The future of storytelling with Ken Levine
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The future of storytelling with Ken Levine

Ken Levine has spent a lot of his profession attempting to redefine online game narratives. Most famously with the enduring twists in his acclaimed BioShock collection, and most just lately with the continued improvement of Judas – the debut title from Ghost Ship Video games.

Whereas some might argue that video video games as a medium could also be reaching their restrict in phrases of graphics and manufacturing high quality, the potential for interactive storytelling stays largely untapped. Judas makes an attempt to discover this by mixing up the story’s occasions relying on the connection gamers develop with key characters, however Levine is eager to emphasize this is only one attainable future of narratives in video video games.

We spoke with the famend designer concerning the largest challenges in telling tales that react to gamers, the steadiness between writer imaginative and prescient and participant company, the potential for generative AI in storytelling, and extra.

The interview under has been edited for brevity and readability.

Online game storytelling has superior a lot within the final decade or so, however what would you say is the most important problem that continues to be?

It’s extremely simple to point out a participant a narrative. The tougher half is to get them to take part in it and react to how they take part.

It wasn’t simple to step away from BioShock, however I noticed a possibility to tackle some danger creating a brand new IP

I do not suppose there’s one technique to make video games, however personally, as a story video games maker, I’ve by no means been an enormous fan of cutscenes as a result of they are not interactive. One of the explanations Judas is taking so lengthy is attempting to determine how we get the sport to be considerably extra aware of participant choices. That is a extremely laborious drawback, and that is why you do not see a ton of it [in games].

Our trade is over 50 years previous and we nonetheless do not actually know what it’s, what video games are. By the point motion pictures have been 50 years previous, they have been making Citizen Kane. It is modified considerably [since then], kinds have modified, however they’d it fairly properly discovered by the Forties – we have not.

Now I believe that is a characteristic not a bug as a result of I like being in a area the place even at my age, I am nonetheless like ‘What is that this factor? Let’s strive shit and see if it really works.’ That is extremely thrilling.

Is it the interactivity that makes it tougher? With a movie, TV, even a e book, everybody goes to expertise the story in the identical approach on the identical tempo – you could have a lot extra management as a storyteller. Whereas if gamers have any degree of company, you lose some of that management. How do you steadiness between the story you need to inform versus the story that the participant thinks they’re being instructed or collaborating in?

Within the future, it [will be] player-driven – that is the place we need to go. As a result of that is what makes our medium distinctive. We’ve completely different benefits. You need somebody to work together in a film? Properly, good luck. They’ve tried silly stuff just like the Clue film again within the day the place there’s completely different [endings] and I’ve seen folks strive extra of this now the place they’re type of doing this pseudo-branching factor – it is simply so rudimentary that does not work.

It is about the way you reply to the gamers’ want to take part, and the way you make them really feel that their choices are essential. That is validating, and so they really feel like they’ve had a distinct expertise than their pal – as a result of in any other case we should always simply make a film.


The future of storytelling with Ken Levine
Judas will construct on the work Levine and his crew did with the BioShock video games | Picture credit score: Judas, by Ghost Story Video games

Branching narratives and quite a bit of interactive motion pictures are locked to the choice tree construction. We just lately spoke to the crew behind Bridge Command, an immersive Star Trek-style reside motion bridge simulator, and so they can break free from that call construction as a result of they’ve reside actors who can react and other people behind the scenes who can adapt to what the gamers are doing. However video video games must be programmed to react to gamers – it’s a must to predict what the gamers are going to strive. How can we overcome that barrier?

Yeah, there’s an entire vary of interactive theater which may be very highly effective and so they carry as a result of improv, and the power to react to an viewers may be very highly effective. Interactive theatre might be the closest factor to what we do, however we do not have human brains that resolve within the second what to do. Computer systems have no idea improv.

The method we’re taking with Judas is closely primarily based upon recognition of participant motion and response to participant motion. Even simply characters’ observing an extended vary of participant motion and commenting on it. ‘Hey, you noticed this and you probably did that and then you definitely did this and that was fascinating as a result of that precipitated that’ – we’re doing that kinda stuff proper now. And it is actually simply observing the gamers after which writing the kinds of traces that might react to varied sorts of issues. It is an enormous quantity of work as a result of it’s a must to suppose of all of the issues a participant can do after which write in-character responses for various characters to these actions in a approach that feels natural.

One other factor we discovered is that continuity is admittedly essential. You are able to do particular person moments like a Madlib, filling within the clean. So, an orc involves you and places you on a quest to seek out X, proper? These simply really feel very boring and rolled out of a random quantity generator. However when you begin observing sequences of occasions – having characters observe ‘You probably did this and then you definitely did that and that precipitated this and I am mad as a result of it did that’ – that is when it will get actually fascinating. That is the house we have been exploring.

It is a sophisticated drawback and I do not suppose there’s anyone technique to resolve it. What I am considering is giving the participant more room to discover after which supporting that, relatively than simply say ‘No, you are doing our story. Fuck you.’

Advocates would argue that generative AI is the answer to this. What are your ideas on that know-how and its functionality to react to gamers?

I do not need to underestimate it. I believe it is very highly effective.

One limitation AI appears to have is persistence. You take a look at Sora, the ChatGPT video generator, you see a lady strolling down the road and the road scene is gorgeous – but when she have been to show round and stroll backwards, it would not bear in mind the place she has been. It would not at the moment perceive persistence, though that will change. We will not inform if it is a limitation of simply the character of the know-how. So for all of the considerations about AI, have you ever seen it write an excellent 20-page film but? Scene-to-scene? It would not know the way to do this.

“I do not actually consider in authorial intent. In the future I will be useless and if I am fortunate sufficient that individuals are nonetheless [in my games], they are not going to have the ability to ask what I believe.”

There are helpful components of AI proper now – as an illustration, coaching your bug database to question what number of bugs you could have in sure conditions. However what it could actually’t do is inform me a extremely compelling story that has a three-act construction, and even inform me a number of scenes. It will get extraordinarily confused.

We have not used any generative AI within the improvement of the product outdoors of issues like bug databases, clearing our analytics database – that is what it is good for. We’ve not used it for [concept art] as a result of there’s some authorized points round [sourcing images]. Proper now I am not overly impressed in the case of recreation improvement – I am positive there will likely be extra to it [in future] however I am not tremendous frightened about it but in a ‘it is coming to take everyone’s jobs’ perspective.


Characters that acknowledge and reply to gamers’ actions, particularly over time, go an extended technique to making the general expertise really feel extra immersive and distinctive | Picture credit score: Judas, by Ghost Story Video games

You have been saying about giving gamers a bit extra room to discover, however that brings up the problem of pacing. Does that have an effect on the kind of story you possibly can inform? If the primary plot is concerning the world ending imminently, that may be undermined when gamers spend 20+ hours doing facet quests.

It is actually humorous as a result of we’re making this recreation the place the ship is falling aside and you have to get off. So we give it some thought on a regular basis as a result of something you are going to be doing, if it is not about getting off the ship, the large query that may come up is ‘Why am I doing this?’ and also you [risk] the participant dropping religion within the story you are telling. You need to respect all that stuff.

There is not any common reply besides, I assume, do not make issues for your self. Does the world have to be ending in your story? ln Judas, that’s what we bit off, so we’ve to consider that drawback. However you attempt to align your story with your capability to inform it. Initially after we began on Judas, we have been considering of a smaller factor and the story was a lot smaller, however then as our ambitions rose, and the sport needed to type of catch as much as it in phrases of the place you are attempting to do a narrative and character.

We have really by no means made a recreation earlier than actually the place the stakes have been this excessive and that is for a particular motive. That is the issue with Marvel motion pictures: each fucking 5 minutes, the universe is about to finish and finally that stake can turn out to be type of meaningless. I favor to keep away from that as a result of a participant will really feel rushed – you need to preserve the stakes dramatically excessive, however you additionally need to make them really feel like they’ll do what they need to do and discover the surroundings down to each sq. inch.

If you’re making a recreation with a number of endings, what are your ideas on developer canon versus the participant’s resolution on what the ending is? There’s at all times debate as to which is the true ending of a recreation, and Ubisoft is attempting one thing with Murderer’s Creed Shadows, which can have a ‘canon mode’ that makes decisions for the players. What impression does which have on the alternatives made by different gamers?

I have never performed the sport so it could be sensible and so they might have made all the correct choices. At first blush, it sounds to me like, perhaps you are doubting your self a bit of bit. On the finish of the day although, I sort of really feel that there isn’t any ‘canon’. I do not actually consider in authorial intent, as a result of at some point I will be useless and if I am fortunate sufficient that individuals are nonetheless [in my games] after I’m gone, they are not going to have the ability to ask what I believe.

“Initially Judas’ story was smaller. As our ambitions rose, the sport needed to catch up”

I actually strive to not overly insert myself into that call as a result of it would not matter. The consumer’s expertise of the artwork is central, not the artist’s expertise of the artwork. Artwork is the intersection of the artwork and the individual viewing the artwork. It is completely different for each portray, each tune, each e book, each recreation. When you learn a e book once you’re younger and then you definitely learn once more once you’re previous, that is a distinct e book, proper? And that is lovely, man. I by no means need to take that away from you.

Folks usually ask me concerning the finish of BioShock Infinite, what was occurring there? Did this occur or did that occur? Perhaps I am simply being a douche bag for not answering it, however I sort of really feel the reply is, ‘Properly, what do you suppose of this?’ That is the wonder of what we do. There is not any medium that is extra user-involved than our medium.


The stakes in Judas are greater than any of Levine’s earlier video games, and this impacts how the story will be instructed in the case of balancing participant company and urgency | Picture credit score: Judas, by Ghost Story Video games

There’s additionally no different medium that may inform tales in a approach that does not essentially have a starting, center and finish. Have a look at Her Story by Sam Barlow – it is not a branching narrative. There is a story, however you uncover it in a non-linear approach. The moments that make one individual realise what’s occurring will are available a distinct order than they are going to for one more individual. How can we discover that additional as an trade?

Sport tales are very fungible. What’s your story in Mario 64, proper? There’s a story since you bear in mind your expertise in enjoying it. After which there are tales which might be very recommended, like Inside by Play Lifeless. They use quite a bit of type of amorphous edges across the story. They do not need you to know precisely, however you get to type of type quite a bit of what’s occurring as a result of it is pretty summary.

The extra literal you get, the tougher that’s to do. There are specific expectations that come up from dialogue, and characters are motivated by naturalistic issues. [Judas] has tons of other ways it could actually go, which may be very completely different to the video games we have made beforehand. There are beats and the way you bought there’s going to be pretty completely different from one participant to the following. And locations you may get to are very completely different from one participant to the following.

There’s differing types of tales. Some tales actually need type of very naturalistic beats in it, starting, center and finish. Some issues like Inside and even Katamari Damacy, there’s some sort of participant story there but it surely’s simply not very literal. So it is actually a query of how literal your storytelling is. We’re looking for a extra literal storytelling factor that’s extremely open-ended, which is one of the toughest issues to do as a result of it’s a must to have the story make sense in a really natural trend, however you additionally must have it’s extra open-ended. That is difficult, however that is why I have been engaged on the sport for therefore lengthy.

How does the sport surroundings have an effect on the story? Her Story’s narrative is delivered by way of brief video clips you possibly can view in any order, however a Judas or a BioShock is about in a 3D surroundings, so there will likely be particular routes by which gamers progress from one space to a different.

It relies upon. BioShock and BioShock Infinite, should you take a look at them from a improvement standpoint – and this can be a bit alienating to some readers – however they’re principally a hall. A really, very lengthy hall with a bunch of set off factors that make story components occur. Judas is made very, very in another way and that makes it way more hopefully reflective of gamers company, but additionally a lot, a lot tougher to make.

“AAA has turn out to be very troublesome to take dangers and largely as a result of it is so costly. And so I am extremely lucky to have the religion from the corporate to take dangers and spend the time I must make this profitable”

However we even see in some open world video games the developer guiding gamers by way of the map, whether or not it is by level-gating, tougher enemies in areas supposed to be late-game, or by quests concentrating in a single space earlier than you reveal one other. They nonetheless have some ingredient of management over the story they’re telling.

It is a trade-off. The extra management you give the creator, the simpler it’s for the creator to present the folks what they’d understand as a really gettable story. The extra company the participant has, the extra work it makes for the developer. In Judas, we have actually chosen to lean into that and attempt to actually present a possibility to present gamers what they count on out of us within the story, but additionally open it up in a approach that they’ve by no means seen from us earlier than – however that may be a lot of work.

What restrictions or challenges do the time pressures of improvement placed on storytelling, and advancing how tales are instructed in video games? You’ve got been extremely fortunate in having ten years since BioShock Infinite – not many builders get to spend a decade figuring out make a recreation differently. Most individuals simply must get one thing out of the door.

I believe one of the issues we’ve on this trade proper now could be that video games have gotten greater and greater and the graphical capability has gone up and up. Simply making a door now versus making a door ten years in the past simply takes much more time, as a result of you could have regular maps and merchants and better polygons and physics and all this different stuff to contend with.

Every part’s getting costlier, particularly within the massive AAA house as a result of they’re spending essentially the most cash. And once you’re spending all this cash, naturally you could have folks involved concerning the industrial viability of it. However the issue with AAA is should you do not innovate, particularly in video games, you begin dropping folks as a result of they’ve seen it earlier than. And so we’ve a doubtlessly an over reliance, in some circumstances, on franchises.

It wasn’t simple to step away from BioShock. I by no means thought I would have a longtime franchise. I attempted a number of instances and I’ve solely made a pair of video games that did not have a sequel, however actually I by no means actually had a profitable franchise earlier than BioShock. However I noticed a possibility to create a brand new IP and tackle some danger.


Levine praises Playdead’s Inside for its refined but efficient storytelling

I am very lucky that Take-Two put their religion in me and never everyone has the wherewithal to do this – particularly in the previous few years, which have been very difficult. Take-Two has had success and I am very grateful to everyone else who’s achieved properly – like, clearly, the Rockstar guys, who usher in quite a bit of income and who permit this type of experimentation – as a result of ideally you need to be placing bets on folks taking dangers in any type of endeavor.

You additionally need to have folks not taking as a lot danger – you’ll want to type of diversify. However AAA has turn out to be very troublesome to take dangers and largely as a result of it is so costly. And so I am extremely lucky to have the ability to have the religion from the corporate to take dangers and spend the time I must make this profitable.

It’s laborious to do new issues. Very often even should you take these dangers, generally you are going to fall flat in your face. And the costlier it will get the trickier it will get. However I do suppose that with out that… take a look at the Marvel Cinematic Universe – you cease taking dangers and other people simply tune it out.

Nothing is blessed by God to achieve success. You’ve got gotta give some folks one thing that excites them and that will get tougher yearly. However what? That is the job

Which different video games encourage you with the best way they inform their tales?

I believe there’s completely different ends of the spectrum. What [Naughty Dog’s Neil] Druckman has achieved in The Final of Us, in phrases of telling compelling human tales, was an enormous step as a result of most video games did not get type of naturalistic storytelling and have been capable of convey it that properly.

“Computer systems have no idea improv”

However on the different finish within the spectrum, what excites me quite a bit – a minimum of as a gamer – are issues like Inside, which is a superb instance of storytelling in a approach that solely a recreation can do it: with out a phrase, with out dialogue, with out actually understanding precisely what’s occurring, it nonetheless offers you this superb expertise.

I bear in mind after we have been engaged on Thief speaking about story versus vibe. It is essential that video games have a vibe, it is not as essential they’ve a narrative. The video games I make are likely to have tales in them, however Inside is extra of a vibe. You get to immerse your self on this loopy dystopian world, you get to be this child and nothing about him. The first scene, you simply see this character and he is simply strolling from left to proper. And that is the entire recreation, principally strolling from left to proper and doing puzzles and counters and all that different stuff – but it surely’s such an important feeling and it would not be the identical should you’re watching it as a film. I love that recreation endlessly.

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