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	<title>PaulCallaghan.net &#187; Games</title>
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		<title>Meanland: Reading in a time of Technology</title>
		<link>http://www.paulcallaghan.net/blog/2010/05/25/meanland-reading-in-a-time-of-technology/</link>
		<comments>http://www.paulcallaghan.net/blog/2010/05/25/meanland-reading-in-a-time-of-technology/#comments</comments>
		<pubDate>Tue, 25 May 2010 12:16:02 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[Batman:AA]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Comics]]></category>
		<category><![CDATA[Films]]></category>
		<category><![CDATA[Flower]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Machinarium]]></category>
		<category><![CDATA[Mass Effect]]></category>
		<category><![CDATA[Meanland]]></category>
		<category><![CDATA[Osmos]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[Uncharted 2]]></category>
		<category><![CDATA[Wheeler Centre]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=515</guid>
		<description><![CDATA[There&#8217;s a good writeup of my talk on the Meanland site here, and they&#8217;ll be putting up video, but for those who can&#8217;t wait (or want a transcript of sorts), I thought I&#8217;d put up my slides &#38; notes. Click &#8230; <a href="http://www.paulcallaghan.net/blog/2010/05/25/meanland-reading-in-a-time-of-technology/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a good writeup of my talk on the <a href="http://meanland.com.au/">Meanland</a> site <a href="http://meanland.com.au/blog/post/reading-in-a-time-of-technology/">here</a>, and they&#8217;ll be putting up video, but for those who can&#8217;t wait (or want a transcript of sorts), I thought I&#8217;d put up my <a href="http://www.paulcallaghan.net/wp-content/uploads/Meanland Reading in a time of Technology - v0.5 - 19-05-10.mov">slides</a> &amp; notes.</p>
<p>Click through the fold for the content.</p>
<p style="text-align: left;"><span id="more-515"></span><a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.001.jpg"><img class="size-medium wp-image-497 aligncenter" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.001" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.001-300x225.jpg" alt="" width="300" height="225" /></a>First up is context.  Film provides a broad range of experience &#8211; from the non-narrative work of <a href="http://en.wikipedia.org/wiki/Koyaanisqatsi">Koyaanisqatsi</a>, through the short film made of still images <a href="http://en.wikipedia.org/wiki/La_Jetee">La Jetee</a>, to the massive blockbusters of <a href="http://en.wikipedia.org/wiki/Iron_Man_film">Iron Man</a>.  Novels are the same &#8211; from the epic poetry of <a href="http://en.wikipedia.org/wiki/Sharp_Teeth">Sharp Teeth</a>, through the metatextual work of <a href="http://en.wikipedia.org/wiki/House_of_leaves">House of Leaves</a>, to mainstream work like the <a href="http://en.wikipedia.org/wiki/Da_vinci_code">Da Vinci Code</a>.  Comics take us from the 4-colour world of <a href="http://en.wikipedia.org/wiki/Superman_(comic_book)">Superman</a>, through the stark, washed out textures of <a href="http://en.wikipedia.org/wiki/Jimmy_Corrigan,_the_Smartest_Kid_on_Earth">Jimmy Corrigan</a>, to the allegorical <a href="http://en.wikipedia.org/wiki/Maus">Maus</a>.</p>
<p style="text-align: left;">And games are the same, stretching from the purely mechanical experience of <a href="http://en.wikipedia.org/wiki/Tetris">Tetris</a> through games where the fiction is a backdrop for the mechanics, like <a href="http://en.wikipedia.org/wiki/Gears_of_war">Gears of War</a>, to heavily narrative experiences like <a href="http://en.wikipedia.org/wiki/Dragon_Age">Dragon Age</a> or <a href="http://en.wikipedia.org/wiki/Mass_effect">Mass Effect</a>.</p>
<p style="text-align: left;">These are all games though, and what I want to look at is the storytelling strengths of games compared to those other mediums.</p>
<p style="text-align: left;"><a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.002.jpg"><img class="aligncenter size-medium wp-image-498" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.002" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.002-300x225.jpg" alt="" width="300" height="225" /></a> When I was younger, I used to go on these caravan holidays with my family, and one of the small pleasures I had then was when I got my daily allowance and disappeared to the park&#8217;s grubby little arcade with the hope that they&#8217;d have a <a href="http://en.wikipedia.org/wiki/Star_Wars_(1983_video_game)">Star Wars</a> arcade cabinet &#8211; and that nobody was using it.</p>
<p style="text-align: left;">It was my escape.   For as long as I could survive, I got to play at being Luke Skywalker flying through space, shooting down Tie Fighters, destroying the Death Star.</p>
<p style="text-align: left;">But, I grew up, I stopped going on those holidays, and that arcade game slipped into memory.</p>
<p style="text-align: left;">Until I went to the opening of the <a href="http://www.acmi.net.au/game_on.aspx">Game On</a> Exhibition at <a href="http://www.acmi.net.au/">ACMI</a>, where they had a pristine cabinet just sitting there, bleeping out John William&#8217;s score, spilling green and red vector light out onto the floor, reminding me of the time I&#8217;d spent with it years ago.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/nGdcSx5tfjc&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/nGdcSx5tfjc&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>So, why am I talking about this?  It&#8217;s because the personal experience I had with that game &#8211; through play, through identity, and through the moment to moment choices I made, are fundamental to how games deliver narrative, and to their unique storytelling strengths.</p>
<p><a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.004.jpg"><img class="aligncenter size-medium wp-image-500" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.004" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.004-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>One useful way of thinking about story &amp; narrative experiences (for game writers at least) is as a space, with the form you experience that space being a guided navigation of that.  The job of the individual form is to encourage you to explore – to find out what happens next, to dig into the subtext &amp; themes, to empathise with the characters, to raise questions and push forward for them to be answered.</p>
<p>And in a lot of ways, this is the same process that we go through when we learn &amp; play &#8211; we form a hypothesis about the rules of the world, we probe the world with that in mind, and then we integrate or reject our initial idea.</p>
<p>Which is mirrored in how we read and internalise narrative.  Stories, good stories, should surprise &amp; engage you, putting you in free-fall, leading you along a trail of breadcrumbs that you can follow and integrate.  Every word you read, every panel you read, every frame of a film causes you to evaluate &amp; re-evaluate the shape of the story you’re experiencing, and form the shape of the story out of that questioning, that learning, that playing.</p>
<p>What games do though, is make that process of play more overt.</p>
<p><a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.005.jpg"><img class="aligncenter size-medium wp-image-501" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.005" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.005-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>One of the ways they do that is by encouraging the player to adopt identities.</p>
<p>Going back to Star Wars, everything in that game was designed to make you feel like you were Luke Skywalker destroying the Death Star.  It&#8217;s a game that kids had been playing for years before the game was available, but sitting in the arcade, you could immerse yourself in the feedback loop of the moment to moment choices of flying the X-Wing, shooting down Tie-Fighters, and shutting your computer down in the middle of the trench run.</p>
<p>In that cockpit, the player becomes the protagonist, with the same goals and the same level of freedom of choice as Luke in the movie.</p>
<p>If you speak to people about their experience playing games and what they did, it&#8217;s always of the form &#8216;I did this&#8230;&#8217;, never &#8216;The character did this&#8230;&#8217;</p>
<p><a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.006.jpg"><img class="aligncenter size-medium wp-image-502" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.006" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.006-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>Choice is one of the fundamental forces in narrative.  Character want things and make choices to get them, and in doing so they exhibit agency in the world.  By having the player adopt the identity of an in-game character, games shift that sense of agency onto the player, having them make moment to moment choices within the rules of the game.   These choices manifest in different ways depending on the game, with some having limited effect on the narrative, and others causing grand changes in the shape of the story arcs.</p>
<p>The Star Wars arcade game has limited choices in narrative terms &#8211; fail or succeed &#8211; but moment to moment, you&#8217;re constantly reacting to incoming fire, the swarms of fighters, avoiding towers, all in a feedback loop of figuring out the rules of the world and how it works.</p>
<p>A game like Mass Effect by contrast has much larger choice.  Decisions you make in conversation, how you approach combat, and how you&#8217;ve chosen to roleplay your character, all affect the steps you take through the larger narrative, crafting a unique, personal, experience.</p>
<p><a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.007.jpg"><img class="aligncenter size-medium wp-image-503" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.007" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.007-300x225.jpg" alt="" width="300" height="225" /></a>Different games use these fundamental components of play, identity, and choice in wildly different ways.</p>
<p style="text-align: center;"><strong>Osmos</strong><br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/mc88ti3WbfY&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/mc88ti3WbfY&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://en.wikipedia.org/wiki/Osmos">Osmos</a> is a game where the entirety of the mechanics are embedded in the fiction, and which encourages you to adopt the simpler identity of a cell floating in some space or liquid along with other cells.  You expel some of your mass to move, absorb things smaller than you, and can be absorbed by things larger than you.  Beyond that fiction, the game has no narrative elements at all.</p>
<p style="text-align: center;"><strong>Flower</strong><br />
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<p><a href="http://en.wikipedia.org/wiki/Flower_game">Flower</a> is a game that, at first glance, appears to be in the same vein as Osmos, but the way that the game&#8217;s goals have been constructed, and the presentation of the dull grey city during the game&#8217;s brief introductory cutscenes paint a story about the balance between nature and man-made technology, how they can live in harmony, but also how one can overpower the other.  In the simple shots of zooming in on the flower, the suggestion is made that the game is the flower&#8217;s dream, and in the taking on of that identity, the player follows the goals of opening up the other flowers and restoring colour to the world.</p>
<p style="text-align: center;"><strong>Batman: Arkham Asylum</strong></p>
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<p>A much clearer example of identity and how that shapes narrative and choices is the game <a href="http://en.wikipedia.org/wiki/Batman:_Arkham_Asylum">Batman: Arkham Asylum</a>, in which you play as Batman (which is cool!).  Everything in the game, from the moment to moment gameplay choices, through how you move through the space, to what Batman wants as a protagonist, and to how the linear narrative plays out, is reflected in the player adopting that identity, while still allowing space for the player to express themselves and make choices.</p>
<p style="text-align: center;"><strong>Machinarium</strong></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/uwZBdWRSBRs&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/uwZBdWRSBRs&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://en.wikipedia.org/wiki/Machinarium">Machinarium</a> is another example of a game that encourages identity adoption of a narrative rather than a character.   The player is encouraged to empathise with the character, but the game&#8217;s presentation distances the player from him, making control of him indirect.   Its narrative is also doled out piece by piece as you move through the world and solve puzzles.  Failing to solve these puzzles stalls the narrative, and it&#8217;s only the desire to see what&#8217;s next in the story, and to help the little robot out, that keeps the player going.</p>
<p style="text-align: center;"><strong>Uncharted 2</strong></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Pe-zBdCxd_o&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/Pe-zBdCxd_o&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://en.wikipedia.org/wiki/Uncharted_2:_Among_Thieves">Uncharted 2</a> (and it&#8217;s predecessor) is a narrative best described as a roller-coaster.  The narrative is linear, and the player moves through it at a proscribed pace, performing the necessary actions along the designed path.  While choice is non-existent in the story, and also limited in the mechanical elements, it succeeds in drawing the player through a challenging, surprising set of puzzles and a story full of interesting twists and turns populated with well drawn and acted characters.</p>
<p style="text-align: center;"><strong>Grand Theft Auto 4</strong></p>
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<p><a href="http://en.wikipedia.org/wiki/Grand_Theft_Auto_4">Grand Theft Auto 4</a> is an example of a game where the player is put into a thematic space and allowed to explore the extents of that, both through the linear, twining plots of the multiple narratives, but also in the side-quests &amp; open-world.  The game is an exploration of the immigrant experience, and everything is designed to support that &#8211; from watching the absurd shows on the television, to the hyper-bright lights of the entertainment district, to the missions where the character&#8217;s past catches up with him.</p>
<p>Grand Theft Auto is at its most interesting when the internal conflicts of the character are played out, putting what the game&#8217;s story &amp; mechanics ask you to do &#8211; which is to steal &amp; kill &amp; run drugs &#8211; in conflict with Niko&#8217;s desire to build a better life for himself away from that.  To complete the game, the player has to undertake those missions, just as Niko has to in order to survive, but his questioning of them bleeds out into the player&#8217;s experience, causing them to question them too.</p>
<p style="text-align: center;"><strong>Mass Effect</strong></p>
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<p><a href="http://en.wikipedia.org/wiki/Mass_effect">Mass Effec</a>t, and its sequel, are examples of games where the player has much greater control over the shape of the story, both in terms of the moment to moment mechanics and the narrative choices.  Players control conversations, choose how to approach situations, choose which missions to take in particular orders, and to craft a unique personal experience.  However, while some of the details of the story are unique for each player, the key goals remain the same &#8211; destroy the Geth race, save the Citadel station.   Within that space though, the amount of player choice &amp; impact on the world is considerable &#8211; Mass Effect 2 has over 700 hooks into the choices made in the original story, from characters who died, to adverts for movies made of your exploits.<br />
<a href="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.016.jpg"><img class="aligncenter size-medium wp-image-512" title="Meanland Reading in a time of Technology - v0.5 - 19-05-10.016" src="http://www.paulcallaghan.net/wp-content/uploads/2010/05/Meanland-Reading-in-a-time-of-Technology-v0.5-19-05-10.016-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>These concept of play, of identity, and choice are part of the fundamental strengths of games as a storytelling medium, one which we&#8217;re only just working out how to properly exploit.  All of these games encourage you to take on the identity of the protagonist, with varying degrees of agency, but an interesting question is raised when that sense of agency is questioned in the game itself.</p>
<p style="text-align: center;"><strong>Bioshock</strong><br />
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<p><a href="http://en.wikipedia.org/wiki/Bioshock">Bioshock</a> is a game that, at its core, is about agency, about a man&#8217;s ability to act in their own intersests &amp; change the world.  Based on Ayn Rand&#8217;s philosophy, the player enters the underwater city of Rapture, built by the industrialist Andrew Ryan as a place, in his words, &#8216;where the artist would not fear the censor, where the scientist would not be bound by petty morality, where the great would not be constrained by the small.&#8217;</p>
<p>But it falls apart, because not everybody can be a captain of industry, or a great scientist, or a famous artist &#8211; somebody still needs to scrub the toilets.</p>
<p>It&#8217;s into this crumbling world that the player is dropped and from its earliest moments, encouraged to approach the city as they see fit, to choose how to move through the space, what weapons to use, which abilities (from pyrokinesis to controlling swarms of bugs) to focus on.  Everything the game does is to give the player a sense of agency for the first 3 or 4 hours of play.</p>
<p>And then it changes that.</p>
<p>It&#8217;s revealed that you were grown in a vat and hypnotically conditioned so that every time someone says anything with the phrase &#8216;would you kindly&#8230;&#8217;, you do what they tell you.  Suddenly, in flashbacks presented in the game, but also in the feelings of the player, you&#8217;re forced to reevaluate everything you&#8217;ve done in-game up to that point, and realise that the agency you felt had been a lie.</p>
<p>And that feeling is something you can only get from having spend that time in the game, making choices, feeling in control, piecing together the narrative and the mystery as you did.</p>
<p>This is the unique strength of video games because rather than empathising with a character in a novel or on a screen, you take on their goals and actions, and in response feel some of their successes and failures.  The experience of the game is a personal one, and so when games raise questions and choices, the responses reflect the player and, at their best, reveal something about you.</p>
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		<title>AFTRS Intro to Writing for Games</title>
		<link>http://www.paulcallaghan.net/blog/2010/04/06/aftrs-intro-to-writing-for-games/</link>
		<comments>http://www.paulcallaghan.net/blog/2010/04/06/aftrs-intro-to-writing-for-games/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 04:51:01 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Presentations]]></category>
		<category><![CDATA[AFTRS]]></category>
		<category><![CDATA[Express Media]]></category>
		<category><![CDATA[Freeplay]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Workshop]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=479</guid>
		<description><![CDATA[I&#8217;m going to be running a 1-day intro to games writing on May 3rd at AFTRS here in Melbourne.  Anyone interested can register here. This&#8217;ll be different, and way more in-depth, than the 2-hour Express Media workshop later in the &#8230; <a href="http://www.paulcallaghan.net/blog/2010/04/06/aftrs-intro-to-writing-for-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to be running a 1-day intro to games writing on May 3rd at <a href="http://www.aftrs.com.au/">AFTRS</a> here in Melbourne.  Anyone interested can register <a href="http://www.aftrs.edu.au/courses/course-search/open-course-detail.aspx?id=4084">here</a>.</p>
<p>This&#8217;ll be different, and way more in-depth, than the 2-hour <a href="http://www.expressmedia.org.au/">Express Media</a> <a href="http://www.expressmedia.org.au/events.php?content_id=567">workshop</a> later in the month.</p>
<p>And if you didn&#8217;t hear &#8211; we announced this year&#8217;s <a href="http://www.freeplay.net.au">Freeplay</a> festival too.</p>
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		<title>Some followup studies</title>
		<link>http://www.paulcallaghan.net/blog/2009/11/15/some-followup-studies/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/11/15/some-followup-studies/#comments</comments>
		<pubDate>Sun, 15 Nov 2009 05:58:58 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Data]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=426</guid>
		<description><![CDATA[As a followup to my local data breakdown, I thought I&#8217;d link to some other interesting findings: Added 17/11/09: Marketing influences games more than ratings Survey: Game Score-to-Sale Theory Again Disproven A study from 2006 that concludes no correlation between &#8230; <a href="http://www.paulcallaghan.net/blog/2009/11/15/some-followup-studies/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>As a followup to my local data breakdown, I thought I&#8217;d link to some other interesting findings:</p>
<p><strong>Added 17/11/09:</strong> <a href="http://www.gamesindustry.biz/articles/marketing-influences-game-revenue-three-times-more-than-high-scores">Marketing influences games more than ratings</a></p>
<p><a href="http://www.gamasutra.com/php-bin/news_index.php?story=10924"><span>Survey: Game Score-to-Sale Theory Again Disproven</span></a></p>
<p><span>A study from 2006 that concludes no correlation between sales &amp; score.<br />
</span></p>
<p><a href="http://www.dreamdawn.com/sh/features/sales_vs_score.php">When Pundits Attack: Game Sales vs Game Quality</a></p>
<p>This compares metacritic rating to overall sales for 1281 games during the PS2 era.</p>
<p><a href="http://my.opera.com/noisewar/blog/2008/04/16/each-metacritic-point-is-worth-7-7-more-sales-per-day">Each metacritic point is worth 7.7 extra sales per day</a></p>
<p>Some data extracted from between March 2007 &amp; March 2008</p>
<p><a href="http://bitmob.com/index.php/component/content/article/1/2984-the-influence-of-metacritic-on-game-sales">The influence of metacritic on games sales</a></p>
<p>A more recent study from May 2009.</p>
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		<title>Goals and opposition in Fabric</title>
		<link>http://www.paulcallaghan.net/blog/2009/09/27/goals-and-opposition-in-fabric/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/09/27/goals-and-opposition-in-fabric/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 13:38:42 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Digital Distribution Summit]]></category>
		<category><![CDATA[Experimental Gameplay]]></category>
		<category><![CDATA[Fabric]]></category>
		<category><![CDATA[Freeplay]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=323</guid>
		<description><![CDATA[This latest build of Fabric introduces goals &#8211; helping the blue particles to coalesce and eventually form suns &#38; planets &#8211; and opposition &#8211; in the form of the red spikey particles which can destroy the blue particles. What&#8217;s interesting &#8230; <a href="http://www.paulcallaghan.net/blog/2009/09/27/goals-and-opposition-in-fabric/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This latest build of Fabric introduces goals &#8211; helping the blue particles to coalesce and eventually form suns &amp; planets &#8211; and opposition &#8211; in the form of the red spikey particles which can destroy the blue particles.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Q6fnpBOHZkU&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/Q6fnpBOHZkU&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>What&#8217;s interesting here is how much focus has been pulled away from the grid &#8211; which was the original element.  It feels like the more nouns that are added to the game space, the less interesting &amp; dynamic it becomes.   All the player is really doing in this version is clicking on the red spikey particles, rather than balancing destroying the grid &amp; stitching it back together.</p>
<p>Next step, I think, is to pare it back and consider how the player interacts with the grid because adding elements to the space doesn&#8217;t seem to work.  That might be some time because this week, there&#8217;s the <a href="http://ddsummit.com/">Digital Distribution Summit</a>, I&#8217;m running some workshops in Yarrawonga, and the flying to Sydney to do a presentation at <a href="http://www.screenaustralia.gov.au/">Screen Australia</a> &#8211; then we&#8217;ll be into October and the first of the <a href="http://www.freeplay.net.au/forum/">Freeplay Experimental Gameplay Projects</a>.</p>
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		<title>Lighting and Texturing in Fabric</title>
		<link>http://www.paulcallaghan.net/blog/2009/09/25/lighting-and-texturing-in-fabric/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/09/25/lighting-and-texturing-in-fabric/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 14:13:37 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Experimental Gameplay]]></category>
		<category><![CDATA[Fabric]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=320</guid>
		<description><![CDATA[I&#8217;ve added simple ambient and point lighting to Fabric, along with a (familiar to mac users) background texture. I&#8217;m not sure either feature works just yet.  The texture in particular is too busy and seems to draw the eye away &#8230; <a href="http://www.paulcallaghan.net/blog/2009/09/25/lighting-and-texturing-in-fabric/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve added simple ambient and point lighting to Fabric, along with a (familiar to mac users) background texture.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/yj90Y--eCMk&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/yj90Y--eCMk&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I&#8217;m not sure either feature works just yet.  The texture in particular is too busy and seems to draw the eye away from the grid, and the lighting effect, rather than focusing the player on the mouse cursor, feels as though it&#8217;s making the rest of the grid feel less important.</p>
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		<title>Meaningful choices and feedback in Fabric</title>
		<link>http://www.paulcallaghan.net/blog/2009/09/23/meaningful-choices-and-feedback-in-fabric/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/09/23/meaningful-choices-and-feedback-in-fabric/#comments</comments>
		<pubDate>Wed, 23 Sep 2009 03:43:03 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Experimental Gameplay]]></category>
		<category><![CDATA[Fabric]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=315</guid>
		<description><![CDATA[Playing that first tech-pass of Fabric, it was clear that unstitching the world wasn&#8217;t going to work as the core mechanic of a game &#8211; it isn&#8217;t particularly interesting to destroy something, even to save it in the long-term, if &#8230; <a href="http://www.paulcallaghan.net/blog/2009/09/23/meaningful-choices-and-feedback-in-fabric/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Playing that first tech-pass of Fabric, it was clear that unstitching the world wasn&#8217;t going to work as the core mechanic of a game &#8211; it isn&#8217;t particularly interesting to destroy something, even to save it in the long-term, if you don&#8217;t have the possibility of fixing it too.  Enter the ability to stitch things back together, which changed the dynamic of the game, and introduced choice into Fabric&#8217;s world.  The other new feature in this build is a simple particle system that indicates when the red blobs have been destroyed.  This first pass player feedback gives cues to where events are taking place without necessarily forcing them to shift focus.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="505" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/lClyViHZs2Y&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="505" src="http://www.youtube.com/v/lClyViHZs2Y&amp;hl=en&amp;fs=1&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>Fabric</title>
		<link>http://www.paulcallaghan.net/blog/2009/09/21/fabric/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/09/21/fabric/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 09:35:35 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Experimental Gameplay]]></category>
		<category><![CDATA[Fabric]]></category>
		<category><![CDATA[Freeplay]]></category>
		<category><![CDATA[Indie]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=306</guid>
		<description><![CDATA[Once I&#8217;d recovered from pulling the event together, I found myself really inspired by the people at Freeplay who were pulling together their own projects &#8211; and it made me want to do the same. So, I&#8217;ve started two things. &#8230; <a href="http://www.paulcallaghan.net/blog/2009/09/21/fabric/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Once I&#8217;d recovered from pulling the event together, I found myself really inspired by the people at Freeplay who were pulling together their own projects &#8211; and it made me want to do the same.</p>
<p>So, I&#8217;ve started two things.</p>
<p>The first is an attempt over at the freeplay <a href="http://www.freeplay.net.au/forum">forums</a> to run monthly <a href="http://experimentalgameplay.com/">experimental gameplay projects</a> in Melbourne, producing one highly experimental game every month within 7 days and fitting a theme.  The first will run in October and we&#8217;re still deciding on the theme.  Head on over and sign up if you&#8217;re interested in taking part.</p>
<p>The second is I&#8217;ve started putting together what I think will actually be a bigger game now that I&#8217;ve started it.  It&#8217;s called &#8216;Fabric&#8217; and I&#8217;m going to try and document its progress here.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/bPdEz_KZrcI&amp;hl=en&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/bPdEz_KZrcI&amp;hl=en&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The original idea for Fabric came from thinking about expressing connections mechanically, and also about creating a game where you had to destroy part of the environment in order to protect it.</p>
<p>The fabric of the game world is essentially a cloth simulation &#8211; particles connected by springs &#8211; with charged elements that travel along the grid-lines, seeking out their nearest neighbour.  When those charges connect, they destroy a large area of the grid around them.  The only way to stop them moving is to destroy the grid-line they&#8217;re travelling along.  The overall aim of the game is to stop the fabric unravelling completely as you can see it doing towards the end of the movie.</p>
<p>It&#8217;s still early days, but even at this early stage, the nature of the technology has brought up restrictions in what I originally thought I could do gameplay wise, but it&#8217;s also opened up other possibilities too, which was the whole point of the experiment.</p>
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		<title>More Artshubbing</title>
		<link>http://www.paulcallaghan.net/blog/2009/05/24/more-artshubbing/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/05/24/more-artshubbing/#comments</comments>
		<pubDate>Sun, 24 May 2009 02:43:06 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Arts Hub]]></category>
		<category><![CDATA[Emerging Writers Festival]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Panel]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=272</guid>
		<description><![CDATA[Arts Hub have a proile of me up as one of the speakers at this year&#8217;s Emerging Writers Festival.  You can read it here. And a gentle reminder that I&#8217;ll be speaking this coming Sunday as part of the EWF&#8217;s &#8230; <a href="http://www.paulcallaghan.net/blog/2009/05/24/more-artshubbing/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artshub.com.au">Arts Hub</a> have a proile of me up as one of the speakers at this year&#8217;s <a href="http://www.emergingwritersfestival.org.au">Emerging Writers Festival</a>.  You can read it <a href="http://www.artshub.com.au/au/news.asp?sc=&amp;sId=178072">here</a>.</p>
<p>And a gentle reminder that I&#8217;ll be speaking this coming Sunday as part of the EWF&#8217;s Town Hall program.</p>
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		<title>Emerging Writers&#8217; Festival</title>
		<link>http://www.paulcallaghan.net/blog/2009/04/23/emerging-writers-festival/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/04/23/emerging-writers-festival/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 12:54:34 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Conferences]]></category>
		<category><![CDATA[Emerging Writers Festival]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Panel]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=260</guid>
		<description><![CDATA[Now that the program has been officially launched, I think it&#8217;s safe to tell the world that I&#8217;m going to be speaking at the Emerging Writers&#8217; Festival next month.  I&#8217;m doing a panel session talking about what happens when you&#8217;re &#8230; <a href="http://www.paulcallaghan.net/blog/2009/04/23/emerging-writers-festival/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Now that the program has been officially launched, I think it&#8217;s safe to tell the world that I&#8217;m going to be speaking at the <a href="http://www.emergingwritersfestival.org.au">Emerging Writers&#8217; Festival</a> next month.  I&#8217;m doing a panel session talking about what happens when you&#8217;re the writer on a much larger project and then a From Here to There session talking about the process of writing for games and how I got my start in it.</p>
<p>Both sessions are on Sunday 31st May at the Melbourne Town Hall</p>
<p>1:45 in the Yarra Room &#8211; I Can Say Yes Now But In The End It Will Be No</p>
<p>3:00 in the Melbourne Room &#8211; From Here to There</p>
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		<title>Remediation</title>
		<link>http://www.paulcallaghan.net/blog/2009/01/26/remediation/</link>
		<comments>http://www.paulcallaghan.net/blog/2009/01/26/remediation/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 06:29:08 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[stories]]></category>

		<guid isPermaLink="false">http://www.paulcallaghan.net/?p=82</guid>
		<description><![CDATA[Here&#8216;s an interesting post from Brenda Brathwaite&#8217;s blog about how new media forms look to previous ones for inspiration, and how perhaps we should look to opera for inspirations about how games can tell stories.  As a games writer, it&#8217;s &#8230; <a href="http://www.paulcallaghan.net/blog/2009/01/26/remediation/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://bbrathwaite.wordpress.com/2009/01/20/opera-not-movies/">Here</a>&#8216;s an interesting post from Brenda Brathwaite&#8217;s blog about how new media forms look to previous ones for inspiration, and how perhaps we should look to opera for inspirations about how games can tell stories.  As a games writer, it&#8217;s something I&#8217;ve been thinking about for a little while, and then <a href="http://www.gamasutra.com/view/feature/3911/jonathan_blow_the_next_phase.php">this</a> interview with Jonathan Blow came along and triggered further thoughts along similar lines.</p>
<p>Challenge and stories aren&#8217;t really pulling in different directions in games.  It may be that we&#8217;re trying to use traditional storytelling techniques with games, and that&#8217;s where we fall down, but the reality is that with games, it&#8217;s just the mechanisms that we can use to tell stories are different than they are in other forms.  Brenda&#8217;s example of opera is a really good one, but you can easily find examples in other media.  Comics spring to mind as a form that shares elements with both film and prose, but how you interact with that is different to both.</p>
<p>And, I think that&#8217;s one of the key things &#8211; interaction, or how you engage and derive meaning from the medium &#8211; but games aren&#8217;t unique in being interactive.</p>
<p>I&#8217;ve often spoke in the past about levels of indirection in story-telling.  In prose, you&#8217;re effectively 3 levels seperate from your emotional response to the story.  You need to parse the sentences, imagine the events unfolding, then have your own individual experience of it.  With film, you&#8217;re 2 levels away.  You no longer need to parse and imagine, but you do need to form a bond with the characters on screen, and then your emotional response is filtered through that.  Games, or good games, remove the engagement barrier to a single level.  There&#8217;s no need to imagine events, they&#8217;re presented just like a film, and as the player, you&#8217;re the one controlling the characters and, hopefully, engaging in their emotional journey along the way.</p>
<p>As game developers, we believe that we&#8217;re unique, but the truth is, all media is interactive to some degree, it&#8217;s just the level of engagement and imagination we have with our audience is unique.  Not better though &#8211; there are things prose does better than other mediums, things that film does better, things that comics do better, things that music does better &#8211; the trick is to work out what the strengths of our medium are and play to those.</p>
<p>One thing that games do better than other media is brought up in Jonathan&#8217;s interview when he talks about Fallout 3.  In it, you come across a nurse who tried to hold off a horde and failed.  Jonathan thinks this moment works, but is an example of how the rest of the game fails, because there aren&#8217;t other moments like this.  I think that&#8217;s important to consider how effective that single element would be without the rest of the game around it.  There may not be a particularly strong central story to Fallout 3, but there is a consistent world, with consistent characters, and the player experience is built around that, rather than on the beat by beat, linear progression.  In this case, the player is encouraged to take on the identity of a post-apocalyptic wanderer trying to survive, and the world is designed to support that.  Story, or at least a linear story, is almost secondary to that identity-adoption.</p>
<p>Testing identities is one of the fundamental things that we do when we play, both as adults and as children, but we can&#8217;t do that without construction of some sort of fiction.  However, once we have that fiction, we can tell stories.  Games with stories provide fictions that encourages us to adopt the identities and goals of the characters and to believe that the actions they take and the challenges they face are important.  I believe that challenge alone isn&#8217;t important, that actions themselves aren&#8217;t important, but that it&#8217;s why we take those actions to overcome those challenges that <em>is</em> important<em>.</em> Games<em> </em>connect with us directly, and those that work, enable us to adopt those identities and want to solve those problems alongside the characters.</p>
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