Narrative structure and game design
When talking about the process of
game design,
many people think that the creation of a game is somehow similar to other building processes, such as
making a technological device, writing a book or producing a report. Sometime this is true, but the majority
of the game design processes relies often on a different approach. The most common approach used to write a book is called the
top-down method, while
the common approach in game design is the
bottom-up,
this because writing a book can be often a linear process, while creating a game is not. For this reason, when it's necessary to produce
a narrative to create a background story for a game, in many cases the bottom-up approach is the best choice.
This article wants to compare these two approaches in the game design context, by highlighting the pros and cons of each
method, and providing an example about how to bind the
game mechanics
and the narrative using the bottom-up approach.
This discussion should be related to the the ludology vs. narratology debate, which is considered a very important
issue by game-design experts.
Top-down and bottom-up approach
In the top-down approach you could begin by creating an outline of the document you'd like to produce, defining the overall
structure of the final product, the main sections, topics or issues that you want to talk about, and then you start writing the necessary
paragraphs. When working within a team this method is useful if the person writing the outline (usually the manager or the boss) wants
to define the overall structure of the product, leaving to other people to fill the details.
This process is often (but not always) used in
Object-oriented programming,
when a senior developer codes the signatures of the necessary functions, allowing the junior developers to focus on the
details (that's called implementing the software).
Top-down approach
In the game design context the top-down approach means writing the overall narrative first, and then creating the specific
game scenarios, game mechanics and game events fitting that narrative. We could say that the top-down approach
presents these features:
The bottom-up approach could mean writing a book by writing the single chapters first, without having in mind the
whole story, and then fitting all these chapters together as long as they become available. Kids use this process where playing to the
random words game,
where the participants just share random words, without having the big picture in mind, since the big picture will be the outcome of
the process.
In the game design context the bottom-up approach means writing the game scenarios, game mechanics and game events first,
and then writing a narrative putting together all the game elements. We could say that the bottom-up approach presents these features:
Bottom-up approach
To define a game concept and the relative narrative, the top-down approach could be useful if there isn't any
constraint about the game mechanics (or the game technology).
In such a case should be always possible to write the narrative first and then starting designing the single game sessions.
As long as the game sessions will be designed, it should be possible to define all the necessary game mechanics and better define the game concept.
We could say that such approach is narrative driven, since the narrative will be used to select the game mechanics, to specify
the game concept and - if we're speaking about video games - to choose the best fitting game technology.
On the opposite, when the game design starts from some ideas concerning the game mechanics or the game technology, then the bottom-up
approach could be the best one. The game designers could start by defining the available game mechanics and creating all the scenarios aimed
to exploit such mechanics. Then, when all the game scenarios are completed, some creative work is necessary to put all the pieces
together, eventually tweaking the single game sessions. In this case we could say that the process is game play driven or
technology driven.
A common criticism to the bottom-up approach is that without the overall frame (the narrative) it's difficult to design the single
game sessions. This is often a wrong interpretation of the actual issue: the bottom-up approach allows too much freedom in the first
design stage, and having too much freedom sometimes could be confused with having no ideas.
Game design aspects
A solution could be to forget (in the first stage) that each single game session will be bound in future with all the other game sessions,
and to focus on the specific single game session as if it was a stand-alone game.
In other words, thinking about the overall narrative - when designing a single mission - means mixing together the top-down and
the bottom-up approach, losing all the benefits of the two methods.
Example - Introducing Real Time Strategy video games
To provide an example of a game design relying on the bottom-up approach, we'll consider a very common genre of video games:
the Real Time Strategy video game (RTS).
In the last 20 years hundreds of these video games have become very popular, for example:
Stronghold,
Warcraft,
Homeworld: Cataclysm,
Rise of Legends
and many others.
When playing these games it's easy to browse "what's under the hood" and discover that probably many of these games have been designed
using the bottom-up approach. This notion arises from the fact that all these games present a very similar structure for the game mechanics,
which could be sketched out as follows:
In the next section we'll use this list to provide an example about how to bind the single game sessions and an overall narrative using the bottom-up approach.
Example - Building game missions for a RTS videogame
Let's assume that we want to create a new RTS game starting from the game mechanics listed above, without having any narrative in mind.
This means that we're going to use the bottom-up approach. Before starting we need to decide the overall background setting,
that could be an historical setting, a fantasy setting or even a science-fiction setting. In this section we'll offer two
different examples regarding two different scenarios: a medieval setting and a science-fiction setting.
Having two completely different scenarios should easy understanding that we're starting from the bottom (the game features) and "moving
up" the process: we'll start from the same game mechanics (the bottom layer) then we'll move up, designing
the single game sessions (the middle layer), and finally we'll end up with something specific for that setting.
To do this we'll assume that we already designed all the game mechanics, that will be the game mechanics listed
above.
Before proceeding, let's notice that the game elements managed by these mechanics will be very different, for example
Game elements | Medieval setting | Science-fiction setting |
---|---|---|
Resources | Wood, stone, gold, food, etc. | Minerals, crystal, fuel, energy, etc. |
Buildings | Stronghold, granary, barracks, etc. | Spaceship, hangar, laboratory, etc. |
Weapons | Arch, sword, boiling oil, etc. | Machine gun, bombs, laser, etc. |
etc... | etc... | etc... |
Now we want to create all the single game sessions, and we'll call them also episodes,
missions or single scenarios.
A very common practice is to design these missions following the order given by the difficulty of the game mechanics, because by doing this
the final set of missions will be also an interactive tutorial to the game itself.
This is a very import issue, because RTS games can be played in many different ways, and not only following the narrative.
For example, RTS games can be also used to play one-shot game session (fighting against an A.I. character) or
one-shot sessions fighting against human player (when used in the multi-player mode).
We can finally start to create all our missions! In the next table we'll show, for the two considered scenarios,
all the game missions related to the same game mechanics listed
above,
and how from all these missions it's easy to obtain a well-fitting prelude story.
Game mechanics | Medieval setting | Science-fiction setting |
---|---|---|
Browsing map and panels |
Mission: the player must find the enemy position on the map and, using this information, he must
reorganize the policy of his kingdom. Prelude: you are the prince of the Galash Kingdom. Few days ago your ancient enemy, the Kingdom of Snake, attacked your territory and pillaged your castle. You, with just few guards, managed to escape from the burning castle. Your father, king George, has died in the fight, and you promised to revenge against you enemy, the the Kingdom of Snake. This will not be an easy task, because king Silver of the Snake has left his country and now he's hiding somewhere. Moreover, all your citizens are scared and confused: you must discover the enemy position and reorganize your kingdom. Revenge is a dish best served cold. |
Mission: the player must find the enemy position on the map, and, using this information, he must
reorganize the policy of his spaceship. Prelude: in 2215 the Earth has huge overpopulation problems. Few days ago, the mysterious creation of a new space-time wormhole next to the Moon offered to the human race a chance to explore the farthest sections of the galaxy. You are the captain of the first spaceship traveling through the wormhole to explore what's on the other side. But when you just passed through the wormhole, some alien spaceships attacked you. You managed to escape from the fight, but the enemy's bombs hit the wormhole and the passage collapsed. Now you are on the other side of galaxy, far from home, all alone! Your first task is to identify the enemy position and to reorganize your ship to survive in a new hostile environment. |
Collecting resources |
Mission: the player must collect a given number of resources. Prelude: after discovering the enemy position and having reorganized your citizens, you realize that the situation is very dangerous. The enemy pillaged all your resources, and your citizens are starving. You must collect the wood and stone necessary to rebuild new houses, and the food allowing your people to survive. |
Mission: the player must collect a given number of resources. Prelude: after having reconfigured your spaceship, you managed to hide from the enemy. But your ship was aimed to travel for just few days, and now you are running out of energy. Fortunately, few minutes ago your radar detected some rocks rich of minerals. You must collect all the minerals and convert them into energy to survive in the deep outer space. |
Place buildings |
Mission: the player must build a barracks building. Prelude: the collection of resources has been very successful! Now you can even try to build a new barracks building, that will allow you to defend from the enemy. But to do this you will need to collect also some iron from the mountains, which means collecting resources in a very dangerous territory... |
Mission: the player must build a new hangar bay. Prelude: the collection of resources has been very successful! Now you can even try to build a new hangar bay, that will allow you to send small finders ships to explore the outer space. Building an hangar bays means reorganizing again your spaceship, hence some more resources could be necessary. |
Manage population |
Mission: the player must reach a given number of citizens. Prelude: now that the barracks building has been completed, your started to enroll new soldiers, but in few days a new problem arises! Converting citizens into soldiers reduced the number of workmen and farmers, and now your people is starving again. Listening to your counselor, the economy of your kingdom is too small and you can not afford soldiers. A solution could be to increase the population by encouraging immigration into your kingdom, in order to have new workers and a bigger economy. |
Mission: the player must reach a given number of pilots. Prelude: now that the hangar bay has been completed, your started to produce new fighter ships, but then you realized that you don't have enough pilots. Since the number of people on your ship can't grow, you decide to convert all the robots aimed to analyze the wormhole into pilots, since the wormhole does not exist anymore. Training robots to become pilots it's not an easy task, but managing your human resources you should be able to get some good teachers. |
Research budget |
Mission: the player must discover the power of magic. Prelude: in the meanwhile that your first soldiers are practicing, a bard arrives into your kingdom and start telling incredible stories about the Kingdom of Snake. If these tales are true, King Silver discovered your position and he's going to attack you soon! Moreover, thanks to the result of some new mysterious science, it seems that the enemy will use new powerful weapons to attack you. Your counselor suggest you to spend some resources to support the magic research, because only magic could counter the enemy's weapons in such a short time! |
Mission: the player must discover a new technology. Prelude: in the meanwhile that your first robot pilots are practicing, your scientific officer report you that a strange electromagnetic anomaly has been detected near the enemy position. Perhaps the enemy is looking for you or, even worse, he's testing a new terrible weapon. Your scientific officer suggest you to spend as many resources as possible to complete some scientific experiments that have become possible after passing through the wormhole. If his theory is right, in just few days you could discover a new fantastic technology! |
Counter the enemy |
Mission: the player must defend his territory from the enemy's attack. Prelude: finally your first soldiers are trained and magic begins to flow within your kingdom when ... some swordsman attack your farmers to pillage you again! You command all your soldiers and your wizards to counter this attack, since you can not stop collecting resources. Your counselor suggest you to place the soldiers on the front line and the wizards on the back line, because only with this formation you can beat the enemy. |
Mission: the player must defend his miners from the enemy's attack. Prelude: finally your first robots are trained and the reports coming from the scientific researches are very optimistic when ... some unknown fighters start to attack your miners! You command all your fighters to counter the enemy and defend your miners, since you can not stop collecting resources. Your tactical officer suggest you to move the fighters in a delta formation, because this should allow you to launch missiles without any risk to hit your own ships. |
Oops ... there's something weird, here: we wrote the mission about countering the enemy before the trade feature!
Is anything wrong with this? No, it isn't! We are going this discuss below...
Example - Adjusting the design of a RTS video game
The top-down approach and bottom-up approach are intended to be guidelines to easy the game design process, and must not
be used as strict rules nor mandatory frames. It's very common, when coming to the details of the game design, having new
ideas that could improve to the whole process.
In the top-down approach, for example, this happens when you finish writing a chapter and you realize that you wrote
something different from what stated in the chapter's header. If what you wrote it's better than the content you had
in mind at the beginning, of course you could consider to change the chapter's title, instead of rewriting the chapter.
In the bottom-up approach this happens when you are working at the lower layers (the game mechanics or the storyline preludes),
and you get some unexpected ideas. Let's consider the example above, where we designed the enemy's attack before introducing
the trade-oriented mission. Trying to answer to the question "how can I introduce the trade mission now?",
some brand new ideas could emerge. Here they are:
What if the soldiers that attacked that player were not from the original enemy, but from another country, race or kingdom? Maybe they tried to pillage the player because they were starving, and they were starving because they have been also attacked from the original enemy, the one that attacked the player in the first prelude. This could lead to a narrative where the player can discuss an alleance with this new faction, and this could mean having a more realistic narrative, where the player's final victory will not be just an effect of controlling a bigger territory, but to be consequent upon the trade agreements reached with other people.
What if the soldiers that attacked that player were from the original enemy, but they were just deserters attacking the player to get some food? This could suggest a narrative where the enemy's weak point is an open internal social conflict, hence the player must investigate this, sending people to ferment a civil war in the enemy's territory, in order to win the overall narrative without fighting a battle, but exploiting diplomatic strategies.
We could use one the ideas above (new potential rival or deserters from the original rival), but this could be just a disguise. We could tell one of the stories above for the time being, but we could reserve some surprise for the final end of the narrative.
Now we are going to design the last missions exploiting the missing game mechanics (trade, fight and advanced features), using some of these new ideas.
Game mechanics | Medieval setting | Science-fiction setting |
---|---|---|
Trade |
Mission: the player must trade to obtain a specific number of resources he can not collect. Prelude: you successfully managed to counter the enemy's attack and you just discovered that those soldiers have not been sent by King Silver of the Snake! They are from the Diamond Shire, a small kingdom far away, and they were pillaged by King Silver too, few weeks ago! They are sorry for attacking you, and you forgive them. After a small celebration, you start considering the possibiliy to buy diamonds from the the Diamond Shire, because your wizards state that they could do better magic with a lot diamonds. Hence you decide to build a market place, where to trade different goods. |
Mission: the player must trade to obtain a specific number of resources he can not collect. Prelude: you successfully managed to counter the enemy's attack and you captured all the enemy pilots. They all wear a very special space-suit that can not be removed, and admit to be aliens. They explain that they were ordered to attack you at the wormhole, but they regret it: they just attacked you because they wanted to desert, and they would like to join you! You are not confident about this, so you decide to keep them in the spaceship prison, but you want to be kind with them, by offering a trade: it seems that you prisoners could offer you access to a new kind of energy that you don't know at all... |
Fight the enemy |
Mission: the player must attack the enemy and pillage a given number of resources. Prelude: with the new power of your wizards and your army now you are ready to attack your the King of Snake. Your scout just reported that some enemy troupes are hiding next to Redville, a small village nearby your castle. This is a chance to test your fighting skills, and to give a first knock to King Silver. This will be a small battle, but could decide the future of your kingdom. |
Mission: the player must attack the enemy and pillage a given number of resources. Prelude: if the information you bought from your prisoners are correct, your scientific officer can try to create a small wormhole tunnel which could allow you to teleport next to the enemy's position. This is a chance to test your fighting skills, and to give a first knock to the enemy. This will be a small battle, but could decide the future of the human race. |
Advanced features |
Mission: the player must develop a new technology to produce a special weapon. Prelude: after winning your first battle, you'd like to try to conquer the castle of King Silver and take your revenge. But listening to the advice of your new friends, the Diamond Shire, King Silver's castle has very hard walls and a deep ditch, so this will not be an easy task. Your counselor deems that if you assign some budget to his researches, perhaps he could manage to understand the principles of the trebuchet. With such a weapon, allowing you to destroy the enemy walls from a very long distance, victory could be yours! |
Mission: the player must develop a new technology to produce a special weapon. Prelude: after winning your first battle, you'd like to try to attack the enemy. You need to conquer the original position where the first wormhole appeared, because only from that position you could try to go back home. But your prisoners suggest that you are not ready yet, because you know as to create a new wormhole, but you are not able to close one! Listening to their advice, you must be able to close wormholes before attacking the enemy, because this would prevent you from being attacked by surprise. |
Finally we have designed all the missions and written a prelude to each mission. We wrote missions and preludes following the order above, to make sure to have some coherence among all the preludes. This makes really straightforward to put all the pieces together and to write the overall narrative, to complete our bottom-up design.
Example - Writing the narrative of a RTS video game
At this stage, having all the missions and all the preludes, the overall narrative is almost completely defined for both
the settings (medieval-fantasy and science-fiction). We'll do this by "filling" some of the open issues arised
when writing the mission, which could be.
Open issues in the medieval-fantasy settings
These open issues do not represent flaws of the bottom-up approach but, on the opposite, they are the entry points for writing the overall narrative! Let's try to do this, by focusing on the bards and the winning condition issues.
Narrative for the medieval-fantasy settings
The player is the Prince of Galash, a small kingdom ruled by his father, King George. The story begins when the kingdom
of the Snake, ruled by King Silver, attacks and almost destroys the player's kingdom. King George and all the royal family
are killed in the attack, and the player's castle pillaged and destroyed. The player wants to take revenge against his
enemy, hence he must reorganize his citizens and collect new resources to build a new small castle.
Then he must manage his people to increase population, conquering new territories, increasing the economy and discovering
the secrets of magic.
In the meanwhile other countries and kingdoms are pillaged by the evil King Silver, and the refugees from these countries
try to pillage the player in order to survive. The player must reach agreements with these other kingdoms and trade with
them, while countering further attacks from the enemy.
Moreover the player receives also useful information from some bards visiting his castle, and with this information
he will be able to attack the territory controlled by King Silver. But to win the final battle the player must discover
a new weapon, the trebuchet, which will allow him to destroy the walls of the enemy's stronghold.
After many battles, the player manages to besiege the castle of King Silver of the Snake, but the enemy has an ace in
the hole: King Silver throws many dead cows on the player's troops, and a terrible pestilence starts spreading among the
player's army. But the bards, the ones who used to visit the player to report information, pop up again and start healing
the sick soldiers. The bard reveals themselves as the Secret Order of the Druids of King George, and they know
a secret passage leading inside the enemy's castle!
With the help of the druids the player manages to enter into the enemy's castle, opens the door and conquer the King of
Snake. King Silver is captured and dethroned, and a new age of peace begins.
Let's now try to repeat this approach for the science-fiction settings.
The open issues arising from the preludes could be:
Open issues in the science-fiction settings
As above, these open issues are not flaws of the bottom-up approach but they are the entry points for completing the overall narrative: let's try to do this by introducing some space-time traveling adventures.
Narrative for the science-fiction settings
The player is the captain of the first spaceship exploring a mysterious wormhole appeared near the Moon in year 2215.
The human race is suffering from overpopulation problems, hence the wormhole means the possibility to find new planets
which could host human life. But just few minutes after the player's spaceship passes trought the wormhole,
some alien spaceships attack the player and close the wormhole. In this fight the player's spaceship does
not receive any damage, hence the player can focus on the challenge to reorganize the ship in order to survive in
the outer space. Then he must collect new resources and update the ship design, because he needs other small
finders and fighters spaceships to defend from the enemy. The player achieves this task by converting into pilots the robots that
were assigned to exploring the wormhole, and doing some scientific research to learn how to open new wormholes.
In the meanwhile, other alien's ship try to attack the player, but they surrender after a short fight: they claim to be
deserters, and want to join the human race. Even if puzzled by the fact that the aliens can not remove their space-suit,
the player trade with them, and this allows him to access a new kind of energy.
After few battles, the player manages to have a chance to attack the enemy's base, but before doing this the prisoners suggest him
to learn also how to close wormholes, because this would prevent him from being attacked by surprise.
When the player is ready to launch the final attack, the prisoners reveals themselves as ... being the player from the future!
That's why they told the player that they could not remove their space-suit: they didn't want to be recognized!
They tell the player that in the future the human race will be saved by this chain of events, because only after the accident
of the first wormhole being closed the player's ship learned how to open and close wormholes, and this very technology will
allow the human race to colonize other planets!
Hence the player must go back to were the first wormhole appeared, he must open it in the past and then he must attack ...
himself from the past! By doing this he must be careful to destroy only fighters piloted from robots, to avoid killing human people.
And the story repeats itself again, again and again, but each time the player plays a different role in the space-time continuum.
We can now summarize the bottom-up approach we used to write the narrative in the RTS video game example
The tweaking process used to adjust the process it's not a flaw of the bottom-up approach, but it's a common practice of each design process,
even in the top-down approach. For example, when writing a book, it's a common practice to adjust the title (and sometimes even the order) of
the book's chapters when the book is completed. Sometimes, even the title of a book could be reviewed when the author finishes writing the book.
It's remarkable to notice that the bottom-up approach should be feasible also when designing
Serious Games,
because this should mean just adding a new layer on the bottom of the whole process, where we could put all the learning objectives of the Serious Game,
which usually are defined after the assesment of the learning needs for the target users. Perhaps we could even suggest that, for what
concerns learning tools, the bottom-up approach should be always the best one, because the most important elements of the learning process
are the learning activities, where actual reflection and active participation take place. This implies that effective Seriuous Games should focus
on the learning activities first, implemented by the game mechanics, and the overall narrative should be just a "beautifier wrapper" for all the
specific game activities.