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The Book in the Xbox
Can a video game be literature? Gaming guru Don Daglow '74 and others are looking beyond blowing stuff up to
explore new ways of telling stories.
By Adam Rogers '92 / Photos by Robert Durell
The clack clack clack sound, insistent and
machine-like, stopped Don Daglow ’74 cold. He’d just walked through the front
doors of Mudd-Blaisdell dormitory, headed for his room. But he’d never heard a
noise like this one, coming from a door he’d never noticed. So he did what any self-respecting
English major with a playwriting concentration would do: He went to
check it out.
That’s how, on November 5, 1971, Daglow stepped into the headquarters of the
newly founded Pomona College Computer Science Study Group, and the sound
turned out to be coming from a typewriter-like teletype printer. It was one of two,
tied into a Digital Equipment Corporation PDP-10—a mainframe computer housed
at Pitzer, the only time-sharing computer at The Claremont Colleges.
Daglow doesn’t remember which group member was
staffing the desk that day, but he does remember the first thing
he saw: games. “I think they showed me horseracing,” he says.
“But then they showed me Eliza.” It was an early bit of software
that pretended to be a therapist. “You look at Eliza as a
playwriting major and you go, ‘Oh my God,’” Daglow says. “I
was absolutely hooked.” Over the next few months, Daglow
wrote the first computer baseball game, an improvement on
Eliza and an enhanced early text game based on Star Trek
(already a proto-geek touchstone).
Back then, mainframes were more the province of Boolean
search algorithms and data analysis. So why think of the primitive
terminals as a vehicle for storytelling? “When I walked in
and looked at it, that was the first thing that came to mind,”
Daglow says. “It didn’t have pictures. It was printing text, and
I’m a writer.”
Daglow went on to make a career in videogame design—
today he has a venerable resume that includes a Technology &
Engineering Emmy Award for Neverwinter Nights. And at
every stage, Daglow’s challenge was to combine what he knew
about theatre into a medium better at executing bright colors
and explosions.
Most games have a story, or at least what you might call a
premise. Even chess is supposed to be a battle between two
armies, each equipped with plentiful cannon-fodder infantry
and more powerful elite troops. Typically, though, that veneer
makes no difference to actual game play. As John Carmack, one
of the founders of Id Software and a creator of the ultraviolent
first-person shooter Doom, famously put it: “Story in a game is
like a story in a porn movie. It’s expected to be there, but it’s
not that important.”
But in the past few years, with the advent of massively powerful,
game-dedicated console systems—video games have
changed from exercises in guiding bits of colored light at other
bits of colored light into a fully realized vehicle for narrative.
Forward-thinking artists are working out the grammar and
boundaries of a new kind of storytelling, capable of conveying
emotion, meaning and subtext. Today’s game-makers are giving
birth to a new form of narrative for anyone with the hardware
to play along.
THE XBOX 360 IS Microsoft’s top-of-the-line gaming
console. It looks more like a desktop computer than a video
game system from the old days, has a cooling fan that roars like
a window box air conditioner, and it’s attached to a foot-long
power adaptor. The controllers—nobody calls them joysticks
anymore—are about the size of a fresh pretzel. They’re meant
to be held in both hands, and have two triggers for each index
finger, mushroom-shaped omnidirectional levers for the
thumbs, a directional pad for the left thumb, four buttons for
the right thumb and three more switches in between. They are
daunting, is what I’m saying.
I tend to be what the industry calls a “casual gamer,” which
means I play quick puzzle games, the descendants of Tetris. (It
also means I am old.) Today’s marquee games aren’t aimed at
gamers like me. Halo, Gears of War and other titles on the
A-list are movie-like adventures designed to take dozens of
hours to play from beginning to end, and to use every single
button on that controller. They are supposed to be experiences,
as life-changing as a great novel or as emotionally fulfilling
as a blockbuster summer movie. At upwards of $50 a pop,
they’d better be.
Video games didn’t start out that way. Well into the 1980s,
when an Apple IIe with a monochrome monitor was the height
of home technology, the most popular games were computer
text adventures very much like the ones Daglow first started
noodling with. For geeks of a certain age, the opening line of
Zork—“You are standing in an open field west of a white house
with a boarded front door”—has as much emotional resonance
as “Call me Ishmael” or “A long time ago in a galaxy far, far
away” (just to pull two classics at random).
“They told stories in the traditional way, with words,” says
Ian Bogost, a games theorist at the Georgia Institute of
Technology. In Zork and many of the text games that followed,
the nominal object was to explore a world and gather treasure,
but that wasn’t the underlying game mechanic. “It was less
about narrative and storytelling and more about puzzling and
problem-solving,” says Bogost.
DAGLOW DELVED INTO designing games professionally
for Mattel’s Intellivision console system during this time, and
he was eager to break past storytelling limitations. At Mattel he
designed the first game to use the concept of camera angles, a
baseball title that mimicked TV broadcasts. “I was absolutely
thinking, ‘How do we apply the principles of theatre, so that
someone interacting with a machine has the same sense of surprise
and willing suspension of disbelief?’” he says.
Part of the answer came to him when he was working on
the beloved multiplayer game Neverwinter Nights for AOL in
1989: He’d let the players do it for him. “We would treat the
worlds as challenges that inspire stories, not as repositories of
stories. We had to suggest characters rather than draw them.”
Daglow had hit upon a property called “emergence.” In any
one of the various massively multiplayer online role playing
games—MMORPGs—like World of Warcraft, or even the
online world Second Life, people explore different identities and
activities collaboratively with fellow players. More than 11.5
million people play WoW—a huge cast. Maybe that quantity of
people interacting, combined with better graphics, really can
create a self-weaving tapestry of story. Researchers have been
arguing as much since multiplayer universes were little more
than Dungeons and Dragons-based chat rooms.
Still, many of today’s most popular games tend to have
premises rather than stories. They’re exquisitely-rendered automobile
races, kung fu battles or gunfights that’ll give you a
rush of excitement and adrenaline followed by relief upon the
achievement of an objective. Not that there’s anything wrong
with that. But some games—popular ones, to be sure—aspire
to more. Bioshock makes a pass at commenting on the futility of
Ayn Randian objectivism. Far Cry 2 is full of political intrigue.
“We’ve spent the last 20 years making the colored bits look
better,” says Bogost. “For the last five years, we’ve been in this
crisis. How do we make meaningful games, games that do more
than titillate adolescent fantasy? One answer is, we need better
story.”
THE NEWEST GAME in the works at Pandemic, a Los
Angeles-based game maker, is called Saboteur. It’s set during
World War II, which is a cliché so tapped out that newer games
generally make the Nazis into Nazi zombies, just to change
things up. But Josh Resnick ’89, Pandemic’s CEO, promises
this one will be different. “You have a personal revenge story,”
he says. “We have found in our focus groups and testing that
people really want to keep playing this game. They want to find
out what happens to the character.”
At Pomona, Resnick studied international relations and business,
and went on to get an MBA. But he’d been a gamer since
high school, beneficiary of the world that Daglow helped create.
So when Resnick got out of grad school he got himself
hired at Activision, a heavy-hitter in the games world, and then
spun off Pandemic, which, to be honest, is better known for
action than narrative. One title, Mercenaries, was more “about
the experience of being able to go anywhere, do anything and
blow everything up,” Resnick says. That’s not a knock; it’s true
for the bulk of the industry. You race a car, or kill vampires or
play a sport. Sometimes you do it against the computer.
Sometimes you do it with friends, or with strangers over the
Internet.
But for Saboteur, the company wanted broader appeal. “We
spent an enormous amount of money and resources and
thought developing that character and coming up with a compelling
story,” Resnick says. “In the past, you’d look at your
team and kind of as an afterthought say, ‘We need some story
beats. Which one of you designers has taken a writing class?’
Now people are hiring professional talent.”
Exactly what that talent is supposed to do is an open question.
One compelling approach to games criticism says that this
new medium differs so much from all the others—from books
or theatre or movies—that it shouldn’t be thought of in terms
of beginning-middle-end, narrator/audience models at all.
Bogost’s book Persuasive Games is just one of dozens wrestling
with this epistemology. As he points out, books and movies
don’t abide by those strictures anymore. Why should games?
From that perspective, videogames are almost unavoidably
postmodern. Sure, a protagonist faces increasingly consequential
challenges leading to a climactic action—that’s very
Aristotelian. But in videogames, the player is both protagonist
and audience simultaneously. That should yield huge gobs of
empathy, but in my experience it’s actually more distancing. It’s
not really me in there, shooting giant steampunk robots in
Bioshock or murdering Saracens in Assassin’s Creed. It’s, you
know, just a game. But at least my life as a character has meaning—
or something like it—in those titles. Vast “open sandbox”
games like Grand Theft Auto, let the player just sort of wander
around, exploring. (People love this: In its first month, GTA
IV sold 8.5 million copies.)
This is where things get tricky. In old-style media like books
and movies, the interface is well-understood. You open the
cover, you turn a page, you look at the words. Imagine how
much harder it would have been to figure out Chinatown if
you’d never seen video before. Now imagine trying to figure
out that freakish controller for the first time, while simultaneously
trying to work out how you feel about being a malaria-infected
mercenary in Africa in Far Cry 2. Trust me: not easy.
Eventually the control interface will disappear altogether.
Nintendo’s Wii console system is highly intuitive, dumping
most of the buttons on its controllers for a sensitivity to acceleration
and motion. And at the Electronic Entertainment Expo
in Los Angeles last June, Microsoft unveiled a controller called
Natal, essentially a camera that captures the motions of a player
and transduces them into a game. In other words, there’s no
controller at all. Just you.
The software itself will get smarter, too. Researchers at MIT
are experimenting with artificially intelligent bots, characters
within a game, that learn to behave the way their real world
counterparts would. And a couple of tech-minded artists at UC
Santa Cruz built their own “drama engine” that changes the
story and dialogue depending on what the player does—and far
from being a typical shoot-’em-up, their game Façade is about
a marital spat.
What most people who think about videogames agree on is
that their universe is still inchoate. It can take years—decades—
for new art forms to find their true voices. The tools and techniques
for conveying emotion and narrative in games are
improving, and the possibilities engross Daglow, something of
an industry guru these days. He developed games for every
generation of console hardware, and for most of that time, he
and his teams knew that nothing they created was going to
look like real life. The best they could do was mimic the kind
of camera moves you might see on TV. But the latest hardware
has enough computational oomph to produce images of near
cinematic perfection—which gives you the ability to make other
elements, like character or conflict, more sophisticated. Daglow
calls it, with only a little humility, Daglow’s Law: Storytelling
expands first to fill the technological bandwidth of a medium,
and then the emotional bandwidth. (You also have to have the
cash. In 1988, his Stormfront Studios developed its first game
for $70,000. When the company folded in 2008, it was working
on two games with a total budget of $20 million.)
Obviously, 30 years has radically remade the videogame
industry, but Daglow is back to designing a new game. The
audience of players is hungrier, savvier and little by little they’ve
been trained to expect more from their games than beautifully
exploding zombie heads. “I’m trying to create a new genre,”
Daglow says. “If it succeeds, people will view it as very
different and innovative. And if we’re wrong, then we’ll be
hearing crickets when we go live. But so be it. That’s the
chance we take.”
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