Narratives Are from Venus
Transcription
Narratives Are from Venus
Mec h a n ic s A r e f r o m Ma r s , Narratives Are from Venus Toby Hazes Game Design and Development Supervisor: Jeroen van Mastrigt 2008/2009 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Abstract What is the difference between the mechanic-driven and the narrative-driven design approaches? What is the difference between mechanic-driven and narrative-driven games? What is the difference between mechanic-driven and narrative-driven play? There are two different kinds of players, Melvin and Vorthos, who want two different experiences out of games. Melvin plays for the mechanics, the abstract gameplay, whereas Vorthos plays for the narrative, the suspension of disbelief. There are two different kinds of games, Castles and Temples. Castles are games that cater to Melvin, that are focused on the mechanics, on providing flow. Temples are games that cater to Vorthos, focused on the narrative, providing immersion. There are two different kinds of design approaches, Bottom-Up and Top-Down. The Bottom-Up approach builds Castles, where the representation serves to reinforce the rules. The Top-Down approach builds Temples, where the rules serve to reinforce the representation. The table below shows a number of contrasts that are used to highlight the difference between the approaches throughout the chapters. These give a global overview of what mechanic-driven and narrative-driven stand for and what is covered in this thesis. Mechanic-Driven Narrative-Driven Melvin Vorthos Bottom-Up Top-Down Castle Temple Function Flavor Rules Representation Agon, Alea Mimesis, Ilinx Analysis Synthesis Parts as Pieces of the Whole Whole as Sum of the Parts Structure Mood Left Right Science Religion Flow Immersion Medium as End Medium as Means Features Content V (vase) Δ (chandelier) Pong Zork Action Adventure Hollandia is my Graduation Project where we used both approaches. This has produced a balanced Action-Adventure and has helped us make choices in the design process. 2 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Introduction Siddhartha Gautama was born a prince, destined to live a luxurious life, able to get anything he desired. However, he felt material wealth was not the ultimate goal of life. His father, wishing for him to become a great king, did not want him to experience anything other than wealth and joy and shielded him from any form of human suffering. But a the age of 29, when he left his palace to meet his subjects, he encountered, in this order, an old man, a diseased man and a dead man. Shocked by these revelations, Siddhartha left the palace to come to terms with his own mortality. Seeking to overcome old age, illness and death, he chose to live the life of an ascetic, pursuing enlightenment through almost total deprivation of worldly goods. After nearly collapsing from starvation, he began to reconsider this path. He accepted some rice and milk from a village girl, and snuggled himself comfortably in the shadow of the Bodhi tree. After 49 days of meditation, he became the Buddha, the enlightened one. He had found the Middle Way.1 The Middle Way is a path of non-extremism. Siddhartha experienced the extremes of selfindulgence and self-mortification and in the end chose a healthy middle way between them. I like to walk a middle way in my life too. It's why I like Siddhartha's story. It's why I appreciate the philosophy of Yin Yang. It's why I was born in early October, just so I would be born under the Libra constellation. It's why this is my supportive narrative. When talking about the extremes in games, I'm talking about mechanic-driven games and narrative-driven games. Mechanic-driven games are constructed from interesting mechanics. They are played because of the interesting choices granted by the combination of those mechanics. Meaningful play comes from the mechanics creating interesting gameplay. Some examples would be Tetris2, Mario3 and Pong4. Narrative-driven games on the other hand, are constructed by translating narrative into mechanics, played because of the narrative formed by these mechanics. Meaningful play comes from the mechanics creating interesting narrative. Examples of these kind of games would be Fable5, Dungeons & Dragons6 and Zork7. It's pretty simple on the surface. There are different kinds of players looking for different kinds of games. There are different kinds of ways to construct said games. Do I believe there is a golden path, this Middle Way that all games should take? Absolutely not! The examples mentioned above are loved by players worldwide exactly because they are extremes. But that doesn't mean we as designers can't enlighten ourselves by learning, understanding these extremes. And that, is not so simple. There is a struggle, or better put, a misunderstanding between these two extremes. I experience it everywhere. During a debate in a college class. In a game forum topic. During a lecture at a game conference. When creating games with other designers and developers. There is a friction created by these different drives. Designers might be at cross-purposes, without even realizing it. Take the concept of “meaningful play” mentioned before, where two different definitions of it were given. Two designers may be having a discussion (or worse, an argument) about meaningful play, while talking about different things entirely without ever realizing it! 1 2 3 4 5 6 7 Paraphrased version of Gautama Buddha's early life Tetris, Alexey Pajitnov, 1985 Donkey Kong, Nintendo, 1981 Pong, Atari, 1972 Fable, Lionhead Studios, 2004 Dungeons & Dragons, Tactical Studies Rules, 1974 Zork I, Infocom, 1980 3 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 This misunderstanding is why I've named this supportive narrative Mechanics Are from Mars, Narratives Are from Venus. I see some striking resemblances between the way this supportive narrative has enhanced my design skills and the way a book like Why Men don't Listen and Women can't read Maps (Pease & Pease, 1999) has improved my social skills. Being able to understand how both (the archetypal) male and female work8, made me more conscious of how I work myself and gave me a better understanding of the differences between the workings. In the same way, understanding how both the mechanic-driven design approach and the narrativedriven design approach work, and understanding the differences between the two, can make you more conscious of your own design process. Designers might have wholly different mental models, different approaches when it comes to the art of game design. Intuitively, they understand their own process. But to advance as a designer, it's necessary to truly understand your own design process, the way you make design decisions. Or as the writers of a very influential model, treated later in this supportive narrative, have written: It is often said that there is one single word that ties both ends of the process of designing a game, being its cause and consequence. That word is "fun". But just how is it possible to create fun? What drives the creative force inside game designers and developers to define, specify and ultimately implement concepts that are entertaining by nature? Such a process is called Game Design Cognition, and it is absolutely necessary to understand and improve it if we want to evolve as an industry that creates fun out of thin air.9 (Lopes and Kuhnen, 2007) The goal of this supportive narrative is to indeed understand and improve this Game Design Cognition, specifically related to the mechanic-driven and narrative-driven design approaches. In order to accomplish this, however, we need to be no fish. We don't know who discovered water, but we know it wasn't the fish. (Marshall McLuhan, no date) As designers, we are fish swimming in our own design processes. We have to step out of them for a while to truly grasp them. Both approaches need to be analyzed and compared, to truly understand their inner workings. This leads to the main question of this supportive narrative. The Question What are the differences between the mechanic-driven design approach and the narrativedriven design approach? Being able to answer this question means being able to truly understand both design approaches. The gains are twofold. First, it enables you to advance your own design process, by being able to be more aware of your design processes, being able to make more informed and deliberate design decisions. Second, it gives you a better understanding how other designers work, how they value things. Next time I hear somebody say spiele uber alles10 in a discussion, I can put it in the correct context, instead of arguing it blindly. To answer the question, there are a number of related questions that need to be answered first. What is the mechanic-driven design approach? What is the narrative-driven design approach? 8 One of the most important lessons of the book is that the way we work is not necessarily defined by gender, but by the way our brains are hardwired. Whether you behave more in the archetypical male or female way is not defined by your sex. 9 The word “fun” should be replaced with “meaningful play” while “entertaining” should be replaced with just “meaningful”. 10 Opinion: Spiele Uber Alles, Gamasutra, 2009 4 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 These questions need to be answered before being able to define the differences between them. Of equal importance is defining the subject matter of the subject matter: games! What are mechanic-driven games? What are narrative-driven games? What are the differences between mechanic-driven games and narrative-driven games? These are the questions that need to be answered in this supportive narrative. Research Methodology In order to answer these questions, my research methodology included desk research and experiments. Desk research might sound a bit dull, but it is incredibly important. Many great theories and models have been published by other designers, either in books or online. Some of them have greatly influenced me as a designer far before I started with this supportive narrative, and just as much have helped shape and define it. Instead of trying to invent the wheel over and over again, I'll refer to them as much as possible. Next to that, desk research can be done without a desk too! I've went to many events where game development was discussed, such as the Nederlandse Game Dagen (NLGD) festival, the Free Gaming Business event and the Screen/Play Symposium11. And every time I heard designers at such a site argue or complain about the other side that just didn't get it, it gave me more confirmation, more confidence, that this supportive narrative is really, well, meaningful. Experiments would be putting the theory and models of this supportive narrative in practice. One such example would be my graduation project (see below). Another would be the Narrative Game Design seminar I gave, together with fellow students12, at the Hogeschool voor de Kunsten Utrecht (HKU), where I introduced the attendees of the seminar to a number of theories and models used in this supportive narrative. Chapter Layout In the Preface I will define the terms used in this thesis, and also expand further upon what this thesis is and isn't. In Mechanic-driven and Narrative-driven Play I will examine one of the pivotal models that helped shape this thesis, the Melvin and Vorthos model. I will look at players and the act of playing from a mechanic-driven and narrative-driven perspective. Mechanic-driven and Narrative-driven Games then is about the difference in the games themselves. When both Play and Games are discussion, I have the foundation to discuss the design process in Mechanic-driven and Narrative-driven Design Approaches, where I will also examine the other pivotal model, the Top-Down and Bottom-Up Approaches. The Temple and Castle chapter that follows describes the model I developed, that could be used for Mechanic-driven and Narrative-driven games, to bridge the gap between Play and Design Approaches and combine the models into a single entity. The last chapter, Graduation Project Hollandia examines how the design approaches have been applied to this project and what aspects of it went right and wrong. 11 Part of the Imagine: 25th Amsterdam Fantastic Film Festival 12 Jeroen Stout and Thomas Papa, both graduating in 2009 5 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Graduation Project So why does this supportive narrative needs Hollandia, and why does Hollandia needs this supportive narrative? The answer lies in the very nature of the project, of the game. Hollandia will be an action-adventure. Just think about this. Why would one of the most popular13 genres have a name that's still composed of two other genres? The action-adventure genre has outlived and outgrown both the original action and adventure genres, which are far more like niche genres nowadays. Many bigbudget, next-gen, system-seller games fall somewhere in the action-adventure genre, yet still it doesn't have its own name! This shows that maybe there are core differences between the action and adventure concept, differences between mechanics and narrative. This shows that perhaps, for this action-adventure project, for Hollandia, we will need to find our golden path. We might need to balance between the extremes of the mechanic-driven design approach and the narrative-driven design approach. Will we, as designers, be enlightened enough to find this Middle Way? 13 The highest ranking game of all time, according to Metacritic and Gamerankings, is still The Legend of Zelda: Orarina of Time, with an average of 99, an Action-Adventure game. 6 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Index ABSTRACT................................................................................................................................................................2 INTRODUCTION........................................................................................................................................................3 The Question...............................................................................................................................................................4 Research Methodology...............................................................................................................................................5 Chapter Layout............................................................................................................................................................5 Graduation Project.....................................................................................................................................................6 INDEX......................................................................................................................................................................7 PREFACE...................................................................................................................................................................9 TERMS & DEFINITIONS...........................................................................................................................................................9 Game...........................................................................................................................................................................9 Narrative ....................................................................................................................................................................9 Mechanic..................................................................................................................................................................10 Fun ...........................................................................................................................................................................10 Mechanic Designer...................................................................................................................................................10 Narrative Designer....................................................................................................................................................11 WHAT THIS THESIS IS NOT ....................................................................................................................................................11 This is not the ludology versus narratology debate. ................................................................................................11 This is not a how to guide for narrative in games....................................................................................................12 This is not a Golden Path..........................................................................................................................................12 WHAT THIS THESIS IS............................................................................................................................................................12 This is a Golden Map.................................................................................................................................................12 CASE STUDIES...................................................................................................................................................................12 Magic the Gathering.................................................................................................................................................12 MECHANIC-DRIVEN AND NARRATIVE-DRIVEN PLAY.................................................................................................14 MELVIN & VORTHOS MODEL.................................................................................................................................................14 MELVIN, THE MECHANIC-DRIVEN PLAYER......................................................................................................................................14 Melvin's Purpose.......................................................................................................................................................15 VORTHOS, THE NARRATIVE-DRIVEN PLAYER....................................................................................................................................16 Vorthos' Purpose.......................................................................................................................................................18 DIFFERENCES BETWEEN MELVIN AND VORTHOS..............................................................................................................................19 MECHANIC-DRIVEN AND NARRATIVE-DRIVEN GAMES.............................................................................................22 MECHANIC-DRIVEN GAMES.....................................................................................................................................................22 Purpose of mechanic-driven games..........................................................................................................................24 NARRATIVE-DRIVEN GAMES.....................................................................................................................................................24 Purpose of narrative-driven games..........................................................................................................................26 DIFFERENCES BETWEEN MECHANIC-DRIVEN AND NARRATIVE-DRIVEN GAMES...............................................................................................27 MECHANIC-DRIVEN AND NARRATIVE-DRIVEN DESIGN APPROACHES.......................................................................28 TOP-DOWN AND BOTTOM-UP APPROACHES................................................................................................................................28 Concept.....................................................................................................................................................................29 Context......................................................................................................................................................................29 Core...........................................................................................................................................................................29 Content.....................................................................................................................................................................30 Features....................................................................................................................................................................30 Verbs.........................................................................................................................................................................30 7 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 BOTTOM-UP APPROACH.......................................................................................................................................................31 TOP-DOWN APPROACH........................................................................................................................................................32 DIFFERENCES BETWEEN TOP-DOWN AND BOTTOM-UP.....................................................................................................................33 TEMPLE AND CASTLE..............................................................................................................................................35 CASTLE...........................................................................................................................................................................36 TEMPLE...........................................................................................................................................................................37 DIFFERENCES BETWEEN CASTLE AND TEMPLE.................................................................................................................................38 GRADUATION PROJECT HOLLANDIA........................................................................................................................39 MECHANIC-DRIVEN APPROACH.................................................................................................................................................39 NARRATIVE-DRIVEN APPROACH.................................................................................................................................................41 WHAT WENT RIGHT.............................................................................................................................................................42 WHAT WENT WRONG...........................................................................................................................................................43 CONCLUSION.....................................................................................................................................................................44 CONCLUSION..........................................................................................................................................................45 SOURCES................................................................................................................................................................47 8 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Preface Terms & Definitions Game There have been many definitions for game over the years, from Caillois' “activity which is […] voluntary […] uncertain, unproductive, governed by rules, make-believe” to Salen & Zimmerman's “a game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” I prefer the definition from Sid Meier. According to him, a game is: “a series of meaningful choices.” Short, simple, but full of pragmatic wisdom. While it doesn't say what are not games14, it does say what games are. Thereby it accomplishes two things: − − it doesn't boycott border cases for not qualifying exactly as a game. This boycotting might be desirable from a theoretical standpoint, for design itself it might needlessly restrict thoughts. It also includes a value judgment, namely that the choices must be meaningful. This makes it necessary to answer the question when choices are meaningful exactly. And that, as this whole thesis is about, can differ between players, and thus differ between games. This last point also explains why I have separate chapters for play and games before I talk about the design process. One can't simply look at the meaningful choices from the perspective of the game, from the perspective of the formal rule system. The play, the player, must be taken into account as well. Take a pure game of change for example, like the lottery. Seen from the game rules, it has no meaningful choices. You pick some random numbers and some random numbers win. However, seen from the perspective of the player, choosing the numbers to play with can in fact be quite a meaningful choice. The meaningful play of the lottery can't be explained formal the perspective of the formal game rules, and neither can mechanic-driven and narrative-driven play. Narrative The traditional definition of Narrative and Story15 is: “description of a sequence of events.” When it comes to narrative in games, this sequence is either traditional as in linear games, or more emergent as in open-world games. In the not so traditional examples, narrative is used not so much in the traditional sense of narrative, but more as the indicator for narrative potential. The narrative aspect of an emergent game system is the potential the abstract mechanics and agents of the system have to form emergent narratives. 14 Is life a game? According to this definition, it would be. But then again, “Life's a game” hasn't been Nintendo's slogan for years for nothing! 15 Story can be used in the same way as Narrative. Both are different from Plot, however. "The king died and then the queen" is a story. "The king died and then the queen died of grief" is a plot. 9 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Mechanic According to Wikipedia, a Game Mechanic is: “a construct of rules intended to produce an enjoyable game or gameplay.” As this definition is already tailored for games, there's little else to say. The term mechanics is used, in this thesis, to talk about the abstract rules of a game. Fun A hotly-debated topic, and one of great significance to my thesis. The pivotal question that is asked about every game is “is the game fun?”. Many designers have showed their discontent with the term. Like Koster in A Theory of Fun for Game Design: “When we speak of enjoyment, we actually mean a constellation of different feelings. Having a nice dinner out can be fun. Riding a roller coaster can be fun. Trying on new clothes can be fun. Winning at table tennis can be fun. Watching your hated high school rival trip and fall in a puddle of mud can be fun. Lumping all of these under “fun” is a rather horribly vague use of the term.” (Koster, 2004) As one of the most quintessential terms in the field of game design, 'fun' is actually quite ill-defined; it is vague, it is narrow and broad at the same time. Other terms that are used to better describe the global concept of 'fun' are: − − Fulfilling Meaningful Instead of asking “is it fun?”, the question should be “is it meaningful?” or “is it fulfilling?”. Mechanic Designer Just as with fun, Koster thinks the term Game Designer is rather vague. In A Theory of Fun for Game Design he says: “We could probably use new terminology for games. Often in large projects, we make the distinction between game system designers, content designers, the lead designer or creative director, writers, level designers, world builders, and who knows what else. If we consider games to be solely the design of the formal abstract systems, then only the system designer is properly a game designer. If we come up with a new term for the formal core of games [...] then we’d give this person a title derived from that term instead.” (Koster 2004) For the clarity of this thesis, I propose the term Mechanic Designer for Koster's 'proper game designer'. A Mechanic Designer is a mechanic-driven game designer, which follows Koster's view exactly, as he has a mechanic-driven approach. A Mechanic Designer is a Game Designer concerned with ludemes. “Game designer Ben Cousins calls these “ludemes,” the basic units of gameplay.” (Koster 2004) 10 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Narrative Designer Opposed to the Mechanic Designer is then the Narrative Designer, a narrative-driven game designer. According to wikipedia: “While the strict definition may vary from production to production, the core of this role is to bring narratological meaning to interactive experiences.” The term Narrative Designers hasn't been fixed into stone yet. Sometimes it's meaning shifts more towards a writer, sometimes more towards a designer. For the purpose of this thesis, it will be the second. A Narrative Designer is a Game Designer concerned with narremes. “a narrative designer, working in a interactive medium, seeks to craft systems which deliver narremes.” (Dinehart, 2009) “Narreme is the basic unit of narrative structure. [...] The narreme is to narratology what the morpheme is to morphology and the phoneme to phonology. The narreme, however, has yet to be persuasively defined in practice.” (Wikipedia, no date) What this Thesis is Not This is not the ludology versus narratology debate. “[The debate] has been called the ludology vs. narratology debates. The narratological view is that games should be understood as novel forms of narrative and can thus be studied using theories of narrative (Murray, 1997; Atkins, 2003). The ludological position is that games should be understood on their own terms. Ludologists have proposed that the study of games should concern the analysis of the abstract and formal systems they describe. In other words, the focus of game studies should be on the rules of a game, not on the representational elements which are only incidental (Aarseth, 2001; Eskelinen, 2001; Eskelinen, 2004).” (Wikipedia, no date) This thesis in fact proposes that both ludology and narratology are right and wrong. The issue this thesis has with both views is the word 'should'. If replaced with 'could', it's more in line with this thesis: Games could be understood as novel forms of narrative and could thus be studied using theories of narrative. Games could concern the analysis of the abstract and formal systems they describe. In other words, the focus of game studies could be on the rules of a game, not on the representational elements which can be only incidental. The crux of this thesis is that games can be played for different reasons and designed in different ways. This means they can be studied from different angles too. 11 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 This is not a how to guide for narrative in games One of the premises of this thesis is that it can be desirable to have narrative in games. This thesis doesn't concern itself however with the next step, the practical application; how narrative could or should be implemented in a game. The advantages and disadvantages of cutscenes versus uninterrupted gameplay, pre-scripted versus emergent narrative, linear versus open-world games. These are all subjects that do not have a place in this thesis. For the purpose of this thesis, it doesn't matter which would be the better way to put narrative into games, just that it is desirable to do so. This is not a Golden Path This thesis does not propose an ideal path, which all games should follow. In fact, the central statement is that such an ideal path could never exist, because different players seek different experiences, thus different designers should walk different paths to create different products. What this thesis is This is a Golden Map Instead of the golden path, this thesis shows a map of different paths, and shows when and why they are viable. Many times in the game development process, designers will be stuck, lost, not agreeing on which way to go. You might say turn right, while someone else wants to turn left. Before being able to make an informed decision, you better be aware of where you actually want to end up, where you want to go. And more importantly, you want to know where others want to end up, so you better understand their reasoning for wanting to go the opposite way. The problem with many design decisions is that both turning left and turning right are valid paths, but ultimately lead to different places, to different designs. This thesis is there to provide you a map, to make you less lost in the jungle out there that is game development. Case Studies Magic the Gathering In this thesis, I will use the collectible card game Magic the Gathering a lot. I will shortly explain why I feel it is such a exemplary case study. Both the structure of the game and the raw time it has been around have made this game into an excellent experimental pool. As a card game, Magic consists of many individual, autonomous pieces, the cards. A a player, you choose yourself which cards you find interesting, with which cards you want to play. Every year, hundreds of new cards get designed and released. This means that Magic can easily cater to different kinds of audiences. There just has to be a subset of cards that appeals to a certain kind of player. As the Wikipedia article about Magic states: 12 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Role-players were enthusiastic early fans of Magic, but the game achieved much wider popularity among strategy gamers. (Wikipedia, no date) Next to that, the game has been around for more than 15 years. Combined with the previous fact that the game gets hundreds of new cards each year, its designers have had a lot of time and feedback to build up experience and knowledge about its design process. The diverse-player pool, including both mechanic-driven and narrative-driven players, and the amount of development experience the designers have been able to accumulate are the two reasons Magic the Gathering is so fruitful an example. As an added bonus, the game got a major overhaul this year. It moved somewhat from a mechanic-driven focus to a more narrative-driven focus. From the article Flavor Driven from the official Magic the Gathering site comes this piece: “Magic itself began as a hugely top-down exercise; Richard Garfield did a huge amount of top-down design in Alpha. What does a Basilisk do in fantasy literature? It kills you by fixing you with its deadly gaze—so Thicket Basilisk has a deathtouch-like ability. What does a ballof-fire spell do? It deals tons of fire damage to everything within its area of effect—so Fireball is an X spell that can be spread out over multiple targets. Magic's first set is littered with flavorful, top-down examples like this. Rukh Egg cracks into a gigantic birdie. Hurricane whacks creatures that fly high up in the air. Illusionary Mask hides a creature's identity. Pestilence dies out when there's no more creatures to sicken. Shivan Dragon breathes fire. Sengir Vampire grows more powerful as he drinks the blood of his victims. The Terror spell doesn't work on Skeletons or Golems. War Mammoth tramples. I don't have Richard here to interview, but I'm sure he'd say that in tons of cases, he started with an in-flavor creature or spell idea first, then tried to implement the feel of that concept in the rules. The vision of Aaron Forsythe, director of Magic R&D, is that Magic 2010 represent, in part, a return to this kind of design. Many of its new cards were designed top-down to represent concepts familiar to fantasy fans, and the payoff is that the game (and especially the core set) fulfills those fantasy expectations. You've seen Silence, Wall of Frost, and Capricious Efreet in his feature article, right? Just from the names, you get an expectation of what they might do—and you're right. Top-down design is a powerful tool for making the game comprehensible, engaging, memorable, and fun—an excellent way to be introduced to the game.” (MagicTheGathering.com, 2009) 13 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Mechanic-driven and Narrative-driven Play Melvin & Vorthos Model The Melvin and Vorthos model has been developed by Mark Rosewater, the Head Designer of Magic the Gathering. He developed it to get a better understanding of the game's players. “I actually took several years to slowly work through the different factors I was noticing in how players reacted to the game and how they wrote and spoke about it.” (Rosewater 2007a) Melvin and Vorthos are the names of two different kind of players. These player profiles allowed Rosewater to better understand the players and their needs and wishes. Profiling these different kind of players, naming them, also allowed him to discuss these differences with other designers. In the end, it allowed Magic’s designers to better cater to the players, to make better cards, to be better designers. Melvin is the mechanic-driven player, whereas Vorthos is a narrative-driven player. These two profiles are the extremes. Most players will fall somewhere in between, but will still gravitate more towards one end than the other. Melvin, the mechanic-driven player Melvin is the mechanic-driven player. He likes rules, he likes structure. He plays for challenge, for the gameplay. Too further introduce him, I’ll highlight a few quotes from a number of articles Mark Rosewater published: “Melvin is pushed towards the things that have the strongest structure and functionality”. (Rosewater 2007a) “Melvin enjoys comprehending the underlying structure. Melvin wants to understand how something is put together and then admire the craftsmanship of the interdependencies.” (Rosewater 2007a) “When Melvin evaluates something, once again like a Magic card, he tends to break things down into its components and then studies each part. He intellectually dissects whatever it is he is analyzing.” (Rosewater 2007a) “When Melvin looks at a [Magic the Gathering] card, he is seeing how efficient the design is. Is the card as clean and elegant as possible? Does it accomplish its task in the simplest and most direct manner? Does it work within the structures Magic has created for itself? Do the rules work? Does it fit properly in the color pie? Did the designer find ways to interconnect the pieces in a way that elevates what the card is capable of doing?” (Rosewater 2007b) There are some key recurring words here. Melvin is about structure, about mechanics, about functionality. 14 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 The best way to understand Magic’s Melvin is to take a magic card and examine it with Melvin's eyes! One example Mark Rosewater uses is the card Firemax Kavu from the Time Spiral expansion. I will explain the process in great detail, so there should be no knowledge of the game itself needed. A card like this is exciting to Melvin because he enjoys watching how all the pieces can be skillfully woven together. (Rosewater 2007a) Melvin looks first and foremost not at the name or the art of the card, but at the numbers. What the card does within the game rules, it's functionality. It is a red-colored creature with a power/toughness of 4/2 and three abilities in its textbox. The first is echo, meaning you have to repay his cost the turn after you've played it or else it’s destroyed. The second says that it can deal 2 damage to a creature when you play it. The third says that it can deal 4 damage to a creature when it is destroyed. Melvin admires this because it gives him interesting gameplay options when he plays this card. Meaningful choices. - He can play it, let it deal 2 damage to another creature and next turn pay the echo cost to have a 4/2 creature to use. - He can also choose to play it, let it deal 2 damage to another creature and next turn not pay the echo; meaning it is destroyed and he can deal 4 damage to another creature. - Or, he can choose to play it and let it deal 2 damage to itself (as it is a creature itself too). Since it has a toughness of 2, the 2 damage is lethal which means it is destroyed right away, allowing him to deal 4 damage to another creature right away. This card creates a lot of interesting gameplay options because these abilities go well together. Not to mention the elegance of its numbers. It has a power/toughness of 4/2 and it's abilities deal 4 and 2 damage. Both are also 6 combined, which is the same number as the cost to play it (in the upper-right corner, 5 plus one red symbol) and the cost to pay for his echo ability. Melvin likes the Firemaw Kavu card because it resonates with him, it gives him interesting mechanics and abilities to fiddle with. Melvin's Purpose Melvin is a solid basis for the mechanic-driven player. Notice also how the name Melvin somewhat resembles the word mechanic; they both start with a ‘me’ intonation and end with an ‘I’ vowel. It sounds mechanic-y! Thus, from now on, whenever I'm talking about a mechanic-driven player, I can just call him Melvin. The Melvin profile describes the mechanic-driven player in some quintessential keywords, giving a first grasp, a good sense of Melvin’s direction. But to get to the essence of a mechanic-driven player, the question that must be asked is: What is the purpose of a Melvin? What does he want? Why does he play? What does he desire to achieve or attain? The answer would be that Melvin is kind of the purist gamer. He plays games for the parts that 15 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 make up the game’s core, the mechanics. He is interested in challenges or in just playing around. Either way, it’s about the gameplay that a game structure offers. He plays because he gets fun out of the meaningful play the gameplay offers. In Koster's Theory of Fun, this is what Koster defines as fun: “Fun is the act of mastering a problem mentally.” (Koster 2004) Another way to look at Melvin's play is to look at the Four Types of Play from Man, Play and Games. Melvin is all about Agon (competition) and Alea (chance) games. Agon and Alea games are pure games in the sense that they have a structure, rules, and the purpose stays within that structure. These games have a purpose of winning, of mastery, just as Koster describes Fun. To wrap it all up, Melvin is the purist gamer. This purity makes it somewhat hard to describe it in other words, as the concepts that have the strongest link with Melvin are terms that apply to games in general. Gameplay might be the best word to link to Melvin, as it so easily relates to other words. The 'game' part connects to words such as mechanics, structure, rules and function. The 'play' part to words such as Agon, challenge, problem-solving and mental-mastery. Note that this definitely doesn’t mean Vorthos isn’t concerned with gameplay. But as Melvin is the purist gamer, gameplay has extra depth for him. It’s his purpose. Vorthos, the narrative-driven player In the mechanic-driven players subchapters, I’ve outline the profile of Melvin. At the other end of the spectrum, there’s Vorthos. He is the narrativedriven player. When he plays, he plays makebelieve. What follows are a few important quotes from Mark Rosewater's articles. When Vorthos evaluates something, in this case a Magic card, he isn't isolating any piece. Rather he is judging based on how every piece interacts with one another. Yes, the mechanic matters, but in conjunction with what the spell represents. Yes, the art is important, but as how it relates to the whole of the card. The Magic cards that make Vorthos the happiest are the ones that "feel" right. These are the ones where the pieces come together to create something organic and whole, where all the pieces of the card combine in harmony to create something greater than the sum of its parts. (Rosewater 2007a) Unlike Melvin [...] Vorthos is not looking at the tightness of the mechanics. Vorthos looks at the cards as a holistic whole. To make Vorthos happy, all the pieces of the card have to be working together to create an overall sense of what the card is. (Rosewater 2007b) Judgment comes not from evaluation of components but rather from an overall feel of all those components together. (Rosewater 2007a) What a card is. What a card represents. What the components of a card form when brought together. 16 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Again, let's look at an actual Magic Card for clarification. One example Mark Rosewater uses a lot is the card Frozen Solid from the Scourge and Coldsnap expansions. Before we start with Vorthos, let's first examine it with the eyes of Melvin, which we have done before. Let’s go straight away to the function of the card. It's a blue-colored enchantment with once again 3 abilities in its textbox. The first says enchant creature, meaning that when you play this card, you choose a creature to enchant with this card. The second says the creature you’ve chosen will not be usable every turn (as cards are by default within the Magic rules). Instead, if you use the creature once, it will remain unusable until this enchantment gets removed. The third ability says that once the enchanted creature receives any damage (from a Firemaw Kavu, for example), it will be destroyed right away (even if the creature has higher toughness). Melvin sees nothing but an ugly card. First of all, why is a blue-colored card able to destroy creatures, and why does it concerns itself with damage? Within the Magic the Gathering card game, there are 5 colors of cards and each has its own strengths and specialties within gameplay. Destroy effects are the trademark of the black color and damage is a red-colored thing. This blue card has no reason to have such abilities. Even worse, the abilities do not exactly work together smoothly. In essence, the second and third ability both have the same effect; getting rid of a creature. If it's out of use, then it doesn't matter if it's destroyed or not, and if it gets destroyed it doesn't matter if it was out of use. Melvin would prefer a more effective, more interesting card. But for Vorthos, this card is wildly interesting! Let's look at it from his vantage point. The card is called Frozen Solid. In the art we see a warrior being, well, frozen solid. It's a card that enchants a creature. This card represents casting an enchantment to freeze someone! What is the effect of freezing something? First of all, it will be in standstill, won't be able to move, and that's exactly what the second ability of the card is conveying. (Using a creature can be seen as moving it; unable to use it makes it unmovable.) Next to that, frozen objects are very fragile; drop it and it'll shatter in many pieces. This is represented by the third ability; no matter how powerful a creature is, if it's frozen any damage could break it. Part of the flavor of the color blue is that it’s the master of the elements Water and Air. This means that it makes perfect sense that blue gets the ability to freeze stuff. For a Vorthos, this explains why a blue card can have these abilities. Vorthos likes this card because it resonates with him, because it really captures the essence of “freezing something”.16 16 I tested this during the Narrative Game Design seminar I gave. The majority of students did not know how the Magic game worked. I showed them the Frozen Solid card and asked them what it means to be frozen. Inability to move and fragileness were the first things called. Conversely, when I showed Firemaw Kavu and asked what a creature with a fire breathing ability would do, the answers were less spot-on. As it was able to spew fire, it was able to inflict repeatable damage, and it would be ranged damage. Not bad, as his abilities to do 2 and 4 damage once are in fact ranged (they can hit any creature on the field) and are repeated in the sense that it deals damage more than once, but the abilities didn't exactly capture the spirit of “creature able to spit fire out of his maw”. This explains why Vorthos is less attracted to this card. 17 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Vorthos' Purpose Just as with Melvin as the mechanic-driven player, Vorthos is a solid place to start with the definition of the narrative-driven player. Note also how Vorthos sounds a bit like ‘flavor’, as they both have a 'f'/'v' beginning and an 'or' intonation. But to really get through to the essence again, I’ll be looking at my beloved purpose once more. So what does Vorthos want? What driven a narrative-driven player? What constitutes fulfilling, meaningful play for him? Vorthos is looking for suspension of disbelief.17 He is playing make-belief. He wants to pretend the artificial reality, the game world, is real and alive. He is looking for strong representation, for flavor, for things that have narrative meaning. A Vorthos lives by the creed: If it looks like a duck, swims like a duck and quacks like a duck, then I can believe it is a duck.18 This can be seen with the Magic the Gathering example of the Frozen Solid card. Vorthos finds it fulfilling to play this card because it allows him to pretend he is actually freezing something. All parts of the card, the name, the art, the abilities, the context within the rules of the game, work towards this goal. If Melvin is about Agon and Alea games, Vorthos is definitely about Mimesis (make-belief) and Ilinx (vertigo) games. Vorthos plays a game as a portal, a step, to experience something else, just like Mimesis and Ilinx games. Whereas Melvin as a purist gamer is concerned about the core aspect of games, the mechanics, the gameplay, Vorthos is concerned about something higher. Something that can't be pinpointed to a certain element or attribute of a game. It is the sum of the parts. It is the representation, the flavor, the Mimesis. It is the Spirit Capture, the old superstitious belief of 19th century native Americans that one’s spirit was captured in a photograph when one was taken. It is the narrative. 17 Concept coined by Samual Coleridge. 18 Wordplay on the popular ‘Duck Test’: If it looks like a duck, swims like a duck and quacks like a duck, then it probably is a duck. 18 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Differences between Melvin and Vorthos In this chapter I will bundle all previous defining characteristics of the Melvin and Vorthos profiles. We will clearly see the differences between the two, and we’ll start to get a more concrete sense how that impacts design. Once again I must stress that these two profiles are the absolute extremes. This makes it easier to compare them, but when applied to actual people, it won’t be so black & white. Most people are somewhere between the two extremes. More so, you can play one game with Melvin motivations while being a Vorthos when playing another. And as we have seen with Magic the Gathering most clearly, the same game can be played in wildly different manners. Now onto the list that highlights the differences between Melvin and Vorthos. This list is by no means exhaustive; there are so many aspects to look at, where differences can be found, that this would be a lifetime study. Here, I will just list the most important ones. At the end of this chapter, all these concepts will be neatly organized in a summarizing table. Mechanics versus Narrative It only suits that I either begin or end with this one. Since there is another I'd like to end with, I'll start with this one. Melvin’s purpose lies within the mechanics, Vorthos’ purpose within the narrative. It's the reason they play, it's their drive. For Melvin meaningful play is constructed of the gameplay the mechanics offer, for Vorthos meaningful play comes from the experience the narrative offers. Melvin is looking for function, Vorthos is looking for flavor... Flavor versus Function This is basically the same contrast, just with different words. Mechanics and narrative are the words that are the least ambiguous, but this one has is charms because it alliterates. These are also the words that Magic’s designers use. It is important to note the usage of the word Flavor and not the word Form. Form, like mechanics, is just a component of a game. Flavor, like Narrative, Representation and Spirit Capture denotes the make-belief part of a game that is not so much a component, but something that emerges from those components. Rules versus Representation Yet another catchy alliteration that I use to say the exact same thing. I especially like the word ‘representation’ , as in theory it is less ambiguous than flavor or even narrative. It is quite unwieldy in practice however. Agon & Alea versus Mimesis and Ilinx Melvin is attracted to Agon and Alea games, whereas Vorthos is attracted to Mimesis and Ilinx games. Goal & Means Now we have arrived at the pivotal difference between Melvin and Vorthos. Rules versus representation. Flavor versus function. Mechanics versus narrative. These contrasts show the different concepts that apply to Melvin and Vorthos, but they do not show the relation between these concepts within such a profile. This contrast has no versus in its title. This one is about the means and the goal. This one is the culminations of all earlier contrasts. For a Vorthos, the mechanics serve to reinforce the narrative. For Vorthos, the narrative is the goal, and the mechanics are one of the means to get there. As we have seen with our card Frozen Solid, the mechanics are used to convey the “freezing something” 19 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 narrative substance. It is the representation that really matters for a Vorthos, and the rules are there to enable that. For a Melvin, the narrative serves to reinforce the mechanics. For Melvin, the mechanics are the goal, and the narrative is one of the means to enhance this experience. From a Melvin's point of view, the narrative must be functional, it must smoothen the otherwise abstract mechanical gameplay. Look at Ralph Koster’s view on the narrative of chess for example: The dressing in tremendously important. It’s very likely that chess would not have its longterm appeal if the pieces all represented different kinds of snot. (Koster 2004) Representation follows the rules. We have these abstract mechanics and now we can choose the optimal way to represent it. Maybe as knights and kings, maybe as snot. In later chapters, when I really get in-depth into the design approaches, we'll see that this contrast, this difference in the relation between mechanics and narrative for Melvin and Vorthos, will influence the design process second to none. Analysis versus Synthesis Vorthos is performing synthesis; constructing a narrative out of a number of components. Melvin is busy with analysis; he is looking at the mechanics of the game, and how they connect with each other. Parts versus Whole This is something Mark Rosewater touches upon in his articles about Melvin and Vorthos. Vorthos enjoys seeing the whole as the sum of the parts. Melvin likes seeing the individuals as pieces of the whole. (Rosewater 2007a) Vorthos is looking for the narrative, the Spirit Capture, that is a sum of all the pieces. Melvin analyzes the components, and looks how they interact with each other. The best example would be the Firemaw Kavu card, where Melvin’s enjoyment comes from looking at the interconnectivity between the mechanics of the card. Structure versus Mood Another aspect Mark Rosewater touches upon and one that has been raised in the previous two contrasts, is the aspect of connecting. […] aesthetics, the science of beauty, shows us that humans by natures crave having things interconnect. The difference is that Vorthos prefers his connections to be of mood and tone rather than a structure of interdependency and logic. He wants things to belong to one another, not because there is an obvious direct link but rather because the items in question feel right together. (Rosewater 2007a) Left versus Right Left brain versus the right brain. An interesting topic, but out of the scope of this supportive narrative. Might be something to look into. Action versus Adventure This is the one to bring up the rear. Melvin is looking for action, for a challenge or just for play, for mastery of a problem. Vorthos is looking for an adventure, for make-belief, for narrative. This 20 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 certainly won't be the last time I will touch upon the Action and Adventure terms! The table below contains the keywords of the above contrasts, highlighting the most important differences between Melvin and Vorthos. Melvin Vorthos Mechanics Narrative Function Flavor Rules Representation Agon, Alea Mimesis, Ilinx Goal: mechanics, function, rules Goal: narrative, flavor, representation Analysis Synthesis Parts as Pieces of the Whole Whole as Sum of the Parts Structure Mood Left Right Action Adventure 21 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Mechanic-driven and Narrative-driven Games In the previous chapter about mechanic-driven and narrative-driven play, I have concluded that there are two kinds of players, Melvin and Vorthos, who crave two different experiences, who have two different notions of the term 'meaningful play'. In this chapter I will look at the games themselves and examine how they could cater more to one audience or another. Mechanic-driven and narrative-driven games would be the two extremes of a spectrum on which all games can be placed. Mechanic-driven games At one end of the spectrum, there are mechanic-driven games. To see the most obvious difference between the extremes, one can look at the earliest digital games. From The Ultimate Guide to Video Game Writing and Design: “Hardware was so limited that story either took center stage (textbased games) or was relegated to the back seat (arcade games).” (Dille & Zuur Platten, 2008) Arcade games are on the mechanic extreme of the spectrum. Tennis for Two19, Spacewar20, Pong21, Space Invaders22, Asteroids23, these early games were all about the mechanics. That they were all about tennis or space was not so much because that was the desired narrative context everybody wanted, but because it was a fitting context for the game mechanics. Melvin was very happy with these games, Vorthos not so much. It must not be forgotten that this also was caused by their medium, their environment. They were an evolution of the non-digital arcade games, meant to give you quick entertainment, meant to absorb your quarters. It had to be all about a core mechanic that was easy to learn and hard to master. Another good example from earlier times would be the Mario character from Super Mario Bros. “With limited pixels and colors, the games' programmers could not animate Mario's movement without making his arms "disappear". Making his shirt a solid color and giving him overalls fixed this. They also did not have the space to give him a mouth or ears, and they could not animate hair, which resulted in Mario getting a moustache, sideburns, and a cap to bypass these problems.” (Wikipedia, no date) The entire representation, who Mario is, came from technological restraints. The game required an avatar that was about that much pixels in height and width, and Mario was created to fill those 19 20 21 22 23 Tennis for Two, 1958 Spacewar, 1961 Pong, 1972 Space Invaders, 1978 Asteroids, 1979 22 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 requirements. The representation serves the rules. Another way the representation can serve the rules, is to be used as an excuse. “Doom & Quake were built barely as excuses for the brutal, over-the-top shooting gameplay that Carmack and Romero had devised.” (Lopes & Kuhnen, 2007) These early examples make it very clear that for these games, the gameplay, the mechanics, came first, and the narrative would be added on top of that to give the player context. For Mechanic-Driven games, the representation serves to reinforce the rules. It can be compared to certain genres of movies, like the action genre24. For such movies, the story is just a means, a vehicle, to get the characters in the right situations for the action scenes where its all about. The narrative is clearly just a wrapper to serve the mechanics in a right way. These days the lines are not so clear. Many games fall somewhere in between. This is partly because the graphics keep improving and improving. In the beginning, games like Pong and Mario had no choice but to focus on the mechanics entirely. These days many mechanic-driven games get a much nicer narrative wrapper, but that is still what it is in the end, a wrapper. Once again, Mario is a good example. This time Super Mario Galaxy: “This game is wholeheartedly a game, and doesn't shy away from it -- more, it embraces it. In the first level of [Ratchet & Clank:] Future, Ratchet may traverse an amazing futuristic city. Mario traverses challenges -- nothing more, nothing less.” (Gamasutra, 2007) Portal is another example, one with a very nice wrapper. It has been lauded often for its narrative. But that narrative was in the end just a very nice wrapper for the core gameplay where it was all about. As Jeremy Bernstein said at the Game Design Workshop on the Festival of Games 2009: “You've played Portal, you loved the story. But that's not why you played the game. You played because of the core mechanics.” Many games that fall between the extremes can be played by both kind of players. Magic the Gathering can be played by both Melvin and Vorthos. And while Portal is a Melvin game at heart, it can be enjoyed by Vorthos too. 24 Pornographic movies are an even better example. But hey, who reads footnotes anyway? 23 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 But it are not these middle way games that are of interest in this chapter, because they do not clearly define the extremes. A good recent genre that's very mechanic-driven most of the time would be physics games and DIY25 games, such as Line Rider26 and Little Big Planet27. Purpose of mechanic-driven games Immersion is often cited as the highest goal of a game. If the game offers you immersion, it has succeeded. The problem with the term immersion is the same as with the term fun, it is so horribly broad and vague. You can be immersed in the story of Final Fantasy VII28 or in a game of Tetris. Melvin's immersions differs from Vorthos' immersion. Versus Martin Nerurkar offers a distinction between the two in his Gamasutra feature blog: “There is the story based immersion into the narrative, plot and setting. And there is flow, the immersion into the game mechanics.” (Nerurkar, 2009) Koster agrees with the word flow to describe Melvin's type of immersion in Rules of Play: “So how does it feel? Well, the moment a lot of players like to cite is “being in the zone.” If you get academic about it, you might reference Csikszentmihalyi’s concept of “flow.” “ (Koster, 2004) The purpose of a mechanic-driven game is to provide Melvin what he seeks, to provide Flow. Narrative-driven games At the other extreme of the spectrum, there are narrative-driven games. Once again, to see this extreme cleary, we start by looking at the earliest digital games. “Hardware was so limited that story either took center stage (text-based games) or was relegated to the back seat (arcade games).” (Dille & Zuur Platten, 2008) The old text adventures are extreme narrative-driven games. Seen from a mechanical view, they are but puzzles with word input. It is not so much the act of playing these games in the abstract that is fulfilling. It is the meaning that these words have, the representation, the narrative, that gives a meaning too to playing these games. This is where the meaningful play comes from in 25 26 27 28 Do It Yourself Line Rider, 2006 Little Big Planet, 2008 Final Fantasy VII, 1997 24 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 these games. Adventure29, Dungeon30, DND31 & Zork32 are examples of early text adventure games. It is important to note that their existence is made possible by them being computer games and not arcade games, like the earlier mechanic-driven games were. Being computer games, they could serve a different purpose than needing to absorb your quarters. These games were not about tennis or space. These were adventures. Most were inspired by Dungeons & Dragons, the grandfather of narrative-driven gaming. For these games, it were not the rules themselves that were so exiting. It was the narrative that emerged out of these rules. It was the make-believe, the mimicry, the suspension of disbelief that Vorthos seeks, that these games offered. Another fine example is looking at the items that were included in Super Mario Bros and The Legend of Zelda. Mario had a mushroom that made him bigger and a flower that allowed him to shoot balls of fire. Link had bombs that allowed him to place bombs and a bow and arrows that allowed him to shoot arrows. In Mario, once again, it's about the rules. In Zelda, it's the representation that defines those rules. Versus For Narrative-driven games, the rules serve to reinforce the representation Just as Vorthos isn't a purist gamer, a narrative-driven game isn't a 'pure' game, in the sense that in the abstract, text adventures are no fun. It is the narrative that is added to these mechanics that makes them fun. The game is used not as a goal in itself, but as a medium. Whether it's writing, telecommunications or games, storytellers will finds ways to use that medium to express. Another vivid example can be seen in the invention of the Theme Park out of the Amusement Park “Another piece of evolution fell into place when Walt Disney came along and did an amazing thing with storytelling: he created the theme park. Think about the word theme. It is a classic component of writing. And here was a man applying it to roller-coasters. At Disneyland, you could physically experience the fictional worlds that previously existed only in TV and the movies. The Matterhorn ride was easier than mountain climbing and safer than tobogganing, while offering a fantasy version of these things. You could become an adventurer with little personal risk. The 29 30 31 32 Adventure, 1975, first text adventure Dungeon, 1975, first role-playing game DND, 1975, other first role-playing game Zork, 1977 25 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 goal of the Jungle Cruise or Pirates of the Caribbean was to re-create the fictional experience created within Disney’s entertainment properties and not the real experience of going to Africa or meeting actual pirates. It is, and was, fiction about fiction. No scurvy here, matey.” (Dille & Zuur Platten, 2008) Another example that stands in bright contrast with the mechanic-driven example of Mario comes from a lesser known game Karateka from roughly the same era. “I hoped to achieve the lifelike feeling of Choplifter but with characters the size of Swashbuckler’s.” (Mechner, The Ultimate History of Video Games, 2002) It shows the Vorthosian drive to put the focus of the game on the lifelike feeling, instead of on the highest playability per se. While it has been stated that many games fall more between the extremes these days, there are still some extreme examples of Vorthosian game. The RPG genre for example, or the evolution of the text adventure, the Point&Click Adventure. Another striking example would be the Japanese Visual Novel and Dating Sim genres. Purpose of narrative-driven games Whereas mechanic-driven games cater to Melvin's version of flow, narrative-driven games cater to Vorthos. “There is the story based immersion into the narrative, plot and setting. And there is flow, the immersion into the game mechanics.” (Nerurkar, 2009) The purpose of a narrative-driven game is to provide Vorthos what he seeks, to provide Immersion. 26 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Differences between mechanic-driven and narrative-driven games This list has a lot of overlap with the list of differences between mechanic-driven players and narrative-driven players. The most interesting differences are the additions to that list. Mechanics versus Narrative Function versus Flavor Rules versus Representation These are all contrast that show the difference in focus between these two kinds of games. If we look at the early arcade games, they were all about the mechanics, the function, the rules. They wanted to hook you with their gameplay. That they all had a tennis or space flavor didn't matter, because that's not where the focus of the game lay. On the other hand, the old text adventures were all about the narrative, the flavor, the representation, what they described. Flow versus Immersion The purpose of these games. A mechanic-driven game actually strives to achieve a different goal than a narrative-driven game. Again, this is why they are fundamentally different. A narrative-driven game could simply be able to offer more to a Vorthos because its content is tuned towards it. This is why we need different games. Medium as Goal versus Medium as Means This contrast signifies an important difference in how the different kind of games actually look at themselves, look at the game medium. Mechanic-driven games are the pure games that look within the medium to exploit its fullest potential. Narrative-driven games use the game only as a medium. Thus, narrative-driven games are inclined to look outside of it too. This is why many of such games also feature non-game, non-interactive elements such as cutscenes, texts and traditional storytelling. Pong versus Zork Pong is a classic example of an extreme mechanic-driven game while Zork is a classic example of an extreme narrative-driven game. Action versus Adventure The first arcade games were pure action games. The first text adventures were pure adventures. The very one was even called Adventure. Mechanic-driven Games Narrative-driven Games Mechanics Narrative Function Flavor Rules Representation Flow Immersion Medium as Goal Medium as Means Pong Zork Action Adventure 27 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Mechanic-driven and Narrative-driven Design Approaches In the previous chapters, I have concluded that there are different players, Melvin and Vorthos, who play for different experiences, and that there are different games that cater to one or the other specifically. This chapter will then look at the design process. How does the design for a narrative-driven game intended for Vorthos differ from a mechanic-driven game intended for Melvin? This is where my second pivotal model is discussed. The first was the Melvin and Vorthos model that I used to define narrative-driven players and mechanic-driven players. Here I will use another model to help define the narrative-driven design approach and the mechanic-driven design approach: the top-down and bottom-up model. Top-Down and Bottom-Up Approaches The following model has been coined by Gilliard Lopes and Rafael Kuhnen in a Gamasutra feature article. The following graphic shows their breakdown of the game design cognitive process. To fully understand the Top-Down and Bottom-Up processes, I will first expand on the 5 layers they use in their breakdown. 28 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Concept “A couple of phrases that describe the game's style, general setting, and sometimes the main plot motivation, as well as the types of characters and interactions involved. Game concepts are generally short, but they serve as the ultimate definition of the game, something that the developers should keep in mind at all times to make sure that they are really making the game they were supposed to.” (Lopes & Kuhnen, 2007) Lopes and Kuhnen use the word concept to describe the most global description of the game. In principle this concept could be not a game at all. The concept could also describe a book, a painting or a movie. Context “the story, circumstances and motivation presented to the player. [..] It is expected that every choice the player makes in a game is a meaningful one […] The context should be the guide to these choices” (Lopes & Kuhnen, 2007) The context is where the narrative heart beats most strongly. This layer contains the representation of the game, the flavor. Whether this layer takes center stage in a narrative-driven game, or is simply used to reinforce the rules of a mechanic-driven game, depends on the design process. Core The Core consists actually of two layers, Content and Features. They are lumped together because it depends on the approach which of the two is actually higher than the other. “The most important distinction between the top-down and bottom-up cognition processes [...] is exemplified in the relation between content and features with regard to the other layers. If we work down from the top, we can see features as an abstraction of content in order to create the desired game mechanics; on the other hand, if we go up from the bottom, we can see content as an abstraction of features to create the desired game context. Therefore, it is impossible to tell which of these two layers is more abstract than the other. That is the main reason why we choose to consider these two layers as an unified component of the architecture.” (Lopes & Kuhnen, 2007) What these two layers, Content and Features, have in common, is that they represent the concrete product, the 'content' of the game (and its features). Concept and Context are abstract ideas that are materialized only in a game's Content. In the same way, Verbs and Mechanics are ideas or pieces of code that only are used if they are included in the Features of the game. 29 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Content “Contents of a game are basically what players see and most often can touch inside the game space. The player's avatar itself is game content, together with any other characters, weapons, items, scenario objects, etc. that are there for the player to interact with, using the game system. We can think of content as the concretization of the game from the perspective of the player.” (Lopes & Kuhnen, 2007) Features “Features, on the other hand, are the mid-level description of gameplay, often represented as use cases (“squad control”, ”vehicle riding”) and broad system descriptions (“price fluctuation”, “real-time cloth physics”), which comprise the different ways in which the player can touch the game or be touched by it. They also define the nature of the player's interaction, in terms of the feedback perceived by the player from his actions in the game world (“destructible environments”, “believable emotional NPCs”).” (Lopes & Kuhnen, 2007) Mechanics If the Context layer is home to the narrative, then the Mechanics layer is home to the mechanics. These are the rules of the game, the possibilities that exist within the system. “The mechanics of a game are the “brain” of a game's design. Whenever the player wishes to perform an action, he must invoke one of the available verbs in the given game state (more on this in the next section). Then his input is processed internally by a set or rules and an output is given (hopefully being what the player had intended to do). Game mechanics must be designed to be the gears that spin under the hood; all the player must do is step on the gas and feel the car moving. He does not need to understand how the engine works to be able to drive.” (Lopes & Kuhnen, 2007) Verbs “This layer consists of the actions that will be performed by the player during the game. These actions mean the desire of the player being enforced upon the game as low-level micro-decisions that will use the mechanics layer to run the player through his game experience. Some of these verbs might be “shoot”, “jump”, “brake”, or even “change camera perspective”, “craft an item” and “move units”.” (Lopes & Kuhnen, 2007) This is an explanation of the different layers of a game that Lopes and Kuhnen use for their game design approaches. 30 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Bottom-Up Approach The Bottom-Up Approach starts at the bottom, the verbs and mechanics, and works its way up from there. This approach starts with abstract gameplay, the verbs and mechanics, and then layer an appropriate context on top of that. As has been said in the description of the Core, the biggest difference between the Bottom-Up and Top-Down approaches is the relation between the Features and the Content. In the Bottom-Up approach, the content and the context is created to match the features and mechanics of the game. And this is exactly why this approach is used so much for mechanic-driven games. As has been stated in the chapter about Mechanic-Driven games, in those games the representation serves to reinforce the rules. This is exactly how the Bottom-Up approach works, the context is created to match the mechanics. “Bottom-up game design cognition can be seen, in some sense, as the process of finding excuses to successfully apply a particularly fun gameplay verb or mechanic, complementing it with the appropriate setting, content and story. And if we look at some of the most well-known game developers in the industry, we will find out that such process is used more often than not. Take, for instance, id Software's highly-praised series Doom and Quake. As David Kushner's excellent testimony in “Masters of Doom” tells us, these games were built barely as excuses for the brutal, over-the-top shooting gameplay that Carmack and Romero had devised.” (Lopes & Kuhnen, 2007) Another striking example comes from another extremely mechanic-driven game, Mario. In another Gamasutra feature, the following was said about the development of Mario 64: “Before any of the levels had been created Mr. Miyamoto had Mario running around and picking up objects in a small ‘garden’ which he uses in all his games to test gameplay elements. “A lot of the animation was actually in there before any of the game” explains Goddard. “The Mario that he had running around basically looked the same as he did in the final version. Mario’s movement is based on good physics, but you have bits on top that you plug in so you can do things you shouldn’t be able to do. They spent a lot of time working on the swimming, it’s harder than running to get the feeling right, they didn’t want you to avoid the water, the wanted to make it an advantage and fun to dive in.” (Giles Goddard, Gamasutra, 2007) The Bottom-Up approach is very much a mechanic-driven approach. The representation serves to reinforce the rules. The flavor comes after the function, the narrative is build to support the mechanics. 31 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Top-Down Approach With the Top-Down approach, it's the other way around. It starts with a concept or a context, the narrative, and then works its ways down to find the desired mechanics and verbs that fit this concept. The relation between Content and Features here is the other way around. The features are created to properly represent the desired content. The rules serve to reinforce the representation, as has been stated in the Narrative-driven games chapter. This is why the Top-Down process is a Narrativedriven process. It starts out with the flavor, the representation, and then tries to find the function, the rules, that express this flavor. “When working down from the top, the game designer usually exercises his analytical skills, i.e. his capacity of breaking a broader concept into smaller parts that are representative of the whole. For example, when trying to transform a game concept into its context, a designer must further unfold the concept to answer questions like “where and when does the game take place?” and “which characters or entities are involved, and in which circumstances?”. Finding out which are the right questions is often trickier than finding the right answers to them.” (Lopes & Kuhnen, 2007) The biggest pitfall of the Top-Down approach is that a narrative-driven game is not a pure game, as stated in Narrative-driven Games. Whereas a Bottom-Up designed game is firmly “a series of meaningful choices”, as the starting point of the Bottom-Up approach is something fulfilling, for a narrative-driven game, the meaningful, fulfilling33 aspect is not a given. “As said before, concept and context do not necessarily involve interaction or entertainment, which are major features of any game. Thus, one of the main challenges of the topdown approach is that this process often requires that the game designer introduces fun elements into concepts that are not necessarily entertaining by themselves, or at least not as much as a game should be. For example, a game concept derived from a very serious book must still turn out to be a fun experience.” (Lopes & Kuhnen, 2007) 33 Remember, these are the two words used to replace 'Fun' 32 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Differences between Top-Down and Bottom-Up In the list of differences between the approaches, we find a lot of similar differences from the earlier differences between mechanic-driven and narrative-driven play, and the differences between mechanic-driven and narrative-driven games. Verbs & Mechanics versus Concept & Context The first difference is the starting point. As discussed, the Bottom-Up approach starts with a mechanic or verb and then works its way up. The Top-Down approach starts with a concept or context and then works its way down. Mechanic-Driven Game versus Narrative-Driven Game The second difference is the route they take; the one up, the other down. This has to do with their goals. The Bottom-Up approach wants a Mechanic-Driven game, thus goes up to find the representation that reinforces its rules. The Top-Down approach wants a Narrative-Driven game, thus goes down to find the rules that reinforce its representation. Content versus Features As has been stated before, in a Bottom-Up process the Features dictate the Content, whereas in a Top-Down process the Content dictates the Features. Synthesis versus Analysis Now this is a funny one. In the list of differences between mechanic-driven play and narrativedriven play, we find Synthesis on the narrative, Vorthos side and Analysis on the mechanic, Melvin side. Here it is the other way around. As has been quoted before: “When working down from the top, the game designer usually exercises his analytical skills, i.e. his capacity of breaking a broader concept into smaller parts that are representative of the whole.” (Lopes & Kuhnen, 2007) The other way around, the Top-Down designer actually uses synthesis to create a context, a representation, to go with his abstract mechanics! This might sound weird, but it is actually in line with everything the game designer does. He's always busy to do the opposite of the player. The player needs to advance, the designer needs to place obstacles. The player needs to stay alive, the designer needs to incorporate ways to die. And in a mechanic-driven game, for the player to use their analytical skills, the designer needs to use his synthetic skills to create the proper context. ? versus Fulfilling Play As seen with the Top-Down Approach, this process has a pitfall in that it still needs to get to the essence of the medium game, which reside at the bottom. A Top-Down approach needs to introduce fulfilling play in the game during the journey, whereas a Bottom-Up approach actually starts with fulfilling play. Because a mechanic-driven game is more of a pure game, the Bottom-Up approach does not have such a weakness. It might still be lacking however. Mechanic-driven games have their narrative, their representation, their context, as a layer on top of the rules. In principle, the theme or setting can be exchanged for any other. This makes the narrative lacking, without any substance, which is the reason those narrative-driven players actually flock to those Top-Down designed games. It's a lack, but not really a weakness, because the intended audience, mechanic-driven players care less about this. 33 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 V versus Δ Now this one is very important for understanding the designs of the different approaches. Bottom-Up designs a V. It starts out with one solid idea at the bottom, and then works it way up, expanding the concept. It's designed as a vase, to stand, to lean on that solid mechanic at the bottom. In fact, any addition to a Bottom-Up game has to relate directly to this point of origin, this mechanic at the bottom. Top-Down, on the other hand, designs a Δ. It starts out with the overarching concept, and then works it way down, making the concept more concrete by adding the desired features and mechanics. It's designed as a chandelier, to hang from the top, as that is the point of origin. It's supposed to be suspended. Suspension of Disbelief. Every addition to a Top-Down game has to be related to this point of origin, this concept at the top. And this is the big problem when the approaches collide. A mechanic-driven designer will treat the chandelier as a vase, putting it on the ground. He sees it crumble, fall over, and doesn't like its design But the bottom of a Δ is not designed to be the sturdy part. Yes, it seems messy, but only if you don't see the top, the narrative concept, that ties it all together. On the other hand, a narrative-driven designer will treat the vase as a chandelier, trying to suspend it. But a V doesn't have a strong top, it's not designer to be suspended. Vorthos might not be able to find Suspension of Disbelief in a V.34 Bottom-Up Top-Down Start: Mechanics, Verbs Start: Narrative, Context, Concept Mechanic-Driven Game Narrative-Driven Game Features dictate Content Content dictates Features Synthesis Analysis Pitfall: - Pitfall: Fulfilling play V (vase) Δ (chandelier) 34 This V and Ʌ analogy came to me during my graduation project, when there was an argument between mechanic-driven and narrative-driven designers. Being able to visually explain your thought process with your arms, making V and Ʌ shapes, made discussing so much easier. 34 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Temple and Castle I've had 3 main chapters so far, and two pivotal models. For the discussion about mechanic-driven and narrative-driven play I had the Melvin and Vorthos model. For the mechanic-driven and narrative-driven design approaches I had the Top-Down and Bottom-Up model. The chapter about mechanic-driven and narrative-driven games lacked such a model however. I started to develop my own Temple and Castle model before I started with this thesis, after I read the Melvin & Vorthos model and the Top-Down & Bottom-Up model. But it's only after writing this thesis that I discovered why I developed it, what I felt was missing. It was the game. What the design works on. What the players play. The missing link between the two. Castle & Temple is a model to describe mechanic-driven games and narrative-driven games just as Melvin & Vorthos is a model to describe mechanic-driven players and narrative-driven players, and Bottom-Up & Top-Down is a model to describe the mechanic-driven design approach and the narrative-driven design approach. I will first show an old model that is used a lot when teaching about game design. Jeremy Bernstein used it for his Game Design Workshop on the Festival of Games 2009. Crust Graphics Audio Story Core Gameplay At first sight, it’s a pretty solid model that shows the relation between the Core and the Crust of a game. However, while this model can suit Melvinesque games, it doesn’t apply to Vorthosian games. Usually the teachers of this model are Bottom-Up designers themselves, and in fact teaching Bottom-Up design. But for the grander scope of this thesis, that’s not enough. That’s why I propose to replace it with two other models. Castle and Temple. 35 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Castle Bottom-Up Castle is the mechanic-driven games model. It combines the Bottom-Up design approach with Melvin’s purpose. Melvin’s Castle Crust Graphics Audio Story Core Gameplay Elements A castle consists of: - A solid wall (the Core of a game) - Towers build on top of that (the Crust of the game) Purpose The relation between the elements of a castle can be found when knowing its purpose. The purpose of a castle is to keep outsiders out. Which element of a castle achieves this purpose? The solid walls. The key factor is Structure. The walls must be structural solid. The towers are there only for supportive functions, like being able to detect enemies from a far distance. The same can be said about a Melvinesque game. The purpose of such a game, is providing the player Flow. The Core of the game achieves this purpose. The Crust is there only for support, providing the proper context. Essence What is the essence of a Castle? Once again, the answer lies in its walls. A castle consisting of only walls can still function like a Castle, it can still keep the enemy out. Once again we can say the same about games. The essence of a mechanic-driven game lies in its mechanics, its gameplay. When we look again at the quote about Super Mario Galaxy, we see that this game is actually proud to be a solid Castle and not afraid to show it. Mario doesn’t need any fancy towers as decoration. “This game is wholeheartedly a game, and doesn't shy away from it -- more, it embraces it. In the first level of [Ratchet & Clank:] Future, Ratchet may traverse an amazing futuristic city. Mario traverses challenges -- nothing more, nothing less.” (Gamasutra, 2007) 36 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Temple Top-Down Temple is the narrative-driven games model. It combines the Top-Down design approach with Vorthos’ purpose. Crust Graphics Audio Story Core Gameplay Vorthos’ Temple Elements A Temple consists of: - A roof, the Tympanum (the Crust of a game) - The supporting columns (the Core of a game) Purpose What is the purpose of a Temple? It is build for the Gods. It's to honor a supernatural being, maybe to come into contact with it. But when is this achieved? When can we say that a Temple is connected to a higher presence? This can't be reasoned. This can only be believed. It's about entered another state of mind, a kind of immersion. The keyword here is mood. Once again, the same can be said about a narrative-driven game. The game, like the Temple, is only a means, a portal, to suspend your disbelief and come in contact with something fleeting, in the case of a game the narrative. Essence But then, what is the most important element of a Temple? This too, can't be pinpointed. Without the roof, the inside is just as mystic as the outside, so you'll lose the immersion. Without the columns, the Tympanum won't be suspended, so you'll lose the suspension of belief. The same can be said about narrative-driven games. As we've seen with the Top-Down approach, the Δ shape, It's essence lies in the Concept, something more or less ungraspable, that's created out of the sum of the parts. 37 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Differences between Castle and Temple To once again highlight the differences, I will repeat some of the earlier made differences in the chapters about the differences between Melvin and Vorthos, and the differences between BottomUp and Top-Down. The differences highlighted here are the ones best suited for the architecture analogy. Remember, this Temple & Castle model is supposed to be used as the model for mechanic-driven and narrative-driven games, bridging the gap between play and design approach. Function versus Flavor This one is about the purpose of the buildings. A Castle has a functional purpose, it's supposed to keep outsiders out. A Temple has a flavorful purpose. It's supposed to immerse you into belief. From a functional point of view, a Temple is not well-build. In the same way will a Melvin look at a narrative-driven game and find it not well-build. But that's because a Temple's purpose is simply not confined by the building itself. A Temple is not a 'pure' architectural building in this sense. V versus Δ This one is about which elements are essential and which are supportive. A Castle is build in a V way. It starts with the essential part, the core, the wall, and towers can be placed on top of that. These towers are more or less interchangeable, depending on the needs of the Castle. In the same way, the representation of a mechanic-driven game is more or less interchangeable. A Temple is build in a Δ way. It starts with a concept. To which God is the Temple devoted? Once you know that, you can shape the Tympanum to represent this God (create the Content to convey the desired Concept and Context) and work out which columns best suspend the Temple (which mechanics reinforce the representation). Structure versus Mood When building a Castle, you'll have to think about Structure. The end result has to be solid, unbreakable, structural perfect, that's all that counts. A Temple has to be solid too, but that's not the essential part. A Temple has to bring you in the right state of belief. When building a Temple, you'll have to think about its Mood. Science versus Religion Building Castles is about Science. It's about inventing ways to build thicker walls, higher walls. When somebody else invents gunpowder, you better be prepared. Building Temples is about Religion. It's about finding ways to get in contact with the Higher Powers, how they can be expressed. Castle Temple Function Flavor V (vase) Δ (chandelier) Structure Mood Science Religion 38 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Graduation Project Hollandia “Hollandia is a 2D sidescrolling action-adventure, set in Dutch history and folklore!” (Hollandiagame.com, no date) This chapter is about my graduation project, Hollandia, and how the discussed Temple & Castle design approaches have been used. So why is Hollandia such a fruitful project for these approaches? Because, as stated in the introduction, it's an action-adventure game. That means its both a Castle and a Temple game. It also means both the Top-Down and Bottom-Up approaches can be, and have to be followed, to get Hollandia where we want it to be. Next to that, I was only the Narrative Designer on this project, which means I concerned myself mostly with building Temples. Another team member, Maxine van Tongeren, was the Game Designer, or rather Mechanic Designer35, on the project. She was the one building the Castle. With the different approaches observable between team members, and not only within the inner design process of one person, it is easier to notice and reflect on the differences. The fact that both design approaches would play a huge role in the project was founded right in the very beginning, when we as a team made a list of expectations, things we wanted out of the project, things we wanted the game to be, the place we wanted to end up. Among those expectations, there were these two: − Narrative Immersion: world presents itself as real, world takes itself serious. − Gameplay must be stand alone: should be fun without the decoration Both can be seen as the thread of the project, the ultimate guide, where we want the game to end up. The first is a narrative-driven goal, the second a mechanic-driven one. Many times, a design decision forced us to value one of the two higher than the other. But because they both stood next to each other instead of the one dictating the other, as with more extreme Temples or Castles,It wasn't always very easy to decide which way to go. Mechanic-driven approach Gameplay development The gameplay development process on the grandest scale was very much bottom-up, in the sense that it started out small and kept expanding on that, as a Vase, as a V. First the core mechanics were designed (the verbs) and later the game rules (the mechanics) and the obstacles (the features) were developed to build upon those core mechanics. Spinning Top Behavior The spinning top started out as a top-down idea and for some time we wanted to translate the real-world Spinning Top Experience into the game. However, at some point we found that the top-down concept of the spinning top just wasn't fulfilling36, it had no flow. Thus, we switched to a 35 She actually coined at a certain point that the term Game Designer was not entirely right for what she was actually doing. This was without me saying anything about the term Mechanic Designer. It shows that there really is a basis for using more specific designer titles. 36 This is one example where I might've liked to use the word fun, because that would've been more to the 39 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 bottom-up approach to alter the behavior of the spinning top. It returns to you, like a boomerang and it stays with you when you walk, as in a soccer game37. These mechanics were included not because they fitted into the concept of playing with a spinning top, but because they improved the actual gameplay. The same with the rooting mechanic, where the top digs itself into the ground to rise up again in front of you. The inclusion of this move was because of gameplay reasons, we didn't want the player to be separated from the top in impossible situations. The best narrative concept to represent a top warping from a place back to you was, we decided, to make it go underground. This hooked in with the narrative flavor that the top was the heart of a tree, so that we could call it rooting. This flavor was created using synthesis for a mechanic we wanted implemented, a very Castle process. Obstacles Most enemies and environmental objects were designed in both ways, both as Castles and as Temples, meeting each other halfway. While their graphical representation was a top-down process, their behavior and inclusion was mostly bottom-up. The White Wieves are an example of a completely bottom-up inclusion. At a late point in development, we found that we needed some aerial enemies to diversify the gameplay. The White Wieves were quickly included in the game to fit this hole in the Castle, not because we wanted to include them for narrative reasons. The endboss is another example. We wanted to have an endboss, a huge creature. How this boss fitted into the story was of later concern. The Boss Maiden was indeed backwards engineered into the story. Second playable character cut In the beginning we had plans for two playable characters, but it turned out this would be a lot of work. From a Temple point of view, a second character could add a lot to the game, because it can have its own personality, background and environment. A second playable character can strengthen the top of the Δ. But from a Castle point of view, if the moveset wouldn't differ enough from the first, having a second character would be pointless. Adding stuff to the top of a V doesn't accomplish anything if it doesn't strengthen its bottom. The Castle argument won out in the end. Dying Dying is a weird part of games, from a narrative point of view. Some games, like the Prince of Persia38 games, incorporate it into the narrative, but most games pretend it never happened and warp you back to the last save point. We too have chosen ultimately for this heads-in-the-sand approach, meaning the game system around dying and respawning could be entirely designed in a bottom-up manner. point; playing with the top-down designed spinning top just wasn't fun. 37 In fact, this mechanic was called voetballen (soccer) in development 38 Prince of Persia: Sands of Time, 2003 40 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Narrative-driven approach Plot development The gameplay development was a small-to-big process, the plot development was big-tosmall. The story started out very big and throughout the development cuts kept being made into it. As a true top-down process, it started with the highest concept, “a game inspired by the Netherlands” then worked its way down to context (time era somewhere around the Golden Age, but incorporating fairy tales and certain aspects from later, but preindustrial, times) and to content (characters and enemies). A true Δ, although it is interesting to note that it was the context, and not the concept, that was the solid starting point. Spinning Top concept As has been stated before, the idea of using a spinning top started out as a top-down concept. Later on it became decidedly bottom-up. Obstacles As stated before, most enemies were designed in both ways and met up in the middle. Usually the top-down approach started. Most enemies were designed and included in the game before their behavior, their gameplay value, was assessed. This includes the Moss Maidens, the Schimmelpennicks and the Kieviets. They were included for their narrative value first. Their gameplay was built later to support their narrative weight. Items This one was blatantly top-down! Throughout the process, we always wanted items to have a place in the game, so that we could include typical Dutch food. Whatever their gameplay usage would be was completely unimportant. In the end we decided to make them simple health-restoring items. Just like the spinning top behavior and the endboss have backwards-engineered narrative (representation reinforcing the rules), so do many enemies and the items have backwardsengineered gameplay (rules reinforcing the representation). HUD Because we were aiming for a painting look, we didn't want to have any visible HUD elements on the screen. From a usability-standpoint, a gameplay-standpoint, there is no reason do to so. But it was our Temple drive that made us want this. Scenario What places you would visit in what order, what enemies you would encounter and what kind of quests you were given were all directed by the plot, not by the gameplay needs. Moss Maidens only appeared in the forest because they are supposed to be there, not because their gameplay behavior dictated the player would encounter them later in the game. Some parts of the scenario were top-down designed to match inspirational stories. In the real-world story about the Moss Maidens for example, the Moss Maidens guide a human to a talking oak in 41 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 the forest. The game tries to simulate this with the limited resources it has. The Moss Maidens in the game only have attack behavior, so their guidance actually comes from their spawning positions. This is an example of a top-down process that uses bottom-up designed features halfway instead of being top-down all the way. Graphical Focus Because Narrative Immersion was one of our key wishes, we decided to spend a lot of time on the graphical representation. Would this project be only about a bottom-up designed game, this focus on the graphical aspect would not be justified. Level structure In the beginning we only had a onedimensional way of traversing the levels, going from left to right, or right to left. We found that this didn't gave us the living world we wanted for our Narrative Immersion, so we pushed hard to get exits to the back and to the front into the game. While this adds absolutely nothing to the core gameplay, and thus makes no sense from a bottom-up perspective, it was extremely important for the Temple. This was a striking example where an added feature made no sense to a V structure, but was right at home in a Δ structure. What went right The middle way I believe we did a decent job finding the right balance, finding a golden path. Both Castle Hollandia and Temple Hollandia are products that have autonomy, that can hold their ground. It can stand on the ground and it can be suspended in the air. Of course, because it is a hybrid, the Castle is not as strong as a pure Castle Hollandia could be, and the Temple is not as sacred as the purest of Temples devoted to Hollandia, but this is the very nature of the hybrid action-adventure genre. So there is an overall sense of accomplishment. Know what to defend, know what to let go This is one of the most important and one of the hardest lessons to learn. You have to be able to be detached from your work, you have you be able to let it go, but at the same time you have to put your heart and soul into it to make it something worthwhile. Thanks to understanding these approaches, I was far better capable of judging the value of certain decisions. It's why I defended the level structure when a Castle designer burned it down. It's why I had relatively less trouble when the second playable was cut39. It all depends on your ability as a designer to step out of your own shoes at certain times, to sometimes be able to let go of your tunnel vision to see the broader map. 39 Okay, I still had a lot of trouble, as Kortjakje, the second playable character, was secretly my darling 42 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 What went wrong Action-Adventure elements in a onedimensional game When designing the game, we drew a lot of inspiration from action-adventures, like Zelda, and platformers. However, it was only later that we found out our game had a fundamental difference. It had only 1 gameplay dimension! Other 2D games either had a top-down perspective40 or were more like platformers. Those games all had 2 dimensions to work with. Many puzzle and discovery elements we wanted simply didn't work in our 1 dimensional game. Our top-down wishes about how to present the world to the player blocked the development of the bottom-up gameplay we aimed for. As of now, the gameplay is somewhere between the Hack & Slash and Platformer genres. We have no definite answer yet where we want it to go. HUD? Inventory? Menu? A design dilemma where it took a long time to find a satisfying balance, was the question about how to incorporate your stats in the game, like how much money and what items you were carrying. We didn't want a visible HUD. It could still be a HUD, but only visible when pressing a certain button. Or it could be in a menu, that paused your game at the same time. We only had the resources to do one. The Castle supporters rooted for the first, as this wouldn't disrupt the flow of the gameplay. The Temple acolytes wanted the second, as this allowed accompanying text with the items, to explain what “rookworst” and “stroopwafel” actually were. Because we weren't able to find a middle way, this was a vivid example where the different approaches really collided. Both had trouble giving in, as both saw the other as a downgrade. From the description of the issue in their arguments, one could see clearly the mechanic-driven and narrative-driven ideals that drove the designers. One remarked about the inventory that it was “a feedback on your status” whereas another called it “the contents of your bag”. No director While most of the time we were able to figure out together, as a team, where we wanted to go, sometimes this didn't work out. And this is where I really missed the role of the director, someone who, as the word implies, knows the direction where to go. A Golden Map is worthless if you can't agree about the direction, the place you want to end up. This might be the greatest weakness of this thesis up to this point. Sometimes the problem is properly identified, as with the previous HUD dilemma, but the model can't provide a solution because it is stuck. If there are two different designers who want to end up in two different places, there is simply no right or wrong to point out on the map. Both decisions are equally valid, although leading down completely different paths. Spinning Top flavor One of the most asked questions when we showed the game was “why a spinning top?”. This is because it was out of sync with the top-down concept of the game. When it was first conceived, we had multiple playable characters with multiple weapons, which didn't play a central role. The spinning top was just one of them. The bottom-up mechanic design process took the spinning top however, and gave it a central role. The context has not been able to synthesize it into the whole as of yet. 40 Not to be confused with the top-down design approach, of course! 43 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Loss of top-down designed gameplay Because the plot started out way too long, some top-down designed gameplay elements simply got lost in the cuts. One example is Reynaert's personality. In the real-world story he constantly tricks others by making them do things that have grave consequences. We wanted to incorporate this into the game by making him a sort of anti-quest giver. He would tell you what to do next, as in any other game, but more often than not this would lead you into trouble. Another example are the enemies. While they started out as top-down designs, we didn't have the time to design them top-down all the way. The Schimmelpennicks for example have a whole lore around their hoarding of coins, so we wanted them to steal money from the player. The Moss Maidens were said to be bound to trees, so we wanted to do more with that. We simply didn't get to it. Now they are just generic enemies, with simple the representation of Schims and Maidens, but no rules that reinforce it. That is bad, unfinished Temple design. Loss of bottom-up designed gameplay At the same time, it was bad for the mechanics designer that the enemies had been designed already in a top-down fashion. Instead of being able to design the enemies from scratch to build upon the solid core mechanics, as it should be when building a V, there was already established content. 'Game' a bad word For a long time, we wanted the game to not look and feel like one. “It's too gamy” was a negative reaction on an idea. There is no problem with this point of view when building a hardcore Temple, but in the end, we encountered the classical problem with top-down concepts. “One of the main challenges of the top-down approach is that this process often requires that the game designer introduces fun elements into concepts that are not necessarily entertaining by themselves, or at least not as much as a game should be.” (Lopes & Kuhnen, 2007) To shift some more to the Temple approach, we had to make the game more gamy in the end. Conclusion All in all, I believe Hollandia turned out pretty balanced, which was our goal when making an action-adventure and also the goal of this thesis. Mistakes were still made, weaknesses were exposed, but the thesis provided what it was supposed to provide. A map for the game design process and an understanding about how different designers choose to navigate it. The biggest strength of this thesis was the ability to correctly identify the problems underlying the problems, the reason behind the reason. Arguments were about concrete design decisions such as obstacles or the HUD, but the underlying motivation for such arguments came from a higher level, an argument about the role such obstacles or HUD actually was supposed to fulfill in the game. This thesis helped to unearth those underlying assumptions and notions. The biggest weakness would be that the thesis can only shed light on such notions and arguments, it can't solve it. It's all fine to say that both left and right are valid design decisions to take, but will lead you to different places, East and West, but if the designers can't agree on what their destination should be, there is still no answer. 44 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Conclusion What is the difference between the mechanic-driven and the narrative-driven design approaches? What is the difference between mechanic-driven and narrative-driven games? What is the difference between mechanic-driven and narrative-driven play? The table below expands on all those differences. Mechanic-Driven Narrative-Driven Melvin Vorthos Melvin is the mechanic-driven player, who plays Vorthos is the narrative-driven player, who plays for the abstract gameplay for the suspension of disbelief Bottom-Up Bottom-Up is the mechanic-driven design approach, where the representation reinforces the rules Top-Down Top-Down is the narrative-driven design approach, where the rules reinforce the representation Castle Castle is the mechanic-driven game, build with a focus on mechanics and flow Temple Temple is the narrative-driven game, build with a focus on narrative and immersion Function Function is a word that serves the same purpose as mechanics Flavor Flavor is a word that serves the same purpose as narrative Rules Rules is a word that serves the same purpose as mechanics Representation Representation is a word that serves the same purpose as narrative Agon, Alea Melvin's play is comparable with Agon and Alea, where the purpose lies within the game rules themselves Mimesis, Ilinx Vorthos' play is comparable with Mimesis and Ilinx, where the purpose lies on something higher than the components of the game Analysis When Melvin plays, he is using his analytical skills. He is analyzing the whole, trying to find out the game rules so he can beat it, so he can master the challenge Synthesis When Vorthos plays, he is using his synthetic skills. He suspended in disbelief, open for all components of the game to create a narrative out of the parts Synthesis Ironically, the Bottom-Up process uses synthesis to create a fitting representation for the desired rules Analysis Ironically, the Top-Down process uses analysis to break down the concept into smaller units, to find the fitting rules to go with the desired representation Parts as Pieces of the Whole Melvin admires how each piece is a part of the system, how each piece works individually within the whole Whole as Sum of the Parts Vorthos admires how all the pieces together create something higher, something bigger, something that isn't graspable. Structure Connections have to make structural sense. When looking at the abstract gameplay, mechanics have to fit together because of their function Mood Connection have to make tonal sense. When looking at the whole, the representation, mechanics have to fit together because of their flavor 45 / 48 Mechanics are from Mars, Narratives are from Venus – Toby Hazes, 2009 Left Melvin likes to exercise his left brain Right Vorthos likes to exercise his right brain Science Building a functional Temple has to do with science Religion Building a mythical Temple has to do with religion Flow A Castle game is all about the Flow, Melvin's kind of immersion, as in being in the flow of Tetris Immersion A Temple game is all about the Immersion, the suspension of disbelief, as in being immersed in Final Fantasy VII Medium as End Medium as Means A Castle game is a pure game, concerning itself A Temple game is an impure game, which uses with the game alone. Its purpose lies within the the game only as its means, its medium. The game structure purpose is somewhere beyond the game Features In the Bottom-Up process, the features are developed first, and then the content and context is created to match these features Content In the Top-Down process, the content is contrived first, and then the features and mechanics are sought to best represent this content V (vase) The Bottom-Up approach works like a vase, a V shape. It starts with a core mechanic, and everything else that is added builds upon that, relates to that Δ (chandelier) The Top-Down approach works like a chandelier, a Δ shape. It starts with a high concept, and everything else that is added hangs tied together by that concept, relates to that Pong The classic Castle Zork The classic Temple Action The action genre is an example of an extreme Melvinesque Castle genre, where it's all about the mechanics Adventure The adventure genre is an example of an extreme Vorthosian Temple genre, where it's all about the narrative The biggest difference between the approaches is what they wish to build and thus what they value highest and how they build towards that. The Bottom-Up mechanic-driven approach wants to build a castle, where the mechanics come first and are reinforced by the narrative. The Top-Down narrative-driven approach wants to build a temple, where the narrative comes first and is reinforced by the mechanics. As designers who are often compared with architects, to plot the right path, we have to ask ourselves... 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