"[I]f I had to live my life again, I would have made a rule to read some poetry and listen to some music at least once every week…The loss of these tastes is a loss of happiness, and may possibly be injurious to the intellect, and more probably to the moral character, by enfeebling the emotional part of our nature." --Charles Darwin

Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, June 3, 2012

Shakespeare as Videogame, Part 5

The Story So Far:
Kerr, mild-mannered high-school literature teacher from another planet and his son, Rob, fearless videogame-designer are exchanging ideas about converting a Shakespeare play into a videogame in an effort to learn about Shakespeare and about videogames.  Previous entries can be read below on this blog and at Rob's blog.

Rob's most recent post is here, but here's his reply to my last set of thoughts.

Rob: I like that you brought up the language. It is really hard to get rid of the great dialogue Shakespeare has given us. I imagine that's why Baz Luhrmann refused to give it up in Romeo + Juliet, and later the same choice was made in Hamlet with Ethan Hawke, despite setting the story in contemporary California. It's definitely an argument against re-setting any Bard-game in a different time and place.



On the other hand, gamers are no strangers to 'thee's and 'thou's, so an adapting game developer probably wouldn't need to worry too much about translation to contemporary english, so you could really go either way (a more modern setting or an authentic one), and it's not an easy choice.


Et two, brute!
One great thing about using Shakespeare's actual words is that there are so many of them. Since games are a series of choices which each, ideally, have different consequences, games require more content than plays or films do (not to mention the fact that they're currently expected to last about ten times as long). For instance, Julius Caesar has a bunch of ghosts which are mentioned as portents of Caesar's death (but never shown, presumably for budgetary reasons). They might be cool to include in the game, but the play has given them no lines. Luckily there are plenty of ghostly lines from Richard III, Hamlet, and Macbeth which might be perfect.


The Tempest as an online open-world multiplayer adventure is interesting (that's what you suggested, by the way, in game industry jargon). There aren't many online multiplayer games designed for heterogeneous groups of that size. That may be because people wouldn't play it, or because it's an untapped market; I'm not certain.


One thing I foresee as being problematic is the compliment of verbs. In creating a videogame, an early decision is always "What verbs can the player character do?" The verbs that some of the characters have at their disposal -- summoning fairies, invisibility, flight, hypnosis, meteorological control -- are a lot more interesting than the verbs other characters have -- gathering wood, getting drunk, stealing clothes, talking to your girlfriend's parents, etc.


If I can take your role a moment without hurting my own cause too much, I think the best strategy for adapting The Tempest would be to stick to Ariel as your one and only player character (or perhaps split her into multiple characters with the same attributes). She is empowered enough to feel fun to play, but still has a master who she fears. Her master gives her specific missions to complete, and then summons her to do more. If she does well she is promised a reward -- her freedom.


In terms of the thematic approach you mentioned, I think it's a sound one. I'd relate that idea to The Art Of Game Design's tenth lens, The Lens of Resonance. There are a few one might pick as a kernel to base a Julius Caesar videogame around. The best, I think, is loyalty. The decision to kill Caesar is mostly a conflict of loyalties. Loyalty to a friend vs. loyalty to the state is Brutus' dilemma.


If I were adapting Julius Caesar to a game today, I would spend some time establishing the camaraderie between the characters. I might include, as a level, the beautiful story Cassius tells in scene 2, line 90, of how Julius saved him from drowning, to establish the affinity of Cassius towards Caesar. Then there would be a level where you would have to mitigate some of Caesar's tyranny, perhaps by saving a servant who he would have mistreated, in order to show how he damages the republic.



Then I would give the user a choice of whether to take part in the plot against Caesar's life -- in other words, to continue the story as Brutus or Marc Antony. I think there are a lot of interesting possibilities in each of those decisions, and each are honorable men -- there are no true villains in this story, which makes it an even stronger choice, to my mind. That's just a first instinct, though.


Veering off course a bit, some people in the comments of the previous installment had the (I thought, inspired) idea of using a minor character as the player character to explore the world of Hamlet or Romeo & Juliet without influencing (much) the main storyline. I don't think it works so well with either of the plays we chose, but what do you think of that idea?

Here's another nice mess you've gotten me into!
Kerr:  To begin with the end, which is the most natural thing for easily distracted people like me, what your commenters are suggesting might be termed the Rosencrantz & Guildenstern Are Dead gambit.  (Incidentally, I have a copy of that play here with me and the ampersand is officially part of the title.)  I refer to the game-changing Tom Stoppard play in which Hamlet's two schoolmates who are co-opted by Claudius to spy on Hamlet and report on him, and who are marked for death themselves become the central figures in a Beckett-like conceit in which they are trapped in a space mostly continguous to and occasionally coincident with the space occupied by the play Hamlet, waiting like Becket's hobos for another, more important, more decisive character to either put things to rights or end their lives.  It works as a virtually literal reflection of and on Hamlet. 

I agree with you, Rob, that it's a good concept for a Shakespeare video game, especially if one is open to side excursions.  I can imagine Bernardo and Marcellus perpetually trying to get the Ghost to come back and talk to them (it speaks only to Hamlet) or Ross trying to keep from getting killed in Macbeth, as he is buffeted between the Macbeth and Malcolm camps.

But I also agree that we need to table that discussion until we have utterly abandoned both The Tempest and Julius Caesar

Let me see if I can codify the decision tree that seems to be emerging.  If The Tempest is to be our source, we should settle on a point of view character such as Ariel.  If we choose that route, then we need to pick the character and that character's goal.

If Julius Caesar is to be our source, we should consider alternate historical settings so that we do not have to contemplate a Rome in which Caesar is not assassinated and Brutus does not die at the Battle of Phillipi.  If we go down that route, we should discuss the setting.  Other than an age in which kings are in charge, the only other setting in which groups of people can murder leaders with impunity is within some sort of gang setting.

And the third major rabbit hole to fall down is the question of selecting another very driven tragedy such as Macbeth (I can't see Romeo and Juliet at all -- the stakes are too small and commonplace) or Richard III and perhaps going full Rosencrantz.  While they have similar trajectories, how a minor noble becomes and remains king through the use of sustained violence, I like Richard more than Macbeth.  It has more killings and more appalling ones, plus the wooing of Anne.  A Macbeth game is going to have to figure out how Lady Macbeth works, which is troublesome since she and Macbeth are virtually in lockstep throughout the story, at least in terms of their overt actions.

I think the time has come to fish or cut bait.  I'll let you have your say and then we should try to arrive at a consensus.  Or am I, like a poor game designer, shutting down viable and rewarding options for play prematurely?

Wednesday, May 30, 2012

Shakespeare as Videogame Part 3



"Say, Ariel, any idea who's winning?"
Rob and I have only just started this dialogue, he at his blog on Gamasutra, a game design site, and I here, and we are already getting recognition. His post was a featured one at Gamasutra, and has also been aggregated here at Broadway Stars, a theater news site I visit regularly, and home to the excellent podcast This Week on Broadway.

You can read Rob's reply to my last post at Gamasutra, but in the interest of completeness, here it is:

Rob: Growth and change? Don't you know videogames are all about shooting aliens in the face?



In all seriousness, I think JULIUS CAESAR would make a good videogame because of the emphasis on action and conflict. As much as I enjoy it, THE TEMPEST seems to be a story mainly about people almost doing something, but then deciding against it.


In JULIUS CAESAR Brutus and Cassius are forced to kill a dear friend for the sake of Rome, and Rome is bribed to side against them. Then they must fight a war which was evenly matched until Brutus made a strategic error.


Certainly, the play was Shakespeare's most accurate (though it includes dubious incidents of ghosts), but that doesn't mean that the game needs to be 'trapped by the facts of history.' To convert a play to a game means introducing some nonlinearity, so we can ask and answer a bunch of what-if questions in this game.


What if Caesar had found out about the plot? What if he'd stayed at home instead of going to the senate? What if Brutus were a better orator, or strategist? We could even go so far as to change the setting entirely. This story could be set in the Mafia of the 1930s, a Galactic Federation, or a Pirate Ship.


In contrast, THE TEMPEST must include a wizard and a fairy and a freakish beast-man. There aren't a lot of settings that can accomodate that.


I think the many story threads of THE TEMPEST are a weakness rather than a strength. The perspective of this play is not high enough to be a god-game or management sim, and not low enough for a first-person experience. I'll admit that THE TEMPEST was a tempting choice, because of superficial similarities to fantasy-genre games, but I think there's less there than meets the eye.

Maybe I'm just lacking imagination. How do you imagine a TEMPEST video game playing out?
 
Kerr:  To begin with, I want to bookmark some ideas and return to them at a later post.  First, I would like to explore the idea of moving Julius Caesar to another setting.  This is a time-honored tradition in Shakespearean production.  I would say today it is standard practice to costume in modern business suits, and of course, Orson Welles created a landmark modern fascist interpretation in 1936.  I suppose I hadn't considered that possibility, and it opens up a lot more of the plays, especially those that have traditionally been reset in different times and places, such as Othello and Macbeth and the ever-lovin' Midsummer's Night Dream.  Personally, I would like to set all the romantic comedies aside, as the stakes, typically who will end up side-by-side at the altar, do not feel like a "fit" for gaming.  But we need to explore the idea of divorcing Shakespeare's narrative from its original settings -- and doing so gives license to ignore those pesky historical facts that troubled me so.
 
This does place a sideways finger on the inherent flaw in the entire concept--we are attempting to engage Shakespeare's power without his language.  I must admit that I cannot conceive how that can be incorporated, but I would like to see how we can.  It is true that Shakespeare took his received materials and wielded them into different, more complex, and more resonant narrative shapes, but that is still not why he is the most revered writer in the world.  It comes down to the very words themselves and we ignore them at our peril.  But I await instruction as to how blank verse and other Shakespeare text can be employed as an integral part of a game, and not just a decorative feature.  Could there be tasks or goals associated with language which are required to progress in the game?
 
Back to The Tempest.  I am probably going to reveal the depths of my ignorance about gaming, but in my simple understanding, the most successful games are social multi-player games in which people explore a universe, rather than simply being a god controlling others.  That was my template for Tempest.  Certainly somebody would want to be Prospero seeking to regain his dukedom.  You could be Caliban seeking to perform tasks to achieve independence from Prospero or Ariel seeking to earn your freedom from Prospero.  You could be Alonso or Antonio, seeking Ferdinand and escape from the island.  You could be Ferdinand, seeking to perform the tasks to be worthy of Miranda.  You could even by Miranda, striving to become an independent adult away from her father.  And for any role not being adopted by a player, the game could take on that role from sets of pre-determined alternative tracks.  And Stephano and Trinculo can work as all-purpose troublemakers, available to thwart anyone's goals and plans.  The design trick is to figure out how these interact, and how, for example, an action of Caliban could alter the Antonio plotline, or something Miranda does could impact Ariel's quest.
 
But maybe I am getting ahead of my self.  If I were directing The Tempest for the stage, I would never run down any of these story or even character rabbit holes until I had decided what the play was about.  Once I've landed on that, all my other decisions can proceed therefrom.  It is unecessary to come up with the final and definitive answer as to the meaning or themes of any given play; one simply has to latch on an idea or ideas -- no more than two or three, tops -- that are supported by the text and which can help the play sustain in performance.  So, for instance, Hamlet is about dozens of different things, but if the director decides the play is about Betrayal then everything everyone does can proceed from there.  The set, costume and lighting designer, the way the actors move and interact, the choice of goals within scenes --everything can be interpreted through the lens of "betrayal."
 
So what is The Tempest about, and what would be a good choice for a game design?  We have already talked about freedom and confinement, as reflected by Caliban, Ariel, Ferdinand, Miranda and the enchanted passengers of the wrecked ship.  Prospero is even arguably confined by his desire to reverse the wrongs of the past, a desire from which he needs liberation.  That connects to another theme, reconciliation and forgiveness.  This could present serious challenges for a game driven by pre-determined logic, but perhaps receiving forgiveness can be broken into steps which need to be performed properly.  There is a conflict between the natural and technological worlds, if we interpret magic as a type of techonology.  Or we could look at magic as something between nature and technology -- man-made, but drawing on secret natural aspects of the universe.
 
Why this English-class discussion of themes?  Because we need to decide why we're making the game.  We need some criterion to couch all the other decisions.  We need something that will keep us moving in a defined direction, because it is clearly easy to get lost in the woods.
 
I don't know if what I'm imagining is technologically feasible -- a more straightforward story with clearly defined goals might be far better.  It's easy to come up with an adaptation of Macbeth as a first-person-stabber game.  But I am also looking to explore those aspects that make Shakespeare Shakespeare.  Nowadays, thanks to Joseph Campbell, we all know how to cook up a hero's journey by the numbers.  Thus I am drawn to the more particular, the more peculiar, the more inconsistent and the more complex elements that constitute Shakespeare, especially from mid-career on.
 
Or am I just talking through my wizard's hat?

Monday, May 28, 2012

Literature as Videogame or Vice Versa, Part 1


What follows is a dialogue between Rob and Kerr.  Rob is a video game designer in the Chicago area.  Kerr is a literature teacher in Newark, NJ.  Also, Rob is Kerr's son.  

The posts will appear here on this blog and at Rob's blog on Gamasutra, found here.

Their topic is: 'What Shakespeare play would make the best video game, and what would that game be like?'

Rob:  Hey, Dad.  So your first impulse was to say 'The Tempest' would make a great video game.  I think that's a great choice, but just for giggles I said 'Julius Ceasar' would be the best.  I have some ideas, but why do you think 'the Tempest' would work so well?

Kerr:  The obvious aspects that make THE TEMPEST videogame fodder is that there is magic -- in fact the central character is a magician -- there are strange non-human characters such as Caliban and Ariel, and the fantastic setting -- an unspecified remote island which can take on any terrain that the designers and directors choose.  There are also many separate story threads:  Prospero overseeing Miranda's entry into adulthood; Ariel's quest to be free; Caliban's desire to be seen as human; Prospero's revenge on Antonio and Alonso; Antonio and Alonso's plots against each other; the romance between Ferdinand and Miranda; the hijinks among Stephano and Trinculo, as manipulated by Ariel.  And then there is the magical disappearing banquet, not to mention all the strange magic surrounding the titular tempest.

Moreover, many characters grow and change and learn, which, it would seem to me, should be a good thing in a videogame, whereas in Shakespeare, such growth and change often happens to a single character, such as Lear, who is chastened by his experience, whereas everyone else has been merely punished by the consequences of his foolishness.

JULIUS CAESAR, for one, is particularly trapped by the facts of history.  It is one of Shakespeare's most accurate exercises in history, especially when contrasted with something like RICHARD III or MACBETH (which is based on a more legendary history) in which, largely for political persons, Shakespeare inverts the real historical heroes and villains.  Today we might say works like this are "inspired" by history.  But even they have a  hard bright line around them in the form of historical fact.  This closes down alternatives -- Julius can never not be killed by assassins; Macbeth can never not ascend to the throne and then be killed in battle.

Of course, I am conducting my analysis under a handicap -- I am not as familiar with the format of videogames as you are with plays in the theater.  I recognize that all games do have a closed ending, a conclusion, some point at which some players have succeed and some have not.  It raises a philosophical question -- as narrative aspires to closure, do games in a perfect universe aspire to perpetual play?  Is ending a game merely an acknowledgment of either our desire to identify winners and losers or our need to stop playing periodically and eat and sleep and attend to other bodily necessities?  Or do games also need to end as an inherent part of their nature?  And do we even need to address this question in order to further our conversation?

So I bounce it back to you, Rob.  Of all 37 or 38 of Shakespeare's theatrical works, what caused you to light on JULIUS CAESAR as a potential videogame?  Perhaps your answer will instruct me in an aspect of gaming of which I was unaware.

Monday, March 28, 2011

Interactivity is Authentic

If you've read much of this blog before, you'll know I am a strong advocate of Authentic Learning, having helped pilot a project to develop a community of educators sharing authentic learning design. But as an English teacher, some of the areas we stumble on in creating such designs are (a) ownership of the work; (b) working cooperatively; and (c) identifying or developing a real audience. Our solutions to these challenges can rude toward the crude, for example, in-class presentations of group projects. You have an audience, but it is not a real one. You may not have co-operative work, but parallel work. And who ever felt ownership of the experience of holding up a chart or a poster and talking about it?

Interactive fiction answers a lot of this. For people of my age, who came of age in the 1970s or early 1980s, you may remember these as text-based adventure games, which were infuriating to us old-school types because the rules and procedures are never set out in advance. You were endlessly lost in some cave trying to figure out how to go right or whether you should put down the candle in order to pick up the wand. And endless prompts as we endlessly tried to do the same thing over and over, despite ample proof that it didn't work. (Or anyway, that's what happened to me.)

But as you may have noticed, technology, especially computers and their programming have developed somewhat in the last 30 years or so. Those text adventures are now called interactive fiction, not least because (a) they are far more sophisticated and complex than they were and (b) they can be created by users, rather than merely existed in closed, pre-packaged forms. And they can be created by teams or groups of users. In short, text adventures have morphed into a quasi-literary activity, in which text can be as good or bad, cursory or detailed, reflective or aggressive as the creator or creators wish. And in the course of this development, interactive fiction is (a) owned by its creator(s); (b) mostly written cooperatively; and (c) is capable of developing a real audience, that is, the players who experience a story as a game, with alternate outcomes (which encourages repetition and re-exploration, a hallmark of good literature).

But our students have grown up completely in the era of interactivity, of the democratization of creativity. Stories told by a storyteller in only one way, as in novels and films, are but one way to experience a narrative, and probably becoming a minority taste. Our students have a natural feel for open-endedness, for the hope built into the idea that the end is not yet written, and that a story is not to be heard, but experienced and participated in. What I'm trying to say is that if you are over 45, this may require some mental adaptation, but I believe such an adaptation is not only advisable, but necessary.

The chances are that many of your students, especially the most imaginative and creative students are already doing this with your friends. You should ask who is participating in this, and what kinds of things they like and how they are interacting with their friends. You might want to scaffold your design with a pilot group, who can get you past your initial stumbles, presuming this is a new or new-ish area for you. (If it's not new to you, you really don't need to read this whole post -- just grab the link for Inform and begone with you!)

And, if like me, you're not sure where to begin among the competing aggregations of fiction, message boards and blogs, may I suggest a site and system called Inform, which was brought to my attention by a close friend who knows how enthusiastic yet clueless I can be about this kind of thing. Inform uses plain-language not just for the text that the players experience, but for the programming code. If you are a fogey like me, you need to adjust to thinking of narrative in terms of creating (or describing) an environment and setting rules by which the narrative will proceed. It's simply a matter of learning to turn over the some of the power of the storyteller over to the audience and relaxing one's grip over the order in which information is dispensed.

Obviously, this kind of writing is not going to yield a Harold Pinter or even a Dan Brown, whose craft is entirely based on the slow, calculated release of information in a particular order. On the other hand, many writers such as Cervantes, Dante and Raymond Carver and John Irving do not exert such tight-fisted control of the timeline.

Here is a video tutorial on some of the programming protocols and systems in Inform. You'll see they are fairly easy and intuitive


The challenge remains to incorporate this into our specified course of study. Of course, there are always ways and means to give encouragement, support and course credit to independent writing. But for the less naturally motivated student, interactive fiction can be used as an analytical tool, especially for those works which we teach with a strong focus on the temporal and geographical environment, such as The Great Gatsby, Lord of the Flies, or To Kill A Mockingbird or The Kite Runner. The environmental aspects and the choices made by the persons in the story can be parsed out in a very precise manner so that the player can see to what extent the narrative is driven by environment and to what extent choice.

"Bold, persistent experimentation." If it's good enough for a US president facing the worst economic crisis in our history, it's good enough for me. Plus IF is bound to be a lot more fun than the National Recovery Act.

Wednesday, January 5, 2011

Video gaming is the future of teaching


Since I started teaching, early in the previous decade, it has been accepted wisdom to treat video games like television, instant messaging and pop culture -- a distraction that pulls students away from a disciplined program of learning.

I've learned better. Video games ARE learning. We teachers need to not only accept this, but embrace it. As long as we abandon the field to commercial game-makers, we are surrendering important real estate in our student's brains which could yield better and deeper learning than we have seen in our generation as teachers.

I was converted largely due to this episode of On The Media, an NPR show I am seriously addicted to. The episode made two points that were clinchers to me: First - of all the things video games are teaching, they are teaching perseverance. So many of us are convinced that kids don't want to do anything that's hard or that takes a lot of time and has a lot of obstacles. Beating a video game is hard, takes time and has many obstacles to success. The key difference is that players are motivated to play and to win. That is obviously the piece that we are missing when we are teaching. We do not create tasks that students want to succeed at. Some will be motivated by secondary rewards like parental approval, better GPAs with possibilities for better futures, but not everyone is wired that way. That has nothing to do with our "modern high-speed culture." Twas ever thus. Most people need reinforcement while they are working and they need to be able to visualize the goal right in front of them. Video games do that.

The second clincher was this: 10,000 hours. According to this podcast, studies show that students will spend 10,000 hours playing video games during their school careers. Anyone who has read Malcolm Gladwell's book Outliers knows that 10,000 hours is what is required to create an expert or a virtuoso. That's the amount of time young Bill Gates spent learning to write programs; it's the amount of time the Beatles spent in dirty German dance clubs learning to become a band; it's the time Tiger Woods and Michael Jordan needed to become who they are. So like it or not, are students are becoming experts, and the problem is that we don't know at exactly what yet.

Another important element, which I picked up from a book called What Video Games Have To Teach Us About Learning and Literacy by James Paul Gee is that despite the stereotype of the lonely, isolated nerd, gaming at its best is intensely social. First of all, many games, especially online games require one to enter a milieu, adopt an identity and interact with others. Right away, the gamer is performing critical learning and synthesis functions, taking information about the environment and the persons one finds in that environment and transforming the data into tasks and choices. This is higher-order learning, and the learning increases. Moreover, one can work cooperatively with other players, or learn about cheats, shortcuts and easter eggs from other players. And most experienced players don't mind helping out novices, and teaching them how to avoid rookie mistakes. This is exactly the kind of cooperative learning that we are trying to implement in school, both because it is an element in workplace preparedness and BECAUSE IT WORKS. Students learn better by teaching and learning from each other.

Game playing transforms the learners relationship with text. As Gee notes, people under 40 don't pick up manuals to learn to play a game, they start playing. And if you pick up the manual before you play, it doesn't make sense. After you have some expertise, the text starts to make sense. So it is with reading. For a 14-year-old to pick up a 19th century novel makes no sense. The entire environment is foreign, and it works by rules the reader has not yet learned. How much more sense it would make in cooperation with an integrated course which included social studies which laid the groundwork for the novel and made acquisition of both texts more comprehensible and enjoyable.

I'm not saying that schools should buy video games with educational content pasted in to Make Learning More Fun. What I'm trying to say is that we need to understand how it is that students are becoming willing and enthusiastic learners for thousands of hours without coercion or compulsion, and use those discoveries to make our students into motivated learners, without regard to external rewards and punishments.

Here's an example: Learning is more engaging when it's embedded in narrative. I'm not saying everyone should teach literature. We English teachers have made the teaching of reading into a stunningly boring process by dissecting the beast, tossing the juicy meat of storytelling away and forcing students to chew on the gristle of literary devices and "authorial voice" and sociological interpretation and a whole lot of rubbish. So don't look to us to help. Here's an example. You have to teach trig. You have to. And as you begin to draw charts of sines and cosines, the students ask "why do we have to learn this?" and you get pulled down that boring road.

What would happen if you never mentioned trig, but simply started with a blood-spattered crime site, one which required you to figure out from the angle of the spatter on the wall, exactly where the bullet impact had taken place. What if you arrived at trig inductively from a narrative, rather than introducing the narrative AFTER the boring bits. Suddenly the "boring" bits become a means to an interesting end, and I would bet that students would breeze through for the opportunity to solve a murder.

That's just one example of what we learn about learning from gaming, and I for one will need more time and study to glean what I can. But I know that I need to start now.

A lot of real smart people have given a lot more thought than I have to this, and one of the most inspiring is Jane McGonigal, as you can see in this TED talk:



In the interest of full disclosure, there are educators, such as Ali Carr-Chellman, seen below, who believe in the actual use of video gaming in instruction, for the specific purpose of re-engaging young men who have become disengaged or even absent from school, a observable trend over the last 40 years. This is a more localized application of the concept, but may be of specific interest to some of my fellow teachers:



I've been kicking and screaming about kids playing video games instead reading Hawthorne for many years now. I'm convinced now that the video games are not the problem, but the way I've presented Hawthorne; and that, moreover, the solution is found in a discerning analysis of what it is that makes those games so compelling.