Incoherent Dialogue in Fallout 4

Similar documents
Chapter 4 Summary Working with Dramatic Elements

Gillian Smith.

Moral of the story: How virtual choices affect us

Chapter 7A Storytelling and Narrative

SAMPLE. Lesson 1: Introduction to Game Design

What is a Game? See also references at end of slides (if any)

Game Design. Review of Jesper Juul s Half-Real: Video Games between Real Rules and Fictional Worlds. Simon Cutajar

CMS.608 / CMS.864 Game Design Spring 2008

POOL THE. A role-playing game by James V. West

GAME DESIGN! Intro: Game Designers First Half: Play & Games Second Half: Mechanics/Dynamics/ Aesthetics ( MDA)

Why the Hell Am I Playing This?

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:

A Multimodal Discourse Analysis of Video Games: A Ludonarrative Model

Visual Design in Games

Trade Offs in Game Design

CMS.608 / CMS.864 Game Design Spring 2008

Game Design 2. Table of Contents

PATTERNS IN GAME DESIGN

the gamedesigninitiative at cornell university Lecture 3 Design Elements

Lesson 2 Worksheet: How to Make Yourself Indispensable

A New Design and Analysis Methodology Based On Player Experience

Analysis of Game Balance

Chapter 7: DESIGN PATTERNS. Hamzah Asyrani Sulaiman

Mass Effect 3 Multiplayer Guide Xbox 360 Mod

Not-Too-Silly Stories

Mass Effect 3 Multiplayer Guide Xbox To Pc Play Together

Love will have its sacrifices. No sacrifice without blood.

Game Designers. Understanding Design Computing and Cognition (DECO1006)

ATD TechKnowledge Hands-On Learning Workbook. Alexander Salas, CPLP

Individual Test Item Specifications

Individual Test Item Specifications

EDUCATING AND ENGAGING CHILDREN AND GUARDIANS ON THE BENEFITS OF GOOD POSTURE

Seaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.

the gamedesigninitiative at cornell university Lecture 3 Design Elements

User Interfaces. What is the User Interface? Player-Centric Interface Design

the gamedesigninitiative at cornell university Lecture 3 Design Elements

CISC 1600 Introduction to Multi-media Computing

2PI Narrative Summative Assignment

Alternative English 1010 Major Assignment with Activities and Handouts. Portraits

Telling the future - on video

SE320: Introduction to Computer Games

CONTENTS CO-OP ADVENTURE CONTROLS EMBARK ON A UNIQUE CO-OP ADVENTURE KEYBOARD / MOUSE 03 STARTING A NEW GAME 04 FRIENDS PASS 04 SAVING 01 CONTROLS

Introduction Computer role-playing games (which we shall refer to as simply role-playing games), like strategy games, are derived from pen-and-paper g

FPS Assignment Call of Duty 4

IMGD 1001: Fun and Games

BAFTA Young Game Designers Introduction Teacher Pack: Key Stage 4

Level 1: Overview / What is a Game?

EXPLAINING THE PROJECT

Workshop 4: Digital Media By Daniel Crippa

Analyzing Games.

Rags to Riches. Written by Allan JC Smith IV. Sample file. Art by Mitchell Nolte Layout by Craig Judd

William Curst.

IMGD 1001: Fun and Games

Z-Town Design Document

Foundations of Interactive Game Design (80K) week four, lecture one

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

DUNGEON THE ADVENTURE OF THE RINGS

ithrive DESIGN GUIDE: FORGIVENESS FORGIVENESS GAMES - Completely individualistic play where players don t COMMON PITFALLS

Foundations of Interactive Game Design

Do (Say) The Right Thing Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas

CONTROLS THE STORY SO FAR

NWN Toolset Module Construction Tutorial

Automatically Adjusting Player Models for Given Stories in Role- Playing Games

Computer Games Design Survival Brief Sam Kosminski

Pictures are visual poems, the greatest of which are those that move us the way the photographer was moved when he clicked the shutter.

1.1 Investigate the capabilities and limitations of a range of digital gaming platforms

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.

What is Nonlinear Narrative?

From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

CS 354R: Computer Game Technology

Emily Short

How would you define your work? Do you define yourself as a writer, a game designer, a developer?

Career Roadmap. Career Development Office. Contents. Introduction... 2 Steps to creating a career road map

How to Write a Novel Part 1: Plan & Outline

Mass Effect 3 Multiplayer Guide Xbox 360 Modding Tools

HI! WE ARE ARTIFEX MUNDI

Parts of a Short Story: Literary Devices E N G L I S H I

An Immersive Digital World. Introduction. Ever since the creation of the first computers, artists have experimented with them in an

Open College of the Arts. Expressing Your Vision. Assignment 2-Collecting June Crowds

Name: Date: #: Period: Elements of Fiction Important Terms and Definitions. My elements of fiction test is on. Elements of Plot

Comprehensive Rules Document v1.1

CS 680: GAME AI INTRODUCTION TO GAME AI. 1/9/2012 Santiago Ontañón

Introduction to Computer Science with MakeCode for Minecraft

Software Development of the Board Game Agricola

Elements of Short Story / Literary Techniques (Narrative Techniques)

Coop Design for an Open World. David G. Bowring

Quantic Foundry LLC Copyright 2016 All rights reserved

HOW TO CREATE A SERIOUS GAME?

Gamma World Character Generation By: Paul S. Williams( ) For Gamma World 3 rd Ed. Master s of the Earth Campaign

Chapter 6. Doing the Maths. Premises and Assumptions

Mass Effect 2 Can't Import Me1 Character Pc

There s a lot for role-playing fans to be excited about. Gamespot.com

Foundations of Interactive Game Design (80K) week one, lecture one

Game Design

Reader s Notebook Name: Grade: School:

Survey Platform

Comics as Contracts 2016/04/05 1

CONTENTS. 1 : Introduction : Game Terms : A Primer On Metal : Before You Start : Anatomy Of Metal : Creating Bands 19

Creating a Character and Character Development

Professor Amanda Maitland KOTESOL Conference

Transcription:

Incoherent Dialogue in Fallout 4 This essay examines the state of character dialogue systems in games through the lens of systemic coherence (Hunicke, LeBlanc, Zubek 2004), using Fallout 4 (Bethesda, 2015) as a case study. This is not a question of whether or not Fallout 4 should be considered a dialogue- driven game or not with over 111,000 lines of recorded dialogue (Nunneley 2015), it s clear that dialogue between characters is an important focus of Bethesda s design. Rather, this is a critical appraisal of the systems used to deliver dialogue in Fallout 4 in light of their suitability for engendering systemic coherence. Systemic coherence refers to an ideal state in which a game s mechanics, dynamics and aesthetics complement each other to create a seamless experience, outlined by Robin Hunicke, Marc LeBlanc and Robert Zubek. They summarise: systemic coherence comes when conflicting constraints are satisfied, and each of the game s parts can relate to each other as a whole. (Hunicke et al. 2004) By examining Fallout 4 through the lens of mechanics, dynamics and aesthetics the three distinct parts deemed necessary to achieve systemic coherence - this essay aims to establish how successful the dialogue systems within the game are at achieving coherence. While this analysis will specifically address the systems in Fallout 4, the conclusion will be broadly applicable to a wider field of games that seek to offer player choice and expression through dialogue. Recent examples include The Witcher 3: Wild Hunt (CD Projekt, 2015), The Walking Dead (Telltale, 2012) and Dragon Age: Inquisition (Bioware, 2014). Like many modern role- playing games, Fallout 4 offers a large open world filled with diverse locations, creatures and characters which players can interact with in largely any order they choose. Mechanically, Fallout 4 contains a huge range of interwoven systems, including but not limited to real- time and semi- turn- based combat, multiple- choice dialogue, settlement building, weapon and armour modification, a working economy, a companion system and a dynamic weather system. The developers have woven these systems together with a focus on dynamic player choice in a way that has kept some players engrossed for over 400 hours (VanDervoort 2015). Aesthetically, Bethesda has created a narratively cohesive world rich with detail, providing a high- fidelity vision of what Don Carson calls environmental storytelling, where it is the physical space that does much of the work conveying the story. (Carson 2000) It is when something other than the environment is required to convey the story that Fallout 4 s otherwise dizzying array of systemic options become more limited. When approaching a character in Fallout 4 the player has three options. The first is to engage that character in combat and attempt to kill them. The second is to sneak up to them and attempt to pickpocket them. The third is to engage them in dialogue. The first two options draw heavily on the game s wider systems, which in turn are influenced by the dynamic choices the player has made during the game. Engaging in combat invokes a complex first- person shooting system bolstered with a semi- turn- based strategic aim assist system, with the play of combat defined by the player s choice of weapons and perks, as well as how they ve chosen to engage with many of the game s other

systems. Successfully pickpocketing is dependant on the player s control dexterity, their understanding of space and vision- cones as well as their character s perks and inventory choices. Engaging a character in dialogue usually present the player with four possible dialogue choices, bound to the controller s face buttons in the console version of the game. While the player is engaging in dialogue the rest of the game systems are effectively paused; the player cannot move, shoot, or otherwise engage with any system other than dialogue. The player must wait until the dialogue has concluded, at which point the rest of the game s systems resume and they are free to continue interacting with the game world as they please. Dialogue, then, exists in a systemic bubble of its own, separate from the rest of the game s integrated systems. Mechanically, the dialogue system is extremely basic; players can never select from more than four dialogue options at a time, each of which delivers a pre- set recorded response from the player s character. The character they are addressing then usually responds, after which the player is either presented with another four dialogue options or else the dialogue ends. Dynamically there is little for the player to engage with outside of selecting options from a list, momentarily reducing Fallout 4 to the complexity of a choose- your- own- adventure book, a form noted for its lifelessness and mechanical exposition rather than enthralling entertainment (Jenkins 2004). The player s ability to make meaningful decisions in dialogue is further hampered by the fact that they can only select from brief descriptions which imply what their character might say for example Sarcastic or Sounds great (Fig 1) with the player character providing a line of dialogue intended to match the emotion or intent stated by the interface. The effect of this is that the player doesn t know what they re actually going to say when they choose to say it Table 1 shows that while some of the options match up with the resulting dialogue, others introduce information that s invisible to the player - here the player is supposed to anticipate their character saying but there s room for my entire family, right? when the only information they re presented with is enough space?

NPC: I m here to tell you that because of your family s service to our country, you have been pre- selected for entrance into the local Vault. Vault 111. Input (PS4) Player selection. Character response. Enough space? But there s room for my entire family, right? I m busy. I m a little busy right now X Sounds great. Sounds great. O Go away. Go. Away. Table 1 Conversation options and responses from an early- game conversation. The one link to the broader systems of Fallout 4 comes when the player makes a choice dependant on their charisma points, usually when trying to persuade another character to do something against their nature. At this point the pertinent dialogue option is displayed in a different colour depending on how difficult the player character will find making a successful persuasion, with yellow being moderate difficulty and red being extremely difficult. The outcome of this choice is based on chance, with the probability of success increasing with the player s charisma points. However, there is no indication beyond colour of the actual statistical chance of success, nor what the repercussions will be for successful or unsuccessful attempts, and the player is unable to affect the outcome in any way beyond simply picking the option and hoping for a lucky roll. The aesthetics of dialogue are likewise limited. Conversations occur with two characters facing one another, each talking in turn, with the camera usually focusing on either the face or entire body of the speaking character. Characters cannot move whilst conversing beyond stationary animations; it s possible for other characters to speak to the player whilst both are walking, but impossible for the player to reply without the game pausing their movement and cutting to dialogue view. If games are, as Greg Costikyan writes, an interactive structure of endogenous meaning that requires players to struggle toward a goal, (Costikyan, 1994) then the game of Fallout 4 s dialogue is severely lacking. It s barely interactive, its meaning within the context of other game systems is limited to a 4- way selection of predetermined options, and the only struggle is presented as a contest with a random number generator. While the other systems within Fallout 4 would arguably meet the criteria of this definition by themselves the combat is a reasonably deep facsimile of a first- person shooter, the settlement building elements are creatively rewarding in the way of a simplified Minecraft (Mojang, 2009), inventory management requires strategic prioritising of a huge range of items it is difficult to argue that anyone would enjoy engaging with the dialogue system for its own sake. In terms of systemic coherence, dialogue is the least coherent of Fallout 4 s varied systems. A ludological conclusion would be that this enforces Costikyan s statement that there is a direct, immediately conflict between the demands of a story and the demands of a game, (Costikyan 2000, 44-53). Certainly the static and detached nature of Fallout 4 s dialogue system supports Jesper Juul s statement that the narrative tends to be isolated from or even work against the computer- game- ness of the game. (Juul 1999)

This would, however, be ignoring the amount of critical praise Fallout 4 has received for its narrative elements. Alec Meer of Rock Paper Shotgun praises the dramatically better- presented and performed characters (than in previous Bethesda games) (Meer 2015) while Arthur Gies of Polygon applauds Bethesda for leveraging the strongest writing it's ever managed, to present really difficult choices. (Gies 2015) This could simply be a case that the strength of the writing overcomes the weakness of the system that supports it, or it could be that the game s other systems make up for this weakness. While the definition of systemic coherence would deem Fallout 4 s dialogue system severely limited, it is at least functional, and its functionality has clearly not inhibited players experience of deep and engaging stories within this game world. If such apparent success can be achieved with such a limited system, it isn t hard to imagine the storytelling potential for a similar game that integrates dialogue more fully into its design in a way that is coherent with the otherwise excellent game systems. Word count: 1587

References Carson, D., 2000. Environmental storytelling: Creating immersive 3D worlds using lessons learned from the theme park industry. Gamasutra.com. Available at http://www.gamasutra.com/view/feature/131594/environmental_storytelling_.php [Accessed 27 December 2015]. Costikyan, G., 1994. I Have No Words And I Must Design. Interactive Fantasy# 2. British Roleplaying Journal. Costikyan, G., 2000. Where stories end and games begin. Game Developer, 7(9), pp.44-53. Gies, A. 2015 November. Fallout 4 Review. Polygon. Available at http://www.polygon.com/2015/11/9/9648824/fallout- 4- review- xbox- one- PS4- PC [Accessed 04 January 2016]. Hunicke, R., LeBlanc, M. and Zubek, R., 2004, July. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4). Jenkins, H., 2004. Game design as narrative architecture. Computer, 44(3). Juul, J., 1999. A Clash Between Games and Narrative. JesperJuul.com. Available at http://www.jesperjuul.net/thesis/ [Accessed 03 January 2016]. Nunneley, S., 2015 September. Fallout 4 has more lines of dialogue than Fallout 3 and Skyrim combined. VG24/7. Available at https://www.vg247.com/2015/09/03/fallout- 4- has- more- lines- of- dialogue- than- fallout- 3- and- skyrim- combined/ [Accessed 04 January 2016]. Meer, A., 2015 November. Wot I Think: Fallout 4. Rock Paper Shotgun. Available at http://www.rockpapershotgun.com/2015/11/09/fallout- 4- review- pc/2/ [Accessed 04 January 2016]. VanDervoort, O., 2015 June. Fallout 4 Gameplay Length Could Be More Than 400 Hours. Gamingbolt. Available at http://gamingbolt.com/fallout- 4- gameplay- length- could- be- more- than- 400- hours [Accessed January 03 2016].