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	<title>The CoW: Half a Dozen Years &#187; video games</title>
	<atom:link href="http://www.the-cow.net/category/video-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.the-cow.net</link>
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	<lastBuildDate>Wed, 14 Jul 2010 20:58:37 +0000</lastBuildDate>
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		<title>Jumping</title>
		<link>http://www.the-cow.net/2010/07/jumping/</link>
		<comments>http://www.the-cow.net/2010/07/jumping/#comments</comments>
		<pubDate>Wed, 14 Jul 2010 20:58:37 +0000</pubDate>
		<dc:creator>Alvan</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[eversion]]></category>
		<category><![CDATA[platformers]]></category>
		<category><![CDATA[the princess]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=706</guid>
		<description><![CDATA[I&#8217;ve recently completed a couple of very interesting puzzle games that, at first glance appear to be typical side-scrolling platformers. First one I encountered was Braid, that has puzzles based on manipulation of time. The basic tool at your arsenal is the ability to rewind time. To move the clock backwards. Undo your mistakes, undo [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently completed a couple of very interesting puzzle games that, at first glance appear to be typical side-scrolling platformers.</p>
<p>First one I encountered was <a href="http://www.braid-game.com">Braid</a>, that has puzzles based on manipulation of time. The basic tool at your arsenal is the ability to rewind time. To move the clock backwards. Undo your mistakes, undo your deaths. This is coupled by environments where more complex time manipulation is available &#8211; objects that are unaffected by your meddling. Objects that are affected by the echo of your actions. Objects that are tied by your spatial location to their temporal position. And all coupled by the tale of you trying to find The Princess. Who is still in another castle. It&#8217;s a beautiful game, with perfect music and perfect graphics. Touching to the bone.</p>
<p>The second game is <a href="http://zarat.us/tra/offline-games/eversion.html">Eversion</a>, which is a very classic platformer, where the objective is to find The Princess, and the way to do that is to collect all the gems in the worlds and complete all the worlds. And to be able to do that, you need to traverse sideways, altering your perception of things, entering darker and darker dimensions, where at first the clouds become solid, then time stops &#8230; then something seems to be after you.. it&#8217;s a sugar-coated game that starts with a H.P. Lovecraft quote. Should tell you enough.</p>
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		<item>
		<title>Are you a sheet or a man?</title>
		<link>http://www.the-cow.net/2010/04/are-you-a-sheet-or-a-man/</link>
		<comments>http://www.the-cow.net/2010/04/are-you-a-sheet-or-a-man/#comments</comments>
		<pubDate>Sat, 17 Apr 2010 09:53:07 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[legends]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=669</guid>
		<description><![CDATA[Oh boy, here I am again shooting far and wide for the sake of perhaps hitting something unexpected out there. Once again, in an episode of particularly excellent tabletop roleplaying session, I was reminded of two things. First, characters. Don&#8217;t ever resort to mundane characters, be they NPC&#8217;s or primary ones. Always incorporate stuff made [...]]]></description>
			<content:encoded><![CDATA[<p>Oh boy, here I am again shooting far and wide for the sake of perhaps hitting something unexpected out there.</p>
<p>Once again, in an episode of particularly excellent tabletop roleplaying session, I was reminded of two things.</p>
<p>First, characters. Don&#8217;t ever resort to mundane characters, be they NPC&#8217;s or primary ones. Always incorporate stuff made for legends told later. Always aim for potential towards legends.</p>
<p>Second, as much as you want to design excellent gameplay, don&#8217;t let the gameplay break the game flow. Don&#8217;t force players to play the game <em>mechanic</em>s when there&#8217;s a gameplay moment to remember either about to occur, or has already began rolling forward. It&#8217;s stretching the concept, but imagine gamemaster snagging character sheets (or availability of inventory menus etc) away from players when something sudden occurs. Things should flow from reflexes at such point. Drop everything and go into instinctive mode.</p>
<p>Sudden occurrence is a funny beast, as it makes us forget stuff we haven&#8217;t got programmed down into our spine and forces us to react with what we have at hand, with whatever we can come up with in a few seconds timeframe. If you go <em>&#8220;Err&#8230;&#8230;&#8221;</em> and bell goes bong, your character very clearly froze because he doesn&#8217;t know his strengths yet and is about to get a deserved kicking before he is able to join in the fun accordingly. It&#8217;s also a light slap on players cheek &#8211; or dare I say learning experience? In situations calling for experience and mastery of character skills, that&#8217;s where you measure your character. That&#8217;s obvious, and has always been. I&#8217;m just advocating it should not happen solely in some damn sheet or a menu we stop to oggle at RIGHT WHEN SHIT SHOULD BE FLYING. Excuse my french. Just take the player further into the game, away from reading numbers and ponderous thoughts when he should be in a hurry and playing by feel. Yes, yes, game mechanics everywhere incorporate initiatives and such derived from your character stats, but what did I just say? What?</p>
<p>No, if you don&#8217;t remember a particular trait of your character that would be handy in situation, then your character just isn&#8217;t kickass enough to react with it. If your character knows that going for a nightly jog in those black woods full of bloodshot eyes is a good reason to keep a gun in hand, then all the better. He at least has the gun when suddenness jumps up and grabs his face when his player doesn&#8217;t expect it. Of course, if he is new to such circumstances, chances are he&#8217;ll pull the trigger and shoot in completely wrong direction. End result might as well be a companion character in same party who now carries a character trait called <em>limp</em>, because of a certain instance of a epileptic squirrel accidentally falling on some new guys face. It&#8217;s something to laugh about afterwards.</p>
<p>During the time spent with a character, you start remembering stuff he or she is made of. That&#8217;s obvious. When the player knows his characters individual traits, weapons, magical items and whatever by second nature, is it wrong if I claim that&#8217;s when &#8211; and only when &#8211; you could call your character experienced. Why not extend that backwards into game mechanics? Measure experience through survived <em>moments of legend.</em> WW2 fighter pilots marked their experience on their planes, didn&#8217;t they? They damn well remembered every moment behind each kill mark. Turn your character sheet from an excel sheet into a character memoir worthy of saving. You&#8217;re playing story, so you&#8217;re part of it and with every influence you force upon game world, you&#8217;re also writing it.</p>
<p>When the experience begins to grow measurable, it&#8217;s also when you connect with your character and it becomes dear and memorable to you, having gone through quite a bit of legends through mishaps, mistakes, victories and awesome saving throws. Like feminists in sixties called for women to burn their bras, gamers should burn their inventory and action menus or character sheets when they become just a part of game mechanic instead of game itself.  Obviously, all this is as much wrong as it is true, as different people enjoy different games. I firmly believe the wanted mood and atmosphere might have their say on game mechanics as well. If I, lone shepherd helping a stray puppy in woods come across a pack of undead Spetsnatz in the woods, <em>first</em> thing you would see me doing has damn well nothing to do with dices or inventories. I would very much prefer to incorporate such raw instances of reaction in games, seeing what happens after the initial smoke settles and brain is back in gear, even if it results in registering shit in pants and a dead puppy in hand for being handled as a club against improbable enemy.</p>
<p>In the <a href="http://www.vuosisata.net/" target="_blank">game we played</a>, characters left legends behind and game mechanics never rose to break the flow, even though they carefully churned their cogs and wheels underneath.</p>
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		<title>Looks can kill (a game)</title>
		<link>http://www.the-cow.net/2010/04/looks-can-kill-a-game/</link>
		<comments>http://www.the-cow.net/2010/04/looks-can-kill-a-game/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 20:16:48 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[another world]]></category>
		<category><![CDATA[defcon]]></category>
		<category><![CDATA[fallout]]></category>
		<category><![CDATA[humanity]]></category>
		<category><![CDATA[nuclear]]></category>
		<category><![CDATA[post apocalyptic]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=664</guid>
		<description><![CDATA[A day not too long ago I was playing Fallout 3, and while enjoying the game itself, I started to feel some distance between the iconic Fallout and myself. Or was it between the iconic world and Fallout 3 itself? Get off my lawn, you say. How could that be? It is set in that world! [...]]]></description>
			<content:encoded><![CDATA[<p>A day not too long ago I was playing Fallout 3, and while enjoying the game itself, I started to feel some distance between the iconic Fallout and myself. Or was it between the iconic world and Fallout 3 itself? Get off my lawn, you say. How could that be? It <em>is</em> set in that world!</p>
<p>After the obligatory self-study of &#8220;am I a bad person now?&#8221; sort, it began to dawn on me.</p>
<p>It is the viewpoint of our protagonist. Not the story with its flaws &#8211; that&#8217;s just a good overall scapegoat for elusive &#8220;wtf was wrong there? -observations one can&#8217;t easily put a finger on. Just the viewpoint.</p>
<p>Fallout 3 thrusted us into first person perspective, dropping us face first into the groundlevel with rabid dogs, madmen and fallen society at fingertips. All very close range, often running to our face to maybe shoot it off or perhaps to just eat it, and not in the partychick kind of way.<br />
On paper, close personal sweaty action in Fallout world sounds good, but there seems to be a trap. It actually gets too personal. Player does not get a chance to distance himself from the world on personal level, whereas in previous Fallouts the distanced isometric view gave the player a wide look at desolate expanses, with close human factors essentially removed. It is easier to feel hopeless and alone there, death of ground itself overburdening your senses. First person perspective keeps you too aware and too busy and too there and now to see the forest from trees.<br />
That contrast between how I experienced those games screams essence of Fallout world to me &#8211; it is a world of bigger perceived pictures, because individuals and tangible details have been burned off the face of the earth. To experience the broken world, you must look further into distance, lest you notice the remnants of humanity mixed in the sand under your boots. Every now and then a part of that world in pain comes around the corner and violence is exchanged or traded, but all that is part of the land, too.</p>
<p>Again, story itself is almost irrelevant to this basic feel of the world. I&#8217;m guessing it has to do with the amount of visual information versus some curious aspect of the game world. Wanted mood and feel of it, I think &#8211; you could make a Fallout game in first person, but it should feel and sound more dreamlike and rid of distractions we could keep ourselves busy with. Remove the chance to behave and react with things like in normal world, and we get the needed detachment and alienation. Feed the world with noises of inhuman world and clear absence of sounds from human life, remove visual cues of the same human life as we know it, force us to make choices that sidestep our learned behaviour and you&#8217;ll catch us with our pants in knots around our ankles. I urge you to play <a href="http://www.introversion.co.uk/defcon/" target="_blank">Defcon</a> and compare your findings. Causes and effects ending in no resolutions.</p>
<p>Also, remember how <a href="http://www.anotherworld.fr/anotherworld_uk/another_world.htm" target="_blank">Another World</a> felt like when you played it for the first time? That game crept up your neck like a f*cking spider.</p>
<p>After nuclear fire, whole humanity is cleansed into an abstraction, a pieced-together non-person memory we can try to understand and let ourself feel something about. Actual individuals we come across are deteriorated into huddled masses in desert &#8211; not humans to relate with, not with our minigun ever-obediently waiting for our choice. They pose either a threat or means of survival.<br />
In that sort of a world stories don&#8217;t carry weight, because story is always a <em>human</em> journey. A survived journey in a world that glows in the dark is series of events you didn&#8217;t die of, and that&#8217;s quite enough &#8211; they form a memorable half-story by themselves, regardless of the order you survive them. Play the world and become part of it.</p>
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		<item>
		<title>Communicating Game Worlds, part deux</title>
		<link>http://www.the-cow.net/2010/04/communicating-game-worlds-part-deux/</link>
		<comments>http://www.the-cow.net/2010/04/communicating-game-worlds-part-deux/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 10:40:03 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[gamesauce]]></category>
		<category><![CDATA[makebelieve]]></category>
		<category><![CDATA[NPC]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=648</guid>
		<description><![CDATA[It&#8217;s been a while, and I feel like a worthless punk for not writing since ages. Luckily, now that I got laid off, I have free time and a distinct lack of work stress and I feel like some proper bloggery and ranting is in order. Also, the original blog post about communicating game worlds [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while, and I feel like a worthless punk for not writing since ages. Luckily, now that I got laid off, I have free time and a distinct lack of work stress and<br />
I feel like some proper bloggery and ranting is in order.</p>
<p>Also, the original blog post about <a href="http://www.the-cow.net/2009/03/communicating-game-world/" target="_blank">communicating game worlds</a> to the player found itself amazingly an alternate home in printed form at <a href="http://gamesauce.org/" target="_blank">Gamesauce</a> magazine, so this kind of works as a live sequel as well. As always, you&#8217;re free to disagree, and I hereby encourage you to voice your opinions and thoughts in comments. I&#8217;m not writing down the truth, just my view of things as I feel about them right now.</p>
<p>I have this urge to rant about how wrong game developers are with faking humans. I mean that damned AI that&#8217;s almost a trope in itself these days. Disregarding the few very good examples out there proving that NPC characters can be done right, I&#8217;ll concentrate on the bad shit since it&#8217;s much more rewarding to fling around.</p>
<p>So, those rigidly moving robot-like depictions of humanity that developers try to make more human by adding more bones, more polygons, more shaders, more realistically simulated hair blowing in wind and more this and more that. Yet they still keep acting very much unlike human, while looking more and more like human. No, that gets just creepy.</p>
<p>More graphical fidelity you shovel on screen, higher it sets the bar for animation, facial expressions, voice acting, effects and .. well, anything. More it represents reality in our headspace, more we spot the inconsistencies and you can be sure they stand out and break that careful world construct. I&#8217;d rather see blocky graphics with fluid likeness of life infused all over than all the graphical provess with limited animation on those photoreal humans. Of course, gamers are used to the videogame looks and accept a certain level of &#8220;videogameness&#8221; as part of the media, but if you want to push the narrative limits of visual information, you need to have a broad vision to account everything it&#8217;s begging to be pushed with. Uncanny valley is most often associated with human realism, but in reality it looms over everything we&#8217;re able to associate with any close matches in our own experiences. It could be from our daily lives or from our favourite movies &#8211; object of association doesn&#8217;t matter. Just the very existence of association matters. If you try to deliver associable visual experience, it damn well should match as a complete package and not just as isolated masterworks of programming that&#8217;s easy to present as <a href="http://www.gdcvault.com/free/category/280/conference/" target="_blank">slides at GDC</a>.</p>
<p>I honestly believe we could get away with less graphical fidelity, and instead the fake humans should pose at least a few common human traits, or flaws if you want to play dirty with words. Human flaw &#8211; or what makes us human from outside observers perspective &#8211; is how we react, mostly.</p>
<p>Yeah, I&#8217;m distilling observable &#8220;human&#8221; qualities to observed reactions, disregarding polygon counts and texture resolutions and other whizbang trickery engineer-driven development so commonly focuses on. You can have the world-class animation but keeping it alive is the hard part. We bang our toe, we break from being perfect beings (observed as rigidity!) for a split second, reacting with a sound, facial expression, and some gestural motions. We are animals, for a second. We come upon a closed door in unknown hallway and we react by glancing at the door handle, maybe trying if it opens. We are curious monkeys. We don&#8217;t just walk against it and tread the ground with futile steps against the collision. If the door doesn&#8217;t react back, we disregard the door and focus our attention elsewhere. We don&#8217;t have the patience of statues. If the leader of our group isn&#8217;t going anywhere, we start looking at some things, fiddling with others. We keep ourselves busy even when we&#8217;re idle by definition, by reacting with glances and manipulation of random stuff. We are playful children! Of course, by &#8220;we&#8221;, I mean a random bunch of AI posse following the leader, i.e. player. Remember, player observes you, the AI, and gets suspicious if you look real but act like a robot with four hinges and a three-line script for brain. Player starts to look at the videogame flaws instead of human flaws.</p>
<p>What&#8217;s human, anyways? Scratch that. What&#8217;s human in drama? We want to play (and make) games that brings a feeling of something larger we can lodge ourselves comfortably into. It&#8217;s a vague term in itself, but sense of drama is what we want to push into the undercurrents of gameplay &#8211; the communicable game world player &#8220;gets&#8221; without having to read it up in the manual. Rules of drama dictate the basics, and few of them could be considered here. Character has a goal, and is driven towards it with a motivation. We don&#8217;t have to go to deeper stuff with midpoint-slumps and conflicts with antagonists and so forth, because we&#8217;re not dealing with primary characters here. Primary character is the player, and that bastard breaks all our careful rulesets anyways. Player is the uncontrollable variable we hate to incorporate to our games. Anyhow. AI represents the secondary characters, and because gamestudios are so often tech- and sellingpoint/marketablefeature-oriented, AI &#8211; as a companion &#8211; is in most cases a blind, daft sidekick that stops to loop its idle animation when player stops, and will resume moving when player moves. Unless it gets stuck in obstacle, in which case you&#8217;re again playing with videogame flaws, not human flaws. ANYHOW. If you have AI companion throughout the game, or even only during parts of the journey, it should appear to have its own reasons to tag along, its own reasons to be suspicious of you, ambitions to play you for its own goals and even backstab you after calling you dear in the night. All that because that&#8217;s human. We&#8217;re mentally dirty, incomprehensible beasts with varying views of world and of each other.</p>
<p>Yes, it takes more care, more focus and more work to develop but in the end, wouldn&#8217;t it feel more rewarding than just witnessing next-next-generation shader tricks or ten thousand polygons more on-screen?</p>
<p>Which route do you take, technical or human?</p>
<p>It doesn&#8217;t take huge elaborate systems to bring a feeling of those things happening around the player, that sense of hidden layer beneath the more readily apparent game surface our player and world is limited to interact on. It&#8217;s that layer under game world where player can&#8217;t go, from where he should get this feeling of being subject to observation. Perhaps even a feeling of being judged, silently.</p>
<p>It&#8217;s in the script, in dialogue, in animation and in the AI system, with some thought to tie everything together.<br />
We observe details consciously, but sums of details we understand subconsciously. Emotion is built from subconscious, no?</p>
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		<item>
		<title>Pushing player buttons</title>
		<link>http://www.the-cow.net/2009/04/pushing-player-buttons/</link>
		<comments>http://www.the-cow.net/2009/04/pushing-player-buttons/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 19:37:13 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[movies/television]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[consoles]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[playing]]></category>
		<category><![CDATA[police squad]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=513</guid>
		<description><![CDATA[On my neverending quest of figuring out immersion in all kinds of surrogate realities we like to dabble in, some interesting observations came from completely surprising direction: Extras of Police Squad! DVD. Actually, Leslie Nielsen&#8217;s interview in there.  He discussed the reasons behind the cancellation of the show after only 6 episodes, major reason being [...]]]></description>
			<content:encoded><![CDATA[<p>On my neverending quest of figuring out immersion in all kinds of surrogate realities we like to dabble in, some interesting observations came from completely surprising direction: Extras of Police Squad! DVD. Actually, Leslie Nielsen&#8217;s interview in there. </p>
<p>He discussed the reasons behind the cancellation of the show after only 6 episodes, major reason being how it was a show you had to watch. No, yes, really. A television show that was meant to be watched, failed for that reason. Thing is, average Joe and average Mary come home from work, relax on the couch, turn on the telly and zone out. They don&#8217;t zone into television or the surrounding social situation around them, but somewhere in the middle.</p>
<p>Police Squad! being a show where you had to pay attention to both see the hidden jokes and often see where the spoken humour comes from, you&#8217;d have to avoid blinking to get it all in the way its creators intended in good faith. No, average Joe and average Mary only pay half attention and need the cued audience laugh backgrounds to remind them to be amused while watching their fave sitcom while chatting on the phone. They need to be told the general gist of things without having to look actively, because they&#8217;re talking about how that wallpaper should be painted over. It&#8217;s all about not paying attention, as they sit down to be entertained after coming home from work, <em>where they had to pay attention all day</em>. Major point there. It&#8217;s a situation they dictate in their own terms, in their own personal surroundings, at their own pace.</p>
<p>Leslie Nielsen also mentioned the size of TV screens, and it&#8217;s worth mentioning here even when the home TV sets are growing larger each year. Small screen simply does not support background action. The visual jokes and semi-hidden slapstick moments in Police Squad failed to work on limited screenspace, but those same jokes shot Naked Gun movies into successful franchise. When they were blown up into the size of a damned wall, audience really did see. </p>
<p><img class="alignleft size-full wp-image-519" src="http://www.the-cow.net/wp-content/uploads/2009/04/drebinsmall.jpg" alt="drebinsmall" width="90" height="105" />Of course, since The-Cow.net is about games as well, we all should now sit down and confer about the relationship of said observations towards games. On a high level, it&#8217;s about immersion. On low level, we&#8217;re dabbling with everything that delivers and communicates context and story to the player. It could be those soundscapes filling the room during tabletop RPG session, or carefully chosen backgrounds during dynamic camera edit on console action games, keeping the focus on foreground, or whatever. So, how to know what tricks to use? </p>
<p>I&#8217;m so waddling into Alvanspace here, and it&#8217;s creepy in here with all the flotsam eyeballing me up. But here goes..</p>
<p>Let&#8217;s take regular tabletop RPG. Players know each other and there&#8217;s always off-game chitchat and generally arsing about, unless they&#8217;re hardcore system nitpickers everyone hates, but for that same reason, those spoilsports never get to play the really cool games with the really fun people, so we&#8217;ll just skip them. Anyways, all that reads as social situation during the play. On the other hand, the players arrived there specifically for the game, so that reads as paying attention since they&#8217;re so motivated to bother traveling a bit, et cetera. However, there&#8217;s very little for the senses &#8211; no visuality, no directly in-situ informative sound cues, no hints of an angry orc through bad smell, or so everyone hopes. All that is delivered to players through spoken narrative, with music etc providing mood in very broad and unintrusive way. Besides the differences in delivery, it&#8217;s very much like the average Joe/Mary mindset in front of television. Casual entertainment, if you may.</p>
<p>Console games? More in the cinema end of the spectrum. You go to movies, you end up sitting in darkness with all your attention focused, directed and guided towards the massive silver screen. You won&#8217;t miss a beat, and social situation happens before and after the flick. At home, you grab a game pad, holding it in your hands. It becomes a focusing element that keeps reminding you how you&#8217;re in control of something, so you concentrate. <em>You use your hands</em>, and that clicks lots of switches in your brain. Your reflexes kick into high gear, adrenaline pumps up and oh boy, your attention is in firm hold. You wiggle your fingers and it all translates directly into visual and aural situation that progresses on and on. That&#8217;s the key. You concentrate because you use your hands, the most used tools ever. They&#8217;ve been around as long as your brain, and they were the very first thing you ever figured out about yourself. So, in a way, the game connects with you in some scarily direct ways. </p>
<p>Even if your buddies are there playing with you, social interaction (laughter, remarks, etc) all circle around the game and ongoing events in there. It&#8217;s a personal or shared zone, but zone nevertheless. You&#8217;re all connected to the game through tactile communication, for lack of better words.</p>
<p>Maybe that&#8217;s a big item in the list of questions on how to get tabletop RPGs more immersive. No draconian rules about not SOCIALIZING but PLAYING are needed, but maybe give the players outside influence to steer them into the wanted mindset. Immersion through surroundings is kind of out of question &#8211; I can&#8217;t imagine getting immersed into the game if there&#8217;s a big projector screen with some eerie symbolism flowing around, not to mention wizardly scenes from Harry Potter or whatever. No, RPGs are around the table, and that&#8217;s the visual context. Then again, handing the players some orc and elf figurines to fiddle with isn&#8217;t going to cut it either. I&#8217;m intrigued about involving some tactile immersion here, connecting the certain synapses like the game pad does. Some minimal physical involvement that doesn&#8217;t look or feel too out of place around the table. </p>
<p>However, more I try to come up with something physical, I keep coming short-handed.</p>
<p>Given the realworld situation and surroundings where the game is played, there&#8217;s really no extra gadgetry that would help the players to dive into deeper end of world pool. And more I think about it while writing this, more I keep going towards the sounds used in conjunction with stuff happening around the table. Again. But alas, this time it&#8217;s much simpler and it will have tactile experience involved in a very important way!</p>
<p> </p>
<p>Scenario-time! </p>
<p>GM lets Joebob know he has a good chance to make a bloody good show with his next attack &#8211; but only if the dice rolls for his favour big time. It&#8217;s a potential show-off ending to a fierce battle, and even the music is off. Tense silence fills ears. Joebob takes the dice in his hand, aware of everyone watching, and Joebob ..</p>
<p><em>[GM hits a button hidden under the table, and slow heartbeat-like rumble that goes du-dum, du-DUM, DU-DUM begins to rise up into existence, dominating everything. Lights dim slightly, except the one that is pointed at Joebob and his dice]</em></p>
<p>.. stops for a second, hair standing up in his neck and wondering how the hell his teeth are clattering, and with a short sweep of his hand, he lets the dice fly. Dice hits the tabletop &#8212; and rumble stops right there, as if cut by knife. Dice number is checked, situation releases and <em>then</em> those lights return to normal, too. Game goes on, regardless of outcome. It wasn&#8217;t about the outcome in the end &#8211; it was the anticipation everyone wanted to play.</p>
<p>So, perhaps we can make the most basic gameplay controller, the humble dice more tactile to us, if we tie different elements to it. It requires some setting up, but hardly impossible for any GM with some dedication and sense of live dramaturgy. Include an event at the begin to set the players into game, and work the arc as you feel, as long as you give the players something to really feel about in the end. Even if one event clicks big time for players, they remember the whole game as very memorable. </p>
<p><img class="aligncenter size-full wp-image-524" src="http://www.the-cow.net/wp-content/uploads/2009/04/786nielsen-prg.gif" alt="786nielsen-prg" width="342" height="450" /></p>
<p style="text-align: center;">Tie it all together. I dare you.</p>
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		<title>Shameless self-promotion</title>
		<link>http://www.the-cow.net/2009/03/shameless-self-promotion/</link>
		<comments>http://www.the-cow.net/2009/03/shameless-self-promotion/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 00:32:59 +0000</pubDate>
		<dc:creator>Alvan</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[city of heroes]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=483</guid>
		<description><![CDATA[There is a new Issue of City of Heroes MMO coming up, and with it, the Mission Architect that allows players to create new content to the game. It is currently in open beta testing, and this is a shameless self-promotion about the arc I wrote as a test for the system: I assume I [...]]]></description>
			<content:encoded><![CDATA[<p>There is a new Issue of City of Heroes MMO coming up, and with it, the Mission Architect that allows players to create new content to the game. It is currently in open beta testing, and this is a shameless self-promotion about the arc I wrote as a test for the system:</p>
<dl id="attachment_482" class="wp-caption aligncenter" style="width: 213px;">
<dt class="wp-caption-dt"><a href="http://www.the-cow.net/wp-content/uploads/2009/03/protflame.jpg" rel="shadowbox[post-483];player=img;"><img class="size-medium wp-image-482" src="http://www.the-cow.net/wp-content/uploads/2009/03/protflame-203x300.jpg" alt="protflame" width="203" height="300" /></a></dt>
</dl>
<p>I assume I will be hooked on this game for years to come, which is nice. <img src='http://www.the-cow.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Factions: Dividing to Awesome</title>
		<link>http://www.the-cow.net/2009/03/factions-dividing-to-awesome/</link>
		<comments>http://www.the-cow.net/2009/03/factions-dividing-to-awesome/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 01:54:12 +0000</pubDate>
		<dc:creator>Alvan</dc:creator>
				<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[factions]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[star control 2]]></category>
		<category><![CDATA[vampire: the masquerade]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=457</guid>
		<description><![CDATA[So, remember back in the day when everything was simple. Evil was Evil and Good was Good. Or at least it was easier to tell who was backstabbing you because they weren&#8217;t a part of whatever side you were on. And this gave you more than enough excuse to stab them in the eye first. [...]]]></description>
			<content:encoded><![CDATA[<p>So, remember back in the day when everything was simple. Evil was Evil and Good was Good. Or at least it was easier to tell who was backstabbing you because they weren&#8217;t a part of whatever side you were on. And this gave you more than enough excuse to stab them in the eye first. Because, you know. They were the enemy.</p>
<p>The older I get, the more I seem to appreciate the simple things like that. When you can simplify a large group of something in a game to just a large group of something and be happy about it. While games full of individuals are fun, it&#8217;s nice to be able to identify groups as well. And in a large scale games, even better so.</p>
<p><img class="alignleft size-full wp-image-458" title="cow_urquan" src="http://www.the-cow.net/wp-content/uploads/2009/03/cow_urquan.jpg" alt="cow_urquan" width="243" height="214" />When people ask what my favorite video game of all times was, I answer Star Control 2 without hesitation (unless I&#8217;m feeling exceptionally nostalgic about some other game that very moment). A big great part of the affection has to do with the amazing job the designers did with the various races in it. The basic setup of the game is that there are these big evil Ur-Quan things that have pretty much subjugated the whole galaxy under their rule (read: They&#8217;re The Evil). Including the human race, who are now living under a slave shield, stranded on Earth. The only beacon of hope is the player&#8217;s Captain and his super-ship, who goes around the star-systems, meeting old alien allies who have turned hostile or gone into hiding, trying to convert them back to the good fight. And maybe make some new allies in the process.</p>
<p>The races (read: factions) in the game are wonderfully unique when compared to each others. They are made quite simplistic, so that they don&#8217;t have a huge number of defining characteristics. A big part is of course the speech-patterns and the way they look, but they also have quite a personality. Each race is like an extension of a very solid, vivid, coherent personality. There is the sycophant, the coward, the honor-obsessed, the angsty, etc. race. The race as a collective share the traits, but there might be individuals who are individuals, while still being part of the race. Each of the races have a couple of these character traits that they embody, and each have a very strongly defined society. They have their superiors and they have their political systems. They have their passions and they have their quirks. But, all in all, they can be discussed with caricatures. &#8220;Those hippie birds&#8221;, &#8220;The honor-obsessed kamikaze/samurai rodents&#8221;, &#8220;The communication impaired great old one fish&#8221; and so on.</p>
<p>And they have a wonderfully complex relationship with each other. No man is an island, so to speak. Even if in this case the men are alien beings that aren&#8217;t even remotely human. To quote something from the game:</p>
<blockquote><p>&#8220;<em>This may come as a shock, but the Shofixti are reborn. We have a Shofixti Captain here with us. Now do you believe?</em>&#8221;</p>
<p>If this is being a true thing, there will be many changes.</p>
<p>But we are a species long wise in the ways of deceit.</p>
<p>Ye must be proving these words ye say, Captain.</p>
<p>Send the Shofixti to us as a way of proof.</p></blockquote>
<p>Those were the words of the Yehat, a funny-looking bird-like race who lived and died by their code of honor. When they failed to protect their marsupial allies, the Shofixti, the whole race fell into despair, and only through the leadership of their queen, they managed to stay even semi-coherrent, and joined the Evil Side to forget the tragedy.</p>
<p>I&#8217;ll switch to tabletop roleplaying for a moment &#8211; You might have heard of a game called Vampire: the Masquerade, where they came up with a great mechanic that has been later dubbed the <em>clubhouse system</em> amongst friends. Every character belongs to a club. Membership is mandatory. A character can belong to a single club. And can&#8217;t change their colors. The vampires&#8217; clubs in Vampire: The Masquerade were their clans. You get bitten by a vampire who belongs to a clan and you belong to that clan as well. There was an artist clan, there was a businessman clan, there was a rebel clan, there was a clan of ugly vampires. And that worked damn well. It was easy to connect with, easy to vary, twist, mirror and all that. You could make a vampire character that was a part of the businessman clan, who was a brute. You could make him as much of a brute as you wanted. But he was still initiated into the vampires through the a part of a proud and long tradition of businessmen. He was chosen by the businessmen to become a vampire, and thus he is defined by the clan even if he wanted to be defined by it or not. If he had been a part of the artist clan, the fact that the artists had chosen to turn the brute into a vampire would have mattered as much, or even more, than the fact that he&#8217;s a brute.</p>
<p>And it was easy to build political structures for the vampires. Every relationship was in the end defined by the clans &#8211; even if some vampire boss managed to rule his city so that all the different vampires from different clans were one big shiny happy family, if one of the clans&#8217; big names arrived to the city, the clan members were more than likely to flock under his wing. And usually even this wasn&#8217;t needed for the players to talk about things like &#8220;Wonder what the Tremere (the magician clan of the vampires) are up to, we haven&#8217;t heard anything of them lately&#8221; or &#8220;If we want to go to the woods, we may need some help from the Gangrel (the half-animal vampire clan)&#8221;. Even if the whole local Gangrel population was a group of former zookeepers and biology professors, the instinct would be to run to them when planning a woodland trip, because &#8220;The Gangrel, they know the woods.&#8221;</p>
<p>Besides the clans, there was the division between &#8220;us and them&#8221;, the Camarilla and the Sabbat. In the early works, Sabbat was pretty much an undefined terror that was only very loosely described in the source books. Camarilla was the group where the clans belonged to and that had all the player characters in it. Later, Sabbat got some clans as well, making it equal to Camarilla and as playable. But before that, while there might have been political squabbles and backstabbing between the Camarilla clans, when it came to Sabbat, there was a nice solid threat that everyone hated equally.</p>
<p>White Wolf released several games in their game line after Vampire: The Masquerade, that tried to follow the same mold, but only Mage: The Ascension came close to managing a good, pure mandatory clubhouse system. With games like Werewolf: The Apocalypse, where the clubhouse you belonged to was determined by birth (thus there being no &#8220;why is this character part of our club&#8221; thing) or Wraith: The Oblivion, where the clubhouses were kind of odd and hard to point out, it didn&#8217;t just work. In Mage, the character gravitated towards one of the clubs because of the similarities in their worldviews, which made the club something that could be more easily thought through.</p>
<p>Now, exit the old White Wolf games and enter the next generation. The clubhouse system evolved there. Each strain of bogeymen (vampires, werewolves, whatnot) have not one, but two clubs they belong to. The club they are born into (this might be the vampire&#8217;s clan, or the  fairie&#8217;s type) and the club they join (the vampire&#8217;s ideology, much like Camarilla or Sabbat in the old days, or the court of faeries the critter belongs to, or something like that). This creates a far more complex network of relationships between various factions, as each character is usually loyal to at least two external bodies. And as they say on the internet, &#8220;OMFG TEH DRAMA&#8221; when these two come to clashes.</p>
<p>But it&#8217;s taken something away from it all. Without the clear-cut clubhouses, the factions have become blurred, and it&#8217;s no-longer a question of wondering what the Tremere are up to, it&#8217;s a question of the individuals in that particular city. It takes away from the grandeur of it all to know that you&#8217;re most likely just involved in local politics than to be, through the clans, actually affecting something greater. To return to the earlier example of Star Control 2 &#8211; the fact that you were dealing with a real faction allowed something like the following to happen:</p>
<blockquote><p><em>&#8220;All right, I&#8217;ll send over the Shofixti.&#8221;</em></p>
<p>We are scanning the separation of a vessel from yer fleet, Captain and indeed, its configuration matches that of a Shofixti Scout vessel.</p>
<p>This had better not be a trick, Captain!</p>
<p>We are knowing the power of a Glory Device, and if you detonate the weapon near us the price for you shall be dear, very dear.</p>
<p>The Scout has docked, and we await the pilot&#8217;s appearance at the airlock.</p>
<p>The atmosphere cycle is complete&#8230; the door slides open&#8230; and</p>
<p>AWK!! BRAAK!! YEEP!! IT IS TRUE!!! THE SHOFIXTI ARE ALIVE!!!</p>
<p>Look at that furred muzzle, those shining black eyes, the sweet claws!</p>
<p>Our children have returned from oblivion!!</p>
<p>But now we are faced with the cruellest truth!&#8230;</p>
<p>&#8230;We who have sacrificed our honor! We who have lain with our enemy!</p>
<p>WE ARE NOT WORTHY! WE ARE NOTHING!&#8230;We are less than nothing.</p>
<p>But wait! We are not Spathi. We are Yehat&#8230; OF THE STARSHIP CLANS!</p>
<p>We will NOT live this lie any longer!</p>
<p>Listen as I speak these words! If our Queen makes the dishonorable command</p>
<p>then it is THE QUEEN WHO HAS NO HONOR!</p>
<p>And a dishonorable Queen is NO QUEEN AT ALL!</p>
<p>We, the Zeep-Zeep, are the only Clan who remember the TRUE MEANING of honor we shall TEAR THE QUEEN FROM HER THRONE!</p>
<p>The two-thousand year reign of the Veep-Neep Queens IS OVER!</p>
<p>THE REVOLUTION HAS BEGUN!</p></blockquote>
<p><img class="alignnone size-full wp-image-469" title="cow_yehat" src="http://www.the-cow.net/wp-content/uploads/2009/03/cow_yehat.jpg" alt="cow_yehat" width="500" height="220" /></p>
<p>Sorry. A bit carried away there. But if you&#8217;ve played the game, you know how much pathos that bit of text contains. I mean tha because it&#8217;s clear that the Yehat are a honorable race, and that they mourn over the loss of the Shofixti, it&#8217;s possible, that when the race (as an entity) is presented with a Shofixti captain, they will actually rebel against their queen. Not just go &#8220;oh well, me and Bob agree with this and think the system&#8217;s a bit bad now&#8221;, but have a revolution.</p>
<p>In old Vampire The Masquerade this sort of wholesome clan-movement happened a lot. One of the Camarilla&#8217;s clans actually got fed up with Camarilla and left. The Gangrel got fed up at some point with the system and decided they could leave it behind. Of couse a few individuals here and there stayed behind, but the Clan, the Club, as a faction, decided to call it quits. And when I spoke of how the clan defined a lot about the character, it came quite obvious at that point. If you were playing a Gangrel, you would be defined as &#8220;a Gangrel who stayed as a part of Camarilla&#8221; if you were one of those who didn&#8217;t want to leave.</p>
<p>While any game benefits from strong characters and individualism, I love to think that there is a huge benefit in being able to lump these individuals into generic boxes. Be it as simple as race &#8220;He&#8217;s a bugbear&#8221;, or profession &#8220;he&#8217;s an adventurer&#8221;, or something a bit more complex &#8220;He&#8217;s one of the people from the Northern Mountains&#8221;, it still makes cataloging the person when big wheels turn on the world. If you know the people from Northern Mountains have declared war, you have to make judgements about the people frrom NM whom you know.</p>
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		<title>Communicating game world</title>
		<link>http://www.the-cow.net/2009/03/communicating-game-world/</link>
		<comments>http://www.the-cow.net/2009/03/communicating-game-world/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 22:30:09 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[analytical thinking]]></category>
		<category><![CDATA[depth]]></category>
		<category><![CDATA[empathy]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=386</guid>
		<description><![CDATA[I have a son who&#8217;s nearing 3 years of age and doesn&#8217;t talk yet. No &#8211; don&#8217;t worry, this won&#8217;t be a daddyblog, I&#8217;m just putting down a basepoint here. He&#8217;s facing the challenge of picking up 2 languages at once, and to make matters more interesting, the two languages sound really similar, yet are [...]]]></description>
			<content:encoded><![CDATA[<p>I have a son who&#8217;s nearing 3 years of age and doesn&#8217;t talk yet. No &#8211; don&#8217;t worry, this won&#8217;t be a daddyblog, I&#8217;m just putting down a basepoint here. He&#8217;s facing the challenge of picking up 2 languages at once, and to make matters more interesting, the two languages <em>sound</em> really similar, yet are completely different beasts. Does he communicate, then? Oh hell yes. He understands bloody <em>everything</em> told, and in a way, he talks back with clearly understandable feedback towards us. I had no idea kids could reach such levels of empathy and living-along and whatever terms you might want to coin here. Body language is on such textbook-case level it&#8217;s almost bordering on eerie. There&#8217;s clearly a communicative level of emotions and empathic level of emotions, and they mesh together perfectly. So, while his brain is figuring out the very basics concepts of spoken communication, he&#8217;s developed an interim way of communication, and it just now opened my eyes to something quite curious. It might be yet another textbook example for some people, but I&#8217;m not educated on that field. My cherry just got popped on this field, an hour or so ago.</p>
<p>The basic eye-opening moment required an additional &#8220;ooh..&#8221; moment stemming from thinking up an example from polar opposite. I know people who are highly educated and use their brain on levels of analytical depth that&#8217;s alien to me, and on daily basis, they use vocabulary no &#8220;ordinary&#8221; person has to ever face. They are also somewhat detached on personal level of communication. Everything is questioned and referred and quoted for wise words of masters of relevant field. Everything said is important, not mundane. To me, something feels missing when I listen to them.</p>
<p>Maybe lack of words does not mean lack of communicative abilities, it just drives the communication through emotional and empathic pathways. Body language. Slightest twitch of some hidden muscle somewhere which is registered by an ever-observant lizard brain hidden under our clever superbrain capable of analyzing things down to quantum levels.</p>
<p>Using and knowing too many words leads to reduced level of empathy and that curious &#8220;automatic&#8221; communication. Go even further with words that are inherently &#8220;too sophisticated&#8221; and &#8220;out of my league&#8221; and you end up emotionally distant from the ones who are listening to you. You become an alien most people can&#8217;t connect with anymore.</p>
<p>Now, games.</p>
<p>First, games that draw you in and make you ooh and aah on the vague feeling of <em>intimacy</em> of the world itself. ICO and Shadow of Colossus come to mind as first examples. They connect with you, which means they&#8217;re able to communicate with you even though they are not something you&#8217;d talk and converse with. Yet, they manage to deliver the very feeling of <em>soul </em>of the gameworld in a way you accept with open arms, with your defenses down. They pull your walls down, fullstop. Does this remind you of other such games? Which ones are they? Do they have lots of dialogue, or do they have a <em>distinct lack of it</em>? ICO has minimal dialogue, and even then it&#8217;s fictional language..</p>
<p>Second, games that feel deeply interesting and urges you to dig deeper. Clear notion of a traditional story, lots of little details, carefully constructed world and everything connects with everything else. S.T.A.L.K.E.R.: Shadow Of Chernobyl comes to mind. Half-Life. Witcher. Bioshock. Fallout 1 through 3. Tinkering with things, objective-based gameplay with new dialogue, diary notes and events presented along the way. They tell you things through words coming out of NPC mouth, or by text. Possibly lots of it. Depth of the world is achieved by presenting you with a barrage of information your brain begins to click through, creating coherent forms and shapes that define the world. World is couraged to observed as realistic, open for literal interpretation. Very, very much like reading a book, except you have to fight and solve your way through the pages of it. No &#8220;automatic&#8221; flow as such.</p>
<p>So, there&#8217;s two different ways of communicating to the player what world he or she is in, and how he or she should take it in. They&#8217;re very probably better kept separate, and not mixed up. Further from the middlegrounds, better the impact. Mixing them up might tickle up an irrecoverable &#8220;that&#8217;s not right, dunno why but it&#8217;s just not right.&#8221; -reaction one can&#8217;t justify even if asked. It&#8217;s the automatic bits of our brain that dictate how we feel about things, and games should always feel <em>just right</em> with no apparent reason. Apparent reasons come through analytical thinking, feeling of just right comes from clicking with the game, and that&#8217;s empathy.</p>
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		<title>Cut, edit, please (Pt. 2)</title>
		<link>http://www.the-cow.net/2009/03/cut-edit-please-pt-2/</link>
		<comments>http://www.the-cow.net/2009/03/cut-edit-please-pt-2/#comments</comments>
		<pubDate>Tue, 10 Mar 2009 22:32:36 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[movies/television]]></category>
		<category><![CDATA[uncategorized]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Add new tag]]></category>
		<category><![CDATA[cutscenes]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[in-game]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=370</guid>
		<description><![CDATA[&#8220;It was a grizzly scene, possibly a murder-suicide pact &#8211; I don&#8217;t know what the fuck happened&#8221; A very descriptive quote. It creates vague notions of how it might have happened, what did happen and leaves us curious, and shocked. Evoking empathy and mystery. Very standard event in entertainment industry, yet handled in so many [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;It was a grizzly scene, possibly a murder-suicide pact &#8211; I don&#8217;t know what the fuck happened&#8221;</p>
<p>A very descriptive quote. It creates vague notions of how it might have happened, what did happen and leaves us curious, and shocked. Evoking empathy and mystery. Very standard event in entertainment industry, yet handled in so many different ways. Most of the time, it emotionally impacts us when we are passive in front of television and let it all wash over us, allowing ourselves to be smothered with scripted-to-detail flow of it.</p>
<p>How on earth do you communicate the emotional magnitudes of such event to a player who sits comfortable on a sofa with a piece of knobby plastic in his hands? Throw blood on screen? Meh. Five-eyed tentacle monsters the size of skyscrapers? Bah. Basic videogame tropes, and they have lost much of their impact. Only games that manage to pull a good left hook on the player are those with something new and plenty of borrowed. Dunno about blue, we really don&#8217;t have to go to color grading here.</p>
<p>Do you do it by player character narrative? A voice of the character you&#8217;re playing? But it doesn&#8217;t sound like you! Are you audience or player character or something in between? It&#8217;s a detachment from gameplay in itself. Basic narrative voice? Basic, works, but has to be played beforehand really really well so it won&#8217;t become one of those annoying gameplay breaks. You know them, I know you do. Most of the time we get to see a fancy CG clip with near-Hollywood production values. How does that work, then?</p>
<p>&#8220;Ah damn you, stupid cutscene,&#8221; *clickclickclick* &#8220;AND WHY CAN&#8217;T I SKIP THE DAMNED arfg meh&#8221; *foreheadslap* and off you go, distracting yourself by clicking around a random pornsite in teh intarwebs, ruining your life forever, cocaine, etc.</p>
<p>Developers poured sweat, blood, money, tears, long hours, lost marriages, haggard faces and years worth of therapy sessions to those cutscene / narrative break moments and what do you do? You throw a tantrum, you selfish prick. Have you no heart or sensibility to those starving and homeless? No, wait &#8212; it&#8217;s not your fault! My apologies. I should have added narrative design to the list of good sacrificial traits us developers have, but then I wouldn&#8217;t be writing yet another blogpost that stinks of a bitter lemon a very fat and unpleasant tourist has sat on for hours.</p>
<p>Exhibit B:</p>
<p>Developer conclave, the masters with tallest chairlegs, sits silent under a pendulum axe that swings nigh-on their worried brows.</p>
<p>Lords of their realm are not pleased with their latest offering, the majestic tour de force through worlds imagined by their masterminds, and they have summoned a wrath on their homes. A Mandatum carved in black obelisk has been tossed amids the conclave, and lest they follow it, they will be banished from their realm.</p>
<p>Their gods are gods of coins, and coins they need to create worlds, and worlds they need to create to summon more coins for their gods. Vicious circles surround them, and the Mandatum has words that glow red:</p>
<p><em>&#8220;Sequel must be made, and Sequel must replenish the faith of all who follows us; Sequel will set us up as lords of imagination, and this world will follow us to those we create. Sequel must have thriceworth explosions, ten sacks more guns, and in hearts, it must taste bitter and sorrowful, yet caring and full of springtime hope&#8221;</em></p>
<p>Conclave has banished the scary-speaking and shallow designers, for they were aliens to them. They have new ones, young and snappy and filled to brim with new ideas, yet new ideas worry conclave, who already shit worry-shaped bricks out beneath their lizardly tails.</p>
<p>&#8220;How do you, young and snappy and filled to brim with ideas designer minds, would approach this quest? How, shall we reform our words, will you fulfill this bloody Mandatum we have received from the angry skies?&#8221;</p>
<p>The new designers, their hats full of their head, with their heads too big for their hats, reply:</p>
<p>&#8220;We shall rethink teh whole thought of moving pictures, teh very soundness of it. We will bring you a new prince of emotions, of new pedigree of teh empathy itself!&#8221;</p>
<p>The conclave, as if made of one mind and of one body, buries its many heads in its colourless hands, and shits some new bricks.</p>
<p>Designers scurry amidst the trained monkeys, peering over their hairy and scrawny shoulders, asking this and that. They are like mosquitos, sucking a drop of ideas from there, another from elsewhere, and so it goes. They look at the world monkeys are creating, on deeper level than mere head-lines and key-words and idea-boards.  They see the ethereal and surreal and unreal character take his babysteps, reaching out to his buddies amidst the ravages of war, in the torn land. They are empathic creatures, and they are moved.</p>
<p>&#8220;Something is here. Something wicked has cometh. Be still, my heart! What is it made of?&#8221;<br />
&#8220;It is sad. No, it is hopeful, but has not found resolution yet. It is a story in itself. How do we tell teh story with no words like teh words we are written in?&#8221;</p>
<p>They confer. They look back at old moving pictures, and see how moving and marvellous they are. Yet, they were not of the same world, in the end &#8211; they were of another.<em> Detached.</em></p>
<p>How to attach them? Something new is needed. Did they not have the world already, a beautiful world that interacts with you, a world that touches you back and reacts when you shoot at it? Their eyes opened up, and they sang a song.</p>
<p style="text-align: center;"><em>Hi-ho, world is not of heartless  personae-less AI-animatronics;</em></p>
<p style="text-align: center;"><em>Hi-ho, world creates the stories it weaves it leaves for us;</em></p>
<p style="text-align: center;"><em>The AI-animatronics teh monkeys have bred are teh answer, thus;</em></p>
<p style="text-align: center;"><em>[chorus] Me so horny, ahunka-hunka-hunka!</em></p>
<p>Wait, did I just wander towards context-sensitive AI and world and .. oh, drat. No, forget all that for now. I won&#8217;t go there, partly because I still like to entertain the idea of presenting you dear readers with <span style="text-decoration: line-through;">gameplay</span> blogread breaks that possibly annoy you to no end, and if you&#8217;re a game developer, you probably deserve it anyways.</p>
<p>So. Cutscenes?</p>
<p>On my <a href="http://www.the-cow.net/2009/03/cut-edit-please/" target="_blank">part 1 </a>of this probably neverending quest against wrongful cross-use of different storytelling media, I was rather annoyed at how <em>media for passive audience</em> gets treated in <em>media for audience that dictates action</em> and is hardly ever passive. Did I say cutscenes are inherently bad by nature if they are in games? Hell no. They can carry the story forwards, and if they are long and interesting enough, they do turn the player around into passive audience mode. It&#8217;s just the introduction and preparation and other cunning juggling of mindgames that gets forgotten, or gets acknowledged with &#8220;.. but it&#8217;s C priority, look at the schedule and just forget it already.&#8221;</p>
<p>Let&#8217;s juggle with some ideas. Let&#8217;s follow that white C priority rabbit down the hole nobody ever goes.</p>
<p>Traditionally, as mentioned before, cutscenes get slapped in where the transition from place / gameplay event / level to another occurs. It&#8217;s introductionary clip, a thematic booster or a plot forwarding device. Nothing wrong with that! It&#8217;s external stimulus within the game, as it comes automatically and with no player interaction required. One inherent problem might lay in the natural fact that it&#8217;s made to match the game world. It looks the same, it has the same colors and same art direction, even if it has higher production values and better looks than the game itself.</p>
<p><strong>Scenario 1: Marshall Blueberry Got The Twitches</strong></p>
<p>Player trots down an alleyway after clearing it free of giant cockroach combatant drones. It narrows down ahead, but we can see it opens up to a T junction alley between city blocks ahead. Right as the player is about to step to that crossing alley,<em> </em></p>
<p><em>something loud and yellow and black and blue screams past his eyes, blurry and totally out of this world. Viewpoint suddenly shoots away, world on screen turns into caricature comic book representation of Your Mind On Cockroach Drugs, with more angles and corners than there can logically be, with colors dancing and the cockroach recon convoy passing our players location, who now is seen curled up in fetal position. We are watching him from high up, as if in astral experience. Loud cacophony fills our ears, wild vivid colors only drugged up demo coders can come up with fill our eyes, and with a quietness that comes so fast it sounds like a bang</em>,</p>
<p>everything returns normal. Black frame or two on screen, regular colors of the world fill our view, everything is 90 degrees tilted. Your character is still on the ground, and you SO did not expect that moment. Oh, right, there was some gas tossed your way during the last skirmish..</p>
<p>Yet, cutscene it was. Thematic, maybe &#8211; or if the convoy had some wild caricatures of doomsday machines being transported, it could have been a plot forwarder as well. With good luck, it left the player eager to move along and figure out (allowed to figure out, really) what those drugged up, psychedelic hallucinations actually meant. And most importantly, it threw the player off the safe stand, reinvigorating him. It gave him something fresh to chew. It&#8217;s a game, you can go ahead and run with scissors at hand!</p>
<p>It doesn&#8217;t have to be the same static looking world you live in, you bitter monkeys.</p>
<p><strong>Scenario 2: TVTropes edition!</strong></p>
<p>Player trots down a grey alleyway after clearing it free .. you know. The same basic premise, right? Just as our hero is about to put his foot into the alleyway, we snag the viewpoint with a reflex snap towards right, where a BLOODY HUGE MASSIVE CRAB TANK AIEE&#8211;<br />
<em>(cue War Bonds Are Good For You -jingle and video reminder)</em><br />
Hello folks, have you been feeling downwards lately? Have you not considered &#8211; or have you considered, but never dared to try the radio-activital water enhancer? With pellets of pure uranium carefully hand-casted into cement base, you only dip our Radium-O into your water tank and it will be filled with reinvigorating, life-energy boosting ATOMS OF THE FUTURE for you to drink! Available now from Lol-Mart!<br />
<em>(cue War Bonds Are Good For You -jingle and video reminder. &#8220;Returning to live action now!&#8221;)</em><br />
&#8211;we snag the viewpoint with a reflex snap towards right, where a BLOODY HUGE MASSIVE CRAB TANK AIEE is shooting past your eyes and oh shit that&#8217;s big, those are hardened orbital bunker buster nukes on that platform, and oh wow I&#8217;ll just wait this one out, I know I&#8217;m gonna run into these baddies again&#8211;</p>
<p>And so on. Player is very, very used to all kinds of media. He watches television and movies. Television more than movies. He probably has watched television more than he has played games. He bloody well grew up with it. It was his nanny when he was a toddler. We took a step out of the box only to find old familiar things in new context, but somehow, as it was all so very familiar, it didn&#8217;t annoy .. And it was part of that world! Atomic age, with gigantic cockroaches with nukes that go to orbit. Cutscene itself did not serve gameplay function, other than slip a bookmark into the players memory about what he&#8217;s done and seen before. He&#8217;ll remember that moment, and that&#8217;s depth in itself, in a world filled with cliches seen bazillion times.</p>
<p>So maybe it wasn&#8217;t exactly out of the box. Maybe it was more like beating and kicking the box into different shape, but it doesn&#8217;t matter. Only as long as you can see the box, tiptoe around it, have some whacks at it and generally see ways to make things that go into the box and out again, you should be fine.</p>
<p>- If it&#8217;s a <em>radically different</em> cutscene, make it <em>radically fast</em> change because it&#8217;s not in balance with regular gameworld.</p>
<p>- If it looks like the ordinary gameworld, present it in much slower fashion as it&#8217;s heavily balanced. As mentioned, unbalanced you can whack into the weirdwoods as hard as you can, and it&#8217;ll be better for it.</p>
<p><strong>Scenario 3: Daily grind</strong></p>
<p>Our hero is about to embark on the crossing alley, and world pauses for split second. You hear DVD whirring to life. Screen comes back alive, but from a different viewpoint. There&#8217;s a big-ass tank-like monster with chipped armour, viewed from almost ground level to emphasize the big guns and bolts and stuff covering it. Lots of shiny bits, flares, DOF tricks with camera that shakes and rattles. A tank tread rolls menacingly towards the camera, which cuts to another angle right when the heavy metal descends on it. We&#8217;re shown the full size of convoy now, from aerial perspective. Sound is muffled, a cloud drifts under the camera to further emphasize scale. It&#8217;s all very movie-looking.<br />
Cut back to player viewpoint, with player control. If he walks now, he&#8217;ll die under the machines. So he waits, watching. Pre-scripted convoy doesn&#8217;t care about him, its only function is to hint at future developments of this world war against bloody big insects with guns.</p>
<p>Sound familiar? I won&#8217;t even go there anymore, lest this blog gets banned from teh intarwebs for all the cursing.</p>
<p>Traditionally we suffer from too much safety, stay too sheltered and make familiar decisions. Things end up too &#8220;financially sound&#8221; and &#8220;marketable&#8221; and &#8220;it&#8217;s what others do so it&#8217;s what players want&#8221;. There&#8217;s no need to make the whole game artistically different and clever and celshaded whatnot with &#8220;unique art direction&#8221; with &#8220;extravagantly brave colours&#8221;. Just include the salt that goes on top of the same goo others are cooking. Little pinch is enough to remind people of the proper flavors.</p>
<p>There&#8217;s so much more to be said, regarding generally descriptive moments inserted in the middle of gameplay et cetera, but this is already bordering on too long post. I do smell the part 3 coming in nearish future, possibly with the notion of fading the cutscenes transparent to the player, or something. Until then, do leave comments if you have anything to add or argue.</p>
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		<title>Cut, edit, please (Pt. 1)</title>
		<link>http://www.the-cow.net/2009/03/cut-edit-please/</link>
		<comments>http://www.the-cow.net/2009/03/cut-edit-please/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 00:37:21 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[video games]]></category>
		<category><![CDATA[arc]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[player]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=335</guid>
		<description><![CDATA[That funny man-animal who uses my character sheets as insulation between soda and desk, Alvan, hit some excellent points on storytelling and then casually threw the awfully hot ball to me. Cutscenes, he said. Why on earth do games rely on cutscenes, he asked. Bloody good question, and while I have no literal facts as [...]]]></description>
			<content:encoded><![CDATA[<p>That funny man-animal who uses my character sheets as insulation between soda and desk, Alvan, hit some excellent points on <a href="http://www.the-cow.net/2009/03/multiple-levels-of-storytelling/">storytelling </a>and then casually threw the awfully hot ball to me.</p>
<p>Cutscenes, he said. Why on earth do games rely on cutscenes, he asked. Bloody good question, and while I have no literal facts as such, I can only speculate and rant &#8211; but since speculation and rant makes better entertainment than mere facts, nobody loses. Also, the subject matter itself is based on things that are difficult to quantify unless you&#8217;re Dr. Phil, and even then you might get into arguments.</p>
<p>Exhibit A:</p>
<p>You make a game, say, FPS action wonderfest of sort. It&#8217;s basically based on you shooting things. A conclave is formed, features written into stone, weapons of war decided and armies constructed on little patches of paper. But &#8212; what now! someone is suddenly startled, points to the sky and calls out &#8211; &#8220;It&#8217;s well advisable to know why you&#8217;re shooting!&#8221;. You present this groundbreaking epiphany to the masters. From behind the curtains of management a loud &#8220;Oh, a backstory is needed, then!&#8221; sounds and echoes down the hallways. &#8220;A world with a reason, with <em>personae</em> our hero can feel at ease with!&#8221;</p>
<p>Klaxons wail, loudspeakers shout go-words! Trained monkeys scurry to their tasks, attending meetings and pushing tasklists and making schedules, everyone with a glowing sense of importance inside their hot and bothered hearts. <em>We are creators of worlds, rulers of immersion, masters of gameplay!</em></p>
<p>Amidst the scurrying and goal-oriented teamwork, sudden plea is heard behind numerous concept art sketches and level design ideaboards: &#8220;How do we progress the story, how do we, pray, tell the player what happened, what his character feels beneath his forged iron carapace, what will happen now? Please, masters, tell us!&#8221;</p>
<p>Masters flinch, designers are summoned, and hidden under the shadows of their hoods they confer.</p>
<p><em>-This iss the best way. Trusst me. A movie within the game. Many moviess. Moving picturres carry worrds. We giev our art to massters of moving picturss and they do us moviess. We put moviess between levelss! Where loadingbarr goes!</em></p>
<p>Masters stand proud, a path has been found and it is golden, and it will bring them numerous coins of gold.</p>
<p>Designers go on about their business, designing core gameplay, weapon balancing, character perks, progress curves, everything their soon-to-be laid golden egg is made of.  A writer is hired, a professional master of words and worlds. He waves his hand over the vistas they have created and behold, a world is born! He writes it down, and he sees it is all good. He collects his coins and goes home to breed and procrastinate some more.</p>
<p>The golden words are spread out to all who make the game.</p>
<p><em>&#8220;This is our world, this is how it must feel like! It is .. Quite blue!&#8221;</em></p>
<p>Trained monkeys nod and add some blue, anxious to see what their world will be like in the moving pictures that bring their gameworld to life. What will it tell them? They concentrate on getting the best mesh topology for their characters, most cleverly blended IK animations and making sure there are no otherworldly invisible collision objects laying around. Reset XForm buttons are pressed, with sweat on forehead and no hands that dare swipe it off. Production is at full blast, and everything depends on this game. It must be the new benchmark in its genre! Hands clench in fists, manhours crunched.</p>
<p><em>&#8220;You have to have the best shaders! You have to tighten up graphics! Wait &#8211; that looks good, give it a name! Now, have our swiftest courier to take it to our marketing department!&#8221;</em></p>
<p>The big wheel rolls on.</p>
<p>Movies arrive from the golden lands far across the distant waters. Everyone is gathered in the big hall adorned with fantastical mechanic devices that illuminate the great wall with moving images and fill their eager ears with sound. The movies are <em>good</em>. They watch them all &#8211; twentyone of them &#8211; at one go. It is a beautiful, war-torn story of lost cause hovering above a brotherhood of men, who only wish to be brothers regardless of color or stature &#8211; to bear the burden with your mates in their chipped armours.</p>
<p>Lights flicker back, audience is thrown onto their feet, cheering and applauding. Their Game now has a story, a movie within their play, and movies tell stories! It all makes sense and it all feels so very good.</p>
<p>Game becomes gold, and is shipped to far-flung countries and coins change hands.</p>
<p>Reviews come in.</p>
<p><em>&#8220;Graphics are ace, and DOF and Shaders and Lens Flares are amazing feats of technology! Other than those and nice cutscenes, it&#8217;s a basic shooter. 6/10&#8243;</em></p>
<p>Wail, gnashing of teeth. Does not the acclaimed critics understand their words, their story? Are they blind?</p>
<p>No, they are not. You are blind, you wacky bats. You just made a point of having neatly structured levels, clever AI and gave places the same names as your precious and expensive cutscenes have. How did you treat the cutscenes? Are they movies of their own? Connected to gameplay moments player just experienced? Probably somewhat, but it is my humblest of opinions that cutscenes serve no storytelling value from the <em>games</em> point of view if A) the gameplay itself is not treated as part of the same story arc present in cutscenes, and B) the player experience is forgotten.</p>
<p><em>&#8220;No, the experience is there! We made sure the gun recoils realistically and walls topple majestically! Our end bosses are bigger than the end of universe! Surely the player experiences it all!&#8221;</em></p>
<p>You silly clown. Did you prepare the player for the cutscene? Did you stop and think about players role in game, and in cutscene? Yes, his role in cutscene. You strip his soul with gunplay, drive him mental with interactivity, make his eyes sore from effects and his mind dented with immersion, and then there&#8217;s AI that&#8217;s more natural than your grandmother and WHACKBANG you snatch it all from his hands. You force him into invalid cripple with no limbs. Passive audience, away from all that action and control and hoohaa. Did you consider the gameplay levels as storyarcs? Did you build up the tension, introduce twists, give the player a resolution, a wind-down moment, did you design the gameplay cool-off to <em>force him to bloody stop and relax, leaning back on his seat with his hands off the goddamn gamepad</em> so you can present him a pre-chewed bit of storytelling, fit for the state you just left him in?</p>
<p>No, of course you did not, you monkey.</p>
<p>Cutscenes suffer from their own history. When they were new and snazzy, they were selling points themselves. Remember Diablo 2? I remember more people talking fervently about the CG intro than the game itself, before it was on the shelves.</p>
<p>These days, awesome graphics are  a baselevel expectation. You don&#8217;t sell the game with cutscenes alone. Yes, people want stories and immersion. Yes, cutscenes can work in conjunction with the progressing game world, but more often than not, they are more or less slapped between levels with some shared graphical assets to tie them into the level you just played or will play anysecondnow. Your AI buddies that couldn&#8217;t find their way out of doorway suddenly become lipsynched and motion captured marvels that put Hollywood to shame.</p>
<p>Now that I got to the whole damn point, I&#8217;ll take a cool break and write more tomorrow when I&#8217;m awake again. How does it feel, to get cut off just when it got interesting? Hoping for a comfortable <em>arc </em>here? A coherently constructed <em>story</em>? Hahaha.</p>
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