Showing posts with label choice. Show all posts
Showing posts with label choice. Show all posts

Wednesday, March 14, 2012

Over The Flagpole: Escape as Art


I got into a conversation the other day with a friend of mine, a comp lit grad student. Her familiarity with gaming being somewhat limited, and my love of pontificating being extreme, I gave her a quick re-hashing of the old Roger Ebert "Video Games Can Never Be Art" discussion (a conversation I usually shy away from, since Ebert is a) obviously wrong, and b) probably arguing in bad faith for his own amusement). That argument/conversation morphed into a more interesting one, which I'll try to summarize here.

For me, a game becomes art when its mechanics and interactivity - the things that define it as a game as opposed to a series of pictures or a movie or a novel - make a meaningful statement about reality. Jonathan Blow's Braid is the obvious example, with its themes of perfectionism and regret amplified by the game's time-manipulation mechanics. (More recently, Molleindustria and Jim Munroe's game, Unmanned, examined the disconnect between Americans and the consequences of their actions by forcing players to divide their attention between two screens, one displaying dialogue choices and the other arcade-like mini-games related to the life of an American drone pilot). It's obvious to me that games can be designed to be art.


But the question that nagged at me while thinking about the issue was this: Can games generate art (or at least, artistic moments) without designer intent? Not just in the sense of unintentional meanings being found in the design, but as an expression of player freedom (hypothetically one of the key tenets of game design?)

One of Ebert's major contentions against video games is that, by giving up control to the players, a game's designer can never express a singular artistic vision the way a director or an author can. What he doesn't understand is that game designers don't give up control - they incorporate it into the stories they tell. (Most) games are not designed to play themselves - they expect certain actions from players and respond in turn. The design of a game is not just the world the player moves through, but the actions the game allows the player to take. In fact, the whole point of much of game design is to constrain player actions to the ones the designers want. Going even further, pieces like The Stanley Parable* make the case that ANY freedom in a game is an illusion, since the world is entirely constrained by the designer's intent. The only choice is to play, or not to play.


Even open-world games, touted for their openness to player choice, exist as shallow ponds, surrounded on all sides by the inflexible nature of the rules that make up the system. Most games that talk about freedom are actually talking about adding more rules, more systems into the game. Oh, you can own your own property in this one! - Once we've defined what property is, how it's purchased, and what benefits and effects it conveys in game. The system either tightens - you can romance many of the cast in Bioware RPGS, each of whom requires extensive scripting, animating, and writing - or becomes painfully vague - you can romance almost anyone in Fable III, but only by making the process generic enough to be described with extremely flexible rules. In either case, all actions are still defined by the rules supplied by the designer, and all "art" is the product of the designer's intent. But can the interaction of the rules themselves, divorced from the artist's goals, produce art?

All this got me thinking about Langton's Ant.


The Ant is a very simple (hypothetical) mechanism that produces very odd results. Existing on a grid of black or white squares, the ant moves according to two rules: If it encounters a white square, it turns right, flips the square to black, and moves forward. If it encounters a black square, it turns left, flips the square to white, and moves forward.

As you might expect, for the first several thousand iterations of these rules, the Ant produces a chaos of black and white squares. But then... (And this happens regardless of the initial black-and-white makeup of the grid, although "obstructions" may delay the process), the Highway emerges. The Ant begins to build a long, diagonal pathway away from the central pattern, made up of identical 104-step loops. In the most basic version of the Ant, this occurs at around 10,000 steps. Which is to say that, coded in those two very simple rules is hidden information about the incredibly complex behavior that occurs in their 10,000th iteration.

Video games have a lot more than 2 rules.

Obvious news flash: Game designers don't physically build the games we play. Instead, they lay out rules that describe the world they've imagined. If the rules are well crafted, the world is constructed to the designer's specifications, and the player is "trapped" within that design. They can only have the experience the designer WANTS them to have - any art that occurs in that scenario has been dictated by the designer, with the player acting, essentially, as a prop. But, as we just learned, rules can be tricky... And, really, what's a bug? A rule that's not doing what it's meant to.

Sometimes a bug in a game is there because someone miswrote a rule - a variable was mis-set, a step was left out. But sometimes it's because the rules are interacting in strange ways, ways the designer never intended.** Rules related to how player movement works intersect with rules defining how surfaces behave at corners... and suddenly you're on the other side of the wall.


There are whole communities built around these glitches. Speedrunners, especially, delight in finding ways to "break" the game to improve their times. But it occurred to me that there's something artistically meaningful in these sudden bursts of freedom - perhaps the most meaningful message games can convey. The artist loses control of his or her art - or, maybe, the rules themselves become inadvertent artists, working in concert with the players.

The example that comes to mind, that maybe this whole discussion builds out of in the back of my mind, is from the first game I ever owned: Super Mario Brothers. Every non-castle level of SMB ends the same way: the player guides Mario to the end-of-level flagpole, touches it, slides down, and control is taken away until the start of the next level. The flagpole stands as the edge of the designer's intended play area.

Which makes for a disconcerting experience when you realize you can jump over it...

Now, there are very few areas in the game where this is possible without cheating (although, now that I think about it, the use of cheat devices like the Game Genie to alter gameplay is ALSO a way for players to defy or circumvent the designer's intent by interacting directly with the game's rules). The easiest is in World 3-3, where there is a player-movable platform directly before the goal (probably significant that this trick is only possible in one of the rare parts of SMB where the designer gives control of the environment to the player). With good timing and a proper running start, Mario can leap OVER the flagpole, escaping the intended bounds of the playable area. Moving past the castle, Mario can now run along a featureless brick wall, unable to backtrack... until time runs out and he dies. Technically, it's pretty non-climactic.

But, as a kid, it was an incredible moment. I had ESCAPED the level. I was free from the designer's plan. I had done what wasn't expected.



Now, I'm not trying to suggest that this is some horrid violation of the universe's physics that would make Shigeru Miyamoto rip out his hair in a dark rage. It's clear that Nintendo knew about this glitch, and added a placeholder area behind the flagpole so that the game wouldn't crash. But the rules of SMB are exceptionally clear: the flagpole is the edge of the world. You can't jump over it, you can't escape. In the language of the game's design, it's a solid brick wall.

But by colluding with the rules, I beat the design. Experienced a moment of authentic-feeling freedom in a world entirely bound by constraints.***

It felt like art to me.



*The Stanley Parable is an excellent freeware mod for Valve's Source Engine. You can download it here, and I strongly recommend it. I'll probably have a post about it up in the next few weeks, but it's a game that deserves to be played before you read about it.

**Interestingly, combos, the backbone of most competitive fighting games, stem from a glitch in Street Fighter II that allowed players to chain moves together. Glitches like these often end up becoming part of high-level gameplay in competitive games, basically allowing the interactions between the rules, and the player's ability to take advantage of them, to trump initial designer intent.

***One of the factors behind the success of Valve's game Portal (besides being excellent), is how well it simulates this feeling. The entire first two-thirds of the game function as a metaphor for the game player, being forced to complete ridiculous, arbitrary tasks by an inflexible machine. The moment where the player breaks free of GLaDOS's control, escapes the fire, and breaks into the "backstage" is an in-design attempt to recreate the same freedom I'm trying to convey in this post. Of course, it's fake freedom... But it talks to the same part of the gamer mind, I think.

Thursday, February 16, 2012

Gunpoint: Where Player Freedom Becomes An Artform


Tom Francis is one of my favorite gaming writers. He works for PC Gamer UK, and has been responsible for some of my favorite features written on the ways players can explore and engage with the games they play.

You can always tell one of Tom's reviews by the glee with which he approaches the subject. They're full of breathless descriptions of bizarre or interesting situations the games let him get into, dumb, fun tricks he's logic'd himself into trying. For instance, take this example from his review of Deus Ex: Human Revolution:

He’s inside gang territory, trying to make it to a door at street level. He decides to use the surprising development of a vending machine falling out of the sky to distract the gangsters, so that he can drop down and get to the door without attracting attention. A sort of pepsi ex machina.

Jensen hurls the vending machine arbitrarily and tumbles off the building after it. His Icarus Landing System kicks in, floating him safely towards the street below in a dazzling ball of golden light. When the vending machine crashes to the ground, the armed gangsters nearby all look at it in surprise. Then they look at the dazzling ball of golden light floating down to land across the street, and they draw their guns.


Francis's critical perspective on games seems fueled not so much by the choices and scenarios that games force on people, but by the ones that they allow. His writing celebrates games like Deus Ex for allowing the player's own mad ideas to be a major factor in their success. As such, it's not surprising that when he decided to design his own game, it became something like an art studio for brilliant works of player creativity.

It works like this: Tom's game, Gunpoint, is a stealth platformer about breaking into buildings without being shot by some EXTREMELY trigger happy guards. The levels are full of interactive elements - light switches, door panels, cameras, alarms. On the surface, these are all on the side of the guards, systems in place to thwart your hero, Conway, from reaching his goal. Except Conway has an ace up his sleeve (also: springs in his pants, but that's neither here nor there): The Crosslinker.


Mousewheel up, and you enter Crosslink mode. All of the details of the level fade into darkness... Except the devices. Those light up like lights on a Christmas tree. And, like a child opening his presents on Christmas morning, you can start to play...

Drag a line from any device to any other to connect them. A light switch will now open a door. A guard walking through a motion sensor will call an elevator to his floor, distracting him. Re-wire a hand-scanner so that, instead of opening the door it's connected to, it activates the scanner on the other side, activating the door in the opposite direction, slamming into the guard and knocking him out. The Crosslinker turns every level into a playground for crazy Rube Goldberg machines and nasty pranks.

The brilliant, compelling thing about this design is how unnecessary most of these tricks are. Gunpoint is built so that brute force is almost always an option; guards can be pounced from behind and knocked unconscious; you can even buy a gun and shoot them dead - although, in keeping with the idea that this is a stealth game, gunshots will quickly summon difficult-to-avoid-snipers at the level exit (although even these can be avoided with enough upgrade points invested in a bullet-deflecting belt). Even when using the Crosslinker, there are a few simple moves (the aforementioned suicide-by-door trick, for instance) that can be used over and over to clear levels... efficiently. You could play it that way.

But most likely, you won't. Instead, you'll sweat, and puzzle, and play, until you've found a convoluted, beautiful solution to your problems. Because you can.

The motivating philosophy behind Gunpoint is, I think, that if you give players freedom, and have faith in them to use it, they will. You don't HAVE to set off a cascade of opening doors, moving elevators, blaring alarms, and darkened hallways that culminates in a man being electrocuted by a light switch. You do it because it is, objectively, awesome. And it is equally awesome that the game allows you to do it, with no scripting or forcing. The only motivating desire is the desire to do something great with the vast, flexible tools provided. It's the difference between "Man, that game just did some awesome stuff," and "Man, I just did some awesome stuff."

It's challenging, refreshing, rewarding. I expect videos of Gunpoint solutions to be a big hit on Youtube (and I'm quietly hoping Francis will implement some basic video-capture elements into the game to make sharing mad, inspired solutions that much easier). Because who doesn't love showing off just how crazy they can be, when someone gives them the chance?


In closing, please enjoy this: Three unscripted, me-designed moments from my most recent Gunpoint playthrough that had me laughing or feeling like a badass. These are, I guess, technically spoilers, but since the whole game is devising your own personal way around obstacles, I don't think it'll hurt to see my approaches.

1) I'm standing at the window of a building. Across a small alleyway stands another building, with a guard, above me, looking out. I'm safe now, but when I move my cursor into the space between the buildings, it turns red, telling me that I'll be seen as soon as I step (or leap) outside. He's in pouncing range, and I've upgraded my leap enough to propel me through the window, but there's no chance I'll cross the distance before he puts a bullet in me. I could shoot HIM, maybe, but I've still got objectives left in the level, and no time to clear them before the sniper shows up, blocking the exit.

I slip into Crosslink mode, look at my options. I'm in luck! The switch behind me is on the same circuit (devices on different circuits can't be linked together, usually) as the lights on his floor. I hook my switch to his lights, exit Crosslink, and flick it. Lights go out, he turns around to turn them back on, and as soon as his back is turned, I pounce, crashing through the window and slamming my fist into his face. Awesome.

2) Problem: I need to get through a door, and there are guards on either side of it. I can't open the door myself, and they'll shoot me on sight. What to do, what to do....

Solution: I've bought a new gadget in the between-mission store: the Longshot. It allows me to, with the expenditure of a power core, Crosslink a guard's gun. I laughed out loud when I saw that. I pull out the Crosslinker. A few tweaks later, and I set a tragedy in motion.

I flick a switch, and the lights on the floor go out. Guard A is the closest to the light switch, but it's on the other side of the door. So he activates the hand-scanner to go through. This activates the door... which activates Guard B's (standing guard further down the hallway on the other side) gun... Guard A crumples to the floor, shot. Guard B stands there, slapping at his gun, wondering why it misfired... as I come up behind him and pounce. Beautiful.

3) There's a Pro on the floor below me. Pros are special types of guards, clad in black suits like high-price bodyguards or Will Smith hunting aliens. Annoyingly, they're much harder to manipulate than their less-professional brethren. They won't follow noises. They won't freeze in place when you point a gun at them. They just shoot you, and then you're dead. Like I said, annoying.

I leap down, crashing through the hallway's plate-glass roof. Quick as lightning, the Pro unholsters his gun, points it at me, pulls the trigger... And the lights go out. The door behind him opens. And, grinning at his misfiring gun... I pounce. It is exceptionally Batman.

Thanks, Longshot.

Gunpoint is still in development. You can follow its progress and sign up to test (which I've been doing for the last nearly-2-years, and highly recommend) at www.gunpointgame.com and on Twitter at @GunpointGame. The game is up for the Audience Choice award at the Independent Games Festival this year, so if what you've read here (and on Tom's blog) sounds interesting, consider voting for it here: http://igf.com/audience.php
Voting ends Sunday 2/19.