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The importance of theme

by Joe Maruschak · 09/05/2005 (9:55 am) · 9 comments

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So in this blog entry, I will seemingly become a hypocrite and state that while I think story is mostly irrelevant to game design, I think theme and setting are incredibly important to game design, perhaps so much so that they are at the very heart of what we do.

In my last blog, I talked a little about story, and the discussion that followed brought up some points related to the story being important. I actually think that the individuals who posted 'pro' story are not actually pro story put pro structure.

A story can give structure to a piece of entertaniment. But in a visual and interactive medium, it is not the only thing that can give structure, and in my opinion, one of the least effective ways to give structure to a game. A strong theme and attention to the setting gives structure to the experience, and I think this is where designers should be focusing their energies.

So where does this opinion of mine come from? Well.. school mostly. My education as an artist has taught me that people respond to visual design in ways that can be controlled and expected. One can manipulate the visual components of an image (or film, or webiste, etc..) to bring out certain associations and emotions. There is not some magic to making art for the purposes of communication. It is more of science with 'do's' and 'don'ts' that can be controlled.

In terms of controlling an experience itself, in order to learn more about it, I looked to architecture. I read a really good (long) book called A Pattern Language. A wonderfully wordy book, I talks about how humans interact with their environment and gives examples and exposes design patterns which one can use to create livable spaces that humans will respond to positively.

Understanding how people act and react is far more valuable to the medium of interactive design (in my opinion) than the ability to tell a story or understand story structure (which I also recommend). If one can have command of how to design 'something' so that they can have control of the interaction, they will, in my opinion, make better games than those that focus upon the very heavy handed approach of using story to control the experience.

This leads me to themes. the theme of a game, is to me, incredibly important. The background and setting of the game can communicate to me a great deal of information. A theme for a game can get the game player to bring to the table their experience and expectations and make the process of getting them to immerse themselves in a game that much easier.

This is a two way street. Setting up a theme or setting that violates expectations can damage the game. In order to successfully create a theme, one needs to be aware of pop culture and historical representations of certain experiences and use these to craft an experience that builds on those expectations. I see 'Schindlers List' - 'Saving Private Ryan' - Band of Brothers' as the most successful set of films to add to the canon of visual style. The cinematography or each has now become ingrained in the populace of what is the 'definitive' war movie experience (note that these built upon the groundwork laid by Aopcalypse Now'

Science Fiction has a great number of 'cliche' thematic devices. I hate calling them cliche, as what they are is a common shared set of expectations of what 'sci'fi' is. I used some of these in thinktanks. The idea of aliens stealing brains and putting them in war tanks is a sci- fi 'standard'. I used the convention to poke fun at (and pay homage to) the genre in a whimsical way. In some ways, it was an easy way to inject soul into a small shooter. It adds to the game, and does it in a way that adds to the experience without placing artifical contraints on it.

anyway.. hopefully this will help to clarify some of my views on story and theme and how they relate to game design.

More next time. If anyone wants me to devote a blog to anything specific in relation to the experiences I have had, please let me know. I know I have not delivered on my promise to outline some of the more useful techniques I try to use.. so help me to refocus these blogs into something that might be more useful in a practical way as I am starting to depart a little too much into theory.

#1
09/05/2005 (10:34 am)
an informative and interesting blog, keep em coming joe :)
#2
09/05/2005 (1:15 pm)
I responded to that post before as a "Pro-Story" person and disagreed with you. But now i agree with you alot more. You're much more just for the game to have a structure, and you think that stories don't surve any purpose in games unless the people who are making it know what they're doing. My background involves alot with stories however now i'm not certain if i could juggle that and the visual style all by myself. Sorry, just a small rant there.

***Edit***

Awesome pic by the way.
#3
09/05/2005 (3:24 pm)
I feel ya' ...
#4
09/05/2005 (6:49 pm)
Sam,

Exactly. The person weaving a story and a game together should know what they are doing. Writing a story is easier than crafting a game. One can make a great game with a thin story and have it work (and sell). A strong story with weak gameplay probably won't hold interest long enough for anyone to find the story.

I see it as two very distinct things. The game part makes it 'fun', and the theme-setting-story make it interesting. Ideally, a game should have both. If the story comes first, there is a danger that game part takes backseat or ends up being not as well developed as the story. I advocate making the game, and then creating a theme-setting-story around the gameplay which supports it and adds interest. It is very possible to work the other way around, and make a theme-setting-story first and find gameplay that works for it, but it requires more skill, and more flexibility in the story and design. For someone making their first game, I don't recommend this approach.

So, as for me being anti theme.. nothing could be farther from the truth. In terms of which order to do things, that is up to the individual.. I am just trying to point out that if you are making a game, focus on what makes games unique from other forms of entertainment (interactivity).. learn how to have control of that, and then add in theme, setting, and story.

Additionally, if someone aspries to be in the 'big' industry.. you had better get used to themes and stories being handed to you from on high and not become too attached to crafting your own universe.. unless of course you happen to be creating a carbon copy of the marvel univese.

Thanks for the comments on the pic.. that character and setting where from a pitch proposal at my old job that did not get greenlighted because 'people don't want to play a game where the main character is an animal'..

????

go figure..
#5
09/05/2005 (7:59 pm)
'people don't want to play a game where the main character is an animal' ??

Sonic the Hedgehog anyone?

Now if they'd said people don't want to play a game where the main character is a Republican :p
#6
09/06/2005 (12:24 am)
"I see it as two very distinct things. The game part makes it 'fun', and the theme-setting-story make it interesting. Ideally, a game should have both. If the story comes first, there is a danger that game part takes backseat or ends up being not as well developed as the story. I advocate making the game, and then creating a theme-setting-story around the gameplay which supports it and adds interest."


I agree 100% with you there. I cringe when I see people who say "I have written up a 50 page story, now lets make a game". Despite my pro-story stance in fact, I haven't the foggiest idea what my games story will be about. Like you said, polished gameplay comes first.

However, that being said, I really enjoy a strong story on top of that. Most of the games that I finish, I do so because I want to "find out what happens next". A good story adds background and character to your setting, just as a consistent and well thought out art style does, and I love that feeling of exploring a different world. I dislike it when the story that drives the game feels as if it was tacked on as an afterthought.
#7
09/06/2005 (1:56 am)
Quote:

Understanding how people act and react is far more valuable to the medium of interactive design (in my opinion) than the ability to tell a story or understand story structure (which I also recommend). If one can have command of how to design 'something' so that they can have control of the interaction, they will, in my opinion, make better games than those that focus upon the very heavy handed approach of using story to control the experience.


Very interesting to think about how this effects game design. This reminds me alot of what it take to be funny(on purpose). It's all about understanding how people act and react and about controling the interaction. I remember reading somewhere that funny happens when you don't expect something. To get someone to laugh you think of something that you think that they won't expect and present them with it. I really enjoy making people laugh. It's like a game and it gets really elaborate the more you play it. It looks like game design has somethings in common with being funny(on purpose).
#8
09/06/2005 (5:33 am)
One of the most useful tools to learn how interaction design fundamentals work, is Ben Cousins method of analysing other games footage using video of actual play. He then breaks this play session down into particles of action and statistically analyses those particles.

Its a really nice method of analysing the mechanics of play, but doesnt generally teach you much. What it does, is give you a method of comparison between your own efforts and the industry leaders.

Ben's example which proves the validity of the case, was that he had a jump in his game which testers had told him felt wrong, they described it as "floaty". So he took his game and measured the time taken for a jump. Then he measured some examples of currently well respected games involving jumps. What he found was that "good" games jumps last around 0.7 seconds. Whilst his game was over 1 second.

He then made the connection by timing himself jumping, sure enough, 0.7 seconds!

This whole notion of measurement and comparison is a GREAT way of learning about the fundamentals of the mechanics of play. None of this pushes forward the idea of theme of course, but it DOES express the importance of mechanics.

Learn the mechanics first, then worry about making sure you can tell a story :)
#9
09/10/2005 (4:03 am)
Quote:I cringe when I see people who say "I have written up a 50 page story, now lets make a game". Despite my pro-story stance in fact, Like you said, polished gameplay comes first.

However, that being said, I really enjoy a strong story on top of that. Most of the games that I finish, I do so because I want to "find out what happens next". A good story adds background and character to your setting, just as a consistent and well thought out art style does, and I love that feeling of exploring a different world. I dislike it when the story that drives the game feels as if it was tacked on as an afterthought.
Stole the words right out of my mouth. I couldn't have said it better myself, Gareth.

But sometimes to allow the story to make sense you have to plan stages with a story in mind. At least a solid outline. It would be easier to build a story and say " In our story the character starts here so stage one should be the mines. Then this happens and he ends up here so stage two should be the sand dunes, ect..." I think that would be much easier then making a bunch of random stages and then trying to squeeze in a filler excuse. I think that's when you get crap for a plot.

I don't have a game out yet so my opinion probably doesn't mean much right now. But the game my team and I are working on has a "work in progress" story line that is very basic and flexible for the moment. Though we haven't worked out the fine details yet, we do have a clear idea of why our characters are doing what they are doing and what locales they will end up at by the end of the game based on the rough outline we gave to them in the plot. We have an established visual theme because of the basic plot. We have an idea of what direction we want to take the music later in production because of the plot and visual theme that the plot helped produce. That's the first step.

But the most important story element of "why is this character here in this level and what is he fighting for" is already taken care of. All the background politics of the waring countries and plot twists and other bits that have no direct consequence to gameplay can be thought up during game production. (I also like games that focus on the actual main characters and what they are going through at that moment and not so much on some government scandal and a bunch of old men talking about this groups conspiracy to overthrow the secret organization for the philosiphors power that was handed down by some other group 1,000 years ago. Small doses for me please)

We don't plan on making a rushed crap story. But we're not trying to win novel of the year either. We are however, trying to get the most fun out of the gameplay that we possibly can. The script would probably be the last thing I'd worry about though. And if your game is big enough to have a few thousand lines of dialogue then you should have someone dedicated to that job from the beginning of production anyway. If I'm lucky, our game will have around 160 to 200 lines of script. And I feel that's too many for an indie game. This method of creating a story may not work with every game, but our game is simple "stage one, cut scene, stage two, cut scene..." so it's very basic but hopefully still entertaining. Only time wil tell if this was the right direction to go for our game.
-Ajari-