Monday, September 6, 2010

Retaining Focus - Preservation of Narrative

Hello everyone! This week I'll be referencing the book you see to your left. [1] Quests by Jeff Howard. This text concerns game design from the stand point of improving story. Or designing a game so that the actions re-enforce the themes of the game. The text is a pretty light read so I'd recommend looking it up if you're one for game design.


So last week's post was over the execution of choice in the Starcraft games. My end point was that I didn't agree with Blizzard's new direction in the story choices department. That static menu options that lead to potentially far reaching ramifications feels clumsy. Which is why I'm bringing in Mr Howard's works. To review his expert opinion on narrative, briefly, and purpose an alternate method.


Mr Howard writes about meaning in video games. How a game quest could be compared to medieval works of allegorical fiction. Heroes journeying to defeat an incarnation of evil or topple an oppressive government. That systems in games can reflect the greater world and buff up the story. Prototype's Web of Mystery is an interesting idea for this aim. The biological design of the Web's interface, soft whispers echoing in the background and the branching paths of neurons connecting the nodes made for good atmosphere while simply navigating a menu. I have a lot to say on Prototype and that will be my next subject. For now, back to Starcraft, Choice and the reason I bring up Jeff Howard. Direction. Howard's style of meaning is heavily influenced by linearity.


Developers have to choose how much power the player has over the story. Starcraft 1's original idea of alternate forms of the same mission is a hell of a choice. Though admittedly there's no real effect on the narrative this immediate gratification, though shallow, may be a very effective method for implementing choice. While it's true taking power away from the player preserves the story and message it also defies what makes the medium great.



Starcraft II's choices are so far reaching that the story is put at risk. Player choices affect certain character arcs, technologies and in some cases entire planets. This is what I'd call a continuity nightmare. These branching story paths will determine technologies available to the characters in the context of the story. The developers will have to plan out dozens of potential stories just to reach their desired ending. I'm not saying this is a mistake. After all, games like Mass Effect thrive under these constraints. The point of this particular post is to highlight potential problems and short comings with this style of choice.


Do you think I'm right or talking out of my ass? Let me know! Leave a comment, or send me an email. (jsnrez@gmail[dot]com)
I'm Mad and this is what I've gotten into today.



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