Thursday, December 17, 2015

Coding "Choice"/Story Pt.2 Also Life Update

Quick life update
I'm happy to say that I now know my last semester went better then I felt it was going, not as well as I hoped but much better than it felt like at the time. Also I can officially announce that I have another job, soon as my two weeks goes through i'll be in a *fingers crossed* more manageable double employment position. So that's that.


Coding Divergent Stories Pt.2

So as we discussed last time the gameplay in itself is not only inseparable to the story but in it's range of possible actions effects the themeing beneath the games overall experience, I'd argue that every memorable game experience has an element of this modeled into it's design. Mario is played by avoiding and overcoming obstacles, the theme is overcoming adversity. The Stanley Parable's gameplay is interacting with and against the narrator, the theme is agency against predestination. First person games are played by a single point, a projected you, as interacting manipulating and surviving a projected other, and the themes in first person games are often man against the world or against the horrific unstoppable other. There's alot of interesting stuff that could be said about how the layout of interaction changes the tone of a game for the player, like the modes of interaction put the player in a different mind space, or encourage them to create a different narrative (look at me staying on topic). 

The apparent problem we were left with last time was how divergence allowed by interaction possibly undermines the narrative or theme of the game. And, at first I honestly didn't know how to answer this, but I think this wasn't so much an issue of the medium, but the manner that we think of story that lead us to the specific question. This is one of those problems every English major will encounter when writing essays. While themes and narrative are real things that do exist in stories, they are tangible to the reader and definite within a story, because after the piece of art is sent out in the world it's a finished work. But in another way it isn't, there is an intrinsic final part of art, that being the reception by the reader. Now, I'm not talking about the whole phenomena of a reader having to physical look at the words for the ideas those words mean to "re-create" the story before they can access it. No, what I mean is the themes are a thing that is received by a thinking feeling individual, and because of that what those themes end up meaning exactly is not set. Themes, while definitely inherent by the creators design. On purpose or not, they are in there. (I've written a paper about parental conventions of death and god as represented in Curious George episodes alone.)

What we're saying is that beneath the surface narrative texture, there are themes, ideas about stuff, which the audience will come and interact with to some degree. They might not know it but that episode about the Daleks and Oswin is an exploration of the themes of autonomy, of what constitutes human and self. Oswin figured she was sealed away from the nanobots that convert humans into the robot Dalek, a conversion that is a literal reconstitution of autonomy. The independent thinking human becomes a robot, a creature whose very name originates form slave, and is in it's nature one that follows it's programming, completely devoid of individual autonomy. Also there's a small element of Odysseus ship, the thought experiment of "How many parts do you have to replace on a thing before it becomes a new, different thing? Does it?"; Oswin made a small fantasy world inside her mind that she wasn't being converted into a Dalek by nanobots, but instead was sealed up in a crashed ship and was surviving and burning time before rescue, while her entire body was replaced there was supposedly this small element of will left that retained the part that made the mind of the converted Dalek still Oswin the human. And you can do this will all of media to better understand the anxieties behind the fictions and better understand the draw their audience has to them.

So What Does These Mean For Games?

Themes are not definite, notice the theme in the Odysseus's Ship story is a question, overarching narratives are not complete always complete thoughts. The best kind often aren't, because art that recognizes these big ideas and questions are not definite or answered yet, leave this element of ambiguity in the characters, this is where the story's human element is. Socrates famously said "Know Thyself", but he never meant that to directly mean "understand who you definitely are", he meant "know what you are not, in being definitely sure what you do not know, you can better seek knowledge". Really good stories, almost never explore their themes by directly answering questions, often they explore these questions by presenting what the situation is not. 

Are the Replicates who have differing "empathetic" responses then humans, not sentient? Well, they're not dumb, and what they feel can't be called insincere... Is that what sentience is?
Good questions raise further questions, and so the reader is unconsciously diving further and deeper into the fantasy.

I'd never say that stories always attempt to have an ambiguous ending, or even that only the good ones do, that'd be dumb. What I'm saying is that in every bit of fictions exploration of a theme, just that you can't spell it out for the reader without either being insulting or making the story sound contrived.

Contrived plots are the biggest problem for young writers. Contrived is when the story feels like a certain point is pushed onto the series of events, seemingly because the author wanted it. Why this is so noticeable, is because instead of the girl leaving the scum bag that sexually assaulted her in the dive in theater, instead of her not trusting him after he showed he doesn't understand the word no and manipulated her trust, instead of all that... after he wins the race she dresses up to get him all hot and bothered because that's what he wants and now she wants just what he wants. Because happy endings is how it should be. God I hate Grease. The arch of that film that had the most tension the moment most people remember and relate to as "thee" important part of Grease, is the race. Notice it's never a problem just that the hero wins at the end, it's a problem if this doesn't make any sense with the rest of the story, that's what contrived storytelling is.  

 Insulting is when what was clearly conveyed, or at least could be understood by watching the scene is spelled out, the cop dramas that have each clue and what it could indicate getting described before the scene cuts.. yes that boring part, imagine those shows without the drama of who is sleeping with who or who showed up drunk, or whose terrified of their wife having a child in this rotten city. ect. There is the real meat of the narrative. The lesson is to not go 100% with the story, you decide how much you want your viewer to work to understand your story, but you never go 100%. If you do your fiction becomes a lazy read, the reader is left without the need to think about the character actions or make their own reading of intentions or emotions, and is left utterly distinguished from the fiction. Whatever percentage you make them work to fill out the rest of the story, "Who was right? Rorschach or Ozymandias?" whatever percentage that is is what invests them in your work.Think about what the characters and events are asking of the player while you create, but also recognize that this end result you're giving space for, you don't need to have control of that, you don't even need to have a definite version for yourself.


This is not just about giving space for the reader to work and invest and, well read, into your narrative. But this is about letting go of the idea that you need to control or even know what they are going to add to that space. And knowing this, approaching creating divergent stories changes. It's not so much, "how do I let them explore a story they''ll create and let them feel like they're the ones that created it while still designing a satisfying ending?" and suddenly the question is more, "how do I create tools that let them explore questions to their satisfaction?" The latter, is much easier to discuss. But again, it's late and I have quite a busy work weekend head of me and I think this is enough for one post. Goodnight, and thank you for reading.  


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