Showing posts with label railroading. Show all posts
Showing posts with label railroading. Show all posts

Wednesday, January 16, 2013

#53: Railroading: How it Doesn't Have to Suck


As many of you know, I am a very big fan of choices in games. I love it when a game allows me a degree of agency over the story and the way things unfold. To me, this is a major part of what helps gaming separate itself from other mediums, like books or movies. However, this does not mean that I am against the notion of linearity in video games. There is nothing wrong with games having players follow a path that is decided by the designers well before they gets their hands on it. Many of the better games and stories in this medium are of high-quality because of their linear nature. The key for developers to have well-executed plots that railroad players into one path is to carefully mask those rails as much as they possibly can. This can be done in a number of ways and with many different approaches. Today's article will be dedicated to outlining a couple of possible methods with which railroad-y plots can work.

The first of these methods is simply to create a large world and build the perception that there are many places and locations for the player to explore, while at the same blocking off areas until they have completed a significant enough portion of the story. Final Fantasy games, especially the earlier games in the franchise, are some of the most well known practitioners of this strategy. In many of this franchise's games, players start off in one town, but see that all around them there is a fairly large and expansive world map to explore when they depart that town. Most sections of the map are blocked off simply because the player requires certain means of transportation to get passed obstacles like mountains, rivers, oceans, and so on. After making significant enough progress in the story, the player is given some method with which to bypass the obstacle like a teleporter or some kind of vehicle (most famously the Airship). This tactic comes with its own strengths and weaknesses. On the positive side, it gives off the illusion of a massive world which the player can explore. Earlier Final Fantasy games always had the feeling of world-sprawling adventures that took players to varied, exotic locals. It also allows for strategic placement of locations and towns to give off the impression that players are exploring an actual place with people. Taken further, designers can also use this world to place side quests in deliberate locations that make them feel like natural extensions to the game and its lore. This can best be shown by contrasting early Final Fantasy games with a later game in the franchise that did not utilize such a mask, Final Fantasy XIII. That particular game is notorious for presenting the majority of itself as a long, linear corridor. Without the illusion of a large world, the game feels like a straight line and there is very little room for side content. On the other hand, there are downsides as well to this particular illusion. For one, it is fairly difficult to scale up. This worked well on small scale pixelated games because we accepted a degree of abstraction. We did not need to see other people using airships or traveling around, gathering resources and trading, to assume that it was happening. When we scaled up to high-fidelity 3D, this was no longer sufficient. For games to employ this tactic in modern AAA gaming, it requires a great deal of effort. The place has to look almost exactly like a living breathing world in the vein of an Elder Scrolls or Assassin's Creed game, especially an Assassin's Creed game, in order to maintain the illusion. Because of this, the blocks that prevent players from proceeding further into unexplored territory before advancing the story can seem increasingly artificial. In particular, the Assassin's Creed series is extremely bad at this. The barriers that determine how far players can explore are literal force fields that appear when they are going too far out of the designated free area. It justifies them by saying that the ancestor of the day did not explore those locations during the memory segment that the player is currently reliving via the Animus. While crafting natural blocks that make sense in the world can be difficult at times, Ubisoft did not even try and many games in the series feel decidedly linear because of it. That is not to say that this is a bad tactic to use, but we have to consider the weaknesses of doing things this way.

Another good way to disguise linearity in games is to plan the player's actions and the level design so that the correct path to take feels like the one they are most likely to take anyway. This is easier said than done as it takes a fair amount of work, play testing, and knowledge to get right. One of the biggest problems with games and plots that railroad the player into doing certain things is that often the player is forced to take actions that are obviously stupid even without knowing what they will lead to later on. A good example of this is the start of Mass Effect 2, where Shepard decides to work with the organization Cerberus despite knowing already that they are a terrorist organization that is responsible for completely reprehensible crimes against humanity. Most players who are familiar with the events in the first game would NEVER want to join up with Cerberus, but are forced to anyway because the writers have already made that decision. Assassin's Creed 2 is also responsible for this by forcing Ezio to spare Rodrigo Borgia at the end of the game despite the fact that he is and will be responsible for thousands of deaths. These kinds of moments make it seem like the protagonist or designer of the game is attempting to troll the player, both acting illogically and placing the player in situations that could have easily been avoided. Simply put, neither the player nor the player character should ever be forced to take actions that are obviously stupid in service to a plot. If that does happen, then the players will often mark the game down for being overly-linear and “railroad-y.” Hiding a game's linear nature is easiest to pull off by reading and re-reading the script of the game with a critical eye. Designers need to think about logical actions that the player or protagonist might consider taking and either finding a way to explain why it would not work or rearranging the plot element or set piece in question around that. Play testing and bringing in fresh eyes can also help as watching what others do and asking why they make those choices can greatly help in planning scenarios in a way that they seem less linear. It is hard to point to games that do this particularly well because those are the kinds of games that are so well done that it is hard to notice that designers are funneling their audience towards one end. While I am an advocate of doing things this way, again one has to acknowledge that it is not easy and requires quite a bit of forethought and adaptability.

Lastly, one of the more ambitious ways to create a linear game is to actually enable players the ability to make choices as the plot goes on, but weave those choices into the story in a way where the player feels like they were making significant choices, when in actuality they were just being funneled into the tale that the designers wanted to tell. Out of all the possible tactics to employ, this is the most risky. Done well, it can give players a strong feeling of authorship over the narrative until playing through the game again. When poorly executed, players can feel like the game is invalidating their choice and forcing them into situations they would rather avoid. One example of the former is Telltale's The Walking Dead. While there are moments where it seems like the game is conveniently sweeping decisions players have made in the past under the rug (particularly in Episode 3), for the most part the game is pretty good about guiding players towards their intended paths while acknowledging and respecting the choices they made along the way. But of course, for every good example of a game doing something right there is a counter-example that demonstrates the worst way to implement the same thing. In this case, Mass Effect 3 serves as that counter-example. There were several moments in Mass Effect 3 where the script seemed to do what it wanted despite the choices players have made. In order to avoid spoilers in this article, I will instead point to my previous works that detail this phenomenon. This is something hard to talk about because in order to do it justice, I would have to prepared to go into massive spoiler territory and I am trying to keep this spoiler free for once. Nonetheless, such a skillful weaving is something that takes genuine effort. Players will notice and appreciate it.

Again, there is absolutely nothing wrong with games being linear. Done well, a good linear story can make for quite an enjoyable game. It is worth noting that none of these strategies have to be done in isolation. In fact, it is ideal if a few of them overlap. This is also by no means a comprehensive article on the subject. I am sure that other tactics exist to help facilitate linear storytelling in video games. Lastly, my final disclaimer is that sometimes not hiding the rails can be a legitimate tactic if the game's story calls for it, as seen in games like Spec Ops: The Line or the first two-thirds of Bioshock. By no means is game design an exact science with hard and fast rules. The medium is still very much in its youth. Designers should feel free to experiment with and test other ways to improve how we tell stories.

Wednesday, February 29, 2012

#10 : Games and Storytelling


This is a topic that I have touched on in the past, but recently, I have been given the opportunity to talk about it. A couple of weeks back, David Jaffe, creator of Twisted Metal and God of War, said, regarding to storytelling in video games, “If you've really got something inside of you that's so powerful, like a story you've got to share or a philosophy about man's place in the universe, why in the fuck would you choose the medium that has historically, continually been the worst medium to express philosophy, story and narrative? While that sentence is taken only slightly out of context, and the underlying point that developers should focus more on gameplay is sound, I would have to partially disagree with Mr. Jaffe. If a developer wants to have a tightly woven, complex, extremely linear narrative, then I would agree that said developer would be significantly better off by writing a book or making a movie instead. However, if the developer wishes to explore a particular philosophy or a “What if?” scenario, then a video game would be the perfect method of expression, and here is why.

The main reason that a linear narrative does not work so well is also one of the main reasons that games continue to flourish: Games are interactive by their very nature. People who play games always make decisions and affect the game world, even in linear games. What type of weapons will I use? What is the best way to defeat all of these enemies? Should I play it safe or go all out? These decisions are constant being made, consciously or not. Games thrive on ability to thrust players into situations they are not used to and force them into the actions. Linear stories are the antithesis of this. Linearity suggests that there is only one, proper way to go through a player's journey and every other possibility is incorrect. Some games even have sections where there is a trap in the room that is dead obvious, but the player is forced to trigger it in order to advance the story. In an environment where interactivity and decisions are everything, this is the kiss of death of any serious story. Movies and books can get away with this because the readers/viewers are not insert themselves into the situation: They are passive observers watching a story play out. In a video game, this is not the case. Players of video games are active participants, affecting the outcome of events through their inputs. It is easy for a video game player to project their own emotions onto the protagonist of the game because, in a way, they are. The character becomes a culmination of the decisions and actions a player has made to that point. When somebody asks a reader of book how far into the book they are, they respond with “I'm at the part where the protagonist does X.” However, a gamer would respond to the same question about a video game with “I just did X, and I'm about to do Y.” For an interactive narrative that takes player choice into account, this is a huge boon and be taken advantage of to great effect. For a linear story, this can spell doom if, at any time, the player is forced to do anything that runs directly contrary to their logic or beliefs. There is a term for this: Railroading. It can even get worse when a story directly contradicts what is happening in the gameplay. Either of these circumstances can break immersion with the game and bring the player back into the real world. While I cannot be sure, I would imagine this is why Mr. Jaffe suggests that writers with sprawling narratives in mind should visit another medium.

Does this mean that I think video games should never have stories? NO! However, a game's story does need to keep the nature of the medium in mind. The most important thing to consider is that players will want to have a sense of agency. That is, they want to be a part of the world, they want to have their actions affect the world, and they want the world to respond to the effects of these actions. Again, if at any point a player loses his/her sense of agency on the events of the game, they go from active participants to passive observers, losing the one advantage the writer has: The fact that the player will care about the protagonist because the protagonist is an extension of the player and the ability of the player to assert his/her own will. The key is to use this concept of player choice and player influence to encourage the player to explore. I will use Fallout: New Vegas as an example.

While I have a few criticisms of New Vegas (chief among them how Caesar's Legion a little too evil and hard to sympathize with), this is one thing it did very well. In the game's first half, the player travels to New Vegas. Along the way, the player is introduced to all the major factions of the game at one point or another. The New California Republic(NCR) is the stand in for old school American politics, with all it pros and cons. Its leaders are shown to want the best for the people, yet they are incompetent on many levels and often do not understand the plight of the common folk. The opposition of the NCR, Caesar's Legion, has opposing ideals. The Legion subjugates tribes under its rule. The tribes lose all their heritage, the men forced to become soldiers, the women and children forced to become slaves. (The boys are conscripted when the come of age.) Furthermore, they reject all kinds of advanced technology, in favor of old school “Roman” ideals. However, they are all united and a sense of order can be found in the Legion. Between these two factions is Mr. House, the enigmatic leader of New Vegas. After the player has been given a chance to meet and learn about all three major factions, they are given a choice. He/she can choose to side with any of the three major factions, or reject all three ideals in favor of a completely independent New Vegas, overseen by the player character. The game and the ending radically change depending on both which of the major factions the player works with/against and how he/she deals with the other sub-factions in the game.

While it is far from perfect, this is an excellent example of how video games can tell good stories. Inform players of different ideologies and let them learn about and explore them. Once they feel like they know enough, allow them the chance to pass judgment. Let them say “I believe that X is the best choice, and as such I will support them.” It does not even have to be the grand, arching narrative. Even on a small-scale, such as with a side quest, this ability to choose is what makes games unique as a medium for storytelling. This is why so many people still laud Deus Ex as an excellent accomplishment in gaming, even though it was made all the way back in 2000. The main crux of the game was that it encouraged the player to make choices, both in the way the story unfolded and in the way they play the game. The game explores transhumanism, both in gameplay and in story. It the story, it talks about the positives of transhumanism, like how augmentations could drastically improve people's lives. However, it also explores the negatives, such as the fact that it can essentially render certain people obsolete when newer, better augments get released. The game ends by having multiple factions give you their opinion on what to do and having the player decide which is best. This sense of exploration and choice extends to the gameplay, allowing the player to go through the game as an expert in combat, stealth, hacking, conversation, or some combination of the four, and beat the game his/her own way.

While I say that games can be used as storytelling devices, that is a little misleading. What I really mean is that games can be used to explore philosophies and concepts and give the player an environment in which he/she can discover the pros and cons of particular ideologies without causing any sort of real-world harm. If a game developer wished to do this, I would advise them to go for it, but to do his/her best to not insert their own biases into the game. The point is to let the players form their own opinions, not to feed them opinions. It is important to avoid veering into the unfortunate category of “propaganda”. For better or worse, games can be used as tools to learn and explore.