Nurse Quest

Where To Begin With Endings?

Monday, April 2nd, 2012

  SHARK: “Hope nobody blows me up before I can reveal I’m an undercover agent for the coastguard!”

Even as a fan of LOST, saying ‘it’s not the destination, it’s the journey‘ always sounds like a cop-out when it comes to defending endings. But, on the other hand, when I finish an enjoyable session of trampolining, I don’t then look around expectantly for a shocking twist or tear-jerking epilogue to the experience. In the recent wake of upset Mass Effect 3 fans raising money to raise awareness of how ‘bad’ the ending to the trilogy is (no spoilers please!), it can be difficult to gauge what audiences expect, want and actually need from an ending to find it rewarding.

With our own Nurse Quest: Love Hurts (in which you play as hapless Geoff Jefferson trying to contrive the perfect injury to impress the Nurse of your dreams) we received a few comments on the [adult swim] site that a couple of players felt let down by the ending. Without wanting to spoil how Geoff’s quest resolves itself, it’s fair to say that Geoff’s creators (our Tim and Russ) subscribe more to the British sitcom of your Basil Fawlty-esque hero sowing the seeds of their own downfall rather than when the Adam Sandler-style schlub who messes everything up but somehow ‘wins’ back his disproportionately better-than-him better half (probably Salma Hayek) in the final act.

Granted my own bias might be obvious in that last sentence but, in delivering a punchline, the secret is always going to be in a.) The Set-Up – so how do we ensure that the player is complicit in seeding Geoff’s downfall rather than genuinely trying to impress that Nurse? b.) The Timing – If we’re building towards a funny finish, how can we keep the player on track so you don’t get bored before the punchline but also not see it coming?

Whenever a script doctor is called into ‘fix the end’ on a film, they’ll usually say the problem with the end is the beginning and the middle. When crafting a story for any medium, you should never have to ‘come up with’ an ending, it should be the organic result of what has gone before – even in a story with multiple possible endings. Anyone can all tell when an ending feels tacked on. And, as a majority of games finish with cut-scenes once the game-play is over, maybe that’s the problem – that we’re getting too much information after the fact.

Looking at films like Jaws, Alien or Die Hard, it’s a matter of mere seconds between the final action of shark-detonation/airlock-blasting/Alan Rickman-shoving before the credits start to roll. The action is over = The film is over. So why is game storytelling any more complex? Perhaps because the end actions of a game aren’t currently satisfying enough so creators feel a need to throw some mud at the wall aftwards. Defeating a final big boss will only ever be satisfying on a game-play level unless you instigate its narrative significance earlier on. All it takes for us to know that Jaws is finished is that final shot of the sea rolling onto a beach looking all lovely and inviting instead of full of potential peril. It’s the same with Portal, you spend an entire game (spoiler!) trying to escape Aperture Science laboratories and being told one thing about a cake, then the closing shot (in the game’s only cut-scene) is of a lovely sunny outside world before you then see the truth about the aforementioned confectionery item.   

Below is one of my favourite TED talks from 2007 by LOST‘s co-creator JJ Abrams (I warned you I was a fan). The whole talk is worth listening to, but in particular his section from ten minutes in discusses what films like Jaws and Die Hard are really about. In games (and, frankly, a lot of films) all the big beats like shark attacks and terrorist shootings are there – just not the little beats that make you care.

While the debate about whether stories belong in games at all rages on, I think there is an element to which audiences and game producers expect endings to magically either put everything into perspective or throw out some final shocking revelation that will subvert everything we know. But it’s very rare that one plot point can do this in isolation. The best endings – even the ones with big twists – are the ones that will have always felt inevitable.

So, if most games are about levelling up in some shape or form, how can we ensure our game stories escalate so that the final battle/cut-scene satisfies in the way that the blurb on the back of box made us buy it for? In the same way that movie car chases and fight scenes don’t work in isolation to character and theme, neither should game-play ever be separate from story.  No one went to see Aliens because of the maternal subtext – and yet they are exactly why the final uber-showdown between Ripley in her power-loader (protecting surrogate-daughter Newt) and the Alien Queen (avenging her recently flame-throwered offspring) is so damn cool. And once the battle’s done, so is the story.

So now that Bioware have announced that they’re going to release a new ending for the much maligned Mass Effect 3, it’ll be interesting to see if directly giving people what they want/think they want will actually please anyone either.

THE END.

(For Alternate Endings, perhaps read Gamasutra’s The Generational Shift in Interactive Storytelling and Edge’s Opinion: Your Play Brain And You :) )

Can Games Ever Please Everyone?

Friday, January 6th, 2012

Is it better to dislike a game than to just ‘nothing‘ it? Assuming its competently designed, a disliked game at least implies that it had a goal or aim that just might not have been your cup of tea. Worse, in my opinion, are the games who consider their potential audiences to be ‘absolutely everyone’ who are so concerned about being inclusive, all they do is generate five star ambivalence.

Admittedly, this conversation started because I got LA Noire for Christmas. Ensuing conversations revealed that Team Captain Tim had not really enjoyed scrutinising every inch of LA for clues, far preferring to battle the bad guys face to face – whereas I loved the more procedural, deliberately-paced investigation parts of the game only to instantly be obliterated whenever facing an actual gangster with a gun. (Every. Single. Time) As well as realising that we had strong potential for a mismatched buddy-cop movie, it was obvious that perhaps we were playing the game with different wants. A diverse, detailed and dramatic game – was its only mistake in thinking that it could please everyone? Or was our mistake in thinking all of LA was meant for us?

Whatever methodology you use, it seems undeniable that different games appeal to different sorts of gamers. The Bartle Test breaks us down into Achievers, Explorers, Killers and Socialisers (mostly in terms of World of Warcraft-style game play but can be expanded to general gaming) while Jon Radoff has charted the different things that motivate players across most games.

Is it ‘easier’ (or less risky at any rate) to target specific niche audiences with casual games? Maybe. But I also suspect a clear or ‘simpler’ idea also be used to appeal to all our different gamer motivations.

While anticipating the launch of our own Nurse Quest game on the [adult swim] site last December, one by one, we were all drawn into the strange world of Robot Unicorn Attack featured on the same site. A very simple game in some respects but maybe deceptively so as it seems to lend itself to all the quadrants of Radoff’s game motivation ideas.

It’s Immersive, hypnotically drawing you in with its colours and *that* soundtrack. While not so much a game of Co-operation it is certainly a social experience; a talking point – something you want to tell people about (good thing) but then ultimately can’t fully explain so you tell people to just play it themselves (even better thing).

As an endless runner  it’s also a game of Achievement and Competition, attacking all of the stars is a goal and simply keeping going as long as possible can be competitive in terms of personal bests and addictiveness – as is the notion of giving you three lives, allowing you to compare scores with yourself for each go and perhaps drawing you in for more plays than you would on the average flash game.

To an extent, it’s just a game with some (clever) gimmicks…but one that has racked up two sequels, 686,000 likes on Facebook and over 41 million plays to date. We can be loyal to game genres, game brands and our own gaming habits, but how far should developers strive to create games that please everyone? Is it better to have separate puzzle and racing games than one game which has levels of each? Or is the ‘variety pack’ approach just what we have come to accept from modern games – mostly enjoyable, but always one flavour left at the end that someone isn’t that keen on.

Our Grubby New Game for [adult swim]

Monday, December 12th, 2011

Christmas has come early for the team as our tribute to point and click style adventure games (and silly humour) comes alive and goes live through our collaboration with [adult swim]. After all our cryptic hinting and code names like “Project: Geoff”, it feels great to finally be able to talk about ‘Nurse Quest: Love Hurts‘.

As a new recruit, the game was 99.9% finished by the time I joined the company in October so I was given the arduous task of ‘here, play this’ and playing at my desk, slightly paranoid at the knowledge that how many times I laughed out loud was being monitored. Knowing the others were heavily inspired by LucasArts’ Escape From Monkey Island games, I had to confess (to my shame) I’d never played any of the series, but I have extremely fond memories of Day of The Tentacle (also by LucasArts) and several Discworld adventure games. So my chuckles were both natural and plentiful as my old love of adventure games came flooding back – not just how to play them, but also the endless potential for comedy the gameplay style creates.

Before I joined the team, I’d attended a talk by our lead developer Russell about agency in games using ‘Nurse Quest’ as one of his examples. I’d greatly appreciated the comparison to sitcom in terms of story design: how each level was like an episode with the hero in pursuit of the same goal but sewing the seeds of their own downfall en route. And, as with most comedies, it’s ‘downfall’ that leads to the humour (…especially if baggy trousers are worn without a belt) and where an ambulance speeding you to a hospital becomes a recurring comedy catchphrase.

But this is all getting a bit philosophical. The point is, Nurse Quest: Love Hurts is now live on the [adult swim] site. I know the team are really proud of this game. and I can see why. So join Geoff in trying to achieve that impressive injury that will win the Nurse of his dreams.

 

Nurse Quest: Love Hurts

Friday, December 9th, 2011

Joining the ranks of [adult swim]‘s array of online flash games, Team Cooper’s sister-company Robot/Lizard proudly presents ‘Nurse Quest: Love Hurts‘ – a darkly comic ‘point and click’-style adventure game of misguided affection and humiliating injuries.

Nurse Quest‘ puts you in the scuffed shoes of hapless hero Geoff Jefferson who falls for the aloof Nurse Julia after a daft accident sends him to the emergency room. Geoff decides the only way to impress Julia is by staging injuries that will make him seem brave and manly. It’s up to you to help Geoff hurt himself in the most impressive way possible.

With its twisted sense of humour, the game challenges players to find the right way to use potentially dangerous items, navigate dialogue trees to convince strangers to aid you in your quest and play fun mini-games as Geoff explores nearby locales in search of that perfect injury. Harkening back to the likes of LucasArts ‘Escape From Monkey Island’ games, the Team had a real blast devising and designing multiple ways to simultaneously entertain you and abuse our hero. If you get stuck, there’s always Geoff’s walkthrough guide.

Join the Quest. You’ll laugh until it hurts… Geoff.