WhoLetsPlay: Getting Started

Some quick context: read this Gamasutra post.


I just sent this newsletter out for www.wholetsplay.com:


Hey everybody! Thanks for signing up for our newsletter as we try to work out the initial details for this movement.

I'm personally going to be a bit busy with the Holidays until after December 25th, but I'd still like to send out a quick update so we all know where things stand.

So far we've gotten a lot of interest, a lot of articles written online, and plenty of volunteers offering their services.

Right now, the most important thing to figure out is how to get the bones of this movement organized -- I want to remove myself as the chief bottleneck in this thing, so that everything doesn't depend on me to get things done.

I'd like to solicit some advice from you all while I'm gone over the Holidays, so we can hit the ground running after Christmas and stuff.

Communication
We need something better than twitter, preferably something semi-private and organized. I could easily throw a cheapo forum together for wholetsplay.com, but I'm open to other suggestions -- mailing lists, google group, etc. My preference is for something that's easy to maintain and moderate, and I like things that are decentralized.

Wiki technology
One of the first things I'm going to do for wholetsplay.com is to migrate the wikia wiki content to the site under a better wiki installation. Now, I don't know a ton about wikis so I'd like to gather some input on what a cool wiki technology would be.

My preferences:
  1. Has a WYSIWYG editor (easy for users to use)
  2. Easy to moderate/protect against vandalism
  3. Easy to turn over to volunteer moderators for day-to-day stuff
  4. Easy for new (unregistered or newly registered) users to edit
  5. Easy to export data from and migrate elsewhere
  6. Easy to install
We've got a lot of other things to work out, but those are the top two things I'm interested in right now, that I think will let us get going and get the bottleneck off of me after I get back from the Holidays.

Keep sending me your emails, volunteer messages, and information, and I'll get back to them all after the Holidays!

Meanwhile, tell all your friends about #WhoLetsPlay and lets keep the momentum up!

-Lars Doucet
Level Up Labs

The Stegosaurus Tail: when "The Long Tail" grows spikes.

You may have heard of "The Long Tail." For games, it means your sales start off strong and quickly taper off.  This force drives the retail marketing cycle -- launch a game to extreme hype, sell it like crazy, then immediately abandon it and move on to the next thing.

The Long Tail

Chris Anderson's book, The Long Tail: Why the Future of Business is Selling Less of More notes that given enough time, the "long tail" (the yellow part of the graph) can reach or exceed the size of the initial spike (the green part).
The green area (initial spike) and the yellow area (long tail) are equal in size.
Basically, if you reduce the cost of inventory and distribution, there's as much money to be made from selling an ocean of niche products by the drop as there is in selling big hits by the boatload. This strategy is at the heart of industry titans like Amazon, Netflix, and Steam.
Of course, that strategy is reserved for big content aggregators who make their money regardless of whether any specific product does well. But can individual developers take advantage of the long tail, too? Bennet Foddy thinks so: in his GDC Talk, Learning to QWOPerate, he talks about how he self-published many small games on his site and used them to cross-promote one another. Eventually he stacked up all the long tails and made sustainable advertising revenue.

The Stegosaurus Tail

 

A Stegasaurus' tail.

It's hard for me to take advantage of Foddy's method because I don't make lots of small games one
after another -- it would take me years to build up a back catalog at the level of polish and scope I'm used to.  So for now all I've got is one commercial title - Defender's Quest. And if all Defender's Quest's got was a Long Tail, I'd be screwed. Instead, it grew spikes and became a Stegosaurus Tail.
Chart of Defender's Quest's lifetime sales
That's a chart* of our lifetime daily sales revenue over nearly two years. The far left side of the curve resembles the "Long Tail" -- a large initial spike quickly tapering off. But even this spike is noisy - as noted in Defender's Quest: By the Numbers, part 1, sales initially spiked with press coverage, then again when our demo was featured on Kongregate and Newgrounds. We had a few more small spikes from our big, free, "Gold Edition" update, but nothing major until our launch on Steam and GOG -- which brings us to where where we were at in Defender's Quest: By the Numbers, part 2.

But after that, we had the Steam Linux Sale, various GOG promotions, and another huge surge when we launched our Steam Workshop support. Spike after spike, often several months apart.

*Parenthetical: why distort the stats?
In previous sales articles I gave detailed sales stats, including per-platform revenue breakdowns, but recent changes in the terms of service with some of our distribution partners forbid me from doing so again. The sales chart is thus intentionally fudged -- our real chart has the same overall shape but the exact daily sales are arbitrarily different.

The portal(s) said they changed the rules because they have to keep developers' sales data confidential. So, in theory we could publish detailed stats, but people on the internet are too good at math -- they can combine those stats with sales chart positions to estimate another developer's confidential figures, and portals are afraid to indirectly expose another developer's confidential sales stats. I *am* still allowed to publish total PC sales stats across all channels mixed together, but I'm choosing not to do so at this time.

Implications

I suspect most games on Steam and similar portals have stegosaurus-tail sales charts -- for instance, here's the sales chart for Garry's Mod:


But so what? How does this change the game?

Well, first of all...

Long-term support can actually pay off!

Under the Long Tail, the post-release sales strategy is to abandon your game. Give it just enough post-launch support while it's still selling strong, then move on to your next project.
We took a different approach. Instead of immediately moving on to Defender's Quest II we put a lot of time into bug-fixes, patches, and content updates. Our biggest patch, "Gold Edition," upgraded our art style added New Game+ mode, and lots more. This was a gamble, improving the game to catch Steam's attention, and fortunately, it paid off (this was before greenlight). From that point on we looked for every opportunity to turn a content update into an excuse for a partner to promote the game. Examples include the Steam Linux launch and our Steam Workshop sale - the latter being one of our largest spikes ever. We've also had a lot of success in getting promotions from GOG.com.
But before you go off and spend a lot of time and money on a content update, it's best to get your distribution partner to agree to a promotion ahead of time, in writing.
The next implication is...

Don't compete on price!

When Defender's Quest first launched, the full price was $7. When we launched the Gold Edition upgrade, we raised the price to $10, and finally settled at $15 after launching on Steam. However, the game's full price is essentially a fiction -- you can see from the chart (and our previous articles) that pretty much all the revenue comes during promotional periods when the game is on sale. The full price is therefore just how much room you're giving yourself to go down during promotions.
Accordingly, here's an interesting stat - while the full price has increased over time, the average price per purchase has remained about the same. All that's really changed is how deep we can make our discounts. In a perfect world I'd just keep the same medium price all the time, but that's just not how human psychology works.
Developers often worry that players will complain about a higher price, but it's important to remember those players can always trade money-dollars for time-dollars by waiting for a sale. (You can see this process play out in this thread on our steam forum).

But temporary discounts won't do much by themselves - you also need...

Promotion!

"Sell your game for less and make up for it in volume" says conventional wisdom, but this only works if you can actually count on that volume to actually show up and notice that your game's on sale. The persuasive power of the promotion drives the sale, not the mere fact that it's discounted. For instance, Democracy 3 was Positech's fastest-selling game ever, even though it released at full price without the customary launch discount. Promotion drove those sales, not pricing.

Ever heard of Monroe's Motivated Sequence? It's a rhetorical structure from Communication theory, and if you've ever watched an infomercial you'll recognize it: attention --> need --> satisfaction --> visualization --> call-to-action. In other words, basic salesmanship. Take it away, Rhett & Link:


Video game sales promotions, be they Steam Sales, GOG Sales, Humble Bundles, etc, loosely follow this structure. They get your attention, show off cool games you've been waiting to play, give you lots of visuals, info, demos, and a ticking clock that presses you to act now!

This is nothing new - department and grocery stores have been doing this since the late Cretaceous, and I'm surprised it's taken the games industry this long to evolve beyond the "launch at Full Price, then chuck it in the Bargain Bin" cycle I grew up with. Promotions give games a second wind.
I define a promotion as strong consumer attention combined with a strong call-to-action. It's not just any attention. For instance, new developers often think exposure from a great review will make them rich, but I can say from experience it won't. Some articles have given us modest sales spikes, sure, but just as often we've had glowing write-ups that didn't even move the needle.  And that's fine -- critical acclaim and financial success have never been joined at the hip, nor should they be. But if you're looking for raw sales, it's promotions you want. And the best promotions are front-page attention from a major distributor.
So, if you're looking to add spikes to your stegosaurus tail...

Get real friendly with your distributors!

Ideally, the relationship between developer and distributor is symbiotic -- the distributor gets a cut of your revenue, you get access to their audience, players get awesome games at great prices, and everybody wins -- ideally. This assumes that your distributor is benevolent, or as Daniel Cook would say, in the "Engage" phase of the Game of Platform Power (more on this later).

But even if your distributor is on the side of the angels, it's still easy to get lost in their roster of other developers. "The squeaky wheel get the grease," as the saying goes -- if you don't ask for a promotion, you won't get it, and the only one advocating for your game is you. We talk to our distributors every time we start working on a content update, and we check in weeks or months ahead of every seasonal sale to make sure they don't forget us. Also, we frequently volunteer whenever our distributors roll out a new feature or promotional campaign.
And as long as our interests align, I'm happy to do little favors here and there. For instance, I'm a big fan of GOG.com, so I've done several promos for them to help them reach out to other indie game developers. Another example is Kongregate, who promoted our game when we added an in-game incentive for anonymous users to sign up for Kongregate accounts. Now, I'm not advocating for being a corporate sell-out or an amoral shill ready to do every horrible thing in the book just to get revenues. I'm just saying that in ideal circumstances, your distributor relationship is a true partnership -- you help them, they help you, and everybody wins.

All that said, it's important to remain vigilant because even the nicest portal today could turn to the dark side tomorrow, or the "Extract Phase," as Dan C. would put it. It happened with Big Fish Games in the casual market when they slashed developer revenue share, it happened with Apple and Facebook, and it tends to happen with console generations once they start to mature. The thing to look out for is "Rent-Seeking Behavior." Now, as above-board and transparent as companies like Valve are, nobody knows the future. Gabe Newell could always get struck by lightning, and an evil hedge fund could seize control of Valve and clean house. Wills can be and often are flagrantly ignored if the estate is valuable enough. As Moxie Marlinspike would say, it's not about trust, it's about trust agility.
So those are a few ways the Stegosaurus Tail phenomenon changes the post-release game plan. But if you look closely at history, Steggy has been with us all along.

The Stegosaurus Tail's Legacy

Some game companies have already been "riding the dinosaur" for decades, most notably Nintendo. Back in the 90's when other publishers would routinely consign their back-catalogs to obscurity as soon as their games were off store shelves, Nintendo never stopped coming up with new ways to re-sell us classics like Mario, Zelda, and Metroid.
GOG.com has been doing the same thing with classic PC games for years -- taking old abandonware gems, polishing them up, and giving them a new lease on life. Major publishers have since joined in and even Steam has joined the party, most notably with System Shock 2.
What's really cool, though, is Steggy's power to re-write history. Double Fine's Psychonauts was a critical classic but a financial flop, until it was re-released on PC many years later and finally got its chance to shine in the light of Steam Sales and Humble Bundles.
What works for the big boys can also work for us small developers -- if you're able to release multiple games, you can use them to drive interest in one another, giving your back catalog a kick every time you come out with something new. For instance, Zeboyd games sells Breath of Death VII and Cthulhu Saves the World as a double-pack, and included these and other games of theirs as backer rewards for Cosmic Star Heroine's Kickstarter campaign.

We've been doing the same thing -- Defender's Quest 1 now comes free with every pre-order of Defender's Quest 2, and we've updated the original game with a free in-game item for those who visit the Defender's Quest 2 page. Since we added that feature, not only do DefQ2 preorders closely track DefQ1 sales, daily DefQ2 preorder revenue exceeds daily DefQ1 sales revenue.

We still have a few tricks up our sleeve to add a few final spikes to our tail. When we first launched, nearly all of our direct revenue was driven by referral traffic from our web demo hosted on Kongregate and Newgrounds, so we're in touch with both of those sites about future promotions. Also, we'll soon be launching a Japanese translation as part of our new partnership with Playism, distributors of awesome Japanese indie games like La-Mulana and One-Way Heroics, and a German translation should go out any day now.

The Uncertain Future

There's some downside to maintaining a Stegosaurus Tail -- it's hard, boring, work. What I love doing best is making games, and although every new spike I successfully chase down feeds my family and keeps my career afloat, it also distracts me from pouring my soul into my next project. After over a year of nurturing her, Steggy's starting to wear me out.

And before I close, I want to note that no single strategy works for everyone, nor does it work forever. Much has changed since Defender's Quest first launched -- back then, Steam was hard to get into, but easy to get noticed on. Today, with indie games literally being greenlit by the hundreds, it looks like the future will be the reverse. Maybe Steam will follow my predictions and solve discoverability in a way that's both sane and equitable, but that's far from certain. Furthermore, the long-term effects of Steam-style promotions is unknown. With players building up huge backlogs, will they keep buying new games like they used to?

With the ground shifting underneath us, and amidst all this talk of an "Indie Bubble," I think it's best to double down on the fundamentals -- sell direct, know your audience, make sure they know you, diversify your sales channels, and if you've got a back catalog, milk it for all it's worth.
The last lesson I've learned is this -- a great game is not disposable. Just like a little kid watching Star Wars for the first time, someone out there is waiting for your awesome game to captivate them, they just don't know it yet.

On Procedural Death Labyrinths

A few weeks ago Tanya X. Short said, "Never Say Roguelike."

I usually shy away from vocabulary fights and let smarter people than me hash it out, so I was pleasantly surprised when her argument not only convinced me, but inspired me.

Shortly afterwards I posted the following chart on twitter (click to expand):

Procedural Death Labyrinth

The chart basically compares the new crop of "games with Roguelike elements" that some advocate calling "Rogue-LIKE-LIKES / Rogue-LITES," (RLL hereafter) to the five "canonical" Roguelikes (RL), per the Berlin Interpretation (BI), the most-cited formula for what constitutes a "real" Roguelike (more on this later).

What immediately pops out is that the "canonical" RL's are very similar, whereas RLL's are all over the place. Just going by the chart, Dungeons of Dredmor is a "Berlin-approved Roguelike", and Desktop Dungeons could make a strong case. On the other hand, games like Rogue Legacy and Don't Starve would probably be excluded.

However, the one thing all these games have in common is that they easily fit the mold of a "Procedural Death Labyrinth" (PDL). What are the elements of a PDL, you ask? Simple:
  1. Procedural
    Makes strong use of procedural/randomized generation, especially (but not necessarily) for level design.
     
  2. Death
    Makes use of character permadeath, and/or has a strong death penalty.
     
  3. Labyrinth
    Takes place in some sort of semi-contained environment, usually (but not always) procedurally generated.

Pros

PDL accomplishes my goals:
  1. Self-explanatory
  2. "Less Worse" than RLL
  3. Catchy and easy to say
I want to be clear that I'm not looking for a term to replace existing ones, just a clearer alternative that people can use if they want. PDL (or whatever) doesn't even have to cover the same ground as the old terms, it's just another tool in our vocabulary to reach a shared understanding with our audience.

In particular, I have my sights trained on RLL rather than RL. The RL community is a well-established niche and I don't see much to be gained by messing with their word. So my position is a bit more moderate than Tanya's -- keep saying "RogueLike" as much as you LikeLike.

RLL, on the other hand, came into being quite recently and is already a confusing mess. (I don't mean to hammer on anyone for using the term, I've used it myself, after all). As Tanya pointed out, saying something is like something invites ambiguity because everyone has a different idea of what the "essential" parts of that other thing are. Notice how the Berlin Interpretation has "high value" and "low value" factors - there's a lot of ways a game could be "like" Rogue -- and people strongly disagree about what parts matter most.

Now, when we take it one step further and say our game is "like" a RogueLike, the reference point isn't even another game anymore, just another definition, and a controversial one at that. It's almost like saying something is an ArtLike, GameLike, or IndieLike -- you can't even get started until you work out what ill-defined terms like "Art", "Game", and "Indie" mean.

Cons

My term ain't perfect.

The weakest part is probably "Labyrinth." I prefer "Labyrinth" to words like "Dungeon" because it doesn't imply a specific theme or setting -- I wanted something that applied equally well to FTL as it did to Spelunky. So, in this sense I'm using "Labyrinth" in an abstract sense -- some sort of semi-confined environment with multiple passages. (Yes, I am aware that in mathematical terms a 'labyrinth' is unicursal. I'm using the colloquial meaning because it sounds better than "Maze," and I like the mythological connotations.)

In any case, the term needs to finish with a strong noun that suggests adventure, mystery, and danger, and "Labyrinth" fits the bill. Others have suggested "Quest," or even just "Game."

"Procedural Death Game" is fine and certainly broadens the definition, the trouble is it always makes me think of Russian Roulette. "Procedural Death Quest" is good too, it just implies that Death is the goal of the Quest, though I am fond of the acronym PDQ.

Procedural isn't perfect, either - it's developer jargon that might confuse everyday players. "Randomized" might be a better choice.

So here's a list of contenders:
  1. PDL: Procedural Death Labyrinth
  2. RDL: Randomized Death Labyrinth
  3. PDQ: Procedural Death Quest
  4. PDG: Procedural Death Game
And who says we need to come up with just one all-ecompassing alternative? There's 1st-person shooter and 3rd-person shooter, and Turn-based strategy and Real-time strategy, right? If you have a PDL where there's only one, super-hard path through the level, perhaps you'd rather call it a Procedural Death Gauntlet? Or whatever.

One of the advantages of terms like PDL is that they invite you to mutate them to fit your game's existing needs.

Reception

Joystiq's RPG critic Rowan Kaiser seemed to approve:

Worthless Bums, developers of Steam Marines was taken with the idea:

Pete Davison used the term to describe Desktop Dungeons in his official review for US|Gamer:
The term "roguelike" is rapidly becoming one of those descriptors that has been used so much it's lost its meaning. 
In fact, I've seen a significant amount of debate on the matter on social media channels recently, with some even going so far as to suggest alternative nomenclature such as "procedural death labyrinth", which has a pleasingly defeatist ring to it.

So it looks like the term is already catching on. Neat!

*Before you hit "comment", it's time for all the caveats!


Berlin Interpretation, Schmerlin Interpretation
I'm not here to take a stance on whether the BI is "correct," and even if I did, I should point out that the BI itself considers its guidelines somewhat open to interpretation. The only reason I used it in the chart is because it's the first thing everyone trots out, and it's a good way to quickly describe what these five classic Roguelikes have in common. As I mentioned above, plenty of people have issues with the BI, and if anything, the fact that it's this controversial only helps to prove my point.

Formalism, Shmormalism
I don't really care what the "right" definition is, so long as we understand each other when we try to communicate. Arguments about vocabulary tend to take one of three forms:
  1. Enforcing Linguistic Purity
    The author insists on a preferred dialect, but the variant they're attacking is arguably just as clear as the one they support. The preferred system is elevated principally because it is more "correct" rather than on more objective bases such as clarity, economy, etc.
     
  2. Vocabulary Land-Grab
    In academia, getting to set the official terms is like the first phase in a 4X game - it's all about planting your flag down and keeping the other losers out. Naturally, this invites hostility and accusations of bad faith/exclusion from all sides. You see this anytime someone tries to strictly define once and for all what vaguely-defined terms like "game" mean, or how western-developed menu-driven turn-based RPG's aren't "real" JRPGs, etc.
     
  3. Hey term X is vague and unclear, let's maybe use a different one.
    I'm all about this one. Rather than try to take a word everyone else is already using and apply a strict definition to it, I like to come up with a new word, preferably one that's self-explanatory, and use that instead.

Defender's Quest II's "UnKickstarter" approach to crowdfunding

Kickstarter is the go-to solution for crowdfunding these days, but I'm a control freak so I designed a custom solution for our upcoming game, Defender's Quest II: Mists of Ruin.

Defender's Quest II: Mists of Ruin

No solution is one-size-fits all; we're in the unique situation of developing the sequel to a critically acclaimed title, namely Defender's Quest: Valley of the Forgotten.

The pre-order page for DEFQ2 looks like this:



This is heavily influenced by starbound's preorder page, and it solves several key problems I find with the way Kickstarter displays rewards.

Visual Clarity

First of all, what you see is what you get. All of the rewards are represented by visual icons, and cumulative rewards from previous tiers can be added. For example, our book tier includes a digital art/story book, as well as all previous rewards: the game's soundtrack (from the music tier), and games (from the game tier).

Defender's Quest II book tier preorder

Just by looking at this tier, you know immediately what you're going to get -- everything in the box. And if you want detailed information, you can click on the "more details..." box which will expand and lay things out explicitly:

Book Tier details

And just to be super-compulsively clear, when you click "buy now," it takes you to a new page with a Humble Store pre-order widget, puts all the details in a box below, and replaces the "all of the above" line with the actual descriptions from cumulative tiers.

Compare this to a typical kickstarter reward tier.

Kickstarter reward tier exampleThis example is from the awesome upcoming RPG Cosmic Star Heroine, and is a commentary on Kickstarter itself rather than their game or rewards.
The developer has to cram the reward text into a narrow box, and has no formatting options whatsoever. You can't separate important information in a smaller box under "more details," you can't put the "Note" in italics or a smaller font, and you can't even create a proper title for the tier and set it in bold. It all runs together.
Worst of all, relating how cumulative tiers work is confusing at best, which is why the "...and all of the above" convention has become so popular, and thus expected.
You can't always follow the "all of the above" model (especially for more expensive limited tiers), and developers who break with that format are then reduced to creating charts to explain exactly what each tier provides:

Cosmic Star Heroine Rewardes

I'd like to reiterate that I'm not knocking Cosmic Star Heroine or Zeboyd Games for this. Not only am I a big fan (I totally baked CSH), but this is pretty much how you have to explain things if you use Kickstarter.
CSH clearly isn't hurting from using Kickstarter --  they made their goal and then some. I just think there are much simpler and clearer ways to present rewards, and Kickstarter's format kinda locks you in a box.

"Comparison is the thief of joy" -- Teddy Roosevelt

Kickstarter campaigns don't exist in a vaccuum, so backers tend to compare campaigns against one another. Given KS's standardized pitch format, this makes it very easy to line up A vs. B, and thus puts a lot of pressure on you to standardize your pitch accordingly, even if that pitch doesn't play to your strengths.

For instance, the "Talking Heads" video format, complete with professional lighting, editing, and sound, has become quite popular and even expected (even if some developers eschew it). If you're launching on Kickstarter, the video takes center stage.

But what if you don't want to make your pitch that way? Videos are important, but I'd rather let my actual pitch do the pitching, and make the video a simple, direct, summary, sans talking heads:


Of course, this option is only really available to us because we've already released a successful game. But given the fact that our second game's chief "social proof" is our track record from the first one, I won't spend time and money on a super-deluxe promotional video. Not only does designing our own site let us frame the expectations, it also serves as it's own social proof, since it proves we're at least competent enough to build and run our own pre-order site.

My wife is fond of pointing out "social inflation" -- for instance, weddings started as simple ceremonies but now have expensive dresses and rehearsal dinners, brunches, etc. Kickstarter started as a simple crowdfunding format, but then professional videos, complicated reward schemes, and stretch goal after stretch goal got added to the mix.

There's many sane video game Kickstarters, for sure -- I just want to avoid the inflationary pressure of that environment entirely.

We also aren't interested in doing any physical rewards, given the massive boondoggle that has been for other developers. The whole point of this is to make the game happen sooner, not later, and therefore all rewards are either directly related to game production (such as naming a monster in our special "ending credits" bonus battle after you), or at least by-products of it (such as the digital art&story book).

And don't even get me started on "stretch goals." Suffice it to say, we won't have any.

Fulfillment

Kickstarter can make fulfillment a bit of a chore, since it's not really a content delivery platform.

Humble Store definitely makes fulfillment easy, since they're all about delivering digital content. As soon as something's ready, we just upload the bits to their servers, and the backers get their stuff.

For instance, we give out free copies of Defender's Quest I with every pre-order, so the basic game tier represents a savings of about 57% off the two games bundled together at full price. With Humble store, people who preorder Defender's Quest II today will get their DEFQ1 keys immediately.

Final Thoughts

Aside from the above concerns, Kickstarter is really designed for a specific kind of campaign - one where you won't do the project if you don't get the money, and you are raising money for a limited amount of time.

Not only are we committed to Defender's Quest II's development regardless of how much we raise, we see no reason to limit pre-orders to 30 or 60 days. Furthermore, Kickstarter's payment options are limited because of their unique "all or nothing" system.

There are some cons with running our own site. You have the burden of making your own custom front-end, and Humble Store is not (yet) as feature-rich as Kickstarter (letting backers upgrade their tiers by tacking on X$ is technically possible, but not automated), and various other minor issues.

That said, I like having a closer relationship with our fans. No muss, no fuss, simple and direct -- Defender's Quest II is happening, and if you want to get a discount or some exclusive early backer rewards, you can pre-order it today.

Story-telling as Problem Solving: Defender's Quest (GDC 2013 Narrative Summit)

We (Writer James Cavin and Programmer/Generalist Lars Doucet) initially gave this talk at GDC 2013 in the Game Narrative summit. I'm posting the slides and script here as a blog post, but if you prefer a video, you can watch a recording of this talk here.

Title
This talk has a very simple thesis: a game’s story absolutely must explain its mechanics.
Why? It’s a pretty simple answer - things are terrible when you don’t and much better when you do. Let me give you an example. This is an experience I had playing one of the bajillion 007 games that came out on the GameCube.

Bond
Here’s me as James Bond. I just picked up full body armor and a grenade launching shotgun. I just spent the last twenty minutes annihilating everything that moves in downtown Moscow. I am a bulletproof, Pierce Brosnan shaped angel of death.

Cutscene Bond
Now I round a corner and am suddenly replaced by Cutscene Bond. Cutscene Bond enters the room and is confronted by this bad guy. “Stop right there, Mr. Bond,” commands the badguy,menacing Cutscene Bond with a pistol.

And instead of launching into one of the most laughably one-sided firefights in the history of the world, Cutscene Bond throws up his arms, because he has seemingly forgot that he has seventy pounds of body armor, a fully automatic incendiary grenade shotgun and also that this pistol is the crappiest weapon ever forged by hand of man, and in fact does less damage than if the villain were to simply point his finger and say bang.

I know these things because the last seven hours of gameplay have established these rules over and over and over. Body armor blocks damage. The wimp pistol does minimal damage.  The grenade launcher outclasses every gun in the game. There is no way in which this scenario poses any threat to Bond. I know this. Apparently, Bond doesn’t. Which is why his game got traded to my friend for a box of Pokemon cards.

Now, it’s important to note here that this cutscene is not bad story. It feels entirely right for a James Bond setting. I mean, how many times have we seen that exact scene play out in a movie and it works just fine? So why is it that it’s super frustrating here?

Simply put, it’s because it broke every rule the game had taught me. Which is weird, because the gameplay is also totally right for the James Bond setting. I mean, how many times have we seen 007 use some crazy cool weapon to blast through dozens of enemies? It feels totally right.
Story & MechanicsSo how can it be that both the story and the gameplay feel totally right for 007 and yet are totally wrong for each other?
Story contradicts MechanicsThe problem is that the Gameplay and the Story are drawing inspiration from the same source, but arriving at completely different and in fact totally incompatible conclusions.

A cutscene bullet and a gameplay bullet are two completely different entities. This in turn makes cutscene reality and gameplay reality completely different things.
Cutscene bullets
All of this could have easily been avoided if the writer had remembered the mechanics of
his own game. If the bad guy was sitting behind three feet of bullet proof glass and
pointing automated armor piercing laser turrets at me, it would have worked just fine.
Instead, Bond forgets the basic rules of the game he’s in, all because the Story team and the Gameplay team were operating in complete independence of each other.

After this experience I started seeing the same thing pop up again and again in games. Instead of writing a story that explains the mechanics of what the player is doing, Developers fall into the same trap: they pick a setting and then start developing a story that fits it and gameplay that fits it. Again and again we end up with weird conflicting elements just duct-taped together like angry cats.
This is a problem regardless of how good the individual parts are. For instance, Hamlet
is a phenomenal story... but a terrible tower defense game.
Super Hamlet Defense
A lot of people hand wave these conflicts as just a natural part of games. It’s a
concession we have to make to our medium. Well I don’t think so. In fact, I think that if your story is written to explain your mechanics, not only will you minimize ludo-narrative dissonance,Storiesbut you will also create more unique, nuanced and compelling stories.StoriesTo use a perennial example, let’s take a look at Final Fantasy 7.
FF7
In possibly the most oft cited case of ludo-narrative dissonance, FF7 contains a plot point that straight up ignores the actual game. For hours upon hours the player has been taught that their characters can be killed in battle.
KilledFortunately, it’s a fixable problem. The player can simply use an item called the phoenix down to literally resurrect these killed characters.
ResurrectThen the plot kills one of your party members,
Plot killand nobody thinks to use a phoenix down.
Phoenix Down?This is a character that, for many players, has literally died and been resurrected multiple times in the past - we’ve been taught that death is no problem in the same way that James Bond’s gameplay taught us that the sissy pistol was no problem.Resurrect x 10The huge problem here is that, unlike Bond, it’s not just this single plot point that contradicts the mechanics. The entire setting does. Gameplay has taught us that violent death is a solvable problem. For a few bucks that mangled corpse is right back and good as new! How does the entire world not revolve around this concept?
Mad World

Where are the bloodsports? Where’s the dangerous jobs with no hazard pay? Where’s the crazy adrenaline junkies base jumping without parachutes just for the thrill of it?

Violence is literally of no consequence. What on earth would human culture look like in these conditions? That’s a world I want to explore.

If Final Fantasy 7 had tried to explain its mechanics, not only would it have avoided this
basic inconsistency, it could have been a groundbreaking piece of speculative fiction
with a setting completely unique in the games of its time.
Kill PhoenixIt's an incredible missed opportunity all because the writers didn't feel like connecting their story with the gameplay in any meaningful way. Once again, this is a problem that arises regardless of how good the writing and gameplay are in and of themselves.
Story + Game = PoopFailing to give story justification for your mechanics will always put on the path to serious ludo-narrative dissonance and deprives you of interesting and unique story opportunities.

When it came time to create our own game story, we wanted to avoid these pitfalls. While we weren’t perfect, I felt our system gave us a much better overall product than if we had just picked a theme and started writing.
Defender's QuestSo, our goal was to have a story that justified our gameplay mechanics and explored their consequences on the world. We wanted to avoid ludo-narrative dissonance and seize any opportunities to explore the unique narrative consequences of our mechanics.

Before we had a single word of story written, we created a grand list of every mechanic we knew would be in the game.
ListAs a tower defense RPG hybrid, this was a lot of stuff. We looked at our huge master list and asked ourselves “What story would justify all these things in the simplest and most elegant manner?”

And boy, did we have a lot of mechanics to explain. Defender's Quest was going to be a tower defense RPG mash up. There would be something to defend,Something to defend
...and a horde of single-minded path, following enemies to defend it from. Monsters
We borrowed the film term "mcguffin" to describe our arbitrary object to be defended because “arbitrary object to be defended” gets a little unwieldy over time.
McguffinSo there's a mcguffin and enemies that want it. These enemies march onward towards their target along specific paths with no thought for their own safety or survival.

The player defends against them by placing towers. TowersIn our case, these towers were persistent RPG characters – they leveled up, gained new abilities, had equip-able gear that boosted their performance, etc. Tower DudesHowever, our defenders still had to function like towers – they were placed one at a time, appeared instantly out of nothing, couldn't move at all, and when they received too much damage they were removed from play. Removed characters could be re-summoned into the fight. And all of these actions cost the player some kind of currency that was gained by defeating enemies.Money!And that was just the battle mechanics. Outside of battle, there would be an overworld to explore, new units to meet and recruit and shops with purchasable items.Overworld & StuffWhen we looked at this grand list of mechanics, we were immediately confronted by serious story problems.
  1. List ?What kind of enemy behaves in the way our tower defense creeps did?
  2. What kind of currency comes from beating up bad guys? Why can I use it to summon my friends?
  3. For that matter, why do I have to summon my friends? Why aren't they here all the time? Also, why can't they move while they're here?
  4. What was the McGuffin? Why did the enemy want it?
  5. Why would characters want to join the player's party?
  6. Where did all these bad guys come from?
  7. What kind of world is full of hostile forces, but also shops brimming with useful gear?
  8. Why would the mcguffin ever have to move? If this is a defense game, why don't you just build yourself a castle?
So, first we tackled the question of our enemies. EnemiesIt became immediately apparent that no rational creature would ever behave in the way we needed our enemies to, so any story that required individual enemies to be human or other intelligent entities wouldn't work.

In fact, the more we thought about it, the fewer things we found that would make any
kind of sense with a path following, no thought for survival, single-minded desire for the
mcguffin.

We finally settled on zombies – they met all of our criteria for enemy behavior: singleminded, travel in hordes, no thought for self preservation. They also provided a satisfying enemy to fight – smashing a zombie feels way cooler than smushing an ant, even though an ant would have also met our requirements. I do want to underscore something - zombies are admittedly a bit cliche, but we chose them because they were a story element that answered the questions our mechanics raised, not because, "Hey zombies would be cool."

So we had our enemy cast, but we still had a bunch more battle mechanics to answer. Why was it that currency was gained by killing zombies? And why could this currency be used to summon defenders?Money for Dudes
We started thinking about things that zombies would have that could also be used to power our summoning mechanic. The most elegant solution we could find was...magic. This meant that our zombies were no longer just Day of the Dead style infected corpses that could be stopped by destroying their brain. Now they were necromantic zombies driven by dark magic,Zombie puppet...which could harvested when they were defeated.
No StringsThis approach already began developing the story for us: if these are magical zombies, where is the magic coming from? The basis for a necromancer villain had already been created.NecroVaderNext we had to answer why the player needed magic to summon friends, and why friends had to be summoned in the first place. Immediately we saw that this mechanic could not be explained in the real world. It would make no sense to be walking along with all of your friends, get attacked by zombies, and then suddenly it's tower defense time and you have to pay magic to place your buddies one by one when they were standing next to you just a second ago.

The natural solution we found was to simply remove our battles from the real world. Yes, you and all your buddies are walking along, but when the zombies attack, you are suddenly pulled into the spirit world. Now you have to use magic to pull allies in with you.
Spirit World
Once again, this explanation started the ball rolling for other story points. Who's doing all this spirit world entering business? The groundwork was set for our protagonist – someone with ability to travel into the spirit world and bring others with them. The more we played around with this concept, the more we found it fit really well. Of course characters wouldn't be able to move in here – it takes our protagonist an incredible amount of concentration to bring them into it. And if they get hit too much, this concentration is broken and they get kicked out of the spirit world.

We then decided to make our spirit-world traveling protagonist and tower-defense mcguffin one and the same.
Mcguffin hat
It was a simplification that made sense. Someone that can enter the spirit-world and kick zombie butt has got to be a rare and valuable individual – exactly the kind of thing our Necromancer villain would want! Just by answering the questions that naturally arise from our mechanics, we've begun to create the bare bones of plot and motivation.

We still needed to answer the question of why people would want to join up with our protagonist. After all, if this person is constantly being hunted by zombies, being in there general vicinity is the last thing you want to do.

Zombie hordeAs it stood, the only people that would sign up for team Mcguffin were absolute altruists and that really doesn't make for an interesting set of characters. We wanted a diverse collection of heroes with varying and sometimes conflicting motivations that would fight and bicker and joke and feel like a collection of real people.

So what unifying desire would cause all these people to work together for the mcguffin?
Go get 'em!What if the mcguffin was the only chance for escape from the zombie hordes? We've already established that the protagonist is in possession of incredibly rare if not unique abilities, so what if they are the only person that can do this? And what if that's the only way to kill zombies?

We've already established that our zombies aren't the shoot 'em in the head variety – they're magic. So what if the only way to kill them is to enter the spirit world and fight them on their own turf. And the only one that can do that is our mcguffin.
Spirit World
This made signing up for team mcguffin a little more of a logical step, but we felt that we
needed a little extra push to justify all the diverse character we wanted. Our solution was to make our setting a miserable place everyone wanted to escape from. Standing between them and escape is all of our hordes of zombies, so the only way out is to team up with the one person that can kill zombies.

So what setting would provide this kind of motivation?

How about a plague colony?

Plague Colony

This actually answered a whole slew of our problems in one go. Everyone here is trapped because they've been cast out by the rest of society – there's a plague on and the risk of infection is too great to allow survivors back. So now all these people are trapped in this prison colony that's full of zombies. Why is a plague colony full of zombies? Well, because it's full of corpses – the perfect ammo for a necromancer to build an army. This handily explains the source of the hordes of enemies our mechanics required.

It also explained why our dangerous world provided just enough civilization to allow for the item shops we wanted – of course survivors would band together in small, defensible settlements and trade for weapons and gear.Dangerous World with a dash of CivilizationIt also provided a motivation for the protagonist to move – you don't want to just turtle up and defend the mcguffin because you want to find an exit and get the heck out of this dump.Come at me, bro.

What felt amazing was that by answering all of these mechanics questions we had not only dodged ludo-narrative dissonance, we had also begun to create a setting far more compelling and unique than what we would have arrived at on our own.

A unique spirit walker wonders an apocalyptic plague colony in search of escape, while keeping one step ahead of a dark necromancer, hell bent on their capture for his own dark reasons.
We had unique zombies, an unusual world, a compelling protagonist with understandable motivations, a mysterious enemy all without writing a single word of story. From here I could begin my work as a writer, populating our world with interesting characters and compelling mystery.

Best of all, we could do it without fearing that story and gameplay would contradict
each other. It was a world that was founded on the rules of our game – meaning a bullet was always a bullet, in story and in gameplay.
Fin
~Fin~