AGDC 2008: id Software on...storytelling?

Notable tech developer takes time out to discuss how conveying stories goes well beyond the narrative.

AUSTIN, Texas--Yesterday, BioWare senior writer Mac Walters and senior cinematic designer Paul Marino held court at the Austin Game Developers Conference, discussing arguably what it does best: creating compelling stories. Today, id Software's Tim Willits took the stage, and unsurprisingly, he was there to speak about what his company does best: creating compelling technology. But he did so in the context of how id's technology balances its storytelling.

That focus might sound odd, considering that id has never been known for its storytelling prowess. Willits readily admitted that fact as he led off his talk.

"Public perception of the company is sometimes a bit skewed," said the id creative director. "In the past, yes, we have developed games with limited narrative. To say limited narrative equates to bad storytelling isn't quite right."

According to Willits, id's philosophy of storytelling goes beyond the "paper story," or the purely narrative part, and extends to all of the information derived from the feelings and experiences associated with playing the game. Other factors that impact storytelling within a game involve the players' preconceived notions, choices made and consequences, replayability, and player skill. There's also the matter of the player's ability to enjoy a story in the context of a well-balanced game.

"Storytelling through experiences is the cornerstone of id game design," claims Willits, and it is this fact that is key when the company develops new technologies. Although some may say telling stories in such a way is the easy way out, Willits argues that it is much easier to write a great narrative than tell a compelling story. "You can put a great story into a boring game, but the experiences are so limited that you'll still end up having a boring game."

Striking the right balance between narrative, game design, and technology, then, is very important for any game developer that creates all three in tandem. Willits argued that when one reigns supreme, a game is typically very shallow.

So how are these elements balanced?

"How id does it is first start with a solid, straightforward plot," notes Willits. "Start with something that is easy for players to get their minds around. Id likes to focus on good versus evil." Once the top-level story is conceived, Willits advocates hiring a great writer who understands games and how to relate information through experience and player choice, rather than always through the spoken word.

When that story is being created, Willits continued, it is important that the story is dynamic and flexible enough that it can be tweaked and adjusted so as to accommodate technical limitations or design choices.

The design fundamentals thus accounted for, Willits went on to speak on how these principals play out in the publisher's upcoming postapocalyptic first-person shooter/racer Rage. Summarizing Rage's plot, Willits said that the game takes place 50 to 100 years in the future, when the government has learned that an incoming comet will destroy all life on the planet. In response, an ark program was initiated, whereby after the comet hits and the dust settles, those preserved in the arks will reemerge and populate the world. As things turn out, more people survive the comet than was previously estimated, and the survivors built a society with no rules, order, or government. So when players emerge, they find a lawless world in which they first must learn to survive and then help overthrow a malevolent controlling faction.

Willits noted that Rage's story is far more expansive than id's previous storytelling efforts, and the company's intriguing Tech 5 game engine has been built to accommodate this story. To add to the level of immersion, Willits said that the entire world was created as a single texture, aptly named the megatexture, which lets artists create truly unique environments in which every pixel can be something new.

However, one problem with doing this has been media size. Although media size is virtually unlimited on a PC, the PlayStation 3 and especially the Xbox 360 are constrained to what can fit on media discs. As a result, id has tentatively decided to split the game into two acts, primarily so that they could break the megatexture into two. What this would do is let the company ship the Xbox 360 game on two discs to accommodate its limited media space. Willits noted that it was important for the storyline to be dynamic so it could be altered to accommodate this high-level change.

id has encountered a number of other challenges in bringing Rage to the Xbox 360, PlayStation 3, PC, and Mac. Media streaming was particularly a problem on the PS3 due to Blu-ray, and texture compression was used heavily so that distant scenery could be factored into storytelling information. Willits also said that though there were large wastelands, they needed to be economical with level designs, so they created small, modular levels that were also highly dynamic so as to accommodate level designers and tech capabilities.

Other challenges included development time, especially in light of creating new technology, as well as asset development in a large world; AI and animation for a variety of character models; physics, notably in the driving sector; and NPC interaction, which Willits claims has been greatly improved over Doom 3.

Willits closed by teasing the future of Rage. He said that the universe of Rage was intentionally designed so that players were aware that the events they were running through were merely a small part of a reaching story, something along the lines of what LucasArts was able to do with Star Wars. Willits was keen on pointing out that when players finish Rage, they'll know they're done with the game, but will also know there is much more in store for them.

85 Comments

  • jean_borrero

    Posted Mar 21, 2009 10:23 pm PT

    Video game graphics are to the point where I don't care about them getting better... just focus on more solid games. There's really not much reason any game should get low marks because of the basics when it's almost all been done before.

  • jedifisto

    Posted Oct 2, 2008 1:37 pm PT

    wow i remeber hearing about this game like half a year after doom 3 came out. i forgot about it and wow... haha its still TBA!

  • biokrysty

    Posted Sep 18, 2008 3:40 am PT

    Now that is interesting

  • john_russel

    Posted Sep 17, 2008 8:07 pm PT

    Megatexture is actually just a tool to make textures in the game without the painstaking process of making one pixel for every spot of an object

  • Adam_the_Nerd

    Posted Sep 17, 2008 4:41 pm PT

    HAHAHAHA, made me laugh so hard because iD talkign about story telling? They're about blowing stuff up right? I dind't play much Doom or Quake, but what little I did, the main gist of it was, blow the other guy to bits.

  • Hekynn

    Posted Sep 17, 2008 3:17 pm PT

    Rage looks awsome I dont mind them putting it on like 3 Dual Layer DVD's since my system can read dual layers

  • MatzeEdend

    Posted Sep 17, 2008 3:13 pm PT

    the words ID and compelling story are an oxymoron. I understand they're trying to put a positive spin on their products, but we ARE talking about the geniuses who came up with the *cough* compelling story behind Doom...

  • Hector_01

    Posted Sep 17, 2008 1:30 pm PT

    @Ek-Andy - MEGATEXTURE! Sounds like some sort of 80's thrash metal band. Still Valve nailed story telling in first person shooters with Half Life 2, and it's about time someone came up to their level when designing games of a similar style.

    Everyone is entitled to their own opinion but i honestly thought that the story in HL 2 was pretty average at best.

  • ecs33

    Posted Sep 17, 2008 12:51 pm PT

    And Doom 4 will probably be the first look at the quality which next gen consoles will have graphically. I remember when games like Doom 3 and HL2 were announced they were similar to next-gen console graphics at the time.

  • ecs33

    Posted Sep 17, 2008 12:48 pm PT

    @K_M82:

    Actually, the Rage engine is going to make Unreal 3 obsolete. This is the next big thing in game engines. Rage doesn't even take full advantage. Doom 4 is supposed to take up 3 times the horsepower than Rage the game and will fully utilize the Rage engine. Rage will really good graphically but Doom 4 is going to be the next big thing in terms of graphics. It will be the same jump in graphics as pre-Doom 3 to Doom 3. I can't wait to see screenshots. It is going to be insane.

  • Ek-Andy

    Posted Sep 17, 2008 12:12 pm PT

    MEGATEXTURE! Sounds like some sort of 80's thrash metal band. Still Valve nailed story telling in first person shooters with Half Life 2, and it's about time someone came up to their level when designing games of a similar style.

  • Gadeos

    Posted Sep 17, 2008 11:58 am PT

    id already knows how to make good gameplay, now it's time they mix it up more with better storytelling. I foresee this one's gonna be awesome.

  • henry4th

    Posted Sep 17, 2008 11:24 am PT

    ID on story telling? WoW, didn't know they even know what story telling is. Their story telling prowess equals to that of a ten year old.

  • henry4th

    Posted Sep 17, 2008 11:24 am PT

    ID on story telling? WoW, didn't know they even know what story telling is. Their story telling prowess equals to that of a ten year old.

  • stevo_360

    Posted Sep 17, 2008 11:22 am PT

    I'm actually quite looking forward to Rage, having cared little for id's previous games.

  • Generic_Dude

    Posted Sep 17, 2008 11:21 am PT

    Seriously, what is that a picture of? It looks like Yoshimitsu as the Wizard of Oz Scarecrow.

  • Destroyeron13

    Posted Sep 17, 2008 10:57 am PT

    Somehow I don't feel iD is qualified to be talking about storytelling in games.

  • Pinguin14

    Posted Sep 17, 2008 10:56 am PT

    dude does anyone know how to become a game writer? i'm a good writer and i think this would be a badass job for me. seriously...

  • amber_jade

    Posted Sep 17, 2008 10:51 am PT

    gamefreak3111

    "I'd rather blow up stuff than have a story and only blow up what I'm told to... Example: Mercenaries 2, the game just about lacks a story, but ignore the crap people say about the game, and you've got a heck of a game. I like to get on mercs 2 when i have like an hour to kill, I just pop in, blow the HELL out of everything, and nuke stuff. Tell me, does that golden experience need a story? no. Maybe its just me though. I choose playability and fun over a story any day. Now, I'm off to blow up stuff without the limits of a story"

    If all games were like that the industry would be in trouble...

  • xMADxDOGx

    Posted Sep 17, 2008 10:50 am PT

    i rather a good gamepaly and a good story >> RAGE

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