{"id":31222,"date":"2016-03-19T14:14:32","date_gmt":"2016-03-19T19:14:32","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=31222"},"modified":"2016-03-19T20:31:50","modified_gmt":"2016-03-20T01:31:50","slug":"good-robot-45-old-robot","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=31222","title":{"rendered":"Good Robot #45: Old Robot"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p>Some of you may not have gathered this from my last two posts, but I, Rutskarn, was hired to write the award-winning* script of <em>Good Robot. <\/em>What you might also have missed (because I never actually brought it up) was that I was hired to write the script by Shamus <strong>in 2013<\/strong>. Which was a very different time for gaming; the Oculus Rift was a potentially overhyped newcomer and had yet to revolutionize videogames forever, <em>The Last Guardian<\/em> was still in development, and gaming channels on YouTube grappled with the thankfully short-lived &#8220;Wild West Apocalypse&#8221; model of copyright claims and takedowns. Heady times.<\/p>\n<p>But at least one thing in this crazy world has remained constant, and that&#8217;s my willingness to (under reasonable duress) actually write <em>Good Robot. <\/em>Which I did&#8211;all the way back in 2013. Now three years later one thing in gaming really has changed, and that&#8217;s <em>Good Robot<\/em>, because the old script is now <em>completely useless. <\/em>As in, nothing could be saved&#8211;not even the model of storytelling. The changes we&#8217;d made to the game meant a total rewrite was necessary.<\/p>\n<p>Let&#8217;s talk about why.<\/p>\n<p>This is actually the first of a two-part series, but you don&#8217;t need to read either one to understand the other. That&#8217;s important, because this post&#8211;and <i>only <\/i>this post&#8211;is absolutely one hundred percent farm-certified Spoiler Free. The next one will hint at the context of the new game without, I think, spoiling anything, but consider yourself warned. Now&#8211;let&#8217;s hop right in.<\/p>\n<h6>*Shamus has already guaranteed me a lock on this year&#8217;s Goldun Riter Awward, but I&#8217;m also gunning for the Horace Peasmasher Wrote Man&#8217;s Pennant, a prestigious prize granted thus far only to <em>Wizards of Wor<\/em>, <em>CD Boggle (Sponsored by Kellog Cereals!)<\/em>, and <em>Seasons of Mystery: The Cherry Blossom Murders. <\/em>And even&#8211;dare I say it&#8211;a Writer&#8217;s Guild award, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Writers_Guild_of_America_Award\">that I might join <em>The Force Unleashed<\/em> and <em>Assassin&#8217;s Creed: Brotherhood <\/em>as the premier storytelling achievements of the modern age.<\/a><\/h6>\n<p><!--more--><\/p>\n<p>The story of a game isn&#8217;t always important. How the story is told, however, is absolutely crucial. A game with good mechanics and no story can still get by; a game with a good story can be appealing; a game with a good story <em>that doesn&#8217;t jive with the mechanics <\/em>is awful, and I&#8217;m not just talking about your ludonarrative dissonances&#8211;I&#8217;m talking about cases where getting a narrative across crudely or inexpertly steps on players enjoying themselves. Let&#8217;s give an example.<\/p>\n<p>I like <em>Morrowind. <\/em>I&#8217;m fascinated by Dunmer mysticism and politics at the game&#8217;s heart, and learning about them makes exploring and dungeon-crawling that much more fun. But at the end of the day, exploring and dungeon-crawling are what I&#8217;m there to do, and if getting that story meant the freedom to do those things was taken away from me, I&#8217;d have resented the intrusion.  <em>Morrowind&#8217;s <\/em>story and gameplay work because they&#8217;re both based on freedom to do what you want; you pick what topics you explore with NPCs, you pick what books you read, you pick what quests you do. Having the story happen in pre-scripted cutscenes or infolink conversations or what have you would break the flow of the gameplay, take away the player&#8217;s freedom, and do more to frustrate than entertain.<\/p>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/Good-Robot-Weapon-7.gif' width=100% alt='To contrast, this screenshot of a shotgun breaks up the text post by reminding you about the important things in life. Blam! Blam! Blamblamblam!' title='To contrast, this screenshot of a shotgun breaks up the text post by reminding you about the important things in life. Blam! Blam! Blamblamblam!'\/><\/div><div class='mouseover-alt'>To contrast, this screenshot of a shotgun breaks up the text post by reminding you about the important things in life. Blam! Blam! Blamblamblam!<\/div><\/p>\n<p>This brings us almost directly to <em>Good Robot<\/em>.<\/p>\n<p>Even back then, approaching the game from Shamus&#8217; rough story outline was a dicey proposition. The idea was to include a rough arc to the story&#8211;nothing too fancy, but something that would noticeably change how you see your character and the setting over time. It would introduce a conflict, introduce another perspective on that conflict, then resolve it via the final boss battle. So how do you tell that story through a twin-sticky shmup?<\/p>\n<p>More than it could be about any idea or story, <em>Good Robot<\/em> is about:<\/p>\n<ul>\n<li>Exploring, but only to gain enough power to proceed. You&#8217;re very much driven by the need to acquire power-ups and experience points rather than the urge to see new scenery.<\/li>\n<li>Levels that are procedurally generated nonlinear mazes.<\/li>\n<li>Blowing up robots. Something that requires a pitch-perfect awareness of all the chaotic action around you and <em>no distractions.<\/em><\/li>\n<\/ul>\n<p>So how to tell that story? Cutscenes are right out. We can&#8217;t use audio logs, because those will either distract players from robot sounds or&#8211;worse&#8211;<em>will force the player to<\/em> <em>stop blowing up robots. <\/em>That&#8217;s not really what they need from this game, and having large text dumps would make things even worse.<\/p>\n<p>Furthermore, the only location where we know that a player is going to be on a linear straight-and-narrow channel is the exit and entrance areas of levels, right after the bossfights, and constraining all of the game&#8217;s story to those small areas (to make sure nothing important was missed or experienced out-of-order) would leave the game feeling a little lean story-wise&#8211;even though, in retrospect, that might have been the best way to approach that build of the game.<\/p>\n<p><table class='nomargin' cellspacing='0' width='100%' cellpadding='0' align='center' border='0'><tr><td><iframe loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/www.youtube.com\/embed\/g1sO_VLn8lM\" frameborder=\"0\" allowfullscreen class=\"embed\"><\/iframe><br\/><small><a href='http:\/\/www.youtube.com\/watch?v=g1sO_VLn8lM'>Link (YouTube)<\/a><\/small><\/td><\/tr><\/table><\/p>\n<p>The answer we ended up with was a compromise. All story would be delivered by floating nodes that can be willingly accessed, by a player, to deliver a short story punch. Since the levels are nonlinear, all the nodes within a level are nonlinear. The &#8220;real&#8221; story stuff appeared between levels and only rarely; if you read everything else, you&#8217;d ideally gain a little more perspective on what was going on, but it wasn&#8217;t required. These nodes would offer small opportunities for players to stop and recuperate not predicated on leveling up their character (which would have been a bad idea to tie to story progress for a whole bunch of other reasons). It wasn&#8217;t perfect, but it worked.<\/p>\n<p>Time passed, Pyrodactyl came aboard, and the game changed tremendously. Now the player&#8217;s movement is even more liberated, the levels are even more chaotic, and the player&#8217;s need to stop and take an occasional breather is taken up by little terminals where you can modify your build&#8211;and the game is explicitly styled as a roguelike. The question was raised even more portentiously than before: how do you tell a story in a game this nonlinear?<\/p>\n<p>You don&#8217;t. You absolutely don&#8217;t. The roguelike thing alone sinks it. If you make engaging with your story mandatory (cutscenes, dialogues, audio cues), players who die over and over will hate it because it&#8217;s an arc they&#8217;ve seen the first few feet of a dozen times and the first few inches of a hundred times, but never anything past that. Imagine it took skill to watch <em>The Dark Knight <\/em>and slipping up meant starting over from the beginning. Would people still like the clown robbery scene, or would they still vomit reflexively after hearing the first line of dialogue?<\/p>\n<p>If you don&#8217;t make the roguelike&#8217;s story mandatory to engage, players will tend to seek it out on their first run through an area and then only very rarely after that&#8211;because doing so every time would be a willful hassle. So then when they <em>do <\/em>break through, they&#8217;re going to be frustrated because they don&#8217;t remember anything that happened in the first half (because a few text nodes don&#8217;t stand out too strongly in the memory against a million robot fights) and now they have no context for understanding the second. It&#8217;s a nightmare to write around.<\/p>\n<p>All of that&#8217;s assuming players find the story as compelling as their <em>own <\/em>story of struggle and survival against the cold, unflinching AI. Which they won&#8217;t. Nobody talks about the Orb of Zot from <em>Stone Soup Dungeon Crawl <\/em>except when they&#8217;re talking about finding it.<\/p>\n<p>All of this led to my decision to eschew any linear narrative in the game at all. When players visit terminals, they&#8217;re greeted with headlines from the colony&#8217;s news cycle. Taken together these paint a picture of what the colony was and suggest, rather than narrate, how it got to be what it is: an arena for endless robot duels. It&#8217;ll hopefully provide an interesting sense of texture and exploration without distracting the player, forcing them to revisit content, or relying on them to remember specifically what they&#8217;ve read before. Furthermore, it takes a backseat in every mechanical and narrative sense to the player&#8217;s own struggle. This might not have been the only way to do it, but I&#8217;m happy with how it turned out.<\/p>\n<p>Next time: we&#8217;ll put on our Very Mild Spoiler Hats and talk about the plot of the last <em>Good Robot <\/em>build&#8211;and by &#8216;talk about,&#8217; I mean &#8216;share completely.&#8217;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; Some of you may not have gathered this from my last two posts, but I, Rutskarn, was hired to write the award-winning* script of Good Robot. What you might also have missed (because I never actually brought it up) was that I was hired to write the script by Shamus in 2013. Which was [&hellip;]<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[498],"tags":[],"class_list":["post-31222","post","type-post","status-publish","format-standard","hentry","category-good-robot"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/31222","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=31222"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/31222\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=31222"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=31222"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=31222"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}