Blade Runner does not have an inventory like traditional adventure games. A Clue Database serves as the repository for all relevant information and objects collected throughout the course of the player's investigations. You can filter through this massive amount of information by case, suspect, and a variety of other options.

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The above screenshot shows a list of clues concerning a suspected Replicant Clovis in the Animal Murder case, the first case undertaken by the player. Clovis has also been implicated in other cases, and selecting those will show a different list of clues. To see all clues associated with Clovis you would select the Suspect tab. With a half dozen suspects and as many cases, you can see why proper filtering tools are necessary.

This database contains everything from physical objects collected at the crime scene to interviews with other characters. Each piece of evidence can be examined or listened to by clicking on it. What's notable is that you generally can not use any of these collected items to interact with objects in the game environment. This is not an inventory designed to help organize items that the main character will use to overcome puzzles. The clue database is designed to organize evidence that the player will use to piece together the game's mysteries. Blade Runner is not about solving puzzles that serve as obstacles preventing quick progress through the narrative. The gathering and examination of clues is the puzzle. As you play a detective character, it is the narrative. What do these graceful and limping footprints mean? Where will all this evidence collected from the car accident lead us? These are not items we give to a character to unlock a new area, they are clues we use to piece together an idea of what happened, in our head. The traditional point and click adventure game has an almost physical wall between its ludological and narrative halves. Blade Runner does not acknowledge the existence of this wall. The clues serve the player's fabula as much as the game's ludological requirements for progression and puzzle solving. A very progressive design for a game made in 1997.

On occasion these clues can be used in a more traditional role -- showing a photo to a witness, discovering a computer password -- but these are the exception to the rule. If you have a photo of Clovis, for example, and speak to a character on the street, you will automatically show the photo and ask if he looks familiar. There is no guessing what clues this character will respond to through trial and error. These are all very logical and activated through dialogue choices, so it always feels like the game is anticipating player actions instead of taking control away

With no real puzzles and automatic item interaction you might be wondering where the challenge lies. The game demands and rewards thoroughness. In other games this might be disparagingly called "pixel-hunting", but in Blade Runner it is "investigation". If you do not want to click all over a crime scene, or speak to suspects and witnesses over and over until you're sure they've revealed all they know, then a detective game of this sort may not be what you're looking for. There are, however, two types of traditional puzzles - Esper photo enhancement and the Voigt-Kampff test. These require little explanation, as they work exactly as you would expect them to. In the former, find the hidden clue; in the latter, the Replicant giveaway. There is also combat (It's a Blade Runner game, you will retire Replicants!), and it is possible to die. The game is challenging, the solution to the mysteries not so obvious, and the fear of accidentally retiring a human always hanging over your head. It's an unexpected and welcome feeling, that hesitation when someone you question runs off and you have the option of shooting them in the back or chasing them. The game mechanics don't offer any hints and make both options viable in the moment. Chase down the alley or shoot in the back? Unless you want to go with gut instinct and face the potential consequences of a wrong guess, you'll need to carefully study the evidence you've collected in preparation for these moments requiring quick decision.
Ian Schreiber's Game design Concepts 10-week online course started today. Here are my thoughts on the first "class".

I Have No Words & I Must Design

Interesting to read for its historical importance, but little in here that is relevant today. It provides a very narrow definition of "game" that I suppose was better than nothing back in 1994 but is just embarrassingly naive now, 15 years later. Gotta love gems like "Computer games are almost inherently solitaire" (which he repeats no less than 3 times) and "Gaming is NOT about telling stories." It would take me far too long to write a proper critique, and probably an unnecessary waste of time, so I'll just leave it at that.

Game #1 Race to the End

We were to spend 15 minutes on a very simple race game. I ended up creating a weird circular "race-to-collision" game with a terrible scoring system and some other weird rules. The fiction was a humourous and highly unscientific take on rival scientists testing which theory of theirs was correct by smashing their favoured particles (the pieces) into each other in a particle accelerator (the board). A circular board with both players moving in opposite directions is pretty much the only interesting mechanic to come out of it, so I don't think I'll be posting a photo of my concept.

I'm looking forward to the more advanced stuff coming Thursday and in the following weeks.
Blade Runner is a point-and-click adventure game developed by Westwood in 1997. Just a few minutes after I started playing I realized it was special. It was a feeling I had only really experienced before with two other adventure games - The Last Express and The Longest Journey. This is the first of a series of posts in which I attempt to discover and explain what I find so interesting about it.

The Esper photo enhancement software was probably the most interesting piece of technology in the film, other than the Replicants themselves. It is an important tool in the game, used to reveal clues through that seemingly impossible three-dimensional navigation of a two-dimensional photograph. The parallels between the fictional Esper and the very real Blade Runner game engine are actually quite fascinating.

When Blade Runner was released in 1997 is was advertised as "the first real-time 3D adventure game". It used a custom "voxel plus" engine to create 3D character models. The use of voxel technology allowed the game to be played by people without 3D accelerator video cards. Exactly like the Esper system, incredible state-of-the-art 3D techniques were being rendered on hardware that does not at first glance seem up to the task. It should not be possible to move around objects in a 2D photograph. It should not be possible to render 3D objects with hardware that traditionally only supports 2D graphics. Voxels, like the photographs of Blade Runner's future, are paradoxically and simultaneously two- and three-dimensional. 

While playing Blade Runner (at a very large modern resolution) I notice the characters appear pixelated, a two-dimensional aesthetic. But then they move, the pixels rotate. The apparent 2D character moves in 3D dimensional space, before resuming its flat two dimensional appearance. The photograph technology of Blade Runner is never fully explained, but I imagine it could work in a similar way. The photographs themselves, like those old holograms found on children's cereal boxes, can be moved with a subtle touch to give the person holding it a view from a different angle. The Esper, in this case, would just be an enhancement device, not actually creating any spacial paradox itself, but acting as a glorified magnifying glass that replicates actions that can be performed in reality with the physical photograph. Like these photographs, when you look at a still shot of Blade Runner with it's pre-rendered backgrounds and pixelated characters, common sense suggests 2D. Only through user manipulation and interaction with the game interface does its 3D nature reveal itself.

Moving between "screens" or neighbouring locations in Blade Runner is also reminiscent of navigating through an Esper photo. There is a smooth transition as the camera swings around corners from one pre-rendered background to the next. These are obviously pre-rendered 2D backgrounds -- even games taking advantage of 3D acceleration could not create such detailed environments in 1997 -- so it is startling when the first transition occurs. In Blade Runner the boundaries between 2D and 3D are consistently and successfully blurred. This breaking down and obfuscation of the barrier between old and new, 2D and 3D, Human and Replicant, is a recurring theme in both the game and film. 

Permanent Death - Far Cry 2, Part 2

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My next mission was to destroy some supplies being guarded by a special forces unit. I decided to go along with my buddy Singh's plan to distract them by sending them off to a shanty town away from their heavily defended oasis. I snuck in to the "Private Residence" where this radio operator was and forced him to send the message. I couldn't let him send another message after I left, or warn his friends as I tried to make my escape, so I cut him up.

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Apparently the guards heard his screams, as they started running around looking for an intruder. I used the staircase of the house as a choke point and took several of them out as they tried to get to me on the second floor. I walked out the front entrance of the compound.

Went to a safehouse and slept until 12:30am. Darkness and confused maze of the shanty town should make the mission a breeze. I would have preferred to sneak my way to the equipment I had to destroy, but I noticed a guy with a bazooka. 

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I couldn't risk leaving him alive to take me out with a a lucky shot. His death attracted the others in the area, but it was too dark for them to track me effectively. I heard distant grenade explosions. One guy tried to shoot a flare in the air but it got caught in the branches of a tree and fizzled out. He didn't live long enough to shoot another. I destroyed the target and received an SOS call from my buddy, who I promptly saved. The sun started to rise as the bus dropped me off back in Pala.

I livetweeted as I played the Oasis Gold mission:

Drinking double martini, Mike's Bar icon is martini glass. If I get killed it's going to be because I was roleplaying this too fucking well

Bought PKM LMG + Accuracy and light assault webbing. Also equipped with G3-KA4 assault rifle, 3 grenades and 3 molotovs. I need a drink.

I never noticed how dirty Mike's Bar was. Roaches on the floor, days old food swarming with flies. Alright, time to go see what Singh wants.

Took out half a fence driving back to town from Mike's. This martini is hitting me hard. I think I'll take the bus the rest of the way

I snuck almost all the way to the safehouse before having to machete a guy. His body was discovered and they're looking for me.

A zebra is running up and down a stretch of road, back and forth, terrified out of its mind. I am never drinking before a mission again

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You want me to kill a prince in a FORT? Fuck you Singh. Time to make my way to the oasis...avoiding those guys who were just shooting at me

3 guys waiting in ambush outside the safehouse. Took care of them then jumped in a jeep and drove straight to the oasis, ignoring safety

Guy in a jeep rammed me into some cacti, with no mounted gun and smoking engine was forced to get out and take care of him. I'm here.

Well that was easier than I expected. Ran out of ammo and had to take out last few guys from distance with pistol but fine.

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End Livetweet

I decided to go do a mission for the arms dealer because I have been relying on my pistol a fair amount and feel like the one I'm using now is going to jam on me at the worst moment. Driving across the desert, I crested a dune and flipped my jeep on a rock outcropping. Oops. 

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I walked West with the intention of following the tracks to the arms dealer's location. In a shack near the train tracks I found a recording of an interview with the Jackal. I found the arms dealer and accepted his mission in return for access to better pistols.

Next time I am increasing the difficulty one notch.

Permanent Death - Far Cry 2, Part 1

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Ben Abraham has started recording his experience playing through Far Cry 2 on normal difficulty with the self-imposed rule of permanent death. It sounded like a great idea, so myself and a couple of other people are doing the same. Today I completed the tutorial sequence which ends once you get the malaria medicine from the priest in town. I won't be as thorough as Ben, especially not for this introductory sequence, but will highlight a few interesting moments:

  • Disoriented and unfamiliar with the layout of the town (honestly couldn't even remember the hotkey for the map, or if I had one), I tried to escape the firefight, running away from the loudest sounds of combat. This led me to a river and bridge. As I approached the bridge, an explosion of some sort almost killed me. I then realized mortars were being fired at me or the bridge as one flew over my head and landed in the river below. Panicking (I wanted to try and "survive" as long as possible this time), maybe intuitively thinking the bridge was too exposed, I dove in the river and tried swimming for the other side. At this point I actually thought I might be able to make it. All my other playthroughs of the game resulted in me being shot up in town and taken by the UFLL. As I swam under the bridge, however, I was struck with the effects of malaria and was apparently only saved from drowning by the timely appearance of the APR. When I came to in the APR fishery I discovered the explosion had apparently lodged a piece of rebar into my leg which I had to pull out.
  • My first real mission was to take out some guys at a lumber yard and rescue my new best buddy. I carefully scouted the area from the convenient vantage point and counted four hostiles. I watched them for a while, noting their positions and behaviour - which of them were smoking, patrolling, chatting. I almost went down to begin my approach but hesitated - one last look. Sure enough, a fifth guard emerged from who knows where. Five. Okay, I started sneaking around the lumber yard, hearing people talk but unable to distinguish words. I ended up on the opposite side from where I had been scouting, crouched behind a stack of cardboard boxes with one guard on the other side. As I crawled around from behind the boxes he turned to face me and stared at me for what seemed like 3 or 4 seconds but was probably just a short moment. Worried that he might draw his weapon I shot him without thinking of the consequences, and alerted everyone else with the sound of a gunshot. I retreated behind cover and heard one guy yell out that he was going to call for help. I then took out another 3 of them, one at a time, in a pretty straight-forward firefight. I searched for the fifth. I had forgotten one said he was calling for help, or rather ignored it as just a "videogamey" bark with no real action tied to it. I spent a couple of minutes creeping around the lumber yard stepping over corpses looking for this last enemy, but he was nowhere to be found. Finally I stood up and went to rescue Quarbani Singh. 
  • At Mike's Bar, Warren Clyde became my second best buddy and offered to lend me a hand in tough situations.
  • asshole.jpgWalking down the main street in front of the church, some mercenary pointed a mounted machine gun at me as I approached him. When I got beside him he laughed and stepped away from the gun, saying "What do you want?" as I paused to look at him. In the spirit of the game I vowed to kill him as soon as possible and memorized his face (took a screenshot). I can't break the ceasefire in town, but I'll be checking the bodies of mercs I kill for his face.

Flow and Spelunky

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Quite a bit has been written about the flow mental state, and how games can allow players to achieve it, but there is still a lot of misunderstanding about what exactly it is and how it's different from a game's pacing. What Mihály Csíkszentmihályi stresses in his original book -- and what many people writing on the subject seem to ignore -- is that flow can not be forced; The activity must be intrinsically rewarding. In other words, a game must be fun before it can allow a player to achieve flow. Fun and Flow are not interchangeable terms. 

Derek Yu's Spelunky is an excellent example of a video game that is flow-enabling. Let's take a look at how it achieves each of the 9 components of Flow.

1. Clear goals (expectations and rules are discernible and goals are attainable and align appropriately with one's skill set and abilities). Moreover, the challenge level and skill level should both be high.

There are three main types of goals in Spelunky: Exploration, Collection, and Progression.

Exploration refers not just to the physical space, but also the game dynamics and aesthetics. There are hidden secrets, new ways to kill enemies, avoid traps, and so on. Learning how to play the game is a form of exploration. The interplay between enemies, the player, environment, and traps makes the learning process incredibly lengthy. A player may quickly learn that throwing a bomb into a giant spider's web will kill it safely, but what if you have no bombs and the spider is already jumping around? If that makes the goal of killing the giant spider too difficult, the player is able to modify their goal on the fly to one matching their skill level - perhaps fleeing successfully will pose enough of a challenge. Because Spelunky never forces the player to do anything except walk through an exit at the end of the level, the goals contained within that level are created and completed or discarded constantly by the player.

Collection goals encompass treasure, power-ups, damsels in distress, and the killing of enemies. These are tracked and displayed at the end of each level and death. Overall totals are also shown to the player. Once again, the player is not forced to collect anything to progress, but the game provides the data necessary for players to make personal goals out of it.

Progression, or the completion of the game, is the only discrete goal the game provides. New environment tilesets and enemies, a final boss, etc. draw the player forward to an ultimate conclusion. However, this goal is equal to if not subservient to the other goal categories. After the game has been beaten once it offers replayability as long as the player is willing to continue striving for more treasure, a quicker run-through, more saved damsals, or maybe even just more creative deaths.

What's important to note about this flow component is that the high difficulty and steep learning curve of Spelunky are actually good for enabling flow. If it's too easy, if anyone can do it, the goals become meaningless, are achieved too easily, or never set by the player in the first place. 

2. Concentrating and focusing, a high degree of concentration on a limited field of attention (a person engaged in the activity will have the opportunity to focus and to delve deeply into it).

A high degree of concentration is obviously needed to survive in Spelunky. The game is unforgiving of mistakes, and it is always clear why the player died. The field of attention is limited to the game screen. Indeed, almost all action off the visible screen is paused, and the player will never be killed by something they cannot see.

3. A loss of the feeling of self-consciousness, the merging of action and awareness.

Like almost all games, this comes with expertise. A good player will not even think about avoiding a trap or enemy, but do it successfully every time.

4. Distorted sense of time, one's subjective experience of time is altered.

Like component 3, this is a mental effect the player experiences, and not something that can be designed for. Or can it? Spelunky allows the player to quickly restart, and even has a suicide hotkey. There is no real penalty except for a resetting of personally appointed goals. This often results in play-throughs of varying lengths from a few seconds to several minutes. In my personal experience, I would often play many brief sessions punctuated by lengthier "successful" runs. Over time the smaller aborts seem to blend together, and the "real" longer attempts seem to be the only ones that matter. But in reality the aborted attempts added up to more time than the games where I progressed through multiple environments. I would sometimes spend over an hour building up to a good run that lasted maybe 9 minutes, and looking at the clock I wonder how the time passed when I was playing for such small increments. The same effect can be observed in multiplayer FPS games such as TF2 or Counter-Strike.

5. Direct and immediate feedback (successes and failures in the course of the activity are apparent, so that behavior can be adjusted as needed).

I don't have anything to add to this. Feedback is a standard component of any game and Spelunky excels at it for reasons I assume are obvious.

6. Balance between ability level and challenge (the activity is neither too easy nor too difficult).

This is traditionally viewed as the holy grail of flow in games that designers reach for, but as you can see it is just a single component. The ability of players to set their own goals dynamically (see earlier giant spider example) is the perfect solution to the problem of Challenge vs. Boredom. The player has the means to straddle the balance, and it is the player who knows where this balance exists for them. No computer algorithm can provide that same level of flexibility or intuition. Challenge level can also be modified through power-ups and items bought at the store. 

7. A sense of personal control over the situation or activity.

Already covered but to recap: Player recognizes every death is fair and due to lack of skill or setting an unattainable goal, there are no explicit goals except those the player sets moment to moment

8. The activity is intrinsically rewarding, so there is an effortlessness of action.

You either like retro platformers and the style of game Derek Yu created or you don't! A lot of people don't. This is important because a lot of people seem to think getting people into a flow state will suddenly make them enjoy the game more. It's impossible to achieve flow without first enjoying the activity. Grinding in World of Warcraft may provide some players with an opportunity to enter a flow state, but designing the grind to be more conducive to such a state will never, ever make it more appealing to me. Flow is not a way to increase your audience!

9. People become absorbed in their activity, and focus of awareness is narrowed down to the activity itself, action awareness merging.

This seems to be the same as component 3. I'm not sure if I'm just misunderstanding one of them. The difference might be that this refers specifically to ignoring external stimulation, and is just a result of entering the flow state.

The Playfair Cycle - Introduction

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Since I was a kid I've always been fascinated with the fictional universes created for my favourite science fiction  stories. The history of the Dune universe is equally as interesting to me as the story of Paul Atreides. In the case of Star Wars, the collaborative extended universe is more appealing than what George Lucas has to say in his films. I love Asimov's Foundation series precisely because of its historical scale that spans centuries. Now I feel like I've finally come across a concept that I can flesh out into my own original universe, to be used as a backdrop for any number of future stories across a variety of media from games to short stories.

I named my universe after The Playfair Cycle of human history. This concept was originally suggested by William Playfair (who is, coincidentally, the founder of infographics, another major interest of mine) in his 1807 book An Inquiry into the Permanent Causes of the Decline and Fall of Powerful and Wealthy Nations. Here is the relevant passage:

The general conclusion is, from taking the whole together, that wealth and power have never been long permanent in any place. That they never have been renewed when once destroyed, though they have had rises and falls, and that they travel over the face of the earth, something like a caravan of merchants. On their arrival, every thing is found green and fresh; while they remain all is bustle and abundance, and, when gone, all is left trampled down, barren, and bare.

From now on, however, all references to The Playfair Cycle will refer to the sci-fi universe.

The structure of my future timeline is loosely based on the actual history of human civilization, with everything before the 20th century roughly equating to what we know as prehistory. The industrial revolution could be considered the iron age of The Playfair Cycle. The first age is known as the Classical Period. Like that of the Greeks and Roman, it is a period of incredible advances in technology and knowledge, but also much suffering and war. The Classical Period of The Playfair Cycle begins in the early 20th century with the discovery of quantum physics, and will be discussed further in a future post.

Illustrated Indies

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Independent games are usually associated with "experimental" mechanics and retro art style. In the past couple of years we've seen traditional pixel art be refined to a point where artists are now able to emulate the indie designer's experimental mechanics of the game with their own new and interesting takes on visual language. But this is a visual language distinctly born out of video games. What excites me is the time, now fast approaching, when collaborations with professional artists or illustrators will become commonplace.

We've seen a handful of mainstream games (Prince of Persia, Okami) explore new art directions, but I feel that the best work, the most risky and experimental art styles, will be found within the independent games of the next few years. We can already see this beginning to happen with games such as Crayon Physics, Machinarium, and Booty Juggler. It's an extremely exciting time to be an artist in the games industry or studying to enter it. Demand for talented people with unique styles is going to explode in the next decade. I think the golden age of indie games will be brought about by this convergence of professional artist and experienced indie designer.

I want to see Kevin Dart collaborate with a game studio to create an action-adventure Yuki 7. I want a Sci-Fi 4X strategy game inspired by the works of John Berkey. I want to introduce Interactive Fiction writer Emily Short to Sebastian Lange and see what they come up with. I want Daniel Benmergui to put aside pixels and collaborate with Stella Im Hultberg. I'm confident this will happen, that these kinds of games will be made -- though maybe not with these exact artists. As I patiently wait for this day I'll keep scanning the web, becoming inspired by art wherever I find it. When I eventually enter the industry as a game designer I can promise you I definitely won't be dreaming of photorealism and HR Giger.
May's topic challenges you to imagine that the artist had been a game designer and supersede the source artwork-whether it be a painting, a sculpture, an installation, or any other piece that can be appreciated in a primarily visual way-to imagine a game that might have tried to communicate the same themes, the same message, to its audience. 

In my entry for this month's Blogs of the Round Table topic I'm imagining what Banksy might have produced if his medium were video games. The form of the imagined artworks are based on actual pieces and installations that he created, and while they share themes common throughout Banksy's real work, they do not share the exact meanings. For example, his Manhattan animatronic pet shop has become a Seoul gaming centre where one can play a modified StarCraft. If you are not familiar with Banksy and his artwork, I encourage you to first read his Wikipedia entry and official website. What follows are three speculative works as they might be described on Banksy's Wikipedia page in an alternate universe where he first gained recognition stenciling the walls of Counter-Strike maps rather than the streets of Bristol.

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Beginnings: Counter-Strike and Spray Art
Banksy started as an anonymous spray artist and active (and apparently semi-competitive) player in the Counter-Strike community from its first public release in March 1999 to December 2000. Counter-Strike uniquely allowed players to put custom "sprays" -- a texture, or decal, in level design terms -- onto the geometry of the mod's maps. Banksy's sprays often took the appearance of stencils, conveying anti-war themes with subjects including rats, soldiers, monkeys, and children. These sprays could be found across a wide variety of servers, including, mysteriously, those that were private and those used for tournaments. The sprays themselves often upset the nature of the match in which they appeared, with players eager to take a screenshot of the rare stencils or examine them closely, often foregoing normal twitch play for crucial decisive milliseconds. The members of the Planet Half-Life's Counter-Strike forums once coordinated to discover the in-game identity of Banksy, but were unsuccessful in ever witnessing the moment the sprays were applied, nor could they find a common handle or IP across visited servers. Some people believe that Banksy was not a single individual but group of players. He has since publicly stated on his website that he just played a lot of Counter-Strike in those days. His early work in the CS spray community inspired a number of other artists, such as those who formed Velvet-Strike, to use the game as a medium for social commentary.

Installations and Exhibitions
His first official exhibition in Seoul, the "PC Bang And Breakfast," opened October 5, 2005. This pop-up LAN gaming centre was open for 3 weeks, and did not charge any of the usual access fees. Unlike the countless other Korean PC bangs, the computers had only one game installed on them - StateCraft, a modified version of Blizzard's StarCraft. The mod altered many of the game's graphics and text strings, but otherwise left StarCraft's original rules intact. It stripped out the singleplayer component and two of the races, allowing only for "Terran vs Terran" multiplayer in what is known as a mirror match-up. The futuristic "Terran"  buildings and units were replaced with recognizable modern day equivalents. The neutral ambient aliens that populate StarCraft's multiplayer maps became displaced refugee families while the gas and mineral resources were changed to petroleum and coal, respectively.

Recent Works
In December 2008, Banksy replaced up to 500 copies of the PC game Grand Theft Auto IV in dozens of EB Games throughout North America with his own box art, manual, and DVD with a completely original game. The box art was altered to depict Nico Bellic as Jack the Ripper, with brutally murdered naked women filling the other panels. Many of the copies were sold (some to minors) before being discovered and taken off the shelves. The included game, in antithesis to the graphically stunning GTAIV, was a 5-minute pixel-piece called Driving Under the Influence IV (or DUI IV) in which the player drives across a town full of traffic and pedestrians, and is awarded points for each person that is run over before the inevitable and unavoidable arrest by the police. At the beginning of the game the player chooses a number of drinks to consume, each one adding on to a point multiplier, but making the subsequent control of the vehicle more difficult and random. The game could therefore be played in a variety of ways, ranging from one drink, where a high score is obtained by staying relatively sober but with a conscious desire to kill as many people as possible, to consuming several drinks, increasing the multiplier to the point where the player has no actual control of the car, but each "accidental" murder is worth enough to provide a competitively high score. There is no way to "win" the game by playing straight -- it does not end until the police arrest the player character.

Attn: Writers - Adapt or Die

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I recently unsubscribed from the IGDA Writers SIG mailing list. It is an incestuous, narrow-minded, self-congratulating community of writers who wrongfully believe they are still going to be relevant in 5 years. The fact of the matter is they have perfected their craft. The craft as they know it, as they learned from numerous writing workshops for other media, has reached a plateau with nowhere else to go. They know stories in games aren't perfect, but they don't understand why. Apply a 3-Act structure. Create compelling character development. Write smart dialogue. This is their recipe for a great game story, and when it only results in drivel that is worse than a B-Movie they throw up their hands in despair and lament the fact that they weren't brought into the project earlier.

The problem is of a more fundamental nature: A writer cannot create a meaningful story in a game.

Everything writers know about character development - or story arc, or anything for that matter - is irrelevant in a medium where the player is the central figure, where it is the player's personal story that matters. You cannot write player development, only design for it. You cannot write a compelling and meaningful game story, only design for one.

Miko Wilson, a young narrative designer at Relic, offered one of the few insightful contributions to a recent Writers SIG discussion of the definition of story. It was, of course, completely ignored. I don't know if it was because the implications of his observation were too horrible for these career writers to publically consider, or because the blinders they were wearing prevented them from seeing those implications in the first place. He said, paraphrasing, "I never would have thought my favourite part of game writing would be level design." And with that, Miko, Narrative Designer at one of the most successful game studios in the world, a member of Generation Y, sealed the fate of everyone on that mailing list. Game stories are not written, they are designed. You are irrelevant. Every month you continue to have an influence on mainstream games is another month we have to wait until they can achieve their full potential. You need to learn to become a Storyteller, a Narrative Designer, or learn to work in a non-interactive medium. It's that simple.

Corvus Elrod, improvisational storyteller, was the only other person making sense in that discussion, but his pleadings for these people to reconsider their approach to games fell on deaf ears. He was speaking to the wrong crowd. There are many people in the industry willing to give actual thought to improving storytelling in games. One of the most interesting sessions at GDC this year was about the level design in Far Cry 2, and how it was developed to encourage player self-expression and improvisation. In other words, how the game design encouraged emergent, personal, powerful, moment-to-moment stories. You can't write an experience, only the context of that experience. Context has never made anyone cry.

Of course, writers are still needed in some capacity. Dialogue needs to be convincing. Settings need to be fleshed out. Characters require a backstory.  But this is all context. The dialogue provides context for the relationships the player develops through interaction with designed game systems. I am not saying writing story bibles or dialogue is useless, but the interaction between player and designer and system is not something a writer can or should have any control over. Writers can enrich a player's experience in the same way good sound and art direction enriches it, but they cannot shape or define the core of this interactive experience.

Please, writers, take a back seat. Stop thinking you have the ability or tools to create an interesting game story. Stop interfering with what you don't understand. Accept that designers, and designers alone, can define the conditions that allow the player to participate in the creation of meaningful stories, and in this way realize the potential of the medium.