Title: Constraining%20Interaction%20to%20Create%20Emergent%20Narrative
1Constraining Interaction to Create Emergent
Narrative
- Greg Costikyan
- CEO, Manifesto Games
2Before 1973...
- People would have looked at you funny if you said
something like games are a story-telling medium. - Chess? Monopoly? Candyland? Or even Afrika Korps?
3In 1973, two things happened
Colossal Cave
...and Dungeons Dragons
4Interactive Fiction
- Colossal Cave was considered Interactive
Fiction from the start... - Though interaction is limited (few viable actions
at each location) - And as fiction, its not that interesting.
- Later games in the genre work better as fiction
(e.g., Tom Dischs Amnesia)
5Interactive Fiction
- Text adventures no longer a viable commercial
genrebut they live on as a hobby/literary
movement (see www.ifcomp.org) - Graphic adventures declining in popularity, but
some still appear - Leads also to action/adventure hybrids (e.g.,
Psychonauts, Fahrenheit)
6RPG
- Boom in tabletop RPGs in the 70s
- Direct inspiration for computer/console RPGs
(e.g., Richard Garriotts Akalabeth, the
precursor to the Ultima series, was based on his
DD campaign) - Indirect inspiration for MMOs (via MUDs)
- Leads to LARPs
- In 21st century, spawns the indie RPG movement
of experimental RPG design - Still commercially both in tabletop digital
games
7Cultural Clash over Role of Story Games From
the Start
- In 1977, the Game Manufacturers Association
(collection mainly of tabletop wargame RPG
publishers) adopts the name adventure games for
its field (over the objections of wargame
publishers who prefer simulation game) - Every GDC (and before it, CGDC) conference has
had talks debating the role of stories in games
8...and Continues
- Today the biggest debate among game scholars is
between narratologists (who view games as a
form of narrative) and ludologists (who
maintain they must be viewed as formal systems) - No end in sight (despite by calls by some, e.g.,
Janet Murray, for a truce)
9Basic Problem
- Theres a central conflict between the demands of
story and the demands of games - Stories are linear. Though they can leap about
temporally, they are experienced the same way
every time. - Games are non-linear. Though they are experienced
over time, game sessions are different each time.
10From Story to Game
- You can put most games on a continuum from
story-with-minor game to game-with-vestigial
story attached.
11Cortazars Hopscotch
- Two Paths.
- But really just a play with time
(Proust/Remembrance of Things Past,
Joyce/Ulysses, Vonnegut/Slaughterhouse Five) - These are hat-tricksnot going to see a genre of
Hopscotch novels - But still interesting This is the minimal
branching narrative (one decision point) - More game-like than a typical story, but still a
long way from a game
12Hypertext Fiction
- Robert Coover, Eastgate Systems,
- afternoon a story (Michael Joyce)
- Multiple choices at each node, netlike narrative
- Generally not a predefined resolution, instead
strives for the reader to have an epiphany after
exploring enough of the narrative - But not necessarily a good way to tell stories
- And no goal, aimless browsingnot a good game
13Gamebooks
- A/k/a Choose your own ending or which-way
books - Fighting Fantasy
- Branching narrative, sometimes rudimentary game
system - Lots of dead ends (but at least one win state)
- Basically the same as hypertextfollow a link to
the next bit of text
14Solitaire Adventures Paragraph-System
Boardgames
- Solo Adventures are similar to gamebooks, but use
the more complicated rules of a tabletop RPG,
thus more potential outcomes - Para-System Boardgame, leading to occasional
short gamebook style adventures with resolution.
Tales of the Arabian Nights. - Considerably more replayable
15Dragons Lair
- Arcade analog to gamebooks
- Two paths at each decisionpoint, one leads to
death. - Popular when introduced (1984) because the first
game with cinematic-quality visuals - But sequels failed, because this sucks as a
gameplay concept.
16Text Graphic Adventures
- More free-form Not predetermined paths, but
limited game spaces until new ones are opened
(beads on a string concept) - Free combination of game objects within spaces
- Not that different from a gamebook, except that
the text can respond interactively to younew
paths opened/items available
17Graphic Adventures
- Characters (but limited decision-tree
interaction) - Cut scenes (but when overused, kill
gameplaye.g., Tex Avery Overseer) - At best, this is a happy compromise Compelling
story, entertaining gameplay (e.g., Grim
Fandango) - All games are structuresbut graphic adventures
quite constrainednecessary to ensure excellence
of story
18PC/Console RPGs
- Ultima, Final Fantasy, Zelda, etc.
- Intimately tied to story, but far more freeform
on a moment-to-moment basis. - Often multiple ways to overcome obstacles
- Some choice of spaces to enter
- Character growth
- But one (or a handful) of outcomes, story
experience not much different from player to
player.
19PC/Console RPGs (cont)
- PC/Console RPGs still highly dependent on
storybut a greater degree of freedommore
gamelike - Limited repeat playability because tied to an
essentially linear story
20MMORPGs
- Large-scale environment, thousands of players
- Sometimes a story of the game, but players have
no impact on outcomelinear story irrelevant to
gameplay. - Mini-stories in the form of quests.
- Since the game goes on forever, and it is hard to
allow players to meaningfully impact the world,
real story is impossible.
21MMORPGs
- To add story, you need to bring the game to a
conclusion A Tale in the Desert - Or allow real changes to the world (but hard to
do in a multi-server environment) - These are story settingsbut have almost lost
the connection to story in exchange for becoming
good social environments as well as good games.
22Tabletop RPG
- Game system very similar (sometimes identical) to
PC/Console - --but vastly more freeform since there is a GM,
players can do anything he deems physically
possible. - While there are adventures (pre-written
stories), most GMs create their own stories for
their friends.
23Tabletop RPGs
- True roleplaying for the first timeshowing off
for friends. - (Roleplaying in MMORPGs is bogus, because no
possible impact on game outcomes ) - Stories are created through play, and for
participants, can be if anything more powerful
than the ones they receive through interactive
media
24Tabletop RPGs
- but are invariably dull as hell if told to
non-participants (expedition write-ups suck). - Many RPGers dont give story a second thought
more interested in roleplaying, problem solving,
or character advancement (the Blacow player
types).
25The Continuum
- Thus, you can view the continuum between
story-with-minimal interaction (Hopscotch)
through the game-with-some-story-connection
(tabletop roleplaying) as an attempt to find
compromises between the highly linear nature of
story and the inherently non-linear nature of
games
26Constraining Gameplay
- I used to think that was all there wasthere was
only one dimension along which narrative games
could lie... - But maybe a better way of thinking about it is
that to tell a satisfying story, gameplay must be
constrained to ensure that story does emerge.... - And reducing gameplay to interaction within
beads on a string is only one way...
27Embedded Stories
- Multiple stories embedded inthe gameeach
linear, butencountered by players indifferent
orders, thus improvingreplay value. - MMO quests.
- Paragraph-system boardgames.
- True of some (not all) console/PC RPGs
28Beads on a StringBut Multiple Paths Within
Each Bead
- Asset development for digitalgames is
expensivehard to get away from beads on a
string... - But you can allow multiple ways to solve each
problemand multiple ways to shape a character
(fighter, sneaker, hacker)... - And multiple outcomes (victories of different
game factions).
29Ending the MMO
- The never-endingMMO with multiple shards
essentially cannot permit players to shape the
overall arc of the story, if any. - But if you end the game, you can. ATITD has two
possible outcomes the players accomplish the
tasks necessary for Pharaoh to triumph over the
Stranger, in 1 year of playor not.
30A Tale in the Desert (cont)
- And high degree of player freedom during that
year. - Commercially riskyyou lose a big piece of the
player base with each game end. - But artistically worthwhile.
31My Life with Master
- Narrative arc is explicitlyfixed (the villagers
willdestroy Master). - Game explicitly played in scenes with beginnings,
middles, ends. - No dierolls for individual actions actions are
unconstrained. - But a die-roll is made to determine whether the
player succeeds or fails in this sceneand he
must roleplay the results.
32...The Constrained Narrative RPG
- In other words, the game specifically constrains
the players to an explicit narrative... - Which can, however, vary greatly in detail from
playing to playing. - And unlike traditional RPGs, the burden of
storytelling is shared among players and PCs.
33The Narrativist RPG
- More generally, a new breedof experimental
NarrativistRPGs work to share the waythe
story is shaped among players and GMs - E.g., Ron Edwardss Sorcerer, in which all
players have paranormal powers, which they can
use only by unleashing their inner demonsalways
at a steep personal price - Not so much games as storiesbut games as
theater
34Gamist-Narrativist-Simulationist Theory
- Evolved by Ron Edwards and other participants at
The Forge - Attempts to few RPG gameplay as motivated by a
desire for accomplishment (gamismI want more
EP), a desire for exploration and verisimilitude
(simulationismthats not realistic!), or a
desire to participate in a compelling story
(narrativism).
35Bartle Yee Player Types
- Interesting overlaps with the Bartle (achievers,
explorers, socializers, killers) and Yee
(relationships, immersion, grief play,
accomplishment, leadership) player types... - But the motivation behind GNS theory is mainly to
try to understand how to design games to shape
narrativist gameplay - ...And it all ultimately boils down to figuring
out what set of constraints on gameplay allows
for a high degree of player freedom, and forces
the emergence of a coherent narrative.
36Can This Be Done Digitially?
- Its hard to see how (most) GNS-inspired games
can be modified for use in digital media... Since
they depend (as all tabletop RPGs do) on the
creativity and flexibility of a live gamemaster
(and live players)... But...
37Constraining One Place is Okay if You Free Up
Somewhere Else
- From this, we can learn at least one important
thing You can impose strong constraints on
gameplay (e.g., determine in advance the
outcomeof a scene) if you free up player action
in other spheres (no die-rolls for
success/failure of individual actions) thus
giving players the sense that they still have
freedom of action within the system
38How Else Can We Constrain Gameplay to Force A
Narrative to Emerge?
- Worth thinking about.
- We need to get away from beads on a stringI
think weve basically rung the changes on what
can be done with that approach.
39Approaches to consider...
- Breaking the narrative into discreet chunks that
can be encountered in multiple orders - Having more chunks than will be encountered in a
single play-through, so there are still surprises
with repeat play - Imposing a defined arc on the narrative
(beginning and ending fixed) but allowing high
degrees of freedom in between.
40In General...
- Conceive of gameplay and story as discrete
entities, and look for non-traditional ways for
them to interact with each other. - Finding different ways to grant players freedom
of action while working within a constrained
narrativeor ways of constraining player freedom
in one area while freeing it in another to
produce an emergent narrative
41References
- Colossal Cave www.rickadams.org/adventure/
- Interactive Fiction Competition www.ifcomp.org
- Graphic Adventures www.adventuregamers.com/
- Dungeons Dreamers, Brad King John Borland,
McGraw Hill-Osborne Media, New York, 2003 - The Forge www.indie-rpgs.com/forum/
- Game Manufacturers Association www.gama.org
- Janet Murrays DiGRA 05 talk on
narratology/ludology www.lcc.gatech.edu/murray/d
igra05/
42References (cont)
- Hopscotch, Julio Cortazar, Pantheon Books, New
York, 1987 (originally published in 1966 as La
Rayuela) - Robert Coover www.brown.edu/Departments/Literary_
Arts/coover.htm - Eastgate Systems www.eastgate.com
- afternoon a story www.eastgate.com/catalog/After
noon.html
43References (cont)
- A Tale In the Desert www.atitd.com
- My Life With Master www.halfmeme.com/master.html
- Sorcerer www.sorcerer-rpg.com
- GNS Theory www.indie-rpgs.com/articles/1/
- Bartle player types www.mud.co.uk/richard/hcds.ht
m - Yee player types www.nickyee.com/facets/home.html