Tag Archives: Gamercamp

11

Gamercamp: Dyad’s Shawn McGrath

November 28, 2012

On Mass Effect, Dark Souls and why traditional storytelling in games is “a worthless endeavour”

Gamercamp - Shawn McGrath

Shawn McGrath (Photo by Wesley Fok)

For his keynote speech at Gamercamp, Shawn McGrath wanted to talk about a lot of things, but he gave the floor to his Twitter followers, who overwhelmingly asked about the technology being his psychedelic abstract shooter Dyad.

One of the topics that McGrath said he wanted to talk about was how storylines in video games are nonsense – a controversial thesis, considering that many of the discussions at Gamercamp were about elevating narratives in games.

Dork Shelf spoke with McGrath after his talk and it became clear that what was a potentially controversial take was really an outright rebuttal of the belief that traditional narratives had any place in gaming.

Dork Shelf: You mentioned that there were other topics you wanted to talk about, but didn’t get to. You mentioned that linear narratives weren’t your thing. Could you talk about that?

Shawn McGrath: Well, it’s kind of complicated. I’m actually trying to formulate my ideas and I wanted to use this talk as a way to do that, but it didn’t happen. I think linear story and interactive anything are completely diametrically opposed. They make no sense together at all, and any attempt to put storylines in games, in any traditional sense, is completely idiotic.

Mass Effect attempted it, and people praise it. It’s horrible. It’s horrible because the choices that you make are so meaningless and people say, “Oh, but it’s getting to a point where the whole galaxy is going to change based on your decisions,” and I say, no, that’s impossible, that’s an NP-hard problem, that’s a computer science problem where “that problem is not computable.”

So attempting that is a worthless endeavor. Games are really fucking awesome. We can tell stories through entirely interactive ways, with no text.

DS: How so?

SM: Well, Dyad tells a story.

DS: What’s the story of Dyad, then?

SM: I can’t tell you! Because it’s not something that you can put into text. That’s the whole point.

One of the Gamercamp talks was about telling a story so that you see the world from the perspective of the protagonist of the game. Right. That’s ridiculous. That’s what you do in linear storytelling. In interactive storytelling, you are that person. And you are that player. And if you’re trying to tell the story through the eyes of that, you are no longer that player – that is an avatar you’re controlling, which is a layer of disconnect which completely destroys the point of interactive games.

DS: So where do things that we’re normally familiar with like character, themes, setting in a game fit?

SM: They belong in games, absolutely.

DS: What about plot?

SM: Yeah, normal linear cause and effect – A happens, therefore B – does not exist unless B is entirely interactive, and that’s totally possible. But as soon as you start trying to tell a linear story with that, that becomes impossible.

Dyad

DS: What about branching stories, or stories in a choose-your-own adventure format?

SM: That’s my point, is that it’s impossible to ever get it to be truly “there.” It’s absolutely impossible. It’s an incomputable problem. It is infinitely complex, it cannot be solved – if things get to a large scale, which is what games like Mass Effect are trying to do.

In Mass Effect, you make a couple of choices and some little things change, but they’re pretty meaningless and don’t matter. Some of them are like, “oh, this guy died.” And you’re like, “Aw.” But it’s pretty inconsequential. The Reapers are coming, the bad stuff’s happening, it doesn’t matter. That hasn’t changed. You cannot change that in Mass Effect.

DS: But each storyline or episode has its own thing going on, right? And you could get some significance out of those individual stories. E.g. The Lair of The Shadow Broker has its own arc, even though it doesn’t have anything to do with the final mission.

SM: Right, but this is busy work. I don’t know why they did that, probably to extend the game to get it a higher Metacritic score or something so you can play it for 70 hours instead of 30.

DS: But what can you take from each individual episode or side-quest, then?

SM: Oh, it’s just a waste of time. I’ve read a lot of science fiction. The science fiction in Mass Effect is not something I would consider even passable for a high school paper. It’s horrible. But if you put in a game then it’s praised for being so great. It’s especially so because in the context of video games, stories are fucking awful.

Benjamin River’s Home does it on a very limited, very small scale and it works. It only works, though, because it’s so small. And that game has, like, 15,000 branching pieces of dialogue, and it’s incredibly small. If that was any larger, the amount of dialogue and content that needs to be written goes exponentially higher and it still has an authorial voice, and it’s still contrived because it’s created by someone else and not by the player, therefore I don’t think it has any purpose.

Dyad

DS: The fact that games are bigger than movies and books these days – as far as the breadth of content – what do you propose to change it, or provide as an alternative?

SM: Oh, I don’t give a shit. That’s a stupid number. It’s a meaningless metric. It means large corporations have made a whole bunch of money. That reflects nothing on the actual art form. Zero.

DS: Well, the fact that they’re making these games are – -

SM: Yeah, they’re crap. Almost across the board. There are some that are good – one of them is Dark Souls.

DS; How so, in the context of story and narrative?

SM: The start of the game where there’s “actually” a story is horrible. But for the rest of the game, you’re in a world that’s very weird and confusing, and there’s a fortress called Sen’s Fortress. I don’t know who Sen is. There’s no character named Sen in the game. The boss at the end of it is just a big iron golem. That exists as a thing in the game that has a title which should be meaningful, but isn’t explained at all. The player figures it out – and by “figures it out” I mean he invents a story.

You can go on Reddit, there’s a really long discussion about what it meant, and it’s traced back to a 14th century Japanese emperor, or not an emperor but a guy who had a castle and his name was Sen. And they’re like, maybe it’s that. And then other people posited very different explanations of what it could be. That’s really interesting – that’s a good story.

DS: So is the story the explanation behind Sen’s Fortress or the dialogue that followed afterward amongst the players?

SM: Maybe, but the story is what happens in your head. Maybe the player’s narrative was, “Oh fuck, I’m in Sen’s Fortress” and that’s the end of it.

At the end of Sen’s Fortress you go to Anor Londo, which is completely different-looking from the other areas in Dark Souls. So Sen’s Fortress is clearly a gate to something. You don’t know what that gateway is, but you can put meaning in there. And really, the story is about putting ideas into people’s heads, right?

It’s superficial to say a story is a sequence of events. A story is a sequence of events that does something, and what it does it put ideas into readers’ heads, or people who are observing the story. Dark Souls does that in a lot of places – Sen’s Fortress and The Painted World are examples; fuck the entire shape of Anor Londo is another example – by using setting and theme and gameplay interactions. It uses all of those things to put ideas in your head the same way that linear text would put ideas in your head, but it uses gameplay to do it. I don’t think it goes particularly far with this idea, but it goes in a direction that I think is substantially more valuable than linear storyline in video games.

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1

Gamercamp: No Quarter with Charles Pratt and Matt Parker

November 16, 2012

Here’s a crazy question: What if – just what if – the current generation of indie game developers were also the future generation of indie rockers, touring the country hitting local bars and selling custom game equipment out of the back of VW vans for $15 a pop? Continue reading

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Gamercamp: Capy’s Kenneth Yeung talks Super TIME Force

November 15, 2012

Capybara Games’ Kenneth Yeung described how Super TIME Force‘s origins at the 2011 TOJam informed its evolution into its current guise as an upcoming Xbox Live Arcade title. Continue reading

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1

Gamercamp: Guacamelee! gets set for knockout

November 14, 2012

For DrinkBox Studios co-founder Chris Harvey, a third-round takedown may be just around the corner with Guacamelee! Continue reading

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Gamercamp: Vander Caballero Interview

November 13, 2012

Minority Media’s Vander Caballero (Papo & Yo) on the need for more empathy and emotion in games. Continue reading

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9

Survival of the Dead:
DayZ’s Dean Hall Refuses to Go Easy

November 12, 2012

DayZ creator Dean Hall has only killed once in his own video game. This is an oddity because the world of the multiplayer zombie apocalypse mod for ARMA II is cutthroat. Stories of being taken hostage by other gun-toting players, ambushed by bandits and picked off by camping snipers are rampant, more so than tales of zombie-related mayhem. Continue reading

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1

Gamercamp Day Two Wrap Up

By Dork Shelf
November 4, 2012

Another year, another Gamercamp! With the fourth iteration of the Toronto-based video game culture festival now in the can, the Shelf’s Eric Weiss, Jon Ore, and Timothy Krynicki round up last night’s social events and a selection of today’s speakers. Continue reading

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1

Gamercamp: Dean “Rocket” Hall Interview

By Dork Shelf
November 4, 2012

Our uncut 24-minute interview with DayZ creator and Gamercamp keynote speaker Dean Hall. We discuss the origins of the wildly popular zombie mod, the standalone version set to launch later this year, his first and only player kill, the trouble with the game industry, and more. Continue reading

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1

Gamercamp Day One Wrap Up

By Dork Shelf
November 3, 2012

With Gamercamp 2012 now officially almost half over, the Dork Shelf team reports on day one of the Toronto-based video game culture festival. Zack Kotzer, Jonathan Ore, Eric Weiss, and Wesley Fok round up today’s busy schedule. Continue reading

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1

Gamercamp Games Showcase Preview

By Dork Shelf
November 2, 2012

Heading to Toronto’s Gamercamp this weekend? Take a look at some of the incredible games from around that world that will be playable at this weekend’s event. Continue reading

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Gamercamp: Hitting the Right Notes

November 2, 2012

Sound Shapes and Dyad are leading an evolution of music in games. Continue reading

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Gamercamp: Toronto’s Big 2013

November 1, 2012

Next year is shaping up to be massive for Toronto video games. Gamercamp turns the spotlight on the distinctive art styles of 2013’s big three: Guacamelee, Ubisoft Toronto’s Splinter Cell: Blacklist, and Capy’s Super TIME Force. Continue reading

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2

Gamercamp: Surviving a Monster

By Denis Farr
October 31, 2012

Is Papo & Yo by Minority Media the game world’s Pan’s Labyrinth? Continue reading

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Gamercamp: The Artistic Comeback of Games

By Mattie Brice
October 30, 2012

Video games began as an emerging technology but have mostly been perceived as a toy. Pixel by pixel, however, games are making a huge cultural comeback. Continue reading

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2

Gamercamp: Toronto’s video game magic

October 29, 2012

How Toronto stepped up and became a place to make games. Continue reading

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CONTEST: See ACE ATTORNEY on Halloween!

By Dork Shelf
October 27, 2012

HOLD IT! As Gamercamp’s official media sponsor, Dork Shelf is pleased to be able to offer our readers the chance to win one of three pairs of passes to see the Toronto premiere of Ace Attorney on Wednesday October 31st at 7 PM! Continue reading

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Gamercamp: Reinvention of the Arcade

By Jaime Woo
October 26, 2012

New York brings games into public space with the Canadian exclusive Gamercamp No Quarter Arcade. Continue reading

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Gamercamp: Don’t Even Breathe

By Jaime Woo
October 23, 2012

The genius of DayZ is in showing how humans become beasts themselves in their pursuit of survival. Continue reading

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