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	<title>MakingGames.ca</title>
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	<link>http://makinggames.ca</link>
	<description>The theory and practice of making games</description>
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		<title>EA Capture 2011</title>
		<link>http://makinggames.ca/news/ea-capture-2011/</link>
		<comments>http://makinggames.ca/news/ea-capture-2011/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 07:53:19 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[motion capture]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=263</guid>
		<description><![CDATA[Our multi-talented studio/capture specialist, Sam, put together a new reel for EA Capture. Inside you can get a peek at the stuff we work on at the studio. As seen on the EA Capture Facebook page.]]></description>
			<content:encoded><![CDATA[<p>Our multi-talented studio/capture specialist, Sam, put together a new reel for EA Capture.  Inside you can get a peek at the stuff we work on at the studio.</p>
<div id="youtube"><iframe width="560" height="315" src="http://www.youtube.com/embed/gjrWkZl8hO4?rel=0" frameborder="0" allowfullscreen></iframe></div>
<p><br/><br />
As seen on the <a href="http://www.facebook.com/photo.php?v=10150373154380981" target="_other">EA Capture Facebook page</a>.</p>
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		<title>FaceForward</title>
		<link>http://makinggames.ca/dev/faceforward/</link>
		<comments>http://makinggames.ca/dev/faceforward/#comments</comments>
		<pubDate>Thu, 27 Oct 2011 04:36:49 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[motion capture]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=255</guid>
		<description><![CDATA[In my previous post, I told you that we worked on the cinematic sequences for Battlefield 3. Now, after an announcement on our facebook page, I can tell you what our technology is called. FaceForward &#160;]]></description>
			<content:encoded><![CDATA[<p><img src="http://makinggames.ca/wp-content/uploads/2011/10/FaceForward-1024x662.jpg" alt="" title="FaceForward" width="450" height="290" class="aligncenter size-large wp-image-256" /><br />
In my previous post, I told you that we worked on the cinematic sequences for Battlefield 3.  Now, <a href="http://www.facebook.com/groups/eamocap/238299882895498/" target="_other">after an announcement on our facebook page</a>, I can tell you what our technology is called.</p>
<p><a href="http://www.facebook.com/groups/eamocap/238299882895498/" target="_other">FaceForward</a></p>
<p><br/>&nbsp;</p>
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		<title>Why Battlefield 3 is my most anticipated game</title>
		<link>http://makinggames.ca/dev/battlefield-3-anticipated-game/</link>
		<comments>http://makinggames.ca/dev/battlefield-3-anticipated-game/#comments</comments>
		<pubDate>Sat, 22 Oct 2011 05:26:22 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[Battlefield]]></category>
		<category><![CDATA[motion capture]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=239</guid>
		<description><![CDATA[As a software engineer in Electronic Arts&#8217; worldwide motion capture studio, the systems I write and maintain touch many of our games in small ways. It&#8217;s not often that I can point to a feature in a game and say &#8220;I did that.&#8221; Battlefield 3 is different. We built the facial animation pipeline used for [...]]]></description>
			<content:encoded><![CDATA[<p>As a software engineer in Electronic Arts&#8217; worldwide motion capture studio, the systems I write and maintain touch many of our games in small ways.  It&#8217;s not often that I can point to a feature in a game and say &#8220;I did that.&#8221;</p>
<p>Battlefield 3 is different.  We built the facial animation pipeline used for the interrogation scenes and I&#8217;m rather proud of what we accomplished.  EA Capture was small studio with an aggressive timeline to create a new technology for one of our company&#8217;s biggest titles.  And we had to do this while maintaining the same workload and quality for our other game teams.  It was an incredible experience and if I had to do it again&#8230; I would do many things differently.  Though, that shows how hard we were pushing our limits and how much better this technology will become.  It&#8217;s next generation technology used for the current generation of games.</p>
<p>I&#8217;m finally at the point where I can watch the cutscenes and see how good they look, instead of seeing the things I want to change.  More than anything, I&#8217;m excited about what our creative talent will do with this in the future.</p>
<p>As much as I want to celebrate the achievement of my team, I am in awe of the wizards at DICE who actually got this stuff working in Frostbite.  You can see the fruits of their labour below.</p>
<div id="youtube"><iframe width="560" height="315" src="http://www.youtube.com/embed/Q7GVSx7yMaA" frameborder="0" allowfullscreen></iframe></div>
<p>If you can&#8217;t view it on YouTube, check it out on GameTrailers.</p>
<div style="background-color:#000000;width:520px;">
<div style="padding:4px;"><embed src="http://media.mtvnservices.com/mgid:moses:video:gametrailers.com:722821" width="512" height="288" type="application/x-shockwave-flash" allowFullScreen="true" allowScriptAccess="always" base="." flashVars=""></embed>
<p style="text-align:left;background-color:#FFFFFF;padding:4px;margin-top:4px;margin-bottom:0px;font-family:Arial, Helvetica, sans-serif;font-size:12px;">Get More: <a href="http://www.gametrailers.com">GameTrailers.com</a>, <a href="http://www.gametrailers.com/video/launch-trailer-battlefield-3/722821">Battlefield 3 &#8211; Launch Trailer HD</a>, <a href="http://pc.gametrailers.com/">PC Games</a>, <a href="http://ps3.gametrailers.com/">PlayStation 3</a>, <a href="http://xbox360.gametrailers.com/">Xbox 360</a></p>
</div>
</div>
<p><br/>&nbsp;</p>
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		<title>Announcing: Secret Agent X</title>
		<link>http://makinggames.ca/games/announcing-secret-agent/</link>
		<comments>http://makinggames.ca/games/announcing-secret-agent/#comments</comments>
		<pubDate>Tue, 11 Oct 2011 03:32:39 +0000</pubDate>
		<dc:creator>Mark</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=215</guid>
		<description><![CDATA[For the past few months, I&#8217;ve been working at Playdom as a Jr. Game Designer on a &#8220;top secret&#8221; project. Today, I&#8217;m pleased to finally announce Secret Agent X! It is currently in public beta internationally and should be available in North America later this fall. It&#8217;s also the very first publicly announced title that [...]]]></description>
			<content:encoded><![CDATA[<p>For the past few months, I&#8217;ve been working at Playdom as a Jr. Game Designer on a &#8220;top secret&#8221; project. Today, I&#8217;m pleased to finally announce <strong>Secret Agent X</strong>! It is currently in public beta internationally and should be available in North America later this fall. It&#8217;s also the very first publicly announced title that I&#8217;ve ever worked on (as a designer), so I&#8217;m that much more excited to finally have something I can actually show to family and friends.</p>
<p>Trailer:</p>
<div id="youtube"><iframe width="560" height="315" src="http://www.youtube.com/embed/nv8NXKZnxMk" frameborder="0" allowfullscreen></iframe></div>
<p>
&nbsp;</p>
]]></content:encoded>
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		<title>The Backwater Gospel</title>
		<link>http://makinggames.ca/art/backwater-gospel/</link>
		<comments>http://makinggames.ca/art/backwater-gospel/#comments</comments>
		<pubDate>Sun, 09 Oct 2011 23:33:08 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[Art]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=208</guid>
		<description><![CDATA[Mark just sent me a very cool short directed by Bo Mathorne, presented by the Animation Workshop, with music by Sons of Perdition. It&#8217;s about fear, hubris, misplaced trust, and the dangers of letting other people do your thinking for you. If that doesn&#8217;t interest you, then you should watch it for its striking visual [...]]]></description>
			<content:encoded><![CDATA[<p>Mark just sent me a very cool short directed by <a href="http://bomathorne.blogspot.com/" target="_blank">Bo Mathorne</a>, presented by the <a href="http://www.animwork.dk/en/" target="_blank">Animation Workshop</a>, with music by <a href="http://www.sonsofperdition.com/" target="_blank">Sons of Perdition</a>.  It&#8217;s about fear, hubris, misplaced trust, and the dangers of letting other people do your thinking for you.  If that doesn&#8217;t interest you, then you should watch it for its striking visual style and be sure to check out the making-of posted below.</p>
<div id="youtube"><iframe width="560" height="315" src="http://www.youtube.com/embed/vVkDrIacHJM" frameborder="0" allowfullscreen></iframe></div>
<p></p>
<div id="youtube"><iframe width="560" height="315" src="http://www.youtube.com/embed/JnnbTaMXDqQ" frameborder="0" allowfullscreen></iframe></div>
<p></p>
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		<title>Few Have Seen So Far</title>
		<link>http://makinggames.ca/news/few-have-seen-so-far/</link>
		<comments>http://makinggames.ca/news/few-have-seen-so-far/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 06:15:36 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=199</guid>
		<description><![CDATA[It was quiet in the office when Mike &#8211; our technical artist &#8211; said aloud, &#8220;Take a look at Apple.com&#8221;.  With the recent release of the iPhone 4S, I was sure that he was talking about that. So, in poor taste, I loudly guessed &#8220;Steve Jobs is dead?&#8221;.  My heart sank when I turned to [...]]]></description>
			<content:encoded><![CDATA[<p>It was quiet in the office when Mike &#8211; our technical artist &#8211; said aloud, &#8220;Take a look at Apple.com&#8221;.  With the recent release of the iPhone 4S, I was sure that he was talking about that.  So, in poor taste, I loudly guessed &#8220;Steve Jobs is dead?&#8221;.  My heart sank when I turned to look at his screen.</p>
<p><a href="http://makinggames.ca/wp-content/uploads/2011/10/steve_jobs_apple_obit.png"><img class="aligncenter size-full wp-image-200" title="steve_jobs_apple_obit" src="http://makinggames.ca/wp-content/uploads/2011/10/steve_jobs_apple_obit.png" alt="" width="540" height="400" /></a></p>
<p>Despite his ailing health, the news of Steve&#8217;s death was not something that I expected.  The man who conquered the world with functional elegance is gone and my deepest sympathies go out to the loved ones he left behind.</p>
<p>In his <a href="http://youtu.be/UF8uR6Z6KLc" target="_blank">2005 Stanford commencement address</a>, he left us with several musings on life, death and happiness.</p>
<blockquote>
<p>&#8220;If today were the last day of my life would I want to do what I&#8217;m about to do today?&#8221;</p>
<p>&#8220;Remembering that I&#8217;ll be dead soon is the most important tool I&#8217;ve ever encountered to help me make the big choices in life.&#8221;</p>
<p>&#8220;Remembering that you are going to die is the best way I know to avoid the trap of thinking that you have something to lose.&#8221;</p>
<p>&#8220;Your time is limited so don&#8217;t waste it living someone else&#8217;s life.  Don&#8217;t be trapped by dogma, which is living with the results of other people&#8217;s thinking.  Don&#8217;t let the noise of others&#8217; opinions drown out your own inner voice.  And most important, have the courage to follow your heart and intuition.  They somehow already know what you truly want to become.  Everything else is secondary.&#8221;</p>
</blockquote>
<p>RIP Steve Jobs</p>
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		<title>Playstation: Long Live Play</title>
		<link>http://makinggames.ca/games/playstation-long-live-play/</link>
		<comments>http://makinggames.ca/games/playstation-long-live-play/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 04:16:02 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=183</guid>
		<description><![CDATA[I&#8217;m not sure how effective Playstation&#8217;s Long Live Play will be for attracting new blood to the hobby. However, it&#8217;s an absolute treat for those of us who grew up with it. It trades heavily on our collective nostalgia with more references than you can spot in one viewing. Check it out in full 1080p. [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not sure how effective Playstation&#8217;s <em>Long Live Play</em> will be for attracting new blood to the hobby.  However, it&#8217;s an absolute treat for those of us who grew up with it.  It trades heavily on our collective nostalgia with more references than you can spot in one viewing.  Check it out in full 1080p.</p>
<div id="youtube">
<iframe width="560" height="315" src="http://www.youtube.com/embed/mdWkKKSckNk" frameborder="0" allowfullscreen></iframe>
</div>
<p>
&nbsp;</p>
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		<title>Remap facial motion capture rig</title>
		<link>http://makinggames.ca/art/remap-facial-motion-capture-rig/</link>
		<comments>http://makinggames.ca/art/remap-facial-motion-capture-rig/#comments</comments>
		<pubDate>Sat, 19 Feb 2011 19:38:29 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=160</guid>
		<description><![CDATA[I have been very busy since my last post.  In addition to my own projects, I found myself employed. In June 2010 I was contacted by Electronic Arts for an interview.  By the end of the month, I had moved from Hamilton, Ontario to Vancouver, British Columbia and was working as a Software Engineer on [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://makinggames.ca/wp-content/uploads/2011/02/richardwhite.jpg" alt="" title="EA Motion Capture Demo - Feb 18, 2011" width="420" height="200" class="aligncenter size-full wp-image-170" /></p>
<p>I have been very busy since my last post.  In addition to my own projects, I found myself employed.</p>
<p>In June 2010 I was contacted by Electronic Arts for an interview.  By the end of the month, I had moved from Hamilton, Ontario to Vancouver, British Columbia and was working as a Software Engineer on <a href="http://fifa-online.easports.com/" target="_blank">FIFA Online</a>.  In September, I toured the EA World Wide Motion Capture Studio and, within a few weeks, was working for them doing research and development.<span id="more-160"></span></p>
<p>The following is the first demo of a project that I was a part of.  It demonstrates a new facial motion capture rig that we developed.  This technology allows us to create compelling performances in which the performer does not need to look like the model.  Essentially, I could do the performance and the coach would act it out.  If I furrow my brow, he will furrow his.  You will see every wrinkle, skin tone change, etc.</p>
<p>The coach is played by a local coach.  The team are my multi-talented co-workers (I make an appearance at 0:53 &#8211; #72).  As you can see from the texture/model recycling, we are a pretty small group.  </p>
<p>This was originally posted on the <a href="http://www.facebook.com/home.php#!/home.php?sk=group_133472736711547" target="_blank">EA Motion Capture Studios Facebook group</a>.  Watch it on <a href="http://www.youtube.com/watch?v=HAHE3oDbJ_E&#038;hd=1" target="_blank">YouTube in 720P</a>.</p>
<div id="youtube">
<iframe title="YouTube video player" width="560" height="340" src="http://www.youtube.com/embed/HAHE3oDbJ_E" frameborder="0" allowfullscreen></iframe></div>
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		<title>Stephen Hawking is in Waterloo</title>
		<link>http://makinggames.ca/news/stephen-hawking-waterloo/</link>
		<comments>http://makinggames.ca/news/stephen-hawking-waterloo/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 19:02:09 +0000</pubDate>
		<dc:creator>Steven</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=151</guid>
		<description><![CDATA[I just received my University of Waterloo alumni newsletter&#8230; Hawking is here!  Hawking is here!]]></description>
			<content:encoded><![CDATA[<div class="wp-caption aligncenter" style="width: 385px"><img title="Perimeter Institute" src="http://upload.wikimedia.org/wikipedia/commons/thumb/5/50/Perimeter_Institute.jpg/772px-Perimeter_Institute.jpg" alt="" width="375" height="290" /><p class="wp-caption-text">Perimeter Institute for Theoretical Physics</p></div>
<p style="text-align: left;">
<p style="text-align: left;">I just received my University of Waterloo alumni newsletter&#8230;</p>
<p><a href="http://alumni.uwaterloo.ca/alumni/e-newsletter/2010/jun/stephen_hawking.html" target="_blank">Hawking is here!  Hawking is here!</a></p>
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		<title>A Common Framework for Storytelling in Games</title>
		<link>http://makinggames.ca/theory/common-framework-storytelling-games/</link>
		<comments>http://makinggames.ca/theory/common-framework-storytelling-games/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 13:00:09 +0000</pubDate>
		<dc:creator>Gian</dc:creator>
				<category><![CDATA[Theory]]></category>
		<category><![CDATA[framework]]></category>
		<category><![CDATA[ludology]]></category>
		<category><![CDATA[narratology]]></category>
		<category><![CDATA[plot]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>

		<guid isPermaLink="false">http://makinggames.ca/?p=91</guid>
		<description><![CDATA[[also posted on GameCareerGuide.com] Do games tell stories? Sure, text, artwork, voice acting and cut-scenes can all arguably tell or help tell a story, but how can you truly say that the game itself is telling the story? And by the game, I mean the actual system, the units and rules that create the possibility [...]]]></description>
			<content:encoded><![CDATA[<div>
<p style="text-align: right; font-size: 10px; float: right; margin-top: 0px;">[also  posted on <a title="A Common Framework for Storytelling in Games -  GameCareerGuide.com" href="http://gamecareerguide.com/features/860/a_common_framework_for_.php" target="_blank">GameCareerGuide.com</a>]</p>
<p>Do  games tell stories?</p>
<p>Sure,  text,  artwork, voice acting and cut-scenes can all arguably tell or help tell a story, but how can you  truly say that  the <em>game  itself</em> is telling the  story? And by the game, I mean the actual system, the units and rules  that create  the possibility for gameplay. Is gameplay a form of  storytelling? Maybe  not in most games (to avoid the argument), but if  we wanted to  conceptualize gameplay as storytelling, how would we do  it? And if we  wanted to make a game that told its story <em>well</em>, what would it  take?<span id="more-91"></span></p>
<p>In  short, and I’ll go into more detail later in this article, yes: it can be  useful to think  of gameplay as a medium through which  players  experience a unique form of storytelling. Maybe you&#8217;ve  experienced it  yourself where for one brief moment everything—the  characters, the  sounds, the visuals and what you were doing—all seemed  to <em>click</em>, and you felt  truly  engaged in the story being told. It&#8217;s something that many gamers  have felt at  some point, but that no one has yet been able to  consistently reproduce.  &#8220;It&#8221; eludes us not because we lack the tools to  describe or evaluate  it, but because it crosses so many fields and  disciplines. Theories of  fun and swords and circuitry, research into  expressive AI and dreams of  Hamlet on the Holodeck all bring us  closer to understanding it, but none provide  that one true holistic  vantage point from which a game designer can  envision how to truly tell  stories <em>well</em> through gameplay.</p>
<p>A  holistic approach to storytelling in games has to consider  many  literary and filmic concepts like story, plot, character development, cinematography,  lighting, audiography and “editing”. But unlike  film, a  holistic approach must also consider the game mechanics and  expressive  processes that determine the above (no small feat), all the  while  recognizing that games are interactive, and have spatial and haptic dimensions. Is it any  wonder that a  holistic view of storytelling in games has eluded us for  so long? The solution isn’t  to mash the concepts together and hope for  the best. Putting Steven  Spielberg, Conrad Hall, Syd Field, Jorge  Luis Borges, Chris Crawford,  Nobuo Uematsu, and Michael  Mateas into a  room probably won’t  produce anything worthwhile  because they have no common framework on  which to have a meaningful  discussion.</p>
<p>To find  that common framework, we have to go up the conceptual  tree to find  what all of these seemingly disparate disciplines share. And that shared  concept is communication. Ultimately,  they are all means of getting an  idea from person A, across some  medium, to person B. But that net might  be cast a little too wide for our  purposes. Storytelling is  a specific form of communication, a form  studied for thousands of  years by that often misunderstood field of  study: narratology (as  it’s  called today). But I’d like to ignore Aristotle for once and  instead  shed some light on the modern founders of narratology, the  Russian  Formalists, who a hundred years ago decided to analyze  literature as if  the stories it told were complex machines  intentionally and purposefully  constructed using “devices” or  “functions” that serve particular  purposes. It’s from this  concept that we get the term “plot device”. This approach to  understanding storytelling is interesting because  today we  use complex machines to intentionally and purposefully design and   program functions that serve particular purposes in order to tell  stories.  Somehow, this conceptual similarity has rarely been noticed.</p>
<p>Unfortunately,  after years of largely pointless “Ludology vs.  Narratology” debates,  narratology is seen as a dead horse whose body is  periodically dragged  out by  articles like this one for yet another beating.  Except that this  article isn’t about using narratology to “understand”  games, it’s  about giving designers a framework on which they can use all  of the  tools in their toolkit, not just a few. Narratology is the foundation for a common framework that we can all use  to set  up and guide the shape and direction of ours stories; game design,   cinematography, level design, artificial intelligence, art, sound design,  etc., are the tools we use to create a story; and  gameplay is the  way we as players experience that story. So what  is this common framework?</p>
<h2><img src="http://www.systemsofplay.net/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /><strong>Laying the  Foundation</strong></h2>
<p>Before   describing the framework, we need to build a foundation of commonly   accepted terms and definitions to stand on. One of the major stumbling   blocks when it comes to talking about story in games is that we can’t   agree on what “story” even means. It seems like everyone in <a href="http://www.gamasutra.com/blogs/EmanuelMonteroReyno/20090506/1327/Some_Definitions_About_Interactive_Storytelling.php"><span style="text-decoration: underline;">this</span></a> <a href="http://www.gamasutra.com/view/feature/3965/game_writing_from_the_inside_out.php?page=1"><span style="text-decoration: underline;">industry</span></a> <a href="http://blog.pjsattic.com/corvus/2005/08/story-got-game/" target="_blank"><span style="text-decoration: underline;">has</span></a> <a href="http://onlyagame.typepad.com/only_a_game/2005/08/story_plot_narr.html" target="_blank"><span style="text-decoration: underline;">their</span></a> <a href="http://braid-game.com/news/?p=385" target="_blank"><span style="text-decoration: underline;">own</span></a> <a href="../terms/#story" target="_blank"><span style="text-decoration: underline;">definition</span></a> of <a href="http://gamestudies.org/0101/juul-gts/"><span style="text-decoration: underline;">story</span></a>, <a href="http://emshort.wordpress.com/writing-if/books-and-other-resources/chris-crawford-on-interactive-storytelling/"><span style="text-decoration: underline;">plot</span></a> and <a href="http://web.mit.edu/cms/People/henry3/games&amp;narrative.html"><span style="text-decoration: underline;">narrative</span></a>; it’s again no  wonder  that no one can agree on anything.</p>
<p>Meanwhile,   narratologists has generally agreed on specific  definitions of “story” and  “plot” for about a century. Although  “narrative” has some academic  wrinkles left in it to iron out, for our  purposes a (fuzzy[<a href="http://cco.cambridge.org/extract?id=ccol0521856965_CCOL0521856965A003"><span style="text-decoration: underline;">1</span></a>]) definition  is easy  enough to come to. The basic theory goes like this: a narrative  is a  linear sequence of events through time where it’s said that  things cause  things to happen to other things. I think that’s generic  enough.  Whether we’re reading a book, watching a movie or playing a  game, the  way we experience reading, watching and playing is <em>as a narrative</em>. Games are <em>experienced </em>as narratives.</p>
<p>But  that’s not really the useful part of the theory. What’s  useful is the  implication that whenever something is narrated to  you—whenever you  have a narrative—that narrative can be described as  being composed of  two simultaneous planes, like two sides of a coin: the  “content plane”  (story) and the “expression plane” (plot). The story is  the abstract  chronology of events and characters behind any narrative.  That movie  you want to see and spoiler you avoid reading refer to the same content,  the same  story, even  if they tell it  differently.</p>
<p>Plot,  on the  other hand, isn’t used here in the everyday sense of rising  action,  climax and resolution; the story arc; and all that. In this article,  I’d like to  take use a  different definition of plot. To narratologists, plot is the  order of events as they’re told, and plot devices  are used to  deliberately create certain effects, express certain  meanings. The film  <em>Memento </em>(2000, Summit Entertainment) starts at the end of its story,   and scene by scene takes the viewer back to the beginning. The   difference in <em>Memento</em> between “story order” and “the  order that the story is told”  is the difference between story and plot.  <em>Memento</em>’s reverse  chronology is a  plot device used to great effect.  Without  the reversal, the film would arguably be far less effective in engaging the  viewer  and in expressing that sense of  piecing together  lost memories.</p>
<p>I hope  the  above helps clarify how we’ll be using the  terms story, plot and narrative in this  article. I’m not so naïve to think  that I can change the way people talk about  storytelling with an article, but I do hope  that the basic  concept that we  can differentiate between <em>what</em> is being told  (the story),  and the <em>telling </em>itself (the plot) is now apparent.</p>
<p>The  point? By using these definitions for story, plot and narrative we   can deduce that since gameplay is experienced as a narrative, then   gameplay can also be described as expressing a story by means of a   dynamic plot. This deduction becomes important when considering famed   literary theorist Roland Barthes’s argument[<a href="http://books.google.ca/books?id=BsOafwrPWTYC&amp;lpg=PP1&amp;dq=%22Semiotic%20Challenge%22&amp;pg=PA95#v=onepage&amp;q=&amp;f=false"><span style="text-decoration: underline;">2</span></a>] that <strong>every </strong>aspect of how a  story is  told can be usefully described as a plot device. The choice of  words, the  sequence of shots, the musical score and/or the visuals  that express the  story are all meaningful, whether that meaning is  intended or not. For  game designers, this suggests that every game  mechanic, art asset,  animation, environment, sound effect, musical  score and haptic sensation is made meaningful  through play.  It isn’t  enough to consider how a tweak in game mechanics or the  placement of a  door will affect the game’s playability; <em>how will it  affect the  story</em>?</p>
<h2><strong>Experiencing  Story  through Play</strong></h2>
<p>As  mentioned above, it’s  useful to describe gameplay in terms of story and  plot. Not all games  should be described this way, since a game for  gaming’s sake has arguably no reason to  worry about  storytelling. But with the release of titles like <em>Uncharted 2</em> (Naughty Dog,  2009) and <em>Heavy Rain</em> (Quantic Dream, 2010),  it’s easy to  see that good storytelling continues to be an important  selling  feature.</p>
<p>For  games that actually do  care about telling a story well, it can be  useful to describe gameplay  as the expression of a game’s story. In  other words, gameplay can be  usefully described as a system of both  play and plot. Games dynamically  produce plot as an emergent  experience. When a player plays a game,  their agency allows them to  experience a different narrative with every playthrough, but  importantly, not a  different story. It isn’t the story that changes,  it’s the plot that  does. The story stays the same because, in games,  the story is dictated  by the game mechanics, art assets, animations,  environments, sound effects, musical score and haptic  sensations  that make up the game. A game’s story materializes itself  experientially  through the interaction of its many parts. Worries over  linear and  non-linear storytelling are irrelevant. Gameplay is  pseudo-linear at  best, but describing stories in terms of linearity  doesn’t bring us any  closer to telling those stories better. Instead,  we should consider that  when a game is played, its plot—the <em>expression</em> of its many  parts and  possibilities—is emergent, dynamic, and never the same twice,  and that  because the parts and possibilities stay the same, the story  stays the  same even if the narrative is different. I’m sure that  someone could  make a polymorphic game where this isn’t the case, or  that we could get  hung up over stories with multiple, branching  storylines, but let’s not  pull hairs. <em>Heavy Rain</em> may have  multiple endings, and <em>The Sims</em> (Electronic Arts) may  have no  true ending, but both can usefully be described as <em>telling</em> a story.</p>
<p>In  fact, describing certain games this way can be insightful. For  example, <em>The Sims</em> is considered a  powerful example of a game that lets players  author their own stories;  except, that’s largely an illusion. In  actuality, what players create  is a version of a specific kind of story:  a story about suburban life,  friends, love, marriage, getting a job,  having a child, peeing yourself  in public, etc. The game mechanics of <em>The Sims</em> provide the  building  blocks necessary for a player to bring about their own <strong>rendition</strong> of this story,  but  they’re limited by the game’s space of possibilities. They can’t  create a  story about a Sim giving up his meaningless,  commercialistic life, moving to  India, joining an obscure religious  sect and living out his dream of an  ascetic life … until one day Carla  (from back home) finds him and begs  him to please! please come home! The  reason players can’t author this particular  story is because the  building blocks that <em>The Sims</em> provides the player don’t   include these potential story events. The story of <em>The Sims</em> is pre-defined  by its  game  mechanics, art assets, animations,  environments, sound  effects, and musical score, and what  players do when  playing <em>The Sims</em> is bring about one of the  virtually infinite (yet  pre-defined) dynamic, emergent plots afforded  to them through their  interactions with the game’s space of  possibilities.</p>
<h2><strong>But  What about Characters?</strong></h2>
<p>I think  narratology has an interesting and, importantly, useful  way of looking  at characters in stories. In narratology, characters in a  story aren’t  living beings that exist in a fictional world. They don’t  think, they  don’t have emotions, they don’t feel. Instead, they’re  described in a  purely functional way. Characters only exist because an  author wants a  certain action or event in their plot to take place. It’s  a subtle  change in perspective that constantly acknowledges the  fictionality of  the story, or in other words, that the <em>way</em> a story is told  is a  construction and not a projection of some kind of reality. To a   narratologist, in Spiderman’s origin story, Uncle Ben doesn’t die at the   hands of some burglar because one rolled lawful good and the other   chaotic evil, or because the burglar had a higher agility score, or   because the burglar had a bad day, really needed some cash and got   careless. The reason Uncle Ben dies at the hands of some burglar is  to provide  the realistic motivation needed by the plot to satisfy the  necessary  causes and effects that lead to Peter Parker’s transformation  into the  friendly neighbourhood Spiderman we all know. Peter doesn’t  decide to  fight for justice because of the guilt he feels over Ben’s  death; Peter  doesn’t decide or feel at all. Peter, Ben and the burglar  are just ink  on a page or moving images on a screen, they don’t exist.  As far as  Spiderman’s origin story goes, the only reason why the  characters of Ben  Parker and the burglar exist in the plot is to  provide a realistic  reason for Peter Parker’s transformation from  selfish mercenary to  altruistic hero.</p>
<p>What  does that have to do  with game design? Well, what’s interesting is that  game designers  already see characters in a similar way. When designing  gameplay,  characters are just collections of functionality encased in  mesh or  sprite. Narratologists analyze what a character’s function in  the plot  is, and game designers determine what a character’s function  during play  will be. And this is where the two meet: once you know  exactly what a  character’s purpose in the plot will be you can start  thinking about  what game mechanics  best serve to fulfill that purpose.  Or considered  differently, when designing character AI don’t fret over  simulating what  they’re thinking or feeling, instead focus on creating  behaviours that act as coherent plot  devices that reinforce  the story in meaningful ways.</p>
<p>Unfortunately,  creating meaningful character behaviours is no  simple task. Characters  in many games are based on functional roles:  hero, quest giver,  villain, helper. These are the kinds of roles that  narratologist   Vladimir Propp discovered were pervasive in fairytales. When we find  these character archetypes in  games,  they do  indeed  align their game function with their story function, but like  most  fairytale characters they’re also flat and boring. The game  industry  has been trying hard to move away from flat characters, but in  most  cases we don’t know how to approach creating that depth. Back story  and  cinematics can only go so far in establishing characters. What  matters  more is how those characters behave during gameplay. If their  only  role during gameplay is to be a mindless “helper,” then even the  most  masterfully rendered cut-scene will fail to convince a player that   they’re anything but a flat character once the cut-scene ends. The key lies in creating  in-game  character behaviours that help reinforce their  characterization and the story’s themes, and  dynamically  create moments for the player to experience the story you’re  trying to  tell.</p>
<h2><strong>Agency</strong></h2>
<p>So  we’ve covered story, plot and characters, but there’s one  more element  to stories in games that all other forms of storytelling  don’t have to  worry about: the meddlesome player.</p>
<p>Player  agency can bothers us when we think about it too hard. Giving some  chaotic  player free-reign in our exquisitely crafted world is  exhilarating, but  having to worry about how they might go against our  intentions can be  frustrating. Throw in a complex story and what you  have in front of you  is so sublimely complex that it just seems better  to avoid thinking  about both the story and gameplay at the same time. How can you  tell a genuine  story when the player can do whatever they want?</p>
<p>Yet,  this way of looking at player agency ignores one basic  fact: a player  can’t do <em>whatever</em> they want; they can only  do <em>precisely</em> what you let  them do. If a  player can take a game’s mechanics and subvert its story  (bugs and  exploits aside) then those mechanics weren’t well designed.  This isn’t  meant to be an insult, just a statement of fact. If every  game mechanic  is designed from the start to tell a particular story,  then no matter  what the player does within the limits of those game  mechanics, the  result should be the story that the game was  intentionally and  purposefully built to tell. Let’s take a step back  and look at what this  actually means in practice.</p>
<p>Let’s  say an  intrepid designer wants to tell a story about freedom, levity  and  reckless youth. She decides that a good way to tell that kind of a  story  is through a set of core game mechanics that revolve around  flying.  Flying: freedom, levity, recklessness—it makes sense.  Unfortunately, she  realizes during some initial design sessions that a  player could  undermine her theme of reckless youth by repeatedly  smashing themselves  into cliff faces and dying. The point of reckless  youth is that you feel  invincible; such an obvious vulnerability  hinders that feeling. What  should she do? Remove those dangerous cliffs  entirely? Add artificial  boundaries that bounce the player away?  Insert an all too convenient excuse into  the story? These  design/story choices may solve the problem  mechanically, but they would  only serve to undermine or at least dilute  the sense of freedom and  recklessness she was trying to express in the  first place.</p>
<p>Instead,  her solution is to  change how wall collisions are handled. When the  player hits a wall, he  will acrobatically bounce off, or by holding  down the grab button, just  latch on. Now that feeling of reckless  invincibility is palpable. Even  if a subversive player wants to ruin  the story by smashing themselves  into walls repeatedly, this mechanic  acts as a plot device that ensures the game stays on message  by  taking “bad” player behaviour and making it nonetheless tell the  story  the way our designer wants it to be told. Rather than try to  create a  realistic simulation that panders to the flawed notion that  players  need absolute, realistic control over a system in order to feel   immersed, our designer sees that the story’s needs outweigh the player’s   need to feel they have the freedom to commit suicide on cliff faces.   Immersion is important, but it’s also important to recognize the <em>degree</em> of simulation  needed to  preserve that sense of immersion.</p>
<p>These   collision mechanics also avoid punishing the player as they learn to   play. Not only does it help reinforce one of the story’s themes, on its   own it’s also a sound design decision. Maybe near the end of the game  our  designer will remove this mechanic (accompanied by a credible story  pretence, like a  broken leg) because, after all, the invincibility of  reckless youth is  only an illusion…</p>
<p>The key  here is that she  had to face the fact that either (a) her game’s  mechanics didn’t suit  the story, or else (b) her story didn’t suit the  mechanics. This may be a  broad generalization, but I hope that it  sparks a shift in perspective:  if you’re telling your story in a way  that ruins the story, then you’re  not doing it right.</p>
<h2><strong>Conflicts  and Coherence  in Dynamic Plot</strong></h2>
<p>We’ve  all played those  games where the game’s story is trying to be serious,  but the game  mechanics make it ridiculous, or where we know what the  story is  trying to do, but we’re just not feeling it. A lack of  coherence between story and  plot, or story and gameplay, unless done for  satirical effect, is the mark of bad  storytelling. Let’s take a look  at a game-related example. In <em>Grand Theft Auto IV</em> (Rockstar Games), the  player can go  on dates outside of the main storyline with four women:  Kate, Alex,  Kiki and Carmen. These side quests aren’t just there to be  amusing;  completing multiple successful dates with these characters  will reward  the player with tangible, in-game abilities (e.g.: calling  Kiki will  take three stars off your wanted level). All of them, that  is, except  for Kate. No matter how many successful dates you go on with  Kate there  is no in-game advantage. Because of the precedent set up by  the other,  similar side-quests, the effect is either that the player  is annoyed by  Kate or else avoids Kate completely.</p>
<p>In the   story, on the other hand, Kate is the player character’s main love   interest. What’s meant to be an emotional moment towards the end of the   game instead comes off as ineffectual because an emotional attachment   with Kate isn’t established during the course of actual gameplay. In fact, the  gameplay is  in conflict with the story, and acts against the story’s  attempts at  establishing this emotional attachment. If the game had  gotten the  player to like Kate through gameplay, the emotional moment  would have  been much  more effective. This conflict  between story and gameplay in <em>Grand Theft Auto IV</em> suggests two  things.  Firstly, gameplay becomes meaningful to the story whether the  designer  intends that meaning or not. And secondly, coherence is an  important  factor in making gameplay that harmoniously reinforces and  enriches the  story being told.</p>
<p>Coherence  can be as simple  as making sure that the units and rules in a World  War II themed game  somewhat accurately reflect our  expectations of World War II. Most game designers are  already skilled  at implementing this kind of coherence (realism) into  their games. But  beyond this, designers interested in telling stories  better need to  start considering what kind of plot they want their game  mechanics to  create, and whether that plot is telling the story the way  they want it  to be told.</p>
<p>One  example of  this second kind of coherence, ludonarrative coherence  (described  variously by <a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html"><span style="text-decoration: underline;">Clint  Hocking</span></a> and <a href="http://braid-game.com/news/?p=385"><span style="text-decoration: underline;">Jonathan  Blow</span></a>), can be found  in <em>BioShock</em> (2K Games). The  relationship between two  non-player character types that populate the  levels of the game, the  Little Sisters and the Big Daddies, is an  important part of the game’s  story. This relationship is made evident  through some of <em>BioShock</em>’s game  mechanics, mechanics the player can’t avoid if they  want to become  strong enough to progress in the game:</p>
<p>1. A Little Sister  cannot  enter or exit a level without a Big Daddy.</p>
<p>2. A Big Daddy will  follow his  Little Sister.</p>
<p>3. A  Big Daddy  will threaten and push anyone that scares his Little Sister.</p>
<p>4. A Big Daddy will  attempt to  kill anyone that tries to harm his Little Sister.</p>
<p>5. The player  cannot interact  with a Little Sister until her Big Daddy is dead.</p>
<p>These  simple interactions between units, their rules, the  environment and the  player are coherent with the game’s story. They are a  visceral way to  showcase the Big Daddies as protectors, demonstrating  their unyielding  dedication to the safety and wellbeing of their Little  Sister. Without  saying it orally, textually or visually, these rules  procedurally  communicate a strong relationship between these two units,  reinforcing  the story that the game is trying to tell. These rules can  be usefully  described as <em>dynamic plot </em><em>devices</em>; together they  create  dynamic situations for the player to experience the story of <em>BioShock</em>.</p>
<p>No playthrough of <em>BioShock</em> is ever the  same, but everyone who plays <em>BioShock</em> experiences the same   relationship between Big Daddies and Little Sisters. Without these rules   there would be far fewer opportunities for the player to observe and   emotionally react to their relationship outside of an initial opening   cinematic. Sure, these NPC behaviours are also sound design   decisions—decisions which were likely made for reasons that have nothing   to do with the story, but that’s the beauty of it: you shouldn’t have   to sacrifice good game design for story.</p>
<h2><strong>Putting  it All Together</strong></h2>
<p>So far  we’ve discussed the foundation needed to establish a  common framework,  and the implications this foundation has on the way we  talk about and  understand stories, characters, agency and game  mechanics, but we  haven’t really established what that common framework  is. The crux of  it all comes in shifting our perspective. By seeing all  of the various  tools we use to tell a story as systems in their own right, systems of  meaning that  can be used to affect the way a story is told during  gameplay, we can refine our perceptions to what matters most  about each  tool and how they interact when building an  experience.</p>
<p>When  building a house you  might use hammer, it might be made out of steel or  zinc alloy, it might be 12”  long, it might also be useful for hanging  picture frames, and all of  these characteristics might be important to  the person wielding the  hammer, but when talking to the person working  the bandsaw, what matters  most is how  these two tools interact with the raw materials available  in order to  produce a set of trusses for the roof. Whether we want to  impart a  certain atmosphere through lighting, a certain emotion through  music, a  certain mood through character art, or a certain reaction  through game  mechanics, all of these tools can be used well together if  we  holistically frame the game and all the tools we use to create  that  game  as a system that communicates meaning through play.</p>
<p>Our  task as designers and artists is to use that common  framework to  visualize a holistic blueprint, to know how to  intentionally and  purposefully use all of the tools in our toolkit to  create a  game that tells a story  the way we want it to be told, and to understand how one  tool  interacts with another tool in order to create a game where the  total  sum of those meanings constructed and expressed by each individual tool   comes together to form a singular, cohesive (or ironic) story as <em>experienced  through  play</em>.  With a common framework in mind, artificial  intelligence isn’t designed to  accurately simulate cognition, but to  create compelling story  experiences; levels aren’t designed with the  back-story in mind, but  with an aim to meaningfully reinforce the story  being told; and game  mechanics aren’t just fun, they’re meaningful.</p>
<p>But  after all that pomp, I do want to emphasize that we are  already doing  this today, to some degree. I hope many of you reading  this article  weren’t surprised by what was said and saw instead a  reflection of your  own thoughts. Many of the notions presented here come  naturally,  others need refinement, and so much has yet to be  discovered. We still  have a long way to go in perfecting our craft, and I  hope the idea of a  common framework based on coherently communicating a  shared  meaning will help get us there.</p>
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