Master's Thesis: Visualizing Storytelling in Games

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Master's Thesis: Visualizing Storytelling in Games Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. Grand strategy games are games of high complexity, and player communities based on these games are very focused on sharing stories spawned from the games. The focus of this thesis has been on collecting these stories and showing them, not creating new stories by changing the gameplay rules. The area was explored by developing a digital prototype that was tested on users. The prototype is a chronicle for the game Crusader Kings II, which collects events that happen in the game and show them as icons and flags on a timeline. The development leading up to the prototype and final concept included literary studies, interviews, questionnaires, persona development, and paper prototyping. The aim of this thesis was to give users an easy way to see their story more clearly. By using the familiar concept of a timeline, users can see what they have accomplished, and get a reminder when they return to a game after a long time. Acknowledgements This master thesis was conducted at Paradox Development Studio, a game development studio in Stockholm, Sweden, in 2013. It was done as part of the master program In- teraction Design and Technologies at Chalmers University of Technology. Many thanks goes out to our supervisor, Staffan Bj¨ork at the Interactive Institute in Gothenburg, Sweden. He was the still rock in a stream of crazy design ideas, sharpening our disso- luted minds to the task. The writers of this report would like to thank all the users who participated in user tests and interviews throughout the development process. Spe- cial thanks to Fredrik Zetterman, Olof Bj¨ork, and the rest of Paradox Interactive and Paradox Development Studio, for encouragement and help throughout the development process. Thanks also goes out to our opponents Philip Wallin and Christopher Pavlic for reading and helping us to improve this work. Edvard Rutstr¨om & Jonas Wickerstr¨om, Gothenburg June 2013 Glossary AAR After Action Report. LP Let's Play. E-sport An electronic sport, the competitive play of video games. GUI Graphical User Interface. Clausewitz II The game engine used in Crusader Kings II. Includes a graphics engine, a sound engine, a network engine, a GUI engine, etc. Game session The period of time that spans from when you start playing a game, and ends when you end that game. In Crusader Kings II, this period of time might stretch over months. Play session A game session contains at least one play session, which is the period of time when a player sits down and plays the game in one instance. Paidia Unstructured and spontaneous activities. Ludus Structured activities with explicit rules. Ludology The study of games and play. Narratology The study of narrative and narrative structure. Contents 1 Introduction1 1.1 Sharing Game Stories.............................1 1.2 Purpose and Research Question........................2 1.3 Delimitations..................................3 1.4 Stakeholders...................................4 1.5 Report structure................................4 2 Background5 2.1 Grand Strategy Games.............................5 2.2 Paradox Development Studio.........................5 2.2.1 Paradox Plaza Forums.........................6 2.3 After Action Reports and Let's Plays.....................6 2.4 Previous work..................................6 2.4.1 Relevant games.............................7 2.4.2 Other Relevant Products....................... 13 3 Theory 16 3.1 Game design theory.............................. 16 3.1.1 Stories in games............................ 16 3.1.2 Emergent narratives.......................... 18 3.1.3 Supporting emergent narratives.................... 19 3.2 Information visualisation............................ 21 3.2.1 Historical Visualisations........................ 21 3.2.2 Visualisations of temporal data.................... 22 4 Methodology 25 4.1 Questionnaires................................. 25 4.2 Personas..................................... 25 4.3 Paper Prototype................................ 26 4.4 Paper prototype interview........................... 26 i CONTENTS 4.5 Digital Prototype................................ 26 4.6 Observation with Think-Aloud........................ 26 5 Project Plan 27 5.1 Preliminary Study............................... 27 5.2 Implementation................................. 28 5.3 Report writing................................. 28 6 Process 29 6.1 Prestudy..................................... 29 6.1.1 Initial work............................... 29 6.1.2 Surveys................................. 30 6.2 Concept Development............................. 32 6.2.1 Initial time at Paradox Interactive.................. 32 6.2.2 Continued prestudy.......................... 33 6.2.3 Second survey.............................. 35 6.2.4 Forming design goals.......................... 36 6.2.5 Concepts................................ 38 6.3 Deciding on one Concept........................... 50 6.3.1 Continued Work on the Concept................... 50 6.3.2 Paper Prototype............................ 51 6.3.3 Initial work on the Digital Prototype................. 53 6.3.4 Interview process............................ 54 6.3.5 Discarding two concepts........................ 56 6.4 Refining the timeline concept......................... 58 6.4.1 Collecting data............................. 58 6.4.2 Working on the design concept.................... 59 6.4.3 Digital prototype............................ 65 6.5 Preparing for the first User Test....................... 67 6.5.1 Design Work.............................. 67 6.5.2 User Test and fourth Interview.................... 69 6.5.3 Developing the Digital Prototype................... 70 6.6 Polishing.................................... 71 6.6.1 Finalizing the concept......................... 71 6.6.2 Further work on the digital prototype................ 76 6.7 Final User testing................................ 77 6.7.1 Final design work........................... 77 6.7.2 Final work on digital prototype.................... 77 6.7.3 User tests................................ 78 7 Results 81 7.1 Final Digital Prototype............................ 81 7.1.1 Logging................................. 81 7.1.2 Layout.................................. 82 ii CONTENTS 7.1.3 Navigation............................... 83 7.1.4 Visualization.............................. 83 7.1.5 Different kinds of flags......................... 84 7.1.6 Notes.................................. 85 7.1.7 Integration with game interface.................... 86 7.1.8 Filtering and highlighting....................... 86 7.2 Concept..................................... 87 7.2.1 Logging................................. 87 7.2.2 Layout.................................. 87 7.2.3 Navigation............................... 88 7.2.4 Visualization.............................. 88 7.2.5 Different kinds of flags......................... 90 7.2.6 Integration with game interface.................... 91 7.2.7 Notes.................................. 91 7.2.8 Filtering................................. 91 7.2.9 Features not present in prototype.................. 92 8 Discussion 93 8.1 Results...................................... 93 8.1.1 Reviewing design goals......................... 93 8.1.2 Concept discussion........................... 95 8.1.3 Feedback from users.......................... 98 8.2 Method..................................... 98 8.2.1 Evaluating methods used....................... 98 8.2.2 Alternative methods......................... 100 8.3 Generalising the Design............................ 100 8.4 Future Work.................................. 101 9 Conclusions 102 Bibliography 107 iii 1 Introduction Stories have always been an integral part of human society. They are intriguing and exciting ways of transferring information from
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