Tag Archives: Storytelling

Into The West

`Things have been really crazy lately at Surreal, but in spare moments I’ve been thinking about Rick’s manifesto on Japanese games and what it means to me. Certainly a great deal of the debate is personal taste… 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.

Somewhat coincidentally, I’ve been immersing myself in the work of three different continents lately: Bioshock, Overlord and Persona 3. 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, possibly unfair generalizations on the qualities of Japanese and American games:

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Japan:

  • 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.
  • 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 “the player writing their story”. The player is definitely being “spoken for” by the mostly mute main character.
  • 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’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.
  • VieraAll 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.
  • The first hour of the game often comes near to playing itself, with an extremely tightly controlled experience. From Square RPG’s to Mario, the Japanese slowly dole out setting and mechanics, even if it takes several hours.
  • 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.
  • Japan has an element of “fantasy” 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 why 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.
  • 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.
  • 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.

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United States:

  • 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 why when the Japanese seem to accept each new world.
  • 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.
  • GordonfreemanU.S. games tend to take characters to the extremes… Either the game is about 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 “main character”, such as in Bioshock or Half-Life. Character customization is valued so the player can be anyone, which detracts from visual design as well as strong player motivations as portrayed in cutscenes.
  • The first hour of an American game is focused on “netting the player”, 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.
  • First-person perspective is also highly valued in American games. These titles universally push the main character into the background, allowing the player to be that individual.
  • 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.
  • 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.
  • Ironically, however, Americans are influenced by mass media to be more attracted to “realistic” 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 harder 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.
  • American games tend to more readily associate “settings” with “genre” than the Japanese. A fantasy game often has a certain set of gameplay expectations, as does a modern military or crime game.
  • Action in American games almost universally means combat 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 imagine a society that guns are not a part of.

cloudvselderI’m not here to simply rebut Rick and say that Western games are superior (maybe someone else will 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’s patterns… Delivering a punchline to a joke that was set up only ten minutes of cinema-time doesn’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 is already dead, or whatever. Sometimes it’s frustrating enough during the development process that many developers either cut all the interesting side-plots before ship, or just fall back on summer blockbuster conventions, which leads to more guns and explosions.

As I touched upon in my post on Children of Men, 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.

[Ed: Check out Rick’s series of posts here and here.]

Now Playing: Heavenly Sword

Heavenly SwordAt E3 2006 I was surprised by a game that came out of the blue and had interesting, exciting combat, a very cinematic style and a cool-looking character. On the show floor I played through the arena they showed twice, despite the lines and all the other things there were to see. It was Heavenly Sword, and it was the reason I finally broke down and bought a PS3.

I had a brief moment of doubt when the demo came out and I didn’t have as much fun as I did at E3… it seemed to be missing a sense of context, and the frame rate seemed worse. Nonetheless, since I had owned a PS3 for two months and still had no games, I bought it this weekend and cracked it out on Sunday.

I love it. Screw the people that gave it weak reviews. It’s got:

  • Dazzling visuals: The game is beautiful from the character to the carnage, and never really breaks the polish.
  • Great storytelling: Sure, it’s a beat-em-up, but the story is simple but compelling, and contains some awesome moments.
  • Incredible Audio: The voice acting is top-notch, and when I reached one of the bosses and heard her lilting pizzicato theme song, I realized that there was something really inspired going on.
  • HS_KaiMemorable characters: Like a cast from Metal Gear Solid, the villains are over-the-top and tinged with humor. And Kai one of the most enjoyable characters I’ve seen in a game.
  • Entertaining combat: The combat makes a button-masher look cool doing it, but also has some fine tactical decision-making. However, success does not hinge on memorization of crazy move strings… the actions and responses logically fit into the system of blocking and stances.
  • Mass destruction: Anyone that knows me understands how I love Dynasty Warriors and being able to take down thousands. Part of that is the mild strategic decision-making, but the rest is being able to wade into a huge group and mix it up. Heavenly Sword is all about mass carnage, and the ability to ultimately litter the battlefield with corpses.
  • “Aftertouch” ranged attacks: Holding the “throw” button after hurling or shooting an object allows you to steer it with the tilt axis, and it works surprisingly well (although it makes it hard as hell to have a cat on your lap as you play). It never gets old, and is a blast.

Six hours of gameplay you say? Well, I’ve never been one to shy away from a great experience because of play time.

It’s clear that Sony put a tremendous amount of money behind this game. Often such flagrant spectacle can be wasted, but all the production values and great voice acting took a very high-quality brawler and turned it into a fantastic package to own. I’m glad my PS3 is finally getting a workout.

Bully vs. Harry Potter

BullyA while ago I was talking to Director of Design Richard Rouse along with some of the other Midway studio creative directors about our experiences with Bully. In my case, I really wanted to like it, but only played a few hours before giving up. Since it was blessed with many high reviews (the Gamerankings score settled at around 87%), I was left wondering… “What am I missing?” While we’re always in favor of immersing ourselves in new experiences and gameplay, there’s something about it that wasn’t clicking:

  • Boarding school culture: While the setting may be attractive to 30-something English males (as Simon Woodroffe of Midway Newcastle and Creative Director of Wheelman) pointed out with mentions of Billy Bunter, Jennings, and Ripping Yarns), as Americans we don’t really share the familiarity (hell, I’d never heard of any of those). Not only is the setting something we can’t identify with, it feels more like the world is a conservative culture reminiscent of the 1950’s, but with none of the music or nostalgia to go with it.
  • Class attendence: For me, what gave me the most negative reaction in Bully is the requirement of attending class. Racing to get to class on time is something I didn’t particularly enjoy 20 years ago, so I don’t particularly want to do in a game. If the class activities were more integrated with the regular gameplay, it might have been a bit better, but what bothered me was being forced into a schedule. Constantly being hounded to get to class or that told that I’m violating curfew (and having to avoid the “enforcers” as a result) distracted me from the simple pleasures of exploration (a critical component for open-world games). Since running across campus took nearly the entire couple of “hours” you had between classes, I always felt under the gun. In fact, it reminded me of GUN in a way, which kept pushing me to finish the story rather than have my own fun. A batter choice would have been to drop the player off at the school a week before classes began, to remove some of the schedule and population density while you get your feet wet.
  • BuffyUnattractive lifestyle: While it was generally done for laughs, the characters you deal with early on are all complete losers… You have to help the nerd to the bathroom so that he doesn’t wet himself, you date the ugliest girl in school… your only “friend” is a totally unappealing jerk. In the end, this was enough of a turnoff that I just stopped playing. From trailers and the like it seemed apparent that there was “better stuff” to build up to, but the game did not taunt me with them at all… I never met any cool people, and even attractive women weren’t anywhere to be seen. Bullworth Academy just didn’t position itself to be a place that I wanted to become the king of.

 Harvey Smith of Midway Austin (and Creative Director of Area 51: Blacksite) rightfully pointed out that high school has been a successful setting of great things like Buffy the Vampire Slayer and the Ultimate Spiderman comics. Richard noted that the high school of Buffy was populated by attractive, always-witty teenagers that killed freakin’ vampires. Those California high schools you see in TV and movies are probably some of the most idealized environments you’ll ever see.

Harry PotterThe comparison was also drawn with Harry Potter, which also depicted a “traditional” English boarding school. However, to me the appeal of Harry Potter in its earliest installments (in particular The Sorceror’s/Philosopher’s Stone) was the fact that while Harry was placed in a traditional kid’s horror scenario (first day in a new, unfamiliar school) he succeeds in ways that kids could only dream of:

  • The Center of Attention: Harry was unique and special, and everyone knew it. Kids admired him, and most teachers liked him too. People knew who he was, which paved the way for his ongoing special treatment.
  • A Low level of Conflict and Tension: In the early stories, any negative situation didn’t last long. While most tales in a school setting end the second act with a moment where the main character is suddenly taken out of his or her comfort zone (oh no, the bully has the upper hand, the cute girl is laughing at him/her), in Harry Potter, there is no extended moment of tension. Even the clear antagonists don’t get the upper hand for very long.
  • Frequent Success: Harry is a natural champion at sports, and manages to succeed in class without really “trying”… either through luck or magical destiny, his success is fated to be. He even has the best “car” in the form of his pimped-out witches’ broom.

I certainly can’t discount the fact that Harry Potter has very clever writing and appeals to a wide age group, but when you compare school tales like Bully to those of Harry Potter, you can see that there is a lot that makes kids love those stories.

Storytelling in Children of Men

Since Children of Men was released on DVD, I picked it up and got to see it again. It’s a fantastic movie, just as good the second time around… I recommend it, and will try to avoid any spoilers when discussing it below.One thing we’ve talked about around the office is how game-y the script was. I’m not saying it in the sense sense that “boy, a Children of Men game would rock” (I’m not even sure it would), but rather that its method of storytelling was extremely well-suited to games…. It was simple, yet very powerful.

Game developers have struggled over the entire existence of video games to integrate deep stories into their gameplay… To an outside observer, it seems easy to demand that they “just hire a writer to create a story that doesn’t suck”. 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’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 Final Fantasy XII is still delivered with very plain statements of motive.

In the case of Children of Men, a story was delivered where: Continue reading Storytelling in Children of Men