Friday, April 17, 2009

Braid: Epilogue and Star Discussion

Here's the text.[1] I've used smaller bars to denote the "hidden" text, with larger bars separating books:
The boy called for the girl to follow him, and he took her hand. He would protect her; they would make their way through this oppressive castle, fighting off the creatures made of smoke and doubt, escaping to a life of freedom.
The boy wanted to protect the girl. He held her hand, or put his arm around her shoulders in a walking embrace, to help her feel supported and close to him amid the impersonal throngs of Manhattan. They turned and made their way toward the Canal St. subway station, and he picked a path through the jostling crowd."

His arm weighed upon her shoulders, felt constrictive around her neck. "You're burdening me with your ridiculous need," she said. Or, she said: "You're going the wrong way and you're pulling me with you." In another time, another place, she said: "Stop yanking on my arm; you're hurting me!"

He worked his ruler and his compass. He inferred. He deduced. He scrutinized the fall of an apple, the twisting of metal orbs hanging from a thread. He was searching for the Princess, and he would not stop until he found her, for he was hungry. He cut rats into pieces to examine their brains, implanted tungsten posts into the skulls of water-starved monkeys.

Ghostly, she stood in front of him and looked into his eyes. "I am here," she said. "I am here. I want to touch you." She pleaded: "Look at me!" But he would not see her; he only knew how to look at the outside of things.

He scrutinized the fall of an apple, the twisting of metal orbs hanging from a thread. Through these clues he would find the Princess, see her face. After an especially fervent night of tinkering, he kneeled behind a bunker in the desert; he held a piece of welder's glass up to his eyes and waited.

On that moment hung eternity. Time stood still. Space contracted to a pinpoint. It was as though the earth had opened and the skies split. One felt as though he had been privileged to witness the Birth of the World...[1]

Someone near him said: "It worked."

Someone else said: "Now we are all sons of bitches."

She stood tall and majestic. She radiated fury. She shouted: "Who has disturbed me?" But then, anger expelled, she felt the sadness beneath; she let her breath fall softly, like a sigh, like ashes floating gently on the wind.

She couldn't understand why he chose to flirt so closely with the death of the world.

The candy store. Everything he wanted was on the opposite side of that pane of glass. The store was decorated in bright colors, and the scents wafting out drove him crazy. He tried to rush for the door, or just get closer to the glass, but he couldn't. She held him back with great strength. Why would she hold him back? How might he break free of her grasp? He considered violence.

They had been here before on their daily walks. She didn't mind his screams and his shrieks, to the way he yanked painfully on her braid to make her stop. He was too little to know better.

She picked him up and hugged him: "No, baby," she said. He was shaking. She followed his gaze toward treats sitting on pillows behind the glass: the chocolate bar and the magnetic monopole, the It-From-Bit and the Ethical Calculus; and so many other things, deeper inside. "Maybe when you're older, baby," she whispered, setting him back on his feet and leading him home, "Maybe when you're older."

Every day thereafter, as before, she always walked him on a route that passed in front of the candy store.
He cannot say he understood all of this. Possibly he's more confused now than ever. But all these moments he's contemplated--something has occurred. The moments feel substantial in his mind, like stones. Kneeling, reaching down toward the closest one, running his hand across it, he finds it smooth, and slightly cold.

He tests the stone's weight; he finds he can lift it, and the others too. He can fit them together to create a foundation, and embankment, a castle.

To build a castle of appropriate size, he will need a great many stones. But what he's got, now, feels like an acceptable start.
Since Tim's perceptions were re-calibrated at the end of World 1, things work a bit differently. For starters, there are now not only green books (which no longer display text), but also red books (which display two sets of text each). The green books, in fact, now actively reduce knowledge, as they close any open red books.

Red books do double-duty. If the player "hides" Tim behind a screen element (such as a rock), a female vocal tone is played and the text changes. The revealed text is written in italics above. After all this about self-refection (which continues in the texts), it's interesting that players get to see more information when Tim is (quite literally) out of the picture.

That's really all there is to the gameplay of this section. The stars provide more gameplay, so I'll spend some time on those as well.

Throughout the game are scattered the dim outlines of eight star shapes. The player can choose to collect these in order to change the ending in world 1-4. Frankly, I'm not a completionist gamer. Such dedication to a victory beyond beating the game tends to trouble me. I have, however, looked into walk-through text and video explaining how each star can be obtained.

Bluntly, a two-hour process almost entirely comprised of waiting seems more than simply unappealing. It seems a clear indication of irrational pursuit of a goal on the part of the player. I'd dismiss this as personal opinion if the rest of the story weren't so focused on obsession and regret. One star (World 3) isn't attainable if the player has already assembled the puzzle pieces, which seems to turn my feelings around on themselves and cast those who don't get distracted by stars as the true zealots. I'll leave it for the reader to decide who's less emotionally healthy, but the same issues of obsession/focus and reflection/regret are at play in either case.

There is a star-collecting dynamic beyond changing the ending. The collected stars form the constellation Andromeda. I've been down the rabbit hole of trying to interpret that, but I'm not sure I came up with anything beyond the obvious "damsel in distress" stuff, and that falls outside the purview of this series anyway.

1I transcribed this as best I could, but there may be some typos. It was struggle enough not to change the punctuation and capitalization to fit AP style. :)

Unrelated notes and errata:

The block colors correspond to worlds (a decent key to them can be found in the ladder.) Is there meaning in the arrangement of the blocks (as levels)?

Does the location of the stars have meaning?

Braid: World 1

Let's Do the Time Warp Again

Play it for me, Sam, for old time's sake.

Level Titles:

1-1: (none)
1-2: (none)
1-3: (none)
1-4: Braid

At a cafe on a bright plaza, most customers sit back, feeling the warmth of the sun, enjoying their cold drinks. But not Tim--he barely notices the sun, doesn't really taste his coffee. For him this corner affords a good view of the city, and in the teeterings of the passers-by, in the arc of a shop-girl's hand as she displays tea to an interested gentleman, Tim hopes to see clues.

That night at the cinema, fictitious adventurers lunge implausibly across the screen. The audience here is mixed. Some are patrons of the cafe, now sitting excitedly in the plush chairs, eager for another new flavor, for distraction from the boredom of their easy lives. Other seats hold fisherman and farm workers, hoping to forget their toils and rest their hands.

Tim is here too, but he is scrutinizing the gloss on the lips on the screen, measuring the angle of the plume of a distant helicopter crash. He thinks he discerns a message; when the cinema closes and most of the audience strolls down the plaza to the South, Tim goes North.

People like Tim seem to live oppositely from the other residents of the city. Tide and riptide, flowing against each other.

Tim wants, like nothing else, to find the Princess, to know her at last. For Tim this would be momentous, sparking an intense light that embraces the world, a light that reveals the secrets long kept from us, that illuminates--or materializes!--a final palace where we can exist in peace.

But how would this be perceived by the other residents of the city, in the world that flows contrariwise? The light would be intense and warm at the beginning, but then flicker down to nothing, taking the castle with it; it would be like burning down the place we've always called home, where we played so innocently as children. Destroying all hope of safety, forever.

I note first of all that the doors to the levels open in reverse order now, from right to left. This plays in with the opposed time currents as introduced in the book texts ("People like Tim seem to live oppositely from the other residents of the city. Tide and riptide, flowing against each other.") The player perceives that World 1's time flows opposite the usual direction. Through the murky, magical connection of the "player-character," the player's perception of time shows Tim's backwards perception of his environs. The opposed time flows illustrate Tim's insanity/genius (they are, after all, but a step apart), but the opposed time currents also set up the big reveal at the end of the World.

There are no new mechanics here. The dynamics have changed, however. Now, Tim doesn't seem to kill Goombas by landing on them. Since their time flows the opposite direction, Tim can even revive dead Goombas if they touch his feet (make of that what thou wilt). The puzzles now become about reviving Goombas and bouncing off them multiple times in order to gain greater height.

It is interesting to see levels 1-1 through 1-3 in reverse. Tim's reversed actions might be expected to have the normal effects of Worlds 2-6, but they do not. Goombas jumped on and bounced off in reverse would still be landed on, and still thus die in reverse. Instead, they're only vulnerable to map elements (e.g., spike pits -- which I can't claim flow in either direction time-wise, and which still kill Tim). I could write this inconsistency off as a limitation of the game's design, but that's not really what close reading is about. Rather, I interpret this as a signal that Tim's world is not merely a reversed ("backwards") version of reality. The reveal at the end of 1-4 makes it plain that Tim's perceptions are warped.

On the world numbering system:

The flipped and skewed perception of Tim in World 1 coincides with the notion that Tim's "progress" through the worlds was, in fact, a march back towards the beginning. This is not inconsistent with the themes of regret and self-analysis that I've discussed in previous posts on Braid. 1-4: Braid is the core of Tim's problems. Tim, in a sense, knew this all along, but the full(er) truth isn't revealed until after Tim has worked out all his previous puzzles.

Some aesthetic notes I jotted:

For some reason WASD keys are laid out as if on a keyboard, on a shelf above the toilet. There's also a highlighted Z key to the right. Ctrl+Z = undo.

Attic has movie projector, desk with desklamp shining on head sculpture).

Door images (4 of them) show a budding flower, in stages.

We're obviously dealing with symbolism here: The Princess had a car parked in the front of her house, and got rescued by a knight.

Thursday, April 16, 2009

Braid World 6: Hesitance

It's called "Hesitance" and I've dallied months since I last did a Braid post. Um -- Get it?
Perhaps in a perfect world, the ring would be a symbol of happiness. It's a sign of a ceaseless devotion: even if he will never find the Princess, he will always be trying. He still will wear the ring.

But the ring makes its presence known. It shines to others like a beacon of warning. It makes people sow to approach. Suspicion, distrust. Interactions are torpedoed before Tim can open his mouth.

In time he learns to deal with others carefully. He matches their hesitant pace, tracing a soft path through their defenses. But this exhausts him, and it only works to a limited degree. It doesn't get him what he needs.

Tim begins to hide the ring in his pocket. But he can hardly bear it--too long tucked away, that part of him might suffocate.
Levels:
6-1 The Pit? 
6-2 There and Back Again
6-3 Phase?
6-4 Cascade
6-5 Impassable Foliage
6-6 Elevator Action
6-7 In Another Castle

Here's where the ring mechanic comes into play. Put simply, hitting "Y" (on the 360) deploys a ring. That ring creates a circular area that slows everything moving within it. Though that circle is mostly shown on-screen, the slowing effect tapers off outside the drawn boundary. The overall diameter of the effected area is perhaps one-third as wide as the screen.

The ring can be deployed anywhere Tim can get, follows the normal rules of time rewinding (even if Tim is on a green slab making him immune to time rewinding around him, the ring will disappear and return to Tim when it would otherwise), and automatically returns to Tim at the beginning of a new level. The ring is used in order to slow plants, Goombas, cannonballs, Tim, and slowly closing portculli. The ring is a necessary puzzle piece, but it's also useful to time tricky jumps. Ultimately, it's an isolating mechanism, used to create or maintain space.

As much as there's obvious meaning in the ring causing hesitance (I know time seemed to slow down for me when I was shopping for engagement rings), my intention in this series is to focus on the mechanics and dynamics of Braid. If I'm to stick with the theme of self-analysis, then the ring mechanic exemplifies how figuring things out inside our own minds sometimes necessitates not only slowing things down, but also isolating problems both to focus on the problems and to focus elsewhere with less distraction.

Ending dinosaur monologue:
It took you so long to get here!
But at long last, I can tell you that...
The Princess must be in another castle.
I've never met her...
Are you sure she exists?

Tuesday, March 31, 2009

March BoRT: Translation, Ambiguity, and Restrictive Definitions of Genre and Medium

Looks like the end of the month has come and I haven't posted anything again. Well, at least there's time to answer this month's Blogs of the Round Table prompt.

I normally try to make my Round Table entries as much a conversation with other entries as possible, though I fear there will be less cross-linking this time around due to the inherent introspection of the prompt.

The Choice of Subject

About the Author: This month's topic turns the literary focus from the medium to the author. If you submitted a post to either the January or February topics, feel free to write about the process you underwent in converting literary themes into gameplay. Did you struggle with anything in particular? Are you satisfied that your game design(s) communicated what you intended? Have subsequent comments or idea made you wish you could go back and start he process over? And how much does your design say about you and your own interpretation of the themes of the source material?

Free Image Hosting at www.ImageShack.usIn January, I struggled to choose a source text. I don't have a "favorite" text to begin with, but that was not my main concern. My main concern was that I didn't feel I could adequately transpose the multiple interpretations and potential meanings of any of the texts that came to my mind. I felt that, rather than translate the plot of a story, or a particular dynamic from within a narrative, the notion of imagining a text written originally as a game rather than a novel, play, poem, or the like was a notion that properly centered around the larger meanings, metaphors, and conceits of the work.Image Hosted by ImageShack.us

Were I to transpose Hamlet given the prompt, I would have to encompass all the various possible interpretations of Hamlet's apparent sanity, his doubt and inaction, his unclear feelings for Ophelia, and all the other questions that fall between the words in the folio and the actual intentions and thoughts of the characters. While there are certainly many acting troupes willing to pick one interpretation and perform it, I both was too cowardly to make such a stand and too principled to simplify the ingeniously elusive "true meaning" of the text itself.

While I tend to treasure that sort of ambiguity in extant works that employ it, ambiguity is not an intrinsic aspect of any medium or genre. I have problems with authority figures, though.

Genre, Medium, and Game Design as Restriction of Potential Fabulae

... There are a handful of games where the “author” can clearly be heard through the work. How closely tied is this to the thematic content of the games and how exactly did they communicate these themes to their audience? And should they have, or should video game designer try to remain out of their work, allowing the player to establish their own themes through gameplay?

This can be (and has been) interpreted as a question about the mechanical and narrative freedom of the player-character — whether games should be designed to allow more choices for the protagonist.
This can also be seen as a question of Auteur Theory and the Intentional Fallacy. Roger Travis took a look at that debate, and I plan to address a similar issue soon.

Were Shakespeare to have written a game about a stone, I would hope that stone would be as slippery to the grasp as are his characters -- as difficult to discern as the relative popularity of each of Frost's two paths in the wood.

Meaning is derived from the experience of a game, as something of an indirect conversation between designers and player, by way of the various elements of the game. Neither the player not the designer can fully dictate meaning without the other's cooperation. Corvus has talked plenty about a similar idea in his posts on fabula. A game's design may focus or restrict the potential fabulae, but it cannot force a singular fabula on the player. The difference between an auteur such as Will Wright and one such as Hideo Kojima is a question of how tightly they focus the player's choice of fabula via the frequency, quality, or quantity of volition offered to the player's character. Games take various extremes in these areas. See, for example: Fallouts, Far Cry 2, BioWare ethics spectrums, I.R.P., and the Metal Gear Solid series.

I'm no purest of genre. I won't walk into a concert and deride the band as insufficiently "metal" or "not punk enough." If Mike Ness wants to cover country songs, then he's free to see where that road leads. I'll follow and judge for myself in my usual, detached fashion. Some poems or songs read like manifestos, while others seem to passionately avoid making a point. Likewise, if a game designer wants to build a game that's more direct and unambiguous about meaning, that's dandy. I'm no didact in these matters.

"But," you might say, "the debate concerning the media-blending of film and game in titles like Metal Gear Solid 4 or Bourne Conspiracy isn't a debate about genre bending, it's a debate about media blending." To that I say that medium, like genre, can largely be seen as a set of generalities and audience expectations, none of which are contractually binding. If a "film" allows for interactivity or presents a static image, I will not deem the work a failure, but evaluate it in light of those deviances from the expectations associated with the mediums blended.




Saturday, February 28, 2009

Blogs of the Round Table: Dr. Jekyll and Miss Bennet (2/2)

February’s BoRT invites you take a game design suggested by another blogger in last month’s Round Table and build upon it. You should ignore the literary source of the original design, but attempt to communicate the same themes and/or convey the same mood as the proposed game. This means you can alter the game genre, change the setting, and add new layers to the game mechanics. This is not an opportunity to critique a previous design, but to honor it by striving to reach the same goals, while adding your own personal touch.

Disclaimer: For starters, I'm no AAA game designer. I'm much more about the ideas and theories behind games as a medium. I'm not designing game concepts with the goal of making popular products.

I got back from my D&D session early enough that it looks like I might beat the buzzer for a second post today. (I never promised regularity--I hope.) You can find part one of thie post here: Dr. Jekyll and Mr. Hyde.

Without further ado, I'd like to build on Chris Bateman's take ("Wii and Wonderment") on Jane Austen's Pride and Prejudice that he posted over on his International Hobo blog.

Wii and Wonderment:

While I'm struck initially that Pride and Prejudice was a story about the frustrations of interacting and getting along through and in spite of the social conventions and mores of Victorian England, I also realize that this month's prompt specifically cautions bloggers against looking at the primary text. Beyond that, I also understand that the frustrations were largely on the part of the characters that had not yet mastered the mechanics of the social game (though sometimes on the part of those who had thought themselves competent, only to see that the rules may be changing).

Chris' Austenian proposal was based around a simple dichotomy in the interface. At a given moment, the player could decide whether to react politely or rudely. The fun was in the discovery of how those choices would be acted out. It truly does sound like a very fun game.

It struck me, though, that Chris' game shares some elements of the frustration-harnessing in the recent Minotaur China Shop. What makes Wii and Wonderment more than a reskinned China Shop is that element of discovery and fun that comes from vague inputs and concrete results (not only is the result explicitly judged as good or bad manners, but the nearby NPCs react accordingly). The level of abstraction of "A = polite interaction, B = impolite interaction" provides the joy of anticipation and discovery that we not only see in Mass Effect's (admittedly imperfectly implemented) dialog system, but also in infant toys that play farm animal sounds when animals are touched.

A second difference between China Shop and Wii and Wonderment is that the frustration comes from a different place. Where China Shop's frustration is largely a result of the intentionally clumsy controls, Wii and Wonderment's controls are simple but elegant (hopefully--that may be a task for the polishing later on in development). Instead, Wii and Wonderment causes frustration for the player in that the rules aren't entirely clear. Sometimes it's acceptable to be impolite. Some players may even prefer it. Like in the original text, this isn't necessarily made clear until the fallout from a choice (which I think is wonderful--too many games seem to take pains to flag choices as "good" or "bad").

While it certainly is true that Jane Austen built settings and plots around nuanced models of social mores, the videogame version Chris proposes uses that same idea. I feel I'd be remiss in noting that the proposed game, like the original text, teaches the audience a fair bit about how to navigate the rough waters of social interaction. Elizabeth Bennet is, among other things, an outsider brought into a game that never offers her an instruction manual. In that respect, Miss Bennet's entrance to polite society reflects Noby Noby Boy's unintuitive and obfuscated controls.

But Noby Noby Boy is a game about having fun while learning the mechanics. Since Wii and Wonderment is a game about learning and experimenting with the rules of social interaction, I wonder if that aspect of learning could be pushed into a more educational form. Of course I don't mean moving to Oregon Trail or Number Munchers here. I mean a game that could help introduce players to new cultures. 

The Wii and Wonderment idea could be extrapolated to help young adults or socially inept players to have a safe place to play and experiment as a transition to mainstream adult society. It could help internet trolls and SeanBaby fans become accustomed to civilized conversation. It could be bundled with language programs to teach cultural literacy through virtual immersion.

I realize that, if done poorly, this design could be just another dating simulation. If done well, though, this game could expand social simulations in a new useful direction.

Check out the other Blogs of the Round Table entries: