Better Than the Worst:
A Newbie’s Guide to Sidestepping Ridicule
The 2008 Revival
Part Six
By Jeremy Bursey (Pepsi Ranger)
We’re deep into the series now; therefore, I have to commend
you if you’re still reading. The average newbie’s
ADD would have kicked in chapters ago, so good job beating the odds.
At this point we’ve touched on nearly everything that
matters. We know how to prepare a game file. We know how to research
the engine’s capabilities. We know how to evaluate whether
the game is ready for release. We know if our game needs more detail to
make it better. So where could we possibly go from here? Well, since
the feature is called “Better Than the Worst,”
maybe we could investigate a couple more techniques that would make our
games better than the worst.
Lesson #12: The Magic of Cut Scenes.
“Ah, we’ve hit the bottom of the barrel,”
you may be thinking. “When there’s nothing left to
talk about, talk about cut scenes.” Yeah, well,
we’re surprisingly deficient of articles on this topic, so
why not?
The average newbie doesn’t use cut scenes. The few who do
tend to lean on a succession of badly drawn stills to tell the story
between the story. This might translate into a stick figure (of
pre-governator Arnold Schwarzenegger thickness) drawn in MS Paint
getting blown into smithereens via three fingerlike lines representing
blood splatter (in a very non-bloody bright red). The end result is
often unappealing.
“So how do we make a better cut scene?” you may
ask. Well, this question’s answer can go back to Part Four
when we discussed the idea of experimentation. But for
content’s sake, I’ll help out a little.
First of all, I can’t tell you how to make your game. I know
I said this a few times already, but newbies tend to have a short
attention span, so I think this warrants repeating. I can’t
tell you how to make your game. Fair enough? Good. I can tell you what
makes a cut scene interesting, though.
What level of detail have you established for your game? Are you going
for a simple (but heartfelt) presentation, or something to make the
designers of Grand Theft Auto blush? If simple, you may want to ask
yourself if you even need cut scenes.
Take a game like Iblis’s Locked, for example. The premise is
to find a way to unlock the front door (a game that, as involved as it
is, could still benefit from Lesson #5 as it fails to actually allow
the player to unlock the front door—it ends when the hero
finds the last key), using a succession of puzzles to get the hero to
his goal. It’s a straightforward game that has no need for
dialogue, except to drop the player clues. Likewise, there’s
not much of a story behind it. It’s just a game about moving
from one puzzle to the next. Thus, in its simplicity, it
doesn’t need cut scenes. Iblis was smart to leave them out.
Now, take a game like Monterey Penguin. The story involves a kidnapped
penguin trying to get home. How did the penguin get kidnapped in the
first place? Why isn’t he home? Well, the introductory cut
scene (a series of cartoon-like backdrops) answers those questions.
Thus, the player won’t be stuck wondering what the heck is
going on when he starts the game. Steve (the game’s creator)
was smart to include it.
So what kind of cut scene should you use, backdrop stills or an OHR
movie? Again, this depends on your level of detail. A simpler game
would benefit from a simpler style. Usually that might befall the
backdrop stills (as a cut scene can play out comfortably in just a few
backdrop flashes), but not necessarily. It depends on what the scene
calls for.
I’ll use The Adventures of Powerstick Man for the next few
examples, since it mixes both styles.
The game opens with a massive introduction (legendarily massive, in
fact). First we see a non sequitur intro involving a guy named Elwood
Walker (my oldest fiction character) downloading the very game
we’re about to play. The entire segment plays out in one room
as he talks to himself and surfs the Internet. The motions are pretty
basic: he walks to his computer, taps the keyboard whenever he changes
focus, watches the screen change to the original The Adventures of
Powerstick Man title screen when he opens the game (that ugly blue one
that’s been replaced twice now), and finally walks to a crate
at the bottom of the room to pull out a hammer, with which he uses to
smash his monitor from the frustration of hearing Chrono
Trigger’s soundtrack ripped for the umpteenth time. Elaborate
scripting isn’t needed. It’s a cut scene in its
easiest form.
Next, it moves to a preview for another game of mine (which can only be
seen in the Extended Edition due out late this year). The preview
starts with that classic “the following preview is approved
for all audiences” picture blazing to life, then shows the
inciting event through minor NPC and major backdrop animation (a cut
scene in a cut scene if you will), and finally segues into the
promotional nonsense (involving more backdrops) like who makes it, etc.
found in most previews. It’s much more involved, both
aesthetically and in script, than the first, but not over the top. It
offers exactly what the preview needs.
Then we have an interlude featuring a warning label that informs those
easily offended by pop culture not to play the game, which is then
eaten by a very hungry Pac-Man. It is made entirely out of animating
backdrops. And though time-consuming to draw, it is very easy to
implement.
Finally, and the point is probably beaten to death now, the last piece
juggles a heavier plotscripting sequence involving NPCs acting out
events that set the story in motion, requiring a cycle through several
scenes, jumping between two characters (a tennis player and a police
officer), and breaking each element into segments by way of narration
and introductory movie credits. Since it sets up a detail-rich game,
the intro has to offer a rich presentation. In the end, we find NPC
animation, tile manipulation (the cop shoots out a window and jumps
from it into a manhole), and backdrop narration (the cause of the
tennis player’s transformation into a superhero) are used in
conjunction with each other to tell the story.
In retrospect, if I had omitted the richness of the game and went for a
straightforward RPG, I probably would’ve left out the Elwood
Walker intro and the Tightfloss Maiden preview (and maybe even the
warning label). But since I wanted a true epic experience (out of a
game that starts with the words “The Adventures
of”), I needed all of those cut scenes to set the game in
motion. If you want a masterpiece, don’t be afraid to hold
back.
Introductions aside, it also helps to consider what you’re
trying to show (keyword is show, not tell) during the game. I find that
the game’s alternative plot, a story that shows
what’s happening on the other side of the law, is better
shown through NPC animation (as the background plot’s
presentation should integrate seamlessly with the main plot’s
presentation) than through the distant feeling of backdrops. It lets
the player feel like he’s deeper into the game than if
I’d revealed the subplot through PowerPoint stills.
On the other hand, if I need a character’s facial expression
or superhero pose to illuminate the screen (for dramatic effect), then
stills are the way to go. Likewise, epic scenario transitions that
really don’t need to be played out—firefighters
putting out the town fire, for example—are better shown in
backdrops, as it’s quick, effective, and still allows room
for drama.
But again, I can’t tell you what you need for your story. You
have to figure that out yourself. I can only make suggestions.
Lesson #13: Go Ahead, Scare My Dog.
“Now you’re just being cruel and
ambiguous,” you may be thinking. Yeah, well, shaddup.
I’m not suggesting you should try to scare animals as your
next OHR lesson. Hardly the case. Let me explain:
As of Ubersetzung, the OHR has catapulted to new technical heights.
Former limitations (including those that were thought permanent back in
the days of “Better Than the Worst’s”
first appearance) have been obliterated. This includes the threshold of
sound.
The greatest leap in dramatic presentation for the OHR landed it in a
pool of sound effects. Swords can now swish. Selections can now beep.
Fat innkeepers can now burp. Game designers have a reason to cheer.
And also have a whole new reason to create a pile of crap.
“What? That’s impossible! Sound effects are awesome
and flawless.” No, they’re not. Like any
advancement in technology, those testing it for the first time will
salivate, and then do everything in their power to screw it up. In
truth, it’s a scary time for the rest of the world to
experience the result.
Sound effects, like anything else in the OHR’s arsenal, can
fall victim to cheese if used by unskilled hands. Though, it
doesn’t have to be this way.
Before implementing sound effects, it’s a good idea to know
your story. Sometimes it helps to have a finished version (something
you can see in its entirety) before considering its sound effects. This
way you can have a visual thought of how it might play should you use
too many or too few.
“How can you have too many?” you may ask. Well,
like any good thing, there’s a time when it becomes overkill.
As a rule, we don’t want that. Sound effects, therefore, are
included in this paradigm.
Consider music in the equation. Now that the OHR can play MIDIs, we
have to assume we’ll be using them for our soundtracks (or
MP3s if we’re feeling especially sadistic toward dial up
users). A higher quality of music will translate into a higher quality
of dramatic tension. So do we really want a gaggle of sound effects
tearing that drama apart?
I’ll use Scary Game 3 as an example. The game starts with a
classic scene of “It was a dark and stormy night”
without actually saying the words. The visual is dramatic enough
without the music, which is slightly upbeat for a haunted house, until
the screen flashes over the rain and a horrendous crack of thunder
breaks the PC speakers. The dog runs like hell out of the room
it’s so frightening.
Moogle (or Mogri, as I guess he wants to be called now) just used his
sound effect (yes, singular—no rain hitting the gutters here)
with skill. We don’t hear another one until the hero throws a
punch at an enemy. He identified where the sounds are needed and left
the excess out. Likewise, he didn’t get
lazy—everything that needs a sound effect has one (with the
possible exception of Eric’s feet hitting the ground when he
lands from a jump). He did sound effects right.
It might be tempting to go overboard with a new trick once we know we
can use it, but resist the urge. Not every grass tile has to crunch
under the hero’s feet when he walks. Not every woman has to
sigh when the hero enters the room. Modesty is the best policy when
dramatic tension is considered. Sometimes it’s better to
leave a room silent if the score is leading the mood.
Once the game is finished, though, you’ll have an idea
whether it needs a few sound effects, a lot, or none at all. For most
RPGs, it’s expected that battles will carry the brunt of the
effects, and that’s fine. In world maps, and especially cut
scenes, they’re not as important. In those cases, the music
should dominate the scene. And that’s assuming your genre is
traditional. If you’re making a horror or game show game,
then sound effects set the mood more than the music, and thus should be
more of a crutch than the former. At the end of the day, though,
whatever sets the mood of the game is the most important consideration
here.
You’ll also want to keep it relevant. If you’re
making a horror survival game, a bicycle horn probably won’t
be a good choice for selection sounds. Likewise, if your hero is
slashing his sword, it’s best not to attach a fish plop to
the accompanying effect. And while this may seem like common sense (and
how often does that get violated in OHR game design?), it may be harder
to identify a sound of similar likeness being used poorly.
Consider a slashing sword again. Most players expect to hear a
“swish” and a “metallic hit.”
So would the sound of a hand swishing against water work? Or maybe the
winded sound of a fan? Probably not. What about a saw blade hitting a
knife? Better, but still lacking. Getting the sound right will take
some imagination. It’ll also take clever use of resources.
Now, there are two ways to acquire sound effects. The first is to find
them online or on special CDs. The second is to make them. And while
the first method may be more effective in the long run, the second will
allow you to personalize your game more (and have more fun making it).
Therefore, I recommend trying the second alternative at least once.
Assuming you want to make your own, you must first see if you have the
resources to do it. If you have a microphone, then the answer is
“yes.” From there you have to decide what sound
effects you want and what you have lying around the house to help make
them.
If you visit MGM studios or watch a documentary on sound effects,
you’ll see that Foley artistry is one of the more unique arts
in entertainment. It requires the artist to use common objects to make
realistic (and unrelated) sounds. It can be challenging, certainly, but
a lot of fun figuring out what works.
Two images I still hold in my mind about the Foley arts involve food
items. The first is the description Bruce Campbell used on a talk show
to describe how he and Sam Raimi made the “bone
crunching” effects for Evil Dead. Instead of letting a real
zombie grind up someone’s bones (the realistic way) and
filming it, they had someone break a celery stick in half and bite into
it. The effect then, while not perfectly identical to real bone
crunching, delivered the appropriate feeling to the scene. It worked
great, and moviegoers wouldn’t know the difference. The
second, a documentary about Foley artists on ER, showed two people
pressing into a roast turkey to simulate doctors trying to restart
someone’s heart. While mildly disturbing to think about, the
example proved that common objects could sound like anything.
Consider a sword unsheathing. You decide the attack isn’t
complete with just the swish or the metallic hit. You need the hero to
first unsheathe his sword. To finish the sequence, you must implement
the unsheathing sound effect. But how? Well, the easy method is to find
it online. But the creative method is to go into your kitchen and pull
out some silverware.
If you choose the creative method, it’s best to go with a
fork and a knife (butter knives are heavier than steak knives and are
thus better for this exercise). Bring the two utensils to your
microphone, start Sound Recorder (usually found in
“Accessories” in your Windows start menu), put the
knife—blade side down—between two prongs, and pull.
Listen to how it sounds. Not bad, huh? Keep doing this until you get
the right sound.
For added coolness, you can use Sound Recorder’s echoing
features to simulate a sword unsheathing in a cave.
Need a weapon hitting a shield? Try thunking a brick against a slab of
wood. Want that weapon to be an axe? Jam a butter knife into a tree
branch. You can use just about anything. All it takes is creativity.
Just be sure to turn off interference sounds (especially fans and air
conditioners) before you start recording. Before you know it, you might
even have a sound effects library under your belt.