Monday, November 12, 2012

Dramatic Game Dynamics

Tools for Creating Dramatic Game Dynamics
~ Notes on Marc LeBlanc ~

 The power of games as a story vehicle is not a new idea. Many acient games (such as Senet) tell a story of passage through the underworld to the land of the dead. In some cases of these games they are perceived to be divination which tells you your story or possible outcome via the game. This was covered in the Royal game of Ur studies as a possible starting point of the game and maybe continued tradition throughout its life cycle.

Creating drama within a game is compounded by our limited control over the game we create. This is because we don’t know or cant see how our game will play out in precise detail each time it is played. We can only implement mechanics and dynamics within a game to which create drama. You could also say some aesthetics create drama and/or enhance its dominance within a game such as Challenge in FPS games or Expression & Discovery in the Final Fantasy series.

In order to discover ways in which to make our game more dramatic we must understand how drama usually works and how we see drama in stories, computer games, movies, cards games etc. We use the dramatic arc for this which visualizes the rising and falling of a well-told story. 


The drama starts with conflict which creates tension that will accumulate as the story builds to a climax and then dissipates as the conflict is resolved. This diagram is only used to explain how drama within a narrative works, we cant actually measure tension but it is important to get a idea of how it increases over time till the climax and then resolves shortly after at a much quicker pace than the tension was built.

We can break down the dramatic tension into to uncertainty and inevitability to better understand how we can create tension, climax then resolve throughout the narrative.

Uncertainty

Feedback System as Sources of Uncertainty -
The game state is all the information you would need to put in a save file for the game. This includes scores, positions, location, items, health, bullets left etc., anything needed to be known to continue the game in the same state as it was when saved.

The scoring function is the sensor of the cybernetic feedback system. This could be the score of kill/deaths in a FPS game, or the distance between player 1 & 2 on a racing game. Its a means of measuring who is winning and by how much.

The game mechanical bias is the actuator of the cybernetic feedback system. This rule determines which player gets an advantage over the other. For example giving the losing race car a small speed boost to help catch up or giving the lead scorer a bonus as reward.    

The controller is the comparator of the cybernetic feedback system. This rule chooses which player receives the game mechanical bias and bases its decision on the scoring function.

We can use this system to create dramatic tension by driving the scoring function closer to zero or a tie as this creates uncertainty and tension on the way to the climax. The ultimate goal of this system is to keep the game as even as possible to create the drama and tension throughout the game and used as a safe guard against one player totally dominating the game.

We can also use this system in a positive way to aid the climax of the game. Due to the mechanical bias used throughout play it can stagnate who is winning or losing and we can ensure the climax is reached by giving the mechanical bias to the leader to dispel the uncertainty of the end result. We see this in many forms such as RTS games where you get more resources if you win the battle over it or you get to pick up all the speed boosts in Mario kart if your in first as no one is in front taking them before you. This process dispels the dramatic uncertainty and creates a sense of closure, preparing you for the win and the losers to lose.

Pseudo-Feedback 
 Quite frequently, these sorts of mechanism create game dynamics that appear as if the game were being driven by a negative feedback system when one player takes the lead but quite frequently the other player(s) will catch up. This is just a perception of a cybernetic feedback system as there isn’t one.
 
Escalation - This mechanic is when the score changes faster and faster over the course of play, so that there are more points at stake at the end of the game than at the beginning. This is best explained using game shows were questions answered by teams are worth less at the start than they are at the end. The lead team by half time may of answered more questions and have more points but in the second half the behind team answer only a few question correctly but draw scores or go ahead.

Hidden Energy - A example of this would be a power boost you can use at your command which is hidden from your enemy, much like nitro boost in racing games or a absorb shield in fantasy shooting games. The lead player may be ahead but that could be down to he/she has already used his hidden power and the currently losers have not. This gives the illusion of the leader winning until the other players use theirs the outcome is uncertain. 


Fog of War - This represents a way of creating dramatic uncertainty by limiting the information available to the players. At the beginning of the game, players cannot predict the outcome of the contest because they aren't given enough information. As the game progresses, more and more information becomes available and the outcome of the game seems more and more certain.

Cashing Out - This is a game mechanic where the score of the game is reset to zero. Best described in games such as bomberman where you have to win a set amount of games to be declared the winner. Each time a new game is started all players start on a even playing field and have just as much chance of winning as each other. The only thing taken over from each game is the score to the last winner of a game like a tally.

Inevitability

 Uncertainty alone is not sufficient enough to create dramatic tension, we also need dramatic inevitability, the sense that the contest is moving forward towards a conclusion (resolve). We can use mechanics to measure the progress of a game as well as give a sense of how far away the end might be, The players will feel propelled towards the conclusion of the contest. Using timers or clock to measure time or count down time is a example of this. Other mechanics that convey inevitability are a ever increasing crowded game board, a dwelling deck of cards, decreasing health bars or diminishing resources.

All of these give a sense of progression through the game, warning us that the end is approaching. We look at these as a type of ticking clock and the time it is counting down is the resource that’s non-renewable. These mechanics are a non-reversible processes which bring the game to its conclusion while at the same time prohibiting backward movement. Its important that for a ticking clock mechanic such as these to be perceived as one, its must be apparent and understand as one by the player(s).
 
 Resolving Dramatic Tension

The climax of the game should occur at the moment of realization, when uncertainty is dispelled and the outcome of the contest is known. Given this, the climax should happen as late as possible to let tension build to make a more dramatic climax occur. We need to ensure that the climax is meet and all players know this otherwise it can be see to be left unresolved at the end of the game. A clear winner or condition needs to be meet.

 My Thoughts

Great read, very in-depth and informative. I found it fairly easy to relate a lot of games and movies to this essay, especially the ticking clock and resources mechanic to give a sense of inevitability and progression. This reading made me think about the quote "it's not about the destination, it's about the journey" and I think its partly true in the sense you need to build up the tension along the journey to feel satisfied with the end result and using tools like this to create a more dramatic dynamic/aesthetic to the game you can balance and shape it depending on what play style you are going for.