Archive | September 2011

Games are languages

–Background–

 Michael Abbott posted “Games aren’t Clocks” in which he makes the case that reviewers and critical study of games as works should step away from the use of mechanics as a single metric to measure a game (extreme ludogy). He also makes the point that we, as gamers and writers, should look beyond “broken” games to consider what more the game can show use through experience and interpretation. (I agree, but side with Matthew Gallant’s comment that flipping over to pure aesthetics – emotional responses to playing — is bad too.)

Kate Cox in her post “Win, Lose, or Fail” makes the connection that goals and the consequences of going after goals — including success and failure, both in terms of the allowed outcomes and those brought in through use of subversive play (my words, not hers) — should be part of a discussion on how to look at games as works too.

Line Hollis, in a post on RobotGeek entitled “Players are Planners“, takes the ideas put forth by Kate Cox and extends them into a thought — “A goal is just a desired state; a plan is a proposed sequence of actions to get to that state” — that brought me to the point of defining games as languages.

–End Background–

Perhaps it is just my background as a Computer Science student, but whenever I read about state changes and plans to bring about said states, I immediately start thinking about languages and formal mathematical definitions. I have sat though several different classes where the entire session was spent on talking about context-free grammars and in one particular enlightening experience with a professor who tried to invent a pushdown automata language on the spot then, after an hour of working with it, realized that it would never be accepted and ended the class in frustration. My point is that I have spent time viewing this material and that reading about state changes immediately put me back in those classrooms.

When two different people start looking at video games as ways to achieve (outcome of planing) states (goals), I start to think about ways to formally define a way to go about this method. If you had to define a way to describe both mechanics, interpretations of those mechanics and the ability for interaction, how would you do it? The game states, as defined as Success, Failure, or otherwise would obviously be the result of some grammar. In turn, that grammar would define a finite-state machine — that is, the game continues or the game ends. What we need is something then is something that both considers the mechanics, grammar, and the current input. Looks like we need something like a Mealy Machine.

Let’s start some defining!

First, we need a finite set of possible states (S).  In terms of gaming, this is all possible configurations of the character and the environment that the game allows, usually a very large but ultimately finite set.

Then we need an input alphabet (Σ) and an output alphabet (Λ) . This is all possible input combinations that the game recognizes and, in using Kate Cox’s work and title, Win, Lose and Fail, with the third (optional) output Fail meaning a loop to the beginning of the last valid branch of states.

Next, we need two functions. One, (T : S × Σ → S), is a transitional function that uses the current input state (S) and selection from the input alphabet (Σ) to decide which state to go to next. The second function, (G : S × Σ → Λ), is the output function that considers the input, the current state and then picks the corresponding output (Λ), the game engine.

To make it even simpler (or more confusing depending on your point of view), the transition and output functions can be stated as (T : S × Σ → S × Λ), meaning that the game’s engine is at odds with the player’s choice of input which influences the move between states. The current input and state, which was produced from considering the previous state and input, is used to transition between states ending in one of the finite set of outputs. You make a move, the game engine considers it and makes another move. You both repeat until you as the player either Wins, Loses or optionally Fails.

A plan then is a specially selected chain of inputs that will produce a goal, series of states, that the player wants to happen. However, the game engine is also part of the transitional function and, to quote Line Hollis, usually creates “experiences that frustrate and satisfy plans” (Unnecessary Obstacles). In order for the developer to keep the player in interaction with a game engine, many systems require a mastery of the alphabet and an understand of the output function (jointly the mechanics of the game in the traditional sense) before the player can achieve the Win state. In other words, the more the player plays — considers the state as they are aware of it, puts input and then sees output — the player learns the language and is able, given time, to beat or get to the desired output of Win.

What happens if the game does not have a Win, Lose or Fail state as in Kate Cox’s examples of The Path or even something like Minecraft though? (Arguable, Minecraft has a fail state, the Game Over screen, but the other two are pretty much nonexistent.) What if a designed experience  from a session of Subversive Play attempts something that does not result in any recognized output? This is why I chose the word language with care. Anything that can still be read, understood with context, that can exist within the game (language) yet not produce an end in and of itself is a performance. And performances can be art.

This may seem like a roundabout way to approach the ‘Games are art’ debate but its important to the understanding how language is used. While a game can be understood to be a language — that is, capable of holding information and relaying it in some manner — it is performance that isolates certain inputs in a way to convey to another party (an audience) some information that may or may not produce an emotional response as a result. Art then, in the context of gaming, is a session of using a game in the form of a language where states are chosen via input that produces an atheistic reaction to the audience. (Developers can control this experience by limiting the inputs at that point in order to limit the possible states during some interval. In a very simple sense, Flower has the inputs of pressing a button and not pressing a button, moving or staying still, during a session in order to push the player into their own performances and thus reactions.)

A game engine is a finite-state machine. A player interacts with this engine via its language, the game. When a game is not being played is just a system of rules, a set of tuples for determining transitions and outputs. It is only in the live interaction or the recording of a performance that information can be passed using the game itself, the language. These planned execution of inputs can be art.

Armchair Design: How to make a better Fallout game – Part 3

[This is the third part of a set talking about the Fallout series through the last two games Fallout 3 and Fallout: New Vegas. This post is also part of the Armchair Design series, highlighting design choices and consequences in games that I question.]

Okay, I am going to admit something: yesterday’s post got very messy towards the end. I started it and then got side tracked by some code I was waiting to finish compiling. Once I came back to the writing, hours later, it was nearly midnight and I already had over a thousand words worth of a post. I went ahead and posted it without the additional conclusions and remarks I was going to make. This — hopefully final — part of this set will serve to point out something I meant to get around to in that last post: the games are not about you.

In the search for the antagonist, I was going to every corner to find things that both the character and the player confront together. From a character’s point of view, several of the non-player characters could be the antagonist. Using New Vegas as an example, it could be Benny, Mr. House, the NCR, The Legion or even the world itself. However, from the player’s point of view, the choices are more limited and basically contain both the virtual world and the character him or herself. In my listing of all those options though, I lost sight of something I wanted to make as the point of that whole exercise: The Lone Wanderer and The Courier are not the protagonists.

In both games, you cannot be the protagonist. You do not change. Even extending the model to more options like, in the example of Fallout 3, the Super Mutants and other corrupted entities, still does not bring about a change in the character. Sure, yes, the player, through the character, can make a choice about the world — water in Fallout 3 and, well, water in Fallout: New Vegas – but the status of the person of the main character is not changed, cannot be changed. In order for the character to change, the character would need control. He or she does not have that, the player has it all. Therefore, with the player in charge and the character unable to act, who exactly is the story about?

I have a radical idea for you. In the explanation, it is going to get a bit strange so stay with me till the end. Here is what I think the stories are about:

In Fallout 3, the story is about the father, James.

In New Vegas, the story is about whatever humanoid companion is with The Courier.

The narrator (the player) is telling the story of a first-person account (the character) of how some events happened in two different narrative accounts. Neither game is strictly about the character — remember, he or she does not change — yet a story happens. So, obviously someone must be changing as a result of the narrative. The person changing is the result of the catalyst of both worlds, the player-character combination.

In Fallout 3, James would have never (permanently) left the work he was doing in Vault 101 if The Lone Wanderer had not been born. That birth, resulting in Catherine’s death, prompted him ultimately to leave Vault 101 and start the retelling of the events, as the character comes to understand them, through the use of the player as the narrator and a form of director. The twist that starts the story — the literal someone coming to down, someone leaving town — was not James’ leaving of Vault 101 but the birth of The Lone Wanderer. All of actions within the main plot of the game concern the finding of James and the continuing of his work, even after his death. The climax occurs when the James finally realizes that his and Catherine’s dream can come true through the player-character. The character only becomes part of the story at the very end in the decision of using the FEV or not. The game still ends once James’ work ends. It is his story.

In my playing of New Vegas, I have spent the most time with Veronica (voiced by Felicia Day). Her journey through the story of the game serves as good example of the path of a companion. Once the character comes across her, should she decide to follow you, she leaves her posting at 188 trading post and follows the character around. However, interaction with her will eventually prompt the character to seek out the Hidden Bunker and start a series of quests that will, in the end, prompt two choices for Veronica: either leave The Brotherhood or stay despite knowing they are not going to change. This choice is the culmination of the conflict that is part of her and creates the climax of her, through the player, making that final decision. The ending of the game, the decision of Hoover Dam, makes no real difference to any companion. Each, once they have had their catharsis, goes on to have a happy life despite whomever controls The Mojave.

So, the question then becomes this: why tell the story from within the mind — first-person — of someone in the game? Why not, as many other games have done, have someone tell the story and then have the player enact events that happened before? Why not have the player control the character from a top-down view, like Fallout 1 and 2, directing the story from a literal on-high view? The answer to this, and why I think both Bethesda and Obsidian chose first-person perspectives for the two games, is that they wanted choice to outweigh the narrative.

In a very good case of the divide between  ludology (mechanics) and narratology (story), both Fallout 3 and Fallout: New Vegas attempt to thread between both but end up landing on the side of ludology. By the use of a first-person perspective, they have chosen to present the idea of player as catalyst. Both developers have wanted to present the player with a rich and full world in which they can communicate and interact with in turn. This is the use of a simulation (purest ludology) and does not give over itself to the use of any narrative. Thus, in order to have some narrative, they needed a vessel to deliver it, the camera or first-person perspective of a character that interacts with the world of the game but is not part of an overall story.

To make the narrative of the world interesting, they have beats that act as events that should direct the player toward the intended goal. These beats are dialogue interactions, talking with the various non-player characters. However, success in many conversational options is based in statistics that the player can “game” with skill magazines, leveling or even drugs. This makes even the delivery of exposition and information a part of the mechanics of the game, yet another level of simulation to which the player can interact. If all these dialogue events, combined with the fighting mechanics already in place, make the player in control of the process of the story, the player cannot be, as the director, part of the story itself.

This is the consequence of wanting to give players choice. As long as Bethesda and Obsidian want to create a better degree of verisimilitude and simulation, the narrative of the player as protagonist is diminished. There is an inverse proportionality to the two properties. By allowing more choice, they remove the player from the story. The greater the role of the player-character, the less the world of the game is real. Each is tied to the other.

In trying to answer who is the protagonist and antagonist of Fallout 3 and New Vegas — ignoring my own opinions on it — a critical reader of these works has to look beyond the controllable character. For as long as the player has the ability to delay the story as designed by the developers, the protagonist cannot be the player or the character. They do not change and are nothing more, in a extreme sense, than a floating camera and a director that goes to a certain place to see an event and maybe throw in a choice or two that may or may not have meaning. Through playing neither experiences is bad in my opinion — sixty plus hours each and I bought all the DLC too — their narratives are a mess viewed through anything but a personal telling of a single player’s interpretation of events as they direct the story.

 

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