Showing posts with label narrative. Show all posts
Showing posts with label narrative. Show all posts

Saturday, February 28, 2015

On 'Adult Wednesday Addams'

This may be a little unrelated to the video games or education that I tend to riff on, but I just want to take a minute to dissect a character. I really like the Addams family and after seeing the great Wednesday vs. Catcallers I finally sat down and watched the rest of the series so far. I think both the little progression in finding whats compelling about the character and where she seems to have settled are interesting, and while the ideas here may not be new I just want to try and articulate what I see happening.

Just a normal Monday morning? No?
Ok, so first we're definitely dealing with a version drawing more from the movie versions of Wednesday than the original show, where Wednesday was a happy little girl who happened to like creepy things. Going for the unflappable, super competent creepiness is fine, I liked the movies too.
In that first episode, there's the little bit of backstory and establishing the character and how she relates to others. Most of the humor here is just about how she's different and about misunderstandings;  the gag bickering with her dead gran, misinterpreting 'night owls', the one roommates' obliviousness to the 'shit where I eat' comment, etc. Its situational comedy it every sense.

Its the second episode with the job interview that it gets more interesting. I mean there's the mildly forced 'maggot gets the corpse' and the nice little touches like the unsettling in its mundanity 'I love being tested'. Handling the phone interview is the first taste of where things seem headed though; here's an interviewer in a nominal position of power over her and has a casual disdain and lack of respect, as most people are very familiar with. Theres that dismissive manner, questioning of abilities, and attempts to maintain control. Through it all, it slides off Wednesday and then, when the interviewer is at her most annoying and demanding, she firmly demonstrates she can do the job. Specifically, that she is unmoved by petty insults and concerns and is willing to address deeper issues its not polite to talk about as well as grounding them in her larger, morbid perspective.

Much of humor is about breaking expectations after all,
and hers are broken
This is where this recurring pattern starts; this situation of Wednesday being confronted by some mundane annoyance or unpleasant person and responding confidently and decisively in a way rooted in her unique perspective. I mean, sure her consistent triumphs could be a bit Mary Sue, but the manner in which she succeeds is what is interesting. Sure, she does use whistle ex machine to deal with the dog walker, but generally whether its someone actively hostile, like at planned parenthood, or she is trying to reassure someone, such as when babysitting or getting a haircut, we see her brooch unsettling topics, uncompromisingly stick to her principles, take a broad perspective, and, beyond drawing her own strength from certainty in that view, attempt to use that perspective to reassure others.

"Everyone is destined to die alone"
I think she's interesting as a character because her sense of empowerment isn't in just dealing with these issues, but in the way she is immediately clearly not 'normal' yet is sure of herself and succeeds on her terms. Wednesday isn't perfect (though perhaps super competent in certain areas) but a person with her own values, opinions, rules, and preferences like everyone else. Its just that hers a clearly different from what's considered normal, and this helps us identify with her and makes it satisfying when she does stick to her principles. She unapologetic in the ways she's different and uses it to solve her problems. She draws strength from her differences rather than questioning herself.

Even more so than the power fantasy of things like have the resources to respond to the catcallers, I think its this self assurance and insight and quick witted...ness that make her a satisfying protagonist to follow and project on to. You look at the immediate, clear way she deals with things like the internet date and see someone secure in themselves and pursuing their own goals an not putting up with other people's nonsense or flawed perceptions of her.

"I thought you were one of those...suicide girls."
"I'm not that kind of girl, Kyle; I don't take my life on the first date"
I think its this certainty and strength that more people wish they had.

A few final thoughts:
The continuing morbid flavor over everything is still great and adds to the humor, I don't want to dismiss that. Moreover, looking at what most people in this society consider the darkest, most depressing, and most uncomfortable to discuss topics and not only reveling in them but finding them reassuring only reinforces all of this.

Its nice to see the subversion of expectations more recently with the reality star.

The types of issues shes dealing with also says something about the demographic of the audience, so theres a discussion to be had over if this kind of confidence power fantasy is more or less appealing to them than other potential audiences...



Anyway, maybe I'm just projecting too much or other people find something else appealing here.
Let me know what you think in the comments.




Friday, January 31, 2014

Holy crap.

Warning: This is a profoundly affecting game about a serious topic. Theres even a "trigger warning" because if you have had a traumatic experience, this could be bad for you to play. Its a very powerful experience for allot of people. So that said, its here:

The Day the Laughter Stopped

And in the interests of not spoiling more than with tags, I'll continue below.



























Cheery name, isn't it? Holy crap that's an effective game. I'm not trying to be callous about the topic, of course; its an important statement about an important and horrible problem. The maker talks more deeply about it here and continues here, and I would recommend both of them, if you have the time. I'm not going to be able to add a lot to all the consideration he's given it and expounded upon there.

But I felt like I had to share it somewhere, because its such a work of art, a powerful piece of communication, as I said, such an effective game. After the initial reactions to the narrative, I was struck by that part of it. Its so simple, but so moving, and that's so impressive. Its very clearly conveying a certain idea about this horrible thing, and that's why people have such strong reactions to it.

Ok, let me stop gushing for a minute though and point out some things this highlights, upon reflection. I was just talking again  about "what is a game" with some other academics the other day, so I'm in a philosophical frame of mind. Two things that are very interesting looking at this game compared to others are how "your choices don't matter" and "you can't select some options".  Now, those quotes are there because, within the narrative of the game, those may be correct, but for the experience of the player they are not. In Rules of Play, theres that talk about the game being the interaction between the players and the rules, not the trappings; two chess masters can play chess by speaking moves to each other and its as much chess as playing with a board. But here is an entirely different example of that idea; the game is not just the story, but your experience going through it. Even if you can't resist, your clicking it and experience of that lack of ability is an important part of the game.

Now there may still be some confusion about "interactive fiction" vs "a game", or how one choice makes something a game or whatever. But if theres a discussion about two designs that are mechanically equivalent, but the player experience differs, and someone asks if the players' experience of them matters as long as the outcome's the same...this is the over-the-top answer to drive home just how important player experience is. Its so much more affecting that just reading the story, and the reactions people have when the "choice" doesn't work shows just how much the experience matters, not just the on-screen/in-game outcome. Man. Its a hell of a thing.

Just wanted to share.

(Again, I'm not trying to be callous by not talking about the content, but A) Hypnotic Owl covers it really well, B) I too have closely known people hurt by this so, unfortunately, just how horrible, rapes (and things surrounding them) are was not a revelation or new idea to me. But how effective the design was was something new, hence my rambling about that.)

Saturday, December 28, 2013

Bioshock Infinite's Vigors

I finally played through Bioshock Infinite (I had been waiting until I would have some time to focus on it, so over break I binged over the course a couple days) and now I'm catching up on all the commentary and reactions to it, which are quite interesting.

Theres one thing I want to comment on though, and that's Infinite's vigors (their version of plasmids from Bioshock 1). The (entirely accurate) criticism floating around is that they're not really part of the world and they're out of place and make allot less sense than in Bioshock 1. In 1, they were integral to the story, and part of the narrative was the consequences of their existence, while here you get superpowers casually, none of the other inhabitants have them (even though you can buy them out of very common vending machines), and basically the game gives them to you the protagonist, then ignores them.

Now, from the story, narrative, and world-building perspectives that's just awful. Its weird and distracting and what is the point of it? However, from a gameplay perspective, I can say the game would absolutely have been less interesting without them. Whatever else Bioshock Infinite is, its a shooter and allot of play time is in combat that is significantly richer, more interesting, and more engaging for having vigors.

To me its about doing something because of the medium, to make it more effective, rather than the message. For example, I vaguely remember Faulkner originally wanted one of his books to be printed with each character's thoughts and speaking in a different color ink (but didn't because it was too expensive). It seems like if you had a book that made a big deal about the symbolism of color and it was intimately connected to the characters and an integral part of the work, and it was very well received. Then with your next book, even though it had nothing to do with color (but was similar in other themes) you still used different colors because it did make it easier to keep track of things and made the book easier to follow and enjoy. That's what it makes me think of; something done due to the medium (in this case shooter) to make it more enjoyable that isn't well connected to the story.

(And yes, I know the vigors are more problematic because they exist in world, while the ink colors wouldn't necessarily be, but whatever)

Now whether, you think the detriment to the story is worth the benefit to the gameplay is an interesting and personal question and matter of priorities. As I said, I think it would have been less interesting and fun without them, personally, and didn't really care that the story ignored them.

But what about you? What do you think about the balance of narrative and gameplay concerns?
Here, in other specific games, or generally?

Monday, October 21, 2013

The ....Adventures of Walter Mitty?

Lets get literary for a this week (and a bit cinematic). Recently I saw the trailer for the new film adaptation of "The Secret Life of Walter Mitty" and want to talk about it. Now if you haven't heard of the original work, its a very prominent and influential short story about a unimpressive man doing errands for a nagging wife, but imagining himself as a dramatic hero in various ways. It was first published in 1939 and, perhaps closer to home, its clearly influenced things from Doug to Calvin and Hobbes to Scrubs.


Sort of the ur-escapist, daydreaming slacker.
(Pic is from the first movie version in 1947)
You can find the full text here (its only 2000 words, has aged well, and it'll only take a few minutes to read).

Actually I first heard of it years ago as a reference to Doug, which I was a big fan of growing up, when someone said he was "a young Walter Mitty" but I only finally read the actual Walter Mitty this year. I was impressed by how it very quickly and clearly painted the characters and Mitty's behavior, the transitions between fantasy and reality, and the variety of fantasies. Outside of the story though, its amazing how well it holds up today, and just how much its influenced things. In addition to the three listed, it has so many references (and feel free to point out more in comments)  and "mittyesque" is even in the dictionary.

Now why is that? What has this story touched on for years that still makes it relevant and relatable? This is an average guy, doing average things, feeling set upon by the world, but using fantasy to feel important, and even help with doing those mundane tasks (it does help him remember the puppy biscuits after all, even if he gets teased for it).

Importantly, he isn't the usual wish-fulfillment protagonist; its us wishing we were them.

That's a situation pretty much everyone has been in at some point, and arguably the mindset some people live in. Heck, I'd be remiss if I didn't point out more recent discussions of how much video games fall back on wish-fulfillment/power fantasies, for better or worse. I'm sure if were set today, Mitty could picture himself as a space marine.

I have no words.

So this is a really cool story from a themes and execution perspective. And actually its a great opportunity for a movie, because one of the tensions in making a movie is between having exciting, high stakes, over-the-top action, and having an intimate, small relatable human drama, right? Like one reason people said they liked the Avengers, was that you had big epic fights, but also small moments between characters. It tends to be hard to do both those things well, as many, many movies will tell you.


So allot focus on one or the other...
But Walter Mitty is tailormade for this. The whole point of the story is that he is an average guy dealing with mundane tasks, but in his mind hes doing big showy dramatic things that film loves, from air battles to court cases to doctoring (ok, maybe tv loves doctoring more than movies, but still).

This is a premise and hook designed  to let you tell a story of small, mundane triumphs and setbacks in a way that is big and showy and eyecatching: its easy-mode for making a drama accessible and pulling in people who don't normally care for them. Now, it is a short story, so you have to draw it out somehow, maybe a bit more plot and a bit more character development. But you have to be careful how you do it.

"Have you met us?"
Ok, so with all that  lead up, lets look at the trailer I saw. Lots of people are saying this is a great or stunning trailer and they're right. The visuals are amazing, and the current trend of telling almost the whole story of the movie in the trailer is in full force, showing his dull life, call to adventure, and shift from dreaming about the world to going out and living in it. And that is a compelling message and story.

But I think its a waste of potential.

Oh come on! We didn't give him a gun or anything!

Ok, yes, I'm sure it will be good, and the message is good and the way is plays up the wonder of nature and power to change yourself are great. One of the contenders for my favorite film is American Beauty, because I am really into stories about reflecting on your life and trying to be who you want to be, so I'm into that. And getting out of your head and out doing things is a good message, too. But not everyone can go climb the Himalayas...which makes me feel like Mitty shouldn't either. Not in real life.

Here's where I see the wasted potential: Walter Mitty's whole story, originally, is about him using fantasy to escape his kinda depressing life. He clearly wanted to be bigger and more important than being nagged by his wife, running errands, buying puppy biscuits, and generally looked down on. The movie, as shown in this trailer, is taking that as a staring point of his life, and making the story of him stopping dreaming a going out and living it. They even have allusions to him having been  an exciting photographer (or partnered with someone who became one), and now is in a boring spot (or choose to be boring while his buddy went out "to live life!").

Hollywood loves that kind of story, but they've done that story before and they could've done something much rarer here. They could've taken Mitty on a journey, but reduced the scale of his real life triumphs and setbacks, of what he turns around to something much more common and less remarkable, but still made it feel epic, and still kept him dreaming. Rather than sending the message that you should get out of your head and living life, which is not bad, but has been done before, you could have the message that fantasy is fine, but you can use those fantasies to actually be better. You, sitting there right now. There's even a kernel of this in the original story; like I said, it helps him remember the puppy biscuits. So what would it look like if we developed that to expand the story?


I know adding space battles is the obvious choice, but I'm going somewhere with this.

Ok, so new story: even if we leave out a job, and focus on home life, taking away some common dramatic stakes, and putting it squarely outside what action audiences generally care about, there is still so much you can do, and with humor and action and relatability. You can even start directly from the story, where they're going on errands, hes completely disengaged with his wife, and hes bored and made fun of. Even at that low point of his arc, with the fast paced action and shifting perspective, you can take that boring trip and  make it exciting and funny (particularly with the transitions). 

But from there you can go to a different end point; we're not aiming for Mitty not having dreams and going to the greatest places on Earth, where few can ever go, but  to him having them less, and using them to help him stay in engaged in his life, and be a better person in normal day-to-day life. We can even take the same regular errands form that first scene, and revisit it later, but redo the fantasies:

  • Driving is an ambulance, rather than a plane, and hes trying to go fast while not harming the patient.
  • The gloves prompt him to be a spy, readying himself while carefully driving past sentries and blending in, obeying the foreign signs to not give himself away.
  • Again, the courtroom could actually be later in the same case from the court fantasy in the first scene, and again he could use it to remember something
  • During his bored stretch we could either show him more engaged and less resigned, such as actually talking to people, maybe talking to people pretending to be a schmoozing millionaire at a fancy party, or if not being social, maybe hes a brilliant general planning movements while in real life planning his day or work for later. Or it could show a closer connection to his wife, painting him as lover about to be reunited.
  • And this time when his wife forgets something he could've gotten it while he was waiting, and they go.
See, that way you can have a character doing mundane crap that people do everyday, (doing it twice even), and not only would it be engaging and exciting and entertaining both times, but it would even show character development and possibly be instructive. You'd of course want the real life people to react to Mitty differently too, to emphasize how hes changed; different body language responses, not making fun of him, his wife praising how better he is about little things, etc. But the point is you could take a very small scale story of personal improvement and make it a spectacle to draw in audiences; you can have the types of changes most people could actually make in their lives, and portray them in a very engaging way. In fact, portray them in the way they're used to getting all kinds of less helpful or realistic messages.


"You seem upset about something..."
Now, I'm not a film critic or literature buff, so why do I care so much about this adaptation?
Well, what I am is more of an educational designer, someone who tries to figure out how to make media or interactive systems that are fun and change the user for the better, through teaching skills or facts or mindsets. And that's why this adaptation  gets me: the version I outlined, contrasting the one they're going with, actually has  research to suggest just how helpful it can be in life.

Let me tell you about the Marshmallow Test.


Mmm, ok a film based on research almost lost me, but I'm back
The marshmallow test is a simple experiment that you may have heard of because it also produced some of the cutest videos of children to grace youtube. The way the original test works is this: you place a child in a room with a marshmallow on a plate. You tell them you're going to leave, and they can choose to eat the marshmallow, but if  they can wait until you come back without eating it, they can have 2 marshmallows. Those videos are adorable as you watch kids try everything they can to not eat that marshmallow.  But what exciting to a developmentalist is how performance on this test correlates to life success.

Bwah?
At its core, this is a task about delayed gratification; can you give up benefits now for greater benefits later.  Followups to the original marshmallow tests at Stanford found that kids who couldn't wait had lower SAT scores, higher BMI, more problems with drugs, and trouble paying attention. This makes perfect sense; If a kid has difficulty delaying gratification, or choosing long term benefits over short terms pleasure, you would expect them to have trouble doing unpleasant things (like studying) or inhibiting desires (like doing drugs). It also makes this a really exciting task to developmentalists, because its an early assessment of something that can impact so many areas over a person's life. (Which is why its also been covered by The New Yorker, Time, and Smithsonian). It even points to the importance of teaching children self control.

And that brings us back to Walter Mitty, because despite the state hes in in the short story, he might've been excellent at the marshmallow test. Let me explain: If you do versions of the test with different  time limits, or unending ones and see how long kids last, you can identify which kids are best at this task; which kids can really hold back and control themselves. You would think these kids have some kind of  "inner discipline" or "strong willpower" but when you ask them what kinds of strategies they used to not eat the marshmallow, to delay gratification, its appears something different is happening. You don't get things like "I tried really hard", you get responses like "I tried to pretend it wasn't there", "I told myself it was poison". What you get is kids using their imagination to make the task easier. Reframing the situation so its less demanding to delay gratification, to inhibit a response, to not eat the tasty, tasty marshmallow.

These kids are trying to use their imaginations, their fantasy worlds to help them achieve their real world goals. And research says the kids who are doing this, at least at this age, are fairing better later in life than those who aren't.

That is the kind of skill would be amazing to teach people, because of the potential benefits.
Conveying that kind of concept, in an engaging entertaining way, tends to be a monumental task.
But Walter Mitty, our man, seems tailormade for it.

He's just as surprised as you are.

And that's why it pains me to see him lumped in with all the "follow your dreams" stuff out there, rather than pioneering a new "use your dreams to achieve them" kind of message. Because when I say it seems like a waste, I'm not just saying I think this story and/or message would be more entertaining or unique take on the material; I'm saying I think there's a chance to try to make a piece of rich entertainment and artistry AND  maybe teach people something that could actually improve their lives.

And they're not doing that.

"What was that? I couldn't hear you over all this money and praise"

So what do you think:
Am I being too hard on Ben Stiller's new vehicle?
Is this message really needed or is there an even more interesting one I didn't think of?
Are you interested in hearing more about the marshmallow test?
Let me know your thoughts in the comments.

photo credit: Wikipedia, gratuitous space battles
(PS there is another marshmallow test, where teams of children tend to do better than teams of MBAs, so I hope I didn't confuse anyone, and maybe we can talk about that one another time)

Monday, September 23, 2013

PC vs. Tabletop Gaming for Characters

As you may have noticed from previous posts, I'm a big fan of tabletop rpgs and board games as well as video games. Now this leads to one of the interesting little tensions I have with discussing video games; recreationally, I don't really play them to explore character or story, but basically just for gameplay. Thats not to say story or character aren't important, or I don't appreciate them. A better story and characters were a big part of the improvements between Borderlands 1 and 2, though both great.

Also 2 had a villain you could really love to hate.
But if I actually want to explore a character, I do it in tabletop. Its just not even a comparison (If you have a good group and Game Master). With a tabletop game, you can literally do anything you and the GM can come up with, possibly on the fly if they're good at ad-libbing. When Yahtzee talked about Fable 2 he made a joke about "Why can't I marry my dog?" and even if you still can't in Fable 2: the TTRPG, you could roleplay out your character meeting with officials and clergy trying to set it up, if that was something you really wanted to explore and the Gm and other players were ok with.

"This is not how the campaign was pitched to me. . ."
As opposed to just not having the affordance, not even having an option. To be clear, I'm not saying Fable 2 should've allowed you to marry your dog; its an example of a GM being able to adapt the game to player interests, rather than letting them explore within more concretely defined boundaries, aka the things programmed in.

Now, within those rules, video games can be absolutely amazing. If I want to hack n' slash, build a base and lead an army, shoot things in the face, pilot a spacefighter, or even explore a world while doing those things, video games can be great.

And ye gods the atmosphere and immersion,
when done right.
Thats the thing though; I'll play those games to do those specific things, because they're great at them. But the characters in those games can only do the things that the designers thought of them doing. Video games are interactive and do let you affect the story and how things happen, but its just on a different scale from a tabletop game, where you can end up going in completely different direction than was originally intended, for better or worse.

This does make it interesting talking about video games as a storytelling medium, though. They still tell great stories, and let you create great characters and affect the world. They have the potential to create really dynamic worlds the shift with your actions. I love watching the medium develop...but right now it just can't compare to a skilled human being pulling on notes and making up stuff on the fly for me.

"Thats right, as the king goes to shake my hand I fireball him. What now?"
What about you?

Photo credit: dogcentral.info, tweakguides.com, ohiobusinesscollege.edu

Monday, September 9, 2013

Prototype 2 and Serious Silliness

As I said when talking about SR3, I enjoyed Prototype 2. It feels enormously free and empowering the way you can run and glide across the city, shapeshift and get the drop on people, and even knock tanks around. You really feel superhuman compared to most people in the game (though there are still enough challenges you don't completely overpower to keep it interesting). Its a blast.

Ok, thats not what I meant, but also like that.
Exploring the freedom and possibilities of that powerset was interesting enough, it even formed the inspiration for my character in a tabletop RPG campaign.

Now, I stopped playing Prototype 2 and can't right now for technical reasons, but thinking on it I was struck by the disconnect between the fun it is to run around and tear up the world, and gruff, angriness of Heller, your avatar doing these things. No, this isn't about "ludo-narrative dissonance" or at least not entirely; its about a more specific issue that applies to other media that the disconnect highlights here. Its about the way Prototype 2 suggests that its makers thought that to tell a "serious" story with "real drama" things have to be dark and negative all the time. Or perhaps its better to say that the story they wanted to tell involved a character who's angry all the time.

"This is my happy face": if you google "happy james heller", even the fan art is always angry.
The flaw in that thinking is especially apparent here because they knew how to make a fun open, game: the game knows players sometimes want to be serious and sneaky and objective focused and sometimes want to screw around and do things just because they can (like rampage or jump as far as they can off buildings) and allows them to do it. However, the story says the character is serious business all the time, and thats why you get this dissonance.

I'm actually less interested in the dissonance between play and story here than I am in the larger ideas that produced that story, namely that to be serious drama, you can't have fun or be funny. Which we can agree is wrong...
...right?
Right??
Silliness and fun are not mutually exclusive with deep, resonant emotional drama. At minimum it can break tension and add variety so the punches hit harder due to contrast. At best it makes everything more real and affecting. Things can be both fun and deeply moving. There are all kinds of examples from film and literature (not the least of which being Up! with its balloon house and talking dogs), but since I got here thinking about Prototype 2, the examples to bring up seem to be Trigun and Cowboy Bebop. After all, I've  hit comics, video games, and TTRPGs previously, so anime rounds out the nerdity nicely.

Anyone who's seen those and compares Heller to Spike or Vash should know exactly where I'm going with this. For those not familiar, Vash is the central character of Trigun, one of the  best gunfighters on a planet of  wild west, and can level city by himself. When not arguing about the value of life with specific villains, he spends much of the series acting like a complete goof.


Well, maybe not complete; Who doesn't like donuts?
Spike is a similarly super-capable bounty hunter in Bebop, but unless in mortal peril or dealing with his past, treats almost everything as a joke. I bring them up as a possible way a game could reconcile the type of grim revenge story Prototype 2 apparently wants to tell with a main character going on easter eggs hunts between missions; characters that present a fun, interesting face and set of behaviors to the world while still being dramatic when appropriate.


"This is my serious face"
Actually its easier for Heller, even if he does start as a revenge obsessed Angry Black Man; this is a guy whose body just got transformed, and is ingesting a jillion other people's memories over the course of the game, so it would make sense to deal with it by behaving oddly. Playing off Heller doing whatever (in non-specific terms, of course) between missions as part of dealing with the massive changes hes dealing with would both be a more believable character than taking it in stride, more in line with how he is being played (by most people, I suspect), and because of those it would have more impact when he does put his game face on for a mission that means something to him.

As it is, all of Heller's lines kind of blur together; his main characterization is "I am angry", sometimes ranging to "I am confused about who to be angry at", so he becomes very predictable and uninteresting, particularly compared to Mercer and Blackwatch's maneuvering. With a little more variety of tone, the dramatic moments would hit harder since there was more contrast and we identified with him more.

I mean c'mon, even Batman knows you have to have a little fun sometimes.
So do you think that kind of characterization would've made the game more of less enjoyable? Let me know in comments.

PS, when it comes to seriousness, I've always liked the quote:
When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up. -CS Lewis


photo credit: prototype.wikia.com, ~ahmedshadow.deviantart.com, imgur.com, lidafilmmaker.wordpress.com