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Original post by stimarco The question is nonsensical. As well to ask, "Which is better: dying of starvation, or dying of thirst?" All games tell stories. A novel is not a story. A novel is merely a user interface which presents the reader with a linear stream of information which guides the imagination along a single path. It is the result of this process which conveys the story to the reader. Since we only ever travel through time in a linear way, the experience of playing a game is ultimately the same as that of reading a story. You can video someone playing a game and the resulting recording will be a linear progression of events. If the game is a good one, it'll have produced much the same reactions as reading a good novel or movie. The same emotional strings are being pulled. The same challenge-reward sequences take place. (Followers of Joseph Campbell's Jungian analyses of myths and legends merely use different terminology for the same basic concepts.) A game tells stories, but uses a different user interface which allows you to choose one of many possible paths while you play. The granularity -- the number of paths the player is offered -- is defined by the specific user interface the game uses. A point-and-click adventure like "Monkey Island" is far less granular in terms of raw storytelling content than, say, a role-playing game or first-person shooter, while interactive fiction -- the current name for the older text adventures -- are only a little more advanced than the "Choose Your Own Adventure" books of old. (These last are proof that interactivity is not limited to computer and board games.) With a novel, you start with the first word and follow each word in turn until you reach the end of the story. There is interaction with your imagination, which has to fill in a lot of the details, but a novel will only tell a single core story. With a game, you start with the main menu and twiddle with buttons, tap joypads or move the mouse, acting and reacting to each event in turn until you end up with a "Game Over" screen. All that messing about with combo moves and mouse clicks is, at heart, just another way to get you to turn the page. It's just that each page might only contain a single word and you're free to jump to any page you like, within the designer's virtual world. Same music, different DJ. Fundamentally, every single game is a simulation -- a model -- which is presented to the player through a user interface. That user interface defines how the player chooses how he wants his story to unfold. The model defines the limits of the story. What some designers would refer to as a "story space". Games provide a finite story space -- a world, or even a whole virtual universe if you like to think big -- within which stories can take place. A novel is like a package holiday with a tour guide who never leaves you alone. It picks a single path for you to follow and tells you a very specific story. A game takes a step back from this and lets you roam at will over the landscape. It provides the player with the tools to tell his own stories. Those stories can only take place within the bounds of the "story space". This story space is the exact equivalent to the "world-building" phase of a science fiction or fantasy novel. Stories set in the present day in the real world don't often need to do this as much, although good authors will often visit a location if they've never been there before. You cannot separate "Story" and "Gameplay". The former is produced by the latter. It's an emergent effect, not a cause. * A good game designer will only allow the game to provide paths for the player that will result in a good story. Writing branching novels and scripts is one way of doing this, but watch a child playing an abstract puzzle game and you'll soon realise that words alone are not the only storytelling tool available to an expert game designer. You can make someone laugh by telling jokes. But you can also do it by unexpectedly slapping a custard pie in someone's face. Only the former needs a writer.
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Original post by stimarco Quote:Oh yes it does. It's just not one written in words. Try watching other players playing it and talk to them about the game after they've finished a session. Remember: stories are what you get when entities interact. A good story is merely a description of interesting interactions. What one person finds interesting is subjective and that is why some people like poker while others prefer football. Joseph Campbell explained this in great detail in his books on mythology. I refer not to his "The Hero With A Thousand Faces" and other derived works, but his original "Masks Of God" series examining and exploring the various myths and legends of the world. This series formed the basis for his later Jungian analyses. (Granted they're very dry and make for heavy reading, but they really are worth the effort.) All games tell stories while they are being played. Games merely provide a "tell your own story" toolset for players. There is a wide spectrum of genres, many of which are defined primarily by how flexible and granular their storymaking toolset is. CRPGs, for example, are closer to the less-granular "Choose Your Own Adventure" end. Simulations are essentially completely open and the more accurate ones often make little or no effort to ensure that the stories the player can make from its elements are interesting. (For straightforward simulations, the reward usually comes from mastery of the interface and model(s) being simulated rather than any form of explicit story structure. The learning process is the fun bit.)
Original post by Wai Poker is a game. It has no story at all. It doesn't suck.
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Original post by Trapper Zoid Quote:
Original post by stimarco Oh yes it does. It's just not one written in words. Try watching other players playing it and talk to them about the game after they've finished a session. Remember: stories are what you get when entities interact. A good story is merely a description of interesting interactions. What one person finds interesting is subjective and that is why some people like poker while others prefer football. Quote:I'm a bit confused as to what you are considering a story. I agree with the second statement I quoted but less so with your first. I think it's not accurate to describe a story as merely "a description of interesting interactions". A listing of moves in a top level chess match, an audio log of a police chase, or a listing of famous events in the 14th century are descriptions of interesting interactions but I wouldn't by default label those as stories. A story however needs structure and pacing to make it evolve from a mere chronicle. It's more about the encoding than the content.
Simulations are essentially completely open and the more accurate ones often make little or no effort to ensure that the stories the player can make from its elements are interesting. (For straightforward simulations, the reward usually comes from mastery of the interface and model(s) being simulated rather than any form of explicit story structure. The learning process is the fun bit.)
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Original post by stimarco Quote:You have a point in that my reasoning isn't all that clear. (It's late and I rarely proofread my posts when I'm tired; it just makes things worse.) My rationale is derived from a lot of research and 20+ years' experience in the industry rather than lifted out of a book I can point to, so it's... well... tricky to explain in a few short lines. Basically, I consider a story to be defined not by its form, but by its effects on the reader. (Or "player". I tend to use the two words interchangeably in this context.) I also have good reason to believe that the traditional, structuralist view of how stories work -- plot, characterisation, world-building, etc. -- is far from ideal. What people call "Plot" tends to fall out of the interactions between characters and their environments, and there is much empirical evidence to suggest that most readers really don't care all that much about tight plots and the like. I've heard this same viewpoint from a number of published authors, so it's not just Hollywood movies. A lot of "airport blockbuster" novels -- Clive Cussler's ouvré for example, or even Dan Brown -- have shockingly thin plots and are little more than set-pieces joined together with bits of sticky tape and string. A story doesn't need to make sense for it to be a great story. Spike Milligan was famed for his absurdist and surrealist comedy. Similarly, the Pythons showed that a joke doesn't even need to have a beginning, middle and end. We can use implication and semiotic short-cuts to imply punchlines. Legends are often full of contradictions and blatant impossibilities. Mortal females apparently found gods in the form of bulls seriously attractive. Religions have been founded on equally flimsy foundations. It's not what you say, but how you say it. Nowhere is this more true than in storytelling. A story isn't about the plot. It's about the characters. That's all people have ever been interested in. It's why soaps like Coronation Street are among the longest-running TV programmes on Earth. No matter how often the writers recycle the same old "X falls in love with Y who is having an affair with Z who happens to be married to X"-type stories, viewers still persist in watching these soap operas in their millions. Why? Because they don't give a stuff about the why. They're only really interested in the what, how and who with. Similarly, many popular crime series -- "Columbo", for example -- even go so far as to give away the "whodunnit" part right at the beginning. The story comes from the detective's interactions with the suspects and watching how he teases out the truth. Even though the audience already knows the answers, it's the journey -- not the end itself -- which creates the tension. Unlike traditional Agatha Christie mysteries, the enjoyment comes not from solving the logic puzzle yourself, but from watching how the characters discover the pieces and fit them together. Fuck plot. Nobody cares about plot. Hollywood has been getting away with projecting overblown theme park rides onto our silver screens for decades and nobody's noticed. There's a damned good reason why "a rollercoaster ride of a movie" is such a cliché: it's both figuratively and literally true. I could write much more on this subject, but I've got to go to bed. Regards,
Original post by Trapper Zoid Quote:
Original post by stimarco Oh yes it does. It's just not one written in words. Try watching other players playing it and talk to them about the game after they've finished a session. Remember: stories are what you get when entities interact. A good story is merely a description of interesting interactions. What one person finds interesting is subjective and that is why some people like poker while others prefer football. Quote:I'm a bit confused as to what you are considering a story. I agree with the second statement I quoted but less so with your first. I think it's not accurate to describe a story as merely "a description of interesting interactions". A listing of moves in a top level chess match, an audio log of a police chase, or a listing of famous events in the 14th century are descriptions of interesting interactions but I wouldn't by default label those as stories. A story however needs structure and pacing to make it evolve from a mere chronicle. It's more about the encoding than the content.
Simulations are essentially completely open and the more accurate ones often make little or no effort to ensure that the stories the player can make from its elements are interesting. (For straightforward simulations, the reward usually comes from mastery of the interface and model(s) being simulated rather than any form of explicit story structure. The learning process is the fun bit.)
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Original post by Trapper Zoid Quote:I fully understand - it's surprisingly hard to define exactly what a story is. I was considering adding the line 'Then define "story"' in my very first post in this thread, but I thought that would make the tone too confrontational for the first reply. I'm rusty on this topic; I spent some time researching methods for automated story techniques a few years back, and found early on that I didn't really understand exactly what a story is. I'm not sure I ever really found out, and these days I'm not as knowledgable about the topic as I used to be - I'll try my best to describe my viewpoint. I tend to get a bit riled up by the "every game experience is a story" theory, mainly from my interest in automated interactive stories in games. Many of the approaches I see to that problem assume that if you provide a player a simulation of an interactive world to play around in, then whatever experience they encounter will be a "story". Frankly I think that's a simplistic view about what makes a story. I suppose I am a structuralist in that I think stories are constructed out of their own set of rules which define their structure - although I don't think these are limited to one particular set and certainly don't have to follow the Hollywood Campbellian monomyth three act plot. I also don't think good stories have to make sense (as you said, there are plenty of examples to the contrary), but they do have there own rhythym and structure that defines them as stories rather than collections of events. For example, if a little girl asked you to tell her a story, you wouldn't regale her with a chronological description of your last poker night. Rather, you might start off with something that begins with "Once upon a time" and ends with "and they all lived happily ever after" - that's the sort of structure a child might expect. Storytelling back before people were literate had to run like this so the storytellers could remember them - they remembered the basics of the plot but they also instictively knew all the rituals and patterns that go into stories to make them interesting. That's why you often get threes of things in fairy-tales; it's a good way to bulk out a story with two occurances of an event that doesn't progress the story followed by a third different variant that does. That's also why I think of stories being more about the "encoding" than the content; stories are an extremely effective way of communicating with people. It's why prophets often used parables to make their points; the encoding into story made the idea stronger and easier for people to grasp. So I don't consider every game to contain a story - it would be like considering any collection of sound to be music. Without the right sort of structure, to me it just doesn't fall into the definition. I could also post a lot more, but I've written too much and am taking this fairly off-topic!
Original post by stimarcoYou have a point in that my reasoning isn't all that clear. (It's late and I rarely proofread my posts when I'm tired; it just makes things worse.) My rationale is derived from a lot of research and 20+ years' experience in the industry rather than lifted out of a book I can point to, so it's... well... tricky to explain in a few short lines.
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Original post by stimarco Quote:This is where I disagree with pretty much the entire planet: People seem to view Play and Story as two separate and distinct concepts. I don't. I consider Story a subset of Play. Story is what you get if you sucked all the interactivity of out Play. If I were a mathematician, I'd probably phrase it as "Story is Play minus the dimension of interactivity." I.e. if Play is a two-dimensional concept, then Story is a one-dimensional subset 1D. Admittedly, this still leaves the question: "Define 'Play'". One thing I am reasonably certain of is that there are good anthropological and archeological cues which suggest that playing is as important to many species -- including our own -- as breathing. My sources are, again, varied, but I should perhaps mention Joseph Campbell's original "Masks of God" books again. These provide some very strong supporting evidence to back up my hypothesis. (I should point out that the archeological discussions in these books are the most relevant to my hypothesis, so reading only the first book -- "Primitive Mythology" -- should be enough to give you an idea of the roles of storytelling, myths and play in our past.) Jeff Hawkins' book "On Intelligence" also adds support from the neurobiological side, while there has long been support for play's role in the human learning processes in the education sector too. Many of my relatives are teachers and I've worked in the sector myself for a few years, so I have personally witnessed the role of play -- usually in the form of role-play games, but also in other, more subtle forms -- to reinforce learning. (The games industry is far from the only industry I've worked in.) Play is, I suspect, an emergent effect of how our memories work, so its definition is, I think, likely to be very simple. It's undeniable that Play, with a capital 'P', plays a huge role in our formative years. We learn almost everything about the basics of living through play and experimentation. Raph Koster's "Theory of Fun" book -- and I no longer make any apologies for my glowing review -- is essentially a restatement of educational knowledge: that if it's fun, it means we're learning something. We might be learning about tank rushes in an old RTS, or (for our very, very young readers), we might be learning that cake is much tastier than dirt from the garden. For us to have evolved in the way we have, learning has to be pleasurable. It has to be fun at a basic level. (It's precisely because our education systems explicitly try and suck all the fun out of learning in the mistaken Puritanical / Victorian belief that something pleasurable cannot possibly be good for you that has caused so many problems.) I contend that interactivity is the only difference between "game" and "story". ("Game" is synonymous with "Play" in this context.) You can have minimal interactivity and end up with something that is undeniably a game we "play", but it would be a game that is mostly story and the gameplay is relegated to the level of replacing the traditional UI of a book. Instead of turning a page, we have to jump through some hoop -- twitch the joystick left to see Dirk The Daring jump to his death; twitch it right and you get a bit more story played at you. (I.e. "Story as Reward." A design technique I despise, but which is all too common in most computer-based RPGs. And quite a few other genres too.) Eliminate the interactivity entirely and you get a movie. Add more interactivity and you get more play. You open up more choices to the player. Active Play against Passive Story. Even so, Stories are never wholly passive. You cannot enjoy a story if you are unwilling to project yourself into it and commit to it. Every listener, moviegoer or reader places some of himself into his entertainment, no matter what medium it comes in. You have to suspend disbelief -- a real cliché if ever there was one -- but not only that: your imagination will invariably fill in all the missing details the medium cannot provide. When you watch a movie, your brain is filling in the missing parts of the sets; it's extremely rare for a moviegoer to be aware that he's watching an illusion, not a documentary. There is a camera crew behind that camera. Even in documentaries, we might see some explorer climb, agonisingly slowly, to the top of a mountain peak, but oddly, we never ask ourselves how the camera crew were already at the summit filming his arrival. * Interactivity at all costs is not an inherently Good Thing. How much interactivity you want isn't the same as how much interactivity you need. I have always had a game design precept which I refer to as "bangs per click". (This is where my company name, "banbangclick" came from.) I believe that if an interaction adds nothing of value to the gamer's experience, it can be safely removed. This is perhaps best illustrated by the fad for artificial behaviour in games. There is, in my opinion, absolutely no point in writing a vastly complicated AI module if you can get exactly the same effect (from the players' perspective) using simple scripting. (And, of course, it cuts down on costs!)
Original post by Trapper Zoid Quote:I fully understand - it's surprisingly hard to define exactly what a story is. I was considering adding the line 'Then define "story"' in my very first post in this thread, but I thought that would make the tone too confrontational for the first reply.
Original post by stimarcoYou have a point in that my reasoning isn't all that clear. (It's late and I rarely proofread my posts when I'm tired; it just makes things worse.) My rationale is derived from a lot of research and 20+ years' experience in the industry rather than lifted out of a book I can point to, so it's... well... tricky to explain in a few short lines. Quote:I disagree. Just because something tells a story, it doesn't follow that it necessarily tells a good story. (Where "good" means "enjoyable" or "fun".) I think this is where so many of these automated "storymaker" concepts fall down. You really do have to learn what makes a good story first. My view is that the game designer's role is to ensure the player is given all the tools necessary to create lots of good stories. The hard part isn't the adding of new elements. It's working out which ones to remove, so that the player doesn't have to wade through loads of dull, plodding, boring bits of story to get to the nuggets of fun. Thus characterisation, pacing, immersion and the like are all extremely important, but not necessarily in the traditional sense.
I tend to get a bit riled up by the "every game experience is a story" theory, mainly from my interest in automated interactive stories in games. Many of the approaches I see to that problem assume that if you provide a player a simulation of an interactive world to play around in, then whatever experience they encounter will be a "story". Frankly I think that's a simplistic view about what makes a story. Quote:Again, I think you're talking about story quality here. What someone will find fun is subjective and depends on that someone's tastes and background, but there are common elements that can be found in all successful stories. This is why I find people who dismiss the Campbellian monomyth are often missing the point. Campbell never, ever intended his analyses to be used in this way. He was merely describing the common elements that appear in all (or at least the vast majority) of the entire world's myths and legends. There is nothing prescriptive about his analyses. They provide a metric at best, but they are not, and should never be, a "formula". Chris Vogler has arguably done more harm than good in his attempts to 'dumb down' Campbell's original writings on the subject.
I suppose I am a structuralist in that I think stories are constructed out of their own set of rules which define their structure - although I don't think these are limited to one particular set and certainly don't have to follow the Hollywood Campbellian monomyth three act plot. I also don't think good stories have to make sense (as you said, there are plenty of examples to the contrary), but they do have there own rhythym and structure that defines them as stories rather than collections of events. Quote:I would advise not confusing modern Western fairy tale structures -- all the most famous ones we know of today are actually heavily 'sanitised'. They were basically rewritten as morality tales during the 17th and 18th centuries -- with their originals. "Rumpelstiltskin", for example, was _far_ more explicit in its original form. It was a coming-of-age story which starred an anthropomorphic penis as its titular character. As for the similar structures, it's also worth bearing in mind that many of the tales we know today come from a few relatively recent collections. Mostly by the Brothers Grimm, but Dr. Bowdler also rewrote quite a few. (His name is the origin of the term "Bowdlerised".) The reason the stories follow such similar formulae is because they were rewritten by the same small number of authors using the writing conventions of their day. Historically, stories were told -- sometimes even sung -- orally by storytellers who would freely modify them in reaction to audience feedback. Thus many older stories have an almost sing-song, rhythmic quality to them. This is why I don't hold with the notion interaction in stories is something new. (Even today, the best musicians and singers inevitably react to their audiences while performing. Actors do likewise today, but were even more 'interactive' during Shakespeare's time.) There was far less distinction between prose, poetry and song in the past, but far more emphasis on performance over production. The tradition of the Celtic Harper, which was still going strong until the Victorians clamped down on it, is a good example of the oral tradition, but again, Campbell's research throws up myriad examples of these performers. The shamans of many older cultures often took on this role.
For example, if a little girl asked you to tell her a story, you wouldn't regale her with a chronological description of your last poker night. Rather, you might start off with something that begins with "Once upon a time" and ends with "and they all lived happily ever after" - that's the sort of structure a child might expect. Storytelling back before people were literate had to run like this so the storytellers could remember them - they remembered the basics of the plot but they also instictively knew all the rituals and patterns that go into stories to make them interesting. That's why you often get threes of things in fairy-tales; it's a good way to bulk out a story with two occurances of an event that doesn't progress the story followed by a third different variant that does. Quote:Music really is ordered sound. It is surprisingly mathematical in nature, although I've tried to avoid going into the theory side too heavily; I'm not mathematically inclined. (I've been playing music and composing since long before I even knew what a computer was.) But you're right, this is a massive digression. I'll stop typing now as my fingers are hurting.
So I don't consider every game to contain a story - it would be like considering any collection of sound to be music. Without the right sort of structure, to me it just doesn't fall into the definition.