Wednesday, 16 January 2013

High-Level Storytelling Design


Introduction
I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.
Note: This does not mean that Primordia is bad game though, more on this in the end notes.

At the same time we have currently been in the middle of going over some design thinking in our upcoming Super Secret Project. We have been trying to evolve the type of high level design we have used for our previous games and in that process encountered a few problems and come to a few intriguing insights.

The problems I had with Primordia and the issues we have had with our own project are closely related and deal with the high level design used for games focusing on story-telling. This sort of design is what this post will be about. I will start by going over the basic problems, then cover more recent advancements and finally outline our own approach.

The Immersion Conjecture
Since the middle of the 90s or so, the image of adventure games as the kings of videogame storytelling has slowly dwindled. Instead they have given way to more action oriented titles and nowadays most of the major storytelling efforts lie in the action-adventure genre. What has happened is that the puzzle-centric design has been replaced by one where some sort of core mechanic makes up the bulk of the experience.

I think neither of these approaches is a good way to properly do storytelling in a game. The problem with both are that they have a strong focus on the competitive aspect of games. In both of these designs the main goal is not about being immersed but about beating challenges. I have discussed this to great lengths in the paper The Self, Presence and Storytelling. The points important for this discussion are the following:
  • Challenge-oriented games have a core design which I call "black box design". This means that the main goal for the player is to intuitively figure out the game's underlying systems and to beat them.
  • When the focus is on a system of a game, it detracts attention from, or even directly contradicts, its fiction. As a result it diminishes the story aspects of the game.
  • The main focus of  games with storytelling should instead be on creating immersion or, more precisely put, a sense of presence. This is done by having a strong continuous input-out loop between the player and game.
Before going into high level approaches that focus on immersion, the normal adventure design need to be discussed. 

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