The first thing you notice about Levine's presentation is how damn blunt he is. His Powerpoint slides have titles like "Nobody cares about your story," with bullet points reading "details suck."
While you, as a storyteller, care very deeply about the nuance and specifics of your game's story, your audience won't. It's not that gamers are stupid or have short attention spans so much as the fact that, in general, stories have to earn our interest. They need to personally involve us; the story initially needs to come to us, not we to it.
In games, Levine said that cut scenes are basically just a way to throw this detail and minutiae at your audience, and then simply demand that they care. This is, of course, inefficient. When speaking about his past experiences as a designer, Levine commented that "The best narrator...we had was not a cut scene...it was the world."
According to Levine, game environments present a fantastic way to subtly communicate information to the player, since (given today's technology) they can be nearly 100% authentic-looking and therefore contain immeasurable story detail. He lamented games which predominately take place in barren sewers or warehouses as "missed opportunities."
To illustrate this idea, Levine showed us a very early prototype of BioShock, before the environments included the incredible amount of clues and info that they do in the final version. The player character walked around a completely barren room in Rapture which, while pretty, said essentially nothing about the world or its characters. Levine said it was a very difficult choice to completely ditch this prototype version which his team had worked so hard on (he unironically noted that telling your entire team to restart from scratch and add more context clues is "the easiest way to get [them] to hate you"), but that it was ultimately necessary for the quality of the game.
As time went on, Levine found that he needed to simplify the story. Originally conceptualized as an absurdly epic adventure through three different times periods with multiple protagonists and dozens of NPCs, Irrational eventually decided to streamline the entire plot: in 2006, they combined or killed all the major characters, and those few which remained served to represent exactly one idea.
In BioShock, Diane McClintock tells the player about Rapture's civil war; Ryan's head of security symbolizes Ryan's conscience; the Russian mother who laments the loss of her child to Fontaine's orphanage shows the player how the war affected the little people. Each character represents only one idea, and Levine suggested that the story was much stronger and easier to follow as a result of it.
He then talked about the idea of "push versus pull" in storytelling. In cut scenes, the storyteller pushes the info at a player. "That's not our strength," Levine said. Rather than push stuff at the player, why not allow them to pull that info toward themselves? While many players won't necessarily go the whole hog and search for every bit of story information, they'll still have a good time without being bogged down by cut scenes, and the gamers who are desperate for every plot point will find much more personal meaning in information they've earned rather than received.
Levine went on to discuss how to rope in those gamers who can best be classified as Madden or Halo players: people who own a console, but aren't deeply immersed in the culture to the point where they'd care about BioShock or Assassin's Creed purely thanks to their stories. Levine likened it to walking into a grocery store and seeing a new seasonal type of Oreo on a shelf. Seeing "Spring Oreos," you're interested, Levine said, but not necessarily because you've been checking the Oreo website and getting into flame wars on the Oreo discussion boards (the crowd shared a big laugh when, typing on an imaginary keyboard, Levine shouted, "Halloween Oreos are better, fuck you!").
In roping in these quasi-casual gamers, storytellers need to think in three levels of story. The first level, aimed toward the Madden and Halo fans, simply consists of, "what do I need to do?" The second, for gamers slightly more interested in story, is "what is going on/who are these people?" The third and highest story level is for the die-hards who want to completely immerse themselves in the game world and story, who searched for every voice recording in BioShock and loved uncovering its secrets.
For that third level, Levine urged that storytellers need to start using narrative vehicles exclusive to games. He spoke his immense adoration for the Final Fantasy series and its grandiose cut scenes, but he still suggested that games are nonetheless headed twoard "non-traditional narrative space," and storytellers should be ready to embrace that. In BioShock, the most simple and obvious nontraditional storytelling was embodied in the audio logs, or the aural propaganda being broadcast throughout Rapture.
In pursuing this non-traditional storytelling, Levine warned designers: "don't do what you can't do." In creating games like BioShock and System Shock 2, Levine was sure to place the action in a locale which realistically lent itself to being completely sealed off from the rest of the world. As odd as it sounds to call an underwater supercity like Rapture a "believable" environment, its purpose for the player makes sense; you can't just up and leave, because you're totally isolated.
Levine also suggested that current developers "can't do" legitimate, 100% believable normal human characters. Regardless of how useful they may be, contemporary human NPCs will always break that suspension of disbelief at some point. This is why nearly every sane person you meet in BioShock dies about three seconds after you first lay eyes on them. After his initial talk, I asked him how he felt about the efficiency of Alyx Vance as a virtual human character. While he showed all due deference to Valve's brilliant storytelling, he stuck to his guns and said that, since the player can break that fourth wall by shooting Alyx to no effect or what have you, virtual human representation still isn't 100%. To Levine, he wasn't interested in doing anything if he couldn't do it with 100% efficiency.
From there, Levine jumped into BioShock's story structure and spoke my favorite quote of the entire presentation: "If you want people to follow your plot, it has to be really fucking stupid." He cited a film like Raiders of the Lost Ark, which has one simple, straightforward imperative for its protagonist: find the Ark.
This is why BioShock falls into such a recognizable three-act format. One: escape Rapture. Two: kill Ryan. Three: kill Fontaine. If you make these story goals simple and accessible and obvious, then they personally become the player's goals and they become much, much more involved in the game and story than they would be if they weren't 100% sure of what they're doing and why.
"BioShock is a detective story," he then said. As jarring as this was to hear, he's really telling the truth: Levine asked the audience to consider what happens when you read an Agatha Christie novel. Yeah, you're getting a linear story, but you're totally involved and you want to personally figure out the ending before it happens. BioShock is the same way: essentially linear storyline, but the player is constantly meant to be investigating the mysteries of Rapture and, depending on which of the three story levels the gamer applies to, receiving various amounts of satisfaction from discovering clues.
From there, Levine discussed the difference between narrative and story, which essentially amounted to a rewording of the "push/pull" mechanic. Story is what you tell, narrative is what the gamer personally pulls to them. In making narrative efficient, storytellers must have that narrative illustrate the gameplay. Levine cited fans' reactions to the Little Sisters and Big Daddies, or the plasmids: gamers really respond to and care about these aspects of the story, because they are directly represented in the gameplay. One the one hand, Little Sisters and Big Daddies are emotional plot devices which show the horror of Rapture. On the other hand, you must fight Big Daddies to progress through the plot. Same deal with plasmids.
I found Levine's subsequent take on the importance of mise en scene particularly interesting. He talked about Steinman, the plastic surgeon and the first true "boss" Splicer you meet in the game. Since the character has to be built up as a terrifying, powerful figure without the use of cut scenes, Irrational used the physical space of Steinman's clinic to show you the extent of his insanity and power and horror through writings made on the walls and floor in blood, or pictures Steinman scrawled all over the walls, or the dead and mutilated bodies of his former patient. It never occurred to me that, as Levine put it, Steinman is "just a guy with a machine gun;" he's actually a physically boring, straightforward character, but the mise en scene builds him up and emotionally invests you in him.
If you've listened to JJ Abram's TED talk this year about the importance of mystery in storytelling, then Levine's next topic of discussion should sound familiar. In order to immerse the player in the story and keep him interested throughout, your story should have what Levine referred to as a "Mystery Balloon." You keep the balloon filled with questions -- what is this place, who are this people -- and make sure it stays in the air. If you answer too many questions, the balloon sinks and you've got a dull story. If you raise too many ("See: season 3 of LOST," Levine muttered), the balloon floats out of range and the player loses all grip on it.
Interestingly, Levine says this is why the last act of BioShock is so uninvolving. Despite including what Levine felt was some of the most enjoyable gameplay in the entire package, gamers didn't respond to it because, after you find out who you are and who Ryan and Atlas are, the mystery balloon plummeted to the ground and players stopped caring about the story. It was pretty damned admirable to hear Levine bag on his own game so bluntly, and it drove his points home even further.
After that, Levine poked a bit of fun at story-heavy games which try to cram "a hundred and fifty proper nouns you'll never remember" of context and backstory into the prologue. If you try to push a bunch of background info on your player, they'll either reject it entirely or accept it and be completely bored due to the lack of mystery. This is why BioShock opens with one big, straightforward mystery: the Robinson Crusoe-style shipwreck makes the context for the opening immediately accessible (in an early version, the game opened with the player floating in the water with no plane crash, and testers were understandably puzzled).
In a huge, wonderfully satisfying moment of fan service, Levine then showed us what BioShock's prologue could have been, if he'd chosen to take the all-too-common route of explaining everything really quickly in a short span of time. This faux-prologue was narrated by -- wait for it -- Ben "Yahtzee" Croshaw, who speedtalked his way through the backstory of Rapture. Everyone laughed, but Levine made a valid point: all this information overload simultaneously spoiled the story and made it meaningless. After the video ended, Levine scoffed, "we fired that guy. I dunno what happened to him."
In describing how to find immediately accessible images to convey ideas to the player, Levine showed us the iterative process of the Little Sister design. First they were sea slugs, then little midgets, then dogs, until they ultimately became the Little Sisters we know, love, and immediately understand the meaning of.
From there, Levine said something which absolutely floored Chad and I. Believe it or not, BioShock's story wasn't completely done until only eight months before it shipped. Levine doesn't treat story as a set-in-stone thing which the gameplay is simply built around; he views it as another aspect of the overall package, which has bugs and needs tweaking just like any other part of the game would. Of course, this storytelling model costs a lot more and really pissed off his team, but, for the good of the narrative, Levine assured us that storytelling should be completed late in the game. Sticking to this format allowed him to react as a writer to the myriad of things he'd see the development team come up with: he cited the Gatherer's Garden sales pitch as something he wrote only a day after seeing the final render of the actual machine, and his little bit of scriptwriting added a lot to the overall experience.
In the end, Levine gave us three imperatives: respect your audience, trust mystery, and empower the gamer. From there, he took audience questions. Most all of them were redundant or irrelevant (including mine), but he went on to tell the audience -- and I still can't believe this -- that the game's philosophical musings on objectivism, authority, control and even the major twists came about way into the development process (once the Little Sister design was finalized, Levine evidently had a braingasm and injected tons and tons of thematic meaning into the project).
The gameplay was set up first, and the story then worked around it; this is obviously friggin' incredible considering how great the story is, and how narratively-driven the game feels. Hell, even the "Would You Kindly" twist only came about when the marketing guys asked Levine who the protagonist was. He essentially said the protagonist was nobody, and that they should just put the Big Daddy on the game box and leave it at that, but they pushed him on the meaninglessness of the protagonist's identity to the point where he was inspired to create a hero who is not only an empty, meaningless shell for the player, but who actually suffers within the story and speaks volumes about control and authority because he is empty and meaningless.
To hear this dude talk about little gameplay discussions casually turning into these huge, incredibly profound moments of game storytelling was nothing short of insane. After ambushing Levine and taking the above photograph with he and Chad, we all left and collectively agreed that the presentation was really fucking awesome.
Because it was.
Don't let Cowzilla in here! haha
"*If you call it "overrated," I will personally come to your house and rip your testicles out through your pants"
I'd like to see you try
Topher Grace.
You guys look like a cute couple.
As always great writeup.
And Levine rules!
It was overrated.
Chad made an INTENSE physical threat involving testicles. What is this world coming to when a sweet boy like that utters such horrible words?
It's the vidjya games.
Nice write-up, Rev, it's almost like I was there. I haven't played BioShock but found this pretty interesting.
Awesome article, Ken Levine is my hero.
Awesome writeup.
Great job. Loved it.
Great write-up man. Seriously, I'm really glad someone put this up, seeing as how I have no chance of seeing it. Thanks for a great read.
jesus christ i may have to start worshipping ken levine in place of chuck norris... ultimate badass
that's goofy expression on his face. Notice the old wannabe milf behind behind him?
damn rev, did you like...blow your load from this, its pretty awesome
yeah, Kevin Levine = Ducky face.
Perfect - it's as if I had been there. Thank you Anthony.
Fuck yeah Levine and Fuck yeah to Anthony for capturing the moment. Mozgus you will be castrated, by Levine and Anthony, with 100% efficiency.
Could quite possibly be the best thing I've read on Destructoid. Ever.
Come to my house, I'd like you to attempt the ball ripping...because this game was boring and self-indulgent...plus I have a lot of frustration and anger right now... But anyway it started off with a good idea and then took a severe nose dive into derivative-land. I don't think it deserves the amount of praise it is getting...however it wasn't a complete pile of shit. Don't get me wrong...but those who think this is a giant foray into the land of greatness must not have been paying much attention to the rest of the world.
Seriously, Niero needs to get on a “REVERENDTOID” banner, stat.
This is a fantastic write-up, Rev, and while it is now pretty much impossible for me to go into BioShock unspoiled, I really enjoyed reading about Ken Levine’s conception of story, narrative, and gameplay, and how they interact. I can’t wait until the summer, when my brother brings his 360 home from college, so I can rent BioShock and finally play it...
Ken Levine is a genius (I got weak in the knees standing next to him). Not only do I agree with Rev about BioShock, I will make sure the testicle carnage goes off without a hitch. :)
great write up man. Thanks. reading that was about as close to being there as one could get without being there.
or watching a video.
Good job!
great write up. i was unable to attend gdc this year and was bummed i was going to miss this but this made me feel like i was actually there.
thanks!
I wish I could have been there. Sounds like he made some brilliant points.
"He cited a film like Raiders of the Lost Ark, which has one simple, straightforward imperative for its protagonist: find the Ark."
While it is true that this is the main plot in the movie, there are several subplots all running underneath to keep you intrigued in the story. The characters may all be questing for the Ark, but it is the interactions between the characters and the risks each of them take that draws you into the story, not the epic quest to stop the Nazis. The subplots in Bioshock serve much the same purpose, though they may not be as streamlined; each of the little sidequests introduces you to one character, one little facet of the city of Rapture, drawing you into the story and giving you a glimpse of the ruin.
Great write up Rev. I liked your question about Alex Vance and Levine's response was especially satisfying. It has always bothered me that I can't kill some NPCs in the HL games. Imagine if the game totally changed if you capped Alex in the head when you first met her. You'd spend the game running from the Combine and your former friends. It seems to me that this is where games are headed and I cannot wait.
I think that's actually something you'll find quite common, with directors/writers that are genuinely honest. A lot of the time they DON'T have this grand plan for big philosophical points and inspiring moments they make in their stories. It really is often something that just happens spur of the moment, or ends up there by some odd quirk of fate, and was never really planned to happen like that.
If this man is on Bioshock 2, I am willing to partially remove my fear of it not being awesome.
"Storytelling in BioShock: Empowering Players to Care About Your Stupid Story"
Best fucking title EVER.
"Interestingly, Levine says this is why the last act of BioShock is so uninvolving [...] because, after you find out who you are and who Ryan and Atlas are, the mystery balloon plummeted to the ground and players stopped caring about the story."
sadly, this is exactly what happened to me. it's why i haven't finished BioShock yet. i'm about 2-3 hours away, and yet it's like "who cares."
"Levine poked a bit of fun at story-heavy games which try to cram "a hundred and fifty proper nouns you'll never remember" of context and backstory into the prologue."
and sadly THIS is the reason i didn't like FFXII. they focused so god-damn much on backstory and making the world feel like it'd been alive for centuries that THEY FORGOT TO MAKE THE CHARACTERS COME TO LIFE. i didn't care at ALL about ANY of the characters.
again - great lecture, and great writeup Rev
shit i wanna hear Yahtzee's speed talk of the backstory.
please remind me to come with you guys next time levine speaks. he sounds so charismatic in what he does.
"sadly, this is exactly what happened to me."
Me three. The third act felt like it was just dragging the ending of the game out, I hated that whole section. I had no reason to go on, I just wanted it to end right there on a high note.
Awesome. I'd to what he has to say about TES III/IV and Mass Effect/KOTOR/JE.
Really interesting read as always Rev, its so cool to hear about the creative process of such talented writers who try to give gaming the narrative style that only games can achieve.
Nice read, Bioshock seems to spark those in bloggers. It's interesting how spot on everything is, and how he managed to be so blunt, and yet put everything into this neat formula. This is like a story telling class that should be tought at all developer studios.
It's a shame about the ending of Bioshock, since I still didn't finish it(although it is mainly because the next level was so difficuilt and overwhelming due to the fact your health decreases over time).
Anyway, I really feel like I was there, with the exception of Yahtzee's intro which you have to find somewhere and upload(will this be on GDC TV like Will Wright's spore demo?)
Incredible summary, thank you. Wish we could see/hear the "lecture", sounds abscolutely epic. !Ken Levine++
I wonder if the stories from the other timelines that they cut will be what they base Bioshock 2 on. But isn't Ken Levine already supposedly out of the development for this game??
Great write-up.
Haha, Yahtzee sure gets around, doesn't he?
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