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Introduction
Before starting Until Dawn my hopes for the game weren't very high. I thought it was going to be a half-baked and campy interactive movie filled with unlikable characters and cheap jump scares. However, it turned out a lot better than I could have imagined and it now stands as one of my favorite horror games ever. Sure, the game can get really campy at times, and it has its fair share of jump scares. But it also features a clever script, an excellent setting, amazing atmosphere and (to my surprise) also managed to be extremely tense and scary at times.

The game knows that it is a B-movie horror, but it takes that at heart and instead of hiding behind satire it's determined to be the best B-movie possible. This works a lot better than I'd expected it to and the result is an engaging ride that channels other (in my opinion) great B-horror like The Descent, Saw, Dog Soldiers and Evil Dead. It takes itself just seriously enough for you to overlook the sillier aspects yet still feel emotionally invested in the fates of the characters.

Until Dawn is not without its faults of course, but it does a lot of things incredibly well. I have grown quite tired of the interactive movie format over the years. Playing through over three seasons of Telltale games have made the experience feel samey, and I am always frustrated with how little I get to actually play, explore and shape the narrative. Until Dawn far from reinvents the interactive movie genre, in fact it's fascinating how alike all of these games are, but it changes just enough to make the experience feel fresh again. This is where I think things get really interesting, because while the changes aren't anything major, they have a huge impact on the end experience. 

Now it's time to take a closer look at the inner workings of Until Dawn, and to do so we have to enter spoiler territory. I will try to stay away from larger reveals, but it will still be enough to ruin a lot of the fun. Until Dawn relies a lot on uncertainty, so if you haven't played the game (which I really recommend you do) and want the best possible experience, go and play it before reading more of this essay.

With that disclaimer out of the way, let's start with the things that Until Dawn does really well:



Multiple Deaths System
First up is the most prominent and possibly the most effective feature of the game: any character can die at any time. Well, to be fair, in practice they can't - but it sure feels like it. Some characters can be killed pretty early on in the story while some can't die until the very end. The trick is that the first time you play it you can never be sure. Whenever things start to get dangerous for a character you always feel that there's a chance that a bad choice or a missed quick time event can lead to their death. And since Until Dawn saves after every important choice, there is no going back. Any death is basically permanent.

Heavy Rain did a similar thing a couple of years back, but Until Dawn takes it to next level. The main reason for this is that death feels like a possibility from almost the start through to the bitter end. In Heavy Rain the scenes that feel like life-or-death-moments are pretty spread out, but in Until Dawn they permeate the entire experience. Early on in the game, most of these turn out to be the characters playing pranks on one another, but because of how it all is setup you can never be sure.

The game also helps to build up this tension by very explicitly telling the player what's at stake. It also uses a lot of filmic tricks, such as showing us, through the eyes of the monster, how the characters are being stalked. Normally I don't like this sort of thing in games as it lessens the feel of it being "my story", but here it works really well. It points out that the characters are now in danger, and together with the game's initial warnings, it makes it very clear that you have to be on alert. 

The final aspect that I think makes this work so much better here than in Heavy Rain is that Until Dawn is a proper horror game. The tension and uncertainty built from knowing that any character might perish goes hand-in-hand with the the game's thick atmosphere. Both of these constantly reinforce one another and do a great job of making you feel vulnerable and under constant threat. A great way to test this is to simply replay the game. Once you know a certain section poses no actual danger for a character, much of the tension dissipates and the scene goes from scary to feeling tame. It's like turning off the music in a horror movie - without all necessary elements in place the effect is lost.

This system is not only a way of making the game scary, it's also a great way of keeping the narrative going. There's almost never any chance of getting stuck and thereby having to repeat the same section over and over. This makes sure that frustration is kept to a minimum, letting players be focused on becoming immersed in the narrative. If players become stuck trying figure out how to progress, immersion is quickly decreased, and lot of the horror along with it.

By not having a game over screen, you also get rid of the feeling of having seen the worst the game has to offer. In Until Dawn it is almost the opposite; once you have seen a character meet a horrible death, you know anyone can be next. Normally the death scene is a relief for the player, but here it raises the stakes instead.

Finally, by letting it be possible for every character to die, you earn your outcome in a way that you usually don't do in interactive movies. Normally, because branches tend to quickly collapse, your choices are more about pondering the decision, and less about the outcome. But in Until Dawn, your choice will determine who lives and dies, which gives you a much more palpable feel to your decisions.

It is pretty clear that this kind of system is close to optimal for a horror game. So why doesn't every horror game use it? The most obvious answer is that not every game is able to support a large cast of playable (and killable) characters, but there's another reason that's much more difficult to get around. In a fully playable game, the number of places where the player can die skyrockets, and it becomes really hard to make sure that each one is satisfactory from a narrative perspective.


Until Dawn gets around this by relying a lot on "successful failures". For instance, if you fail at a quick time event when a character jumps across a chasm, the game can show a clip of the character fumbling and just barely making it across. So you get feedback for failing the challenge, but your character didn't die and the narrative can continue along the same path. In a fully playable game, this is simply not possible. If the player fails at a jump the mechanics says they will fall down. It isn't possible to give the player any help (e.g. a push in the right direction) to make sure they complete it, either. There are simply too many ways to perform an action, and besides it would quickly become glaringly obvious. This means that not only does a fully playable game have to deal with many more possible deaths, it's also a lot less predictable how they will unfold.

Side note: I wrote about this as a potential death system over six years ago. One of my suggestions was to have a Cube-like setup, which is pretty much exactly what Until Dawn does, and it worked much better than I'd expected it to.



Ability To Plan
The ability to make plans is part of what it means to be human, and there are good reasons to think it's one of the biggest reasons for us developing a consciousness (more info here). When we plan we get to flex our most advanced mental muscle: the ability to simulate future outcomes. Thus allowing us to make plans is an vital part of human expression.

Most games allow planning in some form. And not just any sort of planning, but meaningful planning where you can weigh your current data, plot a future course of actions, execute on those actions and then feel like you get a measurable outcome in the end. In Super Mario Bros you need to plan what path to take and how to avoid upcoming obstacles. In an RPG you need to consider how you spend your money and experience points to build up your character to suit your style of play and that character's effectiveness. There are tons of examples like this in games, and most games feature it in one form or another. Allowing for good planning is a one of the core features that make a game feel engaging.

However, in interactive movies, it's all about reacting to the events that unfold. There's not really any planning involved. You sort of live in the moment, and don't have much say in what happens next. For most of the time, the playable characters do what they feel like and let you occasionally take control to react to dangerous events or to make a tough decision for them. Sure, sometimes you can makes up plans to support certain characters so that they'll side with you later on. But all of that is pretty fuzzy, and mostly it won't be very useful to you. It is often hard to get a sense of what you near future possibilities will be at all. You might plan to do A, B and then C, only to have the game take control after action A and do something completely different. This means that, for the most part, it's impossible to plan ahead; in fact if you plan too much you will most likely be disappointed. It is often best to just go along with the flow. I think this lack of an ability to plan is one of the key reasons why many people feel that interactive movies are not proper games.

Side note: I think that the inability to plan and over reliance on reactive play is also why many people feel walking simulators aren't proper games. It is often stated that it depends on fail-states and the like, but I do not think that holds up. I will get back to this a bit more at the end of this essay.

Until Dawn shares the basics of this problem too, but because of the way certain things are designed it's possible to do a certain level of planning. This is something that I can't recall seeing in another interactive movie style of game, and it made the experience a lot more engaging to me.

The first thing that allows this are the totems. These are items that when picked up give you a brief glimpse of a possible future happening. Sometimes they show you how a character dies and sometimes they give you hints on important choices to make. For instance, in one totem you see that giving a certain character a flare gun gave you a good outcome. Now you know that you need to find a flare gun somewhere and make sure that a specific character gets it. It's not much, but what it does is that it forces you to guess how scenes might unfold, and you try to match up the current events with the totem visions you have seen. This forecasting gives the game a certain sense of strategy and forces you to consider current events more carefully. It's not a major game changer, but it's enough to give that extra sense of engagement.

What I found to be even more effective in allowing me to plan was in guessing plot-points which became a crucial part of the decision making. The most prominent of these was figuring out who was behind the torment of the other characters. I theorized quite early on who it was, and could then make a bunch of choices based around that. Connected to this is the fact that this is probably the only game I have played where it turned out to be beneficial to be a skeptic. I suspected that the movements of a spirit board was due to someone messing with it, which (together with a couple of other pieces of evidence) then led me to believe that certain ghost appearances couldn't be real either. All of these conclusions turned out to be true and allowed me to make much better decisions. In the end, the whole revelation is a bit implausible and very Scooby Doo-like. But it went quite nicely with the B-horror tone of the story and more than any other interactive movie I've played it made me feel that my understanding of the story mattered.

This doesn't mean that Until Dawn does planning perfectly - far from it. But it does show that smaller design changes can make a world of difference. It's also very important to note that a big reason why all this works is because of the Multiple Deaths System. Without having the very clear feedback of seeing your characters die or survive, and the tension that comes along with that, the features I've mentioned would have lost a lot of their impact.



Other Good Stuff
Those previous two points are what I feel are the major elements that make Until Dawn stand out from the crowd. But the good stuff doesn't end there. There are a lot of other interesting design choices that have a big influence on the experience.

First, exploration bits feels much better than in other interactive movie games. Often when you're given control over your character, the pacing often gets messed up. But in Until Dawn it just makes the game feel more like Resident Evil without the combat. One contributing factor is that that there're a lot of clues and totems for the player to find. These provide a nice sense of the sort of "item looting" common in survival horror games, and since all the things you can find are a part of the narrative, it never feels out of place either. The other factor is that you never know when you'll encounter danger, so walking down a murky hallway can be incredibly tense. Combined, these two elements make these exploration segments very engaging and make them feel part of the overall narrative.

Second, knowledge of the game's lore can help you survive situations, meaning that you're rewarded for paying more attention to it. For instance, there's one moment where knowing that monsters can't see you if you stand still is crucial when making a choice. And in another, remembering that monsters can imitate the voices of their prey will help you avoid walking into a trap.

Third, each of the characters has meters that go up and down as you make choices. At first it feels like unnecessary fluff, but it actually helps you get a bit more "ownership" over the characters. It's sort of an extension of the "Clementine will remember this"-line from the Walking Dead, giving an indicator that your actions have consequences. But more than that I think it's a way to see that your character changes depending on how you play. And then, the effect is similar to how you get more attached to your character in X-COM as they level up.

Fourth, it constantly varies its environments. This is what I like to call the Super Mario way of location progression. It has long been a common thing in games to let the player linearly progress through various environments. You start up in the forest, then go to the swamps, then to the mountains and finally you arrive at the castle. Super Mario doesn't work like that. Instead it constantly swaps between the environments, keeping the locations fresh. I think this is a really good design principle that far too few games use. Until Dawn does it well, both by having a lot of different locations near each other, and by switching character perspectives throughout the experience. This means that normally kind-of-dull environments, like the mines, always feel fresh and interesting to be in.

Again it's important to note here how much the Multiple Death system plays into all of these things. For instance, much of the dread that makes the exploration and clue hunting engaging comes from the knowledge that any choice could be a crucial one. The same is true for the second and third points too. And the varied environments rely heavily on there being multiple characters to play.


The Not So Good Stuff
Now that I have gone over the good things, it's time to briefly cover some of the not-so-good things in Until Dawn
  • The game often doesn't support a bunch of actions that it should have been possible to perform. For instance, there are doors here and there that it should have been possible to at least try to open. And far worse, at one point the characters turn away from a gate they could easily have jumped over. (You climb far more difficult things throughout the game). 
  • A few of the choices in the game can lead to unfair dead-ends. For instance, one character is bound to die pretty early on if you haven't made a few specific choices earlier in the game. The big problem here is not that it felt a bit unfair, but that you can't see any reason why it happens. If you can just get a sense of what went wrong, you can learn from your mistakes and do better later. But when that's not possible, your sense of being able to plan is decreased, which is a shame when the game builds that up so nicely in other places.
  • The settings in Until Dawn look great, but I always felt that I was unable to properly explore them. One reason for this was the locked camera angles which focus more on making the shot look nice than on providing a good play space. Another reason is that many set pieces are simply not possible to explore. The game just decides that the characters wants to do something else instead and has them leave the area. The game is excellent at building mood in many ways, but I felt annoyed at how the game seemed to constantly hinder me from taking it all in properly.
  • It is very uncertain when the control over your character will end. The best is when a dangerous encounter happens or you reach another character. In these cases the control method switch (from full analog to quick time events or dialog) and the break in control feels natural. But on many occasions the game starts a cutscene when you don't expect it to. For instance, after going down some stairs, the game suddenly decides that your character should go into a home cinema room despite there being lots of other places to explore. From a design point of view I can understand why this happens - you need to make sure that certain plot events trigger properly. But as a player these things deprive me of my agency and some of the immersion is lost.
There are a few more of these things, and what they all have in common is that they are typical of, or even sometimes inherent to, the format of interactive movies. I really liked Until Dawn, but I can't help feeling unsatisfied by this style of games. Despite having gone over all the the things that Until Dawn does right, it still feels like there's something fundamental missing to it all. Most of the story is told through cutscenes, and for much of the game you are more of an observer than an active participant. I want interactive stories that I can play from start to end, not just a little now-and-then.


Interactive Movies And Beyond
I feel I have a weird relationship with interactive movies. As I mentioned earlier, after playing through a bunch of Telltale games I've grown a bit bit tired of the format. But despite that they keep pulling me back. I ended up liking Until Dawn a lot more than I expected. Shortly after I also gave Life Is Strange a go and while it wasn't as good as Until Dawn, I liked it quite a bit too.

So why do I like them? I think there are three major reasons:
  • They have a proper setup that defines who you are and why you are there. I am so sick of games, and it's especially common among horror games, that just throw me into an environment and expect me to care without giving me a reason to do so. Interactive movies (well most of them at least) work hard to provide intrigue and mystery from the get-go, properly setting me up to enjoy the rest of the story.
  • The main focus is on telling a story. I don't mean this just by them being very linear and movie-like, but more that just about every choice is made in accordance to intended narrative. For instance, Until Dawn has collectibles but puts a lot of effort into making sure that they are connected to story. This creates worlds that feel more "real" and are easier to become lost in.
  • They lack the fluff that that is so common in other games. The uninspired shoot-out sections that are obviously just there to make the game longer, extensive weapon upgrading, narrative-wise meaningless collectibles, filler mini-games and so forth. Interactive movies aim at giving you a specific experience and make sure that all of the game's aspects help fulfill that goal.
When other much more gameplay-focused games try to do storytelling it often just gets in the way. I always get annoyed by action games that start with overly long expositions, and just want them to get to the point. In fact, in other games it feels like the more overt storytelling actually gets in the way of the narrative the game is "supposed" to be telling.

It might seem like I'm heading towards the good old "gameplay vs story" discussion here, but the point I'm getting at is a bit different. I don't think that gameplay is something inherently opposite of story. In fact, in the way I see story many of the classically super-gameplay-focused games like Super Mario have a ton of story in them. As you board an airship dodging cannonballs while trying to get one of Bowser's sons, a very rich narrative is created.

Instead, the problem lies in controlling the player's mental model of the game. That is how they perceive the game's virtual world to work, and what aspects that become most important in shaping how decisions are made and emotions evoked. When you want to focus on story you have to cut back on a lot of useful gameplay methods. The biggest issue is that you need to make sure that players do not end up optimizing for best possible progression, but act according to the intended narrative. There are also a bunch of things to consider in order to keep players immersed in the world. (For more information check out this essay). In the end it all comes down to storytelling games getting less gameplay per buck, as you can't rely on a fun and addictive gameplay system being core of the experience.

We found this out when creating SOMA. It's the one of our games that has got the most praise for its story, but it's also perceived as the one lacking the most in the gameplay department. Recently it occurred to me that one of the major things that make people feel the game lacks gameplay is because most choices are made as reactions. This even includes many of the puzzles, which have been designed with the focus to be streamlined and coherent with the narrative. This makes the game lack that proper feeling of being able to meaningfully plan ahead. So despite there being lots of things to do in SOMA, it feels like something is missing gameplay-wise.

The problem here is that we simply cannot increase the gameplay in any trivial manner. That would cause a whole bunch of other, worse, issues. So the way forward is to find other ways in which to increase the sense of "playability". And here I think there are at least two vital things that can be learned from Until Dawn:
  • To find ways to, in a story-focused fashion, ramp up the tension and sense of accomplishment. The Multiple Deaths System in Until Dawn does a fantastic job at this.
  • To allow players to make plans based upon how the narrative unfolds. The player should not just react to events as they occur but be able use tactics and long term planning in a way that feels meaningful.
How to do this in a gameplay-focused experience is far from straightforward. You can't just make a game with multiple characters and call it a day; most likely the effect of the Multiple Deaths System will need to work in a quite different manner. But what I find encouraging is that if we simply focus on increasing the ability to plan, it will allow us to view the problem from different, and probably much more fruitful angles. I feel there is something very much worth exploring here, and it will be interesting to see what can come out of it.



Alien: Isolation is an interesting game. It is the latest entry in a lineage of games that I refer to as horror simulators. It does an excellent job at creating tension and uses a lot of the knowledge built up over the years to great success. But, because it has such a laser focus on a certain type of play a bunch problems arise and other parts of the package suffer. It is a great game in many ways, truly excellent really, but there are some fundamental problems. These lead to, for me at least, a devastating flaw: At its core it fails to be a faithful emulation of the original Alien (1979) movie.

Before we can properly discuss the game, we need to talk some video game history and design theory. Over the past, there has been two different schools of horror games. One that has a horror wrapping on top of standardized gameplay (horror wrapping) and one that tries to recreate the happenings of a scary movie/novel (horror simulation). The former is quite well known and started with games like Lurking Horror (1987). Mechanically, the game played like other contemporary adventure games, but took place in a scary setting with events meant to frighten the player. The latter one is a bit harder to nail down precisely, but I would say it started out with a 3D Monster Maze (1982), a game that is neatly captured in its name: the player is trapped in maze and needs to escape a monster (in this case a heavily pixelated T-Rex).


While the horror wrapping design has thrived over the years, being a design corner stone for games like Phantasmagoria (1995, an adventure game), 7th Guest (1993, a puzzler) and Resident Evil (1996, an action shooter), the horror simulation is much rarer. After 3D Monster Maze, the next game to do it somewhat properly was Clock Tower (1995).

It is now time to dig into the distinction between these two types of design. What sets Clock Tower apart from Resident Evil is that its core mechanic is not there to entertain, it is there to put the player in the shoes of a protagonist in a horror story. Clock Tower does this by having a single monster (little guy with giant scissors) hunting the player in certain scenes. The player can choose to hide in closets, under beds and hope that the monster does not find and kill them. Compare this to the core mechanic of Resident Evil, where the player needs to scavenge for ammo, weapons and health potions and then combat the monsters encountered. Resident Evil's gameplay could really work with any sort of theme and setting, while the one in Clock Tower is much more focused on being a horror experience. It is important to mention that Resident Evil does tons of things to crank of the level of scariness; scarce ammunition, inventory management, limited saves, etc. But none of these give rise to any specific horror scenarios; the game is still all about shooting various enemies in order to progress. There are very few sections in Resident Evil would fit a horror movie or novel, but Clock Tower is filled with these moments.


The core difference can be summed up as Clock Tower being focused on having plenty of verbs that are related to a horror movie: hide under bed, looking into mirror, run away, push monster, etc. As the player plays the game, they reenact scenes of horror simply by following the rules set out by the gameplay. Resident Evil hardly does it all, the focus being much more on standard tactical combat with certain scariness attached to it.

As a horror simulator, and really horror game in general, Clock Tower is not very successful though. First, much of the gameplay is actually pretty standard adventure game affair. Second, the actual chase moments are quite clumsy and frustrating to play, rarely resulting in any proper feelings of dread and terror. Despite these, quite major shortcomings as a horror simulator, Clock Tower is well worth studying. If you look past its flaws, there exists a focus on making horror elements playable that just didn't exist in games at the time. In fact, it is really hard to find similar games until quite recently. Hell Night (aka Dark Messiah, 1998) has the player running from a single monster and features cool stuff like a look-behind-you-button and having to carefully choose a companion. But it also suffers from lots of problems and is often a very frustrating experience.


Even such horror classics such as Silent Hill (1999) have little focus on trying to do proper horror simulation. Most of the game is based around solving puzzles and fighting enemies (while running is sometimes advisable, most encounters are best handled through combat). Instead a lot of your typical horror moments are not simulated, but put outside of the player's control. For instance, in Silent Hill 2 (2001), when the protagonist hides in a closet it happens in a cutscene. Remember, this is a scene that played out through gameplay in Clock Tower. If you look at the large body of the gameplay the player does in a Silent Hill game, little of it resembles what you would see in a novel or film. In fact, it resembles little of how a rational person would behave in similar scenarios. This does not make the games bad by any means, but it is a crucial concept to keep in mind. The games heavily rely on standard, often narrative-wise nonsensical gameplay in order to create the foundational engagement for the player.

The next game, after Clock Tower, to really give horror simulation another proper go was Siren (2003). Here the player's actions are a lot more aligned with how it makes sense for them to act. For instance, it features a map without any indicator of the player position, and also allows you to see the world through the monsters' eyes. In all, it creates a much stronger sense of being inside a horror story. The problem with Siren, like Clock Tower, is that this focus amounted to a very frustrating experience, which in turn easily diminishes the overall immersion and scariness. Once again, this type of design didn't gain any traction.


I now need to briefly discuss a design concept called "mental modeling". A concept that is closely related to the difference between horror wrapping and horror simulation. When you play a game like Resident Evil, every encounter is a very tactical and precise decision. You look at what kind of opponent you are facing, what weapons you have, the current ammo supply, health levels, etc. The model in your head is much less about the appearance of the creatures, and much more about pure numbers. This can be very stressful, and combined with a horror thematic the total experience can feel quite scary. But on the whole very little is left to the imagination and narrative-related intuition. In a game like Siren however, you are much more worried about what you cannot see, and your mind is racing with trying to predict future happenings. Combine this with a map that forces you to think yourself as part of the environment, and monsters that you mostly keep track of by inferring their position, and you get a mental model that is far more horror-like and vivid. The problem is that since you lack the sense of numerical certainty that Resident Evil supplies, it becomes much harder to formulate correct tactical decisions. This is a fact that I think has a part in making these kind of games so frustrating. It is clear that the mental modeling that Siren has is better suited for a horror game, but it was not yet working properly gameplay-wise.

Now back to game history again. The release of Siren marks the beginning of the end for what I would like to call the golden age of survival horror. It had brought us gems like Resident Evil, Silent Hill, Fatal Frame (2001), all of which brought a very fresh take on the horror experience. But after that, the well seemed to dry up and horror games got increasingly action oriented. Resident Evil 4 (2005) really got this trend going. One reason for this change in focus is partly diminishing sales and increasing production costs. Another major – and connected – reason was almost certainly the lack of evolution in the genre. All of the big games had been based on horror wrapping, with most of the gameplay being quite standard. The wrapping did not allow for much change, and when the focus was put on the underlying mechanics, the horror rapidly faded.


It took a while before anything new came along, and this is where we enter the picture. When we released Penumbra: Black Plague (2008), we made our attempt at doing a game without having any weapons. It had a bunch of issues, but showed promise in how it changed the player's perception of the game's world. The decision was based on lessons learned for Penumbra: Overture (2007) and from the linage of games discussed above. The following year sees the release of another combat-free horror, Silent Hill: Shattered Memories (2009) which also puts emphasis on crafting more of a horror simulation, but also manages to get a bit too frustrating. Upon releasing Amnesia: The Dark Descent (2010), there is one thing I am especially proud being part of creating. Simply by using the game's basic system, we can get the player to hide in a closet and fearfully watch as a monster pass them by. It felt like we basically managed to recreate, through gameplay, the closet cutscene from Silent Hill 2, and properly simulate one of the main mechanics from Clock Tower. I feel way too biased to say how much effect – if any – this had on horror games in general though, but for me personally I feel it is one of our biggest contributions to the genre.


Two years later, the short and free game Slender (2012) is released and this what I think really kickstarted the horror simulation. Slender is a simplistic game with not much in terms of standard gameplay. The player is simply tasked to collect a few notes in an open, but still slightly maze-like environment. Where the game gets all of its engagement from is how it manages to simulate its horror. You cannot look at slender man, you have to move carefully, you cannot use your flashlight too much, you need to stay away from spooky sounds, etc. All of these gameplay elements are quite vague and together they give rise to a rich mental model. The end product is that you got a very engaging horror experience from almost nothing. Remember that Slender has very little story and interesting goals. It is all about existing inside a certain virtual space. It is all about raw horror simulation and little else. While other indie games like Hide (2011) have done similar things in the past, Slender proved it was really a viable method of making a game. If you just make things vague enough, and allow the player to play based on that vagueness, you can make engaging games of pure horror simulation. In some ways, Slender is sort of like the Super Mario Bros or Wolfenstein 3D of horror games, a distillation of what makes the genre work into its purest form.

Since then a bunch of similar a games have followed, one of the most successful being Outlast (2013). The story in Outlast is paperthin: A journalist enters an old asylum where experiments are rumoured to have taken place, is met with the place being overrun and now has to escape. There are no puzzles, no standard gameplay, it is all a bunch of levels where you run or hide from insane inmates. Also included are a few breather levels where you simply walk to (or try to find) the next destination by going through some spooky environments. Scattered around are also documents detailing background lore, but you gain very little from reading them. You can pretty much go through the whole game ignoring them and still get a coherent narrative. What makes the game engaging is the situations that it puts you in. Hide from monsters in lockers, sneak past them as they talk gibberish, walk past weird looking denizens not knowing if they will jump you or not, try to make out dangers using grainy night vision camera, and so on and so forth. Almost any gameplay scene that plays out could be directly baked into a horror movie or novel. Outlast is a pure horror simulator, and a narrative naturally arises from the situations the game throws you in.


And now, finally, we get to Alien Isolation. This is the latest breed of horror simulations, and a very successful one at that. The big feature in this game is that there is only one monster that can appear at any time. In many ways, it is really the 2014 version of 3D Monster Maze, in which the whole game was built around trying to figure out where the monster was located and how to avoid it. Alien: Isolation obviously has complexity far beyond that, but it is striking how similar the basics are.

There are bunch of elements that all work together to craft a mental model that perfectly fits the game and make Alien: Isolation really scary. First off, like in any other horror game, the sound is vital and you need to constantly listen for clues. This can be cues from other survivors (who are hostile towards you), malfunctioning androids, or the alien monster itself. Not only do these paint a terrific ambient soundscape, but they are also very important for you in order to progress. You also need to be conscious about how much sound your own actions are causing. The game warns you to not use the notorious bleeping motion scanner too near people as they might hear you, and after that you get really paranoid about any sounds you might be making.


On top of that, the save stations, which are crucial to locate, give off a faint and distinct beeping noise. As the environments are dark, and the stations can sometimes be found in a hard to spot location, you have another reason to listen carefully. The difficulty level in the game is quite harsh, and the tiniest mistake can lead to sudden death, so you are always eager to save the game. This leads you to listen extra carefully when you have gone a long way from a save, making you vulnerable to any other sudden noises. Remember those jump scare videos that told you to watch or listen extra carefully only to throw a spook at you when you least expected? It is sort of like that that, but without you feeling annoyed afterwards. Add to the fact that the Alien can really appear anywhere in the game, and you get a mind model that is primed for picking up and seriously considering even the slightest sound.

Because the alien feels so random in when and how it appears, it is hard to get a grip on what sort of signs to watch out for. The mind model becomes vague, and more prone to paranoid imagination, which is obviously great for a horror game. This is combined with the fact that unless you have one of the beefier weapons, if the alien spots you, you are dead. With no possibility to run away, the player gets very conscious about their movements, the alien's possible location, and – yet again – the sounds that they hear and might be causing.

Combined with all this is an assortment of items (noise makers, flares, a revolver, etc) that all have pros and cons (eg flares light the dark, but also attracts attention) along with a certain interplay between the different types of hostiles. For instance, if there is a room with human adversaries you could throw a noise maker in among them, attract the alien and then have that kill them off. But that also means you now have an alien in your vicinity, which might prove more dangerous than the humans. And since the systems are vague, it is hard to predict outcomes and you live in this constant uncertainty.


Another aspect I love is how the alien monster forces you to sneak. It is quite common in stealth games that you can simply lie in wait and club down patrolling hostiles, and that that tactic is far better than the (narrative-wise, better fitting) approach of sneaking past them. But in Alien: Isolation, you do not want to risk any sort of alarm, and staying hidden almost always feels like the better option. In turn this makes most humans that you encounter seem more alive. You mostly only see their vague outlines and hear their conversations from afar. In your head you a build much more vivid picture, since you are never pushing the game into displaying their often immersion breaking behaviors that occur when they are up-close.

All these actions available coupled with the resulting mind model lead to gameplay spaces that properly simulates horror. Sometimes even unscripted horror shows play out in front of you eyes. For example, a band of survivors can be caught off guard by the alien as you hide in a locker and you end up staring at the onslaught terrified that the monster will come for you next. And like with Outlast, just about any scene that plays out would be fitting in a book or movie. A horror story unfolds as you play and is affected by your actions. And unlike similar games based on horror wrapping, eg Dead Space (2008), the actions that you do feel sensible and realistic. Apart from some more gamey mechanics like the save station and scrap collection, you behave just like a character would do in a movie or book version of the same story. This is horror simulation at its best.


But this super focus on being a horror simulation, also starts showing cracks in the game as a whole. For instance, just like in older games of the same genre, Alien: Isolation can be very frustrating. The tension built up from being 20 minutes from your last save, quickly turns to anger and frustration when you are killed seemingly out of nowhere. While still vague (which is essential for giving rise to the right mind model), it is predictable enough for you to be able to get past any threats if you are just careful and cunning enough. Still, this part is divisive, as can be seen by the review scores and I have myself felt extremely frustrated with the game from time to time. There is a certain sweet spot in how to approach situations properly. Too aggressive, and you will die a lot. Too passive and the game's pacing gets messed up. The trick is to be able to move forward at a steady pace and still be cautious enough to avoid death. A way to fix this would have been to make the alien AI better adapt to the player's style, so if they hide a lot in lockers, it backs off quicker and keep things interesting and the pace at the right level. The developers should have probably focused a bit less on challenge alone to provoke a certain mindset and also have had some elements to dampen the difficulty for players that were behaving properly, but are being a bit too passive to get a good experience.

While the frustration and bad pacing are clearly issues, I do not think they are that bad and, as noted above, it should be relatively easy to fix. What is a much bigger problem is how these system gives rise to a very simplistic narrative. The first part of the problem are the save stations. Having these are a crucial part of making it all work, partly based on the simple reason that after a little while you get too comfortable around the alien for it to be intrinsically scary. There needs to be some gameplay aspect that keeps the tension up, and keeps you in the right mindset. The save stations does just this. But the side-effect is that the save stations become the biggest objective for you as a player. Finding the power station that you need to activated is not at all as important as finding the next place to save. This means that your personal narrative becomes dumbed down, and ends up being a simple hunt for loot and save locations, without any thought on what the higher level fiction behind your actions really is.


The problems with objectives does not stop there though. Another issue is that they are all extremely simplistic and without any interesting narrative significance. They are all about powering up things or finding keycards. It is old school mission design with a thin layer of narrative coating. While these sort of boring objectives are pretty common in games, I think Alien: Isolation has an especially hard time getting away from it. Because the game is constantly so dense with information that you need to keep track of (save stations, motion tracker, alien signs, loot, resources, etc) you really cannot manage to keep any complex objectives in mind. It is also crucial that the player has a good idea of where they should be headed, because too much disorientation and the mind model starts breaking down. This leads to basically decent objectives (eg find a keycard on a dead doctor by figuring out what rooms he has visited) becoming very handheld experiences, as the game constantly marks your next destination. The simple reason for this is that less hand holding would have made it too frustrating. You can see similar mission design in Outlast, and while I think there was more room for improvement there, it is a design decision that probably stems from the same issues.

Another connected issue is that the notes and audio logs you find in the game never really feel that relevant. It is another issue similar to Outlast, although I find that the content was way more interesting in Alien: Isolation. But the real issue is that you cannot really have too much important information in these, because accessing terminals means a danger to the player. It is really hard to explore and think about the environments and backstory when you are constantly worried about the threats the game might throw at you.

As you look closer at these flaws in Alien: Isolation, it becomes more clear that it really is just a pure horror simulator, like Slender or 3D Monster Maze, just with more sections to play through. The aim of this game is not to tell a longer horror story. The aim is to put the player in different scenarios involving hostile human survivors, creepy androids and/or an alien. Any interesting narrative then arises from how these scenarios play out. It has no real story at a higher level apart from the basic "get the hell out of there". There is nothing wrong with this of course, and the basics of the game works fine as is. But Alien: Isolation's issue is that it just goes on for too long. If you (like me) want to get some sort of deeper narrative experience from your game to keep going, the game wears thin after just a few hours. This is a bad thing for a game that last for at least 15 hours. Outlast takes about 5 hours to complete, and that feels like a better fitting length for this sort of gameplay.

Alien: Isolation has another big problem. If you went in hoping this would be an interactive take on the first movie, you will be disappointed. Rather than being some sort of video game adaption of the original film, it is more like a version of Alien 3 or 4. The first movie is the birth of a monster, it is a long build-up of a creature followed by a final confrontation. It is much more about discovering some hidden lovecraftian horror, than about people fleeing for their lives from a well-established creature. So what the game ends up being about; sneaking from place to place, just constitutes a minor part of the movie, and is a far cry from replicating the experience.

It is hard to blame the developers though. In order to deliver a similar narrative they would have had to rethink the alien quite a bit, and most likely diverge from the source material. Something that I wouldn't think Sega or 20th Century Fox would not be too happy about, as the creature is the game's foremost selling point. But even if we disregard that, it would be very hard to use the game's given form to emulate the make-up of the movie. If we trace the game's gameplay lineage way back to Monster Maze, we see very little about the other things that make the movie so great. All of these games are about putting the player in a predefined situation and to let that play out. The great strength of the genre is to provide the thrills of being the hunted, and to have a super focus on this.


Alien: Isolation does do some attempts to better replicate the source material. For instance we are taken on an expedition to the iconic derelict spaceship, but for me all of this falls flat. The eggs, facehuggers, and all that are already so well established that you never get a sense of mystery from it all. Worse still, this section differs so much from the movie – which comprises of sneaking about – that there is no tension. The game has trained you to look for save stations, be aware of your resources, listen for certain sounds, etc in such a specific way that when you are taken out of this space, the game loses a lot of its impact.

I think that horror simulation is the sort of design we want to strive for when making horror games. I love how it is possible to set up scenarios where the player gets to experience terrifying scenes, fitting for a horror movie or novel, simply by playing. This is the sort of storytelling that we want from games, and I do not think going back to merely using horror as a wrapping is a good idea. However, it is pretty clear that there is a big problem here. Horror simulation as it is currently done, is very limited in what it can let the player do, and what higher level narratives it can tell.

We had similar issues in Amnesia: The Dark Descent. When playing the game, all you do is go from room to room, solving puzzles and avoiding monsters. But as you read about the backstory you hear about opening tombs in the desert, the first visit to the Brennenburg castle and much more. All of these are moments that an ideal horror game should have let the player play, not just read about in some diary entries.

The issue is not just to recreate these sort of scenes, but to make sure the experience is fitting. As can be seen in Alien: Isolation, the trip to the planet lacks the immersion that the sneaking around has. When you try and hide from the alien, your mind model is aligned with was happening and you act like a protagonist would do. But when visiting the derelict spaceship, you could have just as well been watching a cut scene. There needs to be something more in order to properly bring this sort of scenes into the standard that proper horror simulation has set.

First of all I think there needs to be more restraint on how much of the basic gameplay is used. Even though Outlast takes about 5 hours to get through, it has a hard time keeping the gameplay fresh and the tension up throughout. For me, the game started to feel slightly drawn out the last third or so. Amnesia also suffered from this. Enemy encounters got pretty predictable and less scary after you had gotten through half the game. While the exact time at which this sort of gameplay stops feelign engaging is highly subjective, I think most can at least agree that the less practice you get with the encounters, the more intense they feel. Therefore lies in the best interest of a horror game to use its monsters sparingly.

Second, there needs to be much less reliance on difficulty in order to build the proper mind model. The way that games like Alien: Isolation and Siren are set up really increase the tension, but it does so at the cost of making the game's scope very narrow. As explained above, it is hard to have much else going on in order for the player to enjoy the experience. Also, as soon as you remove any of these elements that rack up challenge (like save stations) a lot of the tension goes away. What games like these are after is to couple the sensation of stress of losing progress together with a firm horror setting. The psychological effect is that the player takes the tension they are feeling and projects it on the frightening visuals and sounds. But building purely on this is a fragile structure as it means you always need to present a mechanical device of stress to the player, and this leaves out a lot of horror scenarios.


I think that the answer lies in having some sort of uncertain outcome as an ingrained gameplay device. Instead of having the player fear "what if I lose my progress?" they should be thinking "what if I affect the world in a negative way?". This is a kind of thinking that can be applied to a much wider range of things. Probably the best example of this in action is the Walking Dead (2012) series. Here one can clearly see the range of scenes that can have tension, purely based on an uncertain outcome. And what I especially like is how personal the choices can be, eg deciding between which person gets your trust. The most apparent problem with this sort of gameplay though is that it requires branching, but this is not as big of an issue as it seems. Walking Dead has in fact very little branching, but even if you know this, you still feel tension by the choices. There is still enough uncertainty for you to feel immersed and care about the decisions.

However, Walking Dead is quite different from how a horror simulator works- In a horror simulator the player needs to be in control most of the time, and cutscenes should be minimal. So it is not possible to just rip out the mechanics and apply them as is. What we need to do is rethink how choices can be set up and what the effects can be.

We did some very early testing of this in Amnesia: Dark Descent and its free extra story Amnesia: Justine (2011). In The Dark Descent we have no proper choice, but there are some slight consequences to failure. If the player is killed by a monster, the world is slightly changed. This was not enough to be on the level of the tension gained from fear of losing progress, but it gained a certain level of uncertainty that helped to keep some of the fear. In Justine we also tried having optional puzzles, that resulted in a person getting killed if you failed. This also worked pretty well, and it meant that puzzles – a previously pretty separate element of gameplay – got more of a horror simulator feel (somewhat recreating scenes from movies such as Saw).

These are just small things though, and the big problem is to have it work on a larger scale in a smooth, coherent manner. I think the first step is to see if you could remove the penalty of death from standard sneaking gameplay, but still retain the same sense of tension. There are three big things to gain if this can be achieved. First, to remove a lot of the inherent frustration connected to the "fear of progress loss"-design, and have less risk of breaking immersion. Second, it will allow for more integration of exploration and more complicated objectives, as you remove the forced repetition coming a design based on difficulty. Third, it will give us a glimpse of how we expand the horror simulator and have it cover things beyond sneaking by and hiding from monsters. My hope is that we then could take a stab at making a proper horror simulation, a recreation of experiences like in the original Alien movie.


This is what we are currently experimenting with in our upcoming game SOMA. Since I do not want to spoil the system I cannot go too in-depth on our approach, but I can give a basic outline. The idea is that by having choices inserted directly into the game world and have the way you chose to handle these change how the narrative unravels. These choices can simply be whether you interact with a certain object or not, or it can be more vague things, like how you behave around a certain creature. The narrative effects will not be any sort of heavy branching, but smaller things things like making upcoming sections scarier (eg by removing lights), killing people you encounter, changing the way you perceive a character or even how you feel about yourself. Our hope is that by having these sort of decisions as an integral part of the game world, that the player internalizes them and makes it part of their mind model. Then, just like the tension you feel by wondering where the next save station is in Alien: Isolation, you will feel tension by pondering what ramifications a certain set of actions might have.

This is just a little step forward, and until we release the game, we will not know how well it works. I do think it is crucial that we start to think about these things though. Just as the horror genre stagnated in the mid 2000s, because horror was merely a wrapping, the same might happen if we fail to move beyond "chased by monster" scenarios. While there is nothing wrong with these sort of games, I think it would be foolish to be satisfied with just that. There is so much more to explore in horror, and the success of recent horror simulators gives me hope that video games can handle it.

More to read:

Introduction
So I recently saw this reaction video to Alien Isolation and I thought it showcased a few interesting problems with horror games. These are not issues that are specific to this game, but that plague horror games in general. We've had these problems in all of our games and are currently trying avoid them as much as possible in our upcoming game, SOMA. So I'm not trying to take a shot at Alien Isolation here (I'm looking forward to playing it!) but the video demonstrated these issues so clearly that it's worth focusing on it for this article. That said, let's move on to the two hardest problems in horror.


1) Death Means Relief and Repetition
If you watch the video you can see that the players aren't being freaked out of their minds when they die. They're laughing, and feeling relief. And the death sequence is non-interactive, which further enhances this sense of sitting back and becoming a spectator. You can clearly see the effect here, where there's a stark difference in emotion compared to the fear that was expressed earlier.  So when a death occurs, the situation has lost its sense of fear and the unknown. The player now knows what they're up against. It's gone from tense terror to "I need to beat this gameplay section".

We saw this in Penumbra Overture, where the player's experience of a chase sequence depended on the number of attempts. And what's important to note is that even if the first one or two attempts are exciting, the frustration that ensues from repeated attempts will spoil those initial memories and the sequence as a whole. Of course, there are only a certain percentage of players that will have this bad experience, and if that number's low enough it might not be such a big issue. But if your game is based around this kind of experience, like Alien Isolation and many other horror games are, then it becomes a much bigger problem. The game is under constant danger of losing its basic tension, the most fundamental ingredient of engagement that a lot of the game depends on.

What's the solution for this, then? The only proper solution is to make sure that death is postponed. Outlast has a monster that throws you to one side, giving you a chance to run off, a mechanic that works well in its story. Daylight has damage build up on the screen, which gives you time to escape. Both of these are great ways of extending the terror. Some kind of death must happen sooner or later, though, or the player will quickly realize that the monster is harmless - and that's no good at all. When death occurs I think it's important to remove this sense of repetition. For instance, in Amnesia we changed the map a bit after each death (which in some cases led to additional scares).

It might also be interesting to look into 'a fate worse than death', a subject that's perhaps too big to cover here (check here for some examples in various media). This is something we're trying out for SOMA right now. The basic idea is that "death" is not final but takes the player closer and closer to a very disturbing state of being.

I think the crucial point here though is to think outside the mechanics and to trust the player to be immersed in the fiction. From an abstract point of view of the game, there are only three options really: repeating, branching or skipping a section. Whichever is chosen the important thing is to keep the player in the right mindset and let their immersion do the bulk of the work.

2) Monster Exposure Makes The Horror Familiar
If you don't have weapons in your horror game - which, for many reasons, should be the case (for those needing arguments see this talk) - then you need to have some form of avoidance. This in turn leads to longer periods where the player's forced to pay attention to the danger, i.e. looking straight at it. This means that the player gets used to the monster,  figuring out details and their mental picture of the beast breaks down into the prosaic reality of the implementation. In the worst case, the player will start noticing AI glitches and animation issues. The possibility space for the danger is reduced and it becomes obvious to the player that the monster is just a puppet.

This is a serious problem. It's well known that the most effective horrors are the unseen ones. This is obvious in the most successful horror books and films. If games want to achieve good horror, they need to keep this in mind and be careful when and how the monster is seen. Having said that, I think that games have a bit more leeway, because players are not just passive observers but are also engaged in an activity and responsible for the outcome, and therefore prone to take the monster more seriously.

Which brings us to the first problem: showing the monster in a cutscene (as Alien: Isolation can be seen doing here). I can understand the reason for doing this, to be certain that the players "get it". But this is a major dent in the creature's effective level of horror. You leave the player passive, and free to notice tons of detail about the monster in a much more relaxed way than if they were the ones in control. It also means that you're missing out on making one of the most potent horror moments interactive. The reveal of the monster is almost always a high point in a horror story; it's such a waste to let it be a non-interactive part of the game. Actually, they've already had a good reveal moment here, which I feel could have been used better. This one also perfectly nails the proper alien look: a swirling mass of Giger-esque limbs and claws.

The problems deepens as the game progress. Here is a good example of this. Just imagine what sort of AI quirks and animation issues might pop up when you are under a desk and the alien is a few meters away in a tight space. On top of that, the player is getting a really good look at the creature, just throwing away any chance of the player having their own subjective mental image of the beast.

This is really hard to solve. Outlast has a good solution where they use the night vision mode on the camera to blur out the monster features and add creepy glowing  eyes. It doesn't work for the entire game, of course, but it makes it possible to have more glimpses of the monster without lessening the scare factor. In Amnesia we had the player's vision blur when a monster was in sight, something that worked pretty well. Or an even more successful monster was the water lurker, that just gave away its position with splashes in the water.

The best solution is really simple, though; keep monster encounters down to a minimum. I think the first basic problem is to rely on "monster hunts player" as a core gameplay foundation in the first place. This also exposes another big problem in horror games. If the monster hunting you is not what makes up the majority of the playing time then what does? This is an even harder nut to crack than the problems presented in this article.

In SOMA we try and solve this with a couple of tricks. First, all of the monsters are connected to the narrative; the more you figure out about them, the more you understand of the story. Therefore simply just looking for signs of monsters becomes a more interesting activity (compared to a game where the monster itself is not that interesting story-wise), and we can make do with fewer encounters. The inspiration from this comes from the SCP Foundation wiki, a collaborative database for weird artifacts, where many of the really spooky entries are just a collection of vague clues about a creature. Second, we keep the types of monsters fresh and varied throughout the game (which should fix one of the bigger issues in Amnesia: TDD). Finally, all of the monsters are connected to a sort of "worse than death" mechanic, to give the feeling that the encounters are more disturbing than simply "I will get a death screen if it catches me".

Endnotes
Again, I want to make it really clear that these problems are not specific to Alien: Isolation. These are things that just about every horror game struggle with, including our previous efforts and our upcoming Soma. Alien: Isolation is looking good and I'm excited to play it once it comes out. But that doesn't mean that it's not worthwhile looking closely at it and discussing any problems that might arise. Also, I felt the reaction video was great a springboard for the topics covered in this post. For me as a developer these sort of discussions are crucial, and whenever I see footage of a new horror game, I try to analyze what things might and might not work in it.

Finally, it's really fun to see this kind of game being made by a large studio. I wouldn't have imagined that happening a couple of years ago. No weapons, few monsters etc. are features not very common in a high budget game. Hopefully Alien Isolation will do well enough for us to see more of this!

Introduction
This blog post will be about a new way to approach narrative design in games - the 4 Layers Approach. It is based on a GDC talk I gave in March this year. The approach is primarily meant to suggest a workflow that focuses on the story and makes sure the narrative and gameplay are connected. The end goal is to create games that provide a better interactive narrative.


Narrative Basics
First off, "narrative" will need to be defined. At its most fundamental level, the narrative is what happens as you play the game over a longer period. It is basically the totality of the experience; something that happens when all elements are taken together: gameplay, dialog, notes, setting, graphics etc.; the player's subjective journey through the game. I know this clashes with other definitions that refer to narrative as a separate aspect of the game, but I think this is the one that's most helpful when discussing game design. It also fits with job titles such as "narrative designer", who is a person that doesn't just deal with writing or cut-scenes, but who works at a much higher level.

Quick note: A deep dive into various story-related terminology can be found here.

Let's compare this to the other basic elements of a game. Looking at a game second-by-second, you see the core mechanics. Moving up to look at it using a time-frame of minutes, you see tactics and problem-solving (which also includes things like puzzles). Higher still, often on the scale of hours, you see the narrative. Almost all game design is focused on the two lower levels, mechanics and tactics, and narrative mostly comes out as a sort of byproduct. Designing the narrative becomes a sort of patchwork process, where you try and create a coherent sense of storytelling from the small gaps left behind by the layers below. For instance, in games based on combat mechanics the narrative usually just acts as a form of set-up for encounters and is heavily constrained by how the fights work and so forth.

So a crucial step towards better storytelling in games is to give at least as much focus to the narrative layer as to the other two layers, mechanics and tactics. It is important to not devote all the focus to the story though; having a symbiosis between all of layers is a core element of what makes video games special. If we want proper interactive story, we need to preserve this.

Simply saying that we want to put more focus on the narrative level is still pretty vague; it doesn't tell us anything useful. So I'll make it a bit more concrete by listing five required cornerstones of an interactive story. This is where we get into highly subjective territory, but that can't be helped - there's a wide span of opinions on how narrative and gameplay should work together (some would even object to having focus on the narrative layer at all!). But in order to move on we need to have something concrete; if we just continue to talk in vague terms of "improving storytelling", any suggestion can be shot down on the basis of some personal preference. Doing it like that will just get us stuck in boring discussions and it becomes much harder to set a proper goal.


Core Elements of Storytelling
The following elements shouldn't prove too controversial and I think most people will agree with them. But it still feels important to acknowledge that this is an opinion and not something I regard as an eternal truth. That said, here are my core requirements for a game with focus on narrative.

1) The focus is on storytelling.
This is a trivial requirement, but still way too uncommon.  Basically, the main goal of the game should be for the player to experience a specific story.

2) The bulk of the gameplay time is spent playing.
We want interactive storytelling, so players should play, not read notes, watch cutscenes, etc. These things are by no means forbidden, but they should not make up the bulk of the experience.

3) The interactions make narrative sense.
This means actions that:
  • Move the story forward.
  • Help the player understand their role.
  • Are coherent with the narrative.
  • Are not just there as padding.
4) There's no repetition.
Repetition leads to us noticing patterns, and noticing patterns in a game system is not far away from wanting to optimize them. And once you start thinking of the game in terms of "choices that give me the best systemic outcome", it takes a lot of focus away from the game's narrative aspects.

5) There are no major progression blocks.
There is no inherent problem with challenge, but if the goal here is to tell a story, then the player should not spend days pondering a puzzle or trying to overcome a skill-based challenge. Just as with repetition this takes the focus away from the narrative.

There is a lot more that can be said about these requirements, all of which you can find here.


Good Examples To Strive For
Now for the crucial follow up question: what games satisfy these requirements?

Does Heavy Rain manage this? Nope, there's too little gameplay (requirement #2).

Bioshock, with all the environmental storytelling? Nope, too much shooting (requirement #4).

These two games symbolize the basic issues almost all video game storytelling have: either you do not play enough, or most of what the gameplay does is not related to the narrative.

There are a few good examples, though. Thirty Flights of Loving is a game that I think lives up to the requirements. But the problem here is that the storyline is extremely fuzzy and disjointed. The game is a series of vaguely connected scenes, and is lacking a certain pure storytelling quality.



We come much closer to finding something that lives up to the requirements by looking at specific sections in games. Two good ones are the giraffe scene in The Last of Us and the end sequence in Brothers: A Tale of Two Sons. Both of these sections have this strong sense of being inside a narrative and fulfill my requirements. You are definitely playing a story here. But these are just small scenes in a much larger game, and that larger game breaks most of the core elements that I have gone over.  So what we really want is to have a full game filled with these sorts of sections. That would be perfect!

However, that isn't possible. These scenes depend on tons of previous game content and are extremely hard to set up. You cannot just simply strive to fill the game with stuff like this, it's just not doable. In order to get a game that consistently evokes this feeling, we have to approach it from a different direction.

This leads us to the main bulk of this post, where I'll talk about a way to achieve this. This is an approach named “4 Layers” and the basic idea is to not attack the problem directly, but reduce it into steps and thereby be able to get proper interactive storytelling into just about any section of  the game.


The 4 Layers Approach
 The framework is something that's been developed between myself and Adrian Chmielarz, the man responsible for Painkiller, Bulletstorm, etc. At Frictional Games we are using this a cornerstone for our new game SOMA, and Adrian's new company, The Astronauts, is using it for their upcoming The Vanishing of Ethan Carter.


They way this approach works is that you divide the design process into four big steps. You start with the gameplay and then work your way through adding more and more layers of storytelling. The additional layers are Narrative Goal, Narrative Background and finally Mental Modeling.

Before I get more in-depth it is important to note that in order to use this approach correctly, the game must be broken down  into scenes. Each scene could be a puzzle, an enemy encounter, and so on. Normally, gameplay refers to how the game plays out as a whole, but for this framework, we must split it up into sections. This is connected with the above requirement of not having repetition, and usually means that there needs to be a lot of logic and gameplay coded into the world. I think that this is presents a crucial piece of the puzzle for having better storytelling: to drop the need for an overarching play loop and instead make the gameplay fit each specific scene of the game.

So instead of having the gameplay describe the player's overall experience of the game, the narrative will provide this structure. Exactly how this is done will become more apparent as we go through the different layers.


Layer 1: Gameplay
First we need to start with the basic gameplay and it's crucial that the narrative aspects are kept in mind from the get-go. If the gameplay doesn't fit with the story, then problems will start to accrue and it'll make the later layers much harder to achieve and reduce the final quality. As a first step for ensuring this, there are four basic rules that must be followed:

1) Coherency
The gameplay must fit with the game's world, mood and characters. There should be no need for double-thinking when performing an action; it should fit with what has been laid out by the narrative. The player should be able to think about the actions made to get a deeper understanding of the game's story. What the player does must also make some sort of sense and not just be a sequence of random or nonsensical interactions. The infamous "mustache and cat"-puzzle from Gabriel Knight 3 is a shining example of what not to do.

2) Streamlining
It is important that the gameplay is not too convoluted and doesn't have too many steps. This is partly to minimize the chance of the player getting stuck. When the player is stuck for longer periods they focus on the mechanics or tactics for gameplay. Also, we want to have situations where the player can plan ahead and feel like they understand the world. If the steps required for any moment are too complicated, it's very easy to lose immersion and to lose track of the goal. This happens very often in classic adventure games, where the solution to something straightforward requires a massive number of steps to accomplish.

3) A Sense of Accomplishment
This sort of thing is normally built into the core gameplay, but might not be as straightforward in a narrative-focused game. It is really easy to fall in the trap of doing “press button to progress” type of gameplay when the main goal is to tell a story. But in order to make the player feel agency, there must be some sense of achievement. The challenge needed to evoke this sense of accomplishment does not have to be skill or puzzle-based, though. Here are a few other things that could be used instead: memory tasks, out-of-the-box thinking,  grind,  endurance tests, difficult story choices, sequence breaks,  understanding of the plot, exploration,  navigation, maze escape,  overcoming fear and probably tons more.

4) Action Confirmation
When the player does something in the game, they must understand what it is that they are doing and why they are doing it. For basic mechanics this comes naturally, "I jumped over the hole to avoid falling down", "I shot the guy so he would not shoot me back" and so forth. But when taken to the level of a scene it is not always as straightforward. For instance, the player might accidentally activate some machinery without being aware that this was going to happen beforehand and afterwards not knowing what it accomplished. If this occurs too frequently, the player starts optimizing their thinking and stops reasoning about their actions. This then leads to an experience where the player feels as if they are just pulled along.

Getting all of these four rules into a gameplay scene and also making sure it is engaging is no small feat. Most games that want to focus on storytelling stop here. But in the 4-Layer approach this is just the first step.


Before moving on to the next layer of the framework, I will give a simple gameplay example. Say the player encounters a locked door blocking their path. Some earlier information has hinted that there a key is hidden nearby, and now they need to search the room to find it. Once they find the key they can unlock the door and progress. Very simple, and not very exciting, but it fulfills rules set up above.

1) A locked door and hidden key should not conflict with the story.
2) Given that the search space for the key is rather small, it is not likely the player will get stuck.
3) It requires enough from the player to give a sense of accomplishment.
4) Set up correctly, it should be very obvious to the player that the door needs to be opened and the key is the item used to accomplish this.

I will come back later and expand upon this with the other layers to give you a better feel for how the approach works.


Layer 2: Narrative Goal
So, next step: the narrative goal. Normally the reason for the player to get through some gameplay segment is just pure progress. There is often some overarching story goal like “kill the evil wizard”, but that is quite far into the future, so when the player encounters an obstacle they try to overcome it because that is what the game demands of them. It is often very clear that they are in “gamer mode” at this point and until the obstacle is cleared. This is useful in order for the player to know what to do, but it is very problematic for the narrative - it removes the experience of being inside a story. The player stops seeing their actions as part of a story and instead sees them as steps towards an abstract gameplay goal. What can often happen is that the player starts thinking stuff like "Now I just need to get this section out of the way so I can get on with the story", a forced mental division between narrative and gameplay, which is diametrically opposed to the fusion we're striving for.


The way to fix this is to give the player some sort of short-term narrative goal, one that is directly connected to the current gameplay. The aim is to keep the player in narrative mode so they do not brush the story aside for some puzzling or shooting action. When the player is engaged in the gameplay at hand we want them  focused on and motivated by this narrative goal. This makes it harder for the player to separate the two, as the narrative goal is always in sight. It is no longer about "doing stuff to get the story going", instead it is about "doing stuff because of the story". The distinction might not seem that big, but it makes all the difference. Keep in mind this is at a local level, for a scene that might just last a few minutes or less; the narrative goal is constantly visible to the player and a steady reminder of why they are going through with the actions.

A nice side-effect of this is that since the goal is narrative in nature, it becomes a reward for completing the gameplay section. The player is motivated to go through actions because of story and is then promptly rewarded with a fresh piece of the story. In all, this binds the gameplay much more tightly to the storytelling. An additional side-effect is that it can keep the player on the right track. The player might not be sure what to do next, but if the narrative goal is connected with the solution to the obstacle, then the player will progress simply by being interested in the story.

Here are three different types of narrative goals that could be used:

Mystery
The most obvious and simple is mystery; that there is something unknown you want find out about. It's pretty easy to have environmental assets that constantly reminds the player of this - this sort of goal is also pretty easy to fit into a gameplay scene.

Uncomfortable Environment
Another way is to give the scene a narrative reason for the player not wanting to stick around. The most trivial example of this would be a dark and scary environment; the player is scared and wants to leave. It could also be that the situation is awkward or emotional in a way that the player can't cope with and wants to escape. For example, it could be a depressing scene, like a funeral reception, that makes the player sad. It's important, though, not to get caught up in game mechanics; it must be a story reason that makes the player uncomfortable, not some mechanic (spikes popping up here and there, etc.). We want the focus to be on the narrative, not the underlying systems.

Character Conflict
Character-based conflict can also be used as a narrative goal. Walking Dead is full of this; what are really just fairly simplistic activities become engaging because of story reasons. A great example is the food distribution "puzzle" where the player is instructed to determine how the remaining stash of food is divided. What makes it interesting is that the player cannot come up with a division that doesn't upset at least one of the characters. Any gameplay that results in the player changing the social dynamics can act as powerful narrative goal.

These are just three examples of what could be done and there are bound to be a ton more. I think you could use basic writing techniques to come up with more.

Now let's update the example from before and add a narrative goal. To keep it simple let's go with some mystery. Say there's a man on the other side of the door trying to get in. He wants to retrieve something that's in the room that the player is currently in, and is asking them to open the door. Now all of a sudden there's a short-term goal for wanting the door open, and it's no longer just due to wanting to progress. “Who is this man?”, “What object is it that he's after?” You want to get these questions answered and that adds narrative motivation.

Important note: The 4-Layers framework is not a linear method, you'll have to constantly skip back and forth between the layers. In this case, you need to check the first layer, gameplay, and see if there's anything that could be updated in order to improve the narrative goal. You might need to change where the key is hidden, or even exchange the key for something else.


Layer 3: Narrative Background
With the addition of a narrative goal, the scene is now framed in a much more story-like manner. But there is still an issue: the actions the player does are quite gameplay-focused. In the above example, the player searches the environment simply in order to find a certain item; there is no proper sense of story-telling going on as the player goes through these actions. That is what this layer is all about fixing.


The basic idea is that the actions the player is supposed to be doing are immersed in story substance. So when the player is interacting, it is not just pure gameplay, they are constantly being fed story at the same time. When the narrative goal was added, the player's thinking was changed from "doing stuff to get the story going" to "doing stuff because of the story". With narrative background in place we change it to "doing stuff in order to make the story appear". Narrative-wise, the player's actions are no longer just a means to an end, they are what causes the story to emerge as you play. Or at least that's how we want it to appear to the player. By having the gameplay actions and the narrative beats coincide, we make it hard for the player to distinguish between the two. The goal is for this to lead to a sense of always being inside a story.

Here are a few examples of the kind of background that can be used:

Story Fragments
This means having narrative clues scattered through the environment which are stumbled upon while playing. An important note is that shouldn't just be the standard audio logs and diary entries. While it can consist of those sort of elements, it's important that they never mean a large interruption in the gameplay, and that they're found as the player goes through with the actions needed to overcome the obstacle. The act of collecting clues should not feel like a separate activity, but come as a part of the scene's main gameplay.

Complementary Dialog
There can also be dialog going on at the same time, giving context to the player's actions. Bastion uses this to great effect. All of the standard gameplay elements like enemies, power-ups and breakable crates are given a place in the world and a sense of importance. It also gives a great sense of variation to similar activities, as their narrative significance can be quite diverse. Dear Esther is another good example of this at work. Here the simple act of walking is given the sense of being vital to the story.

Emotionally Significant Assets
If the the items involved in the gameplay have some sort of emotional value or a strong connection to the story, the player is much less likely to see them as abstract tools. Inside of picking up "item needed to progress", the player finds something that can be a story revelation in itself. There is a huge difference in finding "standard knife A" and "the murder weapon from a hideous crime".

These three are of course not the only methods at your disposal to create narrative background. Just like with the previous layer, there are bound to be tons of other things too.

To make things a bit more concrete, let's go back to the example scene and add some narrative background. First off, let's add story fragments in the form of clues. These can give hints to the player about who the man behind the door is. Pictures, painting, documents and so on. So while the player is searching for the key they'll also be fed hints about the story. Secondly, let's have the man comment on the player's actions and give hints, making him reveal his character a bit. Third, we could say that it was the man who hid the key and that he did so for some very important reason. That way the key has some narrative significance and is not just an abstract tool. Getting all of these things in might require us to change the puzzle a bit, but as said before, this not a linear design approach. What you learn from the later layers must be fed back into the previous ones.


Layer 4: Mental Modeling
Now comes the 4th, and final, layer - Mental Modeling. The goal with this layer is to change the way the player perceives and thinks about the game. We want to tap into how the player evaluates their experience.

The first and crucial fact you must be aware of is that what is actually on the screen when the player is playing is not what ends up in their head. Nor does the player rely directly on any abstract system to make choices. The player's brain build up a mental model of the game, a sort of virtual representation based upon what they see, hear and do. It's this model that's used when you choose what to do next.

This might seem a bit bizarre and counter intuitive but it really isn't. Just consider how a player doesn't rely on direct feedback from the underlying systems in order to traverse a space. They don't bump into every wall in order to check where they can go. Instead they use their knowledge of the real world, intuition of the systems, and visual and auditory clues to plan a path. And once that plan is finished (which for simple tasks like walking takes a fraction of a second), the plan is executed. Stated like this it sounds really trivial, but if you think about it a bit more, it's actually quite profound.

The underlying gameplay systems only really become evident for the player if they do something wrong or when they directly contradict their mental model. Otherwise they play and plan largely part based on an imaginary game. Obviously the underlying system is what keeps it all working, and the feedback between the systems and the player's input is crucial for anything to happen. But the systems are never directly queried to lay out the boundaries and options available to the player. In fact, keeping the player's sense of immersion is often directly related to keeping the systems hidden. The player is not a computer and doesn't make decisions based on tables of abstract data. Built-in brain functions handle all that, and the smoothest sense of play comes about when the player is relying on gut feeling and intuition. Constantly having to probe a system to figure out its exact make-up is almost never a pleasing experience. (Unless that is what the game is all about, as is the case with some puzzle games).

Side note: I need to note that the player's intuition is updated the more that a system is revealed to them. If the player first assumes some enemies can jump but later finds out that they can't, their mental model is updated accordingly. This can have devastating effect on a narrative-focused game, making life-like characters turn into dumb automatons and so on. For more information on how all that works, check this out.

Brian Upton has a great example of mental modelling in action based on his work with the original 1998 Rainbow Six. In Rainbow Six the player dies from a single shot and has to be very careful how they progress. Since they are constantly on the look out for hostiles, even a very simplistic world can have a lot of gameplay, and that's without the player doing much. For instance, if they are about to enter a new room they stop and try to figure out the best approach. They need to consider if someone might be hiding out of sight and so forth. Based on their mental model of the game they will simulate many different approaches in their mind, trying to figure out which will work best. Even an empty hallway can conjure up these sorts of thought processes. The game is filled with possibilities that the player needs to be aware of, and the only way to do this is to use their intuition on how the game's virtual world and its inhabitants work. These constant mental gymnastics are a crucial piece of the experience.

The important point here is that most of what exists in the player's mind has no systemic counterpart. The player might imagine a guard hiding behind a corner, thinking of how he might be looking around. But in reality there is no guard behind the corner. Thus, a great deal of the playing time is spent just imagining stuff. This might seem like a cop-out, and not like proper gameplay, but that's not the case at all. It's sort of like chess, where most of the gameplay comes from you thinking about a situation, and the actual interaction only makes up minor portion of the playing time. Making mental models is very much a valid form of play.

The takeaway here is that there is a lot of gameplay which doesn't translate into an input-output loop within the game's systems. And more importantly, this sort of mental model-based gameplay comes from the player's high level interpretation of the game's systems, graphics, sound and so forth. This means that it basically ties directly into narrative. The mental model and the narrative lie on the same level, they are the accumulation of all the lower level stuff. And if we can get them to work together, then what we have is the purest form of playable story where all your gameplay choices are made inside the narrative space. This is clearly something worth striving for.

What's also interesting is that these sort of thought processes share the imaginary nature of books and film. The player doesn't have to be 100% correct with all assumptions, just like you don't have to have a perfect mental recreation of the locale a novel takes place in. If the player imagines a non-existent guard being around the corner then that is OK. He might approach slowly trying to get signs of the guard's whereabouts and not finding a guard behind the corner doesn't need to mean the fantasy is broken. The player can now imagine that the guard soundlessly snuck away, or something similar. When interacting directly with systems, like shooting bullets at a clearly visible enemy, the player's assumptions can't stray very far from reality. If the player imagines the bullets hitting when they in fact don't, that fantasy will quickly be broken.

Quick note: In case you haven't already noticed, this layer isn't just confined to a single scene. It's something that overlaps a lot of of the game. While you could potentially have mental models that only last for a short durations, it is more effective when it spans a greater part of the game.

Many narrative games already have some degree of mental modeling, but in the worst way possible: collectables. Say you have this story about a creepy forest and a protagonist trying to figure out what is real. And then picture the mental model constantly saying: “find all the thermoses, you know there are some around”. This will obviously make the game lose a lot of its potential. Be wary of this kind of issue.

Instead you want to have a mental model that fits with the rest of the narrative. What follows are a few suggestions:

Danger
There is something lurking about that constitutes a threat for the player. It's important that this threat is not some common occurrence that relies on twitch reflexes or similar, as it's just a normal gameplay element then. Instead it must be something hiding, only making brief appearances. The idea is for the player to constantly scan the environment for clues that the danger is near and present.

Goal-focused Mystery
This can mean that the player has the objective of solving a crime or similar. What we are after is that the player should see the game world as a place where important clues are to be discovered. So whenever the player finds a new location they should instantly start thinking about what new things it can teach them about the mystery.

Social Pressures
The player is amongst other people that they have to try and figure out. Now whenever the player finds something new or watches NPCs interact it updates their mental model of what makes the characters tick and what their motivations are.

The above should give an idea of what is possible, but as before, there are probably tons more to explore.

Now it's time to go back to the example scene and update it with the 4th and final layer. Let's add some sort of danger. Say the player is hunted by shape-shifting demons throughout the game and that these are also a big part of the story. This means the player won't be sure if the man behind the door is a friend or foe. We can tie this into the layer 3 stuff as well; as the player uncovers the narrative background they receive hints about the true nature of the man behind the door as well.

We've now gone from just having a really simplistic puzzle about opening a door to an entire story experience. The player is now under threat that there might be some kind of demon on the other side and is desperately trying to find clues on what the secret man's true identity is. At the same time, the man is also the key to a mystery, a mystery the player is very curious to figure out. The player is scavenging for the key, digging up more information as he goes along and when he finally finds it he needs to decide whether to use it or not. The basic gameplay hasn't changed much, but we've changed the wrapping and it totally transforms the experience.


Endnotes
What I think is extremely interesting about this approach is that it always forces you to think about story. Normally it's so easy to just be satisfied with a well-thought-out gameplay segment and to leave it at that. But when you follow 4-Layers you need to make sure that there's some story significance to the activity the player is currently doing. Story becomes an essential part of the game design.

It can also act as a filter. You can evaluate every gameplay scene and make sure it fulfills the criteria in each of the layers. This way you can easily tell if a some segment is just filler, or lacks in some other way. This is a great way to keep the design on track and make sure there is a strong narrative focus.

The method is not without its problems though.

First is that it requires a lot of planning. You need to design a lot of this up front and it's not very practical to build a scene from experimentation and iteration alone. Design documents are crucial, as there are just too many aspects to keep track of.

Second is that its core strength is also the biggest weakness. The gameplay and narrative are intertwined and if you change one the other needs to be updated too. This mean that you need to throw out and remake a lot more than usual during development.  But I don't see this as a failure, I see this as evidence that the approach really is bringing gameplay and narrative close together.

In a way this approach doesn't really change the core ingredients of a game. It just adds a bit of trickery on top. This is exactly what I like about it though. It doesn't rely on anything that we don't have at our disposal. And, as with all good storytelling, it relies on the audience's imagination doing the bulk of the work. I am really excited to see how this approach will turn out in the finished games. So far it's been of great use to us, and hopefully someone else will be inspired to give it a go.

Acknowledgments:
Adrian Chmielarz, for all the great e-mail discussions that led to all this and feedback on the talk.
Brian Upton, for letting me read an early copy of his book and providing the basis for the Mental Model section.
Matthew Weise, for providing valuable feedback to the lecture.
Ian Thomas, for copy-editing this whole thing.
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