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WRITING A GAME :: GAMING A STORY




    STORY VS. GAME?




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




       GAME MECHANICS ARE THE
        VEHICLE FOR MAKING A
              GAME FUN



        BUT WHAT IS
           FUN?

                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY


            Fun comes from learning and
             mastering new experiences.
        Just as any game is composed of smaller sub-games that need to be
        mastered, so can any activity be broken up into sub-activities, all of
        which can be made more fun.


        Some of the elements of fun are


            •	 how you complete an activity should matter,
            •	 it should be hard enough that there’s a chance of failure,
            •	 you should be able to get better with practice, and
            •	 context should be provided and should matter for every action.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY
   Compare:


   Shopping on Amazon vs. shopping on eBay.




                                                                                   V.
   On Amazon, it’s a straightforward, consistent
   experience.


   On eBay, you can learn tricks that make it easier to
   succeed, there is risk and possibility of failure, and
   there are different ways to approach the same
   action.


   As a result of these and other fun features, people
   become much more involved in an eBay purchase
   and have more fun doing it.




                       SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



      WHY DO PEOPLE
      STOP PLAYING A
          GAME?
           People quit when it’s too hard to win
           People quit when it’s too easy to win




                                  WHY?
           It’s all in the way that our minds work...




                       SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




     Humans take in vast amounts of information and
     chunk it into smaller pieces
        •	Humans can see up to 72 frames per second
          (60 is adequate)
        •	Humans can distinguish millions of colors
          (women 30% more than men)
        •	Can recognize image (afterblurs) even at
          1/220th of a second
        •	100M neurons in the retina
        •	The eye processes 10 Million point images/sec
        •	Brain holds about 100M Megabytes
     Yet, we are always taking mental shortcuts




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY


      Brain has three levels of thought:

      1. Conscious thought – logical, mathematical, list-based
      2. Intuitive, associative, integrative – chunking, no words
      3. Autonomic nervous system – whole sets of decisions



     CHARACTERISTICS OF THE HUMAN BRAIN:
     •	It	fills	in	blanks.
     •	It notices more than we think it does.
     •	It cuts out the irrelevant bits.
     •	It actively hides reality from us.
     •	Most of us never actually learn to SEE what is in front of us.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



      INUNDATED
      WITH DATA...
      To	fight	this	huge	onslaught	of	data,	we	chunk	and	create	“icons”	and	
      patterns:
      	    •	Interface	standard	–	Only	give	3-7	options.
      	    •	Most	people	can	only	make	judgments	about	4	things	at	once.


      People dislike chaos, they prefer ordered, chunkable patterns...

      BUT there is a thrill of delight when you get it, and discover the pattern.

      Noise is any pattern we don’t understand...

      Practice is building a library of chunked skills and decisions.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




        OUR BRAINS
       REALLY REALLY
       LIKE LEARNING
         NEW THINGS



                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY
Why, then, do some people not think learning is fun?



       FUN ONLY
       EXISTS IN
   CONTEXTS WHERE
     THERE ARE NO
         REAL
    CONSEQUENCES.

                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



     Fun is about our
    brain feeling good
   Brains release endorphins into our system...
   Our brains are on drugs all the time

   There’s a chemical release when we master a task:
   Our	“moment	of	triumph”	is	rewarded	by	the	brain.
   Notice	someone	always	smiles	when	they	“get	it”
   Needed for survival of the species




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY


      Boredom is the
     brain looking for
     new information
                                      It happens when there are no new patterns to absorb
                                      •	 When a game stops teaching us, we feel bored
                                      •	 When a book is dull, it’s failing to show a captivating
                                         pattern

                                      Don’t underestimate the brains desire to learn
                                      •	 The brain craves stimuli
                                      •	 Not	necessarily	new	experiences,	just	new	data	to	make	
                                         patterns
                                      •	 Experiences force new chunking (because,
                                         paradoxically, the brain doesn’t like to do more work
                                         that	it	has	to...	That’s	why	it	chunks	in	the	first	place!)




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




      Games must
      navigate between
      boredom and
      overload
      Watch out for:

      Noughts	&	Crosses	–	“Too	easy”
      Sport	stats.	–	“Fun	but	not	worth	my	time”
      Don’t	see	any	patterns	–	“Too	hard”
      Patterns	shown	too	slowly	–	“It’s	too	repetitive”
      Patterns	shown	too	quickly	–	“It	got	too	hard	too	fast”
      Players	mastered	the	pattern	–	“I	beat	it”




                           SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



                      Play, Games, Sports
                      •	 All about recognizing goals and patterns, BUT usually have
                         different risks and rewards.

                      Games are exercise for our brains
                      •	 As we learn the patterns, more novelty is needed.
                      •	 Practice	can	keep	a	game	fresh,	but	soon	we’ll	“grok”	it.
                      •	 Games are thus disposable, and boredom is inevitable.

                      Formal games are very susceptible to this
                      •	 They usually don’t have enough variables to be interesting.
                      •	 The	pattern	is	too	easily	figured	out.
                      •	 The more formally constructed a game is, the more limiting it
                         will be.
                      •	 Adding physics, psychology, multiplayer all add variables.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



         SO WHAT DO
       PLAYERS WANT?
         Players    want     a challenge
         Players    want     to socialize
         Players    want     a dynamic Solitaire experience
         Players    want     bragging rights
         Players    want     an emotional experience
         Players    want     to fantasize




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




       Players expect:
           •	 A	consistent	world	(one	that	they	can	“chunk	and	grok”)
           •	 A world with understandable bounds
           •	 Reasonable solutions should work
           •	 Direction towards success… goals
           •	 Accomplishment of tasks incrementally… subgoals
           •	 Immersion
                  •	 to fail
                  •	 a fair chance
                  •	 not to need to repeat themselves
                  •	 never to be hopelessly stuck
                  •	 to do, not to watch




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



  Eight Kinds of Fun.                                AND SO
                    Sensation
                    Game as sense-pleasure

                    Fantasy


                                                     WHAT IS A
                    Game as make-believe

                    Narrative
                    Game as unfolding story

                    Challenge
                    Game as obstacle course          GAME
                                                     MECHANIC?
                    Fellowship
                    Game as social framework

                    Discovery
                    Game as uncharted territory      Game mechanics are rule based
                    Expression
                                                     systems / simulations that facilitate
                    Game as soap box                 and encourage a user to explore and
                                                     learn the properties of their
                    Submission
                    Game as mindless pastime
                                                     possibility space through the use of
                                                     feedback mechanisms.



                                       SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




       #1                •	 Player performs an action.

                         •	 The action causes an effect within the game world. The
                            simulation contains public and private tokens and the
                            causal rules that affect the states of the tokens. The
                            player rarely knows all the rules and is highly unlikely
                            to be able to instantly describe the complete possibility
                            space described by the rules. The unknown portion of
                            the	simulation	is	a	“black	box”	that	the	player	must	
                            attempt to decipher.

                         •	 The player receives feedback.

                         •	 With new tools and information in hand, the player
                            performs another action. Using what we’ve learned, we
                            pursue additional pleasure.

                         This model is based on posited natural human desire and
                         pleasure from learning.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY


       BUT a system alone is not a game.


          A dump of information is not a
                                           game.


               A system that encourages
      learning through strong feedback
         mechanisms and fun is a game.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY




  #2                     Simpler division between
                         mechanics and rules, which
                         breaks down into two things:

                         Mechanics are the actions you
                         can perform

                         Rules determine the outcome

                         And gameplay is derived by
                         balancing these two things.



                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY



                                        Tetris
                                        The mechanics of Tetris are
                                        •	 Turn a block
                                        •	 Drop a block fast
                                        •	 Destroy blocks by creating a line

                                        The rules of Tetris are
                                        •	 Gravity, which accelerates in a stepped fashion
                                           according to score
                                        •	 Score, which increases in a stepped fashion
                                           according to created lines
                                        •	 Pile reformation, which determines the effects of a
                                           destroyed line on the blocks above.
                                        •	 The lose condition of whether the pieces reach the
                                           top
                                        •	 The next piece determinant, which selects what
                                           new piece will show after the previous one has
                                           landed.




                      SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
WRITING A GAME :: GAMING A STORY

               SO WHAT IS THE POINT OF NARRATIVE IN A GAME?

               The simplest and most compelling theory is narrative exists to help
               the player continue playing the game. Narrative does this by
               encouraging the player to have an emotional investment in the story,
               by tying together a series of potentially unconnected events and
               places	(the	ice	level,	the	fire	level),	and	giving	perceived	value	to	
               repetitive actions.

               This overarching function of narrative at any point in the game has
               two immediate goals: telling the player what actions they need to do
               next, and reminding the player what they have already done.

               Telling the player what they need to do next can take the form of a
               quest	diary	or	journal	that	a	player	can	refer	to	at	any	point.	

               It becomes increasingly important as the complexity of games
               has increased.

               The difference between traditional narrative and games is that with
               games the player is not only required to read the narrative, but must
               make decisions to propel it forward.




                        SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1

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Narrative theory and games

  • 1. WRITING A GAME :: GAMING A STORY STORY VS. GAME? SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 2. WRITING A GAME :: GAMING A STORY GAME MECHANICS ARE THE VEHICLE FOR MAKING A GAME FUN BUT WHAT IS FUN? SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 3. WRITING A GAME :: GAMING A STORY Fun comes from learning and mastering new experiences. Just as any game is composed of smaller sub-games that need to be mastered, so can any activity be broken up into sub-activities, all of which can be made more fun. Some of the elements of fun are • how you complete an activity should matter, • it should be hard enough that there’s a chance of failure, • you should be able to get better with practice, and • context should be provided and should matter for every action. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 4. WRITING A GAME :: GAMING A STORY Compare: Shopping on Amazon vs. shopping on eBay. V. On Amazon, it’s a straightforward, consistent experience. On eBay, you can learn tricks that make it easier to succeed, there is risk and possibility of failure, and there are different ways to approach the same action. As a result of these and other fun features, people become much more involved in an eBay purchase and have more fun doing it. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 5. WRITING A GAME :: GAMING A STORY WHY DO PEOPLE STOP PLAYING A GAME? People quit when it’s too hard to win People quit when it’s too easy to win WHY? It’s all in the way that our minds work... SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 6. WRITING A GAME :: GAMING A STORY Humans take in vast amounts of information and chunk it into smaller pieces • Humans can see up to 72 frames per second (60 is adequate) • Humans can distinguish millions of colors (women 30% more than men) • Can recognize image (afterblurs) even at 1/220th of a second • 100M neurons in the retina • The eye processes 10 Million point images/sec • Brain holds about 100M Megabytes Yet, we are always taking mental shortcuts SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 7. WRITING A GAME :: GAMING A STORY SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 8. WRITING A GAME :: GAMING A STORY Brain has three levels of thought: 1. Conscious thought – logical, mathematical, list-based 2. Intuitive, associative, integrative – chunking, no words 3. Autonomic nervous system – whole sets of decisions CHARACTERISTICS OF THE HUMAN BRAIN: • It fills in blanks. • It notices more than we think it does. • It cuts out the irrelevant bits. • It actively hides reality from us. • Most of us never actually learn to SEE what is in front of us. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 9. WRITING A GAME :: GAMING A STORY INUNDATED WITH DATA... To fight this huge onslaught of data, we chunk and create “icons” and patterns: • Interface standard – Only give 3-7 options. • Most people can only make judgments about 4 things at once. People dislike chaos, they prefer ordered, chunkable patterns... BUT there is a thrill of delight when you get it, and discover the pattern. Noise is any pattern we don’t understand... Practice is building a library of chunked skills and decisions. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 10. WRITING A GAME :: GAMING A STORY OUR BRAINS REALLY REALLY LIKE LEARNING NEW THINGS SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 11. WRITING A GAME :: GAMING A STORY Why, then, do some people not think learning is fun? FUN ONLY EXISTS IN CONTEXTS WHERE THERE ARE NO REAL CONSEQUENCES. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 12. WRITING A GAME :: GAMING A STORY SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 13. WRITING A GAME :: GAMING A STORY Fun is about our brain feeling good Brains release endorphins into our system... Our brains are on drugs all the time There’s a chemical release when we master a task: Our “moment of triumph” is rewarded by the brain. Notice someone always smiles when they “get it” Needed for survival of the species SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 14. WRITING A GAME :: GAMING A STORY Boredom is the brain looking for new information It happens when there are no new patterns to absorb • When a game stops teaching us, we feel bored • When a book is dull, it’s failing to show a captivating pattern Don’t underestimate the brains desire to learn • The brain craves stimuli • Not necessarily new experiences, just new data to make patterns • Experiences force new chunking (because, paradoxically, the brain doesn’t like to do more work that it has to... That’s why it chunks in the first place!) SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 15. WRITING A GAME :: GAMING A STORY Games must navigate between boredom and overload Watch out for: Noughts & Crosses – “Too easy” Sport stats. – “Fun but not worth my time” Don’t see any patterns – “Too hard” Patterns shown too slowly – “It’s too repetitive” Patterns shown too quickly – “It got too hard too fast” Players mastered the pattern – “I beat it” SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 16. WRITING A GAME :: GAMING A STORY Play, Games, Sports • All about recognizing goals and patterns, BUT usually have different risks and rewards. Games are exercise for our brains • As we learn the patterns, more novelty is needed. • Practice can keep a game fresh, but soon we’ll “grok” it. • Games are thus disposable, and boredom is inevitable. Formal games are very susceptible to this • They usually don’t have enough variables to be interesting. • The pattern is too easily figured out. • The more formally constructed a game is, the more limiting it will be. • Adding physics, psychology, multiplayer all add variables. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 17. WRITING A GAME :: GAMING A STORY SO WHAT DO PLAYERS WANT? Players want a challenge Players want to socialize Players want a dynamic Solitaire experience Players want bragging rights Players want an emotional experience Players want to fantasize SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 18. WRITING A GAME :: GAMING A STORY Players expect: • A consistent world (one that they can “chunk and grok”) • A world with understandable bounds • Reasonable solutions should work • Direction towards success… goals • Accomplishment of tasks incrementally… subgoals • Immersion • to fail • a fair chance • not to need to repeat themselves • never to be hopelessly stuck • to do, not to watch SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 19. WRITING A GAME :: GAMING A STORY Eight Kinds of Fun. AND SO Sensation Game as sense-pleasure Fantasy WHAT IS A Game as make-believe Narrative Game as unfolding story Challenge Game as obstacle course GAME MECHANIC? Fellowship Game as social framework Discovery Game as uncharted territory Game mechanics are rule based Expression systems / simulations that facilitate Game as soap box and encourage a user to explore and learn the properties of their Submission Game as mindless pastime possibility space through the use of feedback mechanisms. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 20. WRITING A GAME :: GAMING A STORY #1 • Player performs an action. • The action causes an effect within the game world. The simulation contains public and private tokens and the causal rules that affect the states of the tokens. The player rarely knows all the rules and is highly unlikely to be able to instantly describe the complete possibility space described by the rules. The unknown portion of the simulation is a “black box” that the player must attempt to decipher. • The player receives feedback. • With new tools and information in hand, the player performs another action. Using what we’ve learned, we pursue additional pleasure. This model is based on posited natural human desire and pleasure from learning. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 21. WRITING A GAME :: GAMING A STORY BUT a system alone is not a game. A dump of information is not a game. A system that encourages learning through strong feedback mechanisms and fun is a game. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 22. WRITING A GAME :: GAMING A STORY #2 Simpler division between mechanics and rules, which breaks down into two things: Mechanics are the actions you can perform Rules determine the outcome And gameplay is derived by balancing these two things. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 23. WRITING A GAME :: GAMING A STORY Tetris The mechanics of Tetris are • Turn a block • Drop a block fast • Destroy blocks by creating a line The rules of Tetris are • Gravity, which accelerates in a stepped fashion according to score • Score, which increases in a stepped fashion according to created lines • Pile reformation, which determines the effects of a destroyed line on the blocks above. • The lose condition of whether the pieces reach the top • The next piece determinant, which selects what new piece will show after the previous one has landed. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1
  • 24. WRITING A GAME :: GAMING A STORY SO WHAT IS THE POINT OF NARRATIVE IN A GAME? The simplest and most compelling theory is narrative exists to help the player continue playing the game. Narrative does this by encouraging the player to have an emotional investment in the story, by tying together a series of potentially unconnected events and places (the ice level, the fire level), and giving perceived value to repetitive actions. This overarching function of narrative at any point in the game has two immediate goals: telling the player what actions they need to do next, and reminding the player what they have already done. Telling the player what they need to do next can take the form of a quest diary or journal that a player can refer to at any point. It becomes increasingly important as the complexity of games has increased. The difference between traditional narrative and games is that with games the player is not only required to read the narrative, but must make decisions to propel it forward. SHIRALEE SAUL :: A-WEBSITE.ORG :: 2010 : Media Cultures 1