Game Design 2 was, in my assumption, a more focused and intense version of Game Design I -or- "Let's Make Some Games." Game Design I focused on principles of Game Design, balancing for players, playability, rule making, game theory...etc. Enjoyable, extremely. I loved working with real materials and making board games instead of video games. The real meat and potatoes of Game Design to me is in the rules, the manipulation of terms and creation of persistent world inside such a limited medium. No video, no electricity (usually), no discs, batteries, beeping, crashing or installing and the only screens are for Dungeon Masters. Game Design relishes these things, rolls in them and cackles with glee. And so I do. Ha ha...visual.
Game Design 2 was going to be round two with this tantalizing vixen, and I was pumped. However, Game Design 2 was about story.
At first this tickled my fancy. To be honest I really relish story in my games. Love a good one. I watch the cutscenes, I play JRPGs, I re-play Mass Effect for new conversation choices. I own "Heavy Rain" still. It all adds up in the end. Story to me can be a game's bread and butter. I'll forgive stale-bread game play for some juicy choice narrative. The semester began with definitions of story, many of them and sub definitions of terms associated: story, plot, narrative, beat, event, scene, sequence, act...I soaked it up as much as I could really. They were posed as our professor Stephen Dinehart's definitions, and as a result I could not accept them as my own. As is with most creative mediums I needed to develop my own words but I liked his, even if they did seem a little systematic for me.
The class went on, and we did our first presentation Jordan Booth and I examined "Heavy Rain" for elements of immersion. It was a good time, we enjoyed the study and the work. By this point I had the prof's number. Story was king. Interactive Narrative is his oxygen. I got it. And then I started to notice a pattern: I felt like we had done nothing but talk about narrative. Sure we tied in games, we talked about narrative in terms of game design but we never designed anything. We gave presentations, but we never really put together a project that involved coming up with our own ideas, or trying out some of the techniques and such we'd discussed in class. Our "Game Design 2 Journals" became sort of amorphus to me. As I found topics to discuss in gaming I just wrote about them. I don't journal well, but that's another story. As the class went on we realized that we hadn't really moved farther than the first turn on this race-track. I wanted to have added something to my portfolio after these 15 weeks, but these journals will probably not make it there. I stored them online, I called them my blog because I like to make my inner machinations a shared event sometimes. I don't edit for content, I more or less say what I please.
So the class starts to wind down. Our second project is another presentation...the same assignment from earlier. This does not sit well. Where's the "Write a story for a multi-part game" or "Develop a game where the game play fully supports the story, and explain why?" the "Work to create a prototype for a game that writes a story?" We didn't ever connect what we were learning to the skills we were developing as game designers, and I felt the class ending on a low point overall. Without tying in some honest hand-made work in the field we are being trained to be leaders in, we will not excel past the words on the page. To me, training means getting bloody with paper cuts and tests of knowledge. Not quizzes either. REAL tests: application.
However.
I learned through taking this class that Narrative Designer is likely my future job title. I want to be someone who considers questions posed by this course. Questions of how to structure a story, what makes a good story, immersion, how to effectively manipulate literary structure. I love to tell stories, I love to write stories and I am going to spend hours this summer working on a massive world creation project. I really, really want to evolve into a master storyteller using video games. The Mass Effect bible sounds like it needs my name on the cover. Cept I want to change "Mass Effect" to something I make up, naturally. I'm going to do this, to be sure. With Level Zero most likely. I don't want to climb the ladder, or sit and watch a chance to create what I want to see made pass me by even once. Being exposed to anecdotes, lessons and ideas from someone directly connected to the exact job I would be doing was invigorating, inspiring even. I was slightly envious to be honest, but I was more driven to work hard. He'd worked on Cloud, a game by a company I just about revered. Company of Heroes, an RTS I'd actually played. It kinda clicked that I could do this job, that I wanted to do this job. Ergo, when the work gets going in this class I needed to shine, and bust my chops.
But it never got in gear. That was my only real criticism of this class. That we never really took it the extra mile in our work, and our work never really challenged us. Yes, college kids don't read. Yes, we can make awkward power points like champions. But no, we do just grow when planted. We need watering and sunlight.
Game Design 2 was a good class. It opened me up to the reality that I could get that exact title I was looking for but had given no name: Narrative Designer, and I could learn how to define stories and play with techniques of storytelling the pros mastered. Now it just needs to involve some leg work.
PS:
Story: The story begins an uninterrupted section of time in which you, the lucky, are given a unique vision of another world.
