Showing posts with label Dreams. Show all posts
Showing posts with label Dreams. Show all posts

Sunday, 13 May 2012

How I made my monster - Part 2

Thus it was all change on my next project, an animated drama called Dilemmas in which the lead character narrated her life and occasionally turned to look out of the fourth wall to ask your advice. You could earn her trust (by showing that you understood her and knew which suggestions would work for her) and her friendship (by showing you were in tune with her). The overall plotline didn’t alter drastically, but the subtle variations were what mattered. Did Cathy get a lost gold pen back by standing up for herself or by lying? She’d walk away from that with very different feelings – about herself and about you – depending on the advice you gave.

But who are “you” in an interactive story like that? I deliberately didn’t want to define it. You’re Cathy’s imaginary friend? Her conscience? It doesn’t matter. You’re you, the viewer, the same you that Michael Caine addresses in Alfie, or John Cusack in High Fidelity. The effect is to draw you right alongside the character, with the added benefit that you don’t have to know any Crimean marching songs. You are most emphatically not a “player-character”.

I applied this model of interactivity in various other projects, including the Sims-type PC game I designed for Microsoft at Elixir Studios, and in a Law and Order Xbox game for the American Film Institute’s digital content lab in 2006:
Characters learn whether to trust the player. This occurs in the context of adventure-type gameplay, either when advising the character what to do or when interrogating a character. Advice that goes against a character’s nature or that turns out to have a bad effect will cost you trust. You might get to a point where Detective Stabler has found some evidence but he won’t show it to you. So if that happened you’d have to find a way to earn back Stabler’s trust.
Around 2009, Jamie Thomson and I started thinking about what we could do with our old gamebooks as apps. Pretty quickly, we realized that apps were a game-changer because we could pack all the nerdy stuff like hit points and inventory under the hood. A few minutes later, we realized that meant that the most interesting things we could do would be all-new gamebooks, where the variables wouldn't be hit points at all, but things like trust and compassion. We could write gamebooks that weren’t games any more but could now legitimately be called interactive literature.

(As an aside: why “interactive literature” not “interactive fiction”? Because I’m talking about books, while fiction includes TV, movies, comics, plays.)

Okay, so all that remained was to get a publisher interested. Read that last sentence as dripping with irony – I had about two years’ worth of publisher meetings with Spark Furnace’s long-suffering but indefatigable agent, Piers Blofeld. We pitched the idea of ghostwriting digital books for brand name authors, of interactive nonfiction, and original interactive novels to be released in serial form. Finally, in July 2011, I met with Michael Bhaskar at Profile Books and unveiled my plan for rewriting classic novels in interactive form:
There are two options for handling the interactivity. The traditional gamebook style is second person: “Tongues of flame dart round the bed: the curtains are on fire. In the midst of blaze and vapour, Mr. Rochester lies stretched motionless, in deep sleep. Do you try to wake him ●, call for help ●, or attempt to extinguish the flames ●?” Alternatively there’s a first person approach, which I favour, in which the narrator asks the reader for advice. This lends itself especially to epistolary novels: “‘Can it be that the count sleeps when others wake, that he may be awake while they sleep? If I could only get into his room! But there is no possible way. The door is always locked. Unless – Mina, dare I attempt to climb the castle wall, as I have seen him do, and enter by his window?’ Yes ● or no ● ?”
The concluding part of the making of the Frankenstein book app is on Wednesday.

Friday, 20 April 2012

When a character asks you for advice

About ten years ago, Leo and I developed a show called Dilemmas for Flextech. It was an interactive cartoon for 9-12 year-olds featuring a teenager called Cathy who would often break the fourth wall by turning to ask the viewer for advice.

Dilemmas arose out of adventure games, but it always bothered me the way those games would focus on things like how to stack up the crates in the right order to reach the rope that you could tie to the hook... You know, puzzle stuff. It treats a story as a problem to be solved. The really interesting choices in a story are the personal ones: white lies, temptations, keeping your promises, letting down a friend, etc.

Not that Dilemmas was about picking the right moral path. That's just another kind of puzzle: "Well done, you score 20 Niceness Points". Instead, in Dilemmas, you had to build a relationship with Cathy. She would almost always take your advice (unless it was really dumb) but the outcome often depended on how well you knew her. Things could go badly wrong if you hadn't judged the course of action that suited her best. She was actually quite an effective liar, for example - so suggesting the fast-talk option often worked. But she didn't always feel good about lying, and that would have an effect too.

Some of the outcomes might appear better or worse, but the important thing was that whatever you suggested for Cathy to do, you'd get a story. There was no fail-and-start-again stuff like in a game. And she remembered the advice you gave her, and whether it got her into trouble, so there was that sense of advising a friend rather than steering a puppet-like character through the hoops of a plot. Over time, you could earn Cathy's trust and then she'd open up to you more.

As I said, Dilemmas was targeted at 9-12 year old girls - not, in 2001, considered a very big potential games market. And it suited a style of play where a bunch of viewers would sit watching on the sofa, calling out suggestions or letting Cathy get increasingly impatient till she did something off her own bat. Back then, not a chance. Flextech asked us to work on a steampunk thing called Dr Mysterio instead. But I always liked the idea of interacting as confidant to the lead character, and in the end I got to use it in a very different kind of story: Frankenstein.

The images above are not from Dilemmas, however, but from the game I designed at Elixir Studios, Dreams. That too was about making relationships with the characters. Our design motto was: "This is my town. These are my friends. Here are our stories." And the scene here (a snippet from a longer story arc involving a love triangle that you could nudge, chivvy along and generally meddle in) is not a faked-up sequence; it was a genuine, working part of the game. More about Dreams next time.