Saturday, 12 November 2011

Christmas's Children

Continuing a thread from my last post: here's the John Lewis Christmas advert that's reducing everyone to tears. It's one minute and thirty seconds long.



My thoughts on the employment of children as emotional pawns in fiction have changed several times over the last five years or so. They're such easy triggers. I have to confess that I wasn't expecting the young Edwina scene in M3 to move people to tears - rather, I was expecting goosebumps as a prelude to the denouement. I felt terribly amateurish when I learned that I hadn't controlled my players.
I guess children are the embodiment of all that is good, pure and innocent in the world, which gives us a pretty darned powerful default to begin with.

Here's Hemingway's six word flash:
For sale: baby shoes, never worn.

Here are the Man Booker winners.
I'm not counting, but I can see at a glance that a healthy dollop of them, and possibly the majority, adopt the pov of a child, either in first-person or in third limited, either in flashback (recollection) or in present tense (or even both). Certainly I can recount a good deal of short-listed child povs too. (M. J. Hyland's Carry me Down is still a personal fave.) Moreover, it was Anne Enright's The Gathering that made me begin to question my treatment of fictional children (and last year's short-listed Room [Emma Donoghue] was a wholly predictable confirmation). I'd done my share of child cruelty, riding on the wave of child abuse books that were en vogue at the time, but I knew I would always, always make amends before the closing line, and I would avoid anything relentless. Anne's relentless tone disturbed me* - which is as valid an emotional hit as any other - and I vowed there and then (-ish) to find my own ethical and emotional stance. And we mustn't forget the trauma of Torey Hayden's unresolved Ghost Girl.
As such, I refused to allow young Edwina to watch as her father burned to death AND I would only allow such a flashback to occur once I had clearly imparted the knowledge that adult Edwina was just fine.

I'm genuinely haunted by The Darling Buds of May. I simply can't get my head around it. See how I was mentally subverting the plots not so long ago, warping them into drama. That's to say that it really doesn't qualify as drama, does it? (Or am I mistakenly assuming that drama is comprised of the dramatic?) I adore that show, and countless other people adore that show, but my head cannot imagine how I could make such a tepid (I use that word without any derogatory connotations) topography work for today's audiences, let alone for your average gamer. I guess Ico comes as close to the Darling Buds topography as any other game (and hopefully The Last Guardian: see video on right), with its gorgeous environments, bloodless skirmishes, and ethereal soundtrack and ceaseless winds.
That's where I've pitched Margrave 4, and I'm comfortable with that decision...
Could it be, however, that the big money is buried in horror..? Here's the trailer for the forthcoming MCF release: Escape from Ravenhearst. (Those teeth are far too clean!)



*On second thoughts, I think I found The Gathering depressing more so than disturbing. Anne's world seemed bleak and grey to me, in stark contrast to the previous winner, in which Sai inhabited a world of exciting and vivid colours and smells and tastes.

Thursday, 3 November 2011

Cut

Edwina will even have animated hair this time!

Following on from our previous topic, I noticed today that Melissa from Passionfruit Games posted on the Big Fish forums. Her question sacrificed upon the altar of the vox populi was simply: Do you watch cut scenes?
Naturally, I've emailed her inviting discussion, fantasizing about witty and incisive exchanges of ideas over a flagon of gluhwein and, naturally, I'm expecting no response and a black mark shaped like a Ferengi ear adhered to my name. But hey... he who dares!

I'm uncertain how I feel about devs approaching the public in this fashion. In theory, it seems like it might be a good idea. However, I do think that devs should knuckle down and figure stuff out for themselves; after all, the public have no idea what they want. (The epitome of this is the interchangeable use of the words 'story' and 'plot' to encompass everything and anything.) Moreover, a cursory glance over the responses reveals absolutely nothing that any respectable dev wouldn't already be familiar with.

Our first cut scene (actually I'm going to revert to hyphenating that) - our first cut-scene is going in. Exciting times. Sal has done a smashing job overpainting (and I'm going to make overpainting into a word) the photos we took a month or so back, bar a few expressions that need a tad more definition. Capturing expressions is one of the hardest jobs an artist can tackle. The slightest slip in observation can devastate an expression which, in turn, can subvert the purpose of a cut-scene. (If you have five minutes spare, do go and participate in Professor Ekman's latest smile recognition test. For the curious/competitive among you, I scored fifteen.)

We're devoting a lot more energy to our cut-scenes this time round. The vfx are going to blow you away. Yes they are. And Ben's townscape is a miracle of beauty and convolution. I've been poring over my storyboards endlessly, contemplating the same questions over and over: How can I emotionally engage the player right from the get-go without resorting to melodrama?
And whilst I have absolute confidence, misguided or otherwise, that the denouement is going to shatter even the most obsidian of hearts, I wonder how close we can get to that kind of emotional connection in the intro. Is it possible to conceive of, say, a movie that has the viewer so immediately involved and emotionally attached that she is weeping within the first five minutes?
Well, we're giving it our best shot, using a blend of the story-independent techniques of wonder, peril, and character relationships.

My slightly facetious answer to Melissa's question would be: Are they worth watching?

Which leads us to another question that's congesting my neurons with far too much attention-seeking tomfoolery: Is it worth it?
What's the cost of this kind of endeavour?
I had the unbearably difficult task of letting my good friend 3D Raul go a couple of months back. My response to that arduous day was the blog post Rules.
When everyone ups their game and starts believing that we truly can create something super special, it becomes painfully apparent when someone has no, or little, capacity for improvement, and I was unable to find any way at all to save my friend, and believe me I tried.
As such, we're now over two months behind schedule and I've been using every bit of cunning available to me to massage the schedules into something viable.
Interviews over; on Tuesday we welcome 3D André.
(Interview anecdote: I had another of those 'I'm a writer!' types. He asked if we all write the story together. Despite being afflicted with the urge to reply 'Yes; and my deceased grandmother does all the coding!' I was very humble and polite. You would have been proud of me my dear maggoteers!)
Here's what I want André to know...

There's a saying amongst actors, but I've also heard it in other creative disciplines. It goes: Directors don't know what they want; they just know what they don't want.
I guess it's meant to be disparaging(?)
However, if you need to, give it a moment's thought.
I have no idea how this project is going to turn out. How can I? It's like playing a game of Guess the Celebrity by looking at their atoms. It's like dear Margaret Bingley - the author and consultant I visited many years ago - confiding in me that, even after all her successes, she still fears every manuscript she types - fears that it will be a major dud. It's like the cast of Star Wars who, when offered the choice between a percentage of royalties or a flat fee, took the flat fee (if urban legend is to be believed).
And, if you've ever written a full length ms, you'll know perfectly well yourself how organic the process is - how it is far more than the sum of its plot devices and characters. You have to observe - to watch where the project is going - to guide it, but not to stifle it - and to quickly identify those magic moments that fall from the preternatural aether and to nurture them and suckle them and clothe them in bottle green velvet and brass buckles.
(E.M. Forster reckoned that the writer who's fully in control of her characters hasn't even started to do the work.)

I empathise with my team. On Monday I might say one thing, and then change my mind on Tuesday. As the emperor of damage limitation, I try to impress upon my team the importance of testing the waters - of consulting me iteratively and concepting alternatives; and of the importance of research and consideration before that digital pen is even sniffed.
I'm also unapologetic about mind-changing. I've provided every microscopic detail of an invisible five plus hour game and I've made everything as, um, transparent as possible. But all of this cannot be anything more than a first pass: I am nothing more than a lowly human being attempting to pluck three hundred minutes of stuff from a magic land and capturing it and recording it and ordering it and moulding it into hyperreality.
I've learned that the easiest way to spot a professional is by asking them to revise something. The pro's understand; the amateurs are offended. The supreme ease with which Ben and I develop and refine our art is testament to that.

Ben and I performing thorough damage limitation.

And so it is that I face the prospect of derision and vitriol every day.
Today we received the first round of test dialogue from our luscious voice artistes. Some of the characters have been interpreted perfectly! In particular, Julie-Anne's take on Madeleine, the prophetic doll, is genuinely frightening. (Madeleine utters one line in the entire game. I gave J-A no direction other than: as scary as you can.) And Nigel, who may or may not be her hubby, has nailed most of the Seer heads. (Cargan is a scream!)
But Ula and Rudo are way short of what we want, and I have to find a way of attaining my vision without causing offence. Alternatively, I can sacrifice my vision. Which brings us back to my question: Is it worth it?
How many people get hurt along the way?
The answer: If they are all talented and foster a professional attitude and have the gift of ego suppression, none.

Can't recall whether I made Keelin laugh or cry. Perhaps Professor Ekman has a test?

But that's a perfect world. And, just like our Cyclopean town, that world drifts in and out of reality, and when it is with us the rewards far outweigh the hardships.

Wednesday, 26 October 2011

Forget the Gameplay

It's one of those topics I've been garnering bravado for... so let's jump back in with the controversy du jour...

Does the name Simon Parkin ring any bells?
How about Uncharted 3: Drake's Deception?

Have a look.



Isn't it strange: all these decades in, and we're still arguing about the amount of interactivity that is desirable in a game. Mid-way between the movie and the game is the interactive movie. Games, by all definitions (that I've read, and that's quite a few), must offer the player choices and allow the player to influence the world about him. Movies, conversely, are passive affairs.
With Drake's third outing, it seems as though we've finally reached that point inbetween.

Here's Simon's brilliant review over at Eurogamer.

And then the flamewars began.
As far as I can figure, the furore stems from a misinterpretation (as confirmation bias is wont to cajole) of the review. Some commenters read Simon's review as positive, and then are surprised to find an eight-out-of-ten score; some read the review as negative and are equally perplexed by the score; most are simply surprised that Simon didn't rate the game as highly as the other major reviewers.

Simon concludes his review:
The execution exhibits a kind of workmanship and polish way beyond the ambition of most other developers, let alone their abilities or budgets. As an expression of all that a video game could be, however, Uncharted 3 is narrow, focused and ultimately shallow. It is a majestic tribute to cinema, a movie game in the literal sense, and your enjoyment will be in precise step with your appreciation of that objective - and whether or not you believe it to be Drake's great deception, or Drake's great delight.

So the question facing game designers is: How much interactivity makes for a fulfilling GAMING experience?

I think if Bob McKee were here, he'd say it was a specious argument. And I'd agree. Heck, I'll always agree with my imaginary Bob McKee. I like to call him Mimsy and stroke his hairy shoulders.

Just to backtrack briefly, I'll explain why this has been on my mind for a while now.
Here's a snippet from Jayisgames' review of Margrave 3:

Margrave: The Curse of the Severed Heart is all about the story and setting, and it paints such a wonderful picture with both that the gameplay comes in second. In fact, sometimes the actual "game" parts of Margrave seem like an intrusion...

Consider, too, our producer's remarks that players attempt to complete hidden object scenes as quickly as possible so that they can get on with the game.

Well hold up! What precisely is it that gamers want? Do they actually want to be presented with choices and given the power to influence their artificial world? or will they accept the most modest of interaction - just enough for a game to qualify as a game - provided that their ultimate experience is rewarding?

If there's one thing I've learned during my time as a game designer - and there probably isn't one thing I've learned - but if there is, it's that there's not a single design question that can't be answered by the statement:
It's all a question of balance!

I was, I think, amused when I played Deus Ex the other day. After some twenty minutes of 'on rails' gaming, about eighteen minutes of which was dialogue (exposition), I finally reached the opening credits and began the game. At that point I was given three choices of play. The recommended/default choice was something like:
Full story mode: This is how the game is meant to be played.

Which is why I think it's a specious argument. The old school HOGgers didn't much care for M3 because it had a good dollop of story. They wanted uninterrupted interactivity. The nu wave HOGgers - those whose EXPECTATIONS of the iHOG genre are different (as in contemporary) - did enjoy it; for them, the ultimate experience justified the anchoring of meaning through conventional narrative design.
How to appease both camps?
1) Give everyone the option to skip cut-scenes.*
2) Be sure to inject as much meaningful choice into any existing interactive elements as possible.
* N.B. Players judge on default. If you default to 'cut-scenes on', they'll moan if they don't like cut-scenes, even if you give them the option to switch them off. Weird, but true.

Here's another snippet from our Jayisgames review: (This was pretty consistent feedback.)

Another high point in the Margrave experience is the Dream Card mini-game... it's steeped in tarot artwork and mythology, so naturally you'll feel a bit like a psychic yourself each time you name a spirit.

I'll leave you, my dear maggoteers, with these questions:

Would Simon have scored Uncharted 3 higher if it had claimed to be an interactive movie rather than a game?
What does that say about the effect of expectations upon a game? And how do we deal with such expectations?
Would you be content to sit back and watch ninety minutes of this..?

Wednesday, 7 September 2011

Rules



My son starts his new school today!
(Um, meant to post this a couple of weeks back. Sorry.)

Even as I type, I can imagine him in his stiff and heavy uniform, chatting with other frightened kids in a dinner hall heavy with the sounds of clashing cutlery and chair legs scuffing varnished floorboards and a thousand boys discussing their summer hols, and with the smells of whatever has replaced the boiled cabbage and suet puddings of yesteryear.

He read through his rule book last night and had some questions for me.
Most of the rules are obvious, he said: Don't smoke and don't drink alcohol and don't gamble at school or on the way to or from school. We discussed briefly whether Top Trumps qualified as gambling.
Several rules concerned him however. It says we're not allowed into the school buildings during lunch break. So how am I going to get my lunch? And am I going to have to sit outside to eat it? And what if I need the toilet. (Yes, toileting is surely one of the top concerns for schoolkids. If it was a Top Trumps card, it would have an Anxiety score of ten.)
I allayed his fears by explaining that it was the same at my school, and the rules simply prohibit students from hanging around the classrooms and the like during breaks. Dining halls and toilets are fair game.
He also has games today and hasn't moulded his gum shield and wasn't sure which of his shin guards he needed. Multiple shin guards! I jest not!

Coincidentally, I'm reading Stephen Fry's (if I was gay, I certainly would! Heck, give me a couple of glasses of wine and I'd give it serious consideration) Moab is my Washpot, the first installment of his autobiography. Like my son, he's just started big school, and is surveying this foreign landscape. Looking back, Stephen bears no ill-will towards the masters who caned him; rather, he recalls the injustices, especially those acted upon him by other schoolkids.
Certainly something I've noticed in my son over the years, as he grapples with the concept of the fallibility of adults and the often uninformed judgements of teachers.

Lord help us all if we dare to breach the topic of rules whilst in creative company. Whenever someone would mention the word over on the writers' forums, I would pull a lemon-sucking face and recoil from my monitor. We prefer the concept of guidelines, or techniques, or methods, or tools, or anything that doesn't stand over you with a birch.

Thing is, 'creative rules' are nothing more than starting points. A writer who has mastered POV and plotting and all those dry techniques still has a very long way to go before she can craft an unforgettable tale. Or, to put it another way, if you bought me a tool set for Christmas, I'm pretty sure I wouldn't be able to knock up a uniquely handsome, weatherproof gazebo. Oh no.
Creativity is about understanding how stuff works, and then setting sail on a long and lonely journey, where you make a million informed decisions, ruthlessly, um, paddling out brilliant mixed metaphors and splicing mainbraces with toasted emotions.
If a dead rat measured the creative process, and you started at the tip of its tail, you wouldn't even touch its arse with your tools.

When you get how stuff works and what it is doing, well that's when you can reinvent.
The learner artisan doesn't get this. I've known writers who will witness a professional author breaking POV and then exclaiming But you told me not to break POV! And amateur artists producing bland and hackneyed abstracts, confidently referring the viewer to Picasso's success. Just as the barber I visited as an art student was unable to distinguish between his infant daughter's painting of flowers and Van Gogh's Sunflowers.
Picasso didn't jump straight into cubism. Aged thirteen, he was admitted to the Barcelona School of Fine Arts. And he did this.
And, aged about seventeen, he did this.

And with that, he climbed into his boat, waved goodbye to his friends and his family, and set sail for terra nova.