Lecture
As I am someone with a heavy interest in story-focused games, and dream to work in the field of narrative design, this week’s lecture covered everything I love about games.
It was helpful to revisit Huizinga’s Magic Circle (Huizinga 1938), a theory we had touched on briefly in our GAM120 theory module last year. That perfect sweet spot where our players enter the hermetic seal of a game and fully suspend their disbelief is what we should always strive for when designing game worlds and stories. Personally, I can think of a number of games – BioShock (2006) comes to mind – where I have become so absorbed in my actions that I stop questioning the legitimacy of the experience. I think that much of this verisimilitude comes from the presence of consistency. In BioShock every gameplay mechanic is contextualised within the world of the game. Nothing stands out as contradictory from the world or Rapture at large; even respawning is explained through the use of ‘Vita-Chambers’ – machines that hold your genetic blueprint and recreate your corporeal form at a cost.
The points covering worldbuilding built nicely on top of what we learnt during GAM140 last year. It was helpful to break down the core components of what makes a well-crafted fictional world, including: immersion, simplicity, identity, idealism, research, passion, scale and connectivity. I can imagine the framework working in tandem with Mark J. P. Wolf’s idea of world superstructures and infrastructures (Wolf 2012).
GDD work
In line with this week’s topic, I have been focusing on developing the narrative elements surrounding my game concept for the GDD.
I detailed the world of ‘Slam City’ – an oppressed city, sapped of its former glory. Aesthetically, the city will primarily take cues from both New York and Tokyo. I also broke the city up into distinct districts, so as to keep the map fresh and memorable to players.
I have also spent some time considering how the story will be delivered to the player. Similar to other open-world games, I want the main narrative to be conveyed through ‘main missions’, with side content and ‘errands’ being used to flesh out ancillary characters and the city at large. I feel that it is unavoidable that my game will need to rely on some cutscenes to tell its story. However, as the experience is heavily focused on gameplay and flow, I have decided to include a mobile phone for characters to contact the player through. Through this the player will be delivered story beats and exposition while traversing the overworld without having the game wrestle control away from them.
Individual challenge
This week’s individual challenge was a lot of fun. I enjoyed the broad prompt of creating a fleshed out fictional character. While I really wanted to go into fantastical places with my character design and backstory, I decided to keep the premise grounded in reality for an extra challenge. I wanted to see how I could use what we had learnt in this week’s lecture make a ‘regular guy’ compelling to audiences. Below is my attempt at doing such.
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Overview:
Today is the first day of the rest of Seamus Kelly’s life.
Set up and left to rot in prison by those he used to call family, Seamus spent 15 years in federal prison serving time for a laundry list of crimes committed by his gang, The McCarthy’s. Now his time has come, and finally he is able to re-enter society. Fifteen years is enough time to give anyone pause for reflection, and Seamus has done plenty of that. He’s ready to make something of his life, settle down and maybe even find a wife. But before he gets to that, there’s some unfinished business Seamus has to attend to…
Physical appearance:
Seamus is a 6ft 2″ hulk of a man. Daily courtyard exercises mean that his stature and strength is significantly larger than when he entered prison.
Close cropped red hair and green eyes belie his Irish lineage.
Strengths:
Seamus is physically very strong, able to hold his own well in fist and knife fights.
On the inside, he devoured any book he could get his hands on, even trading his own belongings for more. Due to this, he is deceptively intelligent, with a wealth of knowledge and introspection.
His time running with the McCarthy’s taught him vital street skills such as bribery, intimidation, lockpicking, and hand-to-hand combat.
Weaknesses:
Having been in prison for so long, Seamus is a fish out of water. The world has advanced a lot since he was part of it, and it will take a while for him to adjust again.
The death of his parents took a great mental toll on him, and every day he battles with the trauma inflicted from the event.
His guilt over his former days as a gang member weigh heavily on his conscience.
Desires:
Seamus wishes for a normal life away from the mafia. He wants what is common to all humans: love, peace, and a family of his own,
Directly conflicting with the above, Seamus is also overcome with an intense desire for revenge against those who wronged him.
Ultimately, it will be up to Seamus to choose what is more important to him: vengeance or peace.
Personal history:
Born in Dublin, 1891 to Irish parents. Fleeing the country due to being out of wedlock and severe lack of work, they emigrated to New York, the land of opportunity.
When he was nine years old, Seamus’ parents were killed in the cross fire of a hit-and-run by the Italian mafia. Alone and orphaned, Seamus wondered the streets of New York, begging for money and food. This went on until he encountered Finn McCarthy, the leader of a large Irish crime family. Noticing Seamus’ distinct Irish accent and impressed with his clear initiative, Finn adopted Seamus into the McCarthy’s as one of his own.
From then Seamus grew up within the McCarthy’s, and his loyalty never waivered. No job was too far, no hit was too dangerous.
This allegiance persisted for years until the time that Seamus was twenty-four, when, for reasons unknown, the McCarthy’s set him up. Planting all their evidence on him and letting him do the time they were collectively due…
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I am very pleased with how this challenge submission went. Taking into account what we had been taught, I endeavored to make Seamus as flawed and tragic (in the the literary sense) as possible. I also choose to give him desires that audiences would hopefully be able to relate to strongly – revenge and peace. This stemmed from my observation of game narratives tackling either redemption (Red Dead Redemption 2 (2018)), or revenge (The Last of Us: Part Two (2020)), but very rarely weighing up both and asking what the player would rather themselves.
Iron Designer Challenge
Similarly, the Iron Designer Challenge tasked us with creating an original game narrative in teams. This was an exciting task for me, and I felt relatively well prepared, having had some experience working on a story-focused game for my team project last year.
After tossing around some ideas, we eventually landed on an idea I had been formulating over summer for a personal project. It centres around the decidedly dark events of a deadly car crash, with the player character in a coma and reliving the events leading up to it, only to piece together the fact that they were responsible.
This worked out rather well as many of my teammates were interested in designing mechanics that fit with a narrative rather than vice versa, so having this framework to work with helped them do what they felt best equipped to do. Everyone came up with fantastic ideas for the gameplay, including Steven who designed some perspective-based puzzles that subtly messed with the player’s head and contributed to the overall feeling of confusion and rising dread given by the narrative. When I think of my favourite games, the narrative always supports the gameplay and the gameplay always supports the narrative. Both key components uphold one another and this is what I believe makes The Magic Circle accessible to the player.
Further reading
I spent some time this week looking into various theories of narrative. While these were originally created to relate to traditional literary texts, there is much that we can extract and apply to game narratives in terms of structure and pacing.
Freytag’s Pyramid (Freytag c.a. 19th century) features a five-point graph that can be used to visualize dramatic structure within stories. These five points are: Exposition (ending with an inciting incident), Rising Action, Climax, Falling Action, and Resolution/Denouement. Within the context of a game, the Exposition could be seen as the opening moments of gameplay, when players create their characters, run through tutorials, and learn about the game’s world and their place within it. The majority of gameplay for most games could be seen as falling under Rising Action, as the player are working towards their goal, becoming more powerful, and (following the inciting incident) pursuing an adversary of some sort. Any climactic fight or boss battle would reside within the space of Climax, a point at which the conflict hits its peak and is irreversibly addressed by the player. Falling Action and Resolution are two stages where game narratives tend to rush through, often being delegated to a post-fight cutscene (even the aforementioned BioShock is guilty of this). I imagine that by nature it is hard to make these final two stages of the pyramid compelling to players as the are typically devoid of conflict and purely used to resolve narrative threads and reflect on the change characters have undergone. Still, I would be intrigued to see a game attempt to give each stage a proportionate allocation of time.
I also delved back into Mark J.P. Wolf’s fantastic book, Building Imaginary Worlds (2012), to refamiliarise myself with the theories of worldbuilding in light of this week’s lecture. As stated previously, I particularly resonate with his taxonomy of superstructures and infrastructures, as I feel it gives a concrete and accessible method of crafting worlds.
I watched an interesting GDC talk by Kaitlin Tremblay on the marriage between game narrative and mechanics (Tremblay 2020). She brings light to the fact that the ‘verbs’ of a game (what a player is doing through gameplay) inherently inform the narrative and characterisation of a game, regardless of a developer’s intention. By making sure that a game’s verbs fit with a story, designers have a greater chance at avoiding the dreaded ludonarrative dissonance.
References
BioShock. 2006. Irrational Games, 2K Games.
FREYTAG, Gustav. c.a. 19th century. Freytag’s Pyramid [dramatic structure].
HUIZINGA, Johan. 1938. Homo Ludens: A Study of the Play-Element in Culture. Netherlands: Random House.
Red Dead Redemption 2. 2018. Rockstar Studios, Rockstar Games.
The Last of Us: Part Two. 2020. Naughty Dog, Sony Computer Entertainment.
TREMBLAY, Kaitlin. 2020. Storytelling with Verbs: Integrating Gameplay with Narrative [GDC talk]. Available at: Storytelling withttps://www.youtube.com/watch?v=ontNUxSLhb8h [accessed 29 October 2021].
WOLF, Mark J.P. 2012. Building Imaginary Worlds: The Theory and History of Subcreation. Oxford: Routledge.