On Urgency 2


During a recent Deus Treks pod­cast, I pass­ing­ly men­tioned that a game works much bet­ter as art when its game­play rein­forces its sense of nar­ra­tive urgency. I did­n’t think much of it at the time, but on fur­ther reflec­tion I think that it’s an impor­tant piece of the Plot vs. Fun puz­zle, and a use­ful lens for explor­ing games as art. I want­ed to explore it in fur­ther detail in hopes of address­ing some ques­tions that I raised pre­vi­ous­ly, and to add anoth­er term to the Ontological Geek’s lex­i­con of ana­lyt­i­cal con­cepts. Since the state of Missouri requires me to warn peo­ple when I’m about to unload a wall of text, my dis­cus­sion will take place after the jump.

When I talk about urgency, I mean a belief held by the play­er that they must under­go a par­tic­u­lar course of action with­in a spe­cif­ic time­frame to achieve their goal. We see urgency most direct­ly when we’re dodg­ing pat­terns in a bul­let hell game or floor­ing the gas pedal in a rac­ing title, but I want to use the term more broad­ly to include goals like mak­ing sure that I’ve swept every inch of a Zelda dun­geon for heart con­tain­ers before get­ting ready to con­front the boss. In this sense, urgency is not nec­es­sar­i­ly about mak­ing the play­er feel pan­icked, but about inter­nal­iz­ing the imper­a­tive of the game. Jane McGonigal address­es this when she talks about using games as a model for gen­er­at­ing whole-hearted par­tic­i­pa­tion in activ­i­ties.

A Little History

Early video games such as Missile Command, Asteroids, Space Invaders, and Galaga all cre­at­ed a sense of urgency by rapid­ly ramp­ing up the dif­fi­cul­ty of the game as you con­tin­ued to play. More tar­gets, faster ene­mies, and more com­plex tac­tics reward­ed skilled play with greater chal­lenges, which cre­ates a sense of accom­plish­ment while also avert­ing bore­dom. While this is born part­ly out of a need to force peo­ple to feed more quar­ters into the arcade cab­i­net, it was also excel­lent game design that cre­at­ed a sense of urgency in the play­er to reach his or her goal.

In these early titles, there isn’t much nar­ra­tive to speak of. “Kill the aliens!” is enough story for quite a lot of video games, but for the first few gen­er­a­tions of gam­ing the exclu­sive focus was the game­play mechan­ics. Many of the arche­types of “mini-game” for­mats come from this era, and the game­play is good for a rea­son: it presents a goal, and increas­es the com­plex­i­ty or dif­fi­cul­ty of accom­plish­ing that goal at a rate cor­rel­a­tive with the play­er’s increase in skill. Among other rea­sons, they suc­ceed as games because the game­play rein­forces the sense of urgency to accom­plish that goal.

As games have grown more com­plex and sto­ry­lines have become more elab­o­rate, we start fac­ing the Plot vs. Fun prob­lem: telling a good story requires seiz­ing the play­er’s sense of agency, but end­less play­er free­dom is going to harm the story because you can’t con­trol the pac­ing or order­ing of events that lead up to them per­form­ing the right action to advance the story…

…unless they’ve inter­nal­ized the nar­ra­tive and have a sense of urgency to ful­fill it.

Urgency Done Right

I’d like to elab­o­rate an exam­ple of how a game can match nar­ra­tive urgency to game­play at mul­ti­ple paces with­in a sin­gle title. The Ontological Geek’s favorite dead horse to beat is Planescape: Torment, and since Congress has just lift­ed the ban on horse slaugh­ter I’m going to mer­ri­ly flog it fur­ther. While it’s not the explic­it struc­ture of the game, I want to break it up into three acts to talk about how each one uses a dif­fer­ent style of play to cre­ate an con­tex­tu­al­ly appro­pri­ate sense of urgency.

In the first act, that level is zero. After wak­ing up in the mor­tu­ary with no mem­o­ries and dis­cov­er­ing that you can­not die, you are left to wan­der around the city of Sigil to learn about where you are, and your choic­es deter­mine your iden­ti­ty by chang­ing your moral align­ment, your class, and the atti­tudes and dia­logue choic­es you have with NPCs. There is no clear force out to get you, and the only objec­tive you have is the mes­sage carved on your back to seek out an object from a mys­te­ri­ous fig­ure named Pharod. The time it takes you to get your bear­ings and learn about the set­ting is designed to let you lux­u­ri­ate in the gor­geous design of the set­ting and swim around gen­uine­ly rich dia­logue.

Combats are most­ly option­al, you can explore any part of the city, and none of the NPCs give you the typ­i­cal “gath­er 5 mod­ron sprock­ets and bring them back to me” quests, save for one char­ac­ter that lamp­shades it heav­i­ly and embeds it in a ridicu­lous chain of fetch quests that are designed to irri­tate your char­ac­ter. As you explore the city and meet more peo­ple, you even­tu­al­ly find sev­er­al of your old jour­nals, and find your way to con­front Ravel Puzzlewell, the night hag who put you in this predica­ment.

The sec­ond act begins after Ravel tells you how your sit­u­a­tion arose, and the mys­te­ri­ous shad­ows that have begun to appear around you kill her before she can tell you where to find the solu­tion to your con­di­tion. At this point, the game shifts to a faster pace, as new areas are opened up for you to explore, and you sud­den­ly have a much clear­er goal: fol­low the trail the source of your con­di­tion, and put it to an end. This sends you trav­el­ing to prison worlds, extra-dimensional forges, and lay­ers of Hell itself look­ing for the secret to end­ing your tor­tur­ous cycle of rebirth. The scenery is just as rich, but the explic­it goal is clear­er and the forces stand­ing in your way are much more men­ac­ing. Rather than explor­ing for the sake of learn­ing your sur­round­ings, you are work­ing on locat­ing the small clues that add up to your find­ing the secret loca­tion of the source of your tor­ment.

The third part begins with the final stage of your hunt for the one who can tell you that loca­tion, and the final con­fronta­tion that decides your ulti­mate fate. This is an intense race through a col­laps­ing demi­plane on the edge of Hell, fight­ing end­less waves of pow­er­ful demons, and rac­ing to the fortress of the one who has been pro­long­ing your eter­nal tor­ture. The Fortress of Regret is not large, but the tremen­dous, des­per­ate efforts of your tor­menter kills your entire party, leav­ing you alone with your foe for a final con­flict that is bril­liant­ly writ­ten and which I have never seen topped. For the last hour of the game, you feel that the fate of some­thing truly immense rests on your actions. It’s grip­ping and heart-rending, and you absolute­ly can­not stop play­ing.

The urgency of each act is com­plete­ly dif­fer­ent. When the game is meant to be explorato­ry and self-paced, noth­ing press­es you. When free-form explo­ration gets tire­some, you are given a focused goal with some flex­i­bil­i­ty around how you pur­sue it. Meaningful obsta­cles begin to push you toward your goal as the Shadows attack you when you spend too much time in areas you don’t need to revis­it. As the game draws to a cli­max, your path is short, direct, and astound­ing­ly intense. There is no chance to pause and col­lect your­self, and giv­ing you such a break would detract from the enor­mi­ty of your pur­suit.

Urgency Done Wrong

The con­verse sit­u­a­tion occurs when a game com­plete­ly fails to match the urgency of your imper­a­tive with the game­play. I think the best exam­ple of this defi­cien­cy is in the Elder Scrolls titles, par­tic­u­lar­ly Oblivion. The gates of hell itself are rip­ping tremen­dous holes in the wall of real­i­ty, and Cyrodil will be flush with demons if a brave adven­tur­er does­n’t step forth to seal the breach. You are that adven­tur­er, and you can lit­er­al­ly spend years in-game col­lect­ing wild­flow­ers, with­out penal­ty, after the quest-relevant NPCs tell you that the world will sure­ly end if some­one does­n’t imme­di­ate­ly seal the Oblivion gates. There’s absolute­ly noth­ing dri­ving you to do any­thing. Ever.

The prob­lem with Oblivion is that all of your objec­tives, no mat­ter how triv­ial or dire, are of equal impor­tance. Nothing moti­vates you to com­plete any of them aside from tra­di­tion­al adven­tur­er’s avarice. This is part of the appeal for many peo­ple, as you can sim­ply do what you want to do and explore a tremen­dous and beau­ti­ful world at your own pace, seek­ing as much com­bat or com­merce as tick­les your fancy. As much as I enjoy this, the plot states direct­ly that inac­tion will lead to hor­ri­fy­ing con­se­quences, and fails to deliv­er on that threat. If the game tells me the world will be flood­ed with demons unless I do some­thing, then it should bloody well flood the world with demons if I spend my time try­ing to steal every fork in the world.

This is not to say that I dis­like the Elder Scrolls games, as I adore play­ing Morrowind and Skyrim. I do, how­ev­er, think it harms them as art to have such a jar­ring dis­par­i­ty between the threats in the nar­ra­tion and the threats in the game. Morrowind worked slight­ly bet­ter by hav­ing a lurk­ing, loom­ing dread in Dagoth-Ur rather than an unstop­pable army con­stant­ly boil­ing forth from hell itself, and Skyrim at least drops a giant freak­ing drag­on on my head if I spend too long muck­ing about in the mid­dle of nowhere. Still, all of them have a rather absent sense of urgency, as there is no reward or penal­ty for com­plet­ing objec­tives swift­ly or over the course of months in the game. The nar­ra­tive they are try­ing to build feels as impor­tant as the mean­ing­less copies of the Biography of Barenziah on the book­shelves of every last cit­i­zen of Tamriel.

The Continuum

As with most of my ideas, urgency as a dimen­sion of games-as-art is a con­tin­u­um. Some games work at each end and every­where in between. Deus Ex plays won­der­ful­ly along that con­tin­u­um by alter­nat­ing between wide open city streets that you can explore at leisure to tense scenes of escap­ing from giant col­laps­ing build­ings. Some games stick firm­ly to the full-blown panic end of the spec­trum: bul­let hell titles and fight­ing games are short, intense bouts of fran­tic strug­gles to stay alive and defeat your oppo­nents. Titles like Civilization give you all the time in the world to plan and design what you want to see, never forc­ing you to end your turn pre­ma­ture­ly or set­ting dead­lines for your goals.

Urgency is a tool in the game design­er’s kit, and good exe­cu­tion depends on match­ing the urgency of the game­play to the nar­ra­tive goal you are try­ing to rein­force. Part of the rea­son that ran­dom com­bats in Final Fantasy titles irri­tate the liv­ing crap out of me is because they inter­rupt my desire to com­plete a goal; it feels like the game is need­less­ly obstruct­ing my desire to accom­plish the objec­tives it sets out for me. Planned encoun­ters are fine, as I am per­fect­ly will­ing to fight through a fiendish gaunt­let of ene­mies if it makes sense for me to do so. Random encoun­ters like fight­ing yet-another-goddamn-goblin while trav­el­ing from point A to point B, how­ev­er, do very lit­tle to enhance my sense of progress and achieve­ment, and some­times ham­per it by con­sum­ing pre­cious min­utes of game time imped­ing my progress. Combat events may be intense and require action and strat­e­gy, but if they don’t build on my sense of progress, then they are fail­ures. “Urgency” in the sense of “act now or die” does­n’t always com­ple­ment my use of the term.

What It All Means

Our mis­sion here at the Ontological Geek is to take games seri­ous­ly as art. Sometimes this means explor­ing sin­gle titles like book reviews, exam­in­ing the details of a game as aes­thet­ic expe­ri­ences and offer­ing com­men­tary. More often, we try to artic­u­late what aspects a game can pos­sess that enhances its value as art, such as its sense of immer­sion and how its inter­face pro­vides an expe­ri­ence that can­not be had through a dif­fer­ent medi­um. A robust vocab­u­lary for dis­cussing games as art helps peo­ple under­stand why we love games so much, and why we think they can and should be taken seri­ous­ly as enrich­ing expe­ri­ences.

My thoughts above are offer­ing a term that may or may not wind up being use­ful in look­ing at other titles. The core themes that I’ve writ­ten about are immer­sion and inter­ac­tiv­i­ty, how they are not syn­ony­mous in games, and how they are essen­tial com­po­nents to under­stand­ing games qua games and games qua art. Urgency is anoth­er dimen­sion of both, and a good game will prob­a­bly lend itself to being dis­cussed in such terms. It may not stick, but it might inspire insights into other titles you’d like to share on our hum­ble blog.


About Jarrod Hammond

Jarrod Hammond doesn't always blog, but when he does, he does it for the Ontological Geek. He spends the rest of his time gaming on his PC, or apologizing to his wife for spending too much time on his PC. He lives in Kansas City, MO.


2 thoughts on “On Urgency

  • M34nMrMust4rd

    Your men­tion of the CIV games brings the Total War series to mind. The cam­paign map is turn based and you have all the time in the world to decide how to build your cities, train your armies, and advance diplo­mat­ic rela­tions. When you enter into com­bat though you shift from TBS to RTS, and the pace is kicked up a bit.

    While it still a slow­er pace than most RTS expe­ri­ences where you have resource and pro­duc­tion man­age­ment to take care of while in com­bat, how urgent­ly you need to issue com­mands depends on how much of an advan­tage or dis­ad­van­tage you are at.

    If your gen­er­al is tak­ing a small, poor­ly defend­ed city and he has a full stack of units to com­mand, you can pret­ty leisure­ly go through the motions. On the other hand, if he meets an army only slight­ly weak­er on the field with a reserve army on it’s way to join he must bark out a steady stream of com­mands to make sure he does as much dam­age to the ini­tial foe as he can so as not to be over­whelmed when rein­force­ments arrive.

    The rate of play depends on how press­ing the sit­u­a­tion the char­ac­ter you are con­trol­ling is in. I think that’s pret­ty cool.

  • Lifeson

    I’ve heard peo­ple describe Total War as Civ for grown-ups. Based on how you describe it here, it sounds like some­thing I need to check out. Thanks for read­ing!

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