Emulating Authentic Dialogue in Roleplaying Video Games
Total Page:16
File Type:pdf, Size:1020Kb
Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited .................................................................................................................................. 99 Figures......................................................................................................................................... 111 2 Abstract Dialogue systems are integral mechanics in roleplaying video games, as forms of worldbuilding that acknowledge player choice. Early conceptions of game dialogue in text adventure games let players type in whatever they want to say, in attempts to emulate true conversational fidelity. However, their rudimentary structures limit the possibility of direct and topical responses to typed input, breaking immersion within the game. Furthermore, consumer shifts in primary gaming platforms, from personal computers to dedicated video game consoles, influence how dialogue is designed within technological restraints. This thesis examines how video game dialogue effectively mimics conversations with the player while maintaining a sense of immersion despite platform limitations. An exploration of critical game design factors, including the balance between gameplay and narrative, reveals how dialogue systems historically shift from freeform designs to more scripted structures. Though a consideration and application of commonly-used game design strategies in other development areas, this thesis promotes innovation in dialogue system design, offering new potentials for play. Les systèmes de dialogue sont des mécanismes intégraux qui reconnaissent les choix du joueur dans les jeux de rôle en tant que formes de worldbuilding. Les premières conceptions du dialogue dans les jeux d'aventure textuels permettent aux joueurs d’entrer ce qu’ils veulent, afin d'imiter la fidélité d’une conversation. Cependant, leurs structures rudimentaires limitent la possibilité de réponses directes et topiques à l'entrée dactylographiée, brisant l'immersion dans le jeu. De plus, les changements de consommation dans les plates-formes de jeu primaires depuis les ordinateurs personnels jusqu'aux consoles de jeux vidéo dédiées influencent la façon dont le dialogue est conçu dans le cadre des contraintes technologiques. Cette thèse examine comment le dialogue dans le jeu vidéo imite efficacement les conversations avec le joueur tout en conservant un sentiment d'immersion malgré les limites de la plate-forme. Une exploration des facteurs critiques de la conception du jeu, y compris l'équilibre entre le gameplay et le récit, révèle comment les systèmes de dialogue se sont historiquement éloignés des conceptions libres vers des structures plus scénarisées. Bien qu'il s'agisse d'une considération et d’une application de stratégies de conception de jeu couramment utilisées dans d'autres domaines de développement, cette thèse encourage l'innovation dans la conception de systèmes de dialogue, offrant de nouveaux potentiels de jeu. 3 Acknowledgements To begin, I cannot be grateful enough for the unwavering support of Professor Jonathan Sterne. This thesis owes itself in its entirety to his never-ending patience and guidance over the past two years. Truly, none of this could have been done without him, and I am incredibly fortunate to have such a wonderful supervisor. I would also like to extend my thanks to several other faculty members: Professors Becky Lentz, Thomas Lamarre, Biella Coleman, and Yuri Furuhata. Their seminars challenged my perspectives and research in ways that I regularly revisit outside of the classroom. Moving provinces to attend McGill has been an endlessly rewarding experience, and I now look back on the experience as one of my best decisions thus far. In addition, I thank McGill’s Art History and Communications department, the College of Arts, and the Social Sciences and Humanities Research Council of Canada for their financial support. From my first exposure to my AHCS cohort during an orientation gathering in August 2016, I have felt welcomed by my Montreal family and enjoyed the wonderful friendship of Lindsay Corbett and Kyrstin Felts, whose passion and laughter made this experience so unforgettable. I am also lucky to enjoy the presence of the video game development community of Montreal, with groups such as Pixelles allowing me to attend the 2017 Game Developers Conference. Most importantly, thank you to my family back in Ontario, my parents and dog Bella. I hope they are proud of me, or at least are now slightly convinced that my youth was not entirely wasted playing video games. 4 Introduction This is Belwit Square. Its many historic and picturesque buildings are obscured by a cloud of orange smoke. >go south You can’t see well enough to find your way out. >get down That sentence isn’t one I recognize. >go back I don’t know the word “back.” >what There was no verb in that sentence! >quit Your score is 0 of a possible 600, in 15 moves. This puts you in the class of Charlatan.12 The above transcript comes from my first playthrough of the challenging 1985 text adventure game Spellbreaker,3 Prior to high fidelity video game graphics with characters flirting with the uncanny valley boundary, prior to rich voice acting and full orchestral scores, prior to any type of controllable avatar walking around, text adventures are considered some of the first roleplaying video games.4 To some, the two components of the phrase text adventure stand at 1 Infocom, Spellbreaker, Apple II (Infocom, 1985). 2 Transcribed excerpts from text adventure games use a “>” to indicate the player’s input. Following this, lines without this are prompts from the game. 3 Throughout this work I use both “text adventures” and “text adventure games” to refer to the same genre of games. 4 Earlier video games include arcade experiences such as Pong, whereas the games I include in my scope are personal video games played within the home. 5 odds with each other, akin to a cheesy Reading Rainbow-eqsue campaign promoting literacy as cool and hip to young teens. Those accustomed to action-packed gunplay of modern shooter video games can find themselves restless at the thought of reading being the primary component of a game. However, text adventure games represent the potential of interactivity and sociality with a digital other during a period when such concepts seemed futuristic and unattainable. Personal computers in their infancy were used to receive input, but with this software it could actually talk back. Through fantastical scenarios, these games mimic conversations, delivered by a technology that was programed and perceived as impartial and impersonal. Despite the constraints of computers in the early 1980s, text adventures made the most of existing technological capabilities and convinced the player they were listened to, and it was exciting.5 The typical gameplay experience of a classical text adventure game is summed up as follows. A player reads a passage on a computer monitor describing the surroundings of a fictional in-game space and any contextual information, such as tools within sight or obstacles blocking a path forward. For example, consider the opening passage of the 1976 game Adventure (later renamed to Colossal Cave Adventure) by Will Crowther, for the PDP-10 mainframe computer: You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully.6 Beneath the text is a flashing cursor indicating the option to input text, similar to those in conventional word processing programs (fig. 1). The player, using the computer’s keyboard, types in their desired action in as few words as possible. The computer immediately returns an 5 Krystina Madej, Interactivity, Collaboration, and Authoring in Social Media (Cham: Springer, 2016), 49-54. 6 Will Crowther, Adventure, PDP-10 (Crowther, 1976). 6 appropriate response, and a new description follows. This gameplay loop continues across various tasks and puzzles until the game is completed (or the player gives up). Many text adventure games do not have a “game over” screen, and so the player can potentially spend long