A Love Letter to Cyberpunk 2077

In July 2010, the Nolan film Inception premiered.

It has since been said that the film was “A multilayered, self-reflexive action film that fires on all cylinders, manipulating time through meticulous editing to deliver a hard-hitting cinematic experience.”(1)

Others felt, “[T]he real cause of wonder […] is why Nolan should have embraced technocratic complexity in the service of such a puny story.”(2), or simply that it “isn’t a dud but nor is it a masterpiece.”(3)

Opinions have since normalized to a positive note, but it’s safe to say that opinions were divided at the time. Naturally, the film’s biggest fans fell back on demonstrating their intellectual prowess against the simple-minded barbarians who didn’t like the film: “[A] lot of people are touting Inception as an extremely complicated film to understand. It’s not at all. A seventh-grade education should suffice.”(4)

That is to say, if you don’t understand it, you’re obviously wrong, and you may be stupid or uneducated. A natural gut reaction when you love something and talk to people who don’t. To the jubilant, the critics seem thick-headed or somehow less educated than seventh graders. Xbox versus PlayStation comes to mind.

This is how it’s been with Cyberpunk 2077 for me. I’m the jubilant, and what seems like the entire world is aligned in its near-universal dislike for the object of my celebration.

If you want to know the thousand ways people dislike the game, there’s an abundance of material for you all over the Internet. The game has seen a negative feedback loop since launch, as has the developer CD Projekt Red. Much of it is deserved. Especially criticism leveled against the company’s crunchy treatment of its developers.

But this article strives to do the opposite from that feedback loop. I want to praise the game for things it does so well that no other game even comes close.

Yes, really.

This is my love letter to Cyberpunk 2077.

Background

One of my earliest favorites was Ultima VII: The Black Gate way back in 1992. In that game, you become the Avatar in the fantastic but unimaginatively named fantasy world of Britannia, trying to solve a series of grisly murders.

Britannia felt endless to me. A weirdly glowing hoe turned out to be a devastating weapon. There were ships to sail. Magic carpets to fly. People to talk to. An interesting plot to explore. A backpack to organize. Spells to learn. An experience that made Britannia seem like a real place and laid the foundation for playing the two sequels—Pagan and Ascension—the moment they could be safely purchased.

Those games created a space where you could become someone else and see another world through the eyes of that person. Not quite a blank canvas the way a pen-and-paper role-playing game is, or a XP-chasing dungeon crawl like many games are expected to be today when they are stamped with the R, the P, and the G. It wasn’t even much of an open world sandbox, by today’s standards, since the world had few extraneous features.

Yet, the Ultima games were world simulations. Not because they simulated every detail of a virtual world, but because they made you feel like you were there. They provided backdrops framing your own experience and letting your own imagination fill in the rest. If you looked too closely, the illusion would break apart. But you didn’t, because you wanted to stay.

Experiential Storytelling

Role-playing games. Immersive sims. Metroidvania games. These are the types of games I enjoy the most. In recent years, games like Subnautica and Outer Wilds have scratched the same itch. But I’ve felt that RPGs have lost their way. My days searching for clues in Britannia are long-since gone. Often, RPGs seem to focus more on story spectacle and inventory grind. Open-world sandboxes focus more on long checklists of chores for me to complete.

A large part of this is also how storytelling is approached. Something I’ve written about before. The more a game relies on passive observation, the more I lose interest. The more I have to save the world, the more I lose interest. The world has been saved so many times that it can’t possibly need more saving. I’m also tired of games where the player is the world’s only driving force. Where, if the player does side missions for a while, the world stands completely still and waits for the player’s next move. All urgency gone, like tears in rain. Characters in the world become mission dispensers or tell you about their village.

Games are simply not the medium for telling stories, in my opinion. When I’m forced to be the passive observer, I can’t engage with the experience at the same level.

As Raph Koster puts it in his book A Theory of Fun for Game Design, “[t]he stories that wrap the systems are usually side dishes for the brain.”

When the side dish becomes the main course, it’s never as filling.

Hardwired Alter Ego

In Cyberpunk 2077, you play V. A character you customize visually and then play from a first-person perspective. V has a voice, but no defined character development. The acting responds to situations, however, so the voice isn’t completely neutral.

The main story is pretty much a heist gone wrong followed by its repercussions. But that’s not all that important for the experience, except to set the tone, and leave you scrambling for a way out.

V’s job isn’t to be a character. V is your role-playing interface. Your avatar. Someone built around the activities you’ll take part in, such as they are. A solo of fortune, gun-toting or code-toting as you please. There’s no character development, because that development plays out in your head. It’s your own development through the experience being offered. Your own shock and awe can never be expressed accurately by V, and the game respects this.

The opposite of passive observation is to invite the player’s own thoughts into the storytelling. Experiential storytelling. Cyberpunk 2077 respects this too, and lets you own the experience. What would have been cutscenes in most games is still a set of canned animations, but you remain an active participant at every step of the way. In part because of the consistent first-person perspective but also because of how the virtual world is presented.

Things like how your character aborts an ongoing phone call to wrap up a suddenly erupting firefight, and then picks it up again after the firefight is over. How characters can find you rude if you walk away from a conversation. Small and subtle details that make everything come alive.

You probably guessed it. It’s a world simulation.

Night City

Stepping into corporate white-collar V’s cynical shoes, I embraced the role. Picked the asshole dialogue options, tricked my friends so I could make money off their misery, and distanced myself from characters I felt didn’t handle me with the proper respect. And the world responded. Cyberpunk 2077 took me back to those days of playing the Avatar of Britannia. Not because it shares any real similarities, given it’s almost three decades between these two games, but because both games made me feel like I was there.

The little alternate solutions I came up with in side missions? They worked!

The tradeoff I chose hours ago? It came back and bit me!

The slower pace and the more deliberate tone made everything come alive for me. Sitting around a campfire to hear veterans tell war stories. Tagging along in a friend’s car, talking trash. Getting pulled into other people’s schemes when they have a use for you, only to be spat out after they’ve got what they wanted. Some of the stories, I never even got to know how they ended, simply because I was never the center of attention.

Where most games would force me to act out the story as the developers intended it, here I felt like I was there. Like Night City was a real place. A place that lived around me and would keep going no matter what I did. Sometimes I was useful, but most of the time I was a pawn in some much larger scheme that was always outside my grasp. At first, it wasn’t even obvious where the main story ended and the side content began.

This isn’t a story about V—this is a place where I could role-play. The same kind of smoke and mirrors in storytelling and choice-making that Deus Ex once did and that I remembered, whether real or not, from playing the last few Ultimas. Just done with more finesse and nuance. A modern take on some of the things that made me want to make games in the first place.

From the seamless dialogue, to the spontaneous phone calls, to the expertly crafted main story scenes, I lived in Night City. It came alive in its gratuitously exploitative splendor. A dystopian wasteland of lost dreams and futile hopes, but also a place where people eat, shit, and sleep. A hungry urban sprawl the color of television, tuned to a dead channel.

But most of all, my experience was about real people in a fictional world. The large-scale questions of transhumanism and the ghost in the machine—done to death in the cyberpunk genre—now sidelined in favor of personal stories. Stories grounded in characters and factional agendas. Mutual self-interest that is allowed to develop into something more, or something less.

Those high level ideas of human/machine identity and transhumanism are still there, but relegated to the sidelines as thematic context for some of the story’s main plot beats. Or merely in the city’s passive world building. Its atmosphere. Exactly the way I like it.

Here is a game that pays tribute to its genre classics but is confident enough not to copy them. It has its own identity and delivers on it with such candor and momentum that I was completely blown away.

You meet characters whose stories are about acceptance, about getting old, about lost love, new love, personal fears, fear of rejection, and everything in-between. About trying and failing. Human stories, with crucial human features, that all serve to show you that this is a real place and that there’s nothing you can do about its cruelty. It’s you that has to change. Not the world.

Not to mention Keanu Reeves’ Johnny Silverhand, and how open he ends up being to your influences, if you decide to let him. Or how your disdain for his brash recklessness may end up reinforcing his own disdain for everything, turning him into a rockerboy caricature. It’s not the shallow mostly cosmetic difference between choosing the dark side and the light side—it’s a difference in how you handle people and how they respond. Neither is it the restrictive pacifist playthrough that robs you of half the game’s features.

Ultimately, Cyberpunk 2077’s biggest service to digital role-playing is that you’re not a chosen one. You’re nothing—unimportant. You’re just there, in Night City, and Night City doesn’t care. You’ll be scraped off its boot as the city stays its course.

I loved every second of it.

Subtlety

I sunk some 140 hours into this game, unlocking all the achievements, simply because I didn’t want to leave Night City.

What I found in this game was something I haven’t experienced in video games maybe ever before. Narrative subtlety. Under the neon surface hides the most immersive experience I’ve had in a video game in a very long time simply because it doesn’t get stuck on theme or try to tell an epic. After three decades as a gamer and half that as a game developer, I’m once again the Avatar, just not in Britannia.

It’s made me fall in love with this rough diamond of a game, and climb to the top of the battlements to yell “all you need is a seventh grade education!” Just like Inception fans did in 2010. Not to say I actually believe you’re stupid not to see the game’s brilliance, but because I want you to have the same experience I had. Being V. Getting lost in Night City.

The many obvious flaws and glitches never really bothered me. Maybe they should have. The narrative subtlety, the interactive conversations, the deeply crafted characters, and the many tiny decisions you can make that affect the outcome of things happening several hours later—this is stuff games never do, that Cyberpunk 2077 does incredibly well. It was all I really paid attention to.

Teleporting police, missing customization features, even most of the glitches, are parts of systems that felt like they’re of incidental value at most. Features that may matter superficially, but have little impact on an immersive experience—a world simulation. Maybe if you scrutinize the details too much, they scrutinize back.

All I know for sure is that I was completely engrossed by Cyberpunk 2077’s Night City. It has inspired me immensely both as a player and as a game developer.

It’s an experience that’ll never fade away.

Future Game Story

For years, I’ve told friends and colleagues that I think game stories suck. A perspective that most can relate to, but only as an intellectual topic far from practical reality. People nod their heads, then happily play and continue making story-driven games anyway.

I believe that there’s room for a discussion about game story, what it means, and what would make it more unique to the medium. Make it leverage the medium. I hope that the award-guzzling juggernauts of today will be the dinosaurs of tomorrow, so we can dig up their narrative bones and discuss their extinction.

There will always be room for interactive fiction, of course. There’s nothing wrong with you if you like a good story told in a compelling way. But the heart of every game should be real-time engagement. Something no other medium can provide!

I hope future video game awards are handed not to games that mimic Hollywood, but to games that take interaction and player experience seriously. I want to put the proverbial disk in its tray and be blown away. Immersed and entertained, but most of all surprised. I don’t want to play “yet another” of anything, ever again.

Just recently, the idea came to me to explain what I really mean when I say game stories suck, and after working on this idea for some time, I realised it’s not quite as simple as “game stories suck.” They do suck, but the reasons are hard to discuss, because most people can’t separate story from plot or narrative from exposition. So instead of just ranting and bashing people’s favourite games – a surefire way to put people on the defensive – I did some digging. At first, I asked a simple question. 

What does game story mean?

Of course, if you ask a question like that, you get as many answers as there’s people. It’s hard to pinpoint what story means in games or even what it means in one game or to one player. There’s not enough of a common ground. So it’s better to ask the question in another way, unless you’re extremely fond of rants.

What’s your favourite game story and why is it your favourite?

What came out of this, isolated mostly to my own circle of friends and acquaintances, was extremely interesting. I noted that most people didn’t consider gameplay part of the story – no favourite stories were about headshots or goomba stomping. Stories people remembered were largely about characters, dialogue or minor events tied to a predetermined narrative.

Another thing that came out of it was confusion. Answers threw around words like narrative, plot, and story quite recklessly, and many times, the subject matter of the game seemed more relevant to the experience of the game’s quality than the actual story that was told. In other words, someone who really likes high fantasy worlds or zombie survival tends to gravitate towards games in such worlds and remember their stories more fondly.

Additionally, people who liked playing a game remembered the story more fondly than it may have deserved. Even according to themselves. Or people could reminisce and admit that nostalgia was probably getting the better of them, because the best story they could remember was just that – a memory. Often from a game they played as kids.

None of this comes as any real shock, of course. It’s just very interesting that games have been around for some time by now, and there’s still nothing even close to a common jargon or even a consensus on a single word, like story. Unlike film or television, games are very poorly defined even by the people making them. Maybe even especially among the people making them.

In the end, trying to analyse what I heard as objectively as possible, I came up with two separate modes of storytelling in games that seem to dominate how video game storytelling is done today. Each mode has its own set of tools, and most game titles borrow tools from both modes. The biggest difference is where the focus lies.

Part I – Passive Observation

When people think about game story, they almost always separate it from gameplay. Replies like, “I liked the story, but the game wasn’t very fun,” or vice versa, were not at all uncommon. I’m not going to use concrete examples, because quality is very subjective and criticism against specific titles invites straw man argumentation. But looking at the major blockbusters of the last few years, very few games break this norm.

Because it’s so widely used, there are countless tools in the toolbox of story separation, or what’s often known as “cinematic gameplay.” The only thing in common between all these techniques is that they feed the story to the player, while the player can do nothing at all, or very little, to interact with the game. It’s mostly about the designers or writers telling a story to the player.

Because it forces the player to be passive, I call this mode of game storytelling passive observation. The player is forced to observe the game’s story with no influence on the outcome and the player’s avatar in the game is mostly a puppet to that storytelling.

In Part I, I’ll deal with the techniques used in passive observation games, some of which most games rely on today.

Part II – Interactive Observation

Games that focus more on the interaction than on the storytelling typically provide the story without breaking interaction, or parcelled out as eye candy between longer stretches of gameplay. The player is still an observer, because the story is predefined, but the player is an active observer that has to search for and interact with the story to see it through.

What separates this mode from passive observation is that the experience remains largely interactive. Another element is that not all of the story has to be experienced during a single playthrough of the game. The player is often free to opt out or simply bypass bits of story.

In Part II, techniques used in interactive observation games are illustrated, and you can see how the basis for most interactive observation is mechanical and structural repetition.

Part III – Experiential Storytelling

An experiential story isn’t told. Rather, the player is let loose in a setting where the rules are defined and the game then reacts to the player’s actions. The player will have to take the consequences, thereby experiencing her own story by interacting with the game.

Part III explores what can be learned from the two main modes and how they don’t cope all that well with interaction. It goes on to argue what elements that constitute stories in games and how games could be built to leverage those elements rather than work against them.

It concludes with a ten-point “manifesto” of guidelines to consider when you try to build an experiential story. These guidelines are the punchline of this lengthy rant and a reward for everyone who makes it through to the end!

PART I: PASSIVE OBSERVATION

The first article on future game story deals with narrative, what it really is and why it’s a poor match for interactive media. It’s a dissection of the way we use techniques from film in video games.

By definition, “narrative” communicates a sequence of events directly to a second party. A reader, listener or other observer. Normally, C follows B follows A, but this isn’t strictly necessary. Even out-of-sequence events are narrated linearly. Think Pulp Fiction or Memento.

Screenplays are written in narrative form, because it closely resembles how scenes are shown to a viewer of the finished film. It makes lots of sense in lots of ways, not least of all to the structure of the production work.

Take a look at the following cult classic, as an illustration. If you don’t recognise it, you can stop reading and return to whichever planet you came from (especially if that planet is LV-426).

You can all confirm that the scene plays out exactly as written. It can do this because film is a linear medium. One frame comes after the other and can be planned, scouted, recorded, post-produced, packaged and sold, all off the pages of the screenplay. This is not to say that the screenplay doesn’t keep changing during filming, but process and product stay linear. The goal is always to reproduce the screenplay in moving pictures.

Films always use this structure, and they entertain us largely because of the narrative nature of their medium.

But many of the tricks used in films have evolved over the course of the last 100 years or so, and have served to make the narrative language of films innate to most of us. We know that a shot of a diner’s exterior followed by people having lunch means we’ve moved inside the diner, or that opposite-angle cuts of people talking is a conversation. We even know that hazy fog effects or sepia tones show distant memories or dreams, and we can discern which from context. We learn all these things by growing up with screen media.

In the same way, if two people have a long argument over whether to bring a gun to an encounter, and the argument is punctuated by one of the characters glancing at the gun locker before the next scene, we know that one of the characters took the gun no matter what. There’s no need for a dialogue line that explains this, because we can read facial expressions and body language. Such things we learn simply by being human.

Furthermore, the reason we yell for victims in the making to turn on the lights, or feel sad when a character’s love interest is killed. It’s all about empathy. We are observing the reactions of real people (the actors), applying our own context, and the result is that we can feel what the characters feel. We can understand what a scene conveys, and we can empathise. Or we laugh and mock the poor acting, if we don’t buy into the empathic message or don’t find it plausible enough.

Screen media also employs tropes that everyone can recognise. The brat, the playboy, the femme fatale, the outcast, the nerd; or spatial tropes, like the suburb, the ranch or even the family sedan. No matter which particular trope that’s used, or how muddled it gets with the rest of the presentation, it’s used for the sake of piggy-backing our expectations and explaining context with a minimum of exposition. Just like glances at gun cupboards, this is all for the sake of empowering the aforementioned empathy and ensuring that the message is picked up by a wider audience.

Of course, the tropes can change down the road, with added depth or even a complete reversal of character as a dramatic plot twist. But techniques for establishing character is something that Hollywood has developed almost to perfection through the years.

These are all simplified examples of why film works best showing and not telling. This is opposed to written fiction, or even the screenplay itself, where everything has to be told directly and in sequence. But all of them use narration out of form.

The point here is that the techniques used to narrate in linear media are empowered by the media. Some of the techniques are entirely cultural, which is why some Asian or Bollywood productions may seem alien to those among us who have consumed Hollywood products since before we could walk. But even with a different set of tropes, the techniques are still the same.

In game land, most story-heavy games use the same narrative techniques as linear media. In fact, many reviewers and gamers use the term narrative to describe a game’s plot. Not to mention that a lot of games are written in screenplay form and consequently enforce an artificial linearity even through production.

But the main difference between games and most other media is interactivity. Things happen when you push a button, swipe your finger or otherwise interact with the game. If you want to tell a linear story this means the player can mess things up by looking in the wrong direction, going to the wrong place, jumping up and down, etc. This makes it really hard to use subtle film techniques.

Because of this reluctance of the player to be a good listener, games that narrate must force the player to listen. The interaction itself becomes a problem, as the methods used haven’t been developed with interaction in mind.

For example, how do you make an establishing shot if the user is picking through the trash rather than looking at the diner sign, and how do you present an engaging conversation if the player is shooting a machine gun into a nearby wall while laughing hysterically?

To solve this, passive observation games employ a large subset of tools that disable interaction, partially or entirely. These tools are what make it possible to narrate.

In A Theory of Fun, Raph Koster refers to this as “frustrated director’s syndrome,” where the makers of the game are trying very hard to make a film and not a game. In marketing speak, this is usually sold as a cinematic experience.

But films are perfectly suited to linear storytelling. Games are not.

Passive Observation Techniques

Games become cinematic by forcing the player to listen, watch or experience closely directed sequences. It can be by using full-motion video, in-game cutscenes or other means, but the end result is that the player’s ability to interact is limited or completely disabled.

The following are examples of such techniques that you will most likely have come across many times.

Exposition Cutscenes

Story exposition is when the game tells you what happened before, who a character is or where something is happening. It can also be a longer sequence that shows details relevant later in the story, or a cutscene shown during the loading of a new level, to explain where the player’s character is going. It serves to frame the player’s activities within the larger context of the story.

Scene Direction

Scene direction is more specific to games and is when the camera pans all the puzzle pieces, shows you where the exit door is, zooms in on the boss’ weak spot, or the flashing green button. Any cutscene used to tell you where to go or what to do – that’s scene direction.

Scene Narration

Another type of cutscene used in many games is a scene narration cutscene. It’s when the game tells you what kind of B happens after A. When you pull a lever and a cutscene shows you a door opening, or when a cutscene shows you that reinforcements are arriving. Those are examples of narration cutscenes.

Quick-Time Events

A quick-time event (QTE) is an action that you must perform within a small time frame as a reaction to on-screen direction. It can be the flashing image of a button to press. The purpose of these events is to introduce minor interaction into a non-interactive sequence or to direct the player into performing a very specific action at a specific time. The intention can also be more empathic. I.e., to make the player feel part of something that the writers/designers want to tell.

Camera Control

For some games, predetermined camera positioning is part of the design, but many games that normally allow full camera control may arbitrarily force the camera to look at specific points of interest. This is always done so that the player doesn’t miss what’s going on, or as an alternative to scene direction, but it takes full control over the camera in order to do so.

Forced Staging

Dialogue-heavy games with multiple characters will often halt gameplay by means of an artificial obstacle that the player or a game character has to remove before the game progresses. The obstacle can sometimes take the shape of a long stretch of empty road or corridor scaled to the length of the conversation, or even just a door that is locked and then unlocks when the conversation is over. The difference between forced staging and direct camera control is that forced staging rarely modifies what the player can do. It’s more akin to locking the player in a room and conveying the message before the door opens again.

Control Limitations

Sometimes a game’s story wants to tell you of a daring escape, an aerial dogfight, or seat you in a chair while a character speaks to you. Such a section can be on rails or entirely static, but always removes much or all of your control. The intention is to walk you through a very specific experience. It’s not a cutscene per se, because it still keeps the perspective intact.

Verbal or Written Directions

Verbal directions are spoken instructions, like “go there” or “fetch that.” Written directions are often more obtuse, taking up central screen space or even the whole screen area while also disabling interaction. Using military or role-playing terminology sometimes tries to put the directions in context (objective, quest, etc.).

Visual Directions

Visual directions are in-game waypoint graphics and other cues that show you clearly where to go. You have no real decision in the matter, and a side-effect is often that you play the graphics and not the game. In other words, asking yourself “where’s the next waypoint?” rather than searching for the way ahead.

Dialogue Trees

Dialogue trees are a mainstay of games since the first text adventures. Most of the time, individual dialogue trees have a predetermined plot outcome that must be set in motion before the dialogue is considered “done” by the system. Even if the phrasing might change, you’ll simply have to keep walking through the dialogue tree until you’ve heard all you can hear or found the right alternative to progress further. What all dialogue trees have in common is that they’re only as interactive as the amount of content allows and therefore extremely linear.

Direction Repetition

Sometimes, when you don’t do what you’re supposed to, a game character or in-game element will keep reiterating the same directions over and over. It can be in a slightly modified form, but it will always reiterate the same message. More often than not, this is caused by a certain sequence of the directed experience having factors that are not immediately obvious, and instead of risking much feared player frustration, the game keeps telling the player what to do until it’s done.

Retry Circles

A technical solution to when players don’t follow the narrative is to simply reset the game to the point of divergence. This usually takes the shape of reloading a previous checkpoint somewhere and can happen if you get detected when you’re not supposed to, if you die when you’re not supposed to, or if you shoot someone you’re not supposed to. You then have to keep retrying until you do as you’re supposed to.

Summary

Linear media excels at telling stories that can make us happy, sad, angry, amazed, or emotional in various other ways. They make us empathise, sympathise; feel love and hate. A good book will put us in the dorm with Harry Potter and a good film will make us feel like the situation is desperate because the animals just cut the power. This is what linear media is.

But when games try to do the same thing, using the same established methods, they must force the player to become a passive observer and can never meet expectations of interaction. It also never has the same effect, sometimes even for technical reasons or due to uncanny valley.

What’s even worse is that players will often treat the story and the game as two entirely separate experiences, arguably because one uses techniques we know from screen media and the other lets you press buttons.

PART II: INTERACTIVE OBSERVATION

The second article on future game story discusses storytelling as a gameplay extension, and how repetitive games become when the two try to mix.

The typical game, large or small, is based on repetition. Simple actions that the user does over and over. Pointing and clicking are the two things you constantly do in every PC game, for example. No matter how the scenes are set up or what the context may be, you’re still basically pointing and clicking your way through the game.

In a puzzle game, we use the mechanics to solve riddles. In a strategy game, the repetition is mechanical but the goals are more long-term and often connected to effects that are emergent based on the interaction rather than consequences of the interaction directly. In the end, all of these examples are still extremely repetitive in the second-to-second interaction.

Repetition is good for psychological reasons. Our brains are wired in such a way that repetition improves our skills and fires our brain’s reward centers. If we can beat the tough challenges, it stimulates us.

Because of this, many games will reuse the same mechanics indefinitely and change the impression of the mechanics along the way, rather than changing or adding new mechanics. New effects, different visual representations, larger explosions, more weapons, and of course: telling new stories. The simpler the gameplay is, the more content can be pushed into the game. You’re still essentially pointing and clicking.

This is what many game developers do today. They build gameplay based on what games have done before – maybe adding some small thing along the way – and then focus most of their effort on narrative. Sometimes, this puts us back at Part I, enforcing passive observation. At other times, gameplay has the front row and the story is then there to find, but it’s up to the player to find it. The player might even miss parts of it, depending on how it’s played, but the start and end points are the only points that are defined. The illusion of choice makes it feel less forced.

This last case is interactive observation. The key element in interactive observation is interaction. But what defines this interaction, beyond repetition?

On the highest level, this is how dictionaries define video games:

“A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device.”

WikiPedia

“An electronic game in which players control images on a television or computer screen.”

Merriam-Webster

“A game played by electronically manipulating images produced by a computer program on a monitor or other display.”

Oxford

This textbook definition is all fine. But people can easily throw in the DVD remote or even just the On/Off switch on a TV set here. A physical interaction that shows you a result on a screen. Granted, they won’t get many friends that way, but it’s a valid contradiction nonetheless.

So to expand the definition of a video game, we can refer to what Sid Meier said, which is probably one of the most widely quoted definitions of video games out there.

“A game is a series of interesting choices.”

Sid Meier

Now, in this form – which is the form you’ll most often come across in game design literature – it’s still not much better than before. It can be an interesting choice to press Skip whenever you see Frodo in The Lord of the Rings. That doesn’t really make it a game, because the experience is defined – you’re just choosing to ignore parts of it.

Instead, there’s a wider perspective you can add to this, explained by Andrew Rollings and Dave Morris in their book, Game Architecture and Design:

In an interesting choice:

– no single option is clearly better than the other options,

– the options are not equally attractive,

– and the player must be able to make an informed choice.

These three caveats make all the difference.

In game theory, people sometimes talk about dominant strategies, meaning a strategy that’s always superior to all others. Can’t have those, or Sid Meier’s concept of an interesting choice is immediately gone as the dominant strategy would always be picked. You also can’t keep information away from the player in such a way that the game becomes arbitrary and that there’s no way of knowing what difference a choice makes. For example, if you choose the good or the evil branch in a dialogue, you rarely know what the outcome will be until after you see it.

Sid Meier’s definition paired with its wider explanation is what best suits my own image of video games. It also helps get the point across, because it’s almost impossible for the three caveats to coexist with a predefined narrative. If you’re a passive observer, there is very little room for any choices at all. Interesting or otherwise.

To illustrate interactive observation, let’s think of an aquarium for a second. The player is a fish and somewhere in that space there’s a skull and a treasure chest.

The fish can swim anywhere, but will eventually end up at the skull or treasure chest and can never go outside the boundaries of the glass. The story of the skull or the treasure chest will always be the same, just not always in the same order. Those are the things the player is observing. The interaction is then included at every turn in this fiction. The fish will have to avoid sharks, fight against evil sea horses, and visit the peg-legged swordfish to barter for upgraded squarepants.

Whether there’s one or many elements of interaction isn’t important, what’s important is that the focus is not on the story but on what the player is doing in-between rounds of storytelling and that the latter is brought into the mix as a result of player activity. When the player goes to the treasure chest, it’ll feel like a choice and not like someone telling the player to go there.

If you’re playing an open-world game, you can typically explore the world’s bubbles of content the way you see fit. To stroll into a hidden dungeon deep in the woods, or to kill a random stranger for bumping into your car. These things have dynamic consequences in the simulation. The dungeon might be filled with angry wolves once you get there, or your intended victim a gang member that pulls a gun on you or even steals your car. At these times, the experience remains active all the time and you have to deal with the situations with none of the passive tools there to force your hand.

Stealth games often fall into this category as well, as do many puzzle games. In a stealth game, the stage is set and the consequences for raising the alarm are known. How you handle the situation is then up to you. In a puzzle game, the stage is also set, and there is an outcome you must reach in order to solve the puzzle. But how you reach that outcome is up to you.

Later, when you launch a dialogue tree, jump into cutscene, finish the level or solve the puzzle, you’re often thrown back into narration land and you become the observer once more.

Interactive Observation Techniques

Interactive observation games are founded on repetition and tell their stories sprinkled throughout that repetition. The story can be window dressing, things the player is expected to do or may be brought into the mix from other sources. The main difference is that the player is a more active participant.

Ambient Storytelling

Under certain circumstances, the story can be embedded into other things. Police officers are beating an innocent victim in a side alley. Beggars dot the sidewalk in an impoverished medieval city. People speak of wicked lights from the wizard’s tower. These details serve to explain the world or tell the story through its environment and atmosphere rather than exposition, and the player isn’t forced to care.

Progression Funnels

In this wide open space where you can go wherever you want, there’s this locked door or closed-off bridge that you can only unlock with the sun-shaped key. That door or bridge is a progression funnel. A nicer way of leading you to the next level, the next cutscene, the next boss fight or maybe just the next funnel. If done well, it’ll feel natural and you’ll get a sense of revelation as you pass through the unlocked door. But if it’s done wrong, you’ll feel forced and you’ll stay occupied for as long as you can, until the funnel becomes your last option.

Content Direction

Content direction is the game communicating information like “come explore” or “avoid me, I’m dangerous” by using nothing but the game’s content. When you see the high tower or the ruins deep in the woods, you don’t need an icon or waypoint to understand what they mean. Or when you see the bus-sized rhino with a nuclear rocket launcher strapped to its back, you know you should probably stay away until you get a bigger gun. If done right, there’s no need for anyone to tell you this. You’ll just know. Or you’ll find out.

Story Caches

Audio logs, written journals, books on the history of the elves, people that talk about their village and many other types of story caches exist. The only thing they have in common is that they help deliver the overall story of the game, but only do so when the player actively chooses to listen.

Disembodied Voices

Off-screen directions are used in most every game and can sometimes become conversations with multiple people, where the player is only a listener. Military radio chatter, magical instructions or spoken words from a briefing are examples of this. While the direction might be narrative in nature, it doesn’t take away from the gameplay. As the voices talk, you can still play. It’s a fine line between these voices simply giving you instructions and the story taking over and becoming Forced Staging, however.

Contextual Responses

Sometimes, after completing a puzzle or succeeding or failing spectacularly, the game will respond with a dialogue line or a scripted event. This is a contextual response. When you climb the wall planning burglary and the guard below yells “you can’t stay up there forever,” or when you put the cube on the red button and the mad AI tells you that you’ve passed the test. These responses provide you – the player – with a more unique experience that responds to your own personal interactions with the game.

Path Choices

In the marketing for games with a heavy focus on story, the number of endings or how your choices affect the outcome is often mentioned. While playing, this usually translates into situations where you are given two choices. Will you kill or spare the double agent? Will you go left or right in the dungeon? These might affect small things, such as which cutscene is shown, or it might affect larger things, like which level you play when you finish the current one. Some dialogue trees can effectively be path choices, as well.

Filler Interaction

Playing a game of poker with your gangstery pals, flushing the toilets, turning on the faucets, chasing after a robber and pushing around physics crates have one thing in common: they’re all filler. You might have to win a poker game once or put crates in a counterweight, but in the end, filler interaction is just that – it serves to fill out your play time and generate variation and a sense that the game world is more complex than it really is.

Side Missions

A side mission is typically a mini-story. The rats in the basement, the kidnapped farmer’s daughter or the stray piece of intel on the battlefield. You don’t have to complete it, and you might even miss it. Side missions have an important role among interactive observation techniques because they can often occur at any point between the skull and treasure chest. They serve the purpose of making your specific playing experience more unique by having things occur in an order specified by your choices.

Summary

Interactive observation means that the game is largely allowed to be a game. If done well, it empowers the player and brings us much closer to what makes games unique. Both as media and as vehicles for storytelling.

The popularity of sandbox games and more open-ended game titles shows that people want to play and they want to experiment. Few of the videos shared by fans ever show story segments, but rather bugs, exploits, emergent effects and easter eggs.

This is not a good mode for meaningful storytelling, however, as it remains firmly grounded in repetition and often requires passive observation techniques to provide any context at all. There’s much more game in an interactive observation game, but the experience of playing the game is still not part of the story.

PART III: EXPERIENTIAL STORYTELLING

The last article on future game story talks about ‘story’ as the player’s own unique experience of playing the game. This. Is. Future Game Story!

Let’s reiterate. Game story can be told in narrative form, forcing a player’s passive observation; or it can be built on top of a repetitive game experience, resulting in interactive observation. These two are the central storytelling modes in video games today and they each have tools that we’ve looked at more closely (though not exhaustively) in the previous parts of this series.

As a generalisation, passive observation games are mostly about the story and interactive observation games are mostly about the gameplay. 

But what if games were entirely based on participation? What if, when you played a game, what happened only did so as consequences of your actions as a player, and the only narrative there was would be the one you could retell after playing? The story would be experiential, because it’s unique to your experience and it’s not scripted or directed but entirely based on your interaction with the game. How this could look like is what we’ll discuss in this concluding part of the series.

First, let’s look at the problems we face today. Some of the ways that games are based more on observation than on participation.

Imagine a caricature scene from any military video game ever made.

The point here is that the majority of play time is spent shooting, aiming, crouching and strafing. Most notable out of all these events are the checkpoint reload, throwing a hand grenade and kicking a door open. Those are the only things that break away from the repetition.

Except the narration and direction.

This is why narrative storytelling is used in games in the first place. Games are often so repetitive on their own that the narration is needed to provide context. We don’t question it, because without it we’d have only the repetition.

It’s not always this obvious, of course. Military shooters are easy targets for this kind of argument. But the problem is that games that are based entirely on repetitive mechanics often become really hard to have relevant stories in, and vice versa for games that focus too much on story. This polarity of story versus gameplay is really hurting our products, but remains inherent to the way we build our games. Shooting and bashing things in the head isn’t material for meaningful discourse. In essence, our interaction is too repetitive and our stories are too linear.

In their 2008 GDC postmortem on Portal, Kim Swift and Erik Wolpaw talked about how story and gameplay were integral to the overall presentation of their game. “By itself, the story wouldn’t make much of a novel,” they said; and, “The gameplay on its own would be dry.”

As you hopefully agree, the full impression of the game is definitely not dry, and GLaDOS has entered many hearts as one of the best written characters in video game history. Which brings us to the real punchline of their talk. “The tight integration of our story and gameplay resonated with people.”

It was the combination of story and gameplay – not either – that made Portal. It was the sum total. A notion that story and gameplay are connected and not two entirely separate things. Something that Amnesia-makers Frictional Games seem to agree on.

“When I talk about the narrative in a game, I see it as the totality of the experience. It is not just cut-scenes and audio-logs that make up a narrative, it is also the shooting, jumping, and all other actions that I perform as a player.”

Thomas Grip

In an experiential game, story and gameplay aren’t two things – there’s just the game, and the experience of playing it. This is the very foundation: as you play the game, the experience you have is also the story. I won’t argue whether Portal or Amnesia: The Dark Descent achieves this or not, but the points that Wolpaw, Swift and Grip are making is still extremely valid for the purpose of this discussion.

But it’s not only about what you’re doing in the game. A large part of how a game is experienced is derived from the on-screen presentation and the values and morals that it comes with. Every little detail is important for cementing how the player feels while playing.

In a typical shooter, the player’s main means of interaction is the weapon. The designers give you a gun from the first moment, and then push you straight into the heat of battle. In the immediate presentation, there’s no doubt that you’ll have to shoot, and shoot to kill. Combat actions may even be your only means to interact with the game world at all.

On the other hand, a stealth game emphasizes your ability to avoid confrontations. Hiding behind crates or sneaking through the dark, the landscape changes dramatically based entirely on the smallest of details. Even adding the option to holster your weapon provides room for new situations and experiences as compared to the typical first-person shooter.

But it’s not just the player’s alter ego that needs to be thought through. The setting and environment of the game also requires Shandification, allowing players to “cheerfully surrender to every distraction [they] come across.” This is what makes the story experiential. Having it cope with the whims of an experimentally aligned player.

For example, the terrible consequences of being killed paired with the uncertainties of human interaction has made DayZ an experience unlike most other. When my own character was shot and killed as I tried to run away from a group of malevolent players, that was one of the most intense experiences I’ve ever had in a game. No script, no direction. Just dynamic interaction between players, in a very harsh world of desperate survival.

Similarly, a game like Minecraft, with few inherent goals and no story at all, has attracted a massive following thanks to its open nature and positive outlook on experimentation. Without goals, people invent goals. Without narrative, people find their own stories to tell. A point that Austin Grossman made in an article on game writing:

“Their story might be wanting to collect every missing coin in the kingdom, or smash everything breakable, or just reach the highest vertical elevation in the game’s universe. It may well be something cooler than anything you’ll ever come up with.”

Austin Grossman

Not forcing a story is a massive strength for these games. You can trust the collective creativity of millions to innovate on a level that a small team of developers can never accomplish. They’ll make the bugs features, and they’ll invent meaning and significance where none was intended.

But this is not to say that experiential storytelling implies scale. A small limited scenario like a bank robbery (from either end), or a Mexican Standoff, can both provide unique experiences. The goal isn’t necessarily to provide hundreds of hours of game time, it’s to let the player experience something different through nothing but the interaction itself.

Getting pursued by Slenderman in Slender is an experiential story, same as the exploration and player interactions in DayZ. One is a small indie game, the other an expansive open world.

Additionally, experiential storytelling doesn’t require multiplayer. Lucas Pope’s excellent Papers, Please is a dystopian thriller putting you in a border control booth. Your choices in this booth shape your experience in profound ways, making the story of your playthrough derived from whether you comply with authority or risk terrible consequences by doing what’s “right.” But it refrains from having an opinion. It just puts you in those shoes and lets you deal with it.

In some ways, Papers, Please shows how games are an embodiment of the death of the author. Once the game reaches a player, the player’s experience is all that counts. What could easily have been an innocent plot line becomes a trope against women. Murdering innocents a rewarded achievement and an atrocity at the same time. Gay love at once equality and offense. The value of a game is all about the individual experience of playing the game, and this should be embraced. Games are simply not the media for telling stories, and they never will be.

Whether you’re approving an immigrant’s papers in Papers, Please or hiding from malevolent griefers in DayZ doesn’t matter – in both cases, you have to decide for yourself based on your own notions of risk, reward, and entertainment.

To sum things up, an experiential story starts at the controller and then has to permeate every single aspect of the game. From the immediate presentation (are you holding a gun?) to the ability to form your own opinions and make your own choices (should I report this refugee?). But also to have to take the consequences of those choices.

The Experiential Game Story Manifesto

The first step in making an experiential game is to start with a prototype and not a document. With that prototype, once you can test the basics of the game, you should try to build on what players do with the prototype rather than what you’d prefer them to do.

If players discover new ways of playing, see what you can do to make those ways more interesting – don’t block them off because they don’t comply with your masterplan.

The following is a set of guidelines for making experiential stories in games. Once you got that prototype in your hands, think about how to expand on it using these guidelines. Use them to slap your wrist whenever you fumble back into narration territory.

The central concepts are consistency and consequences. Let the players learn how to play with the tools you give them, then let them deal with the consequences of what they choose to do.

The Experiential Game Story Manifesto

#1 The game cannot arbitrarily alter or diminish the player’s interaction.

Taking away controls, locking/unlocking the camera, etc.

#2 Dialogue or written text must never tell the player exactly what to do.

Go to X and perform Y using Z, etc.

#3 The player has to deal with the consequences of her actions in the game.

Attacking an NPC, failing a puzzle, refusing a mission, etc.

#4 The game cannot arbitrarily reset in order to enforce specific activity.

No ‘checkpoint reloads’ because you didn’t do as planned, etc.

#5 All crucial information must be integrated into the game simulation.

Who’s who, where’s where, etc. No dedicated text prompts.

#6 Pacing must be based on interaction and cannot follow a predetermined narrative.

No concept of an enforced “story arc,” etc.

#7 The game’s content should be as optional as possible.

Places, people, puzzle solutions, etc.

#8 There can be no arbitrary exceptions to otherwise consistent mechanics.

You can kill NPC X, but not NPC Y, etc.

#9 The game must use the minimum amount of graphical interface possible.

Menus, tutorial popups, ammo counters, etc.

#10 If there is an ending, the player has to actively choose it.

Can’t trigger a sudden cutscene or force the player’s hand, etc.

CONCLUSION

The heart of why game stories suck is that they’re not game stories at all. For games to be experiential, we need more focus on what makes them games. Interaction, interaction and interaction.

Same as you’d rarely call a film theatrical, calling a game “cinematic” should feel awkward and unnatural. Games should let players experience things and come back with their own stories to tell.

What it really comes down to is this: to let the player experience her own story, you must abandon the idea of telling one.

Devs Just Want to Have Fun

Game development curriculums around the world—especially ones that teach game design—tend to focus on what’s fun for the students rather than on what they need to know to do the job. Rapid in-engine prototyping, short projects, high level game design theory, boardgame development, etc.

But focusing on the fun stuff sometimes means you forget what’s important. Or that important knowledge about how the industry works and what you should expect from a job in the industry is left out in favor of having more fun.

The following is a more introspective treatment that aims to highlight other things you should be aware of. The goal is to help you figure out if you really want to make game development your career or have simply fallen in love with the fun.

The goal isn’t to scare you, but to sober you up just enough.

Introspection

Game development is a job. Many who seek to work in the industry forget this. Especially on the design side of things. There can even be a sentiment that all a game designer really has to do is have some ideas and that’ll be a whole day’s work effort.

In this section you’ll find a number of questions. Try asking yourself these questions.

It works like this:

  • Each ‘yes’ without even a moment’s hesitation scores you one point. 
  • Each ‘no’ or ‘uh’ or hesitation scores you zero.

Your score is graded at the end.

Are you comfortable sitting at a desk 8h / day?

If you’re 20 and think this is a nonsensical question you’re probably right. But not indefinitely so.

Many of my colleagues through the years have suffered lasting injuries due to the office lifestyle. They would’ve done so in other deskjobs too and many game studios provide massages, electronic desks, and other excellent benefits that help alleviate some physical dilemmas. But the truth is that the human body was never intended for deskbound indoor monotony. Not to mention staring at a screen for hours on end. It can end up harming your eyesight and cause a long list of physical ailments.

Working against this is a lifelong effort and any game studio where you are expected to do considerable hours of overtime—sadly, too many still do—will easily end up taking priority over any workout regimen you may have.

Are you fine doing repetitive work?

This depends more on what you’ll do. But at the end of the day, especially at a big studio, you’ll do some amazingly repetitive things. Maybe you’ll have to compile lighting for your level for a few hours every day. Move spawn points around to tweak them just so. Go through all the assets of a specific type and check the right flag on them. Make a hundred different sets of boot textures. Add stat variations for five hundred guns. Refactor a messy codebase that was rushed together in advance of E3. Etc.

This work just has to be done, and the more junior your position the more likely it is that the person doing it will be you.

Are you OK getting paid less than in similar careers?

Overall, the game industry’s salaries are lower than equivalent salaries elsewhere. Even at big companies. If you practice a very game-specific profession, there are no similar careers. There aren’t many level designers beyond video games for example. If such is the case, this point matters less for you.

Beyond senior personnel, programmers have the higher salaries, but these are still rarely equivalent to programmer salaries outside game development.

This is another one of those issues that may seem a non-issue if you’re 20. But again, it’s not going to be a non-issue indefinitely. At some point in life, you may want to get a nicer apartment, or even a house.

Will you enjoy working on games you don’t like?

Not everyone makes dream games. Every obscure title and rushed movie tie-in had developers working on them, same as any other game project. That developer may very well be you. All projects are not created equal. Even the really cool high-profile titles will have positions where the work is all but romantic, as well.

If you dream of making cars for a racing simulator, then get hired by a racing simulator developer you may be hired to make the trees that fly by at 200 km/h—will you still enjoy it?

Can you handle criticism without making it personal?

Many join the game industry because they truly enjoy one of the many crafts that go into making them. Designing user interfaces perhaps, or sculpting faces, or writing massive documents about wood elves and starships.

But in a professional environment there are decisions that will be made and concerns raised that are entirely out of your control. Sometimes you’ll disagree with it or it may even touch on something you value highly. You have to be able to accept it.

If this is something that makes you uncomfortable, or if you’re not ready for it, then a creative environment with other people may not be for you. This may sound harsh—because it is—but you have to be able to move on and do the job. Swallow your pride.

Is lack of job security not a big deal for you?

One unfortunate effect of the project-based nature of game development is that you’re rarely secure. There are some exceptions to this in particularly stable companies, but the truth is that fortunes can turn on a dime. Your company didn’t get the new contract. Your project failed or wasn’t extended. Most of the time, it won’t even be due to a fault of your own. Some companies rotate staff as a project runs its course.

This is stressful, makes it essential to keep an updated CV ready as a backup, and is cause for great concern. No one is entirely safe.

Some don’t mind this stress and some never have to face it. Know how you handle it before you commit.

Are you fine with having your work thrown in the bin?

Somewhat related to criticism but more personal. Your stuff is highly likely to get cancelled, canned, thrown in the bin, ignored, redone by someone else, etc. If this merely makes you shrug and move on, then go right ahead. But if it makes you feel empty inside or makes you want to stab someone in the eye with a rusty spork, you should probably reconsider. Because it will happen.

Do you have the discipline to maintain your private life?

Crunch culture is a fixture of the game industry. Not all companies crunch, but many do. There’s also sometimes a mentality that promotes self-sacrifice. For the project. For the company. Maybe even for king and country. 

Worst case, this completely ruins your private life. You stop seeing your friends. You neglect your spouse, possibly your kids. You stop going to scheduled activities, like workout. You stop cooking, start eating food that isn’t as healthy. Etc. 

There are many consequences of the workaholic practice that may not be immediately obvious but are maybe even more ruinous than sleep deprivation.

However, if you have the discipline to maintain your pre-game industry private life and to juggle a healthier work/life balance, you’re set. Saying ‘no’ can sometimes be hard. If you come prepared to say no from the start, you’ve already won a minor victory.

Do you have other work experience?

It’s relevant to live a little before you go into games. Many of the industry’s disciplines—especially the creative ones, like game design—have zero value outside the industry. If you’re applying for jobs elsewhere ten years from now, you may shockingly realise that you have nothing to fall back on. That you’re “stuck” in games.

Beyond that, it’s simply a richer life experience to do different things. No matter what those things may be. It also serves to inform your game design.

Basically, the suggestion is this: if you really want to make games a career, do something else first, then make games.

Are you willing to stomach sexism, racism, and other social problems?

This part is probably the trickiest of all. Off-hand comments, systemic salary cuts for women, and offensive behavior at get-togethers – drunken or not – that shouldn’t be acceptable anywhere ever. These are tragically common.

I have seen this many times. Sometimes in the seemingly innocent conversations that happen behind closed doors. Sometimes in the composition of meetings. Sometimes in the inability to acknowledge the #gamergate conversation as legitimate, or to make fun of its major critics or most famous victims.

It’s not always rotten and not all companies have these problems. But they exist – and if you have a problem with it I’m so sad to say it, but you are highly likely to encounter it.

We need you, theoretical pro equality person! But you should still give this a long and hard think.

Are you fine working on someone else’s idea?

Something you need to remember if you look to become an employee somewhere is that employment means your time is purchased by someone else. You’re not there to fulfil your lifelong dream—you’re there to fulfil someone else’s. Or merely to deliver on a board of directors’ promises. A lot of the time, it’s about as glamorous as industrial assembly work.

If you’re highly specialised, this won’t be as big a problem, because you have niche protection. But if you actually want to make your game, understand that it’s not going to happen at someone else’s expense.

Do you like making games – not just playing them?

One of the clearest signs that a student may not be a good fit for the game industry is when they focus on how much they play. Yes, play games and keep playing games. Engage with your art form. But playing is not the same as making.

Think of Breaking Bad’s Walter White and contrast him against someone buying his product. No buyer needs to know what the blue stuff White puts into his product is called. All they care about is how much it costs and what they get.

The buyer is a gamer in this analogy, and Walter White a developer. You need to know which one you want to be, and if it’s not Walter White, then working with games is probably not a career you should pursue. Oh, and the blue stuff is called methylamine.

Please note that this metaphor is not intended to promote addiction of any kind, nor is it a suggestion that you should be a Walter White-level asshole for a successful career in games. But you can definitely read it as comparing gamers to addicts. We make a product they don’t need and expect them to spend lots and lots of hours with it. It’ll be your job to hook them on this product.

How Did You Score?

0-4 points: game development is not for you. Stay far away.

5-7 points: game development may be for you, but you should consider other options and probably make sure to have a solid backup. Your answers to the questions may very change down the line. In a study made by the IGDA, about 50% of people who start out in the industry leave the industry within five years. One common reason is that they discover it’s just not their thing. Nothing is wrong with you if that’s the case! Another common reason is, unfortunately, burnout.

8+ points: game development is definitely maybe possibly for you. Definitely, because you’re mentally prepared for it, or think you are. Maybe, because this is just a stupid points-scoring test based on a bunch of random questions based on anecdotal evidence, and you shouldn’t take it too seriously. Possibly, because you still have to compete against everyone else who wants their foot in the door.

Gamifying the Faustian Bargain

I started playing boardgames when I was nine or ten, and whether writing rules for role-playing games or adding necromancy spells to HeroQuest, I explored the making of games almost from day one. My fate had been sealed.

Fast forward to adulthood through a brief stint as a journalist, a couple of “real” jobs, and in 2006 I started making games professionally. Digital games.

I love making and playing digital games. They can test your mind, hand-eye coordination, reflexes, and they can compel you in many different ways. There are many things that only digital games can do.

But there’s a catch with digital game design – even the simplest digital game takes a lot of time to make. Between having a great idea and a playable prototype there are months upon months of brainbreaking work.

You’d think that the basics are covered already, but the truth is that you’ll have to revisit input, shaders, menus, user options, and many other things before your game is worth playing by someone that isn’t you. To turn a digital game into a polished experience that resembles the idea your mind’s eye conjures up can take forever. Even if built just for testing.

Fast forward again and it’s 2014. I’ve been making games professionally for eight years by this time and I’m talking to a friend over Skype about the many obstacles between idea and playable game. I have so many ideas but so little time! First world problems, I know.

My friend then refers me to Daniel Solis’ fascinating blog, where Solis talks about his card game prototyping. It gives me a quick realisation, which’s self-evident simplicity is a thing of beauty:

All you need to make a card game is pen, paper, and scissors.

This seemingly obvious realisation opened up a whole new world for me. I had stacks of unused card sleeves lying around and I saw that nothing was stopping me from playing around with card game ideas. I could start tonight!

So I did.

The monster hunting asymmetrical card game I called “Beast.” From a play test in 2014.

Most of the ideas were never tested at all because I could see that they didn’t work from just flipping the pieces of paper around by myself. Others were tested with random people—typically during lunch with current or former colleagues—but were discarded after an iteration or two because they simply weren’t fun, didn’t work out as I had hoped, or failed to capture their theme accurately.

The first lesson was that everything I considered my intuition with game design had to be summarily defenestrated. Where I could reasonably know what a 1.5 would do compared to a 1.3 in code, adding or removing a card or attempting to balance things for real-life players turned out to be a different thing entirely. Not terribly surprising, of course—all creative disciplines have their own subset of skills required—but I had expected that previous game design experience would transfer over more readily than it did.

After scrapping most of the card game ideas, I still kept coming back to one in particular. It was getting good feedback in play tests and it felt like something that could become a real product down the line.

The year is now 2017 and the game is called Pact. It takes 10–15 minutes to explain and another 20–30 before people get it. A whole session takes almost two hours with a full complement of six players. It’s obvious that it’s never going to be accessible enough to be an entertaining card game. But it’s still getting positive feedback.

Why?!

This is a brief study into three specific “aha”-moments that brought the game to where it is today.

Aha! #1: The Hotel Lobby Test

‘Pact’ play test in 2017, after which it was almost scrapped entirely.

A friend was visiting from the U.S. as we sat down in a hotel lobby with a group of mutual friends. I incidentally brought out my play testing cards for Pact and started explaining the rules.

The tableau of characters on the table was called the “city,” and would get a new character each turn. People could purchase characters from this tableau by placing other characters there that matched certain icons on the available characters.

These icons could be used to perform actions during your turn. Gun icons let you steal cards from other players. Ritual circle icons let you postpone paying the price for your pacts with the devil. Money icons let you draw more cards. Etc. 

The icons and systems were hard to understand and even harder to teach. I bet your eyes glazed over halfway through the previous paragraph — now multiply that by six!

The play session took close to two hours to complete, at which point no one felt like playing again. I was ready to get the thrashing I deserved.

But no thrashing came. People enjoyed the game. More importantly, they really liked the pacts — the things that the game took its name from.

Aha! #2: The GothCon 2018 Test

For almost a year, the game was left unattended. Feedback from the playtest was positive, but it was hard for me to see how I could make the game play faster without losing some of the clever systems I thought I’d designed.

After some time, I had an epiphany. If pacts were fun, then why not focus the whole experience around them? I decided to simply scrap all those “clever” systems. Reduce the characters to a form of victory points and kill the economy stuff completely. Remove the points values on cards you played and simply have the pacts pay for the number of cards you play.

Armed with this new iteration of the prototype, I went to the Swedish GothCon game convention. I was there to do other things, but made sure to squeeze in some PAKT play tests. Yes, the name had now changed. Losing the ‘c’ felt relevant. Not to mention how people that believe in magic add a ‘k’ too, so there was no reason for me to be a muggle.

I had a few play tests with friends and got the feedback that the game was great and I should do a Kickstarter. But I wasn’t convinced.

Randomly, we got a play test together with people who had never seen the game before and who didn’t know me personally. A no holds barred play test.

It was awful.

One of the players saw that the game was using a Magic: The Gathering-style stack allowing you to defer card interactions. For example, saying, “before your turn ends, I play this, and this card.” One player played all his cards at the end of the previous player’s turn and won. Almost instantly. Every time. The game had obviously and fundamentally broken mechanics that needed fixing.

It had just been min/maxed for the first time. Min/maxed to death.

Aha! #3: The First Blind Test

The first art iteration of Pakt, with proper art and graphics (thanks to the excellent Lupus Nensén)!

After the game’s second disaster play test, it was once more left unattended for a while. Figuring out how to stop sudden wins and abusive tactics felt like the most important thing left to do. Once more, it seemed the game was broken beyond repair.

But a bit later I had the golden opportunity to force my unsuspecting game design students to test the game for me, at the Futuregames school in Stockholm where I was teaching at the time. It turned out that the new version was actually quite fun.

Some more iterations were made at the school, and I started to feel confident about the game again.

Early 2019, the artist attached to the project had finished all the cards. A small number of test decks were printed and cut to size, then placed in really nice tuck boxes. This was the first time we could play with real decks that weren’t just card sleeves with placeholder cards in them.

But what may have been even better than just having the cards was that the artist played the game with his friends. It showed one glaring flaw. I had always assumed that the Magic: The Gathering-style “stack” was self-explanatory. It had already caused problems (at GothCon 2018), and now it was causing other kinds of problems.

In this group, what happened was that separate “cells” of people around the table were playing cards, and the whole turn order broke down completely. It was counter-intuitive to the point where it caused frustration. Sorry, Monsieur Stack, but you’re not needed anymore.

From now on, you’d only play cards during your own turn. One exception was kept, as is the case in many similar games. The ability to cancel a card as it’s being played.

Pakt in its Final Form

Following these three crucial pivot points for the design, the game has stayed roughly the same through a veritable gauntlet of play tests. Through this play tests, many things have been tweaked and tried and tested. Here are some of the results of those tests that should all be credited to the many play testers.

Why are they ‘characters’? They should of course be followers.

Why is there no way to create an uneven playing field in the first turn to generate competition? The card resurrecting dead followers now brings them directly into play.

Why is the card played onto another player’s pact so convoluted in its description? It can just say “add to another player’s pact” instead.

Why is there a card that has you steal just two cards, when another card lets you draw three? The “steal two cards” card was simply removed.

In its current form, this game feels polished. It’s much easier to explain, it plays fast, and all the various pakts (that we haven’t even mentioned here) can be combined in crazy ways to give some good laughs around the gaming table.

Let’s see how we take it from here.

Three iterations of the same card. From left to right: the playtest version, first graphics iteration, and final iteration.