Tag Archive for 'Authorial control'

Authorial Control in MMOs, and How Players Can Change the World

I’ve written a little about authorial control on this blog, but never addressed how interactive storytelling can apply to the phenomenally popular, naturally static worlds of massively multiplayer online games. A blog post by Snipehunter on Dopass.com poses a question popular among players: How can MMO developers deliver control to players?

It’s impossible for a player to be immersed in a world where independent choice and exploration are untenable, writes Snipehunter, the alias of a game designer with experience on the MMO Auto Assault. To create the “illusion of reality,” MMOs need to give authorial control to the players.

The PvE aspects of World of Warcraft, Warhammer Online, and Auto Assault, Snipehunter takes note, are “basically a linear game… You’re guided, some might cynically say ‘by the nose,’ the whole way, with no encouragement (and in some cases active discouragement) to explore or make your own choices, along the way. For some players, I think, this amounts to having the game ‘happen to them’ instead of ‘making it happen.’”

In his blog post, Snipehunter reminisces on the more open world of Ultima Online. “I didn’t ask the game for a to-do list of chores,” he wrote.

“Instead, I decided for myself what my goals would me. ‘I’m going to get a boat’ or ‘I want to explore Avatar Isle’ were, in essence, the quests I wrote for myself. I went to that world specifically to be able to make those kinds of choices; to write my own experience as an adventurer in that world. I decided what my role and level of impact in the world was.”

Snipehunter said that this is the experience MMO players want when they ask for control. “Hand written quests and hand authored raids and events are a huge boon for MMOs,” he concluded. “They allow the skills of good writers and good designers to be leveraged to provide heroic experiences you can’t get in an open, true virtual world.”

As it stands, players can take the initiative to set up events like this, but there are no in-game tools to support the crowd of players looking for a role-playing experience. Interactive storytelling is about involving the player in the process of creating and populating a world, and Snipehunter’s idea, albeit simple, is a very good start.

The Journey or the Destination: What Makes Games Art?

“Too often we are so preoccupied with the destination, we forget the journey,” goes that age old and oft repeated aphorism, one that critics of the artistic potential of video games should consider.

Games have not yet been accepted into the zealously guarded enclave of artistic mediums, and many avid gamers, including myself and an industry insider pseudonymed Matthew Wasteland, want that to change.

Most people in the video game industry, and many people who write about them for a living, hope for games to be taken seriously as art or literature. It’s just around the corner, we believe— the day the establishment flings open the door to us and lets us in, apologetic tears streaming from their eyes. ‘We misjudged you,’ they’ll cry, ‘Just like we initially misjudged movies, jazz, and prose poetry.’

Matthew’s column on GameSetWatch does not feed these sentiments, but rather explains why video games have been dismissed by critics outside the industry. I disagree with Matthew’s position, but its a well-stated one that offers a good opportunity to address one of the most common criticisms of games as a medium.

In his column, Matthew explores the problems of a game based on Herman Melville’s classic Moby Dick. “No matter how much freedom the player was given to navigate the ocean in his own self-directed way,” writes Matthew, “the predetermined story of Captain Ahab’s obsession wins out, and at the end of the game, Moby Dick destroys the Pequod no matter what happened in the intervening time.”

Matthew’s argument is that the fixed outcome of Moby Dick is what makes it so powerful. To simply follow the linear plot that works for the book fails to take advantage of the interactive potential of games, says Matthew, but to implement interactivity and allow the player to change the ending would take away its power.

This puts us in a strange bind: we’re either imitative of, and beholden to, the arts that preceded us (“if you want a good story, why not read a book?”), or we are unmoored in a postmodern haze, trying to argue that a quantum superposition of many possible outcomes is just as artful as a linear story (“this painting is a work of art and self-expression— but it doesn’t matter if that part is red or blue or green”). Neither of these options is fully satisfying.

Roger Ebert raises this same criticism — that art requires authorial intent, and the guiding hand of the creator must take the viewer down a set path to a pre-established conclusion and lesson — but I don’t agree with it. The journey is what moves us in Moby Dick, and it has the power to do so with or without the climactic destination.

Moby Dick is not a powerful story because of the final destruction of Captain Ahab; it’s power lies in the whaler’s obsessive journey, which would have destroyed him whether it succeeded or not. Ahab’s character is what makes Moby Dick art because his humanity makes the story’s grand themes resonate with and inspire the reader.

A Moby Dick game, to use Matthew’s example, would let the player speak directly to Captain Ahab and personally define Ishmael’s relationship with the crew. Interactivity would allow a much more personal experience with the story, one that would retain the grace of artistic satisfaction whether or not it ended as Melville intended.

Building a game with the power of Moby Dick is not about setting up plot points and an ending for the character to follow as if they were reading a book. Making an artistic game requires constructing an open-ended journey for the player which will be powerful no matter how she ends it because of the human characters she meets along the way.

In addition to his position with an independent developer, Matthew is a columnist with Game Developer magazine and runs a blog called Magical Wasteland.

The Archetypal Hero in Video Games

All of human literature, fiction and myth can be reduced to two archetypal plots: a man goes on a journey and a stranger comes to town. These basic formula are even more true of role-playing games, where the story must leave room for a main character who is controlled and sometimes even created by an unpredictable player.

The interactive aspect is what set video games apart from other media. In a traditional story, authorial control over a character’s disposition and history is absolute. Games follow the same structures and conventions of plot.

The most significant impact of these binary plots on gameplay is a reduction in the degree of creativity the player can exert over the protagonist, especially that character’s past. The man who goes on a journey must come from somewhere defined by the game’s creator; the stranger who comes to town is liberated from an established history, transferring responsibility for creating history from author to player.

Man goes on a journey

Scholar Joseph Campbell wrote extensively on the hero’s journey, that fateful series of events that drew mythic and modern heroes like Odysseus, Conan the Barbarian, Harry Potter and Luke Skywalker to epic adventure. The journey begins with the hero’s call, sometimes refused, and the crossing of the threshold. Guided by mentors like Obi-Wan and Merlin, he overcomes a series of trials, receives a boon, and returns home with boon in hand.

Because they must have a home from which they set out, these characters often have pre-established backgrounds that fit into the plot. Link starts The Ocarina of Time as a normal kid in Kokiri Forest, and Crono’s mom wakes him up so he can cruise the Millennial Fair in Chrono Trigger. In games where the player can choose the hero’s race, gender, and appearance, he becomes an orphan (Jade Empire) or an amnesiac (Knights of the Old Republic).

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Thus Spake Roger Ebert: Games Are Not Art

Revered film critic Roger Ebert’s 2005 indictment of video games as a non-artistic medium caused renewed controversy this past month, with big-name figures like Newsweek journalist N’Gai Croal, author and director Clive Barker and gaming historian Steven Kent weighing in.

“I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful,” Ebert said in response to a gamer’s letter in 2005. “But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art.”

“To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.”

Ebert’s comments drew an outcry from gamers, responses from game developers, and even mainstream media attention. In an interview with the Sydney Morning Herald, Aussie developer John De Margheriti, founder of Micro Forte studio, countered Ebert’s arguments.

“The author of the game has written some grand plotline, has created the races, the pretext of the stories,” said De Margheriti. “He’s constrained you in a series of quests you must do, missions you must complete, objects you have to collect. There is a structure, but it’s a structure that’s interactive.”

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