Games for People Who Prefer to Read — Dr. Langeskov

Okay, the full, absurd name of this game is Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald: A Whirlwind Heist. If you’re a reader who has never, ever played a video game, this might be the ideal first game for you to try. It’s free, it only takes about 15 minutes to complete, and it requires no reflexes or puzzle-solving skills. It’s available on Steam for those who have it, and Itch.io for those who don’t.

I don’t generally throw my lot in with the “hardcore gamers” who heap derision on so-called walking simulators, but it might be more accurate to call this a narrative experience than a game. Still, it’s a fun narrative experience.

The game promises an adventure in thievery, but even in the description on the store pages, it’s clear that something is amiss. Halfway through the description of the game, the person writing it decides to join “the strike,” complaining about being forced to do multiple jobs, and signs off with “I’m out.”

The opening menu screen also suggests an over-the-top adventure, with a moody forest scene illuminated only by the taillights of a car. You click the button to start the game. A loading screen appears for “heist.map,” cycling through several tips about the history of the mansion that you will presumably set out to rob in just a moment.

Suddenly, the music cuts out. The screen glitches, and you’re back at the title screen again. There is a voice; distant and muffled. You realize you’re hearing “back-stage,” where people are getting the game ready for you, as though it were a live stage production. Then there’s silence. Nothing is happening. You wait.

At some point, you decide to do something. Maybe click the “start game” button again? Moving the mouse causes the camera to shift, and you realize this isn’t the start menu at all. It’s a huge poster of the start menu on a wall. You’re in a drab waiting room, staring at a painted replica of the menu background.

This immediate double fake-out sets the stage for a very silly game where most of the “behind the scenes” workers running the game have gone on strike. You’re recruited to help, pulling levers and pushing buttons back-stage so some other player can enjoy the experience you thought you were going to have. The voice over the loudspeaker assures you that if you just help out a little bit more, you’ll get to play the game next. Promise.

Dr. Langeskov was developed by a small, indie studio called Crows Crows Crows, which includes William Pugh, best known for his work on The Stanley Parable and the considerably expanded version, The Stanley Parable: Ultra Deluxe.

It’s very similar to the Stanley Parable; with limited modes of interaction; a narrator that leads you along; the light, absurdist tone; and the playful ways the game gives you to rebel against the narrative by refusing to do what you’re told. It’s smaller than The Stanley Parable, but it feels like the perfect size for what it’s doing, and doesn’t overstay its welcome.

Games for People Who Prefer to Read — The Beginner’s Guide

The Beginner’s Guide starts with a white screen. The voiceover says,

Hi there, thank you very much for playing The Beginner’s Guide. My name is Davey Wreden, I wrote The Stanley Parable, and while that game tells a pretty absurd story, today I’m going to tell you about a series of events that happened between 2008 and 2011. We’re going to look at the games made by a friend of mine named Coda.

Now these games mean a lot to me. I met Coda in early 2009 at a time when I was really struggling with some personal stuff, and his work pointed me in a very powerful direction. I found it to be a good reference point for the kinds of creative works that I wanted to make.

Then, without ceremony, we’re dropped into a world: a facsimile of a desert town, a map for the game Counterstrike. It’s Coda’s first “game,” and Davey proceeds to tell us why he thinks it’s interesting. He explains that he thinks these games tell us something about their creator. Coda stopped making games, and Davey wants to figure out why. He even provides his Gmail address and asks for feedback from players.

The Beginner’s Guide is not a traditional game. Like The Stanley Parable, it’s very much in “walking simulator” territory. However, where The Stanley Parable was all about choice in game narrative, The Beginner’s Guide offers few choices, and no real way to exert control over the narrative. It’s more about experience than participation. It’s a little bit like a short mystery.

The Narrator

Davey will continue to provide voice-over explanations throughout the entire experience, with very few breaks. He is the tour guide as we travel through Coda’s games, most of them little more than small experiments. While the player usually has freedom to go wherever they want within a given game, Davey moves the player from one game to the next. Davey chooses to occasionally skip the player past content that he deems unimportant, like a complicated maze, in order to keep the narrative flow.

He constantly explains the real-life context of his relationship with Coda at the time each game was made, and inserts his own theories about what these games tell us about Coda and his emotional state over the years they knew each other. He is ever-present, and influences the player’s interpretation of Coda’s games in both subtle and overt ways.

The Context

This opening sequence and everything that follows it is designed to put the player in a particular mindset. It’s a framing device, and it sets our expectations of Davey and Coda. After all, this is a pretty strange premise for a game. We know Davey is a real person. He really wrote The Stanley Parable. But is this the real Davey?

Is Coda a real person? Did he really make these games? That seems less likely. And what exactly does the title of the game mean?

Davey is inherently an unreliable narrator, but he goes to unusual lengths to establish credibility and realism. He sets himself up as a sort of documentarian, chronicling and presenting these games.

As The Beginner’s Guide progresses, an astute player may notice that Davey’s interpretations of Coda’s games sometimes make sense, and sometimes…don’t. He overlooks the obvious. He dismisses nuanced questions as uninteresting.

He also has a peculiar way of talking about Coda, his games, and the fact that he stopped making them. Everything comes back to Davey, how it makes him feel, how it fulfills (or fails to fulfill) his needs.

The Turn

Davey’s narration is well done, and his commentary is enough to keep the game interesting for the relatively short play time of The Beginner’s Guide. However, what makes the game interesting is the ending, and I won’t spoil that.

It’s enough to say that there is a particular sequence where it becomes clear who Davey really is, and this recontextualization of him forces the player to reevaluate everything he has said up to that point. It immediately changes the obvious interpretations of Coda’s games.

Writing in video games is still young, and it’s rare for a video game to do something clever enough in its writing that it deserves the notice of writers in other media. The Beginner’s Guide is not a perfect game, but the setup, the turn, and the execution throughout is worth noticing.

The Game

The Beginner’s Guide is a small game. It takes around two hours to complete and it’s available for $10 on Steam. Go check it out.

Narrative in Games — Revisited

Games are uniquely positioned as the newest narrative art form, the baby of a family that contains novels, stories, movies and television. Narrative games are an even newer invention—after all, there is no story to speak of in Pong, Space Invaders or Pac Man, and even many modern games still treat any sort of narrative as an afterthought. We’re still feeling our way through the possibilities opened up by this young new media.

Last time I talked about narrative in games, I discussed the two techniques games use to immerse the audience in the story: experience and participation. Recently, I’ve been thinking about these concepts, their limitations, and how they work together.

Inhabitive Experience

The first thing I want to do is redefine the idea of experiential narrative that I introduced in the original post. This is the idea that games immerse the audience by allowing them to directly experience being in the story.

Other kinds of media can provide this to a lesser degree. Many modern stories use close perspectives, where the audience sees the world of the story filtered by the character they are close to. The most extreme close perspective is first-person limited, where the audience seems to float somewhere in the back of the main character’s head, or reads their telling of the story after the fact.

Interestingly, one of the least-frequently-used perspectives in modern media is second-person. While third-person dictates the story from outside the characters and first-person provides the internal view from within a character, second-person provides the odd perspective of having the story directly addressed at “you,” the audience. (90s kids will remember the Choose Your Own Adventure series.)

Many games make the player see through the eyes of a character, and this is typically referred to as a “first-person” in terms like FPS: first-person shooter. However, there’s an argument to be made that the experience games provide is actually second-person in nature.

In a game, the player can inhabit a character, in the same way that a person comfortable with driving a car acts as though the car were an extension of themselves. When someone talks with the character, they also talk directly to the player. When something happens to the character, it happens to the player.

This inhabitive experience is the core of what allows games to be emotionally impactful.

How to Inhabit a Character

Counter-intuitively, detailed characters are easier to inhabit than generic ones. The history of video game writing is littered with generic protagonists, created with the mistaken belief that an empty vessel makes it easier for the player to step into the game.

A generic character doesn’t give the audience any place to root themselves in the story. There are no attributes to embody, no desires or aspirations to connect with. The player is dropped out of the sky into a foreign world, but the character they inhabit should not be. That character is the audience’s gateway into the world, and when the character has connections in the world, the player can learn about the world through them.

Participation is Secondary

In addition to inhabitive experience, there is a second trick that games use to immerse the player in the story: participation. Instead of merely experiencing the story, the audience can actively participate in it.

Participation can vary quite a bit. While some games allow the player’s actions to influence the narrative, in many cases the plot points are set in stone. In other cases, the player might decide what order a series of events happens, even if all those events must happen to progress the narrative. This may sound meaningless, but when done well, this small amount of choice can provide the player with a sense of agency.

Even simple participation, like freely exploring a confined area, gives the player a certain sense of involvement. The truth is that participation in the story does not necessarily mean control over the story. The player can be complicit even if they’re not in charge.

It is also important to note that participation, by itself, is not enough to create a narrative experience. The player is a very active participant in a game of Tetris. Even more complex games like city-builders and real-time strategy give the player complete control over the game pieces, but that control has little bearing on the story, if a story is even present.

The Key Narrative Combo

Participation must be paired with an inhabitive experience to create an effective narrative. The game places the player into a character that they can empathize with, then gives the player some degree of control over that character. Now, when the character encounters a series of story events, the player inhabiting that character experiences the events personally, and feels responsibility for the choices they make on behalf of that character.

Unfortunately, simply having these elements in the correct configuration doesn’t automatically make for a compelling story. The setting, characters and other typical story elements still have to be well-crafted to draw in the audience. These are only the prerequisites.

I can look at any of my favorite narrative games and find exactly these elements: a detailed and interesting character, rooted in an interesting world and given problems to overcome. The player is then given control of that character. Beyond that, the story is still a playground for the writer to choose what story they want to tell.

In Psychonauts, that’s a young misunderstood psychic boy trying to save the world and also fit in at summer camp. In Firewatch, it’s an emotionally vulnerable man spending a summer as a park ranger, trying to figure out how to mourn his dying, comatose wife.

Emergent Narrative is a False Promise

A popular idea when discussing deep narrative games is the promise of “emergent narrative.” Modern games are made up of many complex systems, and the argument in support of emergent narrative is that the player can interact with sufficiently complex systems to generate interesting stories that even the creators of the game couldn’t predict.

On a certain level, this is true. My family has certainly told each other stories about the ways an attack on a bokoblin camp can go surprisingly right (and terribly wrong) in Zelda: Breath of the Wild. These stories can involve an inaccurately thrown bomb knocking things around chaotically, or a well-aimed arrow miraculously saving the day.

Likewise, notoriously buggy games like the Elder Scrolls or Fallout series generate endless stories of unexpectedly levitating horses, launching enemies into orbit with a strangely-angled strike, or even stealing the entire contents of a shop after blinding the shopkeeper with a bucket placed over his head.

These make for fun anecdotes, but not for deep, impactful stories. They typically have an element of the comedically absurd or completely chaotic, and that is because the interactions of the player with multiple complex systems will naturally contain a large element of randomization.

Chaos and randomization can be fun, but they do not lend themselves to deep and affecting narrative. Narrative requires structure, and while authors and creators may argue endlessly about what structures work best, emergent narrative is inherently structureless.

We might argue that the job of the game writer is to anticipate or corral the player’s actions, aligning them with the game systems in such a way that a narrative naturally emerges. To me, this sounds like mixing oil and water. Players will always think of options that the creator didn’t anticipate. And if the creator effectively corrals the player into a pre-planned story, it often becomes apparent to players that they are being offered the illusion of choice. The narrative isn’t emerging. It’s being forced. This is something The Stanley Parable explored to great comedic effect.

That’s not to say that a carefully authored story is a bad thing in a game. In fact, I think it’s the only effective way to craft a good game narrative. Emergent narrative can be fun, but it will never result in the same quality of story that purposeful authorship can achieve, just as the proverbial thousand monkeys with typewriters will never produce Shakespeare.

Games for People Who Prefer to Read — The Stanley Parable

If you’ll indulge me, I’d like to personify different types of media for a moment.

Literature is the eldest. From flash fiction to the longest novels, it has been thoroughly explored. Comfortable in its tropes and standard structures, but permitting all kinds of experimentalism. Home to derivative commercial fiction and plotless literary meanderings.

Cinema, and its fraternal twin, television, are mature adults, but perhaps not quite as well-explored as their venerable older sibling. With the advent of ubiquitous streaming, we’re seeing new and exciting forms that break the strict boundaries of commercial viability that have constrained them for so much of their history.

Finally, there are video games. Just blooming into their teenage years, they have realized with a thrill that they can become something more than what they currently are, but are still not quite sure what they want to be when they grow up.

The Stanley Parable

The Stanley Parable is indicative of these teenage growing pains, grappling with the questions of experience and participation that we’ve discussed here before. The game is nearly a decade old, and the narrative ideas that it pioneered have been expanded in other games since then. However, a new expanded edition is coming early next year, so now seems like a great time to talk about it.

The game begins with a black screen and cheerful, perhaps cheeky music plays as we zoom slowly through a very dull office building. We land in a particular drab office, facing the uninteresting back of a man in front of his computer.

The very British narrator sets the scene:

This is the story of a man named Stanley. Stanley worked for a company in a big building where he was employee # 427. Employee # 427’s job was simple: he sat at his desk in room 427 and he pushed buttons on a keyboard. Orders came to him through a monitor on his desk, telling him what buttons to push, how long to push them, and in what order. This is what employee 427 did every day of every month of every year, and although others might have considered it soul rending, Stanley relished every moment that the orders came in, as though he had been made exactly for this job. And Stanley was happy.

And then one day, something very peculiar happened, something that would forever change Stanley, something he would never quite forget. He had been at his desk for nearly an hour when he realized that not one, single order had arrived on the monitor for him to follow. No one had shown up to give him instructions, call a meeting, or even say hi. Never in all his years at the company had this happened, this complete isolation. Something was very clearly wrong. Shocked, frozen solid, Stanley found himself unable to move for the longest time, but as he came to his wits and regained his senses, he got up from his desk and stepped out of his office.

At this moment, when the player first gains control of Stanley, the game has already hinted at its objectives. Stanley has been made exactly for this job. He has been frozen solid, unable to move, as he waits for the player to finish the cut-scene. The player and Stanley have exactly one way to proceed: get up from the desk and step out of the office.

It is this interplay between the player and The Narrator that The Stanley Parable is all about.

The Meta-Narrative

A single play-through of The Stanley Parable is short and strange, and not especially profound. It might elicit a few chuckles. It might be a bit uncomfortable. And then the scene fades and Stanley and the player find themselves back in the office, starting over. The game is not in the play, but in the replay. The peculiarities of The Stanley Parable only become apparent when playing the game over and over again.

As the player, you soon discover that you can make choices that change the story. In fact, your choices have such a radical effect on the story that it is completely different and often contradictory between playthroughs. Strangely, this mish-mash of alternative stories makes any one version of it seem less and less significant. You may like or dislike particular stories, but the game doesn’t tell you how to win or lose. As a player, the most obvious goal is to explore and discover all the different ways to “complete” the game.

In this way, the narrative becomes unimportant. It’s the meta-narrative that matters.

Through playing over and over again, you also discover that you can interact with The Narrator himself. He does his best to describe what you’re doing, and what you’re going to do. He explains that you’ll go left at the fork, and the you can make him a liar by choosing to go right. He explains that there’s nothing of interest in that broom closet, but you can choose to sit there anyway, much to The Narrator’s consternation.

And yet, this is a false rebellion. The Narrator is just another character in the story. Even if you fight the story he has planned for you at every juncture, you’re still choosing from options that have been meticulously planned by the developers of the game. You can foil The Narrator, but you’re still playing into the hands of the developers.

You have choices, and those choices have consequences…for a little bit. Then the game starts over. The world begins anew. The Stanley Parable asks if those choices—choices pre-defined and wiped away after each reset—have any meaning. Can any choices in a video game have any meaning when they only have consequences within the game, and perhaps, within the player?

A Light Touch

These are heady questions, and a lesser game might find itself mired in dull philosophy. However, The Stanley Parable couches everything in absurdism. It alternates constantly between the bizarre and the mundane. Kevan Brighting’s voice acting as The Narrator provides dry wit and hammy over-acting in equal measure.

The game is enjoyable even if you only pay attention to the surface-level silliness. But it gives the player the opportunity to dig deeper, if they so choose. Chances are good that some of the well-hidden story paths will slip by even a dedicated player without a guide, giving the impression that the game just keeps getting more subtle and strange as you invest more time into it. A quick google search for “the meaning of The Stanley Parable” will make it clear that plenty of players have chosen to dig very, very deep into the game. Honestly, maybe a little too deep.

And Even More?

It’ll be interesting to see what The Stanley Parable: Ultra Deluxe edition adds to the original game. This is a game that really affected the landscape of narrative games in the eight years since its release, but that also means that it’s no longer necessarily on the cutting edge.

The marketing copy suggests there will be “new endings and new choices,” which again is merely the surface-level experience that the game offers. More interesting to me will be any new directions the developers take the meta-narrative ideas of the first game. Will it be derivative of the original, or introduce something new?

Getting the Game

The original Stanley Parable is available on PC via Steam.

Despite several delays, the Stanley Parable Ultra Deluxe is expected in 2022, on Steam and consoles.