Sunday, April 22, 2012

Tera Online Weekend Beta

So I decided to try the Weekend Beta of Tera Online. I downloaded the client, installed the patch, and then, nothing. It wouldn't start up. Oh well. Uninstall.

Monday, April 9, 2012

Revised Scene Flow

Taking from previous attempts to use storytelling analysis in the context of a game, I think most people have begun to realize that due to the dynamic state of a game, the analysis must not only be viewed on different levels, but in a different way completely.

We still have two basic breakdowns, which can be viewed as Design (Goal, Conflict, End State) and Play (Reaction, Analysis, Decision). These can be further broken down in that Goals generated by Decisions, and that Conflict and End States affect Reaction and Analysis. Finally, Reaction and Analysis affect the Decision, and Goals affect the Conflict and End State (prevention of the goal).

These can still be viewed on several levels, from Macro gameplay levels all the way down to moment-to-moment gameplay and even into the Metagame and Design levels (if a game is a living beta such as an MMO or any e-sports level pvp game). Decisions on one level can affect others as well.

Design is usually the domain of the game Designer. They set up the goal for the game and the level. The create the conflict and the End States. As a gamer gains control of this part of the game, they enter a more sandbox experience.

Play on the other hand, is usually in the domain of the Gamer. In this case it is mostly in their mind. As design encroaches on these aspects of gameplay the game becomes more linear. The player loses their autonomy, and can at times remove the game aspect of a game.

I believe that this is the better way of handling this analysis in a game. I'll take a few posts practicing it, and I encourage others to try as well (please link back to this post if you do so). If anyone has any suggestions about this, please leave a comment, or send an e-mail. Thank you.

Monday, April 2, 2012

Q&A of Scene Flow Analysis

I received a question on this, so I'd like to address them here in this post. Lets just get to it shall we (questions remain anonymous)?

1. Does Scene Analysis allow an interpretation of a player's action determining how much his future actions become guided?

Yes. At the decision point, a new goal is usually set. In a game where exploration is sandbox (take Batman: Arkham City for example), choices that alter the landscape can suddenly limit exploration possibilities (or expand it more). It really does depend on the game, and it depends on how decisions alter the Goal. Many games allow for resetting of such situations where a player limits their possible decisions to not allowing progress (at which point the decision to reset opens up more possible choices which they will consider during the Dilemma section).

Though the Action (Goal, Conflict, Disaster) and Reaction (Reflection, Dilemma, Decision) can be processed separately in games, they still form a six step loop that is shared by the system and the gamer. The fact is, that Scene Analysis works on several levels at once in game analysis. There is a level Goal, an area Goal, and even a moment to moment Goal. Decisions at the area level can affect the moment to moment Goals (flooding a room which then allows you to swim up to a ledge for example).

I think I should rework the wording to better fit into game analysis. Anyone have any suggestions?

Monday, March 12, 2012

Using Scene Flow in Video Games

A good, well flowing story scene usually contains six steps (you can break this mold, just like everything else, but since we are using these six steps, bare with me): Goal, Conflict, Disaster, Reaction, Dilemma, Decision. The point of these is to clearly point the protagonist at something, watch them fail, then watch them do something about that failure.

In a well written story, that doing something amounts to a new goal in which they no go towards. Even if the disaster does not full impede them, it still prevents them from reaching the goal. An example of conflict that is resolved but does not lead to the goal, is Mario stomping on a goomba. Though it resolved the conflict of what was happening then, it does not exactly get him to the end of the level. The game doesn't end at that resolution.

In a story, you would see the hero stop the bad guy from killing someone, but the bad guy would get away. So lets go into each step as it relates to passive story telling mediums.
  1. Goal - The protagonist, or POV character in the scene (if you are doing a scene with the bad guy POV), wants something. This is what they are trying to accomplish in the scene
  2. Conflict - This is something that is preventing the goal from occurring. The POV character is being stopped by this conflict, either self, person or environment, etc.
  3. Disaster - This is the point where the character fails the goal. This should continue until they get to the end, at which point disaster is flipped. This does not equate to character death, but it should cause the current goal to no longer be viable.
  4. Reaction - This is where the story flips from being about external factors and focuses in on the POV character. What does the Disaster mean to them and their Goal?
  5. Dilemma - With the Goal no inaccessible, what are the choices presented to the POV character.
  6. Decision - This is where the POV character decides on a choice presented in the Dilemma. They should choose the least bad choice of what to do next (in a comedy they would choose the worst choice).
Now, I'll go through these and break them down in parts and moments of a game. Lets try Mario 64. Don't forget, it may not have every aspect of this, and some of it (especially, the last 3, tend to be internalized with the player).
  1. Goal - At the start of a level, Mario is presented with the goal, get to the star.
  2. Conflict - The environment and enemies are stopping Mario from getting to his goal. This is not a disaster yet, because the goal is still within reach.
  3. Disaster - This does not exist in the case of a Mario 64 level. It does occur though on the level of the player attempting to get through a portion of the level.
  4. Reaction - This is the player's feelings at failing to get through a challenge.
  5. Dilemma - These are the options that the player has after failing to reach the goal (in cases are catastrophic disasters, this may be restart from a previous save).
  6. Decision - Again this is usually put on the player, they decide to keep playing, try their new tactic, or quit.
A good game level, will allow for these six steps to repeat enough times before the character has failed enough to make the goal something to cheer about, but not so many times, that the goal ceases to be viable.

Breaking the steps in half, reveals that the first three steps tend to be external, while the final three steps tend to be internal. This is true in both scenes and in gameplay. Switching back and forth between these moments is what allows the consumer (movie goer, reader, gamer) to keep interested in the product.

Applying this into an MMO scene, we can see where people have issues with quests and missions in MMOs. A scene in this case will be the quest. The issue with quests is that the Disaster has occurred already. The actual event that is happening for the player is that someone else has reacted to the disaster, experienced a dilemma, and found that asking the player for help is the best decision.

All of the internal player stuff is being done by the NPC. The decision of what to do about something is out of the player's hand. They are not making a decision about how to solve the disaster, instead, they are living out an NPC's decision. The only control the player has is rejecting the decision, which means that no quest, therefore no scene occurs.

To change this, The Old Republic tried making the player part of the decision making process. This works sometimes (Commando quest where the guy asks to kill the pirate instead of rescuing him). At these moments, the game succeeds in fixing bad questing.

Yet this step is not without constant and ever present failures. Quite often the game's dialogue options lead to no changes at all in what is going to happen as far as the decision goes. The issue continues to be that the more choices that are presented to the player as valid for progressing their story (not the game's story, but the player character's story of adventuring), the more time and energy and resources that get lost, and eventually the smaller the game will feel (though each play through would allow for countless choices, how far you could follow them would continue to diminish due to how expansive the choices would have to be).

So how can games allow for players to make the decision on how to deal with a disaster? One way would be more ambiguous quest directions. That means, that instead of killing 8 boars, the quest should be to thin their numbers in the forest. Then provide different ways for the player to interact with the boars.

They could kill them, trap them and sell them to a farmer or lead them away. The key is to allow the player to experience those internal steps: Reaction, Dilemma and Decision.

Scene info taken from Randy Ingermanson's website.

Tuesday, February 28, 2012

TMS

So I was catching up with podcasts today, and heard my request on TMS. I wanted to thank Brian Ibbott, for playing my request! Yay! Made my day.

I quite honestly have been swamped with work and school. Its all I've done for a while now. I'll try to keep everyone updated. But as you know, the first two years are essentially useless. I'm getting to the good stuff now, and I want to share if its worth it or not with everyone.

Aside from that, I'd like to open this post up for any topics that anyone has in mind to discuss.