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The Vanishing of Ethan Carter - ludonarrative dissonance begone

Infinitron

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Videogame feminism is so last week. Embrace the Dear Esther revolution!

http://www.eurogamer.net/articles/2...first-time-the-next-generation-of-game-design
"The next generation is going to be, possibly for the very first time, the next generation of game design"
Meet Adrian Chmielarz, the Bulletstorm guy whose world was turned upside down by Dear Esther.

"Why is Nathan Drake a mass murderer?" Oh I don't know, but it's the question not the answer that's important. It symbolises a seismic shift in attitudes towards games that may mean, "possibly even for the very first time", that the next generation of consoles also becomes "the next generation of game design".

Dun, dun, dunnnnnn.

Those are the strong opinions of born again game maker Adrian Chmielarz, he who took Polish studio People Can Fly to fame - to Bulletstorm and to Gears of War: Judgment - but who walked away after having an epiphany about game design and U-turning on the types of games he wants to make.

"Things are aligning in a way that, by the end of this generation, people started asking, 'Hey you know what, why is Nathan Drake a mass murderer?'" he tells me, talking openly at Polish conference Digital Dragons. "And they didn't ask that with the first Uncharted. They didn't ask that previously.

"Something happened and it was probably indie games and the fight of indie developers to show a different side of gaming. Some people tasted a little bit of that indie gaming, started thinking about games and then they go back to the old ways and go, 'OK there's something wrong here.'

"I could not imagine," he continues, "a situation where the lead writer for Tomb Raider has to explain herself in, let's say, 2005, about the ludonarrative dissonance that's in Tomb Raider, where she's [Lara Croft] like, 'Oh I'm a scared little girl,' and then she's like, 'Dff dff dff dff dff [a machine gun noise, obviously],' killing like a mass murderer five minutes later. But she's [writer Rhianna Pratchett] explaining herself and acknowledging the fact that, yeah, we need to do something about this - maybe we'll fail but, yeah, there's something there."

Then along came BioShock Infinite, "proof that the old territory is on fire and we need to go". It is, as he's heard it excellently described, the "end of an era".

No game has ever sparked such a widespread debate about core game mechanics as BioShock Infinite did, Chmielarz says. Partly that's because it's a high profile blockbuster from a legendary game designer. "But also," he adds, "exactly because there are these moments there when you get a slice of heaven, a taste of heaven, and you go, 'Oh my god this is what games can be!' And then it's taken away from you for the majority of the game.

"But these moments are absolutely mind blowing - really really great - and you realise, oh my god, video games potentially can be so much more, so powerful."

And it's precisely because it does not deliver on the promise it dangles before you that BioShock Infinite becomes, for Adrian Chmielarz, the "ultimate proof" about what is wrong with game design today.

"You can't be focusing on the emotions narrative and new ways of narration and still be using these old devices and solutions," he declares, "so something has to change.

91


Dear Esther, the Citizen Kane of gaming

To say Adrian Chmielarz changed his mind about games is a understatement. He had, he tells me, "an epiphany". Dear Esther started it, although when he first played the game "I wanted to kill myself", he recalls. "It was the most boring, pretentious 'game' I had ever played." Only through reading other people's reactions to the game did he begin to see the bigger picture. He admits "I was simply not ready" for the experience the first time around. "It was too weird," he says. "I didn't treat the game fairly." When he did treat the game fairly, however, he began to realise it was "something special".

"I call it the Citizen Kane of gaming," he says. "It's a really boring movie that's incredibly important for movies. I'm not a big fan of Dear Esther as a game, as an experience, but to me, that's one of the most important games in the history of gaming.

"I'm a gamer since 1986, so for a really long time, and I thought I'd played everything, starting with Spectrum. I thought I saw the entire spectrum of gaming and no, I didn't - I was basically seeing one side of this coin. I started testing other indie games and I was f-, I was blown away, seriously.

"I don't want to lie and say I'm this guy who only likes indie games only, because most of them I actually don't like, and I still like triple-As - I like Tomb Raider, I enjoyed it a lot - but I do think that this brain rewiring truly happened and I'm seeing games like I have never seen them before."

"So just as with Dear Esther - I don't think it is a good game, but it's an incredibly important game, and it's a point of reference in these discussions whenever you talk about not-games or this kind of movement - when everyone will be talking about what is wrong with game design, we will be bringing up BioShock Infinite."

"Think about a song you hear on a "beach radio", he instructs me, wheeling out a metaphor. When you take that song home and listen to it on expensive Hi-Fi equipment "that song is only going to get better". "It's still the same song, the same lyrics, everything is the same - it's just better. With games it's exactly on the contrary.

When the fidelity of games improves but the gameplay stays the same, "the gameplay begins to suffer". "You start to be bothered by all the little things that are very gamey," he says. "I enjoy collecting coins in Mario - that's brilliant, I love it, I want to collect all the coins in Mario. But I don't want to collect the coins in a game that's about redemption.

"That was the reason we brought it on ourselves, because we have increased the quality of everything but not our designs. This dissonance happened and people started asking questions, as I said, so when I say things are starting to align themselves, it's the next generation of consoles, because we're not going to get worse at the audiovisual presentation - it's going to be insane, it's going to be mad."

(He says the real limiting factor in current-generation machines wasn't the power, "it was the memory". "Give me the same processor but give me 8GB of memory; you would see games on 360 or PS3 you would not believe," he said. "We get that next generation.")

Gameplay will have to improve because the gulf between it and audiovisual presentation simply cannot get any bigger. It will have to catch up. "The designs will change because they will have to change. We are running out of options," he says. "The old ways they no longer work.

"If people are truly being bothered by the fact that Drake kills 400 men during the course of the game - that was the beginning - then these questions start popping up more and more, like the BioShock Infinite discussion. Suddenly everything is wrong.

"We're going to hear more and more about it if people keep the old designs while making next-generation presentations. The designs will have to change, no matter what, so the next generation from that point of view is going to be also, possibly even for the very first time, the next generation of game design."

What's he doing about it?



"It would be lame and truly annoying if I did not follow through with my own proposals."

He's making a game called The Vanishing of Ethan Carter, a mystery adventure game that sounds dark and violent but will have no combat in it. The Astronauts is only a small studio, so it's a modest production, but an American writer - "a name that people recognise" - has been drafted in, and the hope is to get the game out this year, although he's prepared to hold it back if it isn't ready. You lot know more than most how damaging releasing an undercooked game can be, he says. Plus, he's got to produce the goods to back up all this talk.

"I disagree with a lot of solutions that we're using in game design. It would be lame and truly annoying if I did not follow through with my own proposals," he acknowledges. "Ultimately I need to have a counter-proposal and say OK, these solutions would work better.

"The bad news is, well, that is not easy. We spent the last 30 years just slowly evolving one model of gameplay, and if we want to change the paradigms, it's terra incognita [unknown land], so I spent the last six months thinking about what this can be.

"I'm not saying that we're done but fortunately I see the light at the end of the tunnel, finally. Look, I'm not alone and I'm not the first who has these problems. I've learned a lot from guys like Thomas Grip from Frictional Games, or even David Cage," who he says "is a genius". Fahrenheit was "such an incredibly groundbreaking title" that even though "the story fell apart" towards the end, "the beginning, the opening, that one hour, that was a milestone". It's people like David Cage and Thomas Grip and Chris Hecker who are the "pioneers" Adrian Chmielarsz is steered by.

"The bad news," he adds, "is that after six months I still don't have a solid design, we still have not solved everything. But we have solved most of it."

"The power of the message that's there in Ethan Carter basically hits them like a brick wall..."

He's passionate and intelligent but he's concerned with coming across too strongly, and warns me that "I don't want to sound like this is going to be a revolution". "We're a small team making a small game," he says. "I still think that it's going to be something Chris Hecker calls 'triple-A indie', when it comes to the presentation of the game - it will look really good and the audio and the quality of the writing and everything will be, I hope, top-notch - but we're still a small team. I think it will be a step towards the right direction rather than a revolution like Dear Esther."

Exactly what you'll do in Vanishing I'm not sure. It sounds a bit like a murder mystery, but Chmielarsz is reluctant to say much more "because I feel like whatever we're showing is a spoiler" - think of Dear Esther with gameplay and corpses, he jokes. It will have simple controls, his argument being that "by limiting the options, you can evoke that feeling of freedom", and he wants people to think more about the experience they're having rather than how to control it.

He knows the effect he wants his game to have on you, too: "I want the players to have an experience," he says, and for you to forget you're playing a game and to feel, at the end, "smaller than when you started". Not in a bad way - in a humbled way.

"I'm talking like the power of the message that's there in Ethan Carter basically hits them like a brick wall and it's like 'OK, not only was I truly immersed in a different reality and it didn't feel like a game ... but at the same time there was a certain depth to it that makes you reflect on either your own life or with the surrounding.

"I don't want to sound pretentious," he adds, catching himself again, "I mean, this thing it's a very layered production - what you get out of it depends on you. If you're looking for a mystery story, yeah you will find it there - you don't really need to reflect on anything, although I hope it would be impossible [not to] ... but if you start digging then for the second layer of the game, you won't have to dig deep, so you will see that maybe this game had a little bit more to say than just offering a fun time.

"Basically," he concludes, "long-story short: if it stays with you a year later, I would be ecstatic."
 
Last edited:

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
I recognize the names of a lot of writers, mostly so that I can avoid them.

Can't those retards fuck off to tinsel town and leave me to my stupid outdated gameplay?
 

ohWOW

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This guy is a cum-stained shitty fucknut.
 

Angthoron

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Another article that has no fucking idea about how gaming could actually become art.
 

Cowboy Moment

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Well, they're right about the "ludonarrative dissonance" (what a shitty term by the way). Pity their solution is going to be interactive movies, as opposed to creating better gameplay systems.
 

Angthoron

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Well, they're right about the "ludonarrative dissonance" (what a shitty term by the way). Pity their solution is going to be interactive movies, as opposed to creating better gameplay systems.
What? You mean like dynamic feedback systems? Sir, that would require technical competence, that is not how Humanities BA works.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Fuck, this is the guy who made Painkiller. How the mighty have fallen...
 

Kz3r0

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"I could not imagine," he continues, "a situation where the lead writer for Tomb Raider has to explain herself in, let's say, 2005, about the ludonarrative dissonance that's in Tomb Raider, where she's [Lara Croft] like, 'Oh I'm a scared little girl,'
What???:eek:
What they have done to Lara in the new games?????:eek:
 

Roguey

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"I call it the Citizen Kane of gaming," he says. "It's a really boring movie that's incredibly important for movies.
Oh my gawd shut up.
I've learned a lot from guys like Thomas Grip from Frictional Games, or even David Cage," who he says "is a genius". Fahrenheit was "such an incredibly groundbreaking title" that even though "the story fell apart" towards the end, "the beginning, the opening, that one hour, that was a milestone".

Josh Sawyer said:
it's time. it's here. games have arrived as a distinct art form by aping cinema and allowing you to press buttons
 

chestburster

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Well, they're right about the "ludonarrative dissonance" (what a shitty term by the way). Pity their solution is going to be interactive movies, as opposed to creating better gameplay systems.

Dear Esther is not an "interactive movie."

Neither is Amnesia.

The guy is obviously trying to make a game of Dear Esther + Amnesia + Lovecraftian story. :incline:
 

Morgoth

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As long as you have to deal with an illiterate, insta-fix culture that can't even finish a single book in their entire life without getting impatient/nervous, the emphasize on putting all resources into impressive, high-cost high fidelity graphics will persist. Therefor what Adrian says really isn't going to happen in the tripe-A area.

Making something that is interesting, requires patience, thought and observation however will be limited to a bunch of freedom fighters and weaboos.
 

Cowboy Moment

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Well, they're right about the "ludonarrative dissonance" (what a shitty term by the way). Pity their solution is going to be interactive movies, as opposed to creating better gameplay systems.

Dear Esther is not an "interactive movie."

Neither is Amnesia.

The guy is obviously trying to make a game of Dear Esther + Amnesia + Lovecraftian story. :incline:

Well, Dear Esther has even less gameplay than interactive movies like Fahrenheit, so, I guess you're right, thanks for correcting me. Don't see what Amnesia has to do with anything, since it actually has normal gameplay consisting of exploration, resource management, puzzle solving and stealth.
 

Grunker

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Step 1: Identify the problem correctly. Ludonarrative dissonance. Cool, OK. Game mechanics and story in most games are at odds.

Step 2: Arrive at the conclusion that the only way to fix this issue is by removing gameplay.

Step 3: ???

Step 4: PROFIT!!!

Ah well. The central point is correct. Perhaps after some flailing about these fuckers might get it and we'll get cool games with cool mechanics that aren't about shooting people. Cool mechanics as in "something else than a set of quick time events, random button presses and WASD movement, clicking "next" in dialogue-screens." Though part of me certainly feels like asking: "so... uh... maybe some games should just change their fucking narrative?"

I mean, look at the case material: Lara and Nathan are insane murdering lunatics... OK... But is this really ludonarrative dissonance? Their inspiration - fucking Indiana Jones - kills hordes of badguys. Yet his actions are never questioned. His writing is just adequate to fucking justify him doing that. Because he doesn't go "RUN YOU BASTARDS!!!" like Lara Croft while shoving grenade launchers up their ass. Because he is usually defending himself. How hard is this? Maybe everything isn't answered by applying the latest academic buzz-word, maybe writers just need to write better.

Josh Sawyer said:
it's time. it's here. games have arrived as a distinct art form by aping cinema and allowing you to press buttons
Oh my gawd shut up.

Eternal Sawyer-quoting might annoy you, but the dude is spot motherfucking on here.
 

Unkillable Cat

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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
While reading that, I was waiting for a "Praise the LORD!!!111" shoutout to appear somewhere.

This guy really belives that he's found the Second Coming of gaming. Through Dear Esther. Of all things.

One part of the problem is this: In days of yore, games relied somewhat on your imagination to fill in the gaps to make a good story or get an emotional response. With games becoming more and more like movies, suddenly developers are catching on that they need to be competent writers and to be able to churn out a good story. What developers REALLY need to do is take a step back from Tinseltown mimicry and look at how bog-standard games did things. Let me name an example: Eversion is a basic Mario-clone platformer with only two lines of plot exposition and one scripted scene at the end. Yet people will never forget that scripted scene, not because of its content, but because of the buildup towards it by playing the game. Developers are forgetting that the act of playing the game is part of the emotional experience. Sitting there listening to endless exposition before being given a choice to press A or B isn't exactly going to leave a lasting impression.
 

Grunker

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Ironically, though Campster is certainly guilty of jumping on the hipster-let's-change-the-gameplay wagon himself, he did put it perfectly regarding this issue:

Errant Signal said:
There's a saying in the medium of film that goes "show, don't tell." [...] A general corollary for games might very well be "do, don't show."

Link
 

Lancehead

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we still have not solved everything. But we have solved most of it.

You're actually solving something? But your game isn't addressing any of the crisis you so lament.

Step 1: Identify the problem correctly. Ludonarrative dissonance. Cool, OK. Game mechanics and story in most games are at odds.

Step 2: Arrive at the conclusion that the only way to fix this issue is by removing gameplay.

Step 3: ???

Step 4: PROFIT!!!

Exactly.

"by limiting the options, you can evoke that feeling of freedom"
o_O
 

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