Putting together a play-test

Recently read an interesting article by some Microsoft playtesters that suggests playtesting studies using 25-35 participants focusing on a single hour of gameplay, followed up with standardized surveys. The idea is that this could be done repeatedly during the course of a game’s development in order to drive gameplay improvements and then confirm that the changes have had the desired effect. This method contrasts with usability tests (an hour to two-hour interview one-on-one with testers, usually conducted with a group of eight or so) in that it is more statistically reliable though not so in-depth.

This is something I’ve been thinking about a lot lately.

Continue reading “Putting together a play-test”

Hall and Baird on Polti again

Have now had a chance to read more thoroughly the article I mentioned last post, Improving Computer Game Narrative Using Polti Ratios, by Richard Hall, Kirsty Baird.

The idea of the article is that the amount of drama in a game can be arithmetically calculated by counting the number of different Polti situations one can recognize in the game, then calibrating against the total number of events and the number of major and minor characters required to bring these events about. They further use these calculations to argue that games with no characters (“unembodied” games) may not reasonably be interpretable as stories. They propose that games in production should be improved by restructuring the story to include more Polti situations and to decrease the number of characters.

I’m in general pretty skeptical of anything that claims to be a recipe for narrative construction, but some are still more plausible than others. This one strikes me as especially doubtful, since the natural limit of the proposed equations is a story in which all 36 Polti situations are included in a tale with just two characters and a minimum of distinct events. A sense of fitness in the narrative development, thematic coherence, etc., do not enter into the equations.

The authors offer a sample revision of a game which does demonstrate concern for thematic coherence in that they eliminate a certain number of Polti situations at the outset, and they do arrange the game to convey a specific message; which looks like an acknowledgement that good narrative is characterized by something other than an optimization of their proposed equations, but they do not account for this theoretically. Nor does the article attempt to distinguish between narrative, story, and plot, though these terms are often treated as distinct in other game/narrative literature.

The most interesting part of the article to my mind is the part that suggests that story depends on how many situations the player recognizes:

We’re going to… initially propose the theory that if people can explain what is going on in terms of at least one of Polti’s units then the object that they are engaged with can be labelled a story.

Even this is a little vague, but let’s assume that by “people” we mean “the player”. This would suggest that a game’s emergent behavior begins to appear as emergent narrative iff the player can recognize the action as corresponding to some fundamental narrative element. But the article raises an important question at the end:

Do people in general (with an understanding of Polti’s units) detect exactly the same units in the same story?

This becomes even more pointed with something like The Sims in which the interaction of characters might be construed to be “about” any of a number of things: one can observe the apparent emotional content, but there’s no verbal dialogue. (This may become more complex and richer in Sims 3; I’ll come back to this point when I’ve had a chance to play the PC version rather than just the cut-down iPhone edition.)

Anyway: the point is that emergent behavior might be construed by the player as corresponding to different narrative elements depending on the kind of arc the player already thinks he’s building. (See: Alice and Kev.) On the other hand, the game has no way of “knowing” which situations the player is recognizing as narratively significant and thus no way of trying to produce episodes that follow (thematically or causally) on those the player has already recognized.

I wonder whether the process of narrative building would tend toward more coherent structures if the player’s interpretation were actually polled and then used to refine the character behavior model.

Whether Polti’s situations are remotely useful for this purpose, I’m not sure. But that’s a separate point.

More on the emergent narrative issue

Thinking about this more, and I ran across an article at gamestudies.org from September of last year, which seeks to quantify the narrative density of a game by how many Polti premises one might recognize during play.

I’m not sure I find this convincing, because it suggests that narrative comes in discrete chunks. What about pacing, development, arc?

But I’ve only had a chance to scan through the article so far, and need to come back to it later.

Sims 3 (Mobile version)

imagesLately I’ve been thinking more about emergent narrative — in particular, the idea that a sandbox-style game can produce elements that the player then weaves together into a story that he finds satisfying. The story isn’t really a product of the game, and it’s not necessarily true that anyone else playing the game would perceive the same story. The onus is on the player to determine which of the many otherwise insignificant events contribute to the narrative.

I’m pretty skeptical about this idea. Or rather: I can see that some such thing does happen, in that lots of (say) Sims users construct elaborate stories with their characters, and share movies and narratives. But in general this is not what I would call interactive storytelling; it seems more like handing the user a really complicated dollhouse that happens to have built-in tools for recording and editing the best scenes.

Still, I thought I ought to put a bit more research into this topic before I dismiss the possibilities. It’s been a while since I had (and got tired of the grinding aspects of) the original Sims, so I tried downloading Sims 3 for my iPhone.

Alas, I find it a dead bore.

Continue reading “Sims 3 (Mobile version)”

Alabaster feedback

As Alabaster is in large part an experiment with the underlying conversation system, I would very much welcome feedback about how the system behaves so that I can refine it for future use.

As background: how much the system prompts the player is already an adjustable feature (up to turning off quip prompts entirely, for a standard unprompted ASK/TELL experience). Likewise, it will be possible in the final version of the library, though not demonstrated here, to use a numeric menu to offer the player options.

So what I’m particularly interested in at the moment is how to improve the player experience when the game is using the same library settings as Alabaster. Some things that have come up already:

A common misapprehension seems to be that it’s necessary to retype an entire quip name verbatim, whereas in fact the game parses quip names in the same way that it parses object names: the first few words of the quip, or any unique word, will do. The system does not, perhaps, do a good enough job of teaching new players this fact, especially when the tutorial mode is turned off; so perhaps there should be a mechanism to notice if the player is typing in very long commands and mention (once) that these can be shortened. (Also, perhaps, to point out that the whole ASK INTERLOCUTOR ABOUT structure can be shortened to A.)

I’ve also had a request for tolerance of spare question marks (which some players find themselves typing even after an indirect question such as ASK ABOUT WHETHER SHE IS COLD).

Another point is that Alabaster doesn’t give good feedback when the input is

>SNOW WHITE, [valid quip name here]

In general, I’m not sure I want to encourage players to approach things that way because it encourages them to think there’s actual natural language processing happening — which there isn’t. But there could be better error messages in response.

Anyway, comments are welcome; it would also be useful to have transcripts that demonstrate interaction with the game, since these would provide also some idea of how often commands are failing, and what kinds of commands. If you have one you’d like to send in, I’d appreciate it: emshort@mindspring.com.