Mostrando postagens com marcador narratology. Mostrar todas as postagens
Mostrando postagens com marcador narratology. Mostrar todas as postagens

terça-feira, 8 de agosto de 2017

Ernest Adams - Agency vs Story



Visit http://www.criticalpathproject.com to search through interviews with over 100 of the videogame industry’s most influential designers and visionaries.

#GoGamers

quinta-feira, 13 de agosto de 2015

Creating sense in the impossible

Here's the situation: you are a powerful warrior in the city of Yharnam, a place fulfilled with an army of beasts and ancient monsters. You have a huge war axe and an arsenal of explosive potions. The battles against the creatures always end in a complete carnage. With your powers, you can destroy colossus, face the undead and survive in inhospitable conditions. But, there’s one thing you can’t do: open a closed wooden door.



This example comes from Bloodborne (Playstation 4, 2015), one blockbuster game created by FROM SOFTWARE and launched this year. Besides the great power of your character, some simple situations like destroying wooden doors are impossible in the gaming universe, forcing the player to tread more dangerous paths. Surely, you have found this kind of situation in other games: your character can free-fall from high levels, but is killed with a punch; a weapon that exterminates gods can’t cut a rope; a missile that explodes tanks can’t destroy a wall. And, normally, this kind of situation makes perfect sense in the gaming universe. Sometimes, we even wait for this kind of absurd situation in games.

Why can we accept this kind of anomaly – that makes no sense in the real world – in gaming narratives? One good explanation comes from Ensslin (2015) that postulate one nuclear point of this discussion: some games are “unnatural narratives”.

Following this author thoughts, we can say that some games have more unnatural content inside its narrative than others and “(c)learly, mainstream videogames are full of physical impossibilities” (ENSSLIN, 2015, p.53) allowing a kind of suspension of disbelief by the players. Ensslin (2015, p.53-54) also says that we can find another unnatural details in games like anthropomorphised creatures, “the anatomic dimensions of some hypersexualised characters would be anatomically impossible”, “teleporting, between geographic areas is a standard form of fast in-game movement” or the Bloodborne’s example previously commented in this post.

We have lots of games that explore fantasy and the impossible in its interfaces. It’s part of the nature of some games. On the other hand, we have games created in a very realistic way that work with a great dose of credible facts. To better understand this relationship we use the words of Ensslin (2015, p.55) again

some games are more “unnatural” (…) than others because they deliberately violate the ludo-narrative conventions of their genre and the medium itself in order to evoke meta-ludic and meta-fictional reflections in the player – as well as other types of philosophical and critical processes.

One point should be emphasized in this context: the fun offered to the player is always fundamental in any case. A good game design work is fundamental to balance the equation of the fun blended with the unnatural elements of the gaming narrative.

We’ll discuss more on this subject.



Reference:

ENSSLIN, Astrid. Video games as unnatural narratives. IN: FUCHS, Mathias. Diversity of Play. Meson Press: Lüneburg, 2015. Click here for free download.

quinta-feira, 26 de fevereiro de 2015

Interactive fiction

Right now, I’m re-reading the excellent book Emergence in Games, written by Penny Sweetser. The author masterfully created a comparison table between some different kinds of games, like interactive fiction, linear gameplay, sandbox games and emergent gameplay. In this post, I want to focus on the first type of game in this group, to discuss some nuclear features about the category.

Sweetser (2008, p.54) defines interactive fiction in a clear way - the author says that interactive fiction “was the first step away from passive media, such as movies and books”, and remembers us that in interactive fiction, “the players are still very much the receivers of information, rather than active agents in the game world”. Here, player interaction is in the form of limited choices between transmissions of a linear story.



In interactive fiction games, “players have no real choices, impact, or control of the game world” and they “simply act out a pre-scripted path, playing a slightly more active role than if they were to simply observe the story from the outside” (SWEETSER, 2008, p.55). This kind of narrative is, in a certain way, very similar to the old RPG books with multiple (and delimited) choices.

Finally, this author (2008, p.56) presents us the idea that the “gameplay in interactive fiction can be characterized by the discrete nature of its interactions” and players “can only ever choose from a specific list of interactions in any one scene, such as typing a keyword, clicking on an object, or choosing an option from a list”.

To illustrate an example let’s take a look in the past to one of the earliest interactive fiction computer games: ZORK. Check out the video below:



In due course, I want to discuss in another post some other genres explained by Sweetser, to deepen these concepts.

Go gamers!



Reference:

SWEETSER, Penny. Emergence in Games. Boston: Cengage Learning, 2008.

quinta-feira, 22 de agosto de 2013

The delicate balance between challenges, narrative and rules

At this moment I’m playing again ALAN WAKE (Xbox 360, Remedy Entertainment /Microsoft Game Studios, 2010). The game is a third person psychological horror thriller about novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance, during a vacation in the small fictional town of Bright Falls. During the game, Alan is transported to a kind of dark dimension where stories from his horror books become real.

The game is one of my favourites and it offers an awesome experience to the player with a perfect blend between the puzzles/challenges/enemies, the narrative and the rules/mechanics.



In ALAN WAKE the ammo is limited, the creatures are in great number and, frequently, you need to run instead of fight. The game dynamics creates an atmosphere of tension all the time and in the end of each chapter you can relax a little bit enjoying the game's good soundtrack (‘Up Jumped the Devil’ by Nick Cave and the Bad Seeds is included). The transition between the chapters is very creative and uses a language of TV show to create immersion for the player.

ALAN WAKE’s experience offers to the players a very special way to enjoy a good narrative inside a game. But it is important to remember that this experience is commanded by rules that create bounds in the game’s universe.



Jesper Jull (2005, p.5), in his book ‘Half-Real’, says, “the rules of a game provide the player with challenges that the player cannot trivially overcome. It is basic paradox of games that while the rules themselves are generally definite, unambiguous, and easy to use, the enjoyment of a game depends on these easy-to-use rules presenting challenges that cannot be easily overcome. Playing a game is an activity of improving skills in order to overcome these challenges, and playing a game is therefore fundamentally a learning experience.”

And this ‘learning experience’ is fundamental in games like ALAN WAKE because it generates the process of immersion required in good horror stories like this one.

On the other hand, Linda Hughes (1999, p.94) says that “Game rules can be interpreted and reinterpreted toward preferred meanings and purposes, selectively invoked or ignored, challenged or defended, changed or enforced to suit the collective goals or different groups of players. In short, players can take the same game and collectively make of it strikingly different experiences”

One thing is certain: to create balance between challenges, narrative and rules, a lot of time* is necessary for beta testing sessions. Patience and deep research are the pillars for good game design.

Check the game trailer below:


*ALAN WAKE took five years to be produced.



References:

HUGHES, Linda A. Children’s games and gaming. IN: SUTTON-SMITH, Brian; MECHLING Jay; JOHNSON, Thomas; MCMAHON, Felicia. Children’s Folklore. Utah: Utah University Press, 1999. (93-119)

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

quarta-feira, 27 de fevereiro de 2013

A little bit about THE UNFINISHED SWAN

The Unfinished Swan (Giant Sparrow, 2012) was a great game launched for Playstation 3 platform last year. Hands off, one of my favorites from 2012 and a game from which we can learn many things.


The Unfinished Swan is about exploring the unknown. The player is a young boy chasing after a swan who has wandered off into a surreal, unfinished kingdom. The game begins in a completely white space where players can throw paint to splatter their surroundings and reveal the world around them (you can visit the official site here).

The game has many positive features and I believe it is possible to extract valuable lessons from its interface. First of all: like Portal (Valve, 2007) it's a first-person puzzle-platform, but here you shoot paintballs around the scenery to solve enigmas. A great part of the game is made of a completely white screen and the challenge is to discover the paths to move along. The video below shows the basic dynamics of the game:



Another important point about the game is a good balance between storytelling and gameplay. You are an orphan trying to find the painting of an unfinished swan made by your mother. The swan gained life and escaped from the frame to a mysterious world of fantasy, and it's your mission find it and bring it back with you. Inside this narrative the game offers a very clever dynamics of puzzle solving using ink to paint parts of the ambient.

The game has good procedural rhetoric embedded in its interface. You learn gradually how to interact with the interface and how to use different kinds of special powers.

Finally, The Unfinished Swan is an indie game that managed to draw attention of a large producer (Santa Monica) and was launched with support and good advertising.

Undoubtedly, The Unfinished Swan is a living example of another kind of configuration of the gaming industry. A creative independent game launched by a small studio, supported by a great publisher, with many mechanics/storytelling innovations and focused on a casual player. I'm happy that the gaming market today has also room for this kind of initiative (it's a great incentive for game designers all around the world).

quarta-feira, 16 de janeiro de 2013

Narratology and Games

Narratology is an important concept inside the gaming universe. As Frasca says, there are several definitions of narratology, but basically it is the discipline that studies stories and storytelling.

Through the years, we saw video games evolving on content and narrative. From PONG (1972) to modern games, it's possible to see an enormous leap and this is also a sign of how the games have grown as cultural products.



The narrative in the first video games was very basic. In SPACE INVADERS (1978) you are a well skilled pilot trying to save the Earth from an alien invasion, but the game doesn't have any extra information and the player must imagine details of the action on his/her mind. I would like to make a disclaimer: I believe this is a very positive point in old video games - encouraging creativity in players.

In SUPER MARIO BROS (1985) it's possible to see a more structured narrative. Mario has a path to walk among different castles trying to save Princess Peach from the evil Bowser. Each stage has a connection with each other, and the game has an end with a short explanation to the player.

We saw a lot of evolution on gaming narrative through the years (Monkey Island, And Then There Were None, The Dig, etc.) , and in the last generation of video games we saw titles like HEAVY RAIN (2009) and THE WALKING DEAD (2012), where the narrative takes precedence over all other aspects.

In both games we can see a mix between movie and game. You choose actions and many dialogue lines to reach one of the multiple endings. In these cases the narrative takes the player down through an immersive experience of text and interaction.

In this category of games, combat and extreme action don't matter too much. The core is to find better answers for the dialogues between the characters and solve puzzles of different natures.

Below, you can see the gameplay idea of WALKING DEAD. You'll notice that the narrative is constructed to offer a kind of cinematic experience to the player.



It's important to highlight one fact: the gaming industry is evolving and this allows games with great variations. Maybe it's possible to say that there isn't a kind of game that is better or worse, and all games deserve to be studied to create a better gaming industry.

Now on to your opinion!

sexta-feira, 21 de setembro de 2012

One year of Gaming Conceptz and a special interview with Gonzalo Frasca

By Vince (@vincevader)

One year ago I started posting here about gaming concepts, game design, gamification/ludification, games and many more aspects of the ludic universe.

And, 84 posts later, the blog is still alive and kicking.

I want to thank you all for the feedback, e-mailing and the great acquaintances I made through the blog during this year.

And to celebrate the year one of the Gaming Conceptz we have a great interview with Gonzalo Frasca. Enjoy! Go gamers!



Gonzalo Frasca (Montevideo, 1972) is a game designer and academic researcher focusing on serious and political videogames. Frasca is originally from Uruguay, where he established Powerful Robot Games, a videogame studio in Montevideo. In video game theory, Frasca belongs to the group of so called "ludologists", who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production.



1) How You've become a serious games researcher?

I'm interested in games. Serious games try to take games even further. So, anybody who's interested in pushing the envelope in games should be interested in serious games. Even if most serious games do not succeed, just thinking about the questions they raise is enough to make us better designers.

2) What would be the best definition for ludology? And narratology?

Ludology is just a word for game and play research. It's as simple as that. There are several definitions of narratology, but basically it's the discipline that studies stories and storytelling.

3) We can see a "wave" of studies about the use of game mechanics in a lot of areas of knowledge. What's your point on the buzzword "gamification"?

I've seen a lot of buzzwords come and go. I think it's positive people are interested in applying games on other fields. If gamification is here to stay or will fade, time will tell. In general, I generally try not to trust recipes and most of what I've seen about gamification looks like a magic recipe to me. But I could be wrong.

4) The use of serious games for political campaigns and education has improved in the last years?

Not really. And that is an interesting question. The simple answer is that they are not relevant. I believe we're still waiting for critical mass. Sooner or later it'll happen. Specially in education. That's my current obsession. I would actually say that these days I'm more interested in education than in games. Well, actually, it's hard to see one without considering the other.

5) The world is going more and more ludic with new digital interfaces and social media. That's a fact. Are the companies and advertising agencies ready for these changes?

I'm not sure. Videogames are still considered cool per se, not because of what they can do. Again, we're still in the very early ages of this genre. I know it doesn't seem like it. It's not because of technology: it's about social conventions. The more we incorporate play into our culture, the easier it'll be. I know this sounds totally hippie and new agey. But play is basically about not being afraid of doing. Play literally will make us free.

6) Send a final message to the new researchers of the gaming concepts and game design field.

Play my new iOS game: Space Holiday (LINK HERE). It's not serious at all, not political: it's a plain, full puzzle game. It was a challenge I set to myself: I always liked puzzle games and I always thought it was the kind of game I couldn't make myself. I worked really hard to prove myself wrong.
In any case, stay away from labels: researcher, designer, creator, player - those categories overlap all the time. You can't be good at one without being good at the others.

segunda-feira, 28 de novembro de 2011

Ludologists love stories, too: notes from a debate that never took place

By Gonzalo Frasca (Thanks for share the text in my blog!)

ABSTRACT
During the last few years, a debate took place within the game scholars community. A debate that, it seems, opposed two groups: ludologists and narratologists. Ludologists are supposed to focus on game mechanics and reject any room in the field for analyzing games as narrative, while narratologists argue that games are closely connected to stories. This article aims at showing that this description of the participants is erroneous. What is more, this debate as presented never really took place because it was cluttered with a series of misunderstandings and misconceptions that need to be clarified if we want to seriously discuss the role of narrative in videogames.

Keywords
Ludology, narratology, ludologist, narratologist, narrativism, narrativist.

INTRODUCTION
This is an unusual article. My original intention was writing a paper on the role of narrative in videogames (through cutscenes and instructions) for conveying simulation rules. When I mentioned this to a colleague, he was shocked: he thought that, since I amknown as a ludologist, there was no way I could accept any role for narrative in games. Of course, I told him he was wrong and that such idea of ludology is totally erroneous. That misconception is, I think, a direct consequence of the so-called narratology versus ludology debate. I believe that this debate has been fueled by misunderstandings and that generated a series of inaccurate beliefs on the role of ludology, including that they radically reject any use of narrative theory in game studies.

Since I guess that I have been in a privileged position to witness the development of this debate over the last four years, I decided to write down a list of the most common misconceptions that it generated. It is not my main intention in this paper to support ludology but rather making explicit all the contradictions that prevented this debate from taking place. However, I do not pretend to be totally objective neither: I do not favor narrative as a privileged means for understanding videogames for reasons that have been previously exposed by several authors and are beyond the scope of this article. Finally, I would like to make clear that I will be speaking only for myself and I am the only responsible for all the opinions expressed in this article.

CLICK HERE to download the complete document.