Thursday 9 May 2013

CS Research

My group's idea is to look into story driving characters, characters that drive the story along.

It's a pretty simple project and, other than narrative theory, I can't think of much second hand research that could be done simply because it's looking into how characters can push the story onwards. After a few searches, I haven't found anything on the subject either, so this is mostly personal experience and observations based on games that I've played.



Story driving characters is really the best way we can describe what we're going to be talking about. We're looking into characters that help push the story along by guiding the player in the right direction and giving the player purpose to their actions and direction. Most characters do this, but there is almost always one character that seems to have this specific purpose. They are normally a companion that guides the player and aids them along the way by helping to solve puzzles or helping to fight the enemy, or they can be a character that narrates to the player and points them in the right direction without getting directly involved. In other forms of media, every character drives the story forwards, even just a little, by directing and aiding the main protagonist. Everything is in a set direction. On the other hand, games are a bit more lenient. While story driven games do still have a story, it's not in such a set direction as other forms of media due to the fact that the player can explore and interact with the characters and environment. The player can choose their own pace and experience the story in their own time and as such the game needs characters that guide the player.

Early examples of such characters can be found in the 80's where games were becoming more in-depth and complex and started to include characters other than the player that wasn't enemies. Characters started to appear that would give the character quests and items that would compel them to carry the story on. Without them, not much would have happened. However, they sometimes didn't have much interaction with the player that was beyond telling them to go to the next area or giving them equipment. More recently, as games have become more complex, these characters can do much more. One recent example is Elizabeth from Bioshock: Infinite. Elizabeth is the main part of the story as her abilities and who she is are the very reason for the existance of the storyline. Often, she will tell the player what objective needs to be done next, such as going to a specific building or destroying an obstacle. Of course, she always pushes the story along, informing the player of the backstory of events, some of the lore of the game (such as explaining how Columbia stays afloat through what could only be described as quantum levitation, or explaining how the Lutece twins, who are both story driving characters themselves, exist). She has a direct influence on driving the player forwards as she can bring in objects from other universes, such as a skyhook or cover or weapons, that allow the player to progress further on. To add to that, she is also able to pick locks at the player's command, which unlocks additional places in the world as well as the next stage to the game. And in terms of finding secrets, she can also decode cyphers that occasionally appear on walls, which lead to additional secrets. Elizabeth's overall goal changes across the game. First she wants to get away from the main antagonist Comstock, then she wants to get away from the protagonist Booker DeWitt after she realises she's been betrayed, then eventually she turns to wanting to kill Comstock. Across the game, you see her evolve into a more hardened character. She can take care of herself, as the game tells you, as she tends to hide in safety when enemies are about and can pass you ammo, health and money when you're running low and the aforementioned summoning from other worlds. These mechanics make her not only an interesting character, but also make her a useful asset to the player. She is the most important character for driving the story due to her knowledge, her personality and her position.

As I said before, you get characters like Elizabeth who not only drive the story onwards but also help the character directly, and you can also get characters that direct through narration. One such character is Wheatley from Portal 2. A comedic character who is met right at the start of the game, he guides the player from one objective to the next, telling the player where they need to head to. As he cannot directly influence many things, he needs the player's help so he can help the player. This will be things such as activating switches, or plugging him into a terminal. However his character is very dim-witted and pretends to know what he's doing for the sake of dignity (despite being a complex A.I. System). Often, this leaves the player to solve the mystery themselves, which can be objectives like cutting pipes with a laser. It's quite a unique way in driving the story forward as the player comically watches Wheatley attempt to do things before giving up and wandering off to do it themselves. He'll do things such as hitting random buttons and pretending to know what all of them do, or he'll be optimistic every time he hits something such as getting excited when the lights come on. He'll also have moments where things will be “a little embarrassing” and he'll ask the player to turn away for a moment while he tries to open doors. The first instance, he opens a side panel rather than the door and the second time he just smashes the window. These actions not only give a clear purpose and direction for the player, but also gives the game comedic value. Later on, when he takes over as the tester of Aperture, he'll start trying to build puzzles out of scraps in an attempt to keep the player moving, his purpose being that he “has an itch for testing” now. He's a juxtaposition of the main antagonist GlaDOS who is intelligent, sarcastic and uniform in her decisions and Wheatley's complete opposition adds a certain light to the game that makes it that much more compelling as the player is driven onwards in two different ways by two different characters, kind of giving the player both sides of the coin.

Ref:
“Bioshock Infinite” Irrational Games 2013
“Portal 2” Valve 2011


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