Richard Morgan on storytelling in computer games

Richard Morgan has something of a reputation for being unafraid to slaughter sacred cows, be it within science fiction or without. In light of his announcement as lead writer for the forthcoming Crysis 2 computer game, Morgan’s giving interviews all over the place… and here he is upsetting the easily upset by pointing out that Halo (fun to play as it may have been) was a bit rubbish from the storytelling side of things, thanks to its archetypal characterisation [via The Wertz, which came via Niall Harrison]:

So how do you go about solving that problem?

Well, the first thing you do is you make it more complicated, you ensure that your characters have agendas which don’t line up with the player’s. So they’re not necessarily deliberately antagonistic to you, they’re not necessarily on your side, they’re just there, and they have their goals and sometimes those goals will line up with yours, sometimes they won’t. It’s a really basic technique, but it’s one that seems to be sorely lacking in games for the most part. I don’t think there’s any problem with enforcing fictional values into a game. It doesn’t really matter if the principal function of that game is to shoot shit. In the same way that there’s, you know, good and bad AI, so there’s good and bad fiction and no one would argue that, well, look, we’re only shooting shit so we won’t bother with complex AI. Well, no, because complex AI makes the game more kick-ass, so similarly, why should we bother with interesting characterisation?

So you don’t think there’s any conflict between gameplay and story as a hard and fast rule?

There’s only a conflict if you come at it from that slightly autistic, you know ‘there is nothing here but shooting’ kind of an angle. In a nutshell, I mean I understand that there are player who are like that, but if that’s really all you want, crank up the PS1 and play Doom or whatever.

To pick you up on something you said before about videogame characters generally falling into the category of instantly recognisable archetypes, do you think that deviating from that approach – giving gamers what they don’t expect – might lead to confusion? There are surely pros and cons to each approach?

Two part answer; firstly I think you don’t have to step a long way from those archetypes. You can still have a big tough guy, but what you will do is you will search for additional hooks that will make them think ‘this character feels real to me’. And I’ve put a couple of companion characters into the game where they’re not too dissimilar to archetypes in other games, but what I’ve done is try to give them all little signatures which just fit. I mean, play Gears Of War; those characters, you can’t imagine them doing anything besides running around shooting monsters. So you look for these little motifs that give you some kind of creative realism. That’s all it takes to move far enough away from the archetype. Like you say there are people who won’t get it, but there are people out there who, all they want to do is race through the game in the shortest possible time, skipping all of the cut-scenes. But if that’s you, then I say again, just go play Doom.

Does it surprise you, though, that a lot of players don’t give two hoots about the story?

I can’t believe that there are players out there who rush through Dead Space, or BioShock, without taking any time to just look around or to take in any of the story strands. Why would you pay fifty bucks for a game, then ignore fifty per cent of its content? It’s like, ‘hey I’m reading this book, but it’s a bit long, so I’m going to rip the last half out’. It’s like my books; my novels are written with a whole bunch of stuff in them … if you choose to read them on fast-forward, you’re the poorer for it. There’s loads of stuff in there that takes a more considered approach to understand. If you don’t want it, I can’t force you to take it. But, at the same time, it’s there for people who do.

Interesting to see Morgan coming at the same set of issues that Jonathan has been addressing with Blasphemous Geometries in recent months, albeit from the consumer/critic perspective rather than that of creator. What about the gamers among you, though – do you want more story in your games, or more bang-boom-kill?

[ In the interests of full disclosure, Richard Morgan is a client of mine, but I was a fan of his fiction before that happened. ]

Sci-Fi London 2010: much more than just a sci-fi film festival

This year’s Sci-Fi London film festival is the ninth event to bear the name. Running from Wednesday 28th April through Monday 3rd May 2010, and themed around the concept of “life in 2050”, it promises an even bigger line-up of world premieres and screenings of new, rare and obscure science fiction cinema from around the world than ever before. But in addition to all that celluloid goodness, there’s lots of other stuff going on, giving Sci-Fi London something of the feel of a more traditional science fiction convention (if that’s not a complete oxymoron).

Sci-Fi London 2010

For instance, the Arthur C Clarke Award ceremony is held early in the week of the festival, and this year (should you be lucky enough to get an invite) you’ll get to find out whether China Mieville gets to take home the prize a second time. But there are also numerous workshops and discussion panels going on over the course of the week, and I’m very proud to be able to say that yours truly has been invited to take part in some of them.

The full programme can be found on the Sci-Fi London website, of course, but in the interests of mild self-aggrandizement, here are the four panels I’m involved with:

  • Saturday 1st May 2010, 1pm: FUTURE PUBLISHING? – The publishing industry is coming under assault from all sides. Are Kindles, iPads and smartphones signalling the end of traditional paper publishing? Customers no longer believe publishers can justify the prices they charge, not just for books, newspapers, magazines and periodicals are also suffering. How will the publishing industry re-shape itself for 2050? Will Apple and Google become the new big publishing houses? And if ubiquitous digital delivery means anyone can be a publisher, will we even need the big guns anymore? (PGR as panellist)
  • Saturday 1st May 2010, 2:15pm: THE 30-SECOND COMMUTE – 3D printing, rapid prototyping, offshore outsourcing, automation, evolutionary design software, expert systems, voice processing and synthesis… technologies, network economies and geopolitical shifts are currently making mincemeat out of many careers and jobs that have lasted for centuries. What will we be doing to earn a living in 2050; what will seem as archaic as a thatcher or fletcher does today? And what will fill the days (and pockets and bellies) of the unemployed? (PGR as moderator)
  • Saturday 1st May 2010, 5:45pm: MY FRIEND WENT TO 2050 AND ALL I GOT WAS THIS INDECIPHERABLE MIXED-MEDIA POST-POSTMODERNIST METAPHOR – What will the arts scene look like in 2050? What new (or old!) forms and mediums will be grabbing the headlines, filling our homes and galleries and concert venues and mobile devices? And how will their creators be making a living from it? (PGR as moderator)
  • Sunday 2nd May 2010, 5:15pm: THE FAITH WARS – The ideological square-off between religion and science is here to stay… or is it? Perhaps the dichotomy is a falsehood, and everyone will learn to live and let live. Or perhaps faith will become the fracture point of an energy-hungry civilization, a warring sphere of philosophies. What will we believe in 2050? Is believing that others should act according to our beliefs the fault that unites the two sides of the argument? (PGR as moderator)

If the topics for discussion look familiar, well, there’s a reason for that: I sent the Sci-Fi London organisers a bunch of ideas based on discussions we’ve had here at Futurismic, and they liked some of them so much that they decided to saddle me with steering the conversations in question… how’s that for karma, eh?

In fact, I’m rather awed by some of the pundits and thinkers I’ll be appearing with – that Faith Wars panel features not only the afore-mentioned China Mieville, but also Ruth Gledhill, the religion correspondant for The Times; Steve Fuller, Professor of Sociology at the University of Warwick; and Andrew Copson, Chief Executive of the British Humanist Association. It promises to be a lively (if not outright contentious) debate, that’s for certain, and I’m really looking forward to it.

(Although, to be honest, I’m also bricking it somewhat; one opinionated and scruffy webzine publisher attempting to ride herd on four super-sharp intellectuals should be a sight worth seeing, if only for the LULZ. Maybe they’ll video it, then screen it at next year’s festival? Be sure to bring popcorn!)

So, if you’re in or around London at the turn of the month, there’s no shortage of interesting diversions for the science fiction aficionado over the weekend – it’d be excellent to see some of you there. 🙂

Policing for hearts and minds in the favelas

In Rio de Janiero, the authorities are moving to liberate favelas from the control of drug-traffiking gangs, demonstrating an advanced understanding not only of what causes this sort of social fragmentation, but also the realistic limits of what they can hope to achieve [via Chairman Bruce]:

The occupation of the Morro da Providência is the latest phase of a pioneering government “pacification” project that aims to liberate hundreds of thousands of Rio slum dwellers, replacing violent drug gangs with a permanent, hearts and minds-style police presence.

Seven of Rio’s 1,000-odd favelas have been occupied in the last 18 months as part of the pacification scheme, among them the City of God favela that gained international notoriety in Fernando Meirelles’ hit film.

By the end of 2010 authorities say 59 favelas will have benefited from the fledgling pacification units, freeing an estimated 210,000 people from the rule of Rio’s gangs. Between now and 2016, when Rio hosts the Olympics, dozens more occupations are planned.

[…]

Rio’s authorities make little secret of the fact that their aim is to reclaim hundreds of slums from the control of armed drug gangs, rather than to stamp out drug trafficking altogether.

“We cannot guarantee that we will put an end to drug trafficking nor do we have the pretension of doing so,” said Beltrame. “[The idea is] to break the paradigm of territories that are controlled by traffickers with weapons of war. Our concrete objective is [to ensure] that a citizen can come and go [in a favela] as he pleases, that public or private services can get in there whenever they want.”

The cynic in me suspects that the freedom of public and private services is of greater importance than that of the citizens… but even so, it remains to be seen whether the centralised power of policing can conquer the networked power of the gangs. We’ll see the police become more gang-like, I think, if they last the course, and the gangs may become more police-like; the methods are a response to the territory. [image by anthony_goto]

Contextual Turing Tests

The thing with the Turing Test is that it’s such a loose experiment; it becomes (arguably) much easier to pass if the intelligence being tested is tuned for the context in which the test is being performed, and to the human respondent.

Here’s a QED via web-culture cynic and curmudgeon Nick Carr, who points out that Ben Weber has taken a leaf from ELIZA’s playbook and created a chatbot for the Starcraft online games:

Once every thirty seconds, EISBot randomly selects a message from a pool of 75 messages and sends it to the console. The results can be quite convincing:

  • EISBot: Whats up with Savior recently?
  • EISBot: Tasteless is my homeboy
  • EISBot: It says I need more pylons, what a pylon?
  • EISBot: What to ally victory?
  • Player: damn you
  • Player: im not stupid
  • EISBot: Wanna join my clan
  • Player: dunno
  • Player: im not that great
  • Player: lol
  • EISBot: So, this game is pretty much over
  • Player: yeah
  • Player: lol
  • Player: im playing off race
  • Player: lol
  • EISBot: Quit wasting time, come kill me
  • EISBot: What kind of hardware are you using? I’m on a 486 with 16M ram, pure luxory!!!
  • Player: i dunno

Says Carr, from beneath a grubby flatcap, with a wet-eyed grayhound curled up at his feet:

Note that the bot’s one major flaw is that its command of the English language, particularly the use of punctuation marks, is much too sophisticated in comparison with that of the human. The sure way to distinguish the computer’s messages from the human’s is to recognize that the computer has a rather sentimental attachment to the apostrophe and the comma.

I take this as another indication that I am correct in my suspicion that when computers finally pass the Turing test it won’t be because computers have become smarter; it will be because humans have become dumber.

Oh, how right you are, Mister Carr. Why, until maybe forty years ago when those pesky computers came on the scene, young people were almost universally literate, and spoke in long erudite sentences when talking with their peers on matters of mutual interest! How the mighty have fallen…

… although, with that said, three cats and a catnip-dusted keyboard would probably be enough to pass the Turing Test if it were conducted in a YouTube comment thread. YMMV.

Behavioural bribery: the sublime and the scary

Compare and contrast:

TIME reports on the research of a Harvard economist that strongly suggests financial reward structures are a highly effective way of motivating academic performance and/or good behaviour in school-aged children. (We mentioned this last year, as it happens.)

Meanwhile, did you know there’s a “charitable” organisation in the US that offers drug addicts a cash incentive to apply for sterilisation – not of their needles, but of themselves? [via Lauren Beukes] And they’re coming to the UK, too, which is a relief – I was thinking only the other day that we just don’t have enough heavy-handed moralising in this country.