facebook, continuity & persistence

•March 19, 2011 • Leave a Comment

So about a month and a half into my first facebook project when I suddenly have a startling realization concerning something I’d never really thought much about before.

I’m talking with one of the other designers about session length problems and it dawns on me that the Facebook experience is almost exclusively continuity driven. Sure a lot of games on a lot of platforms are like that, but not like facebook; For facebook we almost exclusively create games that you tune into like a TV show and get you fill every Tuesday (only our Tuesday is the coffee break). There’s no natural stopping point to the vast majority of games and it feels.. off.

Whether it’s the energy mechanic  a la Ravenwood or DA Legends, or the appointment mechanic of farmville, endless continuity is pervasive in every world and avatar.

Sure, we’ve been making the kind of steady character driven progression I’m ranting about the center piece of our games since rpg’ing first took off (after all how else do we get 60 – 90 hours of playtime and  a reliable revenue stream that isn’t front-loaded for a cash register?).

Somehow though, this seems a different. A kind of natural cash grab that people go with because it just works. If the game doesn’t end, you don’t leave. Is this all there is to facebook? Am I crazy in thinking that there has to be a viable alternative to the soap opera model ?

Anyways, back on topic. So basically the project has a legacy design that I was had gone along with without a ton of questioning or deep consideration because of the IP that it’s based on.

This game consists of many sessions each of which is self-contained, eventually (and very frequently) ends and you (in theory) opt to start another one with a slightly improved canvas and palette if you did alright+ the last time.

So here’s the issue. There are two real downsides to this modus operandi that didn’t really stand out and noone had brought up until we had a playable build (I’m still floored that our dev team managed that after only ~9 weeks after production began):

1:  We’re more or less guaranteeing people who didn’t absolutely love the first session, aren’t going to start another one.

I suppose that’s not so different from walking away from a management sim after 10 minutes, except in the fact that the sim didn’t say “hey, alright! you’re done now, oh, and while you’re at it, why not try again!” Nope, what we’re doing is putting a period at the end of the sentence and hoping that everything we’ve done so far makes you want to turn the page.

2: Even if we dole out xp, tell you you’ve unlocked stuff, etc. that isn’t necessarily obvious unless you start another session. The sense of permanence that most facebook players have been groomed for is almost entirely absent.

There’s also no guarantee that the stuff we give the player to take with them to their next game is going to be sticky enough for them to find it valuable – after all, it’s not in their face all the time  like an XP bar or a timer telling them how long they’ve got till their melons ripen.

So as far as I can tell, there are two main ways to address this without restructuring the session:

1: make sure your session is  so much fun, and that you want to do it again (that’s the easy bit right?)

2: Make sure that there’s something meaningful and important for you to take with you into the next  session and that the way we give it to you, and the way you bring it is both meaningful and makes you care about doing it all again.

So we’ve got some heavy tweaking to do on #1 and there are a lot of other considerations that come into play since it’s not IP; however, on the other hand #2 lends itself to a lot of creative direction and just maybe that’s where we can shine.

We’ll see how it goes…

 

 

nano what?

•March 14, 2011 • Leave a Comment

So i’ve had the pleasure of mucking about with XNA Studio and XBLA at work on Friday mornings as a part of a pilot project intended to foster more internal IP.  Having seen the headaches that the PS3 platform architecture / SDK causes on another project, I am totally floored by how easy it is to get a build up and running on an xbox – a retail xbox at that. In fact, having a non-broken build means you’re about 30 seconds away from playing it on your console. It’s almost enough to make you cry.

Which begs the question..

In 2011, why the hell isn’t this the norm?

Why do  platform creators still require devs to jump through insane loops just to get packages running on their system?

I guess that’s part of the reason why (publishing nonsense aside) the scene is so healthy on the 360 and why PSN and Wii are still playing catch-up.

The specter of social play in children’s games

•March 9, 2010 • Leave a Comment

An interesting article cropped up over on lostgarden during February which discussed some of the more fundamental marketing hype problems our industry has, framed through the lens of indy development.

Though I’ve only gotten to it now thanks to a brief mention on Penny Arcade (situation now remedied via Google Reader), it struck me as odd that the timing of this article would be so fitting in with a couple of ongoing conversations within my own life. I guess sometimes, things just seems to go that way.

As one might imagine, I agree with the majority of what’s written in Danc’s article but to be frank, that’s not the point of this entry.

What concerns me much more is the merest hint of something that arises from many of the article’s conclusions, specifically the idea that there is a vast amount of possibility for  innovation to occur within the framework of the independent development scene, but that at the same time as the barrier to entry for this marketplace drops, the liberalization of our understanding of what play is and what it can be is also  proving to be a  double edged sword that leads many developers to deliver little but empty promises in pretty packaging.

For every meaningful experience, there is another 100 that aren’t meaningful at all, and it’s becoming increasingly difficult to walk the line between originality and fun in that kind of context.

I reflect on this because much of my own work has been fueled by the availability of affordable back-end and middle-ware technologies specifically intended for adding server managed functionality into flash and java clients.

In practice, growth in this area has meant that we can now do in a web browser with support for flash 10 and java, nearly everything that, up to 4 or 5 years ago would have been completely restricted to standalone client applications. It also means that games can be much more pervasive since no installers are required – allowing access to the same or very similar game experience uniformly across all flash ready access points.

But it has also meant that the barrier to entry into the market for many small to medium sized companies has shrunk, leading us towards a much more saturated marketplace where choice isn’t always choice in the strictest definition of the term and where visibility is the name of the game.

For example the last 5 years have seen a veritable explosion of large social spaces and mmos of almost every kind and flavor.

Indeed, many of these mmo styled games are tailored to children between 6 and 12 years old and their number keeps increasing almost daily. And it’s these that I’m particularly concerned with because marketing seems to  particularly invasive for these age groups.

So what are they selling?cWhile the demographic shifts make this marketplace seem much more unstable than its hardcore counter part in terms of theme and content (after all key differences between the interests of a 6 year old and a 12 year old are quite staggering), one stabilizing factor that stands out for the entirety of this age group is the very plainly stated need for social play. And so there’s hype. Hype from developers, from publishers, from brands and from the media.

But what is it about social play that makes for such an attractive talking point for so many developers of children’s games?

One part of the equation is the fact that it is extremely natural for the vast majority of kids to want to engage in social behavior, even if it’s not necessarily within their own age group. A quick visit to the playground illustrates this point with bigger kids playing together, and smaller kids simply following them, interacting whenever they can or even just playing alone but in a very close proximity to the others. At its best, social play allows for friendships to blossom, but in its simplest and safest format, it allows children the chance of a single meeting with a stranger and the subsequent temporary enjoyment and pleasure of temporary but shared activity.

Another part of that same equation holds that the extremely high level of polish (and correspondingly large cost of development) required for adult games, simply isn’t a necessary pre-requisite to content production for children. Sure buggy software is annoying, but provided that there is sufficient stability to deliver the majority of the promises a game makes to its players, kids are extremely adept at taking adverse situations and experiences, and playing through them. This is doubly true when they aren’t doing it alone, they can ask questions, and receive guidance from others.

Plainly put, the threshold for active suspension of belief in a child is far higher than that of an adult in just about every instance. In practice, this means that while the fictions and the contexts that adults demand from their game session in order to have a satisfying experience are quite high, children have a much easier time of simply going with the flow and you simply have to give them a leg to stand before they quickly figure out how to run with it.

I see both of these things in my every day life, first as a parent and a second as a designer, but it constantly amazes me just how capable kids are of entertaining themselves in a context completely devoid of what I would accept to be even a minimum amount of  stimulus, given the opportunity and the necessary tools to do so (my daughter will often become upset if she isn’t given a full 2-3 hours after her nap to play alone in her crib.

So in practice, simply by allowing kids to co-exist in a safe environment with a meaningful way to engage with each other, to play within a limited but fundamentally socially engaging space a product can more or less guarantee itself a fairly high level of replay, enjoyment and engagement.

Nonetheless, it is driven home to me on almost a daily basis is just how profoundly most of the games in this segment fail to deliver on the the one thing they seem to market the most – the ability to meet with strangers, safely interact, and simply just play together. In lieu, we seem to respond to this need with little more then rampant raw consumerism – encouraging kidds to collect junk they don’t need without any kind of tenable result. And so, the promises of safe social worlds that we promise to create for our children are often replaced with ritualistic objects and  virtual versions of the same kinds of paraphernalia with which we teach them to fulfill even their real lives.

Yes, that kind of mentality might work in SKUs – the holiday shippables which hold our own answer to those one time consumables which yield at least a guaranteed partial return the instant they are bought if subjected to enough marketing hype.

But this mentality cannot and simply does not work with persistent game worlds, which depend on a renewable, temporary subscription fee, or any other kind of time driven investment.

And it is finally in this context, that the failure to provide the fun and socially engaging play experience that reaches beyond the raw manic consumerism of the everyday yields in my mind a very tangible business lesson: Failure to provide an experience which we already know most healthy children innately crave, well, it simply cannot be recovered from.

Predictability and expression

•March 1, 2010 • Leave a Comment

I’m genuinely fascinated with people’s perception of what in-game camera work is and what it can or should do. I would even go so far as to say that this has become a bit of an obsession for me since joining the rank and file of active members of the industry.

One topic that seems to be particularly prone to extremes of opinion is the question of the camera’s ability to express meaning through movement alone.

I think the basis of this contention arises primarily out of a long history of failed attempts to do just that in games like (off the top of my head) Blue Stinger on the Dreamcast.

If you haven’t already played this game, and have a spare DC kicking around, do so; it’s a great survival horror game, but it’s also a game with what is often an infuriatingly inconsistent camera behavior.

Anyways, the moral of the story is that thanks to games like Blue Stinger, a lot of people believe that development of a stable and expressive camera behavior is either too demanding to be valuable or is simply not worth prioritizing over other key features during those all important gestational pre-production stages in a project’s development cycle.

There’s certainly some logic and sense to this kind of thinking, but I’ve never been convinced that this was really the right way to look at this problem.

Could camera behavior not be made more engaging in less ‘demanding’ and complicated ways instead? And if so, just how do we get the camera to do the talking in our game without sacrificing reliability?

Well, for whatever its worth, here’s my own take on some of those questions after 16 months of very intensive development on what is an essentially an isometric 2d adventure mmo for kids (the player’s avatar is the star of the show and lives in a scrolling colorful bright world with a sizeable cast of NPCS and hundreds of other players.

I mention the NPCs because as you might imagine, one of the core game elements with which our design team had to get cozy with from quite early, was the conditional scripting system. The first working version of the adventure system we have now was actually pretty good (though the tool lacked some much needed finesse). It was pretty magical seeing it come together the way it did, given the amount of time our back-end programmers actually had to develop it.

The core of the scripting system was extremely flexible and allowed us to explore some fairly interesting creative directions in the very limited amount of time we had to do so. But shortly after the skeleton of several of our game’s adventures was stabilized, I started to realize that even if we allowed for a reasonable level of polish on text and visuals, the play experience of the basic NPC interaction behavior would continue to fall well short of the quality target I had very consciously set for myself at the beginning of the process. Being a game for a very junior crowd, the visuals had to do the talking for us, and somehow it just wasn’t quite happening.

The adventures were well written and beautifully animated, but the actual experience of embarking on an adventure still felt kind of disembodied and overly mechanical. It didn’t take a lot of work to get others on board and I started looking for quick solutions to the problem.

One issue was the fact that much of our basic interaction behavior was driven by very simple click trigger logic which allowed scripting to be executed as soon as a click event was registered on a given object.

In practice this meant that your avatar, standing on one side of the room, could engage in a conversation with an NPC standing on the other side. Not an issue in principle (at least in the functional sense of the word), but less than ideal for obvious reasons. Unfortunately this setup also meant that the avatar (as well as the game camera) could still be moving at the point when the first the NPC dialogue bubbles appeared on the screen. And yes, I would be a liar if I said that this didn’t happen all the ‘trigger happy’ time.

Our first solution to the problem was to piggy back the execution of scripts on a more complex ‘click reach’ trigger which stipulated that conditional scripting attached to a trigger point couldn’t be executed until the triggering avatar reached one in a given set of tiles adjacent to the NPC sprite. In short, whenever using this trigger, the avatar would always walk over to the NPC before the NPC could start talking.

This was undoubtedly a much tighter setup. But being the overly critical person I am, I still didn’t feel that we had reached a sufficiently high level of polish. The whole thing was still a bit too mechanical and it was clear that better camera work was the key to making the experience much more seamless.

But up to that point designers had no real input on development of our camera behavior. The system was rapidly developed with the sole goal of having a camera that would behave consistently at all times—an important, if somewhat limiting baseline.

This also meant that the camera’s subject was always the player’s own avatar, centered on the screen, to within a permissible range of deviation; Useful for setting a very safe experience, but extremely limiting in terms creating a fun one.

When framed in this light, most people actually agreed something had to be done. So after a bit of additional convincing, we dedicated a bit of time to testing new types of camera behavior specifically reserved for NPC interactions driven by context rather than raw predictability.

The first thing we did was look at changing the focal point of the scene depending on what was happening. My basic reasoning behind this push was simply the notion that when a player initiates a conversation by clicking on an NPC, this action carries with it the expectation that the subject of the scene had now willingly changed from the avatar to the NPC.

A more generalized way of looking at this assumption is to think about what happens when someone walks in to the waiting room of an office.  In all likelihood, granted that there isn’t something more exciting already happening elsewhere, your eyes will be immediately drawn to the new element, even if it is just for a moment.

This same idea applies to the virtual setting on the screen. However, here it means that when I consciously initiate an interaction with an NPC, and that interaction has a tangible result, the reacting object will automatically become the new subject of the scene to me.

More succinctly put, in the context of our game, the camera’s inability to respond to the explicit change in the focus of the scene, or at the very least to acknowledge it, resulted in a kind of uncomfortable dissonance between the experience of what was happening and how that experience was visually represented.

Interestingly enough, everyone I sampled this change with actually seemed to notice an improvement, even if they couldn’t always immediately place it. The camerawork felt more natural and more engaging and we didn’t even have to sacrifice stability (in fact this actually solved some issues we were having with actions occurring off-screen, text boxes cutting off etc.). As an additional level of polish, we also rigged the camera to subsequently pan back to our avatar when the interaction was done.

The camera could now in effect anticipate, follow and respond to game actions by changing its stated subject as well as signal the end of an exchange by returning to expected baseline behavior.

So what’s the take away of all this? Even simple camera work is better than no camera work, doubly so if it’s built on a stable, reliable framework.

To that end, it’s also a good idea to make sure you know and understand the safest camera behaviors on which your intended play experience is built and do not be afraid to abandon this baseline wherever you have the resources and it makes sense for you to do so.

And yes, I realize it might seem kind of redundant to point out how important it is to understand the baseline camera behavior for a given situation in your game, but experience is a great teacher and I’ve come to realize that people rarely appreciate the value of taking the time to understand the aesthetic implications of a behavior, not to mention the importance of even having an ace up their sleeve that’s well tested and proven to be reliable enough to fall back upon until such a time as a better solution might be found.

So know your baseline if you don’t already, and try to play it through a variety of situations. Be disciplined enough to keep notes and stay on the lookout for patterns of visual ennui or momentary strangeness. Above all have the follow-through to create a list of your tweaks and their intended outcomes because that’s the only way your observations will ever likely get the chance to improve what you’re making, whatever it is.

Update long overdue.

•February 27, 2010 • Leave a Comment

After a 10 month hiatus , I’ll be resurrecting the journal with a slightly more liberalized agenda which is quite likely the result of having  a bit shy of 3 years experience as a professional in the games industry.

I’ll be resuming  life  this weekend with some thoughts  on the usefulness of fostering a supportive environment for expressive camera work  in games.

The first article I’ll be posting is intended to serve as  a kind of a retrospective on some of the attitudes I’ve encountered in my every day work and an explanation of the ways we should try to stay sensitive to  various aesthetic concerns that, at least for me arise from the rich culture of film.

Kant, The Beautiful and The Sublime and Herzhog’s Kaspar Hauser

•May 15, 2009 • Leave a Comment

I recently visited a gamasutra blog which muses a little on the question of graphic violence in games, and the participation of the player therein. 

http://www.gamasutra.com/blogs/StephenDinehart/20090514/1378/On_Murderous_Video_Games.php

That blog is a reflection of Stephen Dinehard’s thoughts on a recent debate in the IGDA Game Design SIG forum regarding violence and bloodshed.

From an aesthetic point of view, this is a very captivating issue and indeed one which elicited alot of responses from the Design community.

What is the player’s relationship to the screen? What does their participation in the violence which happens there suggest about human nature? Perhaps psychology, anthropology and sociology have something to teach us to this end when considering the ‘wiring’ of the mind. Still, I thought it inspiring and thought I’d press a brief presentation I did a while back on Kant and the aesthetics of the Sublime.

As a caveat, please grant that this was written about a very different medium – that of film. The obvious lack of tactile and ethical spectatorial participation is not lost on me.  Nonetheless, I believe a few of the things in this text still resonate with me when it comes to the spectatorial pleasure of violence. Kant’s treatment of beauty and art, much like Hegel’s  is something that may be of value in revisiting in contemporary Video Game scholarship. Perhaps when time allows I’ll revisit the topic again.

Also, please apologize the lack of annotation. If anyone is interested please leave me a  message and I’ll hunt down the passages and the sources for you.

 

 

An application of Kant’s philosophy of the Sublime to Werner Herzhog’s film “Kaspar Hauser”

————–

The Kantian concept of the sublime arises from the same root of the sense of pleasure as that of the Beautiful.

It, however, also opposes the concept of beautiful in two important ways. The first of these has to do with Kant’s reference to the aesthetic form.  The second, directly tied to the first, is the formal nature of the ‘pleasure’ which his definition of the Sublime evokes:  

“The beautiful in nature is a question of the form of [an] object, and this consists in [its] limitation…”  

However, “… the sublime is to be found in an object even devoid of form, so far as it immediately involves (or else by its presence provokes) a representation of limitlessness with a super added thought of its totality.”  

What Kant thus defines is the relationship between the nature of the evocation of emotion as a judgmental and reasonable response to that which cannot be absorbed through the interplay of individual faculties but is in every sense tangible through the totality of its perceived representation. His notion of the Sublime is very closely related to the abstraction of the senses in-so far as the Sublime both cannot be comprehended in its fullness but is finite in it representation.  

“…[the] former delight is very different from the latter in kind [;] For the beautiful is directly attended with a feeling of the furtherance of life, and is thus compatible with charms and a playful imagination.  

On the other hand, the feeling of the sublime is a pleasure that only arises indirectly, being brought about by the feeling of a momentary check to the vital forces followed at once by a discharge all the more powerful, and so it is an emotion that seems to be no sport, but dead earnest in the affairs of the imagination.  

Hence charms are repugnant to it; and, since the mind is not simply attracted by the object, but is also alternately repelled thereby, the delight in the sublime does not so much involve positive pleasure as admiration or respect, i. e., merits the name of a negative pleasure.” 

It is this incomprehensibility in the face of the totality of form that represents the sphere of the Kantian notion of negative pleasure: a gratification of the senses wherein pleasure is evoked through the manifestation of fear and/or respect.  

Understood on these terms, the Kantian notion of the Sublime is generally equated to representations of the various aspects of the natural world (earthquakes, floods, etc.) whose scope is beyond the limits of comprehension of the individual but is both tangible and explicit in the directness of its scale.  
 

I.e. We understand death of a million yet its full comprehension is not possible in the same way that the death of an individual might be.  Yet such a definition can also be helpful in understanding the nature of the spectacle and the negative pleasure within cinema itself.  

The arguments which follow will posit the cinematic ‘attraction to that which is repugnant,’ within the context of the negative pleasure of the spectacle of pain, violence and ultimately domination.  

I will argue that in its reproduction of pain and violence, the negative pleasure of domination in the context of  “The Enigma of Kaspar Hauser” is a direct result of the way that film strips the possibility of positive pleasure through the very notion of ‘spectacle’.  

Vis. – Kaspar Hauser vs the candle. Pause on the moment of pain.  (a clip is shown from the film Kaspar Hauser wherein Kaspar momentarily rests his hand on top of the flame of a candle, the camera captures the moment of realization and of pain that supercedes his fascination with the beauty of the fire.)

In the most restrictive moral sense, what we have just seen is an act of violence. It is violent not only because we are later shown the tears which the act of burning evoked – arguably a physiological response to the feeling of pain, but more definitively because the “trial by fire” is inherently an act of violence in the literal meaning of inflicting physical injury, willingly by one person onto another.  

The art critic Thomas Huhn, in a 1995 article published through the Journal of Aesthetics and Art Criticism titled “The Kantian Sublime and the Nostalgia for Violence”, defines the Sublime, interestingly, in terms of the cultural dialectic of violence and domination.  

Huhn writes:  

“The [negative] Pleasure of the sublime can be seen as the vehicle of regression towards a culture of domination and violence.”  

Let’s examine this statement in order to clarify its implications to the notion of the negative spectacle.  

Huhn discusses sublime in terms of the cultural constructions of domination through violence. The negative pleasure of the sublime within Huhn’ context, in and of itself implies domination of subject through the use of violence:  

“The achievement of the sublime is that it makes domination pleasurable and violence beautiful, or rather sublime.”  

In accordance with Kant’s notions of the formal structure of the sublime, the sublime is allowed to exist without the persistence of form – as a limitless abstraction such as the notion of pain but with a notion of its totality: pain as a physical response to the act of violence.

I would like for a moment, to stop and consider the spectacle of pain in terms of the participation of the viewer (both on the diegetic level of the internal spectatorship of the film and on the external spectatorship of the viewer of the film) which this scene represents.  

The function of physical pain, directly tied to the use of violence has a very meaningful impact on the role of spectatorship.

 

The director, in his control over that which is seen through the lens of the camera has the power to define the cinematic world in terms of construction of acts (in this particular scene such power is defined in the representation of an act of violence within the construct of the fictional world). 

Yet it is the spectator rather than the director who imbues such definition with meaning for the reasons that follow: 

The spectatorial pleasure  

The negative pleasure of the sublime is gained from the experience of domination resulting from the power to see. Without directly partaking in the violence, such violence is allowed to become abstract in the judgment of the spectator through its reference to pain (the totality of which is apparent by virtue of association – we know pain and can imagine what Kaspar’s pain feels like but do not in any way feel the same pain as he does). 

We are neither inflicting nor receiving, we are merely seeing pain represented for us in its most cinematically direct but abstractly defined and thus sublime form.  

More importantly, the act of viewing cinematic violence, transfers power from those who are its victims, to those who inflict it, then in turn to the gaze of the camera for whose sight it is represented and through the internal hierarchy of the cinematic image, finally to the spectators whose detachment from the cinematic fiction serves as the final link: the spectator of such an act is the final recipient and participant in its chain of  domination. By seeing we are made participant firstly by the the gaze, secondly by the negative pleasure it affords us.  

We have just watched a man who does not understand the effect of fire on his own flesh be allowed to burn himself as a proof of his own ignorance. While the meaning of the act is not in itself singular, but rather fragmented in its implication on possible interpretation, it can nonetheless be seen as an aesthetic vehicle to the experience of the unintelligible.  

Through the manifestation of power (through the vehicle of violence), we are offered a glimpse at the spectacle of the sublime – a vision without a singular definition of meaning by in every way made concrete by the spectacle of pain.  

Thus by a definition of the sublime as the constituent of the ‘spectacle’  and negative pleasure within the cinema we arrive at an understanding of the sublime and the cultural domination of violence as the ultimate goal of such cinematic production of the spectacle and arguably its inherent meaning.

Gamasutra.com Article on cutscenes

•July 5, 2008 • Leave a Comment

A heavily revised version of the fourth part of my blurb regarding cut scenes can be found on Gamasutra as an opinion piece here.

Part 5 – Expression vs Narration; The cinematic image in play

•May 2, 2008 • Leave a Comment

The next step is to inquire whether we can enter an engagement that is both kinetic and aesthetic

The answer, is simply yes. Artwork, animation, music, sound effects – these all subsidize the pure kinetic function of the interface in order to produce an aesthetically founded experience of the immersive environment. That is, an experience not founded merely upon the action and its consequence, but rather on the interpretive judgment over the various expressive elements which engage us.

This alone, it would seem, may be a significant foundation for our understanding of how the cinematic image might also affect the relationship between the player and the game space without reliance on narrative functions which is my response to the second line of stylistic criticism set out in Part 2 of this article.

The strictly reactive force of the kinetic experience is given an expressive format. The square becomes an avatar, the circles enemies, the music sets the rhythm for the action, etc.

So what does this mean for the cinematic sequence? Once again, the answer to this question takes its form in terms of perspective.

A large number of films, of which Berlin: Die Symphonie der Großstadt (1927) is perhaps the most famous example, functions on principals relatively divorced from any immediate sense of narrative meaning, and yet it is this very level of narrative abstraction that gives the images they contain the power to move us.

Critically, our understanding of this kind of cinema, its sequential flow and the meaning of its images is as dependent on the vision of the film maker as it is on the state of mind of (and indeed the film’s dialectic with) the spectator. The reason I make this point is to raise an issue about the nature of the cinematic moment. In its most barren, the film image is not strictly representational (indeed it is almost always, at least in the context of classical Hollywood narrative, the process of sequencing, the juxtaposition and montage of multiple moments that lends the cinematic image its narrative meaning)

It is important to recognize the fact that when placed into its appropriate historical and cultural context, the cinematic image can also offer us a very powerful tool for the engagement of players in terms of its representation of objects, space and time as well as its non-representational potential.

Inevitably, one might suggest that this idea is nice in theory but would be absolutely useless on the practical level. It’s all nice and well for artists to throw images at us expecting us to decode them and their meaning. However, why should we bother with such high-art nonsense when we can engage the player with a dramatically engaging experience instead. If it works for Hollywood, afterall, it’ll work for us.

The issue of aesthetic accessibility in films like Berlin, is that not many people are willing to sit through 90 minutes of non-narrative cinematic content in order to appreciate some abstract idea about the film maker’s vision. At the same time, various shots of buildings throughout Berlin may actually not hold any direct meaning to the spectator. If on the other hand, the film’s screening occurs in terms of a culturally meaningful setting, its importance comes to light.

Indeed one might argue that the kind of high/low art differentiation that the non-narrative cinema has come to imply for many people is simply well out of scope of interest for most of us.

Only, is this really the only thing that’s happening?

Enter the cinematic image at the heart of music videos, documentary films and even that social networking wonder that is youtube. In an era of cinema’s continually declining attendance these forms of short cinematic expression seem to be growing in strength more than ever.

But many games – the best games some might argue, the same AAA titles that we’ve grown accustomed to analyzing to death because what they do seems to engage players and also keeps them coming back, would appear to enable our dismissal of an alternative conception of cinema in this industry.

After all, doesn’t the popularity of these fundamentally narrative games suggest that the narrative urge is the most natural tool for integration of cinema into the game format?

The answer to this dilemma lies principally in our understanding of what exactly we can take away from this alternative to the narrative cinema -and indeed the discussion of the various functions of the cut scene that that we’ve been avoiding.

The case thus far has been made for the idea that the ‘cinematic moment’ whether it is a part of a film or a music video may in fact be capable of standing on its own aesthetic merit without necessarily engaging the narrative fora behind a given work–or rather without being tied down by them.

That is not to say that those narrative fora are not important, but only that a more abstract image ‘association’ is often enough to ensure power and credibility for the vision it represents.

In all the previously mentioned examples: Bioshock, Half-Life 2 and all the others, the expressive language of the examined scenes ties them into the narrative thread. Yet the cinematic style through which it is expressed rarely has anything to do with directly contributing to narrative flow. These are examples of an illustrative rather than explanatory function of the image and its iconography.

Thus instead of questioning the narrative and dramatic drive in the cinematic form, we might rightly suggest that there are times when neither one of these can offer the kind of aesthetic pleasure and interest that might be derived from the power of the cinematic image itself: an image of movement, of space, and the relationship of objects and characters with their environment.

Indeed, it is these crucial aspects that have governed the study of the global body of cinema and its stylistics since its very inception.

Clearly this form of appreciation and integration ought not be achieved as a matter of exclusion to these two other (dramatic & narrative) functions, but what it does offer us is a third and at present largely undiscussed means of engaging expression.

Part 4 – Play, Aesthetics, Drama and The cut-scene

•May 2, 2008 • Leave a Comment

The ‘problem’ of the cut scene, at least in so far as it relates to the ongoing debate about interruption of interactivity and narrative exposition, rather than being a problem of functionality, appears instead to be a question about the propriety of decisions made by designers on issues of perspective. As such it is best addressed in the framework of editing, rhythm and to a lesser extent that of montage.

This rather cryptic statement means merely to suggest that instead of deciding what is appropriate to video games strictly in the terms of interactivity vs narrative, designers and artists should instead review their understanding of the film form in the terms of editorial rhythm, aesthetic expression and above all cinematic tact.

It may be of some value to first examine the terms upon which we often build our discussion of interactivity and film aesthetics in the context of video game play. This, as I would argue, is strictly an issue of reconciling our discomfort with the differences between kinesthetic and contemplative experiences.

Let’s consider a situation where the movement of a character/avatar is the immediate and direct result of player manipulation (and such movement is not pre-plotted as in a click and point adventure game or on an otherwise fixed track of movement because such a situation reformulates our relationship to the contents of the screen frame in a very significant way).

How does this kind of ‘directly affective’ interface influence the relationship between the player and the game’s immersive space in terms of projecting perspective?

The first point to make on this issue appears to arise from the idea that the player’s own relationship to the immersive world on the screen does not necessarily mirror that of the avatar or game character, at least not in the sense that the player would project himself into the game world (we are after all not present in the world of the game but instead affect its sequential flow). The player’s recognition of this fact can never be said to entirely subside. We always understand our relationship to the game (often in terms of the rules by which we decide to abide within its immersive space), even if at times this knowledge is allowed to become implicit rather than explicit (in such cases as the immersive space of the game is realistic in the context of the moral universe into which it posits us) .

Instead of some abstract transference of psyche into the space of the game, the immediately level of control allows the player to internalize the avatar’s responses as an extension and direct function of his own motor skill. This, after all is the basic idea behind learning the game. The game offers a set of rules by which it may be controlled – much like sport, reading or any other structured activity. Our engagement with these rules, the methods which we employ to engage with them, as well as the way they may be rejected forms the basis of our relationship with the game’s internal space. Thus, through the process of extending his reach into the game, the player becomes an active force in the evolution of events which occur within the space of the screen but critically only does so on the kinetic level, by external action and its internal reaction.

If an action in the external world (such as a key press) elicits a response in the immersive one (such as a movement), it is therefore by way of the kinetic interface that the perspective of the player as well as the perspective of the game world are synchronized. They become joined not on the dramatic or aesthetic levels, but rather on the physiological one. Ability to directly affect, in this sense, therefore means the ability to co inhabit but only to do so via kinetic proximity.

This same ‘engagement by proximity’ mechanism is, coincidentally also at work when the controls of a game do not respond correctly or quickly enough. The player will probably feel annoyed and his experience of the inability to generate or influence game movement in the anticipated way will prevent him from engaging in the internal space of the screen fully.

The intuitive link is broken since the player’s perspective, and the game’s no longer align.

This I believe is what we are talking about when we discuss issues of interactivity within any immersive space: how are actions in the immersive world constrained within the context of the player’s ability to kinetically engage with them.

When we are watching a film, we understand that our involvement in the action on the screen is non-existent. I do not mean this in the qualitative sense as such style of engagement is neither positive nor negative but merely a different kind of experience. Instead, the act of viewing without participation simply puts the viewer into a fully contemplative and non-kinetic state.

So what exactly does all this have to do with the cut scene..

If the use of the cut scene means an injection of purely contemplative material into a fundamentally kinetic experience, do we therefore avoid the risk of offending the player by abandoning the cut scene completely?

The games industry has not done so, at least not in so direct a way. Instead it has largely focused to transform the cut-scene into a narrative experience which arises from the perspective external to the player (through NPCs, sound clips etc).

The problem of the cut scene as such is not its existence inside the interactive space of the game. Players in fact appear to enjoy the additional layers of immersion which it can provide. The problem with its use ought rather to be viewed as the inappropriate sequencing of what is a fundamentally contemplative medium within the context of an inherently kinetic one. These are two very different actions, and while both have an inherent value on their own, the method of their integration requires both an understanding of rhythm and aesthetic tact.

Even in its most classical state – the insertion of pre-rendered film matter, the cut scene can still be be effectively integrated without causing the kind of perspective disjunction that forms the basis of criticism against it. The designer need only be careful that the cut scene does not inappropriately intersect with sections of kinetic action.

1. If the designer creates specific goals which the player must achieve in order to realize narrative progression, it makes very little sense to abruptly interrupt the expected flow of kinesthetic events with non-interactive content: To interrupt a conversation, as many of us have been taught, is rather a rude way of joining it.

2. once the player has accomplished a given objective, they will be more readily willing to further contemplate the diegetic world of the game narrative (though this does not necessarily mean that he ought to be forced to do so, again the metaphor of the conversation comes in handy).

This in a sense is what might be meant when we talk about episodic development in game play. An episode of kinetic engagement may be followed by contemplative engagement (Max Payne 2 is a superb example of the way that episode based editing can lead to a positive integration of the cut scene) and indeed the pattern by which such involvement occurs ought not simply follow the familiar structure of A,B,A,B etc. but the switch between the two may be done in such a way as not to interrupt the player’s involvement in either. This is especially the case when the level of interruption is restricted to the game’s internal world.

Shenmue – a game which many admire for its innovative approach to cinematography is at the same time one of my favorite examples of instances where the contemplative experience had been rudely interrupted (often without warning) by a scripted time-action event. In the long run, innovative as it might have been, the uncertainty of when such imposition might occur next had always left me feeling uncomfortable with fully enjoying the dramatic sequences.

The other point of contention for many people is the change in aesthetic definition that the player experiences when a cut scene is pre-rendered. Once again, a pre-rendered cut scene has often been used effectively, however, the proximity between the player perspective, the game perspective and the kinetic vs contemplative state deserves further distancing.

This is the case with Diablo II, one of a number of games that I believe fundamentally appreciated the editorial rhythm and distance required to accomplish the integration of a fully pre-rendered and visually impressive cut scene. The reason for this is that the distancing between the completion of an episode’s kinetic objectives from the contemplative content was sufficient enough to make them a kind of welcome (but not enforced) reward. Interestingly, in the case of Diablo II the use of the cut scene in relation to the narrative was also further removed from the kinetic relationship that develops between the player and the avatar through the use of a parallel storyline (that is, a pre-rendered cut scene which does not concern the player or the avatar immediately, but instead follows other characters and shadows the events of the game’s progression through an external dramatic perspective).

In the case of the first person shooter the inappropriateness of interrupting the kinetic proximity which develops between the player and the avatar is the most direct since the FPS in effect directly aligns the player’s own view of the immersive world with that of the character. This, quite likely, is the reason why designers are increasingly opting for sound bites and scripted NPC action (for example in Half Life 2) as opposed to pre-rendered sequences (at least once the game has begun).

It is also interesting to note that in the examples specifically mentioned below, there is always a time gap between the conclusion of heavily engaging kinetic action (fighting, moving items around, getting out of negative situations) and the occurrence of the scripted cut-scene event. This, in fact, is analogous to the good sense rules of rhythm in showmanship: A good band will rarely play a gig where the fast song is immediately followed by a slow song without any kind of temporal transition. It is innately difficult for us to move from a kinetically engaged and often an adrenaline charged state to a contemplative state without being offered the chance to calm down first. The now defunct Interplay’s Descent series partially solved this problem by associating the exit door of a given level with the immediate triggering of the cut-scene sequence. This kind of understood expectation allowed the player to channel the excitement of escape into the feeling of relief when the cut-scene began.

In the FPS genre, there is also the additional problem of aligning the cut scene’s narrative function regardless of the method of integration, too directly with the player’s own perspective resulting in the breakage of the fourth wall. Here the inappropriateness of disabling the player from engaging in the action which occurs on screen is amplified in terms of making evident the player’s secondary status in the diegetic world of the narrative. Games like Bioshock put this problem of self-consciousness in the foreground on predominantly post modern terms. The danger of such approach is, much like the danger faced by nearly all other post modern aesthetic movements inclusive of cinema, the collapse of its novelty. You can only rub the limits of the art form’s structural foundation in the face of your audience so many times before they find some better way of entertaining themselves.

On the other hand, in a point and click game or any other scenario where the player’s involvement with the movement of the on screen space is not quite so directly coincidental, the cut scene can and often should be inserted at a variety of different points without requiring the kind of tact that the more immediate interface would call for. Since the player’s involvement is less kinetically direct (and therefore the perspective is more contemplative), the experience isn’t anywhere as jarring and therefore the same sense of rhythm isn’t necessarily required.

An interesting question arises from our exploration of the cut-scene as a predominantly narrative tool: Can the moving image alone be evocative enough to provide aesthetic interest without offering predominantly narrative drives?

In the case of the cinema, we might view the non-narrative sequence, that is sequences which exist within the narrative world but which do not directly affect its development (merely its exposition in novel ways) as a kind of vignette.

Turning to our trusty dictionary we might come up with a definition of the word vignette as “illustrative” rather than descriptive. This, in fact is the primary point of the non-narrative appreciation of cinema – that of a moment which is not by its very definition representational or iconic, but one which focuses on the nature of movement as it is projected in the contemplative space of the screen.

In hoping to remove some of the layers of abstraction that such a definition seems to imply, I would proclaim that such moments occur often in a large number video games (though I can with some certainty speak of a multitude in other games as weel) and strangely remain the most under appreciated area of criticism in professional discussion of video games and cinematic aesthetics.

To draw on the recently en-shrined and en-fabled example of Bioshock that is still fresh in our collective memory: The first of these moments occurs at a point in the game where the player encounters a big daddy and little sister for the first time. Indeed this moment is discussed (albeit in a largely narrative filter – a filter which certainly is appropriate but once again has a tendency to obscure the power of the artistic cinematic image itself) along with a number of other ‘moments’ in a recent Kevin Levine interview.

Another occurs at a point where the game when the player encounters the character Fitzpatrick.

In a moment from Half-Life 2, Episode 2, a ‘portal storm’ results in a bridge being knocked down.

These moments are, of course, part of the narrative world, but even more importantly they are illustrative and expressive in a way that reflects the cinematic moment as a moment of visual significance, of movement, time and space beckoning to be viewed as a thing in and of itself, not simply just understood in terms of narrative significance.

To draw on Kantian philosophy of aesthetics, theirs is the subjugation of the pleasure and power of the sublime , of that which does not lend itself to the temptingly linguistical interpretive apparatus, but instead to the visual and auditory sense of the world of which we are a part (immersive or otherwise)

Here on the various levels upon which the cutscene can be utilized (as externally pre-rendered or as triggered event internal to the immersive space of the game itself) the cinematic image can in fact dominate the aesthetic forum and give us another vision of the cinematic image which is impressive but not procedural in its approach to narrative construction.

Part 3, Philosophical Presuppositions

•March 31, 2008 • Leave a Comment

Before I try to address the two main stylistic criticisms, I would first like to put forth the basic philosophical model upon which my ideas are based and the presuppositions with which I view any similarities that ought to govern the development of an aesthetic relationship between these two art-forms.

Firstly, we can assume that both video games and cinema are fundamentally (though not always primarily) visual media. That is, without an active engagement of the eye, they can no longer be objectively described as fulfilling their aesthetic obligations.

Secondly, in addition to being visual, the aesthetic considerations for both cinema and video games are fundamentally grounded in movement. Movement in this context is defined as change through interior space of the visual interface through time or rather duration (this idea arises to large extent from the work of the French philosopher Gilles Deleuze and his criticism of Henri Bergson’s examination of Memory, duration and change in the book Matter and Memory). Such change is inevitably linked to the passage of time which is both internal to and external of the spectator.

This second presupposition is rather vague in its implications and therefore immediately requires some additional clarification. The basis of what I am trying to put across is that neither cinema nor video games can be visually identified as such without:

a. spatial changes to the contents of the projected image which must always change  (therefore the frame of the screen cannot be static)

b. spatial changes must occur at a rate that is visible to the viewer. (Therefore the relationship between the changing image and the spectator is governed by the passage of time within the spectator’s internal conscious environment)

c. such changes also possess their own internal temporal logic that is specific to the context of the internal composition from which they arise but not necessarily coinciding with that of the viewer (the movement of time must be governed by a logic internal to the mechanics of the space which it represents – I.e. Diegesis of the Immersive world/world of the mise-en-scene, regardless of whether such logic matches the movement in time as it occurs to the internal consciousness of the viewer) ;

The third presupposition arises as a natural extension from the previous two:

Regardless of the role that the spectator/participant believes he/she holds in relation to the internal economy of the frame (that is the contents of the screen), both the temporal and spatial limits of the visual system1 that governs each instance of each medium are imposed by an intermediary– that is, the designer(s) or director(s) that created it. To phrase this idea more clearly: regardless of what is seen on the screen of the cinema or on the output of the computer monitor, the contents of the frame will always be constructed around the rules of the designer or director; Thus, no matter of how active the player/viewer believes he is in the interpretation or construction of what they are seeing, they are always external to the process of creation.

While I understand that the preceding definition does not take into account any of the social aspects that we have come to expect out of video games (aspects which can never be present within the cinematic form), it is the basic definition of the projected frame that its contents can similarly never be internal to the logic which governs reception of a given medium.

1 that which in videogames is described as the immersive space and in cinema criticism following André Bazin is called the mise-en-scéne

 
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