I used to think that film had it easy when it came to conveying story. Then I thought about why I generally don’t like older movies: the information design is too often clumsy. Casablanca, supposedly the best screenplay of all time, has a confusing first five minutes, packed to the gills with a telegraph reporting murders, a police roundup of normallooking guys in suits, planes taking off, a pickpocket, a shooting of a guy carrying posters, and the arrival of a German officer. What was I actually supposed to take from all of that? Later context cues helped me understand that the most important bit was the introduction of some valuable transit papers. The problem is that I was pulled out of my immersion to fill in for the media’s responsibility of telling me what’s going on. To live up to modern standards of information design, that sequence might play more like this: the roundup is causing some confusing clamour in the streets below that the camera does not attend very carefully, signalling to the audience that they aren’t supposed to understand it yet. A main character snatches a copy of the police orders from someone and reads it. We cut back and forth from the text to his reaction so we know what it says and how it makes him feel. Next, he discusses with another character the search for the transit papers and how it affects them both. Everyone gets it.
This is the phenomenon of interpretability. Although film isn’t interactive, audience members can walk away with different understandings of what they observed, for reasons that range from having different cultural references to paying attention to different corners of the screen. By and large the attitude modern film takes to interpretability is that it should be crushed, flattened and normalised, that an arsenal of techniques should be applied to ensure each audience member receives the same information unambiguously. That reveal at the end of The Usual Suspects is a masterpiece of information design. After having just barely ushered the audience to conclusion A, the film enters headlong into the ambitious endeavour of switching to conclusion B. One at a time, the camera focuses in on small details in the environment, and we hear flashback voiceover connecting those to what we grow to realise was a series of landmarks that were planted previously in the story. The actor clearly shows that he feels set up in the same way the audience has been. Everyone is able to understand this scene and even go back afterward to recontextualise the entire film. Call me new-fashioned, but knowing such feats are possible makes me reluctant to struggle my way through older films.
What can this mean about videogames? One thing that Medal Of Honor has taught us is that copping the same approach is a dead end. By extending these techniques into the interactive realm – drawing the player’s attention when needed, bottlenecking at key points and so forth – Medal Of Honor presents an experience that is cinematic not just in its grandiose vision but in its linearity. The chaotic, expansive battlefield of Normandy it portrays is sequenced step by step. Rail shooters can be fun, but deliberately crafting an experience to be the same for all players works against videogames’ unique quality. We don’t want another linear narrative but a landscape and a toolkit for the player to use to create their own story. Can film’s lessons be transferred to this goal instead?
Even if the specific lessons don’t port over that well, the philosophy behind them can be. The information design in a film is like its instruction manual, explaining how the film can be used. Film doesn’t actually aspire to zero interpretability, as that would be preachy or expository. Instead the goal is to keep the interpretation out of the mechanics that make the drama function and into the drama itself, to make the audience work where it really matters. You don’t want the audience wondering what the plot device of the transit papers means, instead you want them wondering how much is appropriate to sacrifice for love, which is closer to the point of Casablanca.
What instruction manual do we need for an interactive story? Well, unlike film, the interpretation comes directly from the player’s actions, so players need to understand the landscape and know how to use their toolkit, or else we risk them misplacing their efforts. We’ve gotten very capable at teaching players what surfaces a grappling hook will attach to, or the fact that the fire button makes the grenade explode on contact whereas alt-fire makes it bounce. But how will these techniques apply to new domains of interactive story? How will we educate players on the future tools for interacting with characters? Will the player be able to differentiate the fixed plot device of a German officer from the choice opportunity of how to exploit the transit papers? If we start as clumsily as film did 70 years ago, how long until we can guide players through masterful feats of their own storytelling?
Randy Smith is the co-owner of Tiger Style, whose first game, Spider, is available now for iPhone and iPod Touch.
What you call 'information design' is a little odd -- what film and literature nails that video games have been having a very difficult time with is subtlety, and it seems there's a rather large loss of it on you. That you praise The Usual Suspects while you criticize Casablanca is bizarre. I never found The Usual Suspects terrible compelling, anymore than The Sixth Sense was -- they both have a massive twist to the plot at the end, but that's it. You can watch the film again and see how it remains consistent with its conclusion, and marvel at the 'information design' as you call it, but beyond that technical aspect, the movie is sorely lacking. It's a gimmick movie, and you're overlooking the lack of depth for said gimmick. A good movie doesn't have to rely on a plot twist or hold your hand throughout. But then, a good movie is for advanced viewers in the same way that Proust is for advanced readers. You can't just hop into it, and it seems like you just did with Casablanca, and didn't really understand what you were watching. I don't mean to discredit you, but you did admit you don't really like 'old movies', which means you really just don't like movies in general. The same is true for anyone who says "I don't really like old music" or "I don't really like old books." Chances are, you're missing the point; a good book is good forever, a good song is good forever, and a good movie is good forever. That you think The Usual Suspects compares to Casablanca is less a criticism of Casablanca and more so of your taste in movies.
Casablanca doesn't need to 'direct' your attention object-by-object because it gives more credit to the viewer. It doesn't have to hold your hand the way you describe it -- or rather, it shouldn't have to -- because what's the point, then? Literature and other art forms are often mastery of indirect communication (which is really just a fancy way of saying 'subtlety'). A film can outright tell you its point but then it'd amount to little more than a declaration, lasting 2 minutes (or as you pointed out, an 'expository'). This I find is one of the perennial flaws of video games -- they're in your face, incredibly explicit, and seemingly designed for simpletons. So often in games do cameras zoom in and wait on an object, just to let you know to use it, or in games like MGS, the characters frequently have to say explicitly what the authors find so compelling about their own story (much like the declaration example above), it gives no credit to the player. This is how the end of The Usual Suspects works, too -- it guides you from object to object on the back wall...that the film was playing trick on you is interesting, it's certainly spectacle...but it's not terribly deep.
Now, granted, games are progressing at a slower rate than movies. By the time Casablanca came, there had already been decades of established 'rules', so to speak, in the same way that 'foreshadowing' is a rule in literature. You recognize it, you understand the implications, and you're better able to consume more advanced literature in the future. The problem with games is that we keep introducing new rules as we introduce new technology. There's always something new to learn, and that's fine, but at some point we have to become comfortable with what we got -- especially with the technology we have -- and build from it. Movies have similarly suffered from technological advancements. Quality of movies has gone down considerably this last decade and it's because once-talented film creators are going nuts with computer graphics and possibilities. At some point it's just going to seem old (for me that point came long ago, but I mean on a mainstream scale) and people will tone it down and start mastering subtlety again. This is exactly what video games need to do. I think that this current generation will last longer than past generations is a good thing, not just financially, but for video games as art -- we can master the technology we have now and maximize it, rather than constantly trying to one-up ourselves. Movies would not of had time to mature in each generation to the gems they became if they kept changing the technology of the camera every single year. Sometimes it was even advantageous to them to use dated technology in the same way Muramasa is a 2D game. Suspiria, for example, is a masterpiece in Italian horror, and the director (Dario Argento) deliberately bought all the remaining stock of the then-obsolete technocolor film, simply to lend the film a certain palette he desired. Te worked better with old tech than the new. We need to do this with games. Slow down the desire for new tech for awhile, get used to the 'rules', master it, and then master storytelling.
Until games are able to convey points without drawing a large arrow to it and saying "THIS IS THE POINT!", they're always going to be lagging behind other mediums. And your Casablanca vs. Usual Suspects example sucks.
I'm not sure that it's clumsy so much as stylistically different, and that difference is something that could be used to broaden gaming as well as break the crushing stupidity of so many new-fashioned films.
There is no space for development or letting things be discovered in a modern film; that's why so many of them feel as crushingly linear as Medal of Honour. That feeling is important. Games and films are both scripted towards defined endings. A film will get there without space for your own plot which is why the experience is what makes it enjoyable and creates the feeling: not so much what a and b are, but how you get from one to the other, and how you relate, enjoy, or interpet the journey. Sounds a lot like a game...
When there's such a forced insistence that everything important is signposted in films, that there's a recap every ten minutes in case you weren't paying attention, that basically it's all done for you, I get very bored no matter how pretty it is. Same goes for games, but by allowing the focus to be found and followed (or to be clumsy in its initial exposition, as you initially say) this makes it seem far more a players' experience rather than a scripted one. Drawing the dots is narrative when it's rewarding, because it's not just finding the story, but how YOU found the story, and how you interpret it.
Perhaps the manual should be blank, excepting the controls. Remember how Beyond Good and Evil threw you straight into the action instead of a tutorial? I'm not saying formlessness or clumsiness works in itself. But slick modern focus removes the space where players can personalise the experience itself as opposed to accepting personalisation is no more than choosing a face for their ultimately meaningless avatar...