I'm A Banana
Potassium-Rich
Recently, at the SXSW conference, Will Wright, creator of SimCity, the Sims, Fable (NOT FABLE! I loose my nerd liscence!), and a host of other fairly innovative games, talked about the tension between story and game. I thought it echoed very clearly the tightrope balance act between a story's railroad chain gang and a game's open-ended flatness done in most D&D games, and can probably reveal a few new ways to play the same old game.
The bulk of it is here, but I'll tease out some cool points for discussion below. I'll hide 'em behind a spoiler block so that you don't have to look at a HUGE first post if you just want to spout off your .02.
[sblock]
Very true. There's a lot of tight control in storytelling (especially cinematic storytelling). That's part of what makes it artistic, a vehicle to convey a certain meaning or vision. A story can only have that sort of artistic merit if it *is* controlled. The less control you have, the more varied the tone will be, and the less effective it will be at communicating your vision. Think of what happens when you, as a DM, design your world -- you're telling the players a story of their history and their past and their setting, and you have total control over that, your vision is delivered to them. Similarly, when a player designs a character, they're telling you what their history and past and such is. The "game" seems to take place when these creations, these little mini works of art, collide.
Likewise, in D&D: if you take control away from a player, they become railroaded. If you took control away from the DM, the world would become quite narrow, and would lack a true sense of independent existence.
The Resurrection Problem in a nutshell. It's quite flat if you get up and try again until you win, but it's also robbing the players of part of their freedom to play a game when you can't.
This seems *really* key to me. The game more directly acts on the players. You can feel pride over your accomplishments in a game; in a story, you can't feel pride. You can feel excitement over someone else's accomplishments, but you don't *own* the emotion. You can feel guilt in a game, in choosing to commit an action that makes you feel bad. You can't feel guilty in a movie -- it's someone else doing the action, and you're just watching it.
The Delightful Unexpected! You can't start a narrative without knowing where it's going to end (or at least knowing who the BBEG is), but you can't play a game with a pre-determined outcome and still feel like you've really got the freedom that a game allows.
This is a cool idea. "Gamelike movies" that challenge the audience to solve their puzzles blur the line. I'd assume "movielike games" that largely direct the player while allowing for a few key choices at important junctures (like many 1-player CRPGs) hit it on the other side. And the idea of skipping over the hard parts goes against the reward/punishment scheme of games, but embraces what D&D designers referred to as the nuclear waste zones of the rules that people avoid. People avoid using grapple rules because they're complicated -- we skip them. In D&D, we make up house rules.
...he goes to talk about Gated stories (do what you want, find the key, move on to the next part) and Branching stories (do what you want, it'll lead to the next part, but all this stuff I made is useless on the side). I find that I'm DMing a lot in the Gated story style, with minor points that Branch. My PC's do whatever they want in their playground, but talking to NPC X will get them closer to the nefarious plot. Branching seems to be what a lot of DM's do, a sort of "sandbox" approach where the PC's are plunked down in a setting, pick a path, and run with it. The problem with my approach is that it can lead to railroading. The problem with the other approach is that it can lead to a lot of wasted effort on nefarious plots that never get picked up on.
...and then he mentions this:
...which I'm not sure I totally wrap my head around yet. He says that it's like players building their stories from the building blocks of their world. Which would mean, as a DM, that you would only construct the world as the players requested it of you. You wouldn't create anything until the players hinted that they wanted it. You wouldn't make a setting for adventure, you'd have a party, say an elf warrior, a dwarf wizard, and a human rogue, and that party would inform your setting: it has elves, dwarves, and humans; warriors, wizards, and rogues.
Substitute "the masses" with "the PC's" here. The DM's participate in this too, creating their own bits and pieces and having PC's adhere to them.
Unintentional = The PC's latch onto a particular throwaway NPC, for instance. Or grow to love a particular item through sheer luck.
Subversive = The Ultimate Build, finding rules holes and exploits and running with them.
Expressive = how the PC's elaborate on their own characters. "This set of numbers has a world, a life, a personality beyond what he's doing here for this adventure."
Again, that idea to allow the PC's to construct the world they play in (of course, twisted through the DM/Computer's own imagination). Though this part is more relevant for Computer Games, and has been being done for years in D&D, the idea is that we see what the players want their character's story to be, and we play to that. The elf warrior says he's an outcast from a super-religious society, so he wants a glorious story of his struggle to prove himself right. The dwarf wizard is researching a great machine for destroying the goblins, so he wants a tale of discovery, of knowledge, and of secret (and dangerous) lore. The human rogue is just out for #1 and only wants to be the richest girl in the land, so she wants a story of derring-do, of fabulous wealth, and of getting in over her head (only to narrowly escape!)
The DM's job, then, becomes to weave these tales together into a setting and a story, rather than trying to fit these stories into his own prefab universe (or ignoring the stories altogether and making the party go his way or not providing enough hooks for these stories-to-be-told).
Again, he seems to be slightly preaching to the D&D-choir: we've been creating content since the 70s, and the better tools (rules) we have, the better our content. What hasn't been happening as much is the PC's creating the rules for the game, and the DM (or game system) simply being there as a way to weave it all together.
This pretty much states what I think a really really good game of D&D would achieve in the PC party: the entire world is there for your enjoyment. To project your characters onto.
It could also be what a rules system is like for an ideal TRPG: it's there for you to project your scenes onto.
There ya go. The Ideal D&D Game. An amplifier for imagination.
[/sblock]
To do a quick summary: Will Wright is kind of advocating what D&D does for groups (allows the players to project their imagination into the world and then to play around with it responding to what they want rather than confining them to a set pattern) to be done in computer games.
What I've learned: Is it possible to have a DM so good at doing this that he only responds to what the PC party asks of him? In other words, the DM doesn't create a world and allow the players to play in it: the players give the DM instructions on how to create the world, the DM runs them through his own ringer, and out pops the entirety of a D&D campaign.
The bulk of it is here, but I'll tease out some cool points for discussion below. I'll hide 'em behind a spoiler block so that you don't have to look at a HUGE first post if you just want to spout off your .02.

[sblock]
Will Wright said:Story causes a chain and conveys it to a viewer... a story’s all about the chain of events, very linear, unchanging, you’ve all seen the same version of Star Wars.
Very true. There's a lot of tight control in storytelling (especially cinematic storytelling). That's part of what makes it artistic, a vehicle to convey a certain meaning or vision. A story can only have that sort of artistic merit if it *is* controlled. The less control you have, the more varied the tone will be, and the less effective it will be at communicating your vision. Think of what happens when you, as a DM, design your world -- you're telling the players a story of their history and their past and their setting, and you have total control over that, your vision is delivered to them. Similarly, when a player designs a character, they're telling you what their history and past and such is. The "game" seems to take place when these creations, these little mini works of art, collide.
But games are very open ended. Also, movies are primarily visual. Games are primarily interactive. So when we take away the control from a player, we’re taking away the most important thing from them. It’s like going to the movies and showing a blank screen...
Likewise, in D&D: if you take control away from a player, they become railroaded. If you took control away from the DM, the world would become quite narrow, and would lack a true sense of independent existence.
It’s because of the POV. When you’re telling a story in a movie, it’s from a chosen POV, it’s all controlled, but games, games look like this [screen of wiggles and randoms]. You go up here, you lose, so you go back to the beginning. Over here, you lose, try here. Back to the beginning. So movies are far more compelling than interactive drama, because interactive drama is quite flat.
The Resurrection Problem in a nutshell. It's quite flat if you get up and try again until you win, but it's also robbing the players of part of their freedom to play a game when you can't.
But empathy is really important to me. Movies have these wonderful things called actors, which are like emotional avatars, and you kinda feel what they’re feeling, it’s very effective. Films have a rich emotional palette because they have actors. Games often appeal to the reptilian brain – fear, action – but they have a different emotional palette. There are things you feel in games - like pride, accomplishment, guilt even! – that you’ll never feel in a movie. I felt so bad about beating my creature to death in Black & White.
This seems *really* key to me. The game more directly acts on the players. You can feel pride over your accomplishments in a game; in a story, you can't feel pride. You can feel excitement over someone else's accomplishments, but you don't *own* the emotion. You can feel guilt in a game, in choosing to commit an action that makes you feel bad. You can't feel guilty in a movie -- it's someone else doing the action, and you're just watching it.
One of the fundamental things I’ve found as an interactive storyteller is that in linear stories the director knows the future. He or she knows the minor details that are important to present to you. But we [interactive storytellers] don’t know those things. Ours are chaotic systems. Very minor initial conditions can lead to wide-ranging end conditions.
The Delightful Unexpected! You can't start a narrative without knowing where it's going to end (or at least knowing who the BBEG is), but you can't play a game with a pre-determined outcome and still feel like you've really got the freedom that a game allows.
Memento is really interesting causal change. As events unfolded, each point caused you to re-evaluate what happened before. You had to reconstruct what happened – it’s like a puzzle game. One of my favourite gamelike movies is Groundhog Day. You have this sequence, and then... it’s back to the beginning. And it happens again. And again. It was a really interesting example of the director knowing the future as well as the past. Every day you’d seen the differences... you’d cover an eternity of experience.
This is something we really should be doing with games, if a player has failed on the same miserable level three times in a row, shouldn’t we let them skip that level?
This is a cool idea. "Gamelike movies" that challenge the audience to solve their puzzles blur the line. I'd assume "movielike games" that largely direct the player while allowing for a few key choices at important junctures (like many 1-player CRPGs) hit it on the other side. And the idea of skipping over the hard parts goes against the reward/punishment scheme of games, but embraces what D&D designers referred to as the nuclear waste zones of the rules that people avoid. People avoid using grapple rules because they're complicated -- we skip them. In D&D, we make up house rules.
...he goes to talk about Gated stories (do what you want, find the key, move on to the next part) and Branching stories (do what you want, it'll lead to the next part, but all this stuff I made is useless on the side). I find that I'm DMing a lot in the Gated story style, with minor points that Branch. My PC's do whatever they want in their playground, but talking to NPC X will get them closer to the nefarious plot. Branching seems to be what a lot of DM's do, a sort of "sandbox" approach where the PC's are plunked down in a setting, pick a path, and run with it. The problem with my approach is that it can lead to railroading. The problem with the other approach is that it can lead to a lot of wasted effort on nefarious plots that never get picked up on.
...and then he mentions this:
Here’s an interesting version I want to present to you: Generated. You have story fragments, with triggers... you can put them together like Legos, and form a story over time. It sort of makes causal sense. It’s a form of procedural storytelling.
...which I'm not sure I totally wrap my head around yet. He says that it's like players building their stories from the building blocks of their world. Which would mean, as a DM, that you would only construct the world as the players requested it of you. You wouldn't create anything until the players hinted that they wanted it. You wouldn't make a setting for adventure, you'd have a party, say an elf warrior, a dwarf wizard, and a human rogue, and that party would inform your setting: it has elves, dwarves, and humans; warriors, wizards, and rogues.
So I think we are looking at technology as player-centered rather than broadcast-centered... the masses are creating their own cool stuff and they share it around with each other
Substitute "the masses" with "the PC's" here. The DM's participate in this too, creating their own bits and pieces and having PC's adhere to them.
Players invariably come up with stories about what they did in games. They’re never describing a cut scene. I categorise these as Unintentional, Subversive and Expressive.
Unintentional is when a player comes up and finds a bug, and they make a back story.
(e.g. spontaneous combustion in early versions of The Sims).
Unintentional = The PC's latch onto a particular throwaway NPC, for instance. Or grow to love a particular item through sheer luck.
Subversive are where players are trying to push the envelope in different directions, exploits and cheats, etc. In Battlefield ‘42 you get coordinated cheat activities done as a group, filmed by players and uploaded.
Subversive = The Ultimate Build, finding rules holes and exploits and running with them.
Expressive are more like what we see in The Sims where players have an intentional message. Here’s GTA: I spent my entire time creating a character, a semi homeless person hanging out with my homeboys and doing tricks on my bike. The Sims... people started playing it, and they’d be verbalizing the story as they played it. They were reducing it to a linear story - so we put up a web page for them to upload these stories, and we ended up with hundreds of thousands of them. Players became performers. The game became a storytelling tool. People were writing their own ‘levels’. Machinima takes it even further.
Expressive = how the PC's elaborate on their own characters. "This set of numbers has a world, a life, a personality beyond what he's doing here for this adventure."
It’s about listening to the player stories; those are the ones they care about....You can have the computer understand, “Oh I see, this is a boy meets girl story”, etc. If we know what the goal states are, we can present dramatic obstacles, things to amplify the drama. The whole thing comes down to an epic struggle, perhaps. If we can parse the players intended story, we can change the lighting, the music... the events! If it’s a horror story, we can add spooky music... we can add zombies. Maybe we drive events to clarify a story, and then actually you’ve created a movie. I think this [generative power] might happen by observing lots of parallel players and pulling the data out of that.
Again, that idea to allow the PC's to construct the world they play in (of course, twisted through the DM/Computer's own imagination). Though this part is more relevant for Computer Games, and has been being done for years in D&D, the idea is that we see what the players want their character's story to be, and we play to that. The elf warrior says he's an outcast from a super-religious society, so he wants a glorious story of his struggle to prove himself right. The dwarf wizard is researching a great machine for destroying the goblins, so he wants a tale of discovery, of knowledge, and of secret (and dangerous) lore. The human rogue is just out for #1 and only wants to be the richest girl in the land, so she wants a story of derring-do, of fabulous wealth, and of getting in over her head (only to narrowly escape!)
The DM's job, then, becomes to weave these tales together into a setting and a story, rather than trying to fit these stories into his own prefab universe (or ignoring the stories altogether and making the party go his way or not providing enough hooks for these stories-to-be-told).
Players love making content in games. We’ve been riding that wave a lot. They love sharing and collecting content. Some people love just organising it. The power of that collective effort is amazing. You’re seeing this on social network sites. But most of the content is not so good, and a smaller percentage is great, but as we give them better and better tools, we’ll increase the quality of what they’re doing.
Again, he seems to be slightly preaching to the D&D-choir: we've been creating content since the 70s, and the better tools (rules) we have, the better our content. What hasn't been happening as much is the PC's creating the rules for the game, and the DM (or game system) simply being there as a way to weave it all together.
So in some sense the entire planet is a toy.
This pretty much states what I think a really really good game of D&D would achieve in the PC party: the entire world is there for your enjoyment. To project your characters onto.
It could also be what a rules system is like for an ideal TRPG: it's there for you to project your scenes onto.
This is a very powerful thing, an amplifier for imagination.
There ya go. The Ideal D&D Game. An amplifier for imagination.

[/sblock]
To do a quick summary: Will Wright is kind of advocating what D&D does for groups (allows the players to project their imagination into the world and then to play around with it responding to what they want rather than confining them to a set pattern) to be done in computer games.
What I've learned: Is it possible to have a DM so good at doing this that he only responds to what the PC party asks of him? In other words, the DM doesn't create a world and allow the players to play in it: the players give the DM instructions on how to create the world, the DM runs them through his own ringer, and out pops the entirety of a D&D campaign.
Last edited: