Showing posts with label war of the ring. Show all posts
Showing posts with label war of the ring. Show all posts

Friday, 12 February 2021

#07 On Beauty (and The Lord of the Rings: War of the Ring)

"A thing of beauty - will never fade away"

Today for something completely different. I tried writing of narration, but it didn't work out. So I changed my plans, did some catharsis-inducing activities and now I'll talk of beauty and in the end, I'll try making a beautiful quest.

A word of warning: This post contains mild spoiler (not story or gameplay-relevant) of Cyberpunk 2077's credits and a certain "effect" the game has (at least for me).

Why beauty?

Before I dive into my findings, a short appreciation of inspiration. I've encountered many things that I'd call "beautiful" - images, shapes, persons, landscapes, tracks, theories, poems ... and reflecting now upon these I realize that they all touched me, much deeper than other things did. If I encounter beauty, I am struck by it and I remain still, as if in hope that it doesn't pass, even though I know that it'll never fade away. I had this feeling when reading the last pages of The Lord of the Rings, when I learned of the uncertainty principle, when I finished my bachelor's thesis in theoretical computer science or when I saw a sunset while departing from Frankfurt an der Oder.

Sunrise over Słubice, photographed from Frankfurt an der Oder.

But the trigger that caused me to talk about beauty right here is found not in these examples but in Cyberpunk 2077. The song "Never Fade Away" of which the above citation is a part, is played as a remix in the game's credits. The game itself resonated with me many times in detail and definitely as a whole in the same way as the above examples: It is beautiful to me. What is special about this? Well, the game has a particular way of making you think about the things you experience (both actively and passively). And when the credits rolled, the placement and "mise-en-scène" of that specific song with its cited line made me consciously realize how I felt about that game.

Since then, I can't stop thinking about beauty and (here comes the appreciation) that is due to Cyberpunk 2077.

Beauty

But what now, is beauty. I spoke of beauty as a kind of feeling, perception, experience humans can have. It is a property we ascribe to things we perceive. It is clear that not all humans ascribe beauty in the same way. But it is also clear that there are some general indicators for beauty: The famous golden ratio, for one.

Here, I shall expand on another indicator. Browsing around, I discovered Hegel's notion of beauty and art (link) which integrated well into my understanding of things - I won't aim to reproduce Hegel's thoughts correctly, but rather explain how they fit into what I discussed on this blog so far. For Hegel, one basic philosophical unit is the "idea". The idea is the abstract, theoretical concept of some "thing". An idea in Hegel's sense has no form, it is neither thought nor word nor image. It is that what remains, the universal concept of something. If several minds think, write and paint of love, then maybe their thoughts, writings and paintings have something in common, this we might call the idea "love".

This distinction is the basis for Hegel's concept of art and beauty. If someone brings an idea (e.g. love) into form (e.g. by writing about love), then he can do this into-form-bringing in several ways. He could

  • think the idea - then he goes the philosopher's way
  • introduce the idea - this is the path of religion
  • portray the idea - this is, what artists to

While I'm not sure whether I like the first too notions, I can go along with the third one. According to Hegel, portraying the idea is an "external realisation" of that idea in such a way, that "its essence and general principle" shines through. You could say such a portrayal has the task of conveying the idea's nature in a subjective way - a work of art does not need every observer to understand the idea behind it. An artist suceeds, if she manages to inscribe ideas in her work without differing from the idea's essence and if the inscription is perceivable by an observer.

 For me, this is a very interesting thought. It explains why I titled all those experiences listed above as beautiful: In each of them I can find an underlying idea that is resonating, shining to me. Take the ending of The Lord of The Rings. Here the idea of "passage" can be found. If you read the ending, you don't perceive it as an explanation of the concept "passage", but you will much rather think of the concrete story in your head. But the story at that point, through the departure of Frodo, Bilbo, Gandalf and the elves, has amongst others the theme of passage and thus the idea is able to shine through.

Still, I can not explain yet the nature of the "shining", "touching", "resonating" we experience when encountering something beautiful. I have an idea that includes the resonance concept by sociologist Hartmut Rosa and some psychological thoughts, on which I'll surely write when I get it all together.

Creating beautiful Quests

How can we make quests beautiful in the sense seen above? In order to answer this I'll first take some notes. In the above sense, beauty in quests would need...

  • an underlying idea
  • to be shining through the quest to the player

Furthermore we can state:

  • the beauty should be considered by as many players as possible
  • since the quest-experience is partly authored by game designer and player, beauty, too, may thus originate from game designer/player

I will first think about designer-authored beauty and then about creating play spaces for player-authored beauty (in both cases beauty-inducers would actually be the correct term, since neither game signs/actions nor player actions are beautiful until a mind perceives them as such).

How to integrate hegelian ideas into our game/quest and let them shine? Well, we could simply take an already beautiful realization of an idea, perhaps a thought, as a starting point. Or we could take an interesting thought, and make it beautiful in our game. We could start with an unspecified feeling, a mood. We could set a theme and not think too much about it, to let it guide our creative process in a more uncounscious way. What is important, is that the idea(s) permeate(s) as many aspects of a quest as possible, to maximise the effect of "shining through".

More concretely you could take the idea, theme, feeling into consideration when doing design decisions. Which game mechanics are used in what way in this quest? What could happen in this narration? Which spaces shall the player be put into? What is the audiovisual style? How does which character speak in this context? Thinking with that idea on many communication canals seems very promising. I think that the most important question at this point is the one for the balance between "not letting the idea be too obviously expressed" (than, to speak with Hegel, we'd become philosophers or priests) and "reaching all players". Luckily we already know of some techniques which can be used to let as much players as possible experience specific things while not formulating things in too obvious a way: Storytelling, playing certain melodies, textures/colors/lighting, providing certain mechanics, ...

On the other hand - creating opportunities for the player himself to create beauty is the second way of introducing beauty to games. Indeed, to refer to Cyberpunk 2077 again, there were many moments of calmness, of decision-making, of involved thinking in which my own expression as a player brought my own ideas in a beautiful form into the play experience.

Creating play spaces that afford introducing beauty as a player - how to do this? As with other space creation methods, the creator has to think about how the things he presents restrict/liberate/influence the one engaging with it. If we place an inaccessible high tower in the world and the player may optionally destroy it by setting flames to its grounding pillars, then someone who wants to access the tower is not able to express ideas related to this action. In the end, we give the player a semi-structured space to engage with, to express himself in. Defining the possible player actions influences, how the player is able to express herself. More importantly for us in this context, it influences what ideas he will be able to express.

Players expressing themselves and creating beauty. Source

A designer is thus able to think of player expression opportunities. Maybe a decision in a branched storyline, a crossing of roads, a choice of weapon skins, ... On the other hand he might think of systems that are too complex to understand the possible player expressions, giving much authorship to him: A sandbox with building materials; a sci-fi multiplayer universe with ressources, fighting materials and factions...

Quest designers who seek beauty might search for further approaches that aren't totally based on intuition. Cristopher Alexander's living architectural patterns seem to be close to my notion of beauty and it is close, too, to the concept of a semi-structured space (players = inhabitants, structure = buildings). Maybe there are some quest/game specific patterns of beauty that we could discover.

But now - for something not completely different.

A "The Lord of the Rings: War of the Ring" Quest:

I continue my previously begun quest design. In WotR, one mission type is "conquer", and it is this type that my mission will be of. We furthermore can inherit the good vs. evil theme from Tolkien's world, evil being characterized by shadow, fire, destruction, falseness, will to power. The good on the other hand is often white, green, peaceful, westwards bound, modest, wise, etc. Since we are playing the evil forces in this mission, I decided to try showing the beauty that the evil itself can have. In particular the elegance of dark shadows enclosing and taking over something good, the cunning plan realized in an elegant operation shall be highlighted.

Since WotR has a fixed set of possible actions and objects, a great part will be played by dialogue and level design. But I will use what is given to me, in order to let the gameplay express those ideas as good as possible. Since missions in WotR are tightly tied to the space they are played in, I will start with that: Below you can see how I transformed last week's sketch into a map prototype.

Map to my quest, made with the War of the Ring World Editor.

There are several things I considered while designing this:

1. We are in Mordor, and even though Sauron hasn't been here for a long long time, the earth still couldn't recover from his evil influence. All is grey and lifeless, formless hills are sticking into the air. The trees and grasses planted by the good people didn't really succeed in growing, only a few thin, bare skeletons are left. This is underlined by the dim, brownish light and skybox.

2. Over the years the good people slowly began to neglect their duties, leaving some watchposts and, beginning with "they won't come back anyway" they forgot about old passages, which, in the end, might be their downfall. Old ruins are standing on the hills, and instead of a minor army, a small camp with only a few guards is left.

3. The good people's camp is split into two parts: We have the main part in front of the gate, where the fortress, ressources, towers, smithy and barracks are standing. This is the most heavily guarded part, and if someone tries to come close to the gate, he'll probably get shot. It is due to the symbolism of the gate as sign of victory and guarding that here the camp's attention is centered. What is left of the original company of guards is mostly stationed here.

4. The second part is around the statue of Narsil in the back. Here tents for resting, the fair elven garden, and ranger/wilderness tent are located. The theme is regeneration and source of power: The statue has a magical effect and nature is most present here. But it isn't strongly guarded and this will probably be to the camp's vain.

5. The lord of the Nazgûl, his second-in-command Khamûl and a third black rider have stopped with a small troop in some distance of the Morannon. In comparison to many other missions, the black rider's are in relatively big presence here - a try at inscribing the "returning shadow" theme. By setting the small size of the evil forces against the big camp, further things can be interpreted into that: We'll have a small evil team being able to circumvent such a large camp - the good people have sunk far. The evil forces are in a large wide area - they represent freedom in contrast to the enclosed, walled in men and elves.

So much for that. Now how exactly is the quest going to evolve? Here is my sketch:

Starting at the evil forces' camp, a cutscene will come up.

Lord of the Nazgûl: The time has come for our lord to take seat again in his old fortress, Barad-dûr. Today we will open up the Morannon and lay dark shadows on the lands again. Build, and we will tear them down.

Goal Description:

The Lord of the Nazgûl has to survive.

(Optional) Set up your camp.
- Build an Orc Mound.
- Build a Dark Arsenal.
- Upgrade you Fortresss to level 2.

Look for ways into Mordor.

The dialog serves as a short introduction/arrival moment, such that the player is set into the right mood and gets a narrative incentive. The optional goals give the player the information that it is sensible to build a strong economy in this level. The scouting is hinting on narrative progression and will therefore probably be done later. If the player approaches the Morannon with some unit, then a voice line by Khamûl will be heard:

Khamûl: The gate, the Morannon. It is heavily guarded, breaching it is difficult - maybe one of the old mountain paths is not guarded that heavily?

This is obviously meant as a hint to the preferred path. If the player draws near to that path (on the bottom right of the map), then the player will hear the following:

Khamûl: The mountain path is un-guarded! Men, after all, have proven their weakness. The Elves are fading: We did not expect anything from them.

Lord of the Nazgûl: Prepare an assault and we will destroy them.

Mark "Look for ways into Mordor." as accomplished.

New goals:

Defeat the camp.
- Destroy all good buildings.
-
(Optional) Follow the mountain path.

Now that the player has discovered all of her choices, she may do the attack. If she decides to follow the path, then we'll get another voiceline, when the lord of the Nazgûl is inside the valley on the bottom-right:

Lord of the Nazgûl: Foolish elves must have tried to grow those trees. We shall burn them, and rip down the towers they placed on these hills.

When the player passed through the valley, he may choose again to directly attack the main camp or head further. If he chooses to do the latter, his exploration will be rewarded with the easier-to-capture smaller part of the camp. Attacking this part first has the second advantage that the bonus granted by the statue and some replenishment options will be cut off for the good forces when the main camp is attacked. If the attack succeded, a final voice-line will be played:

Lord of the Nazgûl: The mouth of Isen rises into darkness again. The Morannon will be black, its towers shall stand until The Dark Lord himself vanishes from this world.

Thus the mission will finish. In hindsight I realized that I put the theme "decay" into this quest and its map aswell. I also have the impression that this quest might be a bit too short, and while I'm sure thre are some ways to fix this, I will leave it at that for now (this blog post is way longer than I thought anyway).

Ideas for Feedback

  • According to my/Hegels concept of beauty, would ugliness fit as an opposite of this notion?
  • To you see beauty in today's quest design?

Further Reading / Inspiration:

  • Miguel Sicart: Play Matters, Chapter 5: Beauty
    Sicart examines beautiful player expression.
  • Marie-Laure Ryan: From Narrative Games to Playable Stories: Toward a Poetics of Interactive Narrative
    A discussion of how computer game aesthetics can contribute to a good narration.

Conclusion:

To say that I got captured by the concept of beauty is a bit of an understatement. But such energy, motivation for doing something is definitely something of great value: It gives you the drive to actually implement things. Talking about Hegel's concept and mixing it with my intuitive theory led to a reasonable result for me. A working theory, but good enough to derive some useful practical instructions. I would really like to explore that "shining" and "touching" more - these are words I give to perceptions/feelings I have, but I cannot yet explain them.

Finishing a quest design in this series is always a good feeling, because I'm allowing myself to do something imperfect here. And even though we're still only at week seven from 52, I feel like I'm getting more confident in what I'm doing. Tolkien's universe, on the other hand, is just a place I'm quite familiar with and this, too, is probably a factor playing into this.

I'm excited for further posts, and while I'm thinking and working on them, have a good time!

Tuesday, 2 February 2021

#06 On Play (and The Lord of the Rings: War of the Ring)

Welcome to another blog post. Today I'll talk about play as a space for player actions and a quest design for one of my favourite (mostly out of nostalgia) real-time strategy games.

Also, last weekend the global game jam happened and I participated, so maybe you'll find here a post on the game I worked on in the near future.

Play

What is play? I understand play as a human activity: A collection of actions in a mode of engagement with the world. A "frame", as Bateson would say, in which actions and signs are not interpreted as being part of the real world. The more our play-actions are perceived by us as non-serious, the more "pure" the play is.

The play-frame is a semi-structured environment for us. It is structured by the signs/movements shown and possible actions given to us, but play is only complete, if a player uses his agency (=ability to act) to actually explore the possibility space of actions by doing, combining, rethinking, inventing things in this space.

Due to its non-serious nature, play may provide humans a safe space: A space for relaxing, self-expression, socializing, for allowing themselves to feel/think freely, and to experiment with ideas, sequences, identities etc. . Bernard Suits thinks play in its extreme form:

Suits reimagines the grasshopper as a philosopher who seeks ultimate goods-activities that are pursued for their own ends, and for no other reason. The laboring ants, preparing for the winter, are working for a purpose, but the grasshopper seeks only happiness for its own sake, and concludes that games are the way to this utopia. In an ideal world, he reasons, we would do nothing but play.

(Metagaming ~ Stephanie Boluk and Patrick Le Mieux)

Providing play-spaces to people may thus be a goal worth reaching.

How does play relate to (computer) games? Well, play needs an object, something to "play around" with. A (computer) game can be this object. Games are a possible structuring of play and they exist in the already mentioned two-fold way: Played and unplayed. Designing, developing and providing a computer game is thus providing people objects to play with.

At this point we can name one of the great conflicts that show themselves in gaming/playing: That of structure vs. freedom. If the possibility space is too big, the player gets lost and he will feel a lack of meaning. If the game is structured too much, then he might feel remote-controlled and unable to act. Game Designers are often concerned with the question of how to embed structures in games without robbing the player of his "play-feel".

Quests are one possible method to deal with this problem. Quests are structures that provide interconnected goal-inducers and events, but the in-between, everything undefined by the quest, that is an opportunity for the designer to allow play. Serjoscha Wiemer calls computer games an "opened intervall": Instead of being an unchangeable (closed) time intervall as movies, songs or books are, computer games computer games allow for intervention by the user. Thus, an important task for quest designers is the intentional not-shaping of steps in between the quest events and goals.

This will show itself in my quest design for today, too.

A "The Lord of the Rings: War of the Ring" Quest:

The Lord of the Rings: War of the Ring (WotR) is a real-time strategy (RTS) game that is set in Tolkien's well-known universe. Its campaigns, which we will expand here, consist of several scenarios which are only playable in a certain order. To each scenario there is a map and a mission: E.g. in the good campagin the scenario is in the Iron Hills-map, where Gimli and some dwarves fight orcs attacking the dwarven kingdom.

The main gameplay is on those maps: The player usually needs to raise a base based upon ressources gathered from food- and iron-sources. Buildings have different functions: There are e.g. armories (providing upgrades), towers (shooting enemies) and barracks (providing fighters). Next to base-management, the player controls various heroes and fighting units. By means of explicitly stated goals and triggered/scripted events (dialogues, animations) the story of the scenario is told. So, basically, each scenario has a quest that needs to be played through. Note, that the whole campaign is a quest too: There several goals (for each scenario) and events (new map(s) unlocked) telling a connected story (the war of the ring). For a more detailed explanation of the game mechanics visit this this page.

Campaign overview. Source: Link

Szenario gameplay.

My own quest design will be a szenario in the evil campaign. This will require a sketch of a new map and a quest to it, so I'll split this in two blog posts. When reviewing the evil campain (see the wiki) one notices, that the game features many scenarios like the "The Sacking of Minas Ithil (TA 2002)" which aren't part of the core "war of the ring" which took place from TA 3018 – TA 3019 in Tolkien's world.

In this tradition I'll add a mission called "Towers of the Teeth", playing in TA 1980. The towers of the teeth are called Carchost and Narchost, built on either side of the black gate of Mordor. Originally they were built after the of elves and men over the dark lord Sauron at the end of the second age (SA = second age, TA = third age) to closely monitor the country such that no evil could ever come back into Mordor. But since ca. TA 1050 Gondor got more and more into trouble, until eventually TA 1640 "Mordor is left unguarded" and 320 year later, in TA 1980, "The Witch-king comes to Mordor" according to the LOTR appendices.

Location of the Black Gate in Middle-Earth. Source: Link
The new mission integrated into the campaign map. Base map source: Link

I'd integrate the new mission right before the "The Sacking of Minas Ithil" and "The Pass of Cirith Ungol"-missions which play in TA 2000, TA 2002 respectively - in fact, it seems sensible to make "Towers of the Teeth" their direct predecessor as shown in the map above.

Choosing such a szenario has the great advantage of probably not needing to think much about assets or characters since there is already a map playing at the black gate in the good campaign and we can reuse the units available in the associated missions. Here is a sketch for a map where this mission might play:

The main idea is that the witch king, leading the evil forces, has knowledge of some secret paths leading around the black gate. Notice that I have incorporated a camp of good men here in order to make any sensible gameplay possible, even though this is contrary to the lore. This is a common pattern in such games and has been used multiple times in other missions of this game.

I already included some other landmarks such as a second ressource pool and a "special place" which often tells a little hidden side story. I also tried to sketch the layout in such a way, that it is similar to other maps in the game: A lot of corners and paths to explore.

Since time is running out, I'll leave the design for now. Maybe this will even be a quest design in three posts, we'll see.

Ideas for Feedback

  • Are there examples for serious play?
  • How could a more complex story be told with an RTS like WotR?

Conclusion

Playing around with "play" was a nice thing to do and it sets the scene for such wonderful topics as "structure", "narrative", "self-expression", ...

Making a quest design for WotR was rather unsatisfying for now: Introducing the game, thinking about mechanics, background lore, a mission and a map was a lot of frame-work. On the one hand here the advantage of labor division really shows, but I also notice that there simply is not enough time.

Nevertheless, a really rewarding thing to do. I will end my post here

Have a good time!