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	<title>Vertigames &#187; Children of Men</title>
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	<description>The Power of Game Design</description>
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		<title>Into The West</title>
		<link>http://www.patricklipo.com/2007/10/03/into-the-west/</link>
		<comments>http://www.patricklipo.com/2007/10/03/into-the-west/#comments</comments>
		<pubDate>Wed, 03 Oct 2007 07:07:54 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Children of Men]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Europe]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[Overlord]]></category>
		<category><![CDATA[Persona]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/10/03/into-the-west/</guid>
		<description><![CDATA[`Things have been really crazy lately at Surreal, but in spare moments I&#8217;ve been thinking about Rick&#8217;s manifesto on Japanese games and what it means to me. Certainly a great deal of the debate is personal taste&#8230; The cultural differences in the east that gain us interesting premises and memorable characters also net us irritatingly [...]]]></description>
			<content:encoded><![CDATA[<p>`Things have been really crazy lately at Surreal, but in spare moments I&#8217;ve been thinking about <a href="http://www.gamesgoneferal.com/2007/09/24/stranger-in-a-strange-land-pt2/">Rick&#8217;s manifesto </a>on Japanese games and what it means to me. Certainly a great deal of the debate is personal taste&#8230; The cultural differences in the east that gain us interesting premises and memorable characters also net us irritatingly angst-ridden heroes, preachy monologues, immersion-breaking cutesy sidekicks, and existential, introspective endings. I had a similarly inspired discussion this week with some of the guys on the virtues of stealth games. Some love them, some hate them.</p>
<p>Somewhat coincidentally, I&#8217;ve been immersing myself in the work of three different continents lately: <a target="_blank" href="http://xbox360.ign.com/objects/793/793105.html">Bioshock</a>, <a target="_blank" href="http://xbox360.ign.com/objects/825/825967.html">Overlord</a> and <a target="_blank" href="http://ps2.ign.com/objects/816/816113.html">Persona 3</a>. While perhaps they are not completely iconic of the values of their respective region-coding, they certainly reminded me of some of the cultural differences I’ve seen in their products over the years.  Here are some broad generalizations on the qualities of Japanese and American games:</p>
<p><img align="right" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/japan1.jpg" alt="Japan" style="padding: 10px" /><strong><u>Japan:</u></strong></p>
<ul>
<li>Japanese games tend to mix up settings, so that fantasy is often mixed with sci-fi, psionics, westerns, or whatever. The setting and content often just serve the game creator’s style, creating a certain type of character, or having some sort of visual impact, even if explanations are thin.</li>
<li>Content is experienced in a fairly linear fashion, even in open-ended RPG’s. Major events are always presented in order, as there is no expectation of &#8220;the player writing their story&#8221;. The player is definitely being &#8220;spoken for&#8221; by the mostly mute main character.</li>
<li>Characters are strongly defined, very early in the game. Each has a distinct look and clearly identifiable motivations.  Even when the game has customization of equipment, it tends to not interfere with the character&#8217;s graphic.  Whether he or she is wearing a feathered cap or a robot helmet, they still appear in the stylish outfit the character designer created.<span id="more-32"></span></li>
<p><img align="left" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/bunny.jpg" alt="Viera" style="padding-right: 30px; padding-left: 10px; padding-top: 10px" /></p>
<li>All characters, including NPC’s, tend to wear their heart on their sleeves and spew forth their deepest motivations at the drop of a hat. Cute characters or awkward females are frequently included as tension-relievers.</li>
<li>The first hour of the game often comes near to playing itself, with an extremely tightly controlled experience. From Square RPG&#8217;s to Mario, the Japanese slowly dole out setting and mechanics, even if it takes several hours.</li>
<li>Gameplay tends to be compartmentalized into smaller game areas in the interest of a simpler interface and smooth visuals. Interfaces vary depending on the game mode, with no fear of menus, overmaps, or stopping the action to allow the player to focus on a single decision.</li>
<li>Japan has an element of &#8220;fantasy&#8221; in most games. Suspension of disbelief is not a concern with unusual additions to a fiction. The visual and stylistic impact on these choices seems to take precedent over world consistency. Japanese don’t seem to expend much energy on explaining <em>why </em>the world is normal except for one weird element, or why one member of the party is a giant anteater, and the audience just lets it roll over them.</li>
<li>The locations in Japanese games are varied, but very often involve abstract interpretations of public spaces. A busy downtown street will be depicted even if the engine can’t support more than 5 NPC’s to occupy it and the camera must be kept top-down to avoid looking at the horizon. This is sufficient, however, to the gamer.</li>
<li>While they may seem to defy typical American genres, Japanese games have their own that get followed with some fairly specific guidelines as well: Turn-based RPG, Action RPG, card battle, screen-based sim (from horse racing to dating), turn-based strategy, and so on.</li>
</ul>
<p><strong><u><img align="right" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/usa1.jpg" alt="USA" />United States:</u></strong></p>
<ul>
<li>Americans tend to expect more of a consistent feel from their settings, with fantasy, western, or modern day delivered with certain expectations. When settings are mixed, there tends to be more energy spent explaining <em>why </em>when the Japanese seem to accept each new world.</li>
<li>Player choice is a highly valued in American games, even if it isn’t delivered all the time. The player’s ability to take an environment and solve it the way he wants to is very important to the public. This usually puts an emphasis on gameplay or mechanics, but this choice is often to the detriment of storytelling.</li>
<p><img align="left" src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/300px-gordon_freeman.jpg" alt="Gordon Freeman" style="padding-right: 30px; padding-left: 10px; padding-top: 10px" /></p>
<li>U.S. characters tend to take characters to the extremes… Either the game is <em>about</em> the main character, which forms the nucleus of a game’s style, such as God of War, or the character is pushed into the background, making the environment or the gameplay the &#8220;main character&#8221;, such as in Bioshock or Half-Life. Character customization is valued so the player can be <em>anyone,</em> which detracts from visual design as well as strong player motivations as portrayed in cutscenes.</li>
<li>The first hour of an American game is focused on &#8220;netting the player&#8221;, with awareness that the audience may have several games vying for his attention. A great deal of choice and ability is thrown at the player in short fashion to make sure that they understand everything the game is about quickly.</li>
<li>First-person perspective is also highly valued in American games. These titles universally push the main character into the background, allowing the player to <em>be</em> that individual.</li>
<li>American games are strongly focused on presenting a continuous experience for the player, with few menus or load times, and game controls and interface that must serve combat as well as during exploration. Menus are kept to a minimum, and real-time battles are always expected in the game world, leading to a more complicated control scheme. Online is also a strong virtue, which almost requires a continuous experience to be functional.</li>
<li>Settings in American games also are frequently pushed to areas that the designer can control without protest from the player. A dense city for example is often avoided because they are hard to deliver without the compartmentalizing practices of Japanese games. This can lead to more freely explorable games with a far lower visual fidelity, such as Grand Theft Auto III.</li>
<li>Ironically, however, Americans are influenced by mass media to be more attracted to &#8220;realistic&#8221; settings and subject matter. Film and TV fall into modern settings even when they explore the fantastic, from Quantum Leap to Bruce Almighty) Unfortunately, while theses settings make it easier for filming TV and movies, they are <em>harder</em> for U.S. gamemakers to place continuous experiences in (in a way that satisfies designers and audiences). Americans are much less interested in suspension of disbelief.</li>
<li>American games tend to more readily associate &#8220;settings&#8221; with &#8220;genre&#8221; than the Japanese. A fantasy game often has a certain set of gameplay expectations, as does a modern military or crime game.</li>
<li>Action in American games almost universally means <em>combat</em> because they are astronomically easier to put into real-time continuous experiences. And since there is so much pressure to set games in the modern day, the conversation usually turns to guns, because Americans can’t <em>imagine</em> a society that guns are not a part of.</li>
</ul>
<p><img src="http://www.gamesgoneferal.com/wp-content/uploads/2007/10/cloudvselder.jpg" alt="Cloud vs. Elder Scrolls?" /></p>
<p>I’m not here to simply rebut Rick and say that Western games are superior (someone else should do that!). One common point of contention between those that enjoy Japanese games versus American ones is how stories are told. Japanese games get all that character data out to the audience quickly, and get right to the drama between them. The dialogue will often include long drawn out exposition on a given character’s motives, and generally those motives are not too deep. American developers are influenced by western cinema that places artistic value on subtlety, slow tension-building and multi-layered character depth. Sadly enough, these techniques are hostile to the average game-player&#8217;s patterns&#8230; Delivering a punchline to a joke that was set up only ten minutes of cinema-time doesn&#8217;t take into the account the chance that the player quit, saved, and waited for two weeks before picking up the game again. The player might miss the several subtle cues that told us that the main character <a href="http://www.imdb.com/title/tt0167404/"><em>is already dead</em></a>, or whatever. Sometimes it&#8217;s frustrating enough during the development process that many developers either cut all the interesting side-plots before ship, or just fall back on <a href="http://www.imdb.com/title/tt0120591/">summer blockbuster </a>conventions, which leads to more guns and explosions.</p>
<p>As I touched upon in my post on <a href="http://www.gamesgoneferal.com/2007/07/30/storytelling-in-children-of-men/">Children of Men</a>, brisk, bold, simple storytelling is probably the best thing for games. For all the posturing and monologues seen in Japanese games, they are getting the information out to the player and reinforcing it multiple times. The player will certainly remember Cloud and Dante more than Garrett or even Gordon Freeman. Ironically, when an American game guns for a memorable character like Kratos in God of War, the game ends up being more linear, with a clear character who is not bashful about his motives… In other words, it creates an experience like the Japanese have been doing for years.</p>
<p><em>[Ed: Check out Rick's series of posts <a href="http://www.gamesgoneferal.com/2007/09/17/a-stranger-in-a-strange-land-pt1/">here</a> and <a href="http://www.gamesgoneferal.com/2007/09/24/stranger-in-a-strange-land-pt2/">here</a>.]</em></p>
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		</item>
		<item>
		<title>Storytelling in Children of Men</title>
		<link>http://www.patricklipo.com/2007/07/30/storytelling-in-children-of-men/</link>
		<comments>http://www.patricklipo.com/2007/07/30/storytelling-in-children-of-men/#comments</comments>
		<pubDate>Tue, 31 Jul 2007 03:57:48 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Media]]></category>
		<category><![CDATA[Children of Men]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/07/30/storytelling-in-children-of-men/</guid>
		<description><![CDATA[Since Children of Men was released on DVD, I picked it up and got to see it again. It&#8217;s a fantastic movie, just as good the second time around&#8230; I recommend it, and will try to avoid any spoilers when discussing it below.One thing we&#8217;ve talked about around the office is how game-y the script [...]]]></description>
			<content:encoded><![CDATA[<p><font size="2">Since <a href="http://www.imdb.com/title/tt0206634/">Children of Men</a> was released on DVD, I picked it up and got to see it again.  It&#8217;s a fantastic movie, just as good the second time around&#8230;  I recommend it, and will try to avoid any spoilers when discussing it below.</font><font size="2">One thing we&#8217;ve talked about around the office is how game-y the script was.  I&#8217;m not saying it in the sense sense that &#8220;boy, a Children of Men game would rock&#8221; (I&#8217;m not even sure it would), but rather that its method of storytelling was extremely well-suited to games&#8230;. It was simple, yet very powerful.</font></p>
<p><font size="2">Game developers have struggled over the entire existence of video games to integrate deep stories into their gameplay&#8230;  To an outside observer, it seems easy to demand that they &#8220;just hire a writer to create a story that doesn&#8217;t suck&#8221;.   However, even with the most brilliant writer, it can be extremely difficult to get the player immersed in your fiction.  Because of sporadic playing habits and limited attention spans, over the years I&#8217;ve seen subtlety whittled away from many scripts out of necessity. Unfortunately, as a result, characters with extreme depth and subtle motivations tend to give way to ham-fisted dialogue and characters that wear their hearts on their sleeves.  For example, Japanese games that are renowned for great story is full of characters that puke up their deepest desires at the slightest provocation, and even very good stories like <u>Final Fantasy XII</u> is still delivered with very plain statements of motive.  </font></p>
<p><font size="2">In the case of <u>Children of Men</u>, a story was delivered where:</font><font size="2">     </font><span id="more-20"></span></p>
<p><font size="2">     <strong>1)</strong>  The viewer didn&#8217;t need to track more than the very next objective at any one time.</font><font size="2"> </font></p>
<p><font size="2">     <strong>2)</strong>  The backstory was explained in snippets over the course of the main story.</font></p>
<p><font size="2">     <strong>3)  </strong>The characters&#8217; motivations were never more than 1-2 layers deep.</font><font size="2"> </font></p>
<p><font size="2">     <strong>4)</strong>  The characters&#8217; progression was primarily driven by geographic advancement (e.g. &#8220;we must go here&#8221;).</font></p>
<p><font size="2">     <strong>5)</strong>  Very moving story moments were created simply by placing the characters in an interesting place and letting the viewer&#8217;s imagination do the rest.</font></p>
<p><font size="2">I am actually heartened that the method of storytelling was this simple, yet it had some of the most moving scenes I&#8217;d seen in quite a while. If anything, it&#8217;s proof that a compelling situation will create drama on its own.  </font><font size="2">Did anyone think the story in that movie was too simple?</font></p>
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