Indiana Jones and the Game Design Dilemmas
March 11th, 2009FIRST: before I natter further, I want to turn your attention to this excellent, illuminating article: a review (and evaluation) of the collected brainstorming notes for the story of Raiders of the Lost Ark. A fascinating read for anyone (especially fans of Indiana Jones, and let’s just act like the fourth film never happened, shall we?), and I think there’s a lot in there game developers should absolutely take to heart.
Now, I know, I know - there are far too many examples where games are trying to act too much like films and turn out something uninspired and unfun, clunky and unpolished. And certainly I’m sick of games being treated like cinema’s bastard child or unwanted stepkid - certainly anyone familiar with the unique demands of the medium should realize that games need their own schema for creation and evaluation (shame, shame, Roger Ebert, for attempting to parlay your cinematic evaluations to games - as anyone who’s studied film should know, it had its own growing pains to free itself from the same old restrictions of the stage and theater, and the need to develop a new method of study!).
That being said - there’s a lot in this for those in games to pay attention to… good ideas aside (and there are many there), the plain fact of the matter is that for as different as games are from the cinematic medium, the closest relation gamers have (well, at least the generation that’s 20+, who recall when games weren’t photorealistic, and we still described graphics as something with “bit” in the description) to actually relating to the action on screen. I think in many ways games surpass that, but when you make a movie-based game, what will the player instinctively want? Why do they buy it? To do what they saw on screen. Anyhow. Moving on!
One thing that caught my eye the most was this phrase: What happens in the past, off screen, good or bad, does not affect sympathy. It’s what we see the character do in the present that determines how much we will or will not care about that character.
That says so damn much! It explains why I can’t stand Kratos, why (despite my boyfriend’s hope that I get into the manga series Berserk) I so heartily dislike Guts, and why I don’t give two craps in a hat about Conan. Whoop de doo, tragic past, blah. Right now what I’m seeing is them being a jerk to everyone and everything. I hear tons about Kratos’s tragic past from other gamers, but when I was playing God of War, I couldn’t even GET to that point. Too many cut-scenes of him just being a completely rampant jerk for no reason, blood splashed upon his uncaring face, jeeeeeeez I get it already, the man is a soulless douche. In my defense, yes I know God of War is a remarkably well-done title that basically pioneered the Quick-Time Action Sequence (of which I think now the game market has been intensely inundated), and had well-done gameplay, but honestly speaking - I couldn’t stand playing Kratos. I don’t have to be a flower-loving puppy dog, but as a gamer I feel like I really should care whether the guy I’m playing lives or dies.
…okay, also it was the fixed camera in a dippy jumping puzzle, and the fact that while I can feel pretty rad one moment yanking the wings off a harpy, if I die because I fell off of a log the next moment will kind of erase the savage glee of the former, at least in my humble opinion. Hells, I think the fact that I as a game designer said “I didn’t like God of War” will write me off in many devs’ minds, but all the same I hope I’m heard out. I just think it was overdone. He doesn’t need to be an aggressive douche so constantly - you got a great hook in him attempting to kill himself in the beginning - follow that up with something here and there, maybe? I once griped about the sex scene with the two women to a fellow co-worker, who hesitantly offered “well, every woman sort of… reminds him of his wife now?” I sneered “Apparently those two did at the same time.” So, yeah. Not won over.
But back to my point. It’s the moment that matters the most. If you want to make your character a good but flawed person or a complete jerk, it’s what they do right then, the options presented to them while the player can see and interact with it (or, well - not). If you want the player to be aware of a backstory, thread it in somewhere, consistently, and early on. The exchange with Marion and Indy is a great point where the past is brought up (without the need for a possibly clunky flashback) and enough is said that the viewer gets the picture, and hears both sides of the story:
INDY: I never meant to hurt you.
MARION: I was a child! I was in love.
INDY: You knew what you were doing.
MARION: It was wrong. You knew it.
INDY: Look, I did what I did. I don’t expect you to be happy about it. But maybe we can do each other some good.
MARION: Why start now?
INDY: Shut up and listen for a second. I want that piece your father had. I’ve got money.
MARION: How much?
Yay good dialogue! Indy’s not even really apologetic, and yet he doesn’t come off as a stupendous jerk. And it’s the fact that although she has the pendant he wants and she’s not really willing to part with it - as you can read in the article (which you should have read by now!) - he doesn’t do something really jerky like steal it. If that was a gameplay option, you could allow the player to steal it, to try and bargain with her some more, apologize, etc. Put the option (to be a jerk, or not?) into their hands. But knowing that although what’s gone before gives motivation (the character-centered player will say “well, I was a jerk before, maybe I can talk to her,” but the action-centered player will be like “gah, screw this - I’ll just steal it”) but it’s up to the designer to either build the character themselves with telling moments like these, or provide them for the player do to the building. Background is very imporant - if Marion was, to pull an industry phrase, a bog-standard NPC with no connection to the main character - she becomes a simple roadblock, and stealing the item from her becomes the far more desirable path. A penalty here for being a jerk seems overly severe, and carries no weight (becuase the relationship of the characters to one another carries nothing as well) - but if they know each other, it’s far more significant. Making the player give a crap about the people they interact with should be a prime goal for nearly any designer… especially, as a side note, if they want to allow the player to do truly evil things. Which is another discusison entirely, but I just wish to note it here.
Another delicious point: start big and end BIGGEST. Lots of games, because of the nature of introducing the player to the action and controls, pretty much necessitate a non-critical tutorial level. Folding this into the game itself is tricky in the extreme… how do you balance a low-pressure learning section with an exciting, action-packed beginning? Games that include a tutorial as an optional section and opt for a challenging beginning are often scolded for starting off too hard - but games that necessitate a slower tutorial opening are then trashed for being “too slow.”
Furthermore, another section of concern is the construction of games. Unlike movies, which often film scenes out of order and edit them together later, much of game creation is done beginning-to-end (mostly because the risk of putting things together out-of-order for games can lead to unbalanced, inconsistent, and differing gameplay). Not only can this lead to games with elaborate beginnings and afterthought endings, but the other way around - a spectacular end boss battle that nobody will get to because the beginning is such a bore. Also - notice in that article that action pieces fill the whole middle, and at no point does it appear to sag (it’s like Wii Fit keeps telling me - core muscle strength is important!).
To me, the key is the fact that this conversation exists: that there’s planning of the whole thing, instead of a “wow this beginning!” or “yay this end!” and then nothing in the middle. I’m not saying that the leads should iron out the whole process and prevent any other design input, but that you should have a basic skeleton in mind, with “setpiece” moments throughout - once that’s in place (and art and programming leads confirm those can be done!), bring in the whole design team and hack through the whole mess together.
And that’s the crux of the issue for me - and why just reading the quotes in that article is so fascinating. If you’re over eight years old and you’ve watched the original Star Wars trilogy and suffered through the prequels, it’s very likely that the penultimate thought in your mind was: “What the HELL was George Lucas THINKING?!” And when you start to read that he basically locked himself away to write the prequels and allowed no other input that it starts to make sense. The same with Steven Spielberg - how many people in Hollywood now have the balls to suggest that one of his ideas wouldn’t work so well, or that they have something better in mind? If you imagine that doesn’t happen in the game industry - that a big name or a “I can kill your job in half a second if I want” doesn’t exist - you’re so wrong that I want to cry and pat you gently on the head for your sweet naiveté.
Civilization as we know it didn’t come about as the result of any one culture, but the interactions of many: Rome, long held in such high regard, rested on a base of Greek learning, with input from not only all over the Mediterranian, but through trade routes and territories throughout Europe, Africa, Asia, and the Middle East - not to mention a system of government that allowed the continuation of life and customs in conquered areas. China, which to many seems just a massive ubiquitous power, has an amazing history of the collaborations of many cultures - Mongolia, the Han and Wu cultures and their interaction, Korea, and the many other tribes and cultural identities and inventions in the area. Nothing is one giant, created-from-whole-cloth mass.
The power that I’m trying to say moves the gears of civilization is collaboration - one greater, gestalt thing from many parts. Leave a thing alone and it doesn’t advance, or does only in degrees. Add something new to the mix and everything changes. That’s why I love game development so much (and also why it frustrates me to no end) - that same collaboration. It’s never easy, in fact it’s hard as hell, but the second you can’t give feedback or opinion or take one party’s word as complete gospel - it begins to deteriorate. Mind, there are points where a design needs to be finalized and locked-down and not dithered about in blue-sky mode: but what I’m trying to elaborate upon here is that when ideas are thrown about, nobody should consider themselves above criticism. Even ideas that don’t fit can be used somewhere (as evidenced with the unused ideas for Raiders appearing elsewhere in the Indiana Jones series), and stuff that doesn’t fit at all can be used - via its contrast - to help define the borders of the desired game and its ideas. Half of what helps define a thing is not what it is but what it isn’t, and suggesting something to that nature shouldn’t be hissed and booed at but used as an example to clearly dictate 1) what’s being aimed at and 2) why it doesn’t work. Heck, look at this pendant discussion:
G — It would be nice if they left in a huff, they fought or something. He left rather pissed. I don’t think he would leave without the pendant. That’s the only thing that bothers me about that.
S — So he goes upstairs and stays up, plotting how he’s going to take it off her.
G — That makes him into a real rat.
L — That’s all right. He never does it. What he does is just the opposite, save her life.
G — No matter how you do it, the fact that he thought about it is the rat part.
S — Rhett Butler was a rat.
G — He wasn’t a real rat –
S — He proved himself by raising her family. Before that he was a gambler, dealt with cheap ladies.
G — There’s a difference between being a rat and somebody who’s having fun. He never hurt anybody.
L — I’m a little confused about Indiana at this point. I thought he’d do anything for this pendant.
G — But he still has to have some moral scruples. He has to be a person we can look up to. We’re doing a role model for little kids, so we have to be careful. We need someone who’s honest, trusting and true. But at the same time he’s confronted with this difficult problem. We have a great thing when she won’t give it to him. She doesn’t like him.
Excellent distinction there (emphasis mine). Jones is driven, maybe not the best of guys, but he’s not a rat, not a jerk - it’s a point of disctinction that he’s a role model. Maybe we don’t want this character to sneak up and snap the guy’s neck because he still has some qualms about killing… even though the enemy is a bad man, and he knows this, he doesn’t want to kill him when he can just knock him out… he’s not that cold, not that blasé about killing. He’s new at this - it bothers him. And maybe just the actual physical act of the neck-snap is more cold-blooded to him, far more intense than just pulling a trigger. (plus it’s actually really really hard to snap someone’s neck in real-life, but that’s another story).
Anyhow. I could, quite obviously, go on for days about this, but the best points are in the article, which I again ask you to read if you haven’t already. Or RE-read it. I’m going to right now. In the meantime, discuss!