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	<title>Mechanics in Motion</title>
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	<link>http://indiegamesguild.com/ravenborne</link>
	<description>Chris Dodson on Game Design</description>
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		<title>StoryGUIDE Diagram</title>
		<link>http://indiegamesguild.com/ravenborne/2011/05/09/storyguide-diagrams/</link>
		<comments>http://indiegamesguild.com/ravenborne/2011/05/09/storyguide-diagrams/#comments</comments>
		<pubDate>Mon, 09 May 2011 12:41:26 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=272</guid>
		<description><![CDATA[storyGUIDE_final]]></description>
			<content:encoded><![CDATA[<p><a href='http://indiegamesguild.com/ravenborne/files/2011/05/storyGUIDE_final1.pdf'>storyGUIDE_final</a></p>
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		<title>Part 4: The StoryGUIDE Model</title>
		<link>http://indiegamesguild.com/ravenborne/2011/05/09/the-storyguide-model/</link>
		<comments>http://indiegamesguild.com/ravenborne/2011/05/09/the-storyguide-model/#comments</comments>
		<pubDate>Mon, 09 May 2011 12:05:02 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=262</guid>
		<description><![CDATA[Designing a game as a series of missions, sub-missions and atomic challenges, composed of interactive choices that lead to an overall goal─ then aligning these missions and challenges with plot satellites and kernels─ form the basis for the StoryGUIDE model. In order to introduce this process, three diagrams are presented: a narrative flow diagram, a [...]]]></description>
			<content:encoded><![CDATA[<p>Designing a game as a series of missions, sub-missions and atomic challenges, composed of interactive choices that lead to an overall goal─ then aligning these missions and challenges with plot satellites and kernels─ form the basis for the StoryGUIDE model. In order to introduce this process, three diagrams are presented: a narrative flow diagram, a nonlinear interactive structure diagram, and a game events diagram. These three diagrams are then overlaid into a final StoryGUIDE diagram that illustrates the key idea of my thesis (see attachments below). Although story flow, game flow and decision points all move in a harmonious, overlapping direction, they represent three different structures that must be graphed independently before they can be combined. The game diagram is the more open, flowing model allowing for the “sandbox” feel of many games; atomic missions can be experienced in an open order, but alone they make no real story. The narrative diagram appears linear because plot and story events are linear─ the narrative graph is much more of a flow of events and happenings that can be seen or experienced, but when combined with the interactive diagram, only overlap at the key decision points. The interactive diagram is the one diagram that shows actual logic paths that are followed by the player and where the decisions lead.</p>
<p>Making these distinctions is important; otherwise, the designer might easily confuse the forward moving story logic of the narrative diagram with the way a level itself must be designed. This could easily lead to a linear level, when in fact the level can be quite open and nonlinear in its game events. The only real location where all diagrams must converge is at the kernels and key decision points. Thus a designer could make a level that was open in its game structure with lots of mobs to fight, NPC to talk to, or the like, but the eventual way might be barred by a gate that need a key to get through, and the key was part of a narrative where the opening of the gate aligned with a main kernel in the story.</p>
<p>This is a very simple application of this principle and designers can and should be much more clever and inventive. The important point here is that the model allows for very open ended game play that need only converge with story and interactive decision points in specific locations, and these locations do not need to be abundant to be successful.</p>
<p><strong>The Process</strong></p>
<p>The complete artistic implementation of the theory presents some problems based upon the current limitations of game engine technology and the sheer amount of effort and people needed to create a video game. Usually the actions are limited to fighting, healing, using “buffs”, collecting resources (pickups), or interacting with an NPC bot via a chat window, or listening to their pre-recorded dialogue. None of these really involve the social reasoning necessary for good story, but they can provide goals that can then be used for missions, sub-missions and atomic challenges, leading to a few meaningful choices for the player (and finally to several different endings).</p>
<p>There are several ways to approach the problem, but they all involve going back and forth amongst the elements of the system and refining the interactive story-game. You may want to start with the story in mind first. Look for key decision points along the way to use as plot kernels. Design the story so that the players make the decisions themselves to align with those goals. Use these to determine the possible outcomes (endings) of the story. Create plot satellites that point toward these multiple endings. Many of the satellites can point to multiple endings, while some will only point towards one of the endings. Try and account for the “probable” outcomes, which are probable because you have designed the interactive story that way, along with your missions, sub-missions and atomic challenges. Sometimes you may know the kernels and key decision points first; sometime you may have a few endings in mind. In any case, design the system going back and forth comparing the outcomes to the satellites and kernels to the decision points.</p>
<p>The gameplay options are the other half of the equation, and many designers may want to start with traditional game play elements. Either way, remember that the story must be integrated into the gameplay and that gameplay must always remain your priority. Design quests that give the player goals, and incorporate your satellites into them. This is done with dialogue, props or whatever you have available that follow narrative principles. You are setting things up so that as the player follows quest chains, he is developing his own goals and ideas about how he wants to solve the quests, missions, etc. The satellites are giving him these ideas, guiding and suggesting things, so that he thinks it is something he is entirely coming up with on his own (which he is with some guidance). Ideally then the flow of the game-play is: The player enters the world, sees the environment and the satellites. He then explores the world, and begins to develop goals and objectives and curiosities (“I wonder what’s in that dark tower, or if I can get in there?”) He may encounter atomic challenges, which he continues to experience all along the way. Then he encounters a quest-giver (this can be an NPC, a note or anything). The quest lets him choose if this is a goal he wants to do, or instead go on to develop new goals and find other objectives. The player eventually completes a sub-mission, and gets a reward that reinforces his behavior and his choice, and he begins to come up with new goals until he develops an overall long-term goal. All of this needs to be tested─ this is a second order design problem, and as such only testing will show how correct you were. Watch for emergent behavior and outcomes/endings the player expects or wants that you did not predict. Throw out extreme statistics either way in the case of improbable player outcomes; you are looking for the most probable outcomes. Try and determine what satellites led them down that path and why they may have missed or ignored your other satellites. You will also need to study whether or not players feel forced down a path, or if it seems there is an obvious “answer” everyone chooses. If so, try and balance things so that people choose a more even distribution. It is likely that there will always be a majority path, and that is fine. What you are looking for is to find any options that no one seems to ever choose, or ones that everyone chooses, and try and make the decisions tougher and more meaningful. If you do all of this well, once you are done players will almost always choose the goals you to which have guided them.</p>
<p>In summary, the method (in no particular order) is to define the points that have to be experienced where critical story decision are made, create the desired multiple endings, and fill in the game with interesting narrative elements where desired along each story path and making sure that they reinforce that particular path. If done in an artful way, players can experience the story on multiple levels or and engaging only the key decision points and whatever else they choose along the way, and never even be aware of the subtleties of the plot. They might even later talk to other players and be amazed at what they missed, their experience seeming as if it was not even the same game.</p>
<p><strong>A Sample Mission Designed with StoryGUIDE</strong></p>
<p>The sample mission has been kept relatively simple and straightforward in order to illustrate multiple concepts, and so that its corresponding diagram can be more easily read. The Mission involves the ultimate goal of the recovery of a powerful necklace which is desired by two NPCs in the game. The NPCs, Maelis and Telari, are both in the starting village of Edis, a place in the Arcanoria world that is overrun with undead, its living inhabitants all fled or killed. Maelis and Telari have an old rivalry, and both know the other is meddling in their plans and seeks the necklace. The necklace is known to have the power to control the undead in the area, and Telari is sure that Maelis must have it and is responsible for the undead attacks in the area. Maelis however, knows that he does not have it, and suspects that it is in a nearby catacomb. Maelis isn’t going to bother telling Telari that he isn’t responsible for the undead, much less reveal the possible location of the necklace to her. Enter our traveling player hero, who comes to the small village in the middle of this turmoil.</p>
<p>The player starts off and is presented with several satellites that all indicate the grim situation. The villagers are gone, a few of the trees seem to be dying, angry wolves prowl the area in the opening view of the player and an undead can be seen near an open house. The player will find the house is empty except for some turned over furniture (common throughout the village) and may decide to engage the skeletons and wolves in combat. Eventually the player will head off, probably down the road, where at a fork in the road they may be able to see the tavern in one direction and a church with a graveyard in the other. The player will likely choose one of the two NPCs to speak with, entering the first kernel of the story. Diagram 5 illustrates the quest using the StoryGUIDE diagram. The player decision paths are indicated by the blue dotted lines, and the player can go back on the lines at any time, but once a decision point has been passed, the player cannot go back to anything previous to that decision from a narrative standpoint. Game-play activities can repeat over and over, but their context as satellites changes based on the advancement of the story.</p>
<p>Note that in the diagram, it is possible that either encounter can serve as the first kernel. At this point, the player will be given a sub-mission by whichever NPC they choose to speak with. They may choose to complete the quest or not, but will not advance to the next sub-mission until completing one of the given sub-missions. After speaking with one of the two, they may either complete the quest and speak with that same person again, or they may choose to go and speak with the other NPC to whom they have not yet spoken. In other words, the events can happen in any order, but the game has been programmed in such a way that it does not matter. Events can occur in a nonlinear manner and the dialogue will respond appropriately. For example, the first sub-mission that Telari gives is to go and kill some of the skeletal undead in the area. However, by the time the player speaks with Telari, they may have already chosen to go around the village and kill enough undead to meet the quest requirement. If this is the case, Telari will recognize this and thank them, and give them their first quest reward. The same goes for Maelis and his quest to kill some of the wolves (Maelis wants to keep the skeletons around if possible, and knows that Telari can speak with animals and is likely using them as spies).</p>
<p>Once the first quests are completed, the player, having earned a bit of the NPC(s) trust, will be given a second quest, in which they obtain more information concerning the story itself. Maelis will mention Telari and how she cannot be trusted, and Telari will reveal that she thinks Maelis is responsible for the undead. The goal of the mission they give is to obtain the necklace. In truth, the Orc Shaman in the catacombs has the necklace and is responsible for the undead attacks in the area. It will be up to the player to decide whom to give the necklace. Each NPC will give a reward in the form of skill ‘boons’ (a traditional advancement concept in RPGs), with the idea being that the decision the player has made has now put him on a future path towards advancement within the ranks of one set of skills and/or faction. In other words, the player by his own decision has chosen whether or not he will be an ally to the Necromancer Maelis and learn his skill set, or whether he will ally with the Healer Telari and choose her as a teacher. The game represents just the introductory new player level of a larger game such as an MMORPG. In this hypothetical larger game, the stage is now set for deeper story information to be revealed about the nature and history of the conflict between Telari and Maelis as well as the factions they represent.</p>
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		<title>Part 3: Parallels in Interactivity, Games and Narrative</title>
		<link>http://indiegamesguild.com/ravenborne/2011/05/09/part-3-parallels-in-interactivity-games-and-narrative/</link>
		<comments>http://indiegamesguild.com/ravenborne/2011/05/09/part-3-parallels-in-interactivity-games-and-narrative/#comments</comments>
		<pubDate>Mon, 09 May 2011 11:48:24 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=242</guid>
		<description><![CDATA[The ideal model for storytelling in games will bring together common points of overlap in narrative structure, interactive systems and games. To do this I will examine the role of user choice in interactivity and compare this with the choices and goals made while playing a game. The resulting parallels will show common points that [...]]]></description>
			<content:encoded><![CDATA[<p>The ideal model for storytelling in games will bring together common  points of overlap in narrative structure, interactive systems and games.  To do this I will examine the role of user choice in interactivity and  compare this with the choices and goals made while playing a game. The  resulting parallels will show common points that can be integrated into a  unified structure.</p>
<p><strong>Interactivity and Player Choice</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/ParrallelsPage#InteractivityandPlayerChoice"><br />
</a></p>
<p>Crawford’s definition of interactivity is, “A cyclic process between two  or more active agents in which each agent alternately listens, thinks,  and speaks.”  He of course means these terms metaphorically, since in  the case of a computer these things are not done literally; they process  input and return feedback. This input and feedback process is the core  of what is understood as interactivity. He sums it up nicely,  “Interactivity depends on the choices available to the user.” Crawford  goes on further to suggest that the quality of choice is also highly  relevant, “The quality of interaction depends on the richness of choices  available to the user.”   He breaks down quality and richness in these  points:</p>
<p>•  “The functional significance of each choice”. This refers to the  choices available that will satisfy the player’s expectations, desires  and interests.  For an MMORPG, this quote is particularly relevant, as  Crawford refers to,  “those games that offer the player the opportunity  to wander all over a huge region—but nothing interesting happens in the  huge region…sure, the game offers zillions of choices in terms of where  the player might go, but none of those choices is functionally  significant.”  The opposite problem is created by too many choices, when  few of them offer any real practical use. Instead of the illusion of “I  can do anything I want to”, we get a reduction by the player to the  most relevant options.  This happens in character-creation methods all  the time, where players label features as “wallpaper.”</p>
<p>•  “Perceived completeness: the number of choices in relation to the  number of possibilities the user can imagine.”  Crawford makes it clear  that its not how many choices that are available, it is the number of  choices compared to what the user might expect as reasonable options.   “If the user has reached the climax of the story and must choose between  leaving his girlfriend for the war or shirking his duty, having only  two choices doesn’t detract from the power of the interaction; it’s  difficult to imagine other reasonable possibilities.”   In other words, the designer of an interactive narrative does not have  to account for every possible choice, only the most probable of choices  expected by the player.</p>
<p>Katie Salen and Eric Zimmerman have a general approach to interactivity  that emphasizes the anatomy of choice. “An interactive context presents  participants with choices. Choices can be micro-choices of  moment-to-moment interactivity or macro-choices, which concern the  long-term progress of the game experience.”  They then break down  interactivity according to actions and outcomes. “The basic unit out of  which interactive meaning is made is the action &gt; outcome unit. These  units are the molecules out of which interactive designers (including  game designers) create larger structures of designed interaction.”  They  offer a five step process for designing interactivity based on cause  and effect, or actions and outcomes. “As the game progresses, each new  moment of choice is a response to the situation onscreen, which is a  result of a previous string of action &gt; outcome units.”   There are  five stages in this process. They are defined as a series of events that  flow back and forth between the game system (internal) and the player  (external) events.</p>
<p>1.        What happened before the player was given a choice? (internal event)</p>
<p>2.        How is the possibility of choice conveyed to the player? (external event)</p>
<p>3.        How did the player make the choice? (internal event)</p>
<p>4.        What is the result of the choice? How will it affect future choices? (internal event)</p>
<p>5.        How is the result of the choice conveyed to the player? (external event)</p>
<p>This breakdown of interactive elements as events offers a useful link to  narrative structure. Story uses events as actions and happenings; in an  interactive system, a player makes a choice and does something (action)  and then examines the system to see how it has changed and how he is  now affected (happenings).</p>
<p>Crawford strongly emphasizes the connection with choice and story,  “Ultimately, stories concern the choices that character’s make. Indeed,  the entire point of many stories is revealed through a key choice the  protagonist makes.”   He uses the examples of Neo in the Matrix deciding  to sacrifice himself; In Star Wars, Luke’s decision to trust the force;  in Macbeth, the decision to murder for ambition. “In each of these  examples, the entire story builds up to or revolves around a key  decision.”  In all three of these cases, the choices are limited, but  meaningful, and based upon the designed elements in the story that led  up to the decision.<br />
Combine this with Crawford’s former examination of the quality and  richness of interaction offers an insight into one of the first  harmonious elements between plot and interactive storytelling. The  designer of an interactive narrative is looking for a few quality,  probable choices as opposed to a list of all possible choices. This  aligns very well with the earlier notion that probable actions of a plot  slowly narrow over time and Aristotle’s concept of verisimilitude. In a  designing a non linear story, it is not necessary to create an infinity  of endings, only a few relevant and meaningful endings based upon a sum  of decisions that have been made available to the player throughout the  course of the story.</p>
<p><strong>Games and Challenges</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/ParrallelsPage#GamesandChallenges"><br />
</a></p>
<p>In Fundamentals of Game Design, Ernest Adams and Andrew Rollings present  a method for organizing a game in a “hierarchy of challenges”. The  challenges break down into three levels: atomic challenges, sub-missions  and missions. The term atomic is used in reference to the smallest unit  of game-play—the moment to moment interaction the player experiences.  “During play, the player focuses most of her attention on the atomic  challenges immediately facing her, but the other, higher level  challenges will always be in the back of her mind. Her awareness of the  higher-level challenges creates anticipation that plays an important  role both in entertaining her and guiding her to victory.”  Driving all  of the missions, sub-missions and atomic challenges are goals, with the  long term goal always in the player’s mind, what Adams and Rollings call  the ultimate goal─ completion.</p>
<p>In Crawford’s work in interactive storytelling, he also uses the term  atomic to break events into their smallest form; what he refers to as  the atoms of storytelling. He calls the atoms of storytelling substory.   “A substory is a single dramatic step; it’s an event or change. It can  be described in a sentence that specifies an event…this event can be  tiny (“James sidestepped the descending sword swing and swung to his  right”) or big (“James killed Thomas in a swordfight”).”  Thus, missions  and sub missions are the story events of a game.</p>
<p><strong>Narrative Events</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/ParrallelsPage#NarrativeEvents"><br />
</a></p>
<p>Parallel’s can be drawn between Chatman’s breakdown of events into  actions and happenings, and various game-play dynamics. Actions should  viewed in terms of the first half of the Action &gt; Outcome sequence in  the form of missions, sub missions and atomic challenges. Happenings  are those Outcomes that are generated from the character’s decisions,  and can show up in the form of quest rewards, storygates, or even in a  change in situation to a more or less dangerous one. In this way, The  Action &gt; Outcome sequence may be used to mimic the cause and effect  principle in plot.<br />
Kernels and Satellites can also play a role. Chatman’s statement that  kernels involve “&#8230;branching points which force movement into one of  two (or more) possible paths” seem to indicate that kernels best  parallel decision points in a nonlinear story graph. Every player must  experience them, and in traditional narrative they would probably be key  points where writer’s presented the audience with the important  decision made by the characters. In nonlinear interactive narrative,  they are decision points for the player. For the bulk of game-play that  does not revolve around critical decision-making, satellites seem more  appropriate. Chatman says, “Satellites entail no choice, but are solely  the workings-out of the choices made at the kernels. They necessarily  imply the existence of kernels, but not vice versa” These “minor plot  events that are not crucial to the story” are very similar to the  multitude of possible game-play options that a player might enjoy, but  that are not critical decision points of the game. Satellites lie along  the paths that connect decision points in nonlinear structures. Though  they do not need to be experienced, clever design of plot satellites  will probably be the difference in what makes a believable and immersive  story in a game. They offer a great opportunity for a designer to add  depth to the game that does not have to be forced on the player,  something that will appeal to the types of players who like story and  those who just want to get on with the action.</p>
<p>Satellites have a useful though subtle application for games. In a  story, the satellites imply to the audience many possible endings for  the story, but in truth there will be only one. The possibilities become  more and more limited until the possible becomes the probable and the  probable becomes the fixed ending.  In an interactive narrative model,  this can be a strength—these imply multiple endings by unreliable  satellites can actually be real possible endings. This then makes all  satellites that point to any possible ending reliable relative to that  ending.  This can be very powerful, for it means that everything the  player saw that pointed to one ending could be correct for them in their  own version of the story.</p>
<p>David Freeman proposes a way to take advantage of this concept with a  technique that he calls “idea mapping”, in which he suggests “taking the  character through a variety of viewpoints, usually inconsistent ones,  during the game”.   He gives an example of a monster game, where at one  point the character would feel the humans are good and the monsters bad,  but later this viewpoint would be reversed (monsters good and humans  bad) and at another point, make the player think he was a monster. He  gives the film example, “…in Bladerunner, where at first we feel that  the replicants are inhuman monsters. By the end, however, our opinion  has changed and it seems clear that some of the replicants are much more  ‘human’ than those trying to destroy them.”</p>
<p><strong>Goal-Based Narrative in Games</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/ParrallelsPage#Goal-BasedNarrativeinGames"><br />
</a></p>
<p>All games consist of various goals the player is trying to accomplish.  Most of these goals are created by the designer, though this does not  mean that a player cannot make his own goals. It does however, generally  mean that the game’s intended rewards will come through completing the  goals the designer has put into the game. In first-person shooters the  player is after kills and health and pickups; in RPGs they are usually  after gear and power items, consumables, or increased skills and  abilities. Some goals need to be stated directly, while others should be  discovered or even invented by the player. “If you give the player  nothing to do except follow explicit instructions, it doesn’t feel like a  game; it feels like a test. Part of the fun lies in figuring  out—whether through exploration, through events in the story, or by  observing the game’s internal economy—what he’s supposed to do.”</p>
<p>Can goals be used to integrate narrative into game play? Neil Sorens,  CEO of Dancing Robot Studios, offers some excellent insight into this  question, “The Sims 2…an example of a game that has made some progress  in the area of story creation, is also notable for another positive  trend in sandbox games: an assortment of concrete goals (aspirations) to  achieve. These goals, which are noticeably absent or  unstated/unrecognized in many older sandbox games such as the original  The Sims and Sim City, are beneficial for multiple reasons, as intuition  or any basic game design book will tell you.” Sorens suggests, “Of  particular value in the discussion of story formation is the application  of goals to the formation of dramatic structure. If designed with this  structure in mind, goals can form the pillars of a sandbox game&#8217;s  dynamically generated stories: incitement, rising action, climax,  falling action, and denouement.”    Salen and Zimmerman also point out  this connection, “One fundamental building block of narrative game  design is the goal of a game. Goals not only help players judge their  progress through a game (how close they are to winning) but also guide  players in understanding the significance of their actions within a  narrative context… The goal describes the nature of player interaction  within a narrative context, making the interaction meaningful.”</p>
<p>Thus, the ideal form of narrative in games is a story driven by goals.  These goals form the basis for plot kernels and satellites. The goals  are then defined by missions, submissions and atomic challenges.  Therefore in order to integrate story structure and game, story must be  in alignment with goals. There are certainly aesthetic values to story  in game (to create immersion, to help the artists create an environment  which tells the story and is believable) but what is key here is that  the narrative’s integration into the game’s mechanics and dynamics, not  just aesthetics. The result is that the story does not seem patched onto  the game, but integrated deeply within it, and if done well the story  may almost seem invisible. In fact, games that often win story awards  seem to follow this principle better than those that do not (such as Bio  Shock and Half Life2), and the irony is that many players are left  saying “story, what story?”  Ken Levine, lead designer of Bio Shock, had  this to say, &#8220;What are you going about in Bio Shock—act 1, find the sub  and get out. Well, the sub gets blown up. So you go find and kill  Ryan…If you stop Indiana Jones in any scene in Raiders of the Lost Ark,  and ask him what he&#8217;s doing, it&#8217;s &#8216;Looking for the Ark&#8217;.&#8221;  This is goal  driven narrative. It is interesting to note what Levine has to say about  game story in general, because I think it hits at the heart of the  problem of the common misunderstanding of the proper use of discourse in  games— “I&#8217;m not really a fan of game story. The first big secret is,  the bad news is for storytellers is that nobody cares about your stupid  story&#8230; no matter how detailed or lovingly you craft it.”  This  apparent paradox comes from a designer who really understood that  narrative has to be integrated into a game in an invisible sense. He  trusted his own instincts and threw out the notion that other forms of  discourse from film and traditional narrative must be imposed into game  (“Levine thinks that non-interactive cut scenes are dead.”  ).</p>
<p>The story ideally will be used to inform the player of something about  his goals, or better yet, be crafted in such a way as to help the player  define his own goals. An example is in Half Life 2, where the player  has no weapon and must suffer through an oppressive, bleak, alien  controlled setting. By the time the player gets a gun, he understands  entirely what he wants to do. He has seen the tower, understood that  there is an underground resistance movement who will help. These are  satellites that direct the player towards the kernels and the story  ending. In Half Life 2 however, the story is basically linear and does  not contain multiple endings or even multiple paths to the same ending,  other than failure to complete the overall goal.</p>
<p>By drawing several key parallels between the structure and components of  games, interactivity and narrative, a foundation is laid for  integration into a unified system. The Events occur in story to create  plots in the form of actions and happenings; interactivity deals with  internal and external events; finally, games have events in the form of  missions, sub-missions, atomic challenges and rewards. All three use  existents in various forms such as characters, props, settings and  story-worlds.  Finally, goals in games tie all these events together and  give them purpose. The following table illustrates the parallels in all  structures:</p>
<table style="height: 164px" border="1" width="500">
<tbody>
<tr style="text-align: center">
<td><strong>Narrative principle</strong></td>
<td><strong>Interactivity principle</strong></td>
<td><strong>Game Goals</strong></td>
</tr>
<tr style="text-align: center">
<td style="text-align: center">Events</td>
<td style="text-align: center">Substory, Internal and External Events</td>
<td>Missions and Sub Missions</td>
</tr>
<tr style="text-align: center">
<td>Actions (character as effector)</td>
<td>Closely balanced decisions, Choice molecules</td>
<td>Atomic Challenges</td>
</tr>
<tr style="text-align: center">
<td>Happenings</td>
<td>Choices available to the user, Current state of system</td>
<td>Quest Rewards</td>
</tr>
<tr style="text-align: center">
<td>Existents</td>
<td>Objects</td>
<td>Objects</td>
</tr>
<tr>
<td style="text-align: center">Characters</td>
<td style="text-align: center">Actors</td>
<td style="text-align: center">Player, NPC</td>
</tr>
<tr style="text-align: center">
<td>Setting</td>
<td>Story-world, Interactive System</td>
<td>Game World</td>
</tr>
<tr style="text-align: center">
<td>Substance of Content</td>
<td>Context</td>
<td>Game models and props</td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		<title>Part 2: Story in Games</title>
		<link>http://indiegamesguild.com/ravenborne/2011/05/09/part-2-story-in-games/</link>
		<comments>http://indiegamesguild.com/ravenborne/2011/05/09/part-2-story-in-games/#comments</comments>
		<pubDate>Mon, 09 May 2011 11:46:25 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=239</guid>
		<description><![CDATA[Game Structure I wish to clearly state from the start that although this paper focuses a great deal on story, good game design should never be compromised for the sake of story, and this paper is ultimately about exploring the design problems associated with the mixing of the two. The goal is an effective way [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Game Structure</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/StoryGames#GameStructure"><br />
</a></p>
<p>I wish to clearly state from the start that although this paper  focuses a  great deal on story, good game design should never be  compromised for  the sake of story, and this paper is ultimately about  exploring the  design problems associated with the mixing of the two.  The goal is an  effective way to integrate story into games in a  successful manner that  does not take away from play experience, but  instead adds to it. With  this goal in mind, a breakdown of the  components of games is helpful to  determine just where narrative (a  term that will be more clearly defined  in this paper) belongs in the  context of game as its own medium.</p>
<p>The MDA approach is useful in this regard, for it presents a model  for a  comprehensive framework for understanding and designing games as a   three component system: mechanics, dynamics and aesthetics. These  three  components parallel rules, system game-play, and fun,  respectively:<br />
“Mechanics describes the particular components of the game, at the level   of data representation and algorithms. Dynamics describes the run time  behavior of the mechanics acting on  player inputs and each others’  outputs over time. Aesthetics describes the desirable emotional  responses evoked in the  player, when she interacts with the game  system.”    This breakdown gives the designer an indirect way to design  “fun.”   Mechanics define the system rules that when set into motion,  interact in  dynamic ways to create a general feel when playing a game.  If this  feeling is generally positive and challenging, we call it fun.  There are  different types of game-play that create different types of  aesthetics,  and thus different types of fun, which will appeal to  different types  of players.</p>
<p>Furthermore, MDA breaks down aesthetics into eight sub-components:   sensation, fantasy, narrative, challenge, fellowship, discovery,   expression and submission.  Each of these sub-components may be   emphasized in varying degrees in individual games, thus creating the   different experiences players enjoy in games. As one of these is   narrative (defined by the MDA authors as “game as drama”) , the model   accounts for the design goal of a specific type of fun as one component   of games. The MDA authors say,</p>
<p>“From the designer’s perspective, the mechanics give rise to dynamic   system behavior, which in turn leads to particular aesthetic   experiences.  From the player’s perspective, aesthetics set the tone,   which is born out in observable dynamics and eventually, operable   mechanics.”</p>
<p>Thus the player’s window into the game is the aesthetic experience.  The  designer usually knows what sort of aesthetic experience they are  trying  to create, but the route to accomplishing it is a second order  design  process.  Thus designing ‘narrative fun’ requires first  designing game  mechanics that will in turn produce functioning system  dynamics, which  will in turn produce a narrative aesthetic experience.  Since the goal of  StoryGUIDE is this narrative aesthetic experience,  the structure of  narrative components must first be analyzed in order  to discern how to  translate them into game mechanics.</p>
<p><strong>Narrative Structure</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/StoryGames#NarrativeStructure"><br />
</a></p>
<p>Appendix A and B cover some of the main elements of traditional story-telling and narrative structure. My focus is the structure of story that can be abstracted from any specific medium and applied to   games—for where there is structure, there can be design and programming.   Chatman says, “…transposability of the story is the strongest reason   for arguing that narratives are indeed structures independent of any   medium.”   In order for narrative to be considered a structure, it must   be a closed system, and follow its own set of laws. By its nature it   cannot accept elements outside the structure.   In essence, like all   structure, we recognize certain patterns and elements and laws, which if   missing will not feel like narrative, game or no game. Thus a game can   have a rich world and a detailed set of content, but if there are not   solid narrative principles, then it does not contain actual narrative.   At the same time, if the structure is present but not aligned with game   as its own system and its own form of discourse, we wind up with the   story that feels either forced or “tacked on” as a separate piece. If   narrative can be examined as its own structure, then such an   understanding would be very valuable to drawing parallels and   incorporating narrative into the system of a game.</p>
<p>The work of Seymour Chatman is particularly useful, because Chatman  is  concerned with form and narrative structure over any specific  medium.    He examines in detail Structuralism, a theoretical framework  derived and  put into practice by the French academics, specifically  Gerard Genette.  Chatman tells us, “Structuralist theory argues that  each narrative has  two parts: a story (histoire), the content or chain  of events (actions,  happenings), plus what may be called the existents  (characters, items of  setting); and discourse (discours), that is, the  expression, the means  by which the content is communicated. In simple  terms, the story is the  what in a narrative that is depicted, discourse  the how.”   This very  important concept tells us that story is only  one part of narrative, and  that discourse, the implementation into the  specific medium, is the  other. This immediately suggests that a game is  a different form of  discourse than film or literature; it stands to  reason then that most of  the confusion and failure to integrate story  into game has the  fundamental problem that designers and writers have  had to force story  into game with discourse from another popular  medium. Game as its own  form of discourse needs closer examination and  evolution in order for  story to be repeatedly added into game without  compromising the  principles of good game design. Most successes come  from designers who  intuitively understand this (or got it right through  trial and error).  One clear point is they achieved a balance by  recognizing game is its  own form of expression, and that story must be  delivered with its own  how─ not by tossing in story as it behaves in  other forms of discourse  like movies and books.</p>
<p>The concept and role of discourse is less familiar to game designers   than that of story, and this may offer a clue as to why games are   struggling with the implementation of story. Chatman tells us, “The   events in a story are turned into a plot by its discourse, the modus of   presentation. The discourse can be manifested in various media, but it   has an internal structure qualitatively different from any one of its   possible manifestations.”  One of the problems then with translating   story into game is that game must be examined as its own form with its   own discourse.  Implementing story in the classic way of other mediums   such as writing and film has some success, but it’s missing the point   that games are a different medium and are not story. I see three major   issues of concern regarding this point.</p>
<p>The first point is that discourse concerns itself with narration.  Both  Plato and Aristotle distinguished between two forms of narration:   mimesis and diegesis, or what we commonly know as “showing and telling”   respectively. One is direct, and involves communication from a  narrator,  like an outside voice telling a story. The other is  communicated by  means of action. “Direct presentation presumes a kind  of overhearing by  the audience. Mediated narration, on the other hand,  presumes a more or  less express communication from narrator to  audience.”   In a video  game, both forms have been used, but actual  game play throws an  interesting twist into the mix; the viewer largely  controls the  diegesis, whereas the game largely controls the mimesis  (although the  player can choose not to listen to or look at anything  the designer  intended).  A lot of environment design is based around  the concept of  directing the attention of the player towards relevant  game elements.   This is a form of mimetic narration, but the audience  (player) might  choose to ignore it or miss it altogether, because  unlike a film, the  player indirectly controls what the camera views.  The player takes on  both the role of audience and to some degree, the  narrator. Therefore  traditional narrative forms need re-examination  since they assume a  narrator that is separate from the audience.</p>
<p>The second issue involves point of view of the audience. Video games  use  the term to explain the location of the camera, but the terminology   does not accurately parallel the narrative use of the term. This is a   complex issue that goes beyond the scope of this paper, but what is   relevant is that the during the play experience, the player experiences   the game from a narrative point of view as if the events happening to   the character they are playing are actually happening to them. This   distinction is important, because the audience is used to experiencing   things indirectly in other types of discourse, and as a result entirely   changes the experience. A lot of the problems of mixing story and game   come down to the fact that most players really don’t want to experience   the tragic and stressful things that happen to characters in many   stories. The audience might sympathize—even empathize—with the plight of   Frodo and his long arduous journey, but no one really wants to   personally experience these things for recreation. In fact a game based   around the trials of Frodo would probably be full of drudgery and   boredom (“oh, the ring is so heavy—I have such a burden to bear—I am   lost in the swamps of Mordor─ golem bit off my finger, this just   sucks”.)  If this was to be a good game concept, the designer would have   to consider how the player would feel in the role of this character if   he actually was the character.<br />
In any interactive narrative then, it is unreasonable to ask the player   to experience anything even close to what a tragic character himself   would go through. What is needed is a milder version, a “hero-lite”   version. If the designer makes the error of throwing the audience   directly into the role of a character and then trying to have him   experience everything the character would, the designer risks creating   an experience that is far too intense and stressful, or more importantly   not at all fun. Tone down the intensity level of the pain, and turn up   the “fun” meter. This is generally understood in game design─ my point   is that this is an entirely different form of discourse than film or   literature, and needs to be addressed as such. In a game, the player is   not only the audience but the character, and certain tragic   circumstances cannot easily be translated into successful dynamics and   play aesthetics.</p>
<p>The cause and effect relationship in plot offers some insight into  the  problem. Though the character in the story will not necessarily  ever  understand the cause and effect relationship in events happening  to him  in the story, the audience should eventually understand the  consequences  of the character’s actions as the story progresses to its  end. Yet in a  game, immediate feedback is required for the player to  understand how  his actions cause specific effects. This contradiction  is best  illustrated in the case of a group of people watching a friend  play a  video game. As the ‘audience’ watches the ‘character’  participate in the  ‘plot’, they may accept consequences that the player  will reject.  Imagine a side-scroller adventure game where the player  is trying to get  past a chasm that requires swinging on a vine, but  each time the player  tries to jump for the vine he falls into the  chasm. Viewers don’t need  to know how to play the game or experience  feedback from it to infer a  cause and effect relationship. It is  obvious the player is doing  something wrong, and the result might be an  amusing sequence of events  where the player’s character keeps falling  into the chasm. The player,  however, keeps getting frustrated as he  tries and tries again but cannot  figure out what he is doing wrong. He  can’t seem to establish a cause  and effect relationship, and isn’t  experiencing much of a story. In a  game, the player is the character,  and he should ultimately be able to  establish a cause and effect  relationship between his actions and their  outcomes if the game is to  feel like it has a plot.</p>
<p>The third issue of discourse deals with the contribution of the  audience  to the story. I am not referring to principles of  interactivity here.  Chatman explains, “Whether the narrative is  experienced through a  performance or through a text, the members of the  audience must respond  with an interpretation: they cannot avoid  participating in the  transaction. They must fill in gaps with essential  or likely events,  traits and objects which for various reasons have  gone unmentioned.”    Good environment designers understand this  concept, and often suggest  events and story through the appearance of  the setting. Scratches on a  car might lead one to guess at why and how  they came about, for example.  We are moving into a time when designers  can create photographic  textures and super realistic faces. Yet the  game designer can sometimes  accomplish more by not showing or telling  everything. “The audiences  capacity to supply plausible details is  virtually limitless…”   Early  text MUDs and pixel games were taking  advantage of this, whether  intended or not. Chatman writes of the  principal feature of selection  as,<br />
“…the capacity of any discourse to choose which events and objects   actually to state and which to only imply. For example, in the   ‘complete’ account, never given in all its detail, the ‘ultimate   argument,’ or logos, each character obviously must first be born. But   the discourse need not mention his birth, may elect to take up his   history at the age of ten or twenty-five or fifty or whenever suits its   purpose. Thus story in one sense is the continuum of events  presupposing  the total set of all conceivable details, that is, those  that can be  projected by the normal laws of the physical universe. In  practice, of  course, it is only that continuum and that set actually  inferred by a  reader, and there is room for difference of  interpretation.”</p>
<p>In this case then what is not shown is as important sometimes as what   is, and what is not told is often as important as what is. The player   will fill in his own blanks. This is why too much exposition is bad,  and  too many “world details” can be uninteresting where not immediately   relevant to the player− and even lead them to create false  expectations  of game play. There should be enough of these to spark  interest and  curiosity and spur the player forward to discover or fill  in the rest  for himself. This explains the response of players and  designers who  reject the idea of story in game (“I hate reading all  that stuff”) and  the overuse of text and exposition (“just give me the  quest”). In the  attempt to bring story into games, screenwriters and  traditional  storytellers use a form of discourse that has been highly  developed in  other medium such as film and novels, but is not ideal for  a game.</p>
<p>A good example is the classic role-playing game quest text dialogue  box.  The player interacts with a non-player character and gets a long  list  of quest text. This is supposed to add flavor, but often the  player  skips the text and reduces it to the relevant goal. This is so  true that  most quest games like World of Warcraft and now Pirates of  the Burning  Sea have gone so far as to list the quest objective alone,  since many  players just skim over this text. It could be argued that  removal of the  extra text would remove the flavor and the illusion of  the magic  circle, thus reducing immersion. However, as of this writing,  RPG  engines largely rely on quest-based texts, and there are not many  other  options. Thus when forced to use text boxes, a designer should  make sure  that the text is meaningful and relevant to game-play, and  well  integrated into the narrative through plot satellites.  By  “training”  the player that the text is relevant, soon the player might  begin to pay  extra special attention. Like clues in a mystery story,  the little  things that the characters say to the detective provide  clues to the  solving of the mystery. In this way, the dialogue is  relevant to the  goal.</p>
<p>The three issues involving discourse in games all center on the   contradiction that traditional stories assume a narrator who is telling a   story to an audience who will be separate from the characters in the   story; yet in a game, the players are both the audience and the   characters. The key difference here can be summarized by saying that the   players have control over the story─ thus, there is both interactivity   and plot.</p>
<p><strong>The Plot vs. Interactivity Conundrum</strong><a title="Link to this section" href="http://trac.hatboystudios.com/air/wiki/StoryGames#ThePlotvs.InteractivityConundrum"><br />
</a></p>
<p>Plot is concerned with the actions and happenings of a story. These   events are not simply thrown together haphazardly; care must be taken to   see that they are orchestrated in a way that creates an actual plot.   Screenwriter Robert <a rel="nofollow" href="http://trac.hatboystudios.com/air/wiki/McKee">McKee?</a> offers this: “…event choices cannot be displayed randomly or   indifferently; they must be composed, and “to compose” in story means   much the same thing it does to music. What to include? What to exclude?   To put before and after what?”  This is very much the same principle   basic to all good design. Story-telling can be thought of as plot   design. And like all design, there must be design goals and creative   direction. So where then do we find goals and purpose in narrative   design? Chatman emphasizes that events in narrative are not simply   sequential and linear, but causative in nature.  Rather than just an   arranged series of events, plot requires some cause and effect. Even if   events do not seem related early on, the audience expects to later   understand this relationship. If it is never made clear, story breaks   down.</p>
<p>The events in the beginning of a story do not need to have an obvious   relationship, but as the story moves along, these events begin to move   towards an ending that makes that explains their inclusion in the  story.  Chatman quotes Paul Goodman, “…in the beginning, anything is  possible;  in the middle, things become probable; in the end, everything  is  necessary.”  Thus in designing a plot, the designer needs to know  where  these events are heading, or at least that the audience is  expecting  them to lead somewhere. “The working out of plot (or at least  some  plots) is the process of declining or narrowing possibility. The  choices  become more and more limited, and the final choice seems not a  choice  at all but an inevitability.”  Aristotle called it  verisimilitude,  “ancient appeal to the probable, rather than the  actual.”</p>
<p>The basic idea behind interactive storytelling is that the audience  has  some ability to alter or write the plot themselves. Designers have  been  struggling with the apparent contradiction of carefully structured  plot  and the concept of the viewer having the ability to change the  plot.  Chris Crawford has examined and thoroughly outlined the nature of  this  problem, “A plot is a fixed sequence of events that communicates  some  larger message about the human condition. In interactive  storytelling,  plot is replaced with a web of possibilities that  communicate the same  message.”  Furthermore, “The plot is the  storyteller’s predestined plan  for the story’s outcome. Free will is  analogous to interaction, for how  else can players interact without  exercising their free will?”</p>
<p>Crawford uses the interesting analogy of God as a game designer, in   total control of the universe, yet who allows his subjects to have free   will. The idea is that God sets the rules but doesn&#8217;t micro-manage  every  detail.  He creates the laws that put the universe in motion, but  free  will is where the decisions are made. “If you’re a process  intensive  designer like God…the characters in your universe can have  free will  within the confines of your laws of physics. …instead of  specifying the  data of the plotline, you must specify the processes of  the dramatic  conflict. Instead of defining who does what to whom, you  must define how  people can do various things to each other.”  Thus a  game has rules,  but a plot specifies events. Therefore he says “plot  and interactivity  are incompatible. However, there is something higher,  more abstract than  plot. Call it “metaplot,” if you like. It’s  something like a plot, only  it’s specified by rules, not events.”</p>
<p>Thus plots are carefully designed so that all the events are heading   towards an orchestrated ending by an author, but in an interactive   system the audience is given the ability to change that outcome, and   thus “ruin” the plot. “The problem is choice,” as Neo says in the   Matrix— incorporating narrative structure into an interactive model   means finding a way to incorporate user choice and still maintain a plot   structure. Herein lies the common error in understanding discourse in   games and interactive storytelling. This can be explained in this very   simple way— the author is making the decisions for the characters in a   traditional narrative. In an interactive story, the ‘audience’ makes  the  decisions, and thus the audience becomes a narrator. In an  interactive  story, there are two narrators working together, the player  and the  storyteller.</p>
<p>In order to resolve the contradictions between plot and  interactivity,  it is necessary to examine parallels in each of these  structures and to  and look for common points of overlap that can lead  to a merging of the  two. Aligning these commonalities with similar  concepts in the structure  of games can then lead to a single system  that brings all three  concepts together into one unified form.</p>
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		<title>Part 1: What is StoryGUIDE?</title>
		<link>http://indiegamesguild.com/ravenborne/2011/05/09/storyguide/</link>
		<comments>http://indiegamesguild.com/ravenborne/2011/05/09/storyguide/#comments</comments>
		<pubDate>Mon, 09 May 2011 11:19:50 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[StoryGUIDE]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=226</guid>
		<description><![CDATA[The integration of story into video games has become a somewhat controversial topic in the video game industry. Too much story and players get bored or frustrated with gameplay that is constantly being interrupted; not enough story and the game becomes a dry exercise in mechanics. Certainly, a model that aids game designers in properly [...]]]></description>
			<content:encoded><![CDATA[<p>The integration of story into video games has become a somewhat controversial topic in the video game industry. Too much story and players get bored or frustrated with gameplay that is constantly being interrupted; not enough story and the game becomes a dry exercise in mechanics. Certainly, a model that aids game designers in properly integrating story into games with predictable results would be quite useful. But where to begin? As with all things which have been translated to the digital world, it is useful to seek out examples in the analog world and create or refer to analog prototypes. Almost every video game has a parallel in the analog world whose mechanics have been closely examined and tested, whether the designers are aware of these foundations or not. Most game designers are aware of the roots in tabletop role-playing games like Dungeons and Dragons, and the ‘tabletop’ environment is often seen as the Holy Grail of interactive storytelling, for it allows a truly open ended story that can change at any time in response to the decisions and actions of the players. Yet it is this very open-ended quality that has made discerning any real computer based model for interactive story-telling a daunting and nearly elusive task.</p>
<p>There is however another area of interactive storytelling that has been curiously overlooked in any detail by authors seeking a workable model—the genre of Live Action Role-Playing games (LARPs for short). This is probably due to its perceived lack of mainstream success and the fact that it represents such a niche market that no one seriously considers it worth examination. Yet it is in LARPs that interactive storytellers have been systematically hammering away at the problems of combining story and game for over 30 years . There are now hundreds of organizations played internationally, with thousands of participants. Many of them run multiple chapters, such as NERO International (New England Roleplaying Organization) which had over 50 chapters recorded in 2005.</p>
<p>LARPs are in many ways the analog predecessor to Massive Multiplayer Online Role Playing Games (MMORPGs). The closest models seen in the digital world were MUDs (multi-user dungeons) as far back as the first MUD created in 1978 by Roy Trubshaw and Richard Bartle at Essex University . When MMORPGs first appeared, it seemed only a logical and anticipated next step to those already involved in LARPs and MUDs. The results, though exciting, were somewhat disappointing on the narrative level for those LARP players who were used to the more developed, interactive and adaptive storyworld. I myself watched as the online games like Everquest wrestled with all the same problems that LARPs had been dealing with for years: player versus player combat, ‘griefing’ and ‘respawning’ problems, the dynamics of player economies, game-wide scheduled events, and group isolated questing (now called “instances”). If any of these designers had studied LARPs (and Kudos to those who did), they may have saved themselves a lot of time and money instead of completely re-inventing the wheel.</p>
<p>So what is it that makes a LARP interactive storytelling model better than a tabletop model for examination? The answer is that in a tabletop game, the story is run for only a small group under the authorship and control of a Game Master—a single person who may very easily change the story with little logistical implication, save perhaps for a good weekend of writing. Some Game Masters never even go that far, running an entirely improvised, open ended story. LARPs are run by groups of people, called Plot Committees, Storytellers, Entertainers and other similar names. These groups quickly learned that any consistent, internally-logical and extensible story required coordination and communication in order to execute. This led to individual games generating their own models for storytelling on a massive level, in some cases for well over 100 players. For my own company, Legynds, I developed a method I called Storyline Charting. It is this method that served as inspiration for the design model I call StoryGUIDE.</p>
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		<title>WoW Level Design</title>
		<link>http://indiegamesguild.com/ravenborne/2010/11/19/wow-level-design/</link>
		<comments>http://indiegamesguild.com/ravenborne/2010/11/19/wow-level-design/#comments</comments>
		<pubDate>Fri, 19 Nov 2010 23:05:52 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Art]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=193</guid>
		<description><![CDATA[Been a while since I have posted, crazy busy summer working on AIR and my first fall quarter teaching full time. I thought for a change of pace, I would show some of the work my advanced level design students did this quarter. Their goal was to emulate the World of Warcraft/Blizzard style; something students [...]]]></description>
			<content:encoded><![CDATA[<p>Been a while since I have posted, crazy busy summer working on AIR and my first fall quarter teaching full time. I thought for a change of pace, I would show some of the work my advanced level design students did this quarter. Their goal was to emulate the World of Warcraft/Blizzard style; something students often do when they have the desire to work for a specific company.  Every texture is hand painted, every model and particle effect their own. I am sure they would be curious to see what everyone thinks.</p>
<p><a href="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_013.jpg"><img class="alignnone size-full wp-image-199" src="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_013.jpg" alt="" width="640" height="512" /></a></p>
<p><a href="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_012.jpg"><img class="alignnone size-full wp-image-198" src="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_012.jpg" alt="" width="640" height="512" /></a></p>
<p><a href="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_009.jpg"><img class="alignnone size-full wp-image-197" src="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_009.jpg" alt="" width="640" height="512" /></a></p>
<p><a href="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_005.jpg"><img class="alignnone size-full wp-image-196" src="http://indiegamesguild.com/ravenborne/files/2010/11/Enduelm_005.jpg" alt="" width="640" height="512" /></a></p>
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		<title>A Year of Design</title>
		<link>http://indiegamesguild.com/ravenborne/2010/06/07/a-year-of-design/</link>
		<comments>http://indiegamesguild.com/ravenborne/2010/06/07/a-year-of-design/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 13:19:34 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Random Musings]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=185</guid>
		<description><![CDATA[Role Playing game systems have always been my personal favorite type of game design. They are, however, huge elaborate game systems with many interconnected sub systems, taking quite a bit of time to get right and fully realize. The downside of doing this sort of design is that while other designers have a regular stream [...]]]></description>
			<content:encoded><![CDATA[<p>Role Playing game systems have always been my personal favorite type of game design. They are, however, huge elaborate game systems with many interconnected sub systems, taking quite a bit of time to get right and fully realize. The downside of doing this sort of design is that while other designers have a regular stream of small games to show, the RPG and MMO system designer only produces one every few years. My latest project, the AIR Steampunk MMORPG, has just reached its first year of design, and is coming along nicely. Because I have the honor of working with an absolutely brilliant team of writers, <em> </em>this is the first RPG project where I have gotten to truly focus primarily on the system design and its integration into a storyworld being created in parallel. What follows is a summary of what the team has been up to.<br />
<span id="more-185"></span><br />
We began with analysis of the steampunk aesthetic and then developed a conceptual approach for applying it the AIR Steampunk MMORPG. We decided very early on that we did not want to overemphasize combat (as in many MMORPGs), instead giving roughly equal value to four aspects of game play: combat, crafting, socializing, and exploration. The air story world is rich in content and history, and we really wanted to emphasize the unique aspect of each nation and faction, tying it integrally into game play and character development. From this we developed the core statement for the game, which has evolved over time into this:</p>
<p><em>“AIR is a game of adventure and intrigue where players explore, travel and make choices to build their reputation, fame and fortunes among dynamic young nations vying for power in a world of Victorian science fiction. Gameplay supports this through four primary game systems: exploration, social engagement, crafting and combat.”</em></p>
<p><em> </em></p>
<p>We also decided early on to go with a skill centric system over a class based one, a decision that is inherently more risky for an MMORPG, but that we believe will create much more interesting and dynamic characters. Skill systems are tricky and much more difficult to balance than class systems, and we really wanted to make sure that every skill have an actual game mechanics usefulness, but at the same time present the skills in a way that could be easily digested by players.</p>
<p>Over the course of many months, one by one we hashed out the four game systems and created the rules and algorithms for play. We broke the skills into four main categories and paralleled their development with each of the four systems. To make the skills more manageable and accessible to the player, we broke them into 48 different professions. We implemented a skill buying system driven by profession and faction, allowing players to choose priority of skill costs.</p>
<p>We are now in the phase of building test characters to see how they will perform. Each of the four systems is also in further development, as well as tight integration of the skills into characters build system as relates to the nations and factions of the game world. That’s about all I can say for now, and for those looking forward to AIR, sorry I had to be so vague, and look out for future updates.</p>
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		<title>Can games change the world?</title>
		<link>http://indiegamesguild.com/ravenborne/2010/03/25/can-games-change-the-world/</link>
		<comments>http://indiegamesguild.com/ravenborne/2010/03/25/can-games-change-the-world/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 03:15:13 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Random Musings]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=166</guid>
		<description><![CDATA[I rather enjoyed this presentation by Jane McGonigal.  Women in game design tend to have a much more socially conscious view, and  I always enjoy seeing conventional thinking challenged: Gaming can make a better world Listening to this talk brought up some old memories. Jane’s talk reminded me that once upon a time, I gave [...]]]></description>
			<content:encoded><![CDATA[<p>I rather enjoyed this presentation by Jane McGonigal.  Women in game design tend to have a much more socially conscious view, and  I always enjoy seeing conventional thinking challenged:</p>
<p><a href="http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html">Gaming can make a better world</a></p>
<p>Listening to this talk brought up some old memories. Jane’s talk reminded me that once upon a time, I gave a crap about the world. As a kid, I remember the “Energy Ant” coloring books designed to help kids understand the energy crisis and do something about it. I remember that growing up, I put my young idealistic problem solving mind to the conundrums of society and how they might be resolved. Yet the more and more I learned just how screwed up the world was, I began to realize that there are very few people in this world who care about actually solving society&#8217;s problems. As a problem solver, I recognized that politicians didn’t seem to be doing it, they seemed to ignore all the sensible answers and care only about their mysterious agendas.</p>
<p><span id="more-166"></span></p>
<p>Politicians have so far deviated from the original plan of the founding “game designers” that Washington DC is the last place we are going to see any serious solutions. It’s not that I don’t care, it’s just that the US political “rules system” has become a hacked machine that sucks up even the best intentioned ideas and twists and warps them in a myriad of self interest so deep that they are lost forever.  The two party system has turned into a vote for your favorite football team, where supporting an idea from one side automatically makes you an enemy of the other. I think the really good problem solvers that really care have abandoned politics and are off looking for other pursuits, other methods to effect change. Maybe they don’t even know why, or how they will, but I think many of them feel deep down inside that they might like to make a positive change in a way that will really mean something.</p>
<p>And maybe for me, games might offer this hope. Somewhere along the way I stopped caring much for solving social problems and became much more interested in solving the ones found in games. And yet of course, I always have cared. The thing about life though, is one has to go where one is supposed to go. Joseph Campbell talks about following one’s bliss. I fully believe there is something to this, to following one’s purpose and doing what one knows they are supposed to be doing. This can be very difficult in a world that wants clearly defined roles and business card ready professional titles. It’s rather like class design in a role playing game; certainly it’s an artificial abstraction to take a set of skills and combine them into something called a “class”&#8211; and yet isn’t that what we do in real life with our job titles?</p>
<p>Life takes some interesting twists and turns; we never know quite where we are going to end up or how we will get there. I didn’t always know I would be a game designer; growing up, there really wasn’t such a profession for which to aspire. All I knew was where I was supposed to go, and what I was supposed to be working on. I learned that there isn’t any point in trying to guess where the path leads, only know when I am on it and when I am not. My entire career makes no sense as any kind of life plan, and yet following game design has only led me to increasing success. I’ve endured all the typical frustrations that come with following one’s bliss, and yet none of that pain has ever compared to the joy of doing what I love. Who would have ever known that games would become so huge and that schools would need people to teach game design? Who would have known that I would have found a team of brilliant Indie designers to work with that might actually make a difference? And who would have guessed that maybe, just maybe, the next real way to change the world might be through games? </p>
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		<title>Game Mechanics are Beautiful</title>
		<link>http://indiegamesguild.com/ravenborne/2010/03/10/game-mechanics-are-beautiful/</link>
		<comments>http://indiegamesguild.com/ravenborne/2010/03/10/game-mechanics-are-beautiful/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 10:08:43 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=151</guid>
		<description><![CDATA[Game mechanics can be quite technical and might seem like the dry boring part of the game. They don’t have the visual impact of slick graphics or the memorable journey we get from well designed narrative, and so they can be thought of as just another necessary component of a game. The truth is, they [...]]]></description>
			<content:encoded><![CDATA[<p>Game mechanics can be quite technical and might seem like the dry boring part of the game. They don’t have the visual impact of slick graphics or the memorable journey we get from well designed narrative, and so they can be thought of as just another necessary component of a game. The truth is, they are the game. Misunderstanding on this point is what leads to long and tired arguments about story in games and whether or not games can be considered art. The mechanics of a game, once set in motion by the activity are play, become beautiful; they are entirely their own form of aesthetic. What makes games truly fascinating to me as a game designer is emergent complexity that results from a well designed system of mechanics.</p>
<p>Brenda Brathwaite is a designer who truly understands this concept, embodied in her series of games, “Mechanic is the Message”. The game in this series which has gotten so much attention,  “Train”,  attempts to explore the mechanics of the system of human on human tragedy carried out in the Holocaust. A true genius in her field, Brenda sees the world in terms of systems, and noted in her research that human on human tragedy is a result of a careful and deliberate system. She has said that in designing Train, her goal was to understand this system and figure out how to put the player into it. In doing so, the player gains new insight and understanding of an aspect of human existence.</p>
<p>When you design game mechanics, you are dealing with the same stuff that drives the universe.</p>
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		<title>Uncharted Seas</title>
		<link>http://indiegamesguild.com/ravenborne/2010/03/09/134/</link>
		<comments>http://indiegamesguild.com/ravenborne/2010/03/09/134/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 05:59:45 +0000</pubDate>
		<dc:creator>Chris Dodson</dc:creator>
				<category><![CDATA[Game Reviews]]></category>

		<guid isPermaLink="false">http://indiegamesguild.com/ravenborne/?p=134</guid>
		<description><![CDATA[I love collectible strategy games. I like cards with cool art I can hold in my hands, miniatures I can move around and paint in my spare time. I love cracking open a new rulebook to see what secrets it might hold, or design patterns it might repeat. I love that new feeling of a [...]]]></description>
			<content:encoded><![CDATA[<p>I love collectible strategy games. I like cards with cool art I can hold in my hands, miniatures I can move around and paint in my spare time. I love cracking open a new rulebook to see what secrets it might hold, or design patterns it might repeat. I love that new feeling of a system unexplored and with the possibility of untold hours of exploration.</p>
<p>I’ve recently discovered a new one, Uncharted Seas. It’s put out by a company in the UK, Spartan games. Oh, its got all the expected cliché versions of the fantasy archetypes:  Bone Griffons (undead), various Elves, Orcs, “Empire” humans and some steam using races like Dwarves. The rulebook is a bit rough, not even completed, with continuing updates on the web site and pdf downloads just to allow you to play the complete game. The designers almost apologetic as they go to great length to explain how simple the rules are, and just how many expansions they plan to release. It’s got all the rough edges of a new game, but yet at the same time that is part of its charm. It gives me that new game feel, the hope of emergent complexity that arises from raw and pure mechanics ready to clash in the space of possibility.</p>
<p>What I especially like about Uncharted Seas is that a fleet can be bought for the price of around a new video game. They also can be painted pretty quickly. The mechanics are pretty clean, with a single dice pool ( 6 sided) where 4, 5, and 6’s score hits. The hits are added up and if they meet a target number, damage is scored. If a second, higher number is met, a critical hit is scored. This wraps up all the rolling into one pool, compared against one set of numbers. The really fun thing is that rolling a ‘6’ counts as 2 hits, and you get to roll again, allowing for chains of hits.</p>
<p>The company also seems to want to support the community, one of the most important aspects of a collectible strategy game. A local game store is running tournaments and has even apparently hired a representative for the area to help push the hobby. This is a key factor for the success of one of these games. So if you are looking for a fun collectable game that has all that new game charm, for a low price, check out Uncharted Seas.</p>
<p><a href="http://www.spartangames.co.uk/uncharted.htm">www.spartangames.co.uk/uncharted.htm</a></p>
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