
Environmental
Storytelling
By Don Carson
Gamasutra
March 01, 2000
URL: http://www.gamasutra.com/features/20000301/carson_01.htm
For the past 15
years I have worked as a designer for many theme park, computer gaming, and
software companies. In every project I undertake, I am faced with the same
challenge, "How do I draw my audience into my imagined world and make them want
to stay?" Whether it's a 100 million dollar Disney ride, a 3D shooter, or a
kid's entertainment title, it is my objective to tell a story through the
experience of traveling through a real, or imagined physical space. Unlike a
linear movie, my audience will have choices along their journey. They will have
to make decisions based on their relationship to the virtual world I have
created, as well as their everyday knowledge of the physical world. Most
important of all, their experience is going to be a "spatial"
one.
If
I have an all encompassing desire for any computer game I play or themed
attraction I visit, it is this:
Take me to a place that:
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|
Quake 3 Arena demonstrates the
increasingly dramatic and realistic nature of 3D
technology |
Within the past decade we have been witness to the evolution of the 3D
gaming universe. In games such as Wolfenstien, Doom, and now
Quake 3 Arena, we can visit and explore worlds on our computer screens
that are increasingly dramatic and realistic. The notion of walking through
theatrical environments like those found in Cyan's Myst and Riven,
real time, are not that far fetched. Yet, despite our staggering leaps in
technology, the game play remains relatively unchanged. We may be transported
into ever engrossing and elaborate theatrically lighted cathedrals, but the fact
is, we are still simply killing each other. Please understand, I have nothing
against 3D shooters. I have spent countless hours with a rocket launcher in my
hands and know the glories of a low Ping rate. This doesn't change the fact that
on many occasions I have been blown to bits because I dared hesitate to admire a
beautiful piece of virtual architecture.
Despite these technological miracles, the audience that experiences
these worlds are relatively small. Bloodshed and mayhem rein supreme, with many
a computer savvy cyber gladiator having to wrestle a 3D accelerator card into
the guts of their increasingly obsolete PC. But, times are changing, and it
seems that we are on the brink of an untapped market potential. With more PC's
coming onto the market with 3D accelerators built in, it is quite possible that
your everyday Joe will have the power to visit increasingly realistic worlds
from their desktop.
Theme Parks and the Virtual
World
Prior to the mid-1990's, my experience and interest in the computer
gaming world was marginal. Not until the release of games like Myst and
Doom did I fully see a potential bridge between the theme park world I
was working in and the world of the computer on my desktop. As my professional
computer experience has grown, so has my belief that the two worlds are not that
far apart. True, their audience demographics may be slightly different, but in
many ways they face the same challenge: How to bring people into their created
worlds and keep them immersed and entertained. Now with the growing popularity
of multiplayer and internet games, computer environments are treading on a
realm, until now, reserved for the physical world. Many thousands of people are
connecting and participating in these virtual worlds with total strangers for
one reason.... namely, the allure of the "shared" experience. A chance to make a
human connection in these new worlds and to be able to say, "HEY! Did you see
THAT!?"
|
One of the
trade secrets behind the design of entertaining themed environments is
that the story element is infused into the physical space a guest walks or
rides through. |
Because of this, there is a lot of knowledge that should be shared
between these two seemingly different industries. Amusement parks have been
entertaining people for over a 150 years. In the past 50 years theme parks like
Disneyland, have taken the art of spatially entertaining people to new heights.
No longer are rides simply a short lived thrill, now guests are fully immersed
in stories, where they play the main character. Over the years these designers
have developed tricks and trade secrets that (from experience) they know will work.
Environmental
Storytelling
One of the trade secrets behind the design of entertaining themed environments is that the story element is infused into the physical space a guest walks or rides through. In many respects, it is the physical space that does much of the work of conveying the story the designers are trying to tell. Color, lighting and even the texture of a place can fill an audience with excitement or dread.
The Importance of
Story
The first secret is "story." When I say story I am not talking about a
linear "once upon a time" type story. I am talking about an all encompassing
notion, a "big picture" idea of the world that is being creating. A set of rules
that will guide, the design and the project team to a common goal. It is this
first step that will insure the created world will be seamless. If you are
creating a game or attraction based on, let's say "pirates", you'll need to play
your audiences expectation like a violin. You want to pamper them by fulfilling
every possible expectation of what it must be like to be a pirate. Every texture
you use, every sound you play, every turn in the road should reinforce the
concept of "pirates!" If you successfully establish a strong enough "story"
early on in your design process, you will have little trouble keeping your team
focused. If you break any of the rules, more often than not your team will
argue, "we can't put that in there, that's not at all
'piratey'!"
Most important of all is once you have created this story, or the rules
by which your imagined universe exists, you do not break them! These rules can
be broad, but if they are broken your visitors will feel cheated. They will be
slapped in the face with the contradiction and never again allow themselves to
be as lost in your world as they may have been at the
onset.
"Where Am I?"
In
the telling of your "story," the next most important task is to answer your
audiences first question.... "Where am I?" No matter how well designed your
environments are, if your audience can not answer this question in the first 15
seconds, you are already lost. This can be as simple as "Oh, I am in a dark
warehouse." or "Ah, I am in the hold of a ship." Wherever it is, your first job
is to present your audience with the opportunity to answer this question for
themselves.
Your next question to answer is "What is my relationship to this place?" No matter how gorgeous your medieval castle, or abandoned space station might be, if they can't figure out what their role is in this place, you have missed out on a marvelous opportunity to pull your audience deeper into your world. This need not be done with lengthy CD liner notes or costly Intro AVIs. Clues can be left throughout your environment. Although you may not know who you are, you should be able to begin to have a notion based on your initial location. Valve's Half Life does an award winning job of playing with the player's desire for self identity, but only lets them come to a conclusion through their experience of the physical space and random encounters with peripheral game characters.
One of the most successful methods for pulling your audience into your
story environment is through the use of "cause and effect" vignettes. These are
staged areas that lead the game player to come to their own conclusions about a
previous event or to suggest a potential danger just up ahead. Some examples of
"cause and effect" elements include, doors that have been broken open, traces of
a recent explosion, a crashed vehicle, a piano dropped from a great height,
charred remains of a fire... etc. These "cause and effect" bits of storytelling
can help the game player better understand where they are and what they might
expect to experience further on. Putting in an element just because it is "cool"
misses a vital opportunity to use that element to help further your story
along.
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Half Life is an excellent
example of cause and effect elements triggered by actions of the game
player. |
"Cause and effect" elements can also depict the passage of time. A game character may return to a place that they had become familiar with earlier in the game, only to find it completely altered. This may be due to a cataclysmic event, or the disappearance of elements remembered from a previous visit. "Cause and effect" elements could also be triggered directly by the actions of the game player. The best examples are found in games like Half Life and Duke Nukem 3D. In the case of Duke Nukem, the game player reaks havoc on his environment, blasting toilets, setting fire to palm trees, and making Swiss cheese of many architectural elements. After a lengthy Deathmatch, there is not doubt as to what has transpired in Duke's futuristic Los Angeles.
Another powerful trick is to use the familiar in your designs. If your goal is to create an environment that is totally alien, it pays to periodically give your audience something familiar to anchor them themselves to. All too often, game designers will create a level built entirely of pulsating walls of intestine like material. Although the concept of such a place may sound "cool," it does more to alienate the game player than draw them in. If you can periodically give them some reference point... such as, "Oh, I am in a spaceship" or "Hey, this must be the engine room" you will be doing them a great favor. Even something like "Wow! These look like alien toilets!?!" will bring your audience back to relating to the environment, and even lend a little humor.
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The
buildings in the "Pirates of t he Caribbean" attraction at Disneyland, despite appearing solid are entirely made of painted stretched canvas and example of clever theatrical magic |
On several occasions I have had a chance to walk through the "Pirates of the Caribbean" attraction in Disneyland, CA. During my first visit, I took a breather in the "Auction Scene." As I leaned back against one of the Caribbean stucco buildings I was shocked to discover they were entirely made of painted stretched canvas! All through my childhood I had just assumed that the buildings were solid, and even today it is hard to remember they are only clever theatrical magic. It is important to remember that the virtual world is no different than a theatre stage or a film set. Although we don't use canvas and paint, we can learn much from the tried and true tricks handed down to us by 2000 years of theatre. Texture maps are our canvas sets and how we choose to use them will make or destroy the story we are trying to convey. Texture maps are not wallpaper, but our tool to trick the eye. Even though dynamic lighting is one of the many luxuries of the new 3D technology, don't let lighting dictate how an environment appears to your audience. If your texture has architectural details that are carving into, or stick out of the two dimensional surface, it pays to paint in the necessary shadows to help heighten the illusion of depth an drama. The more you can achieve in your texture maps the fewer polygons you will waste on frivolous details.
Using Contrasting Elements to Your Advantage
If you have ever visited a medieval cathedral or even a large old church, there is a reason the vast interior is so awe inspiring. What you may not realize when you enter, is that the architects of these places have forced you to enter the church through a small confined space, before revealing the monumental interior of the main church. This in done quite on purpose, and it is the contrasting effect of having been confined in a small space that makes the adjacent room all the more dramatic.
The Paradox of Designing Environments for "Gamers"
One challenge to designing successful environments in the computer is working in and around the expectations of your main client.... mainly "gamers." I had an experience of art directing an Indiana Jones type game for a gaming company. After painstaking work on making the environments as realistic as possible, I walked into the lead programmers office to witness my carefully rendered torch flames flickering at an unrealistic lightening pace. When I complained, the Programmer proudly argued that he had done it for "the gamers." To be specific, he wished to show off the remarkable frame rate of the game, and felt that "gamers" would appreciate the visual effect of a high frame rate over the realism of my environments.
The Advantages of Computer Environments over Theme Parks.
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In theme
parks Tomb Raider style back flips off 10 story cliffs are out of
the question |
There are several things that virtual environments can give you that theme parks can not. Foremost is the expensive limitation of building in the physical world. theme park designs need to take into consideration the necessity to push as many people an hour as they can through their various attractions. One attraction alone can cost a 100 million dollars to build, and takes millions more per year to just keep it clean and running. Theme Park experiences run from 30 seconds to 15 minutes in duration and could never rival the 40 hours spent wandering the islands of Myst. Theme parks must always be aware of safety, so my Lara Croft back flips off 10 story cliffs are out of the question.
Missed
Opportunities
For the time being, the ability to create virtual worlds is relatively new to us. I have no doubt that in the years to come we will continue to blaze new trails deep into this entertainment medium. Although we break new technological ground with every year that passes, I still find that I am left wanting. I long for the day we break away from rambling labyrinths for their own sake, whether they are dungeon passages, back street alleys, or miles of sewer pipes. I look forward to visiting virtual places that tell me more about where I am and what I am supposed to do. I want to use my wits and knowledge to get myself out of tight spots, and never again have to twitch my way through timed puzzles that force me to repeat my actions over and over to simply reach another level of the game.
Don Carson is a freelance designer and conceptual illustrator. For many years Don worked as a Senior Show Designer for Walt Disney Imagineering, the theme park design arm of the Walt Disney Company. Some of the attractions he helped to design are Splash Mountain for Walt Disney World Florida, and Mickey's Toontown for Disneyland California. Don continues to work as a consultant for Disney from his studio, as well as for companies like the Jim Henson Co., Universal Studios, Microsoft, Zowie Intertainment, Sierra, and Coca Cola. You can reach him at: djcarson@aol.com, or visit his online portfolio at: http://home.earthlink.net/~dccreative
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