Archive Page 2

Survey Design Overview

**3/30/08: I want to say this study design is a work in progress and there have been significant changes since this posting. Please stay tuned for update info.

A Qualitative study on Creative Drama in emergent games: a survey on user affect for Façade

What is the user’s experience of the emergent narrative game Façade using process-drama as a lens for inquiry?

The goal for this study is to study perceived user affect in the emergent narrative game Façade. The process based creative drama theoretical approach will be applied in this pursuit. Developed by Cooper and Collins, the 5 P’s describe creative drama as Pique, Present, Plan, Play, Ponder, and Punctuate. Creative drama is commonly used in educational settings where participant/students are guided by a leader/teacher to recast, replay, and reevaluate the story or lesson being told through enactment. The main purpose for this study addresses the end user evaluation of emergent games through a creative drama lens. The implications for this research also address role playing strategies that incorporate and become embedded in simulation and game technologies in pedagogical learning settings.

Method:

A phenomenological approach will be used to understand the participants lived experience of this interaction model as it is applied to an emergent game. Each session will call for participant pairs to verbalize their ongoing understanding of the game, a technique often used in game play-testing. There will be two survey groups for this study. The fist group will chronologically follow the 5 steps that situate the game Façade as a creative drama activity. The second group will only play the game itself thereby omitting the creative drama steps. The second group will thus rely on the game authors own criteria for a satisfying player experience. Both groups will then take a survey at the end to address participant attitudes, suspension of disbelief, and their involvement to the experience. Other data to be collected and considered in this study include voice data of the entire session, a text transcript of the keyboard inputs over the course of the game play, game play story results, and rough observations of body language and facial expressions during the play session itself.

Game Spaces

Theory & Design of Games: Reflection Journal 4 

Systemic level design for emergent play– Harvey Smith at GDC

Smith brings up some great points in the differences in Systemic level design vs. traditional Special Case level design. Mainly in that player expression is enhanced via emergent game systems. We are seeing a shift in sandbox style games gaining momentum. This dichotomy could however be discussed further: what are game developers different attitudes on the boundary between Systemic and Special Case level design? This seemed murky from the presentation and interpretive. It seems like Systemic can mean many things such as open environments ( perhaps Spatial Storytelling) in Assassins Creed , GTA, or Oblivion, to online multilayer games such as WOW– to looser interpretations such as Second Life. In this light, game developers could still be seen to have a restrained notion of player agency…SO are we are still playing the game designer in Systemic design?

I am finding similar questions in interactive narrative where the designer of the system has to have a clear understanding of player expectations for a satisfying experience. The designer can’t anticipate all possible options, but there should be a fair amount of salient solutions full of memorable experiences. Presently I am now looking at Creative Drama as a process-technique for users to self-direct their experiences with the guidance and support of a teacher or leader. This is a totally analogue approach but there could be some interesting aspects when applied to games such as the importance of “priming” and “reflecting” in the creation of Systemic gameplay experiences.

Regarding the Interview with Warren Specter at GDC – this talk reinforces commercial success as a driving force behind the development of games. Since I have not played Thief I can not say how I perceived the differences in gameplay from Thief III to previous releases, but in recent conversations with Nis, each new addition to a legacy game is met with both praise and ridicule from its original fan base and from the new audiences.

On a side note, I am really curious how Specter intends to integrate academia into his vision and NO – I will not be a QA tester.

Lastly – A Look Back on Thief with Randy Smith, it sounds primarily like management, technical problems, and a conflict of interests was the culprit for his departure form the team. This only underscores the multifaceted nature of game development. It is not all about “game design and theory” in the real world:)

Prince of Persia Wii

Theory & Design of Games: Play & Critique 4 

Aside from my rant that the wii controller is not fantastic for first person games – it is still worth noting the pioneering efforts of the platformer technologies that heightened the sense of spatial storytelling. The movement through space on its own is a memorable experience in the highly stylized world. Furthermore you can appreciate it from so many different viewpoints – it almost felt awkward to be walking on the street…

The main criticism I felt is that the spatial storytelling metaphor over time felt like more of a repeated spatial puzzle. Too often it became a particular sequence of actions performed in succession that was necessary to move through the environment – almost to the point where the environment is excessively contrived to meet the particular solution to the puzzle. If this is the goal why don’t you make a game like Rez to de-materialize the stylistic mask of a Persian empire and show what the game really is? I guess I am asking for more diversity in the play experience which may be asking too much.

Of course during our in class play session, we just got the time-rewind ability then stopped so I’m not sure to what extent this augmented the experience enough? If I have more time to play this week I will add to this posting.

Assassins Creed

Theory & Design of Games: Play & Critique 3

Disclaimer: I’m still in the Assassins Creed is so awesome frame of mind that my objectivity may be compromised in this posting. I will say that I logged a few hours of play.

I definitely noticed Assassins Creed stood out as a successful spatial story – from the previous Jenkins readings. Especially utilizing the 3D platform capabilities, there was very little restraint for me to explore horizontally and vertically in the stylistic-yet realistic environment. The movements were very fluid – I would just point in the direction I wanted to go and the avatar had the most expressive and reactive movements in the space. Thus exploration was cool.

I also enjoyed how the developers maintained (or masked) the story through hidden loading screens with play-tips and a pseudo total-recall/matrix interface. This really resonated in terms of maintaining Fine’s notion of multiple frames and Pretense awareness (Character awareness of personal reality & Character awareness of player reality).

For those who did complete the game, I am curious to what extent they actually learned or have a greater appreciation for the great efforts the developer went through to author a game set in 1191AD? I only say this because it would be really interesting to create alternative scenarios or game-mods with this content and alternative story lines.

Lastly, the assassin was perhaps “too in character” and I’m wondering if this posed problems for people in terms of an empathetic relationship? I noticed that you had to follow the story as it was authored as a typical North American gamer who obviously likes to assassinate and doesn’t talk so much. I am wondering how significant this was over the long term game play? It sounded like in class there were some identification drawbacks on the protagonist which would have implications on Murray’s notion of immersion and transformation.

Granted this is an amazing rich experience – I did not get a chance to play long enough to get a full sense of the unfolding story. I will keep playing to find out :)

 

 

 

Games, Narrative, & Character

Theory & Design of Games: Reflection Journal 3 

Mateas and Stern. “Interaction and Narrative”

I’m a little biased on this topic since taking the directed readings on interactive narrative and attending the AAAI conference last year which both Mateas and Stern were present. The final survey paper can be found here and is definitely a pedestal where my research interests are focused.

From an AI perspective, Façade is a groundbreaking first step in that the system was deployed robust enough for most audiences to experience. From a scientific and interactive fiction perspective there is a great sense of achievement, but from a game developer sense the game received moderate and “fair” reviews, certainly not a hit. Why so?

We discussed this topic at great length and come up with an interesting hypothesis: The problem of interactive narrative is a cultural and design problem (human) not an AI problem. Presently a user model for interactive narrative is lacking in games. We traced that innovation in interactive narrative as a phenomenon was uncovered via computer sciences, but the result in terms of an interactive humanistic model of storytelling is a recent phenomenon and medium.

Speaking to Stern, he mentioned Façade sparked interest but not that much else from large game developers. There is renewed hope “The Party” will sway more interest.

From the readings, Façade is one of the more established approaches in interactive narrative modifying Aristotelian drama with Murray attention to tension between interaction and story. As we discussed in class, Laurel’s distinction between dramatic and literary narrative is also worth noting yet this only emphasizes that there no single notion of the manifestation of interactive narrative in games.

Everyone seems to have their take on it and Artificial intelligence technologies is not a requirement since storytelling as an art form has been around for ages. Storytelling is seen differently in genres such as creative writing, theater, film, games, etc… There will probably need to be many more developed examples, even after The Party before this genre takes hold.

Bateson. “A Theory of Play and Fantasy”

This article shares much with Fine’s Fames and Games chapter. I very much liked Bateson’s understanding of how play emerges in the natural (animalistic) world such as threat, deceit, etc. Here play seems less contrived and a regular phenomena that we can all connect to on an instinctual level. This notion embraces his theory of play as metalinguistic & metacommunicative.

I also enjoyed the ending where he almost serendipitously discusses frames coinciding with therapy in a productive (rehabilitation) sense. What a coincidence-my other area of interest in health and games! He discusses psychopathology as a client/therapist relationship whereby the shifting and repositioning of frames and boundaries help illuminate and reveal illness.
For me this hits my main interest that games are not bound to play in strictly an entertainment sense.

My only concern is that frames are relatively arbitrary and abstract constructs – which are tough enough to replicate for humans (and practitioners). To what extent can games alleviate and facilitate this burden is still an open question. One possible avenue is for Health Education – and I am hoping to work with Dr. Cao at Virginia Tech’s Trauma Center Simulation project for a qualitative study.

One last note, Veronica sent me further info on therapeutic techniques for “waking dream” and “guided daydream” techniques”

The other one was psychodrama.

And Rogerian “Person-Centered Psycho Therapy”

Gary Alan Fine. “Frames and Games”

Fine uses Goffman’s notion of frame analysis “finite worlds of meaning that have the potential for allowing human beings to be encapsulated in them”. Similar to Bateson’s Theory of Play and Fantasy, the limitation to Fine’s work is the inherent ambiguity (or perhaps multi-modal nature) of frame interpretations.

How is one able to reduce our own unique assortment of frames running concurrently, juggled, hidden, nested, and altogether simultaneous? Aside from this, overall I appreciate his ethno-grounded theory approach to D&D play. The anchor for me is that through social-awareness of our context we are able to mutually construct and share frames.

When I think about Fines methodology in relationship to health/educational games (serious games) I’m seeing there may be interesting avenues for “play” within a serious context. Such as a participant (say a med student) has the pretense of being a doctor in an emergency or if a client in therapy is asked to reverse roles and embody their fear within the context of the system. In these instances, the notion of a primary framework starts to break down– where our common understanding of the real world is not so far off from the fantasy presented.

Lastly I want to point to previous literature on Presence as another way of measuring engrossment in fantasy. This notion has particularly been addressed in Virtual Reality and Human Factors/Computer Interaction communities.

Henry Jenkins. “Game Design as Narrative Architecture”

Jenkins no doubt broadened the implications of narrative in games in every dimension. The mutually inclusive categories he mentions (spatial, evoked, embedded, & emergent), are helpful markers to address these dimensions. I believe any great story will have all these aspects combined or reference in one point or another.

I took a closer look at Grim Fandango and Monkey Island since these were discussed in class. Perhaps because these games are 5+ years or older I immediately saw a strong visual resemblance to Façade which came out a few years later. From the reviews that I read the creative writing component was deemed a huge success in addition to sound, voice acting, distinct sound effects, and a diverse and subtle score. It seemed like these games resonated for audiences because the various narrative story elements were woven together so well. For Grim Fandango and Monkey Island, although the emergent characteristic was drastically constrained, the player is protagonist in a well authored peice. For Façade, limitations on the supporting role of the player in addition to a weak Spatial Story reveal its shortcomings although there is a breadth of outcomes in one act.

The Matrix Online

Theory & Design of Games: Play & Critique 2

I’m going to just say it – I’m totally dependant on reviews as I haven’t avidly explored The Matrix Online **SO stop reading now**. I could and should definitely learn much more about MMO’s from a player perspective but until then, I’ll feel like an outsider – and don’t want to be an armchair critic without being in the trenches.

What I can comment on is from the readings, In Richard Bartle. “Hearts, Clubs, Diamonds, Spades: Players who Suit MUDs” I would be interested to know what the composition of players is for the Matrix Online-unfortunately it is not listed on the main site. I am curious to what extent this model is still intact .

One other thing, since I was just blogging about Majestic ARG, I’m thinking there could have been some really excellent opportunities for a subversive Matrix Online as an ARG, or as a small ARG thread to the existing MMO. For example “the real world” that we physically inhabit now could be conceived as the machine generated dream state in the story – We could be on call to answer the phone at critical moments in the real world contingent on other players quests or use your home PC and become the operator for others in the game. Of course agents aren’t after you in the real world but if you look matrix-y enough the cops might start asking questions…

Lastly I commented on Nis’ blog regarding this topic: I am pasting the entire entry:

Nis: “why fold it into a preordained MMO envelope and mail it in? Especially when it makes no sense”

David:
I agree completely Nis but it makes perfect sense,

Chris Crawford (ever so quotable) also says in On Game Design, Random Sour Observations on Licensed Games, “My advice is simple: Grab any plausible existing game design and re-create it with Big-Bob [Matrix] cosmetics. Use lots of Big Bob images, stills from the movie, and sound grabs…use an already established, absolutely conventional design; the only place to exercise any artistic energy is in the insertion of Big Bob cosmetics”

Crawford is referring to realities of the industry and ultimately the subscriber, “they are buying it because of the brand…they don’t want creativity they want Big Bob”. To hear of the lackluster reviews is not surprising but I don’t think it was a financial failure.

I loved the Matrix too and saw huge potential, but the kind of change you’re hoping for has to tread new ground on its own – without any box office ties.

Majestic Online

Theory & Design of Games: Play & Critique 2

I won’t go into too much detail on why Majestic Online failed. I perused other peoples blogs and I they pretty much covered it. I have no contentions. Beth has an amazing gem, mainly Greg Gibson blog response on what went wrong…

Some noteworthy concepts in Majestic Online as it relates to interactive narrative:

  • Allowing different gameplay story paths for different types of players.
  • Allowing the players to let the game progress at an accelerated pace (different modalities of play)
  • ARGs are usually situated in the real world an can have as much in common with TV as they do with videogaming (thus can better incorporate dramatic writing principles more familiar to the participant)
  • The challenge to maintain audience interest is that each episode must be a complete and satisfying experience.

The real take away for me is the emergence of Alternate Reality Gaming and how it is motivated by a different notion of user interaction (casual gamer – non gamers welcome). SO Majestic failed, we can learn that there are many avenues and paradigms for game-play exploration here. There seem to be dozens of ARG iterations sprouting up and dying like weeds – each with it’s own take on the narrative expereince. One common thread to all ARG’s is the notion of searching for information and sharing information, which are playful tasks we already do on a daily basis . No need to learn a console controller!!

ARG’s are an emerging genre like interactive narrative and I will keep a close eye on new developments. I see many similarities with ARG’s and my project for the Computational Poetics course. I am thinking of building a situated game of the SFU Surrey mezzanine – that people play while in the mezzanine. Please ask me for more info if you’re interested…

Game Design Models & Economic Systems

Theory & Design of Games: Reflection Journal 2 

Matrix and Majestic online posts coming soon I promise… This posting will make a greater effort tying the course readings into my concurrent research interest in interactive narrative. Thus, I am also blogging on my recent work in qualitative methodologies for reference and context. My goal is to critically address the medium of interactive narrative in ways that an industry perspective may not consider.

**One question I have initially is the difference between Interactive Narrative utilizing Artificial Intelligence techniques (single player) vs. health or educational simulation technologies emphasizing story (multiple users/ teacher in place of AI).

Doug Church. “Formal Abstract Design Tools” He has a fantastic quote “the more as designers we want to cause particular situations, the less control we can afford to give players”. This is a classic player agency vs. traditional storyteller dilemma AND echo’s the authoring problem inherent in interactive stories. Church’s synergistic elements in FADT: intention, perceivable consequences, and story resonate even more in interactive systems. We always seem to know when one FADT thread is loose, or when our experience is diminished in a counter-intuitive way. I ask, what are the moments when the experience is actually quite powerful?

I know Church’s 1999 FADT addresses the problem in broad brush strokes, but is it possible that as game designers and developers we come up with some form of FADT-like middleware between system architecture and end user/player? I have not seen or heard of any to date within in an immersive 3D context probably because the technical spec is too buggy,experimental, or daunting to author any results. Technical Artists/Storytellers could be able to design more engaging stories OR Health practitioners/educators cold more easily author sessions for clients/students.

Crawford’s “On Game Design” ( I know this was not in this weeks readings…) reiterates this theme and provides further insight into the present divergence in approaches: game designers (a bastion of techie-geek triumphalism) vs. storytellers (soft-headed artsie-fartsie people) . His views may be a little dated, but for Crawford the typical techie -game designer sees a gigantic parametrized physical system – including drama – as another simulated system while storytellers look for a winning combination of characters, dramatic traits, and story. The latter Crawford implies an immensely difficult to build customized programmable nightmare.

We are only beginning to see the fruits of this collaboration emerge as deployed projects akin to an infant taking her first wobbly step.

LeBlanc’s “Tools for Creating Dramatic Game Dynamics” is on the same page with Church. The Mechanic, Dynamic, and Aesthetic (MDA) Framework which attempts to bridge the gap between game design and development, game criticism, and technical game research is another way of viewing interactive narrative applications. My Qualitative research interest emphasizes a reverse approach from an AI heavy development process – where the end-user experience ends up being constrained/sacrificed by nature of the system.

Starting with LeBlanc’s Aesthetics, how is the story being shown/told from a visual/audio presentation point of view? The Dynamics, how is the user interacting with the system and is the system robust enough to change user models. Finally to Mechanics, can the rules and system architecture support/satisfy an engaging expereince from the the Aesthetic and Dynamic perspectives? Of course MDA should be viewed holistically and not hierarchically – but it is an interesting way to review recent projects in Interactive Narrative.

Richard Rouse III. “Game Analysis: Centipede”, Going back to the good-ol-days – arcade genre, you can tell how the game centipede cleverly utilizes a few types actors with inter-relating characteristics to create a totally engaging experience. I just want to highlight the fact this was all done using a single track ball controller. I would like to believe an interactive narrative application could be just as engaging through the use of a single track ball- but that is not likely to happen.

I just want to run through the numbers:

The Wii controller has 8 buttons and 2 directional inputs + 2 accelerometers + camera orientation – so discreet 12 outputs (approx)

The Xbox360 controller has 15 discreet outputs

The PS2 controller has 12 discreet outputs

…we have an exponentially higher level of discreet interaction capabilities with our controllers, but it seems like hitting that sweet spot in games is now much more complicated than ever. We have previously discussed the mapping of controller to the game as a craft and this can spell disaster for some. Perhaps when reliable voice recognition speech analysis is around – there will be a resurgence in AI based games , for now perhaps MMO’s are the way to go – It may seem that I need to switch focus or think about Interactive Narrative in less constrained terms…

Edward Castronova. “Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier” -I just went to the World of Warcraft census and there are over 7 million characters past level 10. I must be in the wrong field – AI based interactive narrative is still in an identity crisis, massively multiplayer online games seem to be where all the action is. I need to look further into how users can personify their own stories (in the following Matrix/Majestic posting) Alas if I wasn’t reading and writing so much I would probably be playing more…It is not a surprise to me the economic viability of these worlds, In Second Life, just look at their stats page

On the same topic, Richard Bartle. “Hearts, Clubs, Diamonds, Spades: Players who Suit MUDs”, first, I don’t like to be labeled and put into categories but for the sake argument I found the article very methodological on player types/affinities: Achievers, explorers, Killers, and socializer’s either acting ON/INTERACTING with the PLAYER/WORLD . I never put that much thought into how the pendulum of player perception of MUD’s could spell success or failure…perhaps if I had more time to play this would become more obvious to me. Personally I never considered the fact of being killed or robbed of possessions of being so polarizing. Upon my first inclination that I would have to Pay for a subscription while “working” to support my existence is enough for me not to sign on and find out what role I indeed am. Perhaps if I had more time to play I would know.

Alas the end is near, William Poundstone. “Game Theory”, I understand the proofs, yet it is difficult for me to easily see/apply in the myriad of games surrounding me. Especially for my research interest in engagement and connectivity with games & simulation technologies, these are fuzzy and subjective without a clear mapping of win/loose/tie. When reading this article I felt there were many implications for this philosophy to engage AI in games

Theory & Design of Games: Reflection Journal 2: Oasis

I’m going to talk about the Matrix and Majestic online in a separate post. This one is just about Oasis…

Oasis Screenshot

I wanted to remind everyone that in the advanced game design course, this game was the inspiration for my proposal – “Deep Field” Here is the origional blog post:

Deep Field Screenshot

Deepfield was supposed to be a 3D version of Oasis, something like “Homeworld” but we realized pretty soon that this was a huge undertaking and had to drastically change the game concept…If you want to see some funny youtube clips of playtesting go here.

I think part of the reason our idea failed is because the Oasis game mechanics are well optimized to suit the 2D field. I imagine LeBlanc and team prototyped to find a balance in the game. Extending into 3D is like playing minesweep in 3D which is a very different kind of game.

Now for my reflection…Oasis is a mix of Minesweep (mindsweep?), Civilization, and instant gratification. There is something about the sound of barbarians attacking and pillaging that makes this game so additive…”i can do better next time, I will do better”…

It is a single player casual game and each game lasts only a couple minutes (or 85 clicks). Contrast this to multilayer Settlers of Catan where hours of many peoples lives are needed.

What else can I say – quickly glancing at the readings. In Doug Churches Formal Abstract Design Tools, intention, perceivable consequence, and Story are all well represented in Oasis. Also LeBlanc’s Fog of War is definitely at strategic element in this game. Not knowing where the barbarians will attack from is the difference between total civilization devastation or successful defense.

I think we put in a good 20 minutes in class, I would be curious to know how this game retains interest in the 1-2 hour range…at 20 minutes we were forming alliances, receiving weapons and armor from mining, getting extra points with oasis symbols…and what else? When am I crowned King Tut, or am I that dude on the left hand side of the screen?

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Qualitative Methodologies: Cultural and Presentational aspects of Interactive Narrative

Add a methodology section to your overview that identifies two possible Qualitative traditions applicable to your study. Provide a rationale for your choices explaining the benefits and the challenges of each approach to your study.

Two possible traditions I can address for Cultural and Presentational aspects of Interactive Narrative are phenomenological and grounded theory. Phenomenological because interactive narrative is a new interaction model and there needs to be a better sense of the lived experience. Academics have spent so much time developing & implementing these systems from a technical and artistic standpoint that it is now necessary for a user assessment of these contributions. Second, a grounded theory approach can also be used since a cultural and presentational aspect of interactive narrative has not been addressed previously in a micro or macro sense. Theoretical models have either been AI intensive with a quantitative analysis or on highly target micro user models specific to the particular application.

Phenomenological:

Central Question:

  • What cultural and presentational interpretations do participants of interactive narrative applications ascribe to their experience?

Issue Sub-questions:

  • In what instances are interactive narrative applications successful?
  • In what instances are interactive narrative applications NOT successful or limiting?
  • What are particular qualities (or combination of qualities) of interactive narrative when memorable experiences are exemplified?
  • What is difficult or easy about the interaction model in interactive narrative applications?

Procedural Sub-questions:

  • What statements describe these cultural and design experiences?
  • What themes emerge from these cultural and design experiences?
  • What are the contexts and thoughts about these cultural and design experiences?
  • What is the overall essence of these cultural and design experiences?

Grounded Theory:

Central Question:

  • To what extent can the formulation of a cultural and presentational theory of interactive narrative reveal a best practices approach for this medium?

Issue Sub-questions:

  • What is the theory that explains cultural and presentational immersion in interactive narrative applications? What are the general categories to emerge in open coding?
  • How do participants engage in the interactive narrative experience?
  • What central phenomenon emerges and what are its casual conditions?
  • What specific interaction issues and larger conditions have been useful?

Procedural Sub-questions:

  • How did the cultural and presentational process unfold as the user interacted with the system?
  • What were the major events or benchmarks in this process?
  • What were the obstacles to player agency?
  • What were the resulting associated strategies and outcomes?

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