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BuffTuffKRuff's profile
Kris Ruff
Kris Ruff
Kris Ruff
@BuffTuffKRuff

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Kris Ruff

@BuffTuffKRuff

Writer/Narrative Designer (now with 80% more programming). Bi, She/Her Banner by @zed_last

Vancouver, BC
Joined September 2013

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    Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

    There's a few distinct aspects of game writing that don't appear in any other form of traditional linear writing, one of which I want to talk about that I've very pretentiously taken to calling "Empathy Degradation"

    12:58 PM - 16 Dec 2018
    • 1,856 Retweets
    • 5,782 Likes
    • Jan Friedrich amanda 💫 Ethan Clark thistle ⭐️ 🏳️‍🌈 gamer furry mejor compañero DJ tam @ TravelerCon (they/them) Sean Greer 🥡🥢
    102 replies 1,856 retweets 5,782 likes
      1. New conversation
      2. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        Empathy Degradation describes the loss of emotional investment in bespoke worlds and characters as a result of the available authored content versus total playtime.

        2 replies 25 retweets 642 likes
        Show this thread
      3. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        As part of the contract between player and storyteller, players come to our games with a willingness and desire to invest in our characters, but as playtime continues, the chances increase that they'll encounter repeated dialogue or moments where no new conversation is available.

        1 reply 20 retweets 727 likes
        Show this thread
      4. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        Each of these moments chips away at the game’s illusion of life, making it more likely that the player will cease to engage with NPCs as empathetic “people”, and instead see them as game objects to be manipulated.

        1 reply 21 retweets 750 likes
        Show this thread
      5. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        In game writing, the writer has the burden of maintaining the illusion of life for the player over the course of the game, which is more difficult than it sounds, because the forces of entropy are against us.

        1 reply 22 retweets 649 likes
        Show this thread
      6. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        Eg. You have a blacksmith whose greeting VO is "What can I do you for today?" The first time the player hears this, the blacksmith feels like a real, autonomous human. The 3rd time they hear "What can I do for you today?" it's a bit old. Maybe theyve memorized the cadence already

        6 replies 12 retweets 600 likes
        Show this thread
      7. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        The 10th time the player hears "What can I do you for today?", the blacksmith is no longer a person, but a "shell", an interaction point. The illusion of life is broken and the player's ability to view your blacksmith as a real person is significantly diminished if not gone

        6 replies 30 retweets 797 likes
        Show this thread
      8. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        Aka, empathy is lost. I'm sure you've all reached a point in a game before where NPCs no longer feel like people, and you get that surreal feeling of an "empty" world

        4 replies 13 retweets 668 likes
        Show this thread
      9. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        It's impossible to eliminate Empathy Degradation from games completely; even using procgen techniques, creating a game with infinite, unrepeatable material to prevent the breakdown of the illusion of life is not possible.

        3 replies 10 retweets 546 likes
        Show this thread
      10. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        The rate of Empathy Degradation, however, can be controlled by numerous design techniques such as bottlenecking narrative content delivery, intentionally designing narrative and gameplay so that they are consumed at similar rates,

        5 replies 12 retweets 599 likes
        Show this thread
      11. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        or simply making characters unavailable for interaction when no original content is available. Eg. If a side mission with a minor character is complete, maybe the character simply goes home as opposed to staying glued to one spot and barking "Thanks again!" if the player walks by

        3 replies 11 retweets 706 likes
        Show this thread
      12. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        On the flipside, bringing back a character later in the game to say "Hey! Fancy seeing you here... thanks again for your help." - this is a great way to enhance emotional investment! It makes them feel like they have real lives outside the player, and everyone likes a callback

        3 replies 19 retweets 914 likes
        Show this thread
      13. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        In the end it's impossible to hide every seam. Authored content is finite and players are diligent, so repeats are inevitable. The focus then as a game writer is to a) find clever ways to delay the break in the illusion of life as long as possible and

        2 replies 13 retweets 626 likes
        Show this thread
      14. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        b) do the best possible job to ensure parity between the amount of written content and the amount of game content

        2 replies 10 retweets 528 likes
        Show this thread
      15. Kris Ruff‏ @BuffTuffKRuff 16 Dec 2018

        The goal in this design process is to produce and deliver narrative in such a way that the curtain cannot be pulled back until mechanical gameplay has also reached its “end”. (Even better if gameplay is exhausted before written content, IMO!)

        39 replies 18 retweets 731 likes
        Show this thread
      16. End of conversation

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