| Barfly: An Exploration into the Effects of Generative Gameplay Elements on Narrative |
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| Joshua A. Green USC School of Cinematic Arts Interactive Media Division MFA Thesis Paper |
ABSTRACT This paper will detail an experiment being conducted to see how narrative is affected when generative gameplay elements are introduced. The experiment involves the design and implementation of a short game in which the player creates a character and uses this character to interact with a group of characters whose personality traits are randomly generated. Additionally, this paper will discuss the structure of the experimental game, how the game will help explain the effects of generative game components on narrative, and other works dealing with similar issues. Keywords Generative, Gameplay, Experiment, Database, Conversational, Role Playing Game, Conversation, Narrative, Art, Story, Dialogue, Character, Arc, Dynamic 1. INTRODUCTION Barfly is a gameplay experiment that explores the use of a database conversational system through interaction with randomly generated virtual characters. The purpose of this experiment is to understand how generative game components affect narrative. For the purposes of this paper, generative gameplay elements are elements of a game that are randomly and/or procedurally produced by the game itself. Generative elements in games are not a new phenomenon. One of the first games to use procedurally generated content was Elite [1]. Despite the extreme memory constraints of the BBC Micro [2] and Acorn Electron computers for which the game was written, Elite was able to produce 8 galaxies with thousands of unique worlds by having them all procedurally generated. Today, there are games based entirely on generative content. Such games include Will Wrights The Sims [3] and his upcoming evolution game, Spore [4]. The Sims is what is commonly referred to as a life simulator in which the player is able to directly influence the day-to-day happenings of the games inhabitants. The behavior of these artificial people, known in the game as Sims, is relatively random, influenced only by the players direction and the relatively random actions of other Sims. Whereas Spore is in every which way generative from what happens within the game to how players can create a creature, and the game will know how to animate it appropriately. ![]() Figure 1. A screenshot taken from The Sims (source: Wikipedia.org) As generative content in games grows in popularity, it becomes necessary to know how such content can affect game narrative. This becomes especially important as games continue to move closer toward being a communicative medium. In order to become effective communicators game designers will have to understand how every piece of a game, from the gameplay mechanics to the setting of rules and boundaries, will affect the player and his/her perception of the experience. 2. PRIOR ART One of the most recognized experiments in interactive electronic narrative is a project called Façade [5]. Façade is a 3D rendered experience that is billed as a “one-act interactive drama”. The player picks a name from a list of names and is immediately placed into a first-person view in a hallway leading to a door. When the player opens the door, he or she is greeted by Trip and Grace. Through vocal dialogue, Trip and Grace explain to the player that the player brought them together as a couple and they best friends with him or her. The player has the ability to speak to them by typing in statements. The game uses natural language processing to best understand what the player has typed in. The AI-driven couples will respond based on the best interpretation of what the player has said. In all, this game is extremely complex in its design and execution due to its use of sophisticated natural language processing and AI that react physically and verbally to things said and actions taken physically by the player. E.L.E.C.T. [6] is a project that was commissioned by the United States Army to teach soldiers how to communicate with people in another country while maintaining an awareness of that nation’s culture. In essence, it is a game that involves the player conversing with one person with a particular goal in mind. As such, it is more a form of negotiation in which the player attempts to choose the best statement out of an enormous set of possible statements, each with a particular response to come from the person being spoken to. Ultimately the player wins or loses depending on whether or not the person he or she is negotiating with finds what is being said by the player to be agreeable based upon the culture of the person in question. Commercial RPG’s such as Fallout [7], The Elder Scrolls III: Morrowind [8], and Star Wars: Knights of the Old Republic [9] all use a simple tree-based mechanic for conversation. Each one of them involves having the player walk his or her avatar up to a particular non-player character (NPC) and initiating dialogue by pressing a “speak” button or clicking on him or her. When the dialogue is initiated, the game switches to a view in which the player looks directly at the NPC and there is a set of dialogue options at the bottom of the screen. The NPC will say something, and the player will have the opportunity to respond by selecting one of the statements at the bottom of the screen. Fallout will give the player different choices of things to say based on the intelligence score that the player’s character has. So if the player’s character has a high intelligence score, he or she will have articulate and well thought-out things to say to the NPC. If the player’s character has a low intelligence score, the player will only be able to say extremely basic things, with a few grunts and mumblings thrown in for good measure. In all three of these games, what the player chooses can permanently affect what the player can do in the game and affect how that NPC will treat the player in the future. ![]() Figure 2. Screenshot taken from Star Wars: Knights of the Old Republic. (source: LucasArts.com) Office Voodoo [10] is an interactive film installation that allows the user to algorithmically edit a sitcom in real time. The installation is made up of two characters, a male and a female. Both are condemned to eternity to work at an office. Both people can be manipulated by giving users one of two voodoo dolls that can be moved, poked, or shaken. These actions on the dolls change the mood of their corresponding characters on the screen. The results are shown as the film cuts to scenes that correspond to the moods that the users have set them to. Lastly, Portrait One [11] is a work that is in many ways similar to the experimental game discussed in this paper. It is an installation that features a French Canadian lady, Marie, who is displayed from the shoulders-up on a monitor. A user walks up to the monitor to see her stacking back. The user has the ability to select one of three statements that are displayed below Marie’s face. Depending on what the user selects and what her mood is at the time, Marie will respond with statements of her own. This conversation will continue for as long as the user keeps clicking on statements. ![]() Figure 3. User interacting with Marie in Portrait One. (source: http://www.din.umontreal.ca/courchesne/) 3. BARFLY DESCRIPTION The experimental game that is being used to explore generative gameplay elements on narrative is what can be considered to be a “conversational role playing game” (or RPG for short). The game world consists of a bar that has a set of patrons. The player is asked to create a character by selecting a set of personality traits that govern what the character is able to say in a conversation. When the player is finished creating his or her character, the game randomly generates the bar patrons, giving them unique traits of their own. The object of the game is for the player to find the love of his or her life before the bar closes. The player has the opportunity to find his or her match by engaging each of the patrons in “small talk”. When the player has found the patron that seems most suitable to his or her character, the player can engage that patron in a full conversation. The conversation consists of 3 possible statements that the player can choose from. Each is chosen by the game based upon the traits of the character with which the player is playing. Once a statement has been chosen by the player, the patron will respond to the player with a statement based upon an evaluation of the player’s statement against his or her own traits. A full round of conversation contains 4 of these statement and response pairs. As each round occurs, the player will get feedback from the patron about how successful the player is at achieving his or her affections. The game ends after six rounds of full conversation. At this point, the game will evaluate the character that has been most affected by the player and will display an epilogue involving the player’s character and the patron based on how well or poorly the evening went. ![]() Figure 4. Player can click on 3 statements on the bottom of the screen, with the patron’s response appearing at the top area of the screen. 4. BARFLY DESIGN AND IMPLEMENTATION In an effort to make the game as accessible and appealing as possible to everyone, the interface for this game is simply a mouse and one button. Since the game will be made in Macromedia Flash, the graphics will be 2-dimensional with a stylized animated look with people represented as silhouettes. When the game starts, the player will be given the option of choosing from pre-made characters with traits already assigned to them, or creating his or her own character. If the player chooses to create a character, he or she will be given a list of 18 personality traits and will be asked to pick 5 of them. Each trait is paired up with another so that there are 9 pairs in all.
Figure 5. The 18 traits used by the player when creating a character. When the player has his or her character created, the game will randomly generate the rest of the characters, giving them their own 5 personality traits. When the game itself begins, the player’s character will appear at the doorway and there will be bar patrons placed randomly alone and in groups all along the bar counter and seated at some of the tables in the room. In order for the player to interact with any of the characters, all he or she has to do is click on that particular person. The view will change, giving the player the opportunity to click on one of a set of options below the person in question in order to interact with him or her. To the left of the bar counter will be a band that will be playing the music that the player will hear in the background as the game progresses. The player will have the ability to walk over to the band and select one of a set of songs. This can have an effect on a conversation depending on the type of music that is being played and how it corresponds to a particular character’s personality traits. Additionally, the player will be able to go over to the bartender and order drinks, which in turn can be used to affect, either positively or negatively, the outcome of a conversation. Unfortunately due to time and budgetary concerns, this feature did not make it into the final game. The player will also be able to engage the bar patrons in some form of dialogue. When the player clicks on one of the patrons, his or her character will walk up to that patron and a window will pop up giving the player the choice of engaging him or her in either “Small Talk” or “Full Conversation”. If the player selects “Small Talk”, the patron will give the player a one-line statement about him or herself or one of the other patrons present at the bar. The player can do this to learn as much as possible about the patrons at the bar without sacrificing any rounds of conversation. This will help the player pick the patron that either seems the most compatible or the most interesting. If the player selects “Full Conversation”, the view will change so that the player can see him or her in a close-up camera angle. There will be three possible statements that the player can select from below the patron’s face. From here, the player will go through 4 statement/response pairs that will make up one full round of conversation. Depending on how the patron likes or dislikes the statement, the player will know if he or she is being successful based upon the dialogue response and a score represented by a meter on the left-hand side of the screen. The statements that are picked for both the player and the patrons come from an extremely large database of statements. Each statement is actually a movie quote taken from a long list of movies on the Internet Movie Database (IMDB) [12]. Of course, each movie that is quoted is properly credited in the game. Additionally, each of these statements has various traits associated with it. The first trait associated with a statement is a topic keyword. These keywords are manually assigned to each based upon a potential subject that the statement relates to. The keywords are used by the game to maintain topic consistency from one statement/response pair and conversation round to the next. Despite this, it is possible for the patron or the player to randomly change the subject. This is to ensure that a conversation isn’t stuck on one topic for the entire game.
![]() Figure 6. A small portion of the statement database. The next set of attributes assigned to each statement is whether it can be used in the beginning, middle, or end of a conversation round. Some statements can only belong in one phase of a conversation. For instance, “By the way, what's your name?” can only be appropriately used at the beginning of a conversation. Whereas, “Dry your eyes, baby. It's out of character.” can be used either in the middle or at the end of a conversation. Another attribute assigned to each statement is a response value. The response value indicates that the statement is either positive or negative. This is done to ensure that the player will get a statement that fits the positive or negative score attained by the statement that was chosen. The last set of attributes assigned to each statement is the full list of personality traits that can potentially be assigned to a character. This is done to check to see if a particular statement matches the personality of a character who could potentially say it. So for example, it would be confusing to have a character that is associated with the Warm personality trait to say, “We are protected by the enormity of your stupidity, for a time.” Whereas, it would make sense for such a person to say, “It seems to me you could make some girl wonderfully happy.” The game will evaluate the progress of the player’s character by giving each patron a score. All patrons will start off with a score of 0. A patron’s score can only change if the player engages him or her in a full conversation. If the patron thinks upon the player’s character favorably, he or she will have a positive score. If the player’s character messes up when conversing with a patron, the patron’s negative opinion will result in having a negative score. The process of evaluating the player’s score is done by first taking the statement that the player clicked on and comparing its attributes to those of the patron. This is done by first calculating a Success Ratio. This ratio starts off at 50 (out of a possible value of 100). For each trait (up to 5) that matches the statement’s traits, the ratio increases by a value of 10. For each of the statement’s traits that opposes the patron’s traits, the ratio is reduced by a value of 10. Next there is a virtual 100-sided die that is rolled. If the number that is randomly generated is at or below the Success Ratio, the player is rewarded +1 to his or her score relative to the patron. If the number that is randomly generated is above the Success Ratio, the player is given -1 to his or her score. After 6 rounds of conversation are completed and the bar officially closes, the patron with the score that is farthest from 0 in either the positive or negative direction will appear, saying a statement of either extreme love or extreme rejection, depending on whether the score is positive or negative. In the case of a tie, the game will provide an epilogue based on only characters with which the player has conversed. ![]() Figure 7. A screenshot taken from Façade. (source: interactivestory.net) 6. CONCLUSION Notwithstanding the shortcomings of Barfly, people who have played it seem to have thoroughly enjoyed themselves. Their encounters, though brief, appear to be memorable. People like the movie lines and they feel that they have some control over the outcome of their characters. Through the course of completing this project, I have noted that generative gameplay elements make it more challenging for a game designer to maintain a consistent and compelling narrative. This is due to the unpredictability of the possible events that can take place due to such elements. Design is further made complicated for games in which characters are themselves, generative. This makes it unclear to the designer how such characters can have motivations and personality traits that grow and change over the course of the game. Despite these difficulties, a story that is generated can be made compelling by the specific limitations enforced upon the characters and the events that take place by the designer. It would seem that the true narrative and message communicated to the player within a game built upon generative gameplay elements comes from the designer’s rules and boundaries that define the game itself. Other people who contributed include:
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| REFERENCES [1] Ian Bell, http://www.iancgbell.clara.net/elite/ and David Braben, http://www.frontier.co.uk/games/elite/ [2] British Broadcasting Corporation, http://www.bbc.co.uk/ [3,4] Electronic Arts Inc., http://www.ea.com/ [5] Procedural Arts, http://www.proceduralarts.com/ [6] USC Institute for Creative Technologies, http://www.ict.usc.edu/ [7,8] Bethesda Softworks LLC, http://www.bethsoft.com/ [9] LucasArts Entertainment Company LLC, http://lucasarts.com/ [10] Michael Lew, MIT Media Lab, http://alumni.media.mit.edu/~lew/research/voodoo/ [11] Luc Courchesne, University of Montreal, http://www.din.umontreal.ca/courchesne/ [12] Internet Movie Database Inc., http://imdb.com/ |