in development

locked doors and broken dishes

The locked door problem is driving me crazy.

It’s been said specifically about Half-Life, but applies to many other games, that a player winds up having to travel through miles of monster-infested corridors just to get to the other side of a locked door. Concerned made good use of this trope: you’ve got a crowbar, a pistol, a machine gun, a rocket launcher, and you can’t get through a locked door? Hell, you’ve got a foot. Door frames aren’t made from adamantium.

Of course, the door can’t be blasted into bits because going down the monster-infested corridors is the point of the game. The locked door enforces the narrative flow.

Another way of enforcing the narrative is to let the player go anywhere they want, but lock them into a sequence of interactions. Bob won’t talk to you until you’ve talked to Amy, and Amy won’t talk to you until you’ve found the broken dish, and the broken dish isn’t even visible until you’ve talked to Steve. Seriously. Like talking to Steve made it just magically appear. Steve is not a fucking wizard, okay? And what’s Amy’s deal, anyway? Why’s she acting like a stuck-up dork? I didn’t break the goddamn dish.

Same problem as the locked door, but in some ways, more frustrating. In the real world, people won’t refuse to talk to you just because you’re missing an item of crockery, and things certainly don’t just appear out of thin air because it’s the “right time”.

There is a third option: the out-of-order narrative. Let the player go anywhere and do anything, and let a narrative assemble itself from these interactions. No plan, no flow. It’s the mode of play that most resembles real life, but oddly enough, it’s used the least. Wander around a city sometime looking at random things, and talking to random people, and see how much of a story you can put together. Human beings don’t find this sort of thing very satisfying. We need to see the arrows: this happened because of that.

The reason I’m obsessing about this right now? I’m writing the narrative for a new game, with as much detail and thoroughness as possible up front, and I’m getting angry over how much work I’m going to have to do to keep the bits of narrative from bumping into each other. Like, okay, there’s a corridor over here that holds plot point 1A, and the room over here holds plot point 1B. There is no earthly reason why you can’t go to 1B if you haven’t gone to 1A yet. And yet, to maintain a linear narrative, I have to put a locked door in front of 1B (that magically unlocks once you’ve dealt with 1A) or take 1B right out of the game (and have it appear, mirable dictu, just when you need it).

Or I let players visit 1B before 1A, and the game makes no sense half the time.

Most successful game designers just pick one and get on with it. I’m not there yet so I have to rant a bit. It strikes me that the problem arises from wanting a game to work like a story and like real life. This is something that writers deal with all the time. You can make a story realistic or you can make it interesting. Even gritty cop shows have to use dramatic conventions to keep viewers from tuning out. Every reality show involves some degree of editing to cut out the dull bits, or even to synthesize conflict out of random bits of tape.

I haven’t found the right compromise. Still looking.

Also: Darien Acosta of webgl.com has written some very kind things about Gas Food Lodging. Bookmark that site.

  1. Another option you may want to consider if the Fallout Option. The original PC game (if you’ve played it) contained different locations which acted as nearly isolated worlds with its own missons. These missions overlapped to a certain extent, but generally any of these worlds could be accessed at any point in the game. As with most RPG games, sometimes the game makes it extremely hard to reach ‘late game’ areas simply by making the enemies ridiculousness tough. Also within Fallout, there was an over arching time based mission (collecting a water chip), which altered environments. Having a vague overarching time based mission is not necessarily unrealistic… in fact it is similar to real time. Most people want to graduate college by 21, get married by 30, have kids by 35, retire by 65.

    One interesting idea is one of decay. Maybe the world of your game is slowly being destroyed, in the beginning any environment is accessible, but slowly, your opportunities as a gamer to visit other areas decrease until the game finally ends. In this way it might be able to avoid most ‘storyline conflicts’ which might be created had the world remained ‘completely open.’

    • Hi Darien,

      I didn’t play the original Fallout but I get the concept. It sounds like it would work great for keeping quests in isolation, and I’d definitely consider that for larger projects. A time-based mission does make sense as well. I’m thinking small-scale at the moment. What prompted the post was me writing two pages of narrative and realizing I’d need about two additional pages to explain why the player couldn’t leave the area until they’d collected this item and talked to that person. More of a rant than anything but it got me thinking about the assumptions I was making about how a narrative game “has” to work.

      Don’t know if you’ve ever played “Dear Ester” but my thoughts keep taking me there. It’s a lot of walking around with little interactive “payoff”, but it has unusual impact for a non-linear experience.

      I like your decay idea. It could be adapted to a variety of themes. It might also be interesting to make the decay a result of the player’s actions.

      Chris

  2. Cool, I’ll have to go back and give ‘Dear Ester’ a try. First I’ve heard of it, but it sounds pretty neat.

    Yea, gaming scripts can be insane. One of my all time favorite games “Deus Ex” (I believe) broke a record at the time for in-game voice-acted dialogue. http://www.sheldonpacotti.com/script/

  3. Deus Ex is an old favorite of mine too, but holy crap, that script! Glad I’m keeping mine to around 15 minutes of play. (For now.)

Comments are closed.