1. The Primacy of Characterization
(2010, September 27th)
For a long time now, I've felt that adventure games are not meeting their considerable potential. My approach to game design revolves around purity: each game should try to figure out what it is that it does well, and then pursue that with a single-minded focus. This attitude has led to many disagreements between me and what seems to be the majority of gamers. Several times a year, some game is widely praised for its exceptionally diverse gameplay, and I crash the party with my insistence that its design is an unfocused mess. "But it's fun!", people protest. Well, I like to think games should aim higher than that. "Fun" is easy. You can get fun by throwing a ball against a wall. So I'm not as concerned with how fun a game is as how good it is, how well it achieves whatever it is it's set out to achieve.
What is it that modern adventure games are achieving? Sure, they can be fun. Puzzles are fun and stories are fun and perception games are fun and exploration is fun, and if you put them all together you're moving between fun activities all the time. But what is the point? Why play an adventure game, when you could get your fun from anywhere else? If it's puzzles you like, you'll be more mentally stimulated by a pure puzzle game. If you're looking for exploration, you'll get a more satisfying (if short) journey in those rare pure exploration games like The Path or Small Worlds. If you want to hunt for objects, there are Hidden Object Games where that's all you do. And if you want a story, there are well-established old Forms for the task. What is it that adventure games have to offer, other than nostalgia for the way computer games used to be made?
Consider this dialogue tree from the 1990 adventure game The Secret of Monkey Island. The context is that Guybrush Threepwood, pirate wannabe, has stolen a statue from the governer of the area. On his way out, he runs into her and sees her face for the first time.
It's an easy gag, and yet I feel like I can relate to the character of Guybrush Threepwood more in these three nodes than in all the rest of the game. When I play through this dialogue tree, I am struck by a certainty that adventure games have something to offer as a storytelling medium. Think about what the player is going through here. Even before the player has given any input, he is already feeling a bit like Guybrush, caught with his hand in the cookie jar. The fact that there are multiple choices available suggests that there should be a way out, but there isn't one. So the player is confused as to what he should do: is any one of these options actually useful? Then Elaine surprises both Guybrush and the player, by praising rather than chastising him. Again there are four meaningless choices, because Guybrush is so surprised by this that he still can't form a thought. And before he can collect his thoughts, she flirts with him. His brain turns to mush, and the player is given random strings of letters. It is absolutely impossible to communicate. Elaine promptly leaves, and the player is left in a daze. As the player says "This game is unfair!", Guybrush comments: "I really wish I knew how to talk to women." So in a matter of seconds, the player has experienced a fairly complex series of emotions, first-hand!
That's the strength of adventure games. They can put you in the head of another character, and suddenly everything in the world is fresh and new because you're seeing it through someone else's eyes. The player is the character's "free will". The character has a personality, and a history, and everything that a human identity entails, and the player gets to experience it from the inside. That is an experience unique to adventure games among all the storytelling media.
What does this mean in practice? I'm going to try to answer that question from several angles in the posts to come, but it all basically boils down to one simple principle: Only give the player choices which the character would consider. If it doesn't make sense for the character to pick up an object, then don't give the player that ability. If the character really wants something, then restrict the player's choices to ways of getting that. The player should have choices to make, but only in the way that a real person has choices to make. As a human being, you have many years of experience teaching you that some things are acceptable and some things are not. In any given situation there are only a handful of things you will actually consider. Those are the options the player should have. No more, no less.
So whatever the topic of the game, whatever its genre, whatever its plot, and whatever challenges it may pose to the gamer, the very first thing any adventure gamist must ask himself is: "Who is the player character? What makes that person tick?". The rest will follow from there.
What is it that modern adventure games are achieving? Sure, they can be fun. Puzzles are fun and stories are fun and perception games are fun and exploration is fun, and if you put them all together you're moving between fun activities all the time. But what is the point? Why play an adventure game, when you could get your fun from anywhere else? If it's puzzles you like, you'll be more mentally stimulated by a pure puzzle game. If you're looking for exploration, you'll get a more satisfying (if short) journey in those rare pure exploration games like The Path or Small Worlds. If you want to hunt for objects, there are Hidden Object Games where that's all you do. And if you want a story, there are well-established old Forms for the task. What is it that adventure games have to offer, other than nostalgia for the way computer games used to be made?
Consider this dialogue tree from the 1990 adventure game The Secret of Monkey Island. The context is that Guybrush Threepwood, pirate wannabe, has stolen a statue from the governer of the area. On his way out, he runs into her and sees her face for the first time.
"So, you were just going to borrow it, eh?"
"Relax, Mr. Threepwood. I know why you're here. Believe me, you're not the first who's tried. Although, I have to admit, not many get as far as you have."
"My lookout told me of your arrival. I've wanted to meet you ever since I heard your fascinating name. Tell me, Guybrush, why do you want to be a pirate? You don't look like one. Your face is too... sweet."
"I see... Well, you're obviously not in the mood for idle chitchat, are you? I suppose you've got many more exciting things to do. I won't take up any more of your time, Mr. Threepwood."
It's an easy gag, and yet I feel like I can relate to the character of Guybrush Threepwood more in these three nodes than in all the rest of the game. When I play through this dialogue tree, I am struck by a certainty that adventure games have something to offer as a storytelling medium. Think about what the player is going through here. Even before the player has given any input, he is already feeling a bit like Guybrush, caught with his hand in the cookie jar. The fact that there are multiple choices available suggests that there should be a way out, but there isn't one. So the player is confused as to what he should do: is any one of these options actually useful? Then Elaine surprises both Guybrush and the player, by praising rather than chastising him. Again there are four meaningless choices, because Guybrush is so surprised by this that he still can't form a thought. And before he can collect his thoughts, she flirts with him. His brain turns to mush, and the player is given random strings of letters. It is absolutely impossible to communicate. Elaine promptly leaves, and the player is left in a daze. As the player says "This game is unfair!", Guybrush comments: "I really wish I knew how to talk to women." So in a matter of seconds, the player has experienced a fairly complex series of emotions, first-hand!
That's the strength of adventure games. They can put you in the head of another character, and suddenly everything in the world is fresh and new because you're seeing it through someone else's eyes. The player is the character's "free will". The character has a personality, and a history, and everything that a human identity entails, and the player gets to experience it from the inside. That is an experience unique to adventure games among all the storytelling media.
What does this mean in practice? I'm going to try to answer that question from several angles in the posts to come, but it all basically boils down to one simple principle: Only give the player choices which the character would consider. If it doesn't make sense for the character to pick up an object, then don't give the player that ability. If the character really wants something, then restrict the player's choices to ways of getting that. The player should have choices to make, but only in the way that a real person has choices to make. As a human being, you have many years of experience teaching you that some things are acceptable and some things are not. In any given situation there are only a handful of things you will actually consider. Those are the options the player should have. No more, no less.
So whatever the topic of the game, whatever its genre, whatever its plot, and whatever challenges it may pose to the gamer, the very first thing any adventure gamist must ask himself is: "Who is the player character? What makes that person tick?". The rest will follow from there.