click quests, and infuriating platformers. When home entertainment units such as Nintendo’s NES/Famicom came onto the market, I stuck with my PC. However, a lucky win on Channel 9’s Wide World of Sports (I’m not making this up) gifted my Dad with a Super Nintendo Entertainment System and a copy of Super Probotector Alien Rebels*. With a desktop PC for the more hardcore titles and a console for the mainstream releases, it was game on, and I’ve never really stopped since.

So I’d like to think I have a bit of a pedigree when it comes to playing games. But while I have played a lot of games, I haven’t really thought about the way I play those games. And up until Jess’ article, I hadn’t really thought about how games play us. What exactly are the mechanics that drive that interaction? How is immersion achieved, and how has the method of immersion changed with technology? How do games engage us as storytellers, and why is it still possible to enjoy a game when they don’t? I really want to shed some light on these questions, and while I don’t have a degree in game theory or psychology, I do have a lot of enthusiasm and a moderate amount of free time with which to explore the vast intertubes for ideas regarding them. In this first instalment of an as-yet-unknown number of posts regarding games, storytelling, immersion, and interaction, I’ll present a few ideas regarding the different kinds of immersion that can be enjoyed while interacting with a game. Wish me luck!

Going under:

In my mind, storytelling via the video game medium is completely dependant on one thing: immersion. This is similar to other media such as films and books, in that if the viewer/reader is not able to be drawn into the world or situation presented, they will not engage with the media in a meaningful way. We could debate the definition of a ‘meaningful way’ until the cows come home, but to me it is the feeling that you have been changed in the viewing. The person that walks away from, say, a fine piece of cinema is not the same person that walked in.

However, video games are quite unique in that there are a multitude of ways in which the gamer can become immersed. Dominic Arsenault proposes three different pathways to immersion within a video game in his paper ‘Dark Waters: Spotlight on Immersion’ [1], and I’ll begin by discussing these pathways and providing my own interpretations of them.

Systemic immersion:

Systemic immersion is a result of the gameplay of the game in question. Gameplay is something of a catch-all phrase, but here I’m going to define it as a combination of the player’s physical interaction with the game (e.g. the game’s controls, and the ease with which the player is able to interact with the game), and the rules and mechanics of the game within which the player must interact (e.g. what options the player has open to them to further their progression, and the winning conditions of the game). Good gameplay is a highly sought after commodity in the gaming world. In fact, out of the three immersions, it would have to be said that gameplay comes a distant first in terms of what companies prioritise in the development of a game. A particularly effective combo system in a third-person action game might be the difference between a gamer becoming completely immersed in the flow of one punch to the other, and throwing their controller across the room in frustration. Or clarity in a menu system might be the difference between becoming enmeshed in the complex web of a strategy-role-playing-game (strat-RPG), and giving it all up for too much effort.

Systemic immersion in games has evolved in leaps and bounds over the years. The usual pattern of evolution is one where a stand-out game offers a unique gameplay mechanic, and a whole range of similar titles (usually referred to as ‘<original game> clones’) try and emulate that mechanic. Take, for example, the first-person shooter gameplay mechanic. When Wolfenstein 3D and Doom were first released, there quickly followed a great number of clones: Hexen, Descent, Marathon, Duke Nukem 3D, Star Wars: Dark Forces, Rise of the Triads, the list goes on. Even nowadays there are games that are released with almost the exact same first-person shooter tropes, but with slight tweaks and small gameplay changes that add inches, not miles, to the systemic immersion that these early games provided. Then along comes a game such as Half Life 2 that sets new standards in systemic immersion and provides a fresh outlook on the trope, perpetuating its own clones, and continuing the cycle.

Sensory immersion:

What I would call the lowest form of immersion, this essentially translates to being wowed by all the pretty colours. It’s rare to find a game that relies purely on this kind of immersion, but the trend over the years has seen sensory immersion become more and more prevalent, echoing the advances in graphical processing power. The pursuit of sensory immersion has appeared to possess a seductive power, leading game developers astray into spending too much time applying an nth degree of polish to a character model rather than working on the core gameplay principles or story of their game. I would argue (and likely will at some point) that the increase in graphical power and polygon counts has actually resulted in a decrease in sensory immersion, but that can wait for some other time.

Fictional immersion:

In my opinion one of the most important, and indisputably most overlooked methods of immersion available. Fictional immersion is involving the player in the game through the use of a narrative (whether linear or branching), characters (whether player controlled or not), dialogue (whether interactive or static), and the implied living, breathing world that the gameplay operates within. Fictional immersion provides the context to the interactions you make with the game via systemic immersion, and allows players to more fully embrace the visual cues provided through sensory immersion. Despite this, fictional immersion is often overlooked, only provided for in a thin manner so that players can get to the action faster. And that’s fine as a marketing strategy, but as a way of telling stories it’s rubbish. As a result, there’s been no clear trend over time with respect to fictional immersion; sometimes it’s notably good, sometimes it’s horrifically bad, the majority of the time it’s present but not in any mind-blowing way. Which is why, in the next part of this series, I want to focus on what it means to be fictionally immersed and the correlations that it enjoys with sensory and systemic immersion.

References:
[1] ‘Dark Waters: Spotlight on Immersion’ by Dominic Aresenault, accessed at http://umontreal.academia.edu/DominicArsenault/Papers/157453/Dark-Waters–Spotlight-on-Immersion

*I’m also not making that up. I remember the title vividly only because: a) we were supposed to get Super Mario World, an immense, sprawling game that had won a huge amount of recognition as being a truly epic sequel to the Mario series; and b) SPAR was actually really fun, though I learned much later that it was a weird skinned version of another game, Contra 3. Odd, huh?