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"Finch realised what he really wanted to do; to "make things people could both use and enjoy"." Yes, that.
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"We don’t want readers to “master” our inklebooks: we want readers to nurture them. The stories they contain are precious, fragile things, that like any good story might turn at any moment." Yeah, this – moving away from "what happens" to "how it happens" as a tenet for interactive fiction.
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"A photograph has to be rational. It has to be rational in itself. It has to be rational and complete. … it is the illusion of a literal description of what the camera saw. From it, you can know very little. It has no narrative ability. You don't know what happened from the photography. You know how a piece of time and space looked to a camera." As usual, I'm reminded how much I love Gary Winogrand.
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The ninth day of the Hindu Navaratri festival, the "Worship of Implements", where "weapons are worshiped by soldiers, and tools by artisans"; "In the cross cultural development that has revolutionized the society, with modern science making a lasting impact on the scientific knowledge and industrial base in India, the ethos of the old religious order is retained by worship of computers and typewriters also during the Ayudha Puja, in the same manner as practised in the past for weapons of warfare."
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Jon is smart, and one of the best writers of interactive fiction (in all its forms) that I know. So I am looking forward to this.
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"I’m aware on some level that a photograph is misleading but at the same time we have to remember that photographs are just a frame in time. By its very nature the medium is misleading. We don’t know what is happening outside the frame, we don’t know what happened before the frame, we don’t know what happened after the frame. So I carry in my head two feelings about the Falling Man. On the one hand he was no different than the other jumpers on the day but at the same time I hold onto the essential truth that the image represents." Sontag's "moment selected at the exclusion of other moments" again.
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"A videogame is a staggeringly beautiful canvas. It's a window into another world. A world that lives only as long as the machine is on. A living breathing world with depth and soul that actually exists, right there onscreen, limited only by the vision and imagination of its creators. Seize that thought, and don't let it go." Less talk, more rock. (And: I am enjoying the BB one-off feature art).
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"I got my Miranda. I also found out how many times I'll kill the same person in order to get my way, which is also helpful." Great stuff from Dan on Mass Effect 2, and the hoops we go through to make NPCs like us.
Fixing “No Russian”
17 December 2009
This has been bugging me for a while, so it’s time to solve it with a game-design exercise. It contains lots of spoilers for Call of Duty: Modern Warfare 2, but I’m pretty sure anyone who cares is already spoiled, so don’t read on if you’ll be offended.
No Russian is that level from Call of Duty: Modern Warfare 2. Even if you don’t play games, you might have heard about it on the news: it’s a sequence in which the player, as a US soldier undercover with Russian terrorists, takes part in a terrorist massacre. From the outset, is clearly intended to be shocking, and has certainly generated the expected reaction in the popular media.
As a player, I did find it unsettling and unpleasant – enough so that I don’t really want to play through it ever again. As a piece of gameplay, though – indeed, as a piece of a game – it falls completely flat. It’s cheap manipulation, full of holes not only in logic but also in simple interaction, and most of the commentary from the wider games community has had some degree of criticism of it. Kieron Gillen’s post on Rock, Paper, Shotgun is a pretty comprehensive summary of the issues with it. For the most part, I agree with Kieron: tonally, it’s absurb compared to the previous and following levels; his point about player choice confusing the storytelling of the level, rather than enabling it, is also a reasonable one. (I’m not with him on the realism of the airport shoot-out; I think it falls precisely into the authenticity-of-universe that the rest of the game does, namely, mildly bonkers, and I think his digresson on it distracts from his solid, main point – much as this digression does mine).
It’s definitely broken as storytelling. But how would you fix it?
There are some strict criteria to my imagined exercise of “fixing it”: you can’t remove the level; you can’t alter the narrative, however preposterous, in any significant way; the level must play out between “Cliffhanger” and “Takedown“; the state of the world at the beginning and the end of the level must be the same as in the released version of Modern Warfare 2. You’re not allowed to change the style or nature of the game – it can’t become an open-world game all of a sudden; it has to stay true to the linear, semi-corridor-shooter design. All you are allowed to do is fix this one level through game design. (So: this doesn’t solve the problems of the plot, but it might make the level more effective at what it chooses to do).
I have a rough idea, and it involves making two – only two – changes.
1) A new opening
I think to give the player choice in shooting the civilians muddies the intent of the level. Whatever you may think of that, the level is designed to be unsettling, unpleasant, and, narratively, that massacre has to occur. To be honest to Infinity Ward’s intent for this level, there shouldn’t be flexibility in the player’s actions. At least, to begin with.
And therein lies a problem: we can’t wrest control from the player in a first-person view – that’s just dishonest to the perspective. We can’t do third-person cutscenes; that’s not true to the style of the game. We can’t just skip the massacre; that’s not true to the intent of the writing, to the effect Infinity Ward want to have. We have to include it, in a perspective honest to the game, and remove the chance it might not play out.
What we need is a new perspective, without a third-person camera, and to do that, we use the traditional Call of Duty solution: we introduce Yet Another New Player Character. In this case, the Russian CCTV operator.
The level begins with General Shepherd’s voiceover. Instead of smash-cutting to the perspective of Private Allen… we cut to the perspective of a CCTV camera. A subtitle tells us that we’re playing as a CCTV operator at Moscow airport. We’re not sure what to make of Shepherd’s voice-over.
Infinity Ward have a great “fuzzy black-and-white camera” renderer – you’ve seen it in the AC130 mission of the previous game – and it’s ideally suited to rendering the grainy black and white of CCTV. The detached slaughter of the AC130 mission in the previous game is shocking precisely in its detachment, and I want to recreate that in my imagined No Russian.
So: you have two controls as the CCTV operator. You have minor camera control over the camera, moving it left/right/up/down; you also have a button to toggle your viewpoint to other cameras in the airport. That’s it. You have no agency: you are just an observer.
For a minute, it’s a regular day at Moscow airport. And then: four men step out of a lift and all hell breaks loose. The gunfire is distant – there’s no sound on these cameras, just the spill from down the corridor – and instead, the main soundtrack is the panic in the CCTV room, frantic phone calls, chatter and static on the walkie-talkies. Your boss keeps asking you to try and get a clear shot of faces. Nothing can be done, other than follow, as the four men shoot innocent civilians.
We give the player no degree of agency – just a crude tool to spectate. And we remove choice: it’s clear that all four men are shooting. All of them.
And then, just as they are fading from view of our final camera, into the fire-exit that will take them outside…
…the camera perspective does the familiar Infinity Ward smash-zoom into the head of the back man. And, as the subtitle comes on screen, suddenly, the player realises – perhaps, with horror – exactly what Shepherd was talking about in the interstitial before the level: Allen is undercover as one of the terrorists. We’ve just seen what he’s done – and now we have to not only live with it, but control him.
The level now continues as in the released game, with the rolling shoot-out with the Russian security forces. Only now, you know what your character’s just done; the game reinforces the roles of both “the character” and “the player”, and forces the player to question the gap between both of them.
There’s one other change I’d make.
2) Removing the sacrosanct narrative bullet
The other shocking element to the level in the original game is that, as it ends, Makarov shoots and kills the player character, revealing that he knew the player to be an American spy all along.
Infinity Ward pulled off the unavoidable death of a player character excellently in Call of Duty 4 – the death of Paul Jackson in the nuclear blast is shocking, if only because it seems, so briefly, as if you might survive; it jars because it’s a rule-breaking removal agency; it awes in its presentation.
In Modern Warfare 2, though, that trope is flogged to an inch of its life.. Three player characters, at my count, die in Modern Warfare 2 (Roach, Allen, and the poor un-named astronaut who exists for all of ten seconds). It’s beginning to lose its impact; it’s just another pre-scripted event within a level, that we’ve all seen before. (It was the astronaut that made me really angry and convinced that this had become a cheap trick; he doesn’t even get a name before he dies!)
I wanted to introduce some unpredictability into the level, something that would make the player “sit up” in the same way the nuclear bomb did in COD4. It would have to be something unlike anything else in the rest of the game. So my other change to No Russian is simple: when the player is killed, the level ends immediately. There are no restarts for this level. The final narration plays out, explaining that one of the terrorists was an American, and the (deranged) narrative arc of the game continues as before.
I have a dislike for narrative bullets. You know: the single bullet that proves fatal simply because it’s required to do so for narrative reasons. Why does Makarov’s one bullet count, when the hundreds I’ve absorbed in the level already are shrugged off?
Makarov’s bullet doesn’t need to be special; regardless of who kills Private Allen, someone will discover he’s an American when they find his corpse. So: if the player makes it to the end of the level, they’ll be killed by Makarov – but if they’re killed earlier, by the security guards, or the SWAT teams – well, it makes sense to end the level there; from a narrative perspective, their cover is blown as soon as they die. The level is meant to be jarring, a shocking change from the norm of the game; why give someone the chance to replay a massacre? Giving them a single attempt makes the other-ness of the level immediately obvious. It also removes the reliance on the narrative bullet at the end, and as a result, the internal rules of the level to my mind feel “fairer”.
And that’s it.
It doesn’t make the game less preposterous; it doesn’t remove all of the heavy-handedness of a sequence clearly designed to shock. But these two fixes, to my mind, do treat the player more fairly, and emphasise the sanctity of the narrative in this linear, story-driven game. At the same time, the player now has more consistent rules for their death, ensuring they can’t corrupt the narrative of the story through choice. The level also now embraces that lack of freedom of choice, and uses it to strengthen the shock and disquiet of the level.
I still wouldn’t be happy with this level – the issues around its change in tone, how it sits in the plot, how it breaks the pacing still stand – but I think that this remains an interesting exercise: fixing a game level that is, at best, problematic, and at worst, unfixable.
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"Ultimately, when I reject narrative techniques in favor of ludic ones, what I am really saying is that I reject traditional authorship. I reject the notion that what I think you will find emotionally engaging and compelling – and then build and deliver to you to consume – is innately superior to what you think is emotionally compelling. By extension, I reject the idea that I can make you feel the loss of a friend in a more compelling way by authoring an irreversible system than you could make yourself feel by playing with a system wherein a friend can be both dead and alive simultaneously and wherein his very existence can be in flux based on your playful whim… This discussion is not about how to make a game more meaningful. It is about how games mean." Yep, I still want to marry Clint Hocking.
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Pup ponders the heat-death of the universe. Beautiful, and a lovely use of space, too.
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"CRM training encompasses a wide range of knowledge, skills and attitudes including communications, situational awareness, problem solving, decision making, and teamwork; together with all the attendant sub-disciplines which each of these areas entails. CRM can be defined as a management system which makes optimum use of all available resources – equipment, procedures and people – to promote safety and enhance the efficiency of flight operations."
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Scrapes lots of things, produces a useful page which actually manages to stay up. Also, it spells TRANSPORT CHAOS the only way it should be spelt: in capitals.
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Named for the year the BJP was founded; nicely written, and not just a fast-moving press release stream.
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All Kenta Cho's code on wonderfl.
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Kenta Cho's making stuff on wondfl, in ActionScript. This example is ASCII-based bulletty goodness.
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"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
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"write Actionscript3 code in a textarea, and your code will be compiled server side. Your compiled Flash will be reloaded automatically in the right side of the page, so write code and see it real-time." And you can fork other people's code. It's like github and Heroku all at once, but for Flash.
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"in the meantime, I decided to do an absolutely crucial bit of game science. Something that I am entirely sure is mulled over constantly, but never properly investigated. The question is but stated thusly: how long would it take the Little Prince to roll up an entire room based on a random path algorithm?" Julian is having fun.
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"Take it easy on the kid, SilverFox316; everybody kills Hitler on their first trip. I did. It always gets fixed within a few minutes, what's the harm?"
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"For all the talk of immersion and realism it seems gamers still want games that provide for them, that make them the centre of the action, the pivotal agent in the events of the world, the nexus around which everything is focused." And this is one of the big conflicts within games: you have to make the player feel wanted whilst they're playing the game, make them feel the centre of attention, because without them the game is nothing. But at the same time: can you still tell stories that aren't about them? I expand a little in the comment on the blogpost proper.
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"Over the past few months we’ve had to create a few iPhone mock ups for presentations… Since we know we’ll be doing more of this, we created our own Photoshop file that has a fairly comprehensive library of assets – all fully editable." Could be useful.
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"These sketches should make Arduino-based web-controlled home automation, and remote-responsive spaces a lot easier. The advantage of working with an ethernet shield is that you no longer need to tether the Arduino to a computer in order to access Pachube and other network services!" Some useful examples, to be returned to.
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"In one moment the game had broken the tacit agreement between us. It had failed to respect my character decisions, it had made a pretense of allowing me to define whether Faith violent or not only to pull the rug away at the vital moment and strip all control from me. It lied. Any actions I might have taken to avoid combat up to then were for nothing. It had failed to show me respect so had lost mine." Breaking the unwritten contract with the player is definitely a bad thing, and I didn't notice this – but only because I'd not been aiming for the "no kills" achievement.
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Japanese Bioshock commercial. Nifty: no in-game footage, but there's something that feels like it overlaps right.
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"We've seen this all before… [but] these Smule globes seem strangely different and much more interesting, largely I think because you hold the phone in your hand instead of the laptop or monitor on your desk. It's a more personal, touched engagement with the screen that makes visualizing an earth-spanning army of phone lighters and flute blowers more physically personal."
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"But succeed or fail, my awareness of game design is omnipresent, and I like it that way. It enriches my experience of playing. The in-world experience remains my first thought, but my second thought is nearly always focused on the system, especially when that system demonstrates originality or beautiful execution. I don't think I'm the only gamer who behaves this way." No, but it requires a certain degree of awareness of the medium to think about the second; the first is much more immediate, and the second is about an engagements with games, rather than a particular game.
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"If I only have so many hours in the day to devote to genuinely insightful things, Gladwell’s track record screams at me to ignore Outliers. At least for now. At least until I’m stuck on a cross-country flight, liquored up, and ready for a good fight." Jack Shedd is bored of anecdotes.
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"This is a lexicon of terms relating to John Horton Conway's Game of Life." Very comprehensive, with lots of examples.
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Ignoring the background music and a lot of Trajan, I really like this series of pictures from Brooks Reynolds; particularly, his use of lighting and depth of field. I'm a big fan of concept-series; they tend to be more than a sum of their parts.
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I don't care that it's not playing the game or anything, there is no way in the world that this is anything less than super-awesome.