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The Vanishing of Ethan Carter - ludonarrative dissonance begone

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
MORE CHMIELARZ: http://www.gamasutra.com/blogs/Adri..._NextGeneration_Will_Change_Games_Forever.php

Warning: includes flagrant abuse of the word "metaphor".


Why the Next-Generation Will Change Games Forever

Thanks to the next-gen hardware of all kinds, we will change the way we design games. Not necessarily because we will want to, but simply because we will have to.

All thanks to a little devil I call sim-toy dissonance.

Imagine a song you love. The better the sound system you listen to the song on, the more pleasure you can get from listening to the song. Suddenly the song opens up, the bass is meatier, and you can hear the extra instruments or every word of the lyrics. It’s still the same song, but better.

When you can hear it exactly the way its creator heard it, it’s a sonic nirvana.

sonic_nirvana.jpg


Yeah, not so much with games.

When the game mechanics (the song) stay the same, but everything else - audio, visuals, story-telling, etc. (the fidelity of the song) - gets better, the game suffers.

I call it the sim-toy dissonance. BECAUSE I CAN.

(Not that there cannot be a better term. I did ask around:)

andy_durdin.jpg


I have finished two big games lately: Bioshock Infinite and Tomb Raider. I was surprised how much I was bothered by the gaminess aspect of these games. From that perspective, Tomb Raider was a much better experience, but still, it was not free of the gaminess pollution.

“Really, Lara? Ammo packs in old, forgotten temples don’t weird you out?”

“Really, Lara? Your skin turns bullet-proof when you’re executing finishers on barely alive enemies?”

“Really, Lara? Setting things on fire annihilates them in a manner of second?”

I enjoyed the game a lot, and to me it’s the best game of this year’s first quarter – but the gaminess did bother me a little.

I just blamed it on the fact I’ve recently got a brain rewiring, and that I cannot disable the game designer mode when I play the games of others – and I moved on.

But then a friend recommended that I played LEGO: Lord of the Rings.

lego_lotr.jpg


I wasn’t quite sure about the idea, but he promised me it looked incredible in 3D, so I went for it.

Yes, it does look glorious in 3D, but I’ve noticed two much more important things:

1. The game is gamey like hell.

2. The game is deeply fun, engaging, immersive.

Not only I could not care less that the game was gamey, I have embraced it. I was both immersed and engaged, but I also giggled bringing plants to life with my magic little shovel, and felt immense pleasure smashing shit and collecting coins.

Let me run this by you again. I felt pleasure collecting coins. As you maybe know, I hate collecting coins.

I assume my “sim-toy dissonance” becomes clearer now. The more the game is a toy, the more we enjoy its gaminess. The more the game is a sim, the less we enjoy its gaminess.

I keep throwing “sim”, “toy”, “gamey” and “gaminess” around. What the hell?

I assume that the ultimate form of action-adventure gaming is a perfect VR simulation. Like in Matrix, just, you know, not evil. This is what I call a “sim”. We plug ourselves into a device, and other than the fact we know it’s all not real, it all feels real, like we’re living a different, more exciting life.

head_plug.jpg


The "toy" is the opposite of that: an old school game that no element of which can be confused with a VR simulation, neither in gameplay nor in presentation. Toy is to sim what Rubik's Cube is to Matrix.

But hey, Matrix is not going to happen anyway for a long, long time, right?

So until that happens, we need metaphors. Every form of art uses its own set of metaphors, and gaming is no different.

For example, a death in a video game is a game metaphor for a setback. The crosshair in the middle of the screen is a game metaphor for a gunsight. Screen going red is a game metaphor for being wounded.

duty_calls_bloody_screen.jpg


We use game metaphors to translate life to the language of video games. This is such a vast topic, that one more time let me say that on this here blog I am focusing exclusively on single player action-adventures, the point of which is an escapist experience of adventuring in a different reality.

Now, game metaphors can be a little bit abstract (stamina meter in games is a pretty good metaphor for a real life stamina), or heavily abstract (regenerating health in a video game can be considered a symbol of courage, hope, drive or willpower).

So by “gamey” or “gaminess” I mean game metaphors that are the result of turning life into a video game. Note that this is not exactly the same thing as game mechanics. Not having to take a leak every now and then in a shooter is not game mechanics, it’s a game metaphor for a more exciting, less cumbersome life. So game mechanics are actually just a part of the dictionary we use when translating life to a game.

With this in mind, the full description of the sim-toy dissonance is: the more abstract the game metaphors get while the rest of the game goes towards trying to be a perfect sim, the less we enjoy the experience.

And in human language?

You want your game to be full of mad happy gaminess? Make sure that it’s all cohesively abstract or anti-sim. Make your heroes out of Lego blocks (e.g. Lego game series). Use a visual style that resembles a painting (e.g. Braid, Bastion). Go for the pixel art (e.g. Kentucky Route Zero).

braid.jpg


But if you want people to buy into your next-gen high-fi action adventure? Unless you have a darned good, plausible explanation for them, drop weapon wheels, regenerating health, and the audio logs. Because no, people don’t record their most intimate moments on thirty identical voice recorders and drop them in random places. That game metaphor of discovery and knowledge is too abstract.

Old game metaphors are dying, and we’re in a desperate need of a new dictionary.

By the end of this generation, people started to notice the sim-toy dissonance. Is Nathan Drake a mass murderer? Why is no one else but me using Vigors in Columbia? How come that Serra fell, when just one squad of Gears is able to kill thousands of Locust?

We woke the public up with our mo-capped facial animations, pixel shaders and characters they care about. The public will not go back to sleep. The power of the next-generation of both software and hardware tech combined with the crazy skills of the best studios will not allow that to happen.

ue_samaritan.jpg


And if we don’t come through with new or at least heavily improved set of game metaphors, our next-gen extravaganzas will be like that rock song that sounded great in a bar, but when we bought it and played it on our home hi-fi, it turned out that the lyrics are as silly as Justin Bieber talking about Anne Frank.

It’s time.

And it’s going to be very, very hard. Before we figure this out, we’re going to live in a world of pain and misery. We won’t really know what to do just as it took movies some time to figure out what to do with the sound.

But it will happen, and it has to happen. With the next-gen, our games are only going to get better – with better writing, better visuals, better audio – and continue their journey towards being a perfect sim, blurring the line between gameplay and narrative. If our game designs do not follow, our games will suffer.

The next-generation of game design. Whether we like it or not, it is coming.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
Fucking assholes I don't want art I want a video game that I can play after work.
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,121
Get the feeling he wants a world awash with QTE driven gameplay, or something. Either way, I keep thinking he's high when reading that.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,395
Infinitron stop killing me, man! I can't stand anymore!! Really funny how he avoids a very important part here: with better writing, better visuals, better audio
 

Vicissitudes

Augur
Patron
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Messages
158
"I call it the Citizen Kane of gaming," he says. "It's a really boring movie that's incredibly important for movies.

Oh hell no, fuck this guy. No wonder it was boring for a guy who worked on Bulletstorm, Painkiller, Bears of War, Necrovision.. why a guy at his public status can say something so fucking ridiculous and not get any shit thrown in his face.. I'm so fucking ashamed of this country on so many occasions and shit like this only assures me that I have to emigrate out of here ASAP.. I mean c'mon - even Kieslowski said in his autobiography that he watched Citizen Kane over 100 times and Orson's excellence and brilliance at 25 was something that he knew he won't achieve in his entire life.. Maybe he thinks Kieslowski was boring too.
 

Borelli

Arcane
Joined
Dec 5, 2012
Messages
1,268
Adrian Chmielarz made some nice adventure games and Gorky 17,
Holy shit this guy made Gorky 17? Truly how the mighty have fallen.
I take solace in the fact that americans devs probably don't know where Poland is so they will ignore what this guy has to say(bet they can't even pronounce his name).
 

felipepepe

Codex's Heretic
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Messages
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Terra da Garoa
He seems like selling himself very bad, like expecting some suits to read the article (HUEHUEHUE) and them hire him as project director of a new "innovative project" (HWEUEHIUHEDHWIEUDHWIUEHDIUWHEDUHWEUDH).

I'm not against a deluded retard showing the world how deluded and retarded he is, but why the hell people give him voice and space?
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Infinitron stop killing me, man! I can't stand anymore!! Really funny how he avoids a very important part here:with better writing, better visuals, better audio


The latest article posted by Infinitron has a few points...

I think it's true that the problem of "ludo-narrative dissonance", to some degree, stems from the disparity between abstraction and realism.
The more abstract a game is, the more shit it can get away with, the more realistic it tries to be, the more do the parts stand out where it isn't.

That's the lessons to be learned from the issue. If you want to make a game ever more realistic in every aspect except the actual gameplay, then you shouldn't wonder when people start bashing it for the gap between the pretended story and the actual game.


E.g. Serious Sam 3. Relatively advanced visuals, yet so completely over the top and obviously unreal, that you have no problem accepting the stuff that happens in the game.
And it doesn't even have any story/writing worth mentioning - it's just an arcade-fps and that's all it tries to be.

I doubt it's necessary to get all pretentious over it and start theorizing about games as a form of art just to come to this conclusion or to find an answer, though.
For that it should already be enough to come up with a clear, central theme or idea, stay with it - and most importantly not to go in one direction with the story and/or setting, but in a totally different direction with the gameplay.
 
Unwanted

jcd

Punished JCD
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Wirdschowerdn

Ph.D. in World Saving
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Fucking assholes I don't want art I want a video game that I can play after work.

It's too late man. The bullshit-artfags took over the industry.
Artfags vs dudebros, wich faction will you choose?

Skilled artists and craftsmen who have a pragmatic and professional view about what they're trying to accomplish. Aka neither Artfags nor dudebros. But maybe a little bit dudebros.
 

Kirtai

Augur
Joined
Sep 8, 2012
Messages
1,124
It's like the entire genre of pnc adventure games don't exist.
Of course not. The vast majority of people in any area of computing doesn't know a damn thing about what came before them. It's like history doesn't exist before whatever they grew up with, and it's not just games that get this treatment.
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Adrian Chmielarz made some nice adventure games and Gorky 17,
Holy shit this guy made Gorky 17? Truly how the mighty have fallen.
I take solace in the fact that americans devs probably don't know where Poland is so they will ignore what this guy has to say(bet they can't even pronounce his name).

http://www.youtube.com/watch?v=zzVwQL-BU5I

Game design and original concept. Now he wouldn't even consider making such game :lol:.


When the game mechanics (the song) stay the same, but everything else - audio, visuals, story-telling, etc. (the fidelity of the song) - gets better, the game suffers.

The game mechanics in new games are butchered in mechanics part.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
The latest article posted by Infinitron has a few points...

I think it's true that the problem of "ludo-narrative dissonance", to some degree, stems from the disparity between abstraction and realism.
The more abstract a game is, the more shit it can get away with, the more realistic it tries to be, the more do the parts stand out where it isn't.

Yup, that's a point I can see. In the shooters of old, it was always clear you are in a game, given the level of abstraction. Finding ammo or money in corners wasn't anything to spend any thought about, it was a game. Now that games look more and more realistic, elements like this stick out like a sore thumb. The dissonance between stories that cater to modern political correctness sensibilities and gameplay that is basically nothing like a killing rampage gets also more obvious. I'm sure he is right here. I'm not so sure about his solution.

I guess I have a similar stance towards TV. I notice that I mostly watch cartoon shows. They are mostly intentionally "stupid" (exaggerate or turn reality upside down), which is fine, while I can't stand the stupidity of most "realistic" TV shows (of course there are exceptions).
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
I want games that actually make use of the fact that they are games instead of pretending to be movies.

Why can't I have that?
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
But having an art form, if we call it that, actually use its own strengths to be artful is a serious thing.

Wanting games to be movies is like wanting books to be like movies or paintings to be like movies. It just doesn't work.
 

Blaine

Cis-Het Oppressor
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Messages
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Grab the Codex by the pussy
Fuck, this is the guy who made Painkiller. How the mighty have fallen...

You mean the game where you're funneled into one uninteresting square box after another to shoot hordes of the same one or two enemies, and you're not allowed to leave until they're all dead?

I hated that game.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,388
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Flowery Land
Oh boy! Another idiot who doesn't realize Citizen Kain is praised for being a huge technical achievement, creating many of the techniques that are now common place in movies (like the use of make up to have the same actor portray a character at different ages) and critics actually find its pacing horrible among other flaws.
 

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
Adrian Chmielarz's Twitter said:
Yes, yes, and yes. Precisely nine years ago @JanetMurray said these words about video games: http://i.imgur.com/JFMHPza.jpg

This guy's working so furiously to convince himself and the world that he's terribly sophisticated, it's almost adorable.

Adrian Chmielarz's Twitter said:
@rhipratchett No pressure, right? :) Thanks - and congrats for Tomb Raider, the best AAA so far this year.

:lol:
 

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