terça-feira, 2 de abril de 2019

Choices, Consequences And The Ability To Plan

This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.



Say you are playing a game like The Walking Dead, or any other interactive movie, and you are faced with the choice whether or not to help someone who is hurt. You decide that you want to help the person, after which you never see them again for the rest of the game. Reloading a save and playing through the scenario you find out that if you chose not to help, the same thing plays out. Simply put: in this case, your choice really has no consequences.

While the scenario is made up, it presents a very typical situation that opinions are heavily divided on. Some people are totally okay with it for various reasons. But others will argue that this lack of consequences ruins the entire experience, as your choices doesn't really matter. It's really easy to say that people who feel this way are simply playing the game the wrong way or are not properly immersed. However, I think it's really important to investigate this reaction further as it gets us closer to some fundamental problems of narrative games.

The argument from people who get annoyed by these non-choices goes something like this: if every branch leads back to the same path, then you really don't have any say in how the game plays out. You are not playing a game, you are only pretending that you are. It's like when you are playing a split-screen game and notice you've been watching the wrong side. The feeling of play is just an illusion. Nobody would tolerate a Super Mario where a pre-written script - not the player's skill - determines whether or not they survive a jump, so why tolerate games where all choices lead to the same conclusion?

One could counter that by saying the intention is to put you into a hard position and the game is about your varied emotional reactions as you ponder the different choices. It isn't about affecting how the game plays out - it is about making an emotional journey. If you require the game to show you the consequences of your actions, you are not immersed in the game's story - you are simply trying to optimize a system. This might sometimes be the case, but I also think this line of thinking is missing what the actual problem is: the failure of the player's mental model.

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Let's start by breaking down the problem. A mental model, as explained in this previous post, is how the player perceives the game's world and their role in it. As you are playing a game, you slowly build a mental model of the various objects and systems that make up the game and attach various attributes to them. At first a box might just be a piece of the background, but as you learn you can destroy it in order to gain items, attributes are added. The object gains complexity. The reverse can also happen. For instance, when you first see a character you might think that you are able to speak to it and therefore label it with various attributes you know that humans usually have. But when you find out that the character is really just a piece of the background without any sort of agency, most of those attributes are lost.

Your mental model of a game is something that is continually revised as you are playing, and it is something that always happens, no matter what the game is. In fact, this is a process that is a core part of any medium, including books and films. So, obviously, when you are playing an interactive movie game, you are not simply reacting to a direct stream of information. You are answering questions based on your mental model.

Take my "will you help your hurt companion?" scenario from above. The knowledge you take into account about that choice is not just what is currently projected at you from the TV screen. It is a combination of everything you have gone through up to this point, along with a bunch of personal knowledge and biases. Even basic concepts like "hurt" and "companion" aren't just created in this moment. They are ideas that the game has spent a lot of time building up, be that for good or bad, from the very moment you started playing.

When you are faced with the hypothetical scene of  a hurt companion, you are not just dealing with an animated image on a screen. You are dealing with a whole world constructed in your mind. This is what your choice will be based around. While it might objectively seem that everyone is reacting to the same scenario, they may in fact be dealing with quite different setups.

So when someone gets annoyed by the lack of consequences, it is not necessarily the direct consequences that are missing. The issue is that they have constructed a mental around a real person in need, along with that person's future actions. So when it becomes apparent that the game doesn't simulate that as part of its own model, the player's mental model is broken and it feels like a big let down. Remember that we don't play the game that is on the screen, we the play game as we perceive it in our heads. So when it turns out that your imagined world is fake, it has a huge impact.

It gets even worse once we take into the fact that planning is fundamental to a sense of gameplay. As explained in a previous post, engaging gameplay is largely fueled by the ability to make plans. The way this works is that the player first simulates a course of action using their mental model, and then tries to execute that in the game. This is a continuous process and "planning and executing the plan" is basically the same as playing. Interactive movies normally don't have a lot of gameplay and it is really only in the choice moments that the player gets to take part in any actual play. Hence, when the choices turn out to have no consequences, it becomes clear that planning is impossible. In turn, this means that any meaningful play is impossible and the experience feels fundamentally broken.

As an example, take this experience I had with Heavy Rain:
[...] one scene I had made a plan of actions: to first bandage an unconscious person and then to poke around in his stuff. There really was nothing hindering me from doing so but instead the game removed my ability to interact directly after caring for the person. The game interpreted me wanting to help the guy as I also did not want to poke around, thinking that they two were mutually exclusive actions. Of course I thought otherwise and considered it no problem at all to do some poking afterward.
I think that people to complain the loudest about the lack of consequences are extra sensitive to situations like this. But, as I said, this is not due to lack of consequences per se, but due to the impact it has on the consistency of their mental model and sense of play. It is really important to note that this is not due to some sort of lack in immersion or ability to roleplay. On the contrary, as I have described above, many of the issues arise because they mentally simulate the game's world and characters very vividly.


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So the problem that we are faced with is really not a lack of consequences. It is because the underlying systems of the game are not able to simulate the mental model for a subset of players. One way of mending this is of course to add more consequences, but that is not a sustainable solution. Additional branches increase exponentially, and it quickly becomes impossible to cover every single possible outcome. Instead it is much better to focus on crafting more robust mental models. Sure, this might entail adding consequences to choices, but that is just a possible solution - it is not the end goal.

As I outlined in the previous blog on the SSM framework it is incredibly important to keep track of how systems and story help form a mental model in the player's mind. For instance, if you start your game saying "your actions will have consequences", that will immediately start filling up your player's imagination with all sort of ideas and concepts. Even how pre-release PR is presented can affect this. All of these then become things that lay groundwork for how the game is modeled in the player's head and it is vitally important to make sure this mental model remains stable over the course of the game.

One of the main things to have in mind is consistency. Remember that as someone is playing a game, they are building up a mental simulation for how things are supposed to work. If you provide information that certain events are possible when they are in fact not, you are running the risk of breaking the player's mental model. You either need to remove this sort of information or to make sure that they never take part in situations where these sort of events feel like a valid option.

However, the most important thing to keep in mind is the ability to plan. A major reason why the lack of consequences can feel so bad is because these consequences were part of the player's gameplay plans. So when it becomes apparent that they don't exist, the whole concept of play breaks down. In all fairness, this might be OK for certain genres. If the goal is to simply to make an interactive movie, then losing a subset of player might be fair. But if the goal is to make proper interactive storytelling, then this is of paramount importance - planning must be part of the core experience.

That doesn't mean that every choice is something the player needs to base their plans on. But in that case then there need to be other things that lie on a similar time scale and which are possible to predict and incorporate into plans. I think that one way around this problem is to have a more system-focused feature that runs alongside the more fuzzy narrative choices. When the players make choices, their mental model will have the best predictive skills around this more abstract system, and play revolves mostly around this. Then when more narrative choices are presented they will feel more game-like and part of the a solid simulation, despite not really having any consequences.

A simple and good example is the choices you have to make in Papers, Please. This game is driven by a type of survival simulation where you need to gain credits (though doing proper passport check) in order to keep your family live. Entwined into this are choices about who you will allow into the country. Many of these don't have any far reaching consequences, but that that doesn't really matter because your ability to plan is still satisfied. But despite that, these choices still feel interesting and can have an emotional effect.

 This sort of approach relies on combining several elements in order to produce the feeling of something that might not actually be there. This is something that is used in a wide range of applications, from how we view images on a TV, to how films can create drama through cuts. We don't always have to have solve problems straight on, but often the best way is to split the problem into many and to solve each problem on its own. The combined effect will then seem like a solution to the original problem. This is a technique that is super important for not just this, but many other narrative problems. I will write a blog post later on that goes into more details.

Once you have a game that is consistent and that has some sort of planning apart from the more narrative choices, the probability of satisfying the people will be greatly improved. And not only that, your narrative experience will improve over all, for all players, not just a subset. In this case I think it is fair to view these extra sensitive people as canaries in a cave, something that is first to react on a much bigger issue.

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This blog post by no means presents the solution to end all problems with choices and consequences. But hopefully it will give a new way of thinking about the problem and some basic directions for finding a solution. I don't think we will ever find a perfect way of dealing with choices, but the better informed we are at underlying causes, the better experiences we can provide.



Death End re;Quest Is Now Available Physically And Digitally In North America!




Plug into World's Odyssey today! We are excited to announce that Death end re;Quest is out now for the PlayStation 4 in North America! The Season Pass and European release will launch THIS FRIDAY, on February 22.


Players can grab the game digitally on the PlayStation Store and physically on Iffy's Online Store, as well as select retailers (GameStop, Amazon, Best Buy). We also have the DLC schedule available on the official website, which includes all of the free and paid DLC releases.




Want to learn more about the makers behind World's Odyssey? We have an exclusive, behind-the-scenes look with the creators of Death end re;Quest available on the PlayStation.Blog! The Q&A features the President of Compile Heart and Producer, Norihisa Kochiwa, as well as the lead artist,
Kei Nanameda, as they discuss their creative processes in this genre-bending JRPG!




Customers who purchase a physical copy (Standard or Limited Edition versions) of Death end re;Quest will be guaranteed a voucher containing these EXCLUSIVE bonus DLC weapons:

  • Lily's Atomic Spray
  • Clea's Mach Raid
  • Celica's Venus Blade
*Note to European Customers: This physical copy preorder bonus is EXCLUSIVE to Iffy's EU Online Store.




As a friendly reminder, the Season Pass will be available for purchase separately for $19.99 on Friday, February 22 with a 25% discount for PS+ Users! Season Pass holders will be able to access each DLC (FREE and paid) according to its release date. The DLC release date schedule can be found on the Iffy-cial Website!

*The Digital Deluxe Bundle and Season Pass are exclusive to North America. ALL FREE and paid DLC will also be available for purchase individually for both North American and European PSN Users. The Season Pass does not include the Preorder ONLY BONUS Weapons DLC.

segunda-feira, 1 de abril de 2019

Kriegsspiel: Big Trouble In Little Lardas

Two weeks ago, I participated in a week-long online Kriegsspiel run by Nick Skinner and Richard Clarke of Too Fat Lardies fame. With a total of 13 participants, two umpires and one observer, it was quite an undertaking. Set within a fictional "Imaginations" campaign of the "Lard War II," the players commanded either the forces of the Kingdom of Blue or the Red Republic. As Nick explained in the game:




Blue has invaded Red and achieved a breakthrough in the central South. Blue's armies are now pushing Northwards towards the crucial line of the NEMUNAS river and the strategically important city of LARDAS that stands at the confluence of two rivers. If they can push on, they will be threatening the capital city of REDBURG. Red forces though are well organised and aware of the danger. What will happen next?
For the participants, the planning portion was the meat and potatoes of the game. We started out by signing into a website and associated app called Discord. Nick set up a server and we joined it. We were immediately assigned to either the Blue or Red force rooms. From there we received our unit assignments and awaited orders. 

The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.

Speaking of gliders. This film and the real events it represents may have provided may have provided some inspiration.
We confirmed that our organization and equipment was vaguely British. That meant I had three battalions of infantry, each with four companies of four platoons plus a support company. I was also assigned an ambulance company. This seemed a bad omen.

In the background, Nick was briefing the division commanding general and chief of staff with the division mission. A day or so later, after the CG and COS had some time to digest the mission, we received our unit missions. My mission in particular was to neutralize four forts that protect the southern flank of the city and conduct a follow on mission of clearing the two main routes to the city.

The small circles are my objectives, the forts. The larger circles are the landing zones for the gliders. The red areas? Anti-glider poles. To quote a certain British officer, "I'm thinking of a phrase that rhymes with 'plucking bell'." Umpire Nick Skinner took  an actual 1:50,000 map and appended new place names, grid line identifiers and other information.

Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?

Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.

My set up for the day of battle. The cards have each lift marked on them with the units and target LZ. As the battle progressed, I put the markers on the map as needed. We didn't get past the first lift on Day 1, although we planned for four days.

The day of battle arrived. 
As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.

My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours. 

During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.

Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."

Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.

In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.

Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.

I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.