Tag Archives: computer games

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. ]

Standing on the verge of an epic win: can gaming make the world a better place?

Jane McGonigal‘s recent TED talk is getting a lot of attention, and with good reason, because it’s a radical idea she’s pushing – radical in both senses of the word, in fact.

Here’s the thesis: computer games give us a sense of being able to achieve greatness, of being able to attempt awesome things and of that attempt being worth the effort, in a way we rarely feel in our meatspace lives. Why else would we spend so much time playing them? Just one gamer might spend thousands of hours a year chasing XP, completing quests and levelling up – but what is it that these people getting good at doing, exactly? And can we maybe encourage them to get good at things that can have an effect in the real world as well as in a virtual one?

McGonigal isn’t talking through her hat, either – she’s been working on this stuff for some years now. She was part of the team behind the Superstruct project, which was mentioned here a number of times (and in which peripatetic Futurismic columnist Sven Johnson took part, alongside Jamais Cascio and many other futurist types, professional or otherwise)… and there’s a new one in the works called Urgent Evoke. But let’s hear her tell it in her own words:

The easy angle for criticism is her incredible optimism (which, incidentally, she ascribes to a fundamental aspect of the gamer’s mindset), but given all the doom and gloom around at the moment, it’s a refreshing change. Instead of saying why it won’t work, maybe we should think about how it could?

And here’s a serendipitous supporting story [via SlashDot]: an Australian lecturer altered the structure of his university courses to reflect that of games – experience points, levelling up, and so on – and saw his students respond with far greater enthusiasm as a result. Now he’s suggesting that absorbing similar ideas into the workplace could engage greater engagement among employees from those notoriously (or allegedly, depending on your point of view) feckless Generation Ys and Millennials. What do you think?

But is it art? Modern Warfare 2, computer games and morality

Modern Warfare 2 - box artSerendipity, yet again… Jonathan’s latest Blasphemous Geometries column on the moral dimension of modern computer game mechanics arrived in my inbox last weekend, and hence (unless he has contacts in the industry of which I am unaware), he’d have had no idea that this week would see a firestorm of controversy over a certain level in the newly released Modern Warfare 2 game. The level in question requires your character to inflitrate a terrorist group and, so as to maintain your cover story, participate in the shooting of innocent civilians; MetaFilter has a good round up of reviews and opinion pieces on the game, and the comment thread is full of interesting responses from both sides of the fence.

The predominant question seems to be whether this sort of gameplay can be considered “right” – yet another iteration of the “do computer games cause/encourage violence” debate, which itself rolled on from a similar public angst around the proliferation of graphic horror movies in the late eighties. There have been numerous surveys and research projects designed to accumulate evidence around this idea, but to the best of my knowledge there’s been nothing truly conclusive either way – though my instinct as a formerly rabid gamer (I don’t have the spare time to play often any more) suggests to me that computer games do no more to encourage violence than Saturday morning kid’s cartoons.

Indeed, it occurs to me that the rightness or wrongness of the “No Russian” level of Modern Warfare 2 – the hand-wringing over whether such a thing should be allowed to go on sale – is a false dilemma; the more pertinent question is that of what it says about the world in which it exists. Plenty of commentators are branding it tasteless, and I have a certain sympathy with that viewpoint – but there’s a lot of things out there that I consider tasteless, and I don’t believe that things should be made to go away just because I don’t approve of them. Censorship should start (and end) with your own finger on the off button, IMHO.

But thinking about the plot of the level (and of Modern Warfare 2 as a whole, from what I’ve been able to glean from reading reviews and opinion pieces about it) from a writer’s (and reader’s) point of view, it actually makes a lot of sense in the context of modern counter-terrorist narratives, with the result that it puts the player into a morally questionable situation that reflects the world beyond the game… though exactly how accurate that reflection may be is open to debate. Perhaps there is a valid argument to say that games like this might put ideas in people’s heads, and end up glorifying what they’re supposed to demonise (if there’s any real difference between those two words beyond one’s personal moral code), but I suspect that the sort of person who’d be encouraged to acts of random violence against innocent civilians by media of any sort is already psychologically predisposed to such an action. And if computer games are a nefarious way of seducing the impressionable with the power-trip of consequence-free violence, what then should we think about the United States Army, which has used the taxpayer-funded computer wargame America’s Army as a recruiting tool since 2002? Is it OK to encourage violence so long as it’s against the right targets?

[Related bonus item -did you see the article at Wired about the Libertarian-penned “2011: Obama’s Coup Fails” web-based strategy game? If nothing else, that demonstrates amply that when people encode a political or ideological subtext into a game to the detriment of plausibility, the end results are invariably laughable. And that’s not a partisan statement, either; I’m pretty sure that even were the boot on the other political foot I’d be equally amused by (and disgusted at) the incredible crudity of the sermonising, which reeks of the same childish mudslinging that’s currently packing UK news venues as the incumbent Labour government enters its final earth-bound tailspin and the vultures of opportunism don their bibs.

But then last night I watched an excellent documentary on the history of the Berlin Wall, and found myself laughing at the crudity of the archive propaganda from both sides of the Iron Curtain… before I remembered that, to be effective, propaganda only needs to be slightly more sophisticated than the average media literacy of its target audience.]

Images of Heroic Slavery – Gears of War, God of War and Prototype

The third-person shooter genre of video games is largely populated by lead characters for whom violence and aggressive self-interest is both a means and an end – but are they heroic individuals, or slaves to a system?

Blasphemous Geometries by Jonathan McCalmont

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It may not be obvious from reading them, but there is a process behind the writing of these columns.  Every month, I comb review websites searching out games which, though I might not necessarily enjoy playing them, I know I will be able to write about.  This month this process has taken me into a realm I seldom explore, that of third-person shooters.  Third-person shooters tend to differ from first person shooters in so far as their protagonists are usually more fleshed out.  They are on-screen the entire time and so game designers feel obligated to give them a personality.  Somewhere between Batman : Arkham Asylum (2009) and Gears of War (2006) I realised that I felt quite intensely alienated from the characters I was supposed to be controlling.  We had nothing in common.  We simply were not clicking.  There was no spark.  There would not be a second date.

I am not a furiously intense and brooding tough-guy filled with rage and driven to eye-popping bouts of gut-wrenching violence by an all-consuming desire for revenge [O RLY? 😉 – Ed.].  In fact, I don’t know anyone who is.  Then it occurred to me, what kind of image of humanity do these games contain?  Why is that image so popular?  Who, if anyone, benefits from it? Continue reading Images of Heroic Slavery – Gears of War, God of War and Prototype