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The Forgotten City (Skyrim mod) as dense quest

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This post kind of spoils (but not really) some of the Skyrim quest mod The Forgotten City.

Bethesda open world RPG games have developed certain quest tropes. One trope is the conflicting stories quests like Two Sides of the Coin (Oblivion), In My Time of Need (Skyrim), and A Business Proposition (Elder Scrolls Online) which present two NPCs with conflicting stories and no real way to discern who is right, so you just have to pick a side and hope you feel good about it. Naturally, this provokes heated debates among fans, such as this epic two year 500+ post multi-thread argument about which NPC was ultimately truthful in Skyrim.

I heard about the popular Skyrim mod The Forgotten City after their E3 2018 retail remake announcement. After playing it, I think The Forgotten City exists within a different open world quest tradition of complex "dense quests" with many characters and possibilities in a small space. It reminds me a bit of Whodunit (Oblivion), Tenpenny Towers (Fallout 3), Beyond the Beef (Fallout New Vegas), and Diamond City Blues (Fallout 4)... the retail version of Skyrim conspicuously doesn't have any comparable dense quest, so The Forgotten City sort of fills this gap.


The mod adds a large underground city with ~25 fully-voiced NPC inhabitants, all with their own backstories, houses, and AI schedules. If you haven't played a Bethesda RPG, 25 NPCs is a lot; that's about as dense as medium-tier city in Skyrim. It takes a few hours of wandering and talking to learn about each character's reason for being trapped, and about half of them have problems and relationships to solve.

I won't go too much into detail about the story or plotting; I also wasn't really impressed with it. It's a philosophical thought experiment that ends up being about nothing, boiling down to "decent writing for a video game", but I'm more interested in its small innovations and quest design techniques.

Here's the general premise of the mod: this underground city lives under strict capital punishment / martial law. If anyone "sins" by attacking or stealing anything, then the city's ancient robots mysteriously come to life and incinerate everyone. It escalates Skyrim's existing crime systems, where normally you can murder non-essential NPCs freely if there's no witnesses, and even then, you just pay a cash bounty or go to jail. But in The Forgotten City, if you murder anyone, even without any witnesses, then your crime will always unleash total apocalypse and fail the entire mod.

So you begin wondering, what counts as a "crime" or "sin", and what's the difference? This is a political question the mod almost embraces, with disappointing results. Would it be a sin to deal drugs? Is it a sin to be a homophobe? Is threatening someone with violence, itself, a form of violence? What justice is there for sexual assault survivors? The mod invokes these questions only to shrug it off, but honestly I doubt any video game could seriously address even one of these topics. Still, this is probably the only Skyrim mod ever that critiques the total inadequacy of Skyrim's crime system.

screenshot of The Forgotten City quest stages, as seen in the Skyrim Creation Kit editor interface
The Forgotten City also does some interesting stuff with presenting progression and choices to the player.

If you're not familiar with Bethesda's narrative design tools, every quest is internally made of numbered "quest stages". A quest can only be in one active stage at a time. So a player might start on stage 10 ("go to the dungeon"), then progress to stage 20 ("kill the vampire in the dungeon"), and end on stage 40 ("the vampire is dead"). The exact numbers are a bit arbitrary and sometimes the player skips stages, but you generally don't go backwards, e.g. from stage 20 to 10, which would obviously not make sense for most of Skyrim's quests anyway.

In this way, the design of the quest stage system encourages linear quests with shortcuts, but it would be hard to get a make big multi-branching non-linear quest with lots of different state combinations fit into this system. (See this cumbersome quest state chart for "Pheeble Will" (New Vegas) where they need a quest state for every possible permutation.)

But a big multi-modal multi-state dense quest is exactly what The Forgotten City is! So how does it get around all that?

The Forgotten City does two clever things with its quest systematization:

1. In the game, the quest is actually split into two quests: "The Forgotten City" and "Forget-Me-Not". The Forgotten City functions as the framing quest, with your main objective of escaping the city. Forget-Me-Not deals with your tasks in the alternate universe of this underground city, where you can reset the city by using a time portal. Lesson: if a quest is complicated, split it into multiple sub-quests.

2. Forget-Me-Not doesn't make much use of quest stages. Instead, it communicates possibilities with a pile of two dozen "optional" objectives. This brilliantly maintains Skyrim's quest progression norms while signposting all these bushy branches to the player. No other Skyrim quest would let you sit anxiously with 6-7 different optional objectives at a time, and it feels deliciously radical, as if the mod author is hacking / exploiting the game editor itself. Lesson: using an "optional" tag for a quest objective lets you present dense branching in a simplified "flat" way.

To me, this represents the highest virtue of a mod maker: ingenuity, the repurposing of what's already working and understood, and using it slightly differently for a new effect.

screenshot of The Forgotten City's many optional objectives, as seen in the Skyrim Creation Kit editor interface
Of course, working within the heavy burden of Skyrim has its disadvantages.

The first time I completed The Forgotten City and rescued a woman's brother from a deep bottomless hole, her brother couldn't actually navigate the terrain surrounding the deep bottomless hole... and so the AI just fell down into the damn hole all over again! And since he was now trapped at the bottom of the chasm, and thus too far to talk with me and his sister, she just kept waiting for him to speak and the conversation was permanently frozen, so I had to reload the game and try for a different ending.

This bug reveals the secondary metagame wrapped around every Skyrim mod: to play in a way that doesn't break the game / corrupt your world state / maim your save file. It adds considerable depth to the whole experience, where fire-breathing boss dragons are the least of your concerns. Instead, pray you never get stuck between two rocks or trapped inside a stray wall, or worse, locked in a cutscene conversation that never ends.

Perhaps that would be the ultimate Skyrim mod! An avant-garde mod that weaponizes and gamifys the game engine's inherent self-hatred and instability. How long can you survive without a game-breaking bug?


Imagine a Skyrim mod where random rocks and floors lose their solidity. The resulting maze of virtual quicksand transforms every footstep. The wiki guide also says steps 52-99 are tricky. "If your current system time is a prime number, then don't walk on GRASS_TYPE_3," the wiki page warns, "the malformed sound files might spawn a MediumStoneCastle inside your inventory, with an estimated weight of 65536 kg."

After several hours you finally figure out how to bypass the dangerous game tutorial, only to discern some shapes in the distance: a herd of TallPineTree02B all with the voice of NPC_Child_Boy06, repeatedly begging to play hide and seek with you. The wiki is very clear on the danger: "If the trees successfully talk to you, their AI scripts will dispatch a SetIntermediateStage() physics buffer overflow on HoneyHam(id:925ba2), a Food (normal) type item perched at the top of Bloodskull Mountain."

(Dragonborn! No one is safe until you eat the hacked honey ham at the top of Bloodskull Mountain.)

The Skyrim game engine exercises its only inalienable right as software: the right to break. Its entropy shall chase you across the tundra, and you pray its hunt will never end. You keep running. Is that bridge ahead still solid, or will it drop you into the canyon below? (Is 12:59 PM or 1259 a prime number?? Think!!)... You hold your breath and take another step, but it's too late.

The last thing you hear is the scream of a wood chair in Winterhold, divided by zero.

Tips for working with VideoPlayer and VideoClips in Unity

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Traditionally, game developers use Unity for real-time 2D and 3D games and shun any use of pre-rendered video, partly out of design dogma but also because the MovieTexture system was a nightmare. However, the recently overhauled VideoPlayer functionality means that *video* games are now much more doable. You can now feasibly make that Her Story clone you always dreamed of!

I'm currently making a video game that makes heavy use of video, chopped into many different video clips. It's been fun trying to figure out how to build basic video functionality like playlists and clean transitions between clips, except in Unity.

The thing they don't tell you about re-inventing wheels is that it's fun and exciting to re-invent the wheel, and it gives much more appreciation for the craft that goes into wheels. It was fun to think about how a live telecast cues up video footage on multiple monitors, and how a real-world broadcast works, and I learned a lot about why they do it like that.

Let's talk video in Unity.

screenshot of DaVinci Resolve interface... it looks complicated, but it's not so bad
First, you'll need a bunch of VideoClips to put into Unity. If you need a free good video editor for Windows or MacOS, then I recommend DaVinci Resolve which has a fully-featured free version, and personally I prefer it over Adobe Premiere these days.

I won't talk about how to edit and render video here, other than to say, you'll want to export to one of Unity's accepted video container file formats (I usually use .MP4) and use a sensible modern codec like H.264. Most platforms support good H.264 decoding, and Resolve can output video into H.264 by default, so don't worry.

Keep in mind that Unity won't be able to import certain video files. Don't use an unusual codec that your operating system doesn't support natively (Windows list here, MacOS list here) and don't use less common file formats like .MKV which aren't supported by Unity. You might have to use a tool like Handbrake to manually transcode the file to a different format, or use a video editor like Resolve to re-render the whole video entirely.

You should sort out this file format stuff and run tests as soon as possible, because different platforms support different video formats. You don't want to be stuck with unreadable video files.

Once it works in the Unity editor, you also need to make sure it works for your players / users too. The easiest way to ensure compatibility for different platforms is to enable Unity's transcoding, which will re-encode the video for compatibility when you make a build, but that also has its own drawbacks with longer build times and lower video quality.


After I got my video clips, I wanted to build a playlist that seamlessly stitched the video clips together and played them in order, without any weird hiccups or black frames or framerate freeze. This ended up being more difficult than I anticipated: if you just tell the VideoPlayer to play another clip when a clip ends, there will usually be a brief stutter as the system decodes and prepares the next video.

My solution here was to actually use TWO VideoPlayers here. Let's call them Monitor A and Monitor B, and let's say Monitor A is currently playing a video of an aquarium, and Monitor B is turned off.

When Monitor A is about 0.1 seconds from finishing its video, I tell Monitor B to start playing a bear video off-screen. Then, when Monitor A finally finishes its clip, I swap the monitors -- I turn off Monitor A, and show Monitor B. Because I "cue up" Monitor B with a 0.1 second head-start, the result is a very smooth instantaneous cut from an aquarium video to a bear video.

(NOTE: On Twitter, Adam Liss recommends using VideoPlayer.Prepare() and the VideoPlayer.prepareCompleted callback for seamless transitions. I don't really know what Prepare() does, and I couldn't figure it out, but it does seem like Unity's intended solution. In the meantime, I like my approach because it also lets me do cross-fade transitions too.)

My SmoothVideoPlaylist.cs example code is embedded below:

Note the "fast forward" cheat code near the bottom. If you're making a game with heavy use of video, DEFINITELY PUT A FAST-FORWARD CHEAT IN THE GAME. Watching the same videos, over and over, will probably make you very upset -- or worse, disinclined to playtest your own game. So make things easier for yourself, and add a simple fast-forward button to speed through clips or sections that already work.

To implement a fast forward cheat, notice how I increase Time.timeScale to 16x speed, but I also set the VideoPlayer playbackSpeed variable to 16x speed as well. That's because the VideoPlayer runs at a different framerate than the game time. You need to manually speed up (or slow down) both settings.

Anyway, I hope that was all useful. Now go forth and make some video games!

Darner's Digest, vol. 1

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Darner's Digest is a series of occasional posts about the game dialogue system Yarn.

As I've written before, there are a variety of different narrative system plugins to use with Unity. Fungus is a full visual scripting solution ideal for beginners, Ink is great for text heavy games with huge word counts (like 80 Days), and Yarn / Yarn Spinner is a lightweight extensible Twine-like dialogue system for games about occasionally talking to characters (like Night In The Woods).

I don't know what's going on in the Fungus community, and I loosely follow Ink -- they are running an upcoming Ink Jam to encourage new users, and the maintainer Inkle Studios is doing exciting dynamic narrative research in Inkle with their upcoming game Heaven's Vault.

However, I can definitely speak to more detail about what's happening with Yarn these days though, so here's my attempt to recap:


I like Yarn because it is simple and doesn't try to do everything. Instead, it lets me implement my own “Yarn commands” and extend custom functionality when I need it. For example, if I want to change an NPC's facial expressions from a Yarn script, it's pretty easy to write a ChangeFace( ) function in C# and hook it back into a "changeface" Yarn command. (If you need a complete tool that does do everything without any modifications, then Yarn might not be the best choice for you.)

But one big problem that holds back Yarn, in my opinion, is the available writing tools. The original Yarn Editor isn't actively maintained by the project owner anymore, which is ok and understandable, but unfortunately the last editor version (from 2016) doesn't have validation, auto-complete, debugging, in-editor testing, or other crucial features for efficiently designing narrative systems.

Todor "Blurymind" Imreorov has forked the original project and added lots of new features to his version, and he has even ported the code to a newer JS framework (Electron instead of nw.js). Some of those updates are being migrated back to the original repo, but it's unclear to me if there's any clear vision / roadmap / direction for the original Yarn Editor anymore, and anyway only Blurymind's fork has built updated releases that you can actually download and use.

In the long-term, I'm watching a new Yarn editor called Jacquard in active development, with a promising new approach to writing Yarn scripts; you can test Jacquard version 0.5 here.


These tools are also part of two ongoing shifts for the future of Yarn:

(1) The Yarn "language" itself is getting a small reboot and overhaul because there's a lot of hacks and loose ends to tidy up. If you want to participate in some of those discussions and get involved, or like me, simply watch and desperately try to understand what all these smart people are saying ("abstract syntax tree"???) then check out the Yarn Spinner issues tracker or join the Narrative Game Dev slack.

(2) Yarn tools are getting big processor updates. Yarn Spinner (the main Yarn plugin for Unity C#) is adopting ANTLR, a more robust language processing engine for more powerful debugging and editor features. There's also new JS-based Yarn parsers like JHayley's wonderfully-named bondage.js seeing heavier use, especially in web-based Yarn systems, hopefully allowing for better language analysis and visualization aids for writers. In the longer term, there's also some nerd talk about starting to compile Yarn scripts into bytecode at editor-time, instead of parsing the plain-text Yarn scripts at player-time, and I'm sure there's a good reason for it but I don't remember.

And now let's end this exciting first edition of Darner's Digest with a Yarn tip. This one comes from Jonathan Levstein, about working with Yarn variables via C# code:

To read or "get" a Yarn variable via Unity C#, use "GetValue" on the Variable Storage component:

int myNumber = GetComponent<ExampleVariableStorage>().GetValue("$YarnVar").AsNumber;
string myStr = GetComponent<ExampleVariableStorage>().GetValue("$YarnVar").AsString;


To write or "set" a Yarn variable via Unity C#, create a Yarn.Value and then assign it on the Variable Storage component with "SetValue":

var coolNumber = new Yarn.Value(420);
GetComponent<ExampleVariableStorage>().SetValue("$bestNumber", coolNumber);


Until next time, fellow darners!

My gay Australian football game "Ruck Me" and its inspirations

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I'll be premiering a new game "Ruck Me" on Thursday, August 9th at 6 PM at Bar SK. As per usual, I'll eventually publish a more thorough artist statement that spoils the game's systems and imagery, but for now I'd like to talk about its general themes and inspirations.

Ruck Me is a game installation specially made for Bar SK in Melbourne, Australia for the Artworld Videogames event series. Because it's designed specially for this installation, Ruck Me will never be made available for download (because it simply wouldn't work without the right setup)... so if you want to play it then I guess you better go visit Bar SK!

For this commission, I wanted to do something site-specific that accounts for the local Smith Street / Collingwood neighborhood around Bar SK, while also stepping out of my comfort zone and trying something new.

To that end, I've made a homoerotic Aussie rules football league (AFL) game which makes heavy use of video footage starring the local Collingwood club, to be played using a custom-made blow-up doll alt-controller by Louis Roots (designer and Bar SK proprietor).


The original concept was to make a gay rugby game, sort of as an homage to the local gay rugby club in New York City -- but then I was told Melbourne was much more of an AFL town, so I changed the theme to Aussie rules instead.

I wanted to make a project that I couldn't have executed anywhere else. An AFL game wouldn't make sense outside of Australia, mostly because no one outside of Australia watches AFL. It's pretty much unknown in North America, and up until 3 months ago, I didn't even know what AFL was. So it was perfect for my needs.

(If you're one of the approximately 7.3 billion people on Earth who don't know how Aussie rules works, here's my mostly-accurate attempt at explaining: (a) 2 teams of 18 players kick the ball across an oval field and try to get it into their goal, (b) if you catch a long-enough kick (a "mark") then play stops and you basically get a free kick, (c) a goal is 6 points, a near-missed goal (a "behind") is 1 point. Anyway this Deadspin AFL guide is helpful and explains it better than me.)

But now I'm grateful to know so much about the AFL, and I guess I've become a bit of a fan. Because this project relies so much on video footage, I've now watched several complete matches, I now have a favorite player (Alex Fasolo is basically the most beautiful man in the AFL), and I can generally follow the flow of an AFL telecast without too many problems.


That last part is especially important, because Ruck Me takes heavy inspiration from two video-based aspects of sports culture: sports bars and 1980s VCR football board games.

Why do people go to sports bars? It's nice to have someone else prepare food and drink for you, sure, and yeah no self-respecting millennial pays for those expensive sports channels subscriptions anymore, and gosh those televisions are oh so large.

But there's also a fantastic social phenomenological aspect to it -- when everyone in the room notices the same tension in a close match, when everyone witnesses a buzzer beater and erupts in the same shock and awe. I explored some of these ideas in my 2018 Nordic Game Jam game "Marathon", but here it has really crystallized for me. The most important aspect of a sport is its culture of spectatorship.


Watching is a form of playing. That's the core premise of the now-defunct genre of VCR board games, which were somewhat popular in the US during the 1980s and early 1990s. The home video revolution was in full swing, and sports video games were still highly abstracted pixelated figures that could not yet provide the fidelity or feel of a telecast. What better way to show-off your brand new VHS VCR than to watch your favorite sports highlights on-demand, whenever you want?

The most famous of these VCR-based games, VCR Quarterback, had two opposing players take turns drawing cards and rolling dice to gain yardage, and then if you gained enough yards then you would score a touchdown.

Sometimes, these cards tell you to consult the tape -- at which point you would dutifully un-pause the tape and watch the brief highlight clip. At the end of each clip, the screen narrates the game outcome in big fuzzy yellow sans-serif text: "0 yard gain" or maybe "10 yard gain", etc. In this way, the video acts as just another card deck or dice roll, randomly displaying an outcome.


By most game design standards, this is a boring game with random outcomes, the systemic equivalent of jock Candyland. However, judged by cultural standards, I think VCR Quarterback is fascinating because it represents a technological shift in how sports are broadcast, presented, and understood by the spectator.

The athletes' performance in a single match is no longer the core experience and narrative of the sport. Instead, it's just raw material to be recorded and reconstructed for various media properties. The in-person live experience of going to the stadium is now a relatively rare luxury bookended by nightmare traffic in the parking lot... and TV, video, and Madden / 2K / FIFA are now the dominant lens for consuming these sports.

Ruck Me tries to meld this tradition with contemporary sensibilities, to make what's essentially a more complicated VCR Quarterback style game, except for the AFL instead of the NFL. It also tries to fuck with this tradition.

fun story: it was difficult to find erotic AFL video footage, and I was just about to give up... as a last resort, I went to the team's official YouTube page... where they posted beautifully-shot video of all these shirtless men sweating on each other?? if that's not divine intervention, then I don't know what is

Specifically, there's an equally historic tradition of gay "jock"-themed porn. Gay culture is really good at appropriating symbols of heteromasculinity into symbols of really gay shit. For example, jockstraps exist today primarily as fetishwear for enterprising gay men, and there's currently some vital ongoing work toward depriving straight men of backwards ball caps as well. But all this comes from something real, as I've explained for my shower game Rinse And Repeat: stuff like gay locker room porn is our way of dealing with the anxiety / danger of being harassed / assaulted in these spaces dominated by oft-homophobic macho men.

In general, mens' professional sports are still understood as widely homophobic and inhospitable for gay men. Across every major spectator sport, there still has not been the equivalent of a virtuoso "gay Michael Jordan" player coming out as openly gay while still active in the league. NBA veteran John Amaechi retired for several years before coming out in his book, and former NFL rookie prospect Michael Sam's breakdown is remembered as a cautionary tale. Gay jock porn represents the fantasy of a sports culture finally free of homophobia, when skilled players won't wait until retirement, and newly-out draft picks won't suffer so much mental illness that they quit the sport altogether.

I'm told that the AFL has still proven especially reluctant to embracing gay men, which bewilders me. Have you seen their little fucking uniforms? Small tight cut-offs with colorful graphic design, worn (and torn) by burly players grappling each other? This is one of the gayest sports I've ever seen. If they embraced a gay audience, they would literally take over the entire world.

So if we combine all these influences: on August 9, hopefully we'll have a bunch of distracted drunk people cheering for instant replays and public performances of homoeroticism? I guess we'll see...

If you want to play or experience Ruck Me, it will be on display as part of my erotic games exhibition at Bar SK in Melbourne, Australia, August 9-15, 2018. It will probably never be made available for download. Facebook event link is here. Hope to see you there!

Radiator Australian Tour 2018

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As I've mentioned before, I'm going to be visiting (Melbourne) Australia in a few days as part of the Artworld Videogames event series. Here's are the finalized dates in my event schedule, hope to see some folks for at least some of them:
  • "Ruck Me" installation premiere. Thursday, August 9 - Wednesday, August 15, 6:00 PM @ Bar SK (free)
    August 9 is the opening night party for my commissioned gay Aussie rules sports game installation "Ruck Me", and also maybe probably the one single opportunity in history to ever play or witness it??? also featuring various other sexy games by NYC-area designers throughout the weekend!... I might hangout on other nights too, but I'll definitely be there on Thursday
  • Democratic Lighting Workshop. Monday, August 13, 5:30 PM - 6:30 PM @ RMIT City Campus, Building 80, Room 002 (free)
    a talk about level design and lighting design, followed by a "democratic" workshop that focuses on audience participation, in which we all light a game world together... the goal here is to demystify lighting and 3D world design, and maybe even have a little bit of fun
  • Masterclass: Sexuality, technology, and video games. Wednesday, August 15, 6:00 PM - 7:30 PM @ Australian Center for the Moving Image ($40 AUD / $28 AUD concession)
    long format introduction to sex and eroticism in games, current state of the art, research directions, and obstacles / institutional barriers, with some ideas and guidelines for "how to design a sex game"
I hear that Melbourne's been really cold and rainy lately. Can't wait!!

Grinding as repetition as savefiles as insistence

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In "Portraits and Repetition", Gertrude Stein argues that repetition is better understood as "insistence":
"... there can be no repetition because the essence of that expression is insistence, and if you insist you must each time use emphasis and if you use emphasis it is not possible while anybody is alive that they should use exactly the same emphasis." (PDF)
This rings true to me for basically any activity. Woodworking, cooking, dancing, guitar-playing, painting, writing, welding, negotiating, swimming, typing -- everything requires practice, and in practicing, we insist on the continued value of that activity each time. We can never repeat any performance or action exactly, by virtue of memory and time. Each repetition always means something slightly different, and changes the meaning of all the repetitions before it.

Game design theory formalizes this repetition as a "core gameplay loop" or "mechanic" or whatever, but let's keep following Stein's insistence on insistence for a minute:

"Nothing makes any difference as long as some one is listening while they are talking. If the same person does the talking and the listening why so much the better there is just by so much the greater concentration."
Stein complicates her argument by allowing for one possible difference between repetition and insistence: insistence is when someone is listening to you.

It could be someone else listening to you, or it could be you listening to yourself. Either way, it's a matter of tuning a mind to the proper frequency, of perceiving another layer. Here, Stein is insisting that language has a sort of mood space and body to it. Talking and listening (at the same time) entail depth. Repetition lets you talk and listen more clearly.

OK let's bring it around to video games now. Specifically, on a form of repetition that's usually maligned in games -- grinding.


I'm currently playing an old RPG called Arc The Lad. I chose it specifically because I was told it was short and did not require much "grinding." I used to define grinding as purposely entering optional encounters over and over, but as we just learned, Stein insists grinding is more about mood and salience.

Should I level-up my main character Arc into an invincible killing machine, or should I help more fragile support characters like Kukuru or Poco gain experience points to become more resilient against monsters? (Stein: "definitely just level up Arc") With grinding, the individual battles do not matter, but rather, it's more about how the general pattern of battles contribute to the long-term outcomes.

The famous "Reverse Design" write-up on Final Fantasy 6 argues the game's dungeons form a "long game" of resisting attrition across many battles. Losing a lot of health in a battle, once, doesn't matter so much by itself, because you can just spend MP to heal your characters -- but losing a lot of health, for 50 battles in a row, means you have to spend MP x 50 to heal. You are constantly trying to budget how much MP to conserve for the next save point / next battle. It is a grinding that doesn't depend on experience points, and with more dramatic stakes.

The Reverse Design writer then laments that most RPGs now use regenerating health mechanics and no longer deploy this "long game" of resource management, even this type of long game is precisely what drove me away from Persona 5's monotonous marathon dungeons. Maybe there are other ways to achieve a long game.


If she were still alive, I imagine that Gertrude Stein would point out that Arc The Lad 1 has its own type of "long game" that goes beyond simple leveling or resource management. At first glance, the game generously heals and replenishes your characters' health and magic points before every battle. That means there's no strategy between battles, right?

Arc 1 has something in mind that's maybe a bit grander. Most games with save transfer systems often interpret the old save file to unlock specific story branches or game content in the newer game, as in Mass Effect or Dragon Age games where past quest outcomes might affect whether you meet characters in future sequels. That scope of save abstraction is understandable.

However, Arc The Lad 2's core systems are pretty similar to Arc The Lad 1, which means it can take the rare step of directly importing character experience levels, stats, and inventory items from Arc 1... which means your leveling decisions stretch far beyond a "long game" of Arc The Lad 1, and into a "mega-long game" spanning both titles, that even continues into Arc The Lad 3.

According to the countless FAQs and forums I've consulted, Arc The Lad 1 is basically just a way to grind and train characters for import into Arc The Lad 2. (And I definitely should've been leveling Kukuru and Poco. Shit.)


The SHARECART project explored this idea, of how savefile sharing formalizes a loose collection of games into a mega meta-game. It seeks to give game data its own feel and logic within the game, and encourages us to let our games glitch and malfunction in stunning ways. What will each game use "MapX" and "PlayerName" for? Who knows! You decide! (NOTE: If you want to make a Sharecart-compatible game, here's Jake Elliott's ShareCartOneThousand.cs saving / loading script for Unity, and here's one for Lua too.)

But why stop at Sharecart? I think it's time we expanded this ethos to reappropriate other savegame files for our whims.

Let's say you happened to have a save file from the Brecourt Manor mission in Call Of Duty 1 where you let Sergeant Moody get injured at flak gun #3 and then stared deeply into his eyes -- and when you import this save file into my next gay sex game, it will compare the player's camera angle and Moody's health value. If those numbers check out, it unlocks the final gay sex scene.

What does this "cultural mod" do to Call of Duty 1? I argue that this act of radical listening will have created a "long game" that insists COD is ultimately just a preamble to the most epic gay sex scene you can imagine. Thirsty Tumblr users will eagerly grind Call of Duty so that they can watch some, uh, grinding, of a slightly different nature. It would transform Call Of Duty 1 into something more than grinding. It would be foreplay.

Listening and talking, reading and writing, importing and exporting... Anywhere there is time and memory, you will find insistence.

(Notoriously, Frog Fractions 2 imports Mass Effect 2 save files, but mostly just imports the player's name. But if the player's save file has completed Mass Effect 2 with a fairly high Paragon rating, they can also access an extra puzzle glyph in Frog Fractions 2.)

No Quarter 2018 @ DUMBO Loft in Brooklyn, NY on November 30, 2018

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We've just announced No Quarter 2018, a games exhibition staged by me and the team at NYU Game Center, with a big fun one-night premiere exhibition for the games at DUMBO Loft in Brooklyn, NY on November 30th (Friday, the week after Thanksgiving). The loft is a big warm space next to the Manhattan Bridge plaza; we ran No Quarter 2015 there and I loved it, so I'm jazzed to return to it for my fourth and final year in my term as curator.

This year, we're commissioning new work from: Meg Jayanth, Ethan Redd, Brianna Lei, and Ivan Safrin. All these folks have proven themselves as experienced artists and designers, and we're excited to fund a platform for more of their work.

Here's a short little curator's note I wrote for this year:
The 9th No Quarter Exhibition marks the end of my four year term as curator. During my tenure, I wanted to explore what “public games” means — games designed to be played and witnessed in the public sphere. But with the rise of game streaming and let’s plays in game culture, perhaps any game can be made into a public game. Maybe “public” is more like a verb.

So this year I’m prompting the artists with something more specific: to make a “mural game.” Murals are traditionally large format paintings, painted by more than one person, aspiring to represent collective ideas and values — and I think the mural is an excellent tool for thinking about how to “public” a game.


For more info about No Quarter check out our event website, including artist bios for this year as well as info / archives on past years. RSVPs will open a few weeks before the event, probably in late October. Until then, you're encouraged to subscribe to the weekly NYU Game Center newsletter so you get first dibs.

Hopefully see you all there! (PS: hotels and airfare in NYC are a bit cheaper around that time of year too, just sayin'...)

Darner's Digest, vol. 2: Why I made two new Yarn tools

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Darner's Digest is a series of occasional posts about the game dialogue system Yarn.

Last time, I talked about some Yarn community news. As I've written before, I've become a sort of community booster for Yarn and Yarn Spinner because I want to see it become a standard in game narrative design -- I think it occupies a nice middle-ground between frameworks that try to do everything for you vs. coding a system yourself.

This time, I'm making the Yarn news myself. I've released two free open source Yarn / Unity tools for people to use, and I reckon they're darn good:
  • Merino, a Yarn script plugin for the Unity Editor, with built-in syntax highlighting and playtest preview. With Merino you can easily test the flow of your interactive stories without leaving the textbox or the Unity Editor.
  • Ropework, a Yarn-powered visual novel template for Unity. With Ropework you can control scene changes, sprite rendering, and sound playback, all from Yarn scripts -- and you can basically make a visual novel without writing C# code.


Ropework is meant to show how extensible and flexible Yarn Spinner is, and makes heavy use of that system's custom Yarn Command syntax. It was relatively easy for me to define new functions like <<Scene>> (change the scene background image) or <<PlayAudio>> (play a sound file) and hook into those with Yarn Spinner's [YarnCommand( )] C# attribute.

I ended up writing a fairly long visual novella so I could "dog food" my own system, which helped me figure out patterns and workflows. For instance, Yarn commands follow the pattern <<Command GameObject Parameters>>, and I realized there was no concept of a "global" command. I ended up devising a syntactical crutch to rename my game manager into an "@" symbol, which meant every Ropework command would look more like <<Command @ Parameters>> and seems to make the script look cleaner... I think.

Anyway, I tried to setup as many nice defaults as I could. There's a subtle sprite enlarge / highlight effect when an actor talks, and I even put some actor name detection in there. But in the end, Ropework is just an example template for others to study and modify for their own games. I hope we see more visual novels during game jams now -- or, at least, people can rip the DialogueUI code for whatever game they want.


Merino was motivated by my desire for a more fully-featured Yarn editor, and then realizing I could feasibly build it over the weekend. From a technical perspective, I'm not sure if writing Yarn scripts in the Unity Editor interface helps that much; in theory, the pay-off would be in tightly integrating Unity object references with Yarn scripts somehow, but until I figure out what that looks like, the benefits will be mostly psychological. The textbox is right there, now you have no excuse to avoid implementing your narrative design.

I was also motivated by some of our past students who often want to focus on building narrative games, and then they spend way too much time learning how to build their first dialogue system. To be clear, I like building narrative systems and I think it's good practice to build your own -- but as an educator, I kept witnessing the same problems and same outcomes. Maybe here, the education will be less in building your own narrative system, and more in studying the workflow and architecture of someone else's system.

In designing Merino, I went against a lot of trends in narrative system design. The core of the Merino interface is big textboxes. I don't like the dozens of Unity dialogue systems that make you create separate nodes for each line, or the numerous plugins that make me file a tax return just to run a conversation. Here, I think we must follow the example of word processors, wiki systems, and social media: type stuff into a big box. That's it.

* * *

As usual, we end the digest with a Yarn tip. This one's from me.

The ExampleDialogueUI code included in Yarn Spinner does one thing that annoys me a little -- when it presents options to the player, it hides the previous line of dialogue. I don't think I've ever played a game where this is desired behavior? So here's an easy C# modification to make Yarn Spinner keep the last line of dialogue on-screen when displaying choices.

In ExampleDialogueUI.cs near the end of the RunLine() function at around line 120, it will look like this:

// Wait for any user input
while (Input.anyKeyDown == false) {
yield return null;
}

// Hide the text and prompt
lineText.gameObject.SetActive (false);

if (continuePrompt != null)
continuePrompt.SetActive (false);


Just comment out that one line of code beneath the "Hide the text and prompt" comment. That code should now look like this:

// Hide the text and prompt
// lineText.gameObject.SetActive (false);


And with that, now you'll finally be able to ask the player questions, and keep displaying the question on screen. Easy, right?

Until next time, fellow darners!

"Videogames: Design/Play/Disrupt" @ Victoria and Albert Museum

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I got to attend the private premiere of the new "Videogames" exhibition at the Victoria and Albert Museum in London. The show features a special HD remastered version of my game Rinse and Repeat, configured to run once per hour instead of once a day. At about halfway through, I'm also in a video panel of talking heads, giving a pithy quote on video game violence. Oh, and Nina Freeman and I interviewed each other for the exhibition book. I also spoke to several British newspapers for the exhibition, like The Guardian and The I.

In the past, most mega-museums have gone with nostalgic industry-approved perspectives (The Smithsonian) or they curated games as part of a generalized technology exhibition, and in doing so, barely say anything about games (Museum of Modern Art, New York). The V&A, in contrast, is the first huge museum to balance an industry production perspective with a specific political and cultural approach. The curators Marie Foulston and Kristian Volsing rejected the boring historical survey methods of other museums (fuck off, Spacewar and Pac-Man) and even their commercial AAA choices feel slightly eclectic and unusual.

It is, by far, the best major museum exhibition on games that I've ever seen, and every other huge cultural institution in the world should be taking notes.


When your game exhibition is just a playable demo kiosk with the game, can people even understand what the heck they're playing? Is the first-hand experience of gameplay even that interesting (or comprehensible) to someone from outside of game culture? Or, if you're a gamer, you don't need to go to the museum to play Journey.

But if you don't focus so much on displaying a game demo, then what do you show? The V&A answers authoritatively: instead, you show basically everything else, and there's a lot of it.

Spoiler alert: what follows is a description of the exhibition.


The first part of the exhibition focuses on design process, with a structured tour through the development of several AAA and indie games. Some of the games are playable, but the V&A tends to focus more on design history and process objects, so here they've collected an impressive range of notebooks, paper drafts, concept art sketches, personal possessions, project planning scrum boards, and blocky 3D prototypes.

(Oh, and they literally mounted a Magritte painting next to Kentucky Route Zero, holy shit!!!)

They even got the famously reclusive FromSoftware to share some of its materials, as well as some fantastically tense internal playtest video of Miyamoto critiquing Splatoon. This is maybe the first time a big museum has actually taken advantage of its privilege on behalf of game culture, to negotiate with other huge companies and broker the lending of these items, whereas smaller venues basically can't do that.


The second part of the show is about politics, featuring projects like Molleindustria's Phone Story, Ramsey Nasser's قلب, Hangar 13's Mafia III. In the middle, a long bench with a large video projection of five critics, each taking a turn to speak on a topic. Sometimes you'll see Katherine Cross talking about gender equality, or Tanya DePass on racism and representation, or Rami Ismail on the painful ennui of reversed Arabic in games.

This is the "serious" part of the show, in a quiet dark room with a lot to read and hear. (The contrast is supposed to be jarring. Right before the U-turn to enter this room, you're showered with the loud colors of No Man's Sky.) This is also the part of the show where my game and my video likeness live, in the darkness of education and activism.

Then from that dignified gravity, you walk into the next room...



... a huge theater where a hell chorus of YouTubers are screaming about Minecraft. This is the "player culture" section, V&A's radical gesture to elevate fan culture to performance art.

When I revisited the exhibition a few days later, I got to witness a dozen British grandparents patiently watching the opening of the 2017 League of Legends Finals. As they watched these preppy teenage nerd gangs cruise each other in an eerie forest, swearing brutal merciless East Asian nerd revenge upon each other, all these little text pop-ups annotated and explained what was happening in the video.

Maybe that's also what feels different with this exhibition: the understanding that there's so much to explain and unpack and evoke. Most other exhibitions often leave it at "Minecraft wow!", or omit the cultural and social aspects of games entirely. I mean, this show still only spends like 3 minutes on e-sports, but that's still 3 minutes more than anyone else.


The last room is literally an arcade with a do-it-yourself "disruptive" flavor. There's several custom-built arcade cabinets (fabricated by We Throw Switches) featuring games like Envirobear 2000 and Breakup Squad, as well as a ROFLpillar suspended from the ceiling, Kaho Abe's "Hit Me" helmets, and no less than three Line Wobbler stations, all anchored by a huge Babycastles shrine made of sexy posters, industrial shelving, and a used-up QWOP Bear / GIRP Bat...

Oh, and don't forget the half of a car shipped in from Australia ("Bush Bash"), courtesy of SK. This section captures the mood of fun rowdy independent games events like Fantastic Arcade, AMAZE, or Death by Audio Arcade. I thought it was pretty clever to end with what's basically a loud jubilant punk party.

I was also a little jealous that all these strangers get to experience this somewhat underground subculture without "having to work for it", and in this unhealthy way I'm worried about "outsiders" ruining everything, but hopefully it'll be a net positive and lead to a surge of interest in local games communities.


As I write this post from my apartment in New York City, I realize how much of the "New York scene" and approach is in this show, reflecting back at me like a mirror.

One of the first things you read in this exhibition is NYU Game Center director Frank Lantz's claim that games are operas made of bridges, in authoritative glowing sans-serif. Recent NYU Game Center alumni / prodigy Jenny Jiao Hsia is probably one of the youngest artists to ever be shown in the V&A. I also count other featured artists like Catt Small, Bennett Foddy, Ramsey Nasser, Kaho Abe, Nina Freeman, and the folks at Babycastles among my peers, all of whom I've met from living and working here.

I'll say what I told countless British people -- partly to needlessly compliment them -- but also because I believe it: a show like this couldn't have happened here in New York.

In fact, maybe nowhere else in the world has this combination of resources, funding, research rigor, and local talent, all combined with a 166 year old art world institution willing to give fresh young curators so much power and responsibility. Hopefully after this show, it will inspire other museums to follow, and these conditions won't feel so rare or impossible to me anymore.

So let's celebrate this show as a wonderful landmark, but let's also keep in mind that this is all a marathon, and we still have 25 more miles to go.

Fall 2018, teaching game development memo

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Sorry I haven't posted lately, we've been pretty busy here at NYU Game Center with the start of the new semester. We're also currently in the middle of some curriculum renovation for our game design programs.

First, we're increasingly adopting JetBrains Rider as our code editor IDE of choice. It is free for students, common in commercial studios, and it's supposedly even used by the Unity CTO himself. While I find Rider to be somewhat annoying in its code style suggestions, its Unity-specific benefits seem to justify it as a teaching tool. We're also teaching source control with Rider's built-in Git support, instead of using a dedicated tool like SourceTree or GitKraken. (If this semester is a disaster though, I might go crawling back to VS Code and GitKraken.)

Second, we're starting to teach new game genres beyond mainstays like platformers. For instance, our MFA studio class now begins with a Fungus-powered visual novel project instead of a traditional platformer. This is partly a reflection of where contemporary game culture is at, where visual novels are perhaps more popular and relevant than platformers today -- but also a visual novel framing helps students focus on different development skills, like narrative design and pacing.

Third, we're gradually moving towards more of a "core studio" design school model, where every 3rd year student will be required to take core studio classes about making self-directed projects. Previously, undergraduate students would optionally enroll in these project studios, but we found that many of these students would opt out in favor of other electives -- and then they would feel unprepared to take on their capstone project in their 4th year. The goal is to normalize "bigger projects" for them. It's also a good opportunity for them to bond with the rest of the students in their class year.

As for my personal teaching load, I'm looking to debut a new class next semester about Let's Plays / game streaming culture. Game streamers are some of the most popular and visible figures in game culture, or even the larger internet as a whole, but I find that most of game academia doesn't really engage with it. It's partly a generation gap thing, where lots of middle-aged and elder millennial faculty (like me) didn't grow up with streaming and still view it as somewhat of an aberration / stain on discourse. However, there's no question that no one reads game critic blogs anymore (RIP, Radiator Blog!) and YouTube and Twitch are driving the big cultural conversations today.

As a discipline that seeks to engage with public game culture, we have an obligation to figure out how to analyze and teach this subject! So far, I'm still figuring out my course design, but I know I want to challenge students to become live game streamers themselves as part of their final project. I'll also be leaning heavily on T. L. Taylor's imminent book "Watch Me Play: Twitch and the Rise of Game Live Streaming" for most of the readings. Maybe next year I'll be able to report back on how the course goes.

Post-partum: "Ruck Me", a gay Aussie football TV game about men marking men

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How the installation looked from the street; temporary transformation of Bar SK into a sports bar.
Ruck Me was a game installation commissioned for Bar SK as part of the Artworld Videogames event series, in conjunction with the MEL x NYC festival in 2018. It debuted on August 9th and ran until August 15th. For a variety of reasons, it will never be made available for download, and it will probably never be exhibited outside of Bar SK in Melbourne, Australia.

... so if you missed your chance, then, um, too bad.

This post focuses on the game's design and public reception / reaction, and it basically spoils the game. For more information on the game's themes and influences, see my earlier post "Ruck Me and its inspirations." You can also read this CNET write-up by AFL super fan Jackson Ryan for someone else's take on that night.

The Ruck Me installation consists of two parts: (1) an interactive video-based Aussie rules football league (AFL) TV simulation made by me, (2) controlled via a custom-made vinyl blow-up sex doll controller constructed by Bar SK co-proprietor Louis Roots.


I approached the commission as an opportunity to explore local contexts like AFL's endemic popularity in Melbourne, as well as to Bar SK's reputation for alt-controller "trash art" aesthetics.

Ruck Me is a video-based game that masquerades as a typical sports telecast -- until it suddenly prompts you to grab the doll controller and prod the button mounted on the ceiling.

If you quickly press that button, symbolizing a catch ("mark"), then you watch a video clip where your team (Collingwood) will randomly score either a behind (+1 point) or a goal (+6 points). But if you fail and the timer runs out, then the other team (Richmond) gets to score. You continue this for 4 quarters, which usually lasts for about 90 minutes (including halftime).

As mentioned before, Ruck Me is structured much like VCR Quarterback (1986), a two player American football themed board game with a VHS video gimmick. When you took a turn in that game, you'd sometimes watch a pseudorandom video highlight to reveal the outcome of your play. Sometimes the tape would show a clip of a tackle ("0 yards gained") or sometimes a clip of a successful hail mary ("40 yards gained"). Ruck Me seeks to reconcile this early technological treatment of sport with modern TV simulation aesthetics of sports games.

So far, so straight, right? Enter the doll controller.

When I was brainstorming initial concepts, I settled on a concept for a body-shaped controller early in the process. Keyboards and gamepad inputs are usually very abstract, where a button press is supposed to symbolize a much more complicated physical action. I thought that maybe a more "literal" controller with less-abstracted input would be interesting.

At first I imagined some sort of life-size human-shaped display mannequin that you'd see in a clothing store, with VR motion sensors attached for 6 DoF tracking. I thought it would be funny if the mannequin was large, cumbersome, and a little heavy, and then you'd have to wave this giant thing around in a crowded bar. I also wanted to repurpose a VR motion controller's extremely accurate 3D tracking for a non-VR use case.


However, all this would've been heavy / difficult to use / expensive to source, and the VR sensors would've been annoying to calibrate and maintain. So I had to take a step back and rethink the materials. Blow-up inflatable sex dolls made more sense and have a lovely softness. As an extra bonus, there would probably be a floppy penis attached to this new controller too.

And instead of a VR sensor, the player would use the doll to jab at a physical button mounted on the ceiling, which would otherwise be too tall to press without the doll. Then, to recharge the timer / the doll's energy, players had to "massage" the doll's sore muscles by mashing buttons on XBox 360 gamepads taped to the doll's back and butt, underneath its clothes.

I liked how Louis' approach kept the technology and mechanisms transparent. Brilliantly, he also kept the doll pantsless, which meant its huge soft-yet-hard penis kept flopping out awkwardly from under his jersey"guernsey".

That's not something you can get with a keyboard or a mouse. It comes from our bodies.

(My one regret with the doll controller setup is that it was inaccessible to short people / those who could not raise the doll high enough to hit the ceiling button, for whatever reason. It made me realize that alt.ctrl methodologies have serious problems with accessibility and disability. I'll talk more about this in another post later.)

Louie performing some surgery on the X360 pad taped to the doll's butt... ripping out its center "XBox" button.
I've wanted to make a gay sports game for a while.

Professional sports leagues often claim they're apolitical, but these apolitical politics are often sexist and homophobic. In the US there's been a lot of institutional progress on this, where "pride night" events are now common at MLB, NBA, MLS, and NHL games (notably, the New York Yankees are literally the only MLB team not to commit to any pride events) -- and in NBA games, players get fined for uttering insults and slurs (Kobe Bryant was famously fined $100,000). A lot of this reflects the top-down nature of US sports culture, where announcers frequently communicate game state and lead stadium-wide chants.

When I got to attend my first AFL game in Melbourne, I was struck by the lack of announcements and musical cues. Instead, I was listening to other spectators performing their own stand-up routines and creative heckles. It seemed like much more of a "bottom-up" experience, which I enjoyed, but maybe that also means that a hypothetical pro-gay AFL corporate wouldn't have as much control over the culture as their US counterparts, though the Sydney Swans have regularly run "pride game" events since 2016.

At the Ruck Me premiere, I had a lot of conversations with Australians about AFL culture and gay culture. A few people seemed to think there were some out gay AFL players -- but that number, of openly gay male high-level professional AFL players, is actually zero. (Gay activist Jason Ball played in the AFL Yarra Ranges league and not for a major club.)

 That's not to say Australia is especially homophobic, because there aren't any publicly gay MLB, NBA, or NFL athletes either.

But it's important to show that "progress" isn't always as progressive or inevitable as you think. If people don't show up and don't put the work in, to create a better climate and advocate for others, then we assume that someone else somewhere has done that work. Meanwhile, the world keeps burning.


Making an alt-ctrl reaction-based arcade game with zero 3D graphics was definitely out of my wheelhouse, but I think I'm mostly satisfied with what I was able to do within my timeframe and constraints.

Originally I had planned to directly incorporate clips from explicit gay porn videos themed after the AFL, but it was surprisingly difficult to find AFL-themed porn. (When you search for "football", you get soccer or American football. Also, porn search engines are terrible and constantly lying to you.) When I eventually did happen to find something, it felt wrong to appropriate the footage from the "mom and pop" amateur Australian gay porn website, and I ran out of time to figure out strategies for respectfully presenting it. So in the end, I decided to cut out those uncut jocks, and only kept the massage foreplay clips.

There were a few other features I wished I could've figured out: I wanted a live Twitter presence where people could tweet at an automated account and see their message "live" on TV. I also planned an epic rewind-style ending in homage to the ending sequence in Super Hexagon, but I couldn't get reverse video playback to work correctly.

Despite these video problems, I remain mostly fascinated by video. What makes video feel like video?


In real-time 3D, you rarely want to overlay game cameras because that's a huge rendering cost to incur for each separate camera view. Repetition and looping is also inconvenient, because if you want to repeat any kind of simulation or system, then you have to carefully track and reset that system for each iteration. Meanwhile, pre-rendered video footage lets me gleefully overlay and loop the shit out of everything. It creates some really lovely juxtapositions sometimes, and lets me break from the slavish continuity of games. It's definitely something I want to explore more in the future.

So yes I'm deeply interested in exploring the "body" in my games, whether it's the body of a beefy jock, or the body of the video container and codec artifacts. Everything is game feel.

Oh, and by the way, as of this time of writing -- Collingwood is in the grand finals this year. They recently just defeated the Richmond Tigers, the same opposing team featured in my game. Coincidence?

Clearly, homoeroticism was good luck. I claim all responsibility. You're welcome, Nathan Fuckley.

Queer Futures in Game Feel

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This post is adapted from a talk I gave at Queerness and Games Conference 2018.

Game feel is most known through indie game developer Steve Swink, who wrote an influential article and a book about it. While I like Swink's book and methodology, I also think it limits itself to a very narrow subset of games and feels -- focusing heavily on platformer action games, but never really thinking about the game feel of strategy games, interactive fiction, or dating simulators, etc. There's a lot of pages on the input curve in Super Mario Bros, or the camera feel in Gears of War, or the animation in Symphony of the Night, but it omits something like The Graveyard or World of Warcraft. Do those games not have game feel?

Claiming these other genres and games under the banner of game feel might've weakened Swink's argument for closely coupled cybernetic loops and virtuosic traversal across game worlds back in 2008. But now ten years later, I think the time is right to expand game feel's concerns.



It's also perhaps the right time to think beyond juiciness, a specific type of commercial game feel about "maximum output for minimum input."

Every semester I assign the famous Juice It Or Lose It talk by Petri Purho and Martin Jonasson, which begins with a basic game prototype that gets increasingly juicy with more particle effects, sounds, and layers of polish.

JW's The Art Of Screenshake talk extends juiciness into a game design methodology, where he tunes the game to feature higher shooter rates and higher enemy counts with fewer hit points. This is a clear argument for expanding game feel to "whatever affects the feel of a game", which could be game design and spawn counts in JW's case, or as I'm about to argue in a few paragraphs, expanding game feel to encompass politics (which we certainly feel in games! a lot!).


And let's not forget immersion. It's a very heavy loaded word with a lot of baggage, but key to contemporary discourse about how games feel to us. Immersion is when we "feel" like we are there, and we grow more aware of the virtual environment, for one reason or another.

These days, the I word routinely gets dragged through the street by a desperate VR / AR / XR industry to try to market their headsets, and before that, the I word was the territory of AAA games claiming gritty photorealism and "cinematic" feel, whatever the hell that means.

But if you want to understand immersion in its original formulation before all those marketing murders, you can read Janet Murray's Hamlet On The Holodeck, where she makes many canny predictions about using computer simulations as storytelling machines.


Lastly, we need to talk about the rigidbody, the basic unit of video game physics. A rigidbody is a physically simulated shape that cannot deform and has no softness, it is a body that is rigid. While rigidbodies are much simpler to process and calculate than, say, soft bodies, this need to simulate many rigidbodies all at once lends itself to a certain type of game. What about the games that would rather spend all their physics cycles on a handful of soft bodies, instead of a hundred rigidbodies? Why don't physics engines support that?

* * *

As an alternative, here are four other dimensions of game feel that I wish we would incorporate into games:


1. Ian Bogost and other object-oriented philosophers focus on “carpentry” for a reason… they want to evoke the idea of wood and grain and hand tools, a pure unification of theory and practice that you feel in your body. What’s your mood when you’re making a thing? When you move your mouse in Unity, does that feel like moving a handplane against some birch wood? As a result of this deliberate creative practice, these ordinary crafted objects have ideas imbued in them, or something, and thus carpenters make things that help philosophers do philosophy. (I think?)

Even though I barely understand the idea (haha) I'll just go ahead and appropriate this notion of carpentry away from Bogost (I'm sure he won't mind) and try to coin some kind of "queer carpentry"... A queer carpentry could account for queer moods and feel of the creative process, and we would make things that help queer people do queer stuff.

We can also interpret the call to carpentry more literally, and focus on tools. What would Gay Unity look like or feel like? What are queer tools, and would a queer tool make a queer game? Are non-queer people allowed to use queer tools, and if so, how would that affect how the object feels to us?



2. Gaze in feminist theory, as coined by Laura Mulvey, is about the politics of being looked at / the politics of looking. In video games, we usually treat looking as a "free" action without risk or consequence, which I explore in my game The Tearoom. I'm afraid there are few other examples of gaze in video games, but one sequence in Half-Life 2: Episode One does stick out in my memory.

While exploring a dark tunnel with your AI companion Alyx, you are the one with the flashlight and Alyx is the one with the gun. You need to shine the flashlight on stuff to get Alyx to shoot it. However, you can also shine the flashlight directly in her face, blinding her, causing her to hold her hand in front of her face. When this happened to me, I was stunned -- here, a game character was reacting to the literal glare of my gaze. Not only that, but she was resisting it, refusing to do anything else until I looked away or turned off my flashlight.

I looked up the actual C++ code in npc_alyx_episodic.cpp, lines 2633-2673 of the  CNPC_Alyx::CanBeBlindedByFlashlight( ) function, and discovered many special cases that disable and streamline Alyx's blinded state:

// Can't be blinded if I'm in a script, or in combat [...]
// Not during an actbusy [...]
// Can't be blinded if I've been in combat recently, to fix anim snaps [...]
// Can't be blinded if I'm reloading [...]
// Can't be blinded right after being blind, to prevent oscillation [...]

My favorite comment is the last one. She can't be blinded after being blinded! Valve tuned her to be blind and annoyed, but only when it is convenient for the player. Knowing this makes her reactions feel very different to me now.




3. I don't have a lot of fancy academic things to say here about softness. (If you have any good theory about softness / deformation, drop a link in the comments!) If you watch the video above, you'll notice weird gelatinous rabbits and a nutella simulator. I'm claiming all of these on behalf of queer culture. The rabbit's viscosity is your gender; the nutella is your star sign.

Now, I will say that softness and deformation are still very difficult to do in every game engine. Why is that? I argue that it's difficult because we let it be difficult, and in video games we haven't invested ourselves in softness. If there was more demand for more game dev research in softness, I'm sure we'd have a lot more tools and methods to work with! It's only hard because we privilege hardness and rigidbodies, in the typical video games we make: you don't need sophisticated deformation if you're sniping people 5-50 meters away.

But this is bizarre. Human bodies are basically huge sacks of water! Our muscles deform so much with even the smallest of gestures! Also, consider this: hardness cannot be meaningful without a possibility of softness.


4. "Bleed" comes from Emily Care Boss, a Nordic larp designer, and it's an amazing concept. Bleed is about your real-life identity and experiences "bleeding" into your in-game character ("bleed-in"), or your character's experiences and emotions transferring back to your real-life ("bleed-out"). There's also the idea of an "alibi", which is the personal fiction that lets you negotiate the magic circle and perform as your character.

Admitting to bleed is a little controversial in US larp communities. It suggests that you've lost control over the play boundaries, and you are giving yourself over to "immersion" (immersion is often a dangerous thing in larp!) which means you might hurt yourself or hurt someone else in the game.

But that's also the beauty of bleed. It is a messy thing, it is a body thing, it is also deeply personal. It is also a much better account of immersion / magic circle than catch-all terms like "empathy", allowing for very complicated ideas of transfer and experience, while also accounting for psychological effects of roleplaying.

I strongly believe we should (1) de-stigmatize discussing larp / roleplaying in our communities, and (2) embrace bleed / other larp theory innovations in video game land.

(Just make sure you don't spell it LARP. They get mad when you do that lol.)

* * *

To review, here are the norms:
  • Game feel
  • Juiciness
  • Immersion
  • Rigidbody
And here are the queers:
  • Carpentry
  • Visibility / Gaze
  • Softness / Deformation
  • Bleed

Thanks for reading! Now let's go queer some game feel.

Kick the cover box

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The room pictured above from Deus Ex: Human Revolution is, I argue, bad level design.

The playable area consists of an open flat floor with lab counters, yet all the counters are the same height (they have to be, so the player can recognize them as "those boxes I can hide behind") and each box offers basically the same affordance to the player. (Hide behind it! Look over it! Shoot the NPC that's programmed to pop his head out every 7 seconds!)

Any given object becomes bad design when it is numerous, redundant, and lacks context to the rest of the game. If you automatically repeat any type of shape throughout your game world, as a catch-all solution to fill a space, then that object is basically functioning like the dreaded video game crate. Whether it's a pallet of barrels, or a stack of bricks, or a concrete road barrier, it all boils down to a "cover box"...

Level designers often place these objects in the same faux-haphazard way, like tasteful glossy interior design magazines forgotten on a coffee table. But they're mostly responding to the game design they've been given, especially in a AAA system where combat systems feel like immutable facts. Water is wet, crunch must happen, and shooters need cover boxes. It's going to happen, live with it.

So whose fault is it, really? Well, I blame Steven Spielberg.



(content warning for video above: lots of gunfire, bombs, blood, guts, and dismemberment)

In 1998, Saving Private Ryan (director: Steven Spielberg) ushered in a new wave of American interest in world wars between 1938 and 1946. That film's 20 minute Omaha Beach D-Day assault scene rose to be the holy grail of military shooters, setting the bar for the huge scale, drama, and grittiness that we now associate with depicting war in popular media. Spielberg totally recognized how lucrative this was, going on to help direct the original Medal of Honor game (1999), the TV miniseries Band of Brothers (2001), and Medal of Honor: Allied Assault (2002) which very literally follows Saving Private Ryan's Omaha Beach sequence, from the stark white-on-black introductory text to the themed map objectives.

Several World War II game franchises followed shortly afterward to compete with Medal of Honor. Famous shooters like Battlefield 1942 (2002) and the original Call of Duty (2003) have basically erased Medal of Honor from recent memory. But both Battlefield and Call of Duty clearly aspired toward the scale, drama, and gritty stoic masculinity of Saving Private Ryan / Band of Brothers.

Cover transforms these games into military shooters, enabling slower shooting dynamics that weren't so clear in fast-paced arcade shooters like Doom or Quake. Circle-strafing is not realistic, but crouching behind sandbags is "authentic" and "real"! Are you pinned-down, are you out-flanked, are you getting ready to charge? Both Battlefield and Call of Duty expanded this player vocabulary with a prone posture to crawl flat on the ground, miming realistic infantry tactics.

If Doom and Quake are about shooting, then Battlefield and Call of Duty are about getting shot at.

Kill.Switch (2003) is known as the first modern cover shooter and inspired Gears of War (2006).
With these cover shooters, the first person shooter genre had finally gave the player a body, and enemy fire finally felt dangerous.

But this virtual body also felt sloppy, broken, and unheroic. Players were not Tom Hanks leading the charge on Omaha Beach. Instead, players felt more like the rando Midwestern farmer recruit who has a girl back home, who then promptly dies to a sniper. In first person games, you never really know when you were exposed or safe, which often leads to player frustration. They wanted the fantasy of Omaha Beach's gritty chaos, but without the gritty unheroic uncertainty.

Kill.Switch (2003) was an obscure third-person military shooter with an innovative cover system that seemed to defuse the uncertainty of cover. When holding down a "cover" button, the player could snap to a nearby wall or barricade and also "blind-fire" around their cover-box. Battlefield and Call of Duty are first person games that can't do what Kill.Switch does: in a third-person perspective, you see your character place their back against the wall to indicate they are in "cover mode", and thus invincible from front-facing gunfire.

If Kill.Switch represents the beginning of snap-cover systems, it also represents the invention of the "cover box" necessitated by a snap-cover system. Here I will define the cover box as a frequently duplicated rectangular object that conveniently accommodates the bounding box of a crouched humanoid character.



In the video above, starting at 3:40, notice how Kill.Switch's training level starts with gray concrete blocks everywhere -- then, after you've trained yourself to recognize cover (standing-height, chest-height, boxy dimensions) you can finally begin a mission "in the field" where the cover objects are a bit less readable but still very recognizable. This is a game about learning to see the entire world as a collection of gray boxes.

Gears of War 1 (2006), as documented by history and developers interviews, took the basic cover implementation of Kill.Switch and polished it to a sheen. The feel of running and taking cover in Gears of War is much faster and tighter, epitomized by the "roadie run" which shakes the camera, pulls in the camera's field of view, and feels like an "extreme" sprint, even though you're not actually moving much faster.

Gears of War also, very consciously, inherits Kill.Switch's cover box. In an interview or article somewhere (I can't find it, but it's somewhere), the Gears of War artists and designers admitted they had trouble designing enough different cover box objects for each level. Their virtual world was a world full of crushed cars and concrete planters and crumbled wall slabs, all sculpted to the same boxy dimensions.

Soldiers in Gears of War 2, shooting from behind a gray box
Gears of War 1 may have popularized snapping to cover, but any shoot-y game like the rebooted Deus Ex series, The Last of Us, Mass Effect 2 or later, Uncharted series, etc. now has a strong reliance on snapping to cover. The player's animation change helps erase the uncertainty of cover and body awareness, and it also helps you roleplay as an action hero.

I use "snap-cover" to differentiate these games from other shooter games that rely heavily on cover. Such cover-based shooters like Counter-Strike, ARMA, or Plunkbat (what cool people call PUBG) use lots of cover... but provide a more diverse typology of cover, thus letting players easily expose themselves or misunderstand battle lines. These games don't really have "cinematic" animation systems to snap player avatars to walls, and I think they play much better for it. They forego the fluency fantasy for more depth, and that certainly makes sense for multiplayer games.

Let's review why snapping seemed good and interesting at the time.


Snapping enhances readability and it makes cover more discrete / more predictable. If you play Gears of War 1 and you snap into cover, then you're in-cover, period. Until an enemy flanks around, you can be assured that your foot or your hand isn't sticking out for any pesky snipers, or even if you were exposed, then the AI will magically lose its ability to hit you. It shifts the game's focus away from precise movement, and more to tactics and territory and positioning.

From a production standpoint it makes third-person games seem much cooler, because that means you can snap your 3D characters into expressive emotional states. And because they're responding to the local cover conditions, these characters seem smarter / sophisticated / "cinematic" / expensive, while allowing for the action movie feel of being safely bombarded with bullets.

For narrative designers, snapping into cover slows the player down, so the game can deliver some voice-over dialogue and story exposition. Want to make sure the player will be forced to sit and listen to someone talk? Just spawn an NPC on some higher ground, and script the NPC to lay down a hail of golden machine gun fire. Now the player is stuck. It's basically a variant of Half-Life's "lock the player in the room while people talk" trick, but this time the walls are made of guns, and the player has the illusion of choice and skill.

The result is a bunch of big courtyards filled with piles of evenly spaced waist-high stuff. It's big and spaced out so that it'll take a while to traverse, and it helps pad out the encounter duration.


"Cover should always be clear and readable to the player."

Sure, that sounds like a very reasonable level design guideline, but it's also where everything starts going downhill. To understand why, we can confer Epic Games' actual design documentation page for Gears Of War level design theory:"If you take nothing else from this document, take this. A player who is paying attention should always have a chance to see an enemy attempting to flank them, and have a chance to react." 

Or, better yet, here's an excerpt from a section called "Fuzzy Cover"...
"Players need to feel safe in cover. They need to be able to recognize useful cover at a glance before moving to it, and cover needs to behave predictably because players don’t want to experiment in the middle of a firefight. When cover doesn’t fill these needs, we call it “Fuzzy Cover”. Examples of fuzzy cover are foliage, chain link fences, railing where bullets could pass through the holes, short cover with sloped sides that result in parts of the player being exposed, pillars you can take cover on that are too narrow to actually protect you from fire, small alcoves the player can’t actually fit into, etc. Cover needs to be viable for protection, or scaled down so as to remove it as a safe option from the player’s mind."
I get it, and I understand why someone would write this paragraph, but it also makes me scream. Vague cover, fuzzy cover, and soft cover... is WHAT MAKES COVER INTERESTING!

Cover nodes as seen in the level editor, from Nick Urko's scripting example for a Gears of War level
The future of cover is not the cover box. We must kick the cover box aside, and move beyond its limitations. I argue these limitations were borne of baked keyframed animation systems, a played-out "cinematic" action hero aesthetic in military realism shooters, and a boring modernist ideal of always-legible discrete cover. What else can cover be?

I think the cover shooter should learn to embrace uncertainty and messiness, and create a world full of vague fuzzy soft liquid gooey melting bubbling cover. Make a cover shooter where the world hugs me and suffocates me, cover me with danger and irony. Hell, go ahead and cover me with leaves, with bees, or maybe in grilled cheese. Just cover me.

Have you seen the world today? We're all under fire, under attack, all the fucking time. Life feels like this smoldering wasteland full of snipers and machine gun nests. It'd be a shame to reduce this feeling to a flat yard full of boxes.

Level Design Workshop at GDC 2019: submissions due November 2

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GDC season is coming up soon. If you have any interest in level design and you have something to say about it, then please submit a proposal to the Level Design Workshop mini-track at GDC 2019.

Although it is supervised by AAA developers with a level design background, like Clint Hocking or Joel Burgess or Lisa Brown, you don't have to be a AAA developer -- hell, they even let me give a couple talks in past years, and I'm just some kind of vaguely-leftist pseudo-academic weirdo? Again: indie, modder, altgames, etc. folks of all backgrounds are all welcome and encouraged to submit, as long as there's some relevance to environmental world design for any game genre. I don't look at the submissions, but I know the committee truly does want to highlight any new voices and new approaches to level design.

(Also: this is a really great alternate way to attend GDC without going through the main submission process. The applicant pool here is smaller, the mentoring process is more cozy, and we often do some kind of group level design dinner that week.)

Submit a proposal within the next two weeks, by November 2nd. Good luck!

Full blurb is below:
The Level Designer Workshop is returning to GDC 2019 in San Francisco - and it's our 10th anniversary!

We have always embraced a broad definition of level design, and sought to include a wide variety of speakers who represent the many facets of level design across all types of video games. Previous talks have touched on everything from technical tips, workflow, tools design, encounter staging, architectural theory, procedural levels, systems analysis, and more.

In the interest of expanding upon this history of diverse topics and speakers, we are opening our submissions again to the general game development public.

Our audience is a mix of aspiring and practicing level designers, as well as members of the press, academia, and game development community at large.

7DFPS x PROCJAM, 20-28 October 2018 (make a first person game in 7 days) + (make a proc gen thing in 7 days)

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For the first time since 2014, the #7dfps challenge is starting tomorrow. If you're not familiar, it's a week-long jam to make a first person game that tries to do something new.

Past alumni of 7DFPS include high-concept gun games like the original Superhot prototype as well as Receiver, but of course you don't have to do any shooting or violence for your first person game. Make a first person whatever-you-want.

If you need help getting started with making a first person game, even if you've never made an FPS or even a video game before, then here's a great free step-by-step tutorial with video examples on KO-OP Mode's "Make Weird Stuff in Unity" workshop page.

For a bit of historical perspective on this, also check out the 7DFPS video keynote from 2012, where a baby-faced JW and other game industry folks beg you to do something new with the first person format:



This year, 7DFPS also falls on the same week as PROCJAM, a community jam to make something that makes something (procedural generation)... they have their own list of talks, tutorials, and resources to help you make a proc gen thing.


Maybe this is a good time to make that procedurally generated first person game you've been dreaming about it? It seems the gods will it so.

Level With Me, Thief 1 complete!

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This week I finished streaming through all 15 official missions of Thief 1 (Gold edition) as part of my "Level With Me" project, where I play through games and talk about the level design and environment art in them. In my runs, I usually try to imagine how a first-time player approaches the level, while occasionally demonstrating more "advanced" tactics --and then frequently messing up and alerting a dozen guards.

You can catch the whole Thief 1 playlist archive on YouTube, but here's some commentary and design themes that kept coming up:
  • It's fun to get caught. Some of the best moments of the stream are when I've been detected by monsters or guards, and I have to run away and improvise some sort of escape route. If you play Thief yourself, I recommend avoiding the temptation to quick-load all the time, and just embrace the chaos. (Here's a big post full of tips for first-time players to best enjoy Thief 1.)
  • The most beloved missions in Thief fandom are usually large missions with lots of different paths in open spaces, all centered around distinct landmarks and districts. (The Lost City, Return To The Cathedral) In contrast, some of the least enjoyed missions involve closed-off tunnels with only one or two possible routes. (Thieves Guild, Escape). This predicts a core argument for open world games: people prefer to play in large outdoor areas.
  • There are a few basic Thief mission archetypes: city streets, mansions, cathedral, and the cave / tunnel / sewer festival. Later missions start mixing these types to surprise you and flip expectations -- city streets that lead you into a mansion heist (Assassins), spooky trap-filled caves that feed into a sprawling opera house (Song of the Caverns), or a cathedral that leads into monster-infested cathedrals underneath (Strange Bedfellows). These map genres show how Thief focuses on geographic fantasies and navigation patterns, instead of some sort of bland "delivery mission" vs "raid" typology.
  • In the latter half of the game, the level design becomes more surreal and abstract, and that aesthetic leans on 1990s-era level design technologies. Being able to swim in an upside down waterfall, or suddenly step into an alternate dimension / starry endless void, both rely on BSP approaches to 3D geometry. These days it would be somewhat difficult to do either of those things in Unity or Unreal, because the technical norms for implementing visibility sets, water, and skyboxes have changed. (Water is usually a global plane instead of a volume, and skyboxes aren't secret ceilings anymore.)
  • We remember Thief for pioneering systemic AI and stealth-based gameplay, but we've forgotten many of its smaller innovations. Games would do well to copy Thief's excellent use of symbolic and abstract map screens, especially the archaeology puzzle for The Lost City or the gorgeous map screen for Into The Maw Of Chaos -- or consider its sound propagation systems, which basically went uncopied until Rainbow Six Siege. (List of maps from Thief games.)
  • The color palette and texturing in Thief is still amazing: dark saturated colors punctuated by bright accents, like all these deep blue and greenish-yellow stone walls with neon purple windows. Quake (1996) had relied on a fixed palette of 256 shades of brown / monochrome lights for the entire game... so you can imagine in 1998 when Looking Glass Studios got more colors and tinted lighting into their engine, they basically spammed color everywhere they could. The result is still striking, because in contemporary AAA we've gone back to boring blue-orange (blorange) grays for gritty style reasons.
I'm sure there's some more design themes to tease out, but that's just what came to mind here. As a reminder: if you want to participate live, I stream on Twitch usually 2-3 PM EST on Wednesdays... I also archive all my episodes on YouTube afterwards.

What game will I do next? There's only one way to find out...

The first person shooter is a dad in mid-life crisis

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OK I know Heavy Rain isn't an FPS but I like this screenshot so I don't care
Every semester for our introductory Games 101 historical survey class, a different NYU Game Center faculty member presents a survey of a game genre. Matt Parker lectures on sports, Clara Fernandez-Vara talks about adventure games, Mitu Khandaker talks about simulations, and so on.

My personal lecture happens to be on the first person shooter (FPS) genre. In my lecture, I trace five main currents through the FPS genre:

TECHNOLOGY. The FPS genre has historically been tightly bound to hardware advances, and it's usually among the first games to pioneer / drive adoption of that technology. For instance, the first FPS "Maze War" (1973) was also the first networked multiplayer game; in 1993, Doom is so popular that it takes over corporate and academic networks (and gets banned from these networks). John Carmack is a major figure here, inventing the term "game engine" and holding up Doom and Quake as advanced examples of game engineering. During the ensuing idTech vs Unreal engine wars (1996-2009), the FPS often acts a glorified tech demo to show-off the latest graphics tech. (Unity 2.5 debuts in 2009 with Windows editor support; and did you know Steve Jobs had John Carmack debut Doom 3 for MacWorld 2001?)

PERSPECTIVE. The FPS gives the game camera a body inside the game world, and highlights how others react to your presence. In Half-Life (1998), Valve scripted characters to look at you and make (some semblance of) eye contact, and even maintained a specific design dogma to never leave the silent protagonist's camera perspective. Here in first person, "immersion" means the camera, versus different senses of immersion in sports (sportscast simulacrum) or RPGs (roleplaying).

VIOLENCE. Notoriously, the Columbine killers cited Doom as an inspiration for their school shooting. When there were US government hearings on violence in video games, FPS games were obvious examples to critique and analyze for violent media. Compared to any other game genre, the FPS also has the deepest ties to gun culture, evolving a major subgenre of military sim shooters that normalize guns / military hardware as aspirational personal consumer commodities with a "buy menu" (Counter-Strike, 1999) or the popularization of the "loadout" (Call of Duty: Modern Warfare, 2007).

MULTIPLAYER CULTURE. Despite the anti-social tendencies of mass murderers, FPS games are also a deeply social phenomenon. Famous FPS games like Quake (1996), Goldeneye 007 (1997), Counter-Strike (1999), and Call of Duty are known primarily as multiplayer games that helped build console gamer culture as well as LAN parties and early e-sports scenes. The multiplayer FPS developed crucial scoring mechanics that are now common in other genres, such as capture the flag / capture point mechanics, kill / death ratios, kill streaks, etc.

NARRATIVE DESIGN. When Half-Life began with a "boring" 9 minute uninterruptible workday commute, it began a decades-long trend of realism in level design that is still felt in the industry today. Half-Life was also the first game to regularly lock the player inside a room full of talking people, to replace red/blue/yellow keycards with NPCs who follow and help you, and commit to choreographed scripted sequences that happen in the game world instead of an isolated cutscene. This tradition culminates in Portal (2007), a "short" 5-6 hour FPS puzzle game that boldly rethinks 3D space, world building, and characterization / narration.

* * *

I've argued before that the history of the FPS should be understood more as the rise of modding culture, and now several years later I'm arguing for another historical narrative to consider: the FPS is basically a dad, an aging genre that must reconcile its prior youthful rebellion with its growing irrelevance, and must now cope with its numbing fear of loneliness / failure with bad jokes and barbecues.

There are three reasons why I argue the FPS is in mid-life crisis.

1. The FPS no longer leads any of the five historical currents I identified. Partly because the FPS is irrelevant, or because the discourse has changed across all of video games:
  • TECHNOLOGY in 2018: The FPS does not headline hardware announcements or tech keynotes anymore. John Carmack doesn't even make games anymore, idTech is no longer a relevant middleware brand, the most popular Unreal Engine shooter of all time is a third-person shooter, and the most widely used 3D game engine in the world didn't even care so much about big fancy graphics tech until its HDRP tools in 2018. (Plus, Halo used to singlehandedly sell consoles, and now look at it!! LOOK AT IT!!) Basically, the FPS does not function as the face of game engineering anymore.
  • PERSPECTIVE in 2018: No major first person game today maintains a "first person only" design dogma. Open world games and cover shooters both frequently snap to third person cameras so that players can get a better sense of their body / character, but more importantly, players can get a better look at all the cool clothes and hat purchases in third person. At any rate, today we imagine immersion in games as a more fluid phenomenon that isn't centered around a camera perspective.
  • VIOLENCE in 2018: In 2011 the US Supreme Court ruled in Brown v EMA (lobbying group for game stores) that games are protected speech, and thus do not merit government regulation unless they have more specific threats. Today we are much more likely to link mass violence to the gun industry, politics, and/or mental health issues, rather than violent video games. Which isn't such a bad thing? Trump blaming video games is now widely understood as the lie / political distraction it is.
  • MULTIPLAYER CULTURE in 2018: Yeah, CS:GO and Destiny and Overwatch are totally these ongoing contemporary FPS trends with active player bases. But do they represent the future of multiplayer culture in video games, and are they deeply influential and setting an industry-wide agenda? Fortnite is third person, League of Legends still has more players than every multiplayer first person game combined, and none of those FPS games are on your phone. AAA used to be happy when they sold a couple million units, but why settle for that puny audience when there are literally 4 billion smartphone users out there?
  • NARRATIVE DESIGN in 2018: Walking simulator games like Dear Esther, The Stanley Parable, Proteus, or What Remains of Edith Finch, are all first person games that omit shooting, which means they are no longer FPS games. The storyworld-focused AAA immersive sim tradition has also died a second death. But I'd also predict a larger death of narrative design: as fandom and streamers grow in power, "ships" and memes and community drama will overwrite the authored narrative of the game. Can this larger narrative be designed? Perhaps in the future, there will be no writers, just PR consultants and social media interns. (Is the "meaning" of Red Dead Redemption 2 ultimately about exploitative labor practices, or about being a random cowboy dad?)
2. Contemporary AAA FPS games (CS:GO, Destiny, Overwatch) survive today because they are live games, or "games as a service". That is not unique to the FPS design tradition; you don't need the first person perspective to sell DLC, gun skins, hats, dance emotes, or season passes. I'd also argue that a first person camera is actually a hindrance here, because it makes a game harder to spectate during live broadcasts.

3. I argue the golden age of the FPS was 1993-2007, from Doom to Portal (The Orange Box) / Call of Duty: Modern Warfare, which is maybe the last time the FPS set-off a huge shockwave through the industry and culture. Rising indie "retro FPS" nostalgia projects like System Shock 1 Remastered, Bedlam, Prodeus, Hard Reset Redux, or Gibhard, etc. signify how the FPS audience wants to find comfort in that glorious past instead of a stagnating present.

* * *

To be clear, I love first person shooters. I grew up playing them and I still play them. I also make first person games and I'll continue to make them. But it's also important to be honest with ourselves. We need to realize that game culture has changed since the 1990s, and we need to recognize these changes in order to better understand games today.

Everyone who grew up with Doom, Quake, Unreal, Half-Life, and even Call of Duty, is aging out of the game industry's main demographic of concern. That's OK, that's part of aging. (Half-Life is 20 years old! Portal was more than 11 years ago!!)

So the FPS has two options: be a "bad dad" who impulsively buys a Ferrari and resents everyone else for what he has lost... or the FPS could be a "cool dad" who has learned to let go, who re-invents their identity and celebrates change.

This Silver Age of the FPS will only happen if we let the FPS mean something else, and truly accept dadhood.

By the way, silver daddies (NSFW) are very on-trend right now. Just so you know.

The medium is not the magazine; the medium is not the criticism

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This post is about how we talk about video games, but it takes me a little while to get there...

This year, I was interviewed for two artsy print magazines: PIN-UP is "the only biannual magazine for architectural entertainment", while Phile is an "international journal of desire and curiosity" with lots of fingers in the art world.

Both writers Drew Zeiba ("INTERVIEW WITH ROBERT YANG, DESIGNER OF 3D FANTASY SEX SPACES") and Zach Kotzer ("ON GAY SEX AND GAMING") did lovely jobs with presenting my work to a non-gamer audience. And both publications kindly mailed me a print copy, and as I flipped through their glossy layouts and playfully experimental type treatments, I was shocked by how I'm such a fucking nerd and how these people are so much cooler than me.

When I'm flipping through PIN-UP #24, I'm mentioned in the same pages as Amanda Levete or Frida Escobedo, real architects making real art with their real professions and real expertise. In fact just a few months ago I was visiting London for the V&A Videogames opening, and I walked through Levete's V&A addition as well as Escobedo's 2018 Serpentine Pavilion. As their art and stature literally enveloped me, I had to wonder, why did I deserve to be featured alongside these much more important people?

Or in Phile #3, directly after my interview, there's an interview with Peaches (Peaches!!!) and she is just so much more amazing and brilliant than me, and it's absurd that my segment is right before her segment, or that a reader might accidentally reflexively compare the two of us together while flipping the page. Not to mention all the other pages in this issue, detailing this whole complex community of writers and artists working with sexuality and eroticism, where I'm not just some sort of weird curiosity -- in fact I'm probably the most boring artist in the entire issue.

Anyway this isn't about me airing-out my impostor syndrome or whatever.

On the contrary, I definitely fit OK into these discourses. In PIN-UP #24, Arakawa and Gins talk about "eternal gradients" and constant reassembling, which makes me think of constantly remastering and re-releasing my own games. Or in Phile #3, I learned how my problems with Twitch's hypocritical morality policing mirror Peaches' problems with YouTube's morality police, and I also feel a lot of parallels between my treatment of tile in 3D showers and featured artist Prem Sahib's sculpture of gay bathhouses.

Instead, what I'm emphasizing here is how these critical publications readily dissolve the barriers between mediums while maintaining high production values and curating a unique identity. And then these non-game publications still end-up performing game criticism anyway!


I have zero real-world architecture practice and I'm not really in the art world either, but these insider-ish magazines still tried to include me and wrote about how video games intersect with their domain. They also talked to performers, photographers, fashion designers, musicians, and sculptors, even though this wasn't Sculpture Criticism Weekly, or The International Journal Of Music.

Everything is structure, and everything is sex!

I don't mean that as the claim of a conqueror to declare a new era. It is more about the solidarity of a criticism collective. The exact medium doesn't matter; what matters is the expression and the artist and the feeling.

Given recent conversations about "where is all the game criticism" and the somewhat low visibility / industry support of game criticism, it all makes me wonder what else we could be doing with game criticism. To be sure, there are lots of great independent game criticism publications doing important work already: Heterotopias, Deorbital, Unwinnable, Capsule Crit, ZEAL, First Person Scholar, Game Studies and many others I'm overlooking right now, but I imagine all these publications would agree that their readership and influence is less than ideal.

My experiences with non-games magazines suggest one possible new strategy: stop insisting we always talk about games, and stop limiting ourselves to just one type of medium or industry.

This ties into how I interpret Stephen Murphy (thecatamites) and Liz Ryerson's recent critiques of game criticism. If most game criticism has this baggage of the commercial gamer enthusiast press, and the deeper problem is in navigating this incessant consumerist impulse of the industry, then how about a new approach with new assumptions (and new baggage)? Murphy convincingly argues that currently the game critic must always apologize ("this game might look weird, but it's worth playing, I promise!!!") or emphasize a price ("this game is free, and that's the first thing you should know about it") which leaves little time to sit down and consider the game's actual ideas or content.

What if we just went straight to the ideas, then? What if game criticism didn't care about "gameplay", what if game criticism didn't care about whether it was free, what if game criticism didn't care whether it was packaged as a game? After all, I just talked about an architecture magazine that doesn't limit itself to capital-A Architecture, and a sexuality magazine that didn't stop at capital-S Sex. The LA Review of Books has been known to indulge itself outside of books.

It means the end of a Game Criticism Trying To Prove That Games Are Worthy Of Criticism... and the start of a new criticism that just happens to include some games when relevant. We could treat games as part of everyday culture, and not some insular thing that no one else can understand. We could find new audiences, new alliances, new ways of survival beyond a game industry that never supported criticism anyway. (With new audiences and models, we could also find new ways to pay and support writers, etc.)

If we abandon the project of Game Criticism (capital G, capital C), then will game critics finally have the audience and support they deserve?

(SEE ALSO: "Not a manifesto; on game development as cultural work")

What do YOU think? Make sure to leave a message in the comments, and be sure to like and subscribe to follow the latest news on game criticism across the web

Rinse and Repeat HD remastered, and three years of reflections and thwarted plans

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I've just uploaded an updated version of Rinse and Repeat: it is now known as Rinse and Repeat HD, which is basically the same version currently playable at the Victoria and Albert's Videogames exhibition.*

In addition to fancier graphics, I've also: added gamepad / rumble support, re-programmed the entire scheduling algorithm to be more stable, and tweaked much of the balance and feel.

If you're not familiar with the game, you should probably read my artist statement "Rinse and Repeat as cup runneth over" so that you know how the game works.

The rest of this post will assume you mostly know what it's about already!...



My original plan was to remaster Rinse and Repeat as part of a Radiator 3 compilation, along with Cobra Club HD and The Tearoom. The plan was also to add virtual reality (VR) support to these games (Rinse and Repeat and The Tearoom were designed somewhat with VR in mind) and to make it available on Steam, as part of my Gay VR manifesto. However, I had to delay these plans for years because I wasn't sure whether Valve would ban Radiator 3 from Steam due to its nudity, and I didn't want to invest time and resources into porting it to VR, only to get banned from Steam later.

Now that Steam has seemed to accept and assimilate adult content into its storefront, that'd appear to be the all-clear signal for me to go ahead... but unfortunately, now I have a new problem: VR games have lost much of their energy and community in the last couple years, and now I have to wait and see if VR can wake up and become relevant again.

(Also, once I start making the game available on VR, I'm going to have to maintain future compatibility with all future VR devices and standards. At this rate I think I'd rather wait until Valve ships their next VR headset + batch of VR games, and just adapt it for that standard. Or, if Oculus wins the VR wars, then their closed store would likely ban my games, and that's another contingency where I shouldn't bother.)


All this strategizing has made me reflect on how much my process has changed over the past few years. When I made Rinse and Repeat, it all started off with watching a music video and wondering what I could do with erotic fluid simulation. My creative process felt more free, with fewer expectations.

Today, my planning feels much more methodical. I have to balance my projects with my full-time job, with my other commitments and side-projects, with travel plans and conference appearances, and with my other research currents. All of these things are definitely nice things to have, and I don't mean to humble-brag or something! But now I definitely feel like I'm entering the "mid-career" phase of my life.

Like I want to finish my gay Go AI game, but my AI implementation is so slow that I'll have to re-implement the AI in Unity's multithreading job system and/or as a compute shader. To take proper advantage of that, I'll have to update my giant mega project folder from Unity 5.6.6 to Unity 2018.x. But at that point, I should also change over to the Unity high-def render pipeline (HDRP) assuming it's stable by 2019. When I leave Unity 5.x, I should also update my Steam integration and input plugin too and... there's just so much work and so many dependencies to consider. If I don't actively manage it, then it can feel utterly paralyzing.


But as much as I want to move beyond Rinse and Repeat, I'm still fond of some of my design choices here, and regret some of my changes for this remaster.

I'm glad I didn't invest any time into naturalizing the hunk's robotic speech patterns; I enjoy the dissonance between his robotic performance of masculinity versus his absurd muscular body. Today, his performance reminds me of the stereotypical hunky gay Instagram guy ("instagay") who seems to live inside their own video game, and in many respects, this game is about how you must never actually attempt to consummate your online thirst. Some players get upset when they realize the ending always results in the hunk literally drowning under the weight of your expectations, and then leaving your game and never returning. But as I've argued in my artist statement, no other ending makes sense.

I regret not being able to keep the greenish / yellowish hue of the original. When I was remastering the skin shader, I had trouble getting the skin to read more like skin, unless I went for a bog standard "white guy in headlights" lighting treatment that was easier to calibrate. I feel like this means I don't do enough visual research, especially for lighting reference.


When you make something that people like, it's tempting to keep looking back at that thing, to study it endlessly in hopes of replicating that original response. People seemed to like Rinse and Repeat for its hunky bro character, voice acting, and very simple interactions. Does that mean I should keep repeating that formula? I mean, I could...

But that's not really how art works. Even if I did try to do it again, in the same way with a slightly different theme, it wouldn't really have the same effect or impact. (There is no such thing as repetition. Only insistence.) I also strongly believe that I have to keep challenging myself to do something different. After Rinse and Repeat, I decided to retire my hunky headliner character from my games, and to try to diversify the representation in my games. In a conscious effort to do the "opposite", The Tearoom features no nudity or voice acting.

Now in 2018, I've remastered Rinse and Repeat in the shadow of my next big current project in the Radiator cycle, a webcam stripping game about sex work called Macho Cam. Is Macho Cam different enough from Rinse and Repeat, or am I falling into a formula? Since I retired my recurring star, I've gone for a more everyday approach in my casting, using tools like Mixamo Fuse to generate more "generic" characters instead of recognizable celebrities, in an attempt to mimic Italian neorealism's approach with using nonprofessional actors. I now feel my style drifting toward some sort of quieter social realism, instead of Rinse and Repeat's comparatively big loud Hollywood approach -- seeing and feeling that change is ultimately validating, because it means I'm learning and growing.

SEE ALSO: further notes on remastering Rinse and Repeat

(* The V&A does use a special "exhibition" mode, which sets the game to use an hourly timer instead of a daily timer, inspired by Michael Brough's similar treatment of VESPER.5 for the IGF. At any rate, I'm still satisfied with how inconvenient it feels for the average museum visitor, and it'd be cool if no one ever actually completes the game while it's on public display.)

Notes on "Sparkling Dialogue", a great narrative design / game writing talk by Jon Ingold at AdventureX 2018

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My colleague Clara Fernandez-Vara pointed me towards this great game writing talk by Jon Ingold this year at AdventureX, an excellent narrative design conference in London. Unfortunately the Twitch video of the talk is hard to follow and the YouTube version of this talk is still forthcoming, so I thought I'd summarize the talk here because I found it very useful.

(NOTE: This post isn't a transcript of Ingold's talk. It's a summary with my interpretations, and I might be wrong or misunderstanding.)

Ingold begins with something that should be obvious and uncontroversial to everyone: generally, most video game dialogue is poorly written. This isn't to say video games are bad, or that they we shouldn't try to do any dialogue at all. There are also many reasons why game writers are forced to write poorly, whether it's because of lack of resources, or last minute changes in the design, or other production constraints, etc.

The point is not to blame writers. The point is to highlight a problem in the craft and to define a better ideal. So, how can we write more competent game dialogue that is slightly less embarrassing?

To demonstrate the problem of typical video game writing, Ingold shows us this conversation from the first hour of Assassins Creed Odyssey in the starting mission "So It Begins":




(For the transcripts in this post, I use Yarn-style notation. "->" marks a possible player choice, and the indented lines signify the branching dialogue for that choice.)

Kassandra: All right. Then do you have the money you owe me?
Markos: Do I have the money I owe you? Of course. Of course. Well, no. Not at the moment.
Kassandra: Then - get - it.
Markos: Instantly, my friend, instantly. But - maybe you should do that. There is a merchant in Sami -
Markos: I'm not very good at these things as you know.
Kassandra: You want me to collect my own debt?
Markos: It's just waiting for you in Sami, my friend.
Kassandra: Who's the merchant?
Markos: Duris. You know Duris. He's very nice.

// first set of choices
-> You're too kind to Duris.
Kassandra: Duris? Again? Why do you keep lending him money?
Markos: He's a loyal friend. I don't want his family to starve.
Kassandra: You're a good friend, but you're bad with money.
-> Stop giving Duris money.
Kassandra: Duris? How stupid can you get? Stop giving him money!
Markos: He always pays me back.
Kassandra: After I threaten him.
Markos: Exactly - everybody benefits. Duris gets his money. I get my interest - and you have work.
Markos: Kephallonia is wonderful, is it not?

// second set of choices
-> I want my drachmae (money).
(some branching dialogue)
-> How should I handle this?
(some branching dialogue)
-> Where is Duris? // this is what most players choose
Kassandra: Where can I find Duris?
Markos: In a shop in Sami overlooking the docks - you know this Kassandra.

Pay attention to how repetitive that conversation is. Do you have the money you owe me? (Do I have the money I owe you?) What's the merchant's name again? (Duris. Duris. Duris.) Where is he again? (Sami. Sami. Sami.)... (You know this, Kassandra!)

This isn't the worst dialogue. The animation is nice enough and it even has some humor, but Ingold argues this scene doesn't go anywhere. It just keeps repeating the same information over and over, staggering and stumbling. What is this scene for, dramatically? It's not doing any dramatic work.

We can contrast this aimless style of "writing for gameplay" / writing for player information retention, versus another tradition of dialogue writing: the film script. To demonstrate better writing, Ingold picks out a scene from an old random obscure film called "Blade Runner" ("which is about robots or something")... and specifically this is the owl scene where Deckard meets Rachel:



Here's the dialogue from the video clip above, separated into five narrative beats:

Rachel: Do you like our owl?
Deckard: It's artificial?
Rachel: Of course it is.
Deckard: Must be expensive.
Rachel: Very.
Rachel: I'm Rachel.
Deckard: Deckard.

Rachel: It seems you think our work is not of benefit to the public.
Deckard: Replicants are like any other machine...
Deckard: They're either a benefit or a hazard.
Deckard: If they're a benefit, they're not my problem.

Rachel: May I ask you a personal question?
Deckard: Sure.
Rachel: Have you ever retired a human by mistake?
Deckard: No.
Rachel: But in your position that is a risk?

Tyrell: Is this to be an empathy test?
Tyrell: Capillary dilation? The so-called blush response?
Tyrell: Fluctuation of the pupil?
Tyrell: Involuntary dilation of the iris.
Deckard: We call it Voigt-Kampff for short.
Rachel: Mr Deckard, Dr Eldon Tyrell.

Tyrell: Demonstrate it.
Tyrell: I want to see it work.
Deckard: Where's the subject?
Tyrell: I want to see it work on a person.
Tyrell: I want to see a negative before I provide you with a positive.
Deckard: What's that going to prove?
Tyrell: Indulge me.
Deckard: On you?
Tyrell: Try her.

It's important to note here that this isn't even a super smart "art film". Blade Runner (1982) was a big-budget sci-fi movie ($73 million budget in 2018 dollars) with lots of special effects and action setpieces and a famous actor, the Hollywood equivalent of an Assassins Creed. It is very commercial and mainstream and relies heavily on noir tropes, yet still, the writing does so much more work than the typical blockbuster video game. Just notice how many fewer words it uses, versus Assassins Creed's annoying repetition, and yet so much more happens in the film.

At this point in his talk, Ingold declares that he's going to try to adapt this Blade Runner owl scene into an interactive game dialogue! You can actually play through Ingold's adaptations here, and you can also download his Ink script source files here.

His first draft shows a typical video game approach: over-explain with zero subtext or stakes. Everything must be said, and we leave nothing unsaid.

Deckard: Hello. I'm Deckard.
Rachel: Hello, Deckard.
Rachel: You're a Blade Runner, aren't you?
Rachel: That means your job is to hunt down replicants and kill them.
Rachel: Sorry. Retire them.

(LoopStart)
-> Replicants are like any other machine...
Deckard: Replicants are like any other machine...
Deckard: They're either a benefit or a hazard.
Deckard: If they're a benefit, they're not my problem.
Rachel: I feel much safer now.
[[goto LoopStart]]
-> What do you think?
Rachel: I think replicants are the greatest things mankind has ever created.
Rachel: We're like Gods now.
Rachel: Did you ever stop to think about the implications of that?
[[goto LoopStart]]
-> Tyrell wanted to see me.
Rachel: Here he comes now.
(continue)

This is adequate for a video game, but if we hold ourselves to a higher standard, then this is actually bad writing and has quite a few problems:
  • Why is Rachel explaining what blade runners are? Everyone in this fictional world already knows what blade runners are. Game writers do this expository lore review stuff all the time, and it always feels bad.
  • Ingold points to "What do you think?" as the classic video game "they've given me a choice!" type of non-choice, a meaningless option for the sake of offering options to the player. It's so random, it has no context. This is what you say when you can't think of anything else to say.
  • "Did you ever stop to think about the implications of that?" is some perfectly terrible video game dialogue that asks a really obvious basic interpretive question of the player, a question that is literally the point of the entire story. Who actually talks like this? Anyone who asks you this in real-life is probably an asshole.
  • Then in typical video game fashion, the player character ignores the question asked of him.
To write better dialogue, Ingold argues we must think about what is unsaid in the film, and capture that unsaid meaning with our interactive choice structure. For instance, let's consider the first beat in the owl scene from the film:

Rachel: Do you like our owl?
Deckard: It's artificial?
Rachel: Of course it is.
Deckard: Must be expensive.
Rachel: Very.
Rachel: I'm Rachel.
Deckard: Deckard.

What is happening here? Are these characters interested in making small talk about the owl, or are they actually talking about something else?

We must read between the lines, we must read the subtext. And here, Ingold argues this dialogue is about Deckard and Rachel sizing each other up, circling around each other warily, gradually escalating the tone. If we were to "translate" their actual subtextual meaning into words, the script might look more like:

Rachel: I'm better than you. I literally own an owl.
Deckard: That's a shitty fake owl, I'm not impressed.
Rachel: No one cares if it's fake. I'm rich.
Deckard: Rich people are shitty and tasteless.
Rachel: Rich people are rich. We're still better than you.
Rachel: By the way, I'm Rachel. One word, like Beyonce. You know who I am.
Deckard: I'm such a bastard I'll use fewer words than you, watch -- "Deckard."

Ingold notes that this is all a film noir trope. If you watch a noir film, there's always a scene where the detective talks to a rich lady about a crime, and the rich lady coyly deflects. Rachel is type of femme fatale. Tropes are OK, but at least you should execute the trope beautifully, and Ingold thinks Blade Runner does a beautiful job because of all these unspoken power dynamics in the script and performance.

Meanwhile, the video game version missed everything. So how we get some of that beauty back into the game?

In this last section of the talk, Ingold wants to demonstrate his game writing process for us. (Ingold's disclaimer: as with all writing advice, it's bullshit, but hopefully it's useful bullshit.)

Ingold usually likes offering 3 types of choices. (Two is too binary as if there's a correct choice, and four lacks focus.) In game design, you could liken this to a rock / paper / scissors typology, or an attack / block / parry swordfighting system. The goal is to offer the player some room for expression, but still signpost how this will escalate or progress the conversation.

He calls this pattern Accept / Reject / Deflect:
  • Accept: follow the current topic, answer their question, be cooperative and relevant.
  • Reject: go on the attack, you've had enough of this nonsense.
  • Deflect: escape the confrontation or change subject, like a "joke option" but not a joke so it doesn't break the tone of the scene.
Ingold also combines this pattern with looping structures. You should use a loop when the conversation is circling around in its current intensity / stakes, and then leave the loop when the conversation has escalated. You should also offer the player a "trapdoor" to exit the loop, and escalate the scene to continue forward.

As an example, here's how Ingold workshops the next part of the dialogue. For the sake of clarity, I've labeled the choice types:

Rachel: I'm Rachel.
-> Deckard: Deckard. (ACCEPT)
-> Deckard: I'm here to see Tyrell. (REJECT)
Rachel: He's a busy man.
[[goto NextScene]]
-> Deckard: What do you do here, Rachel? (DEFLECT)
Rachel: I'm Tyrell's niece.

Choosing "I'm here to see Tyrell" (Reject) skips all this small talk from the beginning. Ingold says this "trapdoor" is useful for players who want to skip ahead, and it's also a valid thing to express in a conversation. ("A: Do you like our owl? B: I'm not here to talk about owls.")

(LoopStart)
Rachel: It seems you think our work is not of benefit to the public.
-> Deckard: Replicants are like any other machine... (ACCEPT)
Deckard: They're either a benefit or a hazard.
Deckard: If they're a benefit, they're not my problem.
[[goto NextScene]]
-> Deckard: You could make them better. (REJECT)
Rachel: Our replicants are perfect.
Rachel: More human than human, that's what Dr Tyrell says.
[[goto LoopStart]]
-> Deckard: What do you think? (DEFLECT)
Rachel: It doesn't matter what I think.
[[goto NextScene]]

(NextScene)

Choosing "You could make them better" is a direct Reject attack on Rachel, so she has to push back -- and she pushes back so hard that she boots you back to the beginning of the interactive loop. Ingold argues this punishing use of a loop is very effective; the player feels their progress being reverted and their choice undone, as if they hadn't said anything at all. That is how powerful Rachel's response feels: if you are going to attack her competency, she will shut you down.

To me, this is the key takeaway from Ingold's talk. Loops slow down dialogue, trapdoors speed up dialogue, and both of those patterns tell you about the characters' mood and tone. Your use of branching structure is a form of characterization.


Now consider this excellent list of branching structure patterns by Sam Kabo Ashwell and/or Emily Short. Ashwell says this about "time cave" structure (pictured above):
The time cave is the oldest and most obvious CYOA structure. It is often good for narratives about freedom and open possibility, adventures that could go anywhere, flights of fancy. Time caves tend to have relatively short playthroughs, but strongly encourage replay: they are broad rather than long. Even with multiple playthroughs, most players will probably miss a good deal of the content.

The time cave’s structure is both organised by chronological progression and detached from it. It’s ungrounded by regularity: possibility is so open that it often becomes fantastic or surreal, with different branches occupying wholly different realities. The player has velocity but little grasp, vast freedom but little ability to comprehend it.
If you adopt a time cave structure for your story, maybe that means your narrator is over-analytical and sees too many possibilities. Or if talking with an NPC feels like a time cave, maybe that means they're complicated and unpredictable.

Ingold's point can be applied to any branching structure, and helps us think about what our branching pattern communicates. Branching is action, action is character, character is drama.

* * *

Now I'd like to end this post with an important question: WHY is most video game dialogue usually so bad? What are the social, cultural, and industrial conditions that allow bad dialogue to keep happening?

For instance, many AAA game writers know the writing is bad, but they can't change or fix anything because industrial game development demands impossible things from them. It reminds me of this 2015 write-up of a WGA panel ("Honest tales from the trenches of AAA game writing") featuring three established game writers on their work:
Druckmann, seeing Krawczyk’s putting a finger gun to her head at the mention of ambient dialogue, asked all three to share the most difficult part of their writing process, and for all three, the biggest nightmare was bark dialogue, (ambient dialogue enemies shout to alert players to gameplay clues), and expository directives (characters muttering to themselves something like “I need to go through that door!”)

Fixman said he struggled to keep directives that came out of playtesting feedback in line with character’s voices, pointing out that the problem really scales up when you don’t just need to solve these once, you need to solve these problems 10 times for the same scene.

Bissell offers up a specific example from his work on Batman: Arkham Origins. Though satisfied with the final story, he remembers one day two years ago when creative director Eric Holmes called him up and said they needed bark dialogue for one of the series’ predator stealth sections.

This was over Christmas.

“The unbelievably difficult part was, say I'm Batman, and I put down an ice bomb trap, and a guy hits the trap," said Bissell. "You have to communicate to the player, 'oh that was my ice bomb trap' without being so obvious...and figure out things for these guys in their various state of alarm, to say "Ice bomb! He got me with an ice bomb! It's cold!" so the player knows it happened. Then you have to do that 10-15 different ways. And that's just an ice bomb.”

“I thought it would be fun working on a game franchise I loved for a dude I loved and admired, and at the end of it I can say I never regretted my decision to be a game writer more than that. When it's Christmas morning, and it's like, 'Ice Bomb, I dunno,' it gets pretty grim.”
Gamers recognize enemy barks for what they are, as narrative assets conveying game state. They have trained themselves to scan all "narrative content" like this (conversations, cutscenes, readables) for gameplay-critical information, and not to "read" anything in the traditional sense.

To me, this is the fundamental problem of writing for games: gamers have been trained specifically to ignore subtext. That Assassins Creed Odyssey conversation that repeats "Duris" and "Sami" and the quest premise over and over? Gamers don't notice bad writing, and even if they do, they celebrate sloppy narrative design as part of game culture.

So even if we did write dialogue that's as competent as a Hollywood sci-fi noir blockbuster about killing robots, I think the gamers won't notice or care. In fact, they might even get upset.

By all means, let's make our dialogue sparkle, but remember: it's going to take a lot more than sparkles to fix (gestures wildly) whatever all this is.
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