Musings and research on game narrative design

craftingintangibles

I was one of the speakers at Crafting Intangibles, an online (and local) event exploring interactive narrative design (in games and other media).  The talks went live on June 10th 2017, and you, as a ticket holder, get access to them all now! 

This topic is something I’ve been thinking about for a while, and I first tried out a little bit in a Twine game I made earlier this year.  It’s about connecting the idea of Gameplay Verbs and Actioning Verbs. 

I love narrative-based games.  But time and again, I find myself frustrated when the way I read a dialogue option is not the way the designers/writers intended, or the way the actor interprets or rewrites it.  One day, it hit me: I’m playing the character, but my intentions aren’t honoured!  I’m functioning as a director, at best, hoping that the actor does what I ask. 

As you can probably tell from a lot of my previous posts, I have a background/major in theatre.  So it’s from theatre that I draw my idea.  As an actor rehearsing a play, there are many ways I can read a line.  To give my line meaning, I give myself what Russian Realist actor, director, and theorist Konstantin Stanislavski termed an acting “objective“: a descriptive verb focusing the character’s actions.  So, I started to think: what if I assigned Verbs to the character’s lines? 

Okay, so let’s say we let the player (and while we’re making connections between terms, let’s take note that actors are also called players) choose their intention for their next line of dialogue.  This doesn’t mean that we, as designers, need to have an endless list of possible verbs for the player to choose from.  Characters still have constraints, and it’s unfair on the player to offer them a choice that would be “out of character” and then re-adjust in the dialogue: that goes back to the problem of allowing the player to choose one thing, and then have the character do something else. 

It also doesn’t give the player total control of the outcome of the conversation: they choose what they want the character to try to achieve, but as we know, we aren’t always as effective at achieving what we want as we’d like: our audience comes with their own biasses about you, as well as being in the middle of so many other thoughts and experiences that we don’t know about, which affect their ability to read our intentions.  Thus, for the narrative, it matters not only what the player tries to do, but also the NPCs reactions based on their own perceptions of you, in combination with other trackable game events.  We also don’t need to write endless dialogue based on the player’s choice: in theatre, the choice of objectives that you and other actors have can widely impact the way a scene feels, even if the lines do not change. 

Verbs are already a concept in game design theory.  Game players can make choices; but valuable choices need to be made between different actions, different verbs: I can jump over this rock, or walk around it, or maybe even smash it with my weapon.  Giving players four dialogue choices and the option to say nothing isn’t five choices, it’s two choices: to say, or not to say. 

What if we narrative designers could give players the same level of choice in dialogue-play as systems designers give them in game-play?  A few games do this: Life is Strange integrates a “rewind” Verb that is part of both verbal and nonverbal gameplay; Phoenix Wright allows the player to direct the dialogue by choosing to ask the witness to clarify their statement, or prove them wrong; and Layton Brothers: Mystery Room feels like you’re investigating both in the gameplay and the dialogueplay. 

How can you apply this to the project you’re working on?  I formulated an activity that I do myself to help bridge the gap between Narrativeplay Verbs and Gameplay Verbs.  You can see it here! 

Action and Intent is the name of my topic for Crafting Intangibles, which was a series of 20-minute talks on and about Narrative Design, organised by Christy Dena. 

The talks become free to the public on August 10th 2017, and at that time I’ll post again with more information and the link to the video.  But until then…

We all end with a challenge/activity, and here’s mine:Try this with some of the projects you’ve worked on, are working on, or your favourite (or least favourite) games. 

Describe the theme of your narrative.  What is your main character’s hopes and goals?  What do they want, and what must they do to achieve it?  What shouldn’t they do?  What do they need to start or stop doing? 

Over-write it.  Don’t worry about being succinct for this activity.  If you run out of things to write, keep writing.  Really push until you have nothing left. 

Underline all the VERBS that you’ve just written. 

Look for patterns of positive and negative versions of each verb, like Aristotelian vices.  From this, you can start looking at neutral versions of the verbs- this makes them more flexible and also narrows down many verbs into a few key ones. 

These key VERBS are some of the options that you should give your player.  Some of them- what the player must start doing – are good choices, and some of them – what the player must stop doing – are temptations and vices. 

Think about how it can apply to both Narrative Systems and Gameplay Systems.  eg, How can the player “Investigate” as part of narrative and as part of the gameplay? 
(example for “Investigation”: Layton Brothers: Mystery Room)

That’s it!  I hope this helps focus your project. 

Check out the talks at the Crafting Intangibles website for more activities, advice, and inspiration!