
January 2001
Mise-en-scène
by Sienna
Game Developers constantly strive to understand
what makes a great game. Although technology will
continually change, the elements that create an
engaging, believable game world remain constant. At the
root, it is the continuity of the world, the depth of
its characters, and the cohesiveness of its story, which
are ultimately responsible for driving the game.
Developers, in the quest for
reality-via-higher-technology, often sacrifice the look
and feel of the game world. Particle effects and
real-time lighting may be dazzling and seductive; but
the lack of overall cohesion in the remainder of the
game can destroy the entire sense of immersion.
Photographs of trees, slapped upon a mesh, do not a
realistic world make.
Designers must turn their attention to what makes the
game world real to the player. When the player first
installs the game, he or she gives you absolute trust.
In essence, he accepts a blindfold and allows you to
lead him down the dark stairs of your story. He suspends
disbelief for a few precious moments, and waits to see
if the setting will convince him. Betraying that trust
is the worst thing a designer can do.
The player's level of immersion is directly related
to that sense of continuity. It has become part of the
Game Designer's job to rein in the technology gurus and
to encourage the creation of an engaging, immersive
game world. When done properly, this world can stand on
its own prior to the addition of special effects and
clever programming.
We need to do everything in our power (and budget) to
create a powerful, engrossing game world before the
special effects are ever created. In addition to a
well-conceived concept, the designer must craft a
carefully planned world, clear design docs, and have
complete understanding of the setting that is to be
created. This is where something called the Mise-en-scène
comes in.
|
Full
Motion Video in Games
FMV is the purest form of a Designers vision, in
that it controls every aspect of what the player
will experience on the screen. Opening FMV
sequences help set the tone of the game, and pull
the player into the Game World. In essence, they
set the stage for suspension of disbelief.
However, care must
be taken if FMV is to be included. In the early 90’s
developers often sought to include FMV merely for
the sake of FMV, instead of using it as a method
to advance the story. The disparity between FMV
and in-game graphics was often so extreme, that it
jerked the player out of the game entirely,
leaving him dazed and staring wide-eyed at the
low-res art, wondering where all the beautiful
graphics had gone. |
What is
Mise-en-scène anyway?
Mise-en-scene is a
cinematography term, from the French, which means
roughly '"Arranging the scene." Not to
be confused with genre, it is the Mise-en-scène that implicitly
defines the mood, color, style, and feeling of the
world. It includes the style of art, camera movement,
lighting, architecture, terrain, atmosphere, color
palettes, and generally everything that is not a player
controlled character or the graphic interface.
Like a theater screen or television, the computer
monitor creates a "frame" for
To help ensure
continuity, designers work in conjunction with art
directors to create an Art Bible. The Art Bible is
the visual blueprint for the game, and serves as a
direct link between what the designer visualizes and
what the artists and programmers will eventually create.
ALWAYS define the Art Bible in the design stage and
stick to it whenever possible. Vacillating between art
styles can slow production time and cause a great deal
of frustration for artists, directors, and programmers.
Total
Immersion and the Six Senses
Human beings are
versatile creatures. We seek to experience everything,
and every sense aches to be stimulated. One of the best
ways to immerse the player in your world is to expand
his or her awareness to include all the senses.
I
recently played a computer RPG which placed a heavy
emphasis on audible clues. As my brother and I sat in
the darkened room playing the game, we found ourselves
unconsciously whispering whenever we held a
conversation. We actually sought to avoid alerting the
"bad guys" by conversing in whispers! When we
realized what we were doing, we laughed and conversed at
a normal level. This illustrates the power of that game’s
Mise-en-scène. It was incredible how believable the
world was to us at that moment. If that isn’t
immersion, I don’t know what is!
Using Mise-en-scène we can define a visual and
audible reality without implicitly stating it. For
example, a designer need not state to the user that it
has begun to rain. Thunder crackling in the distance and
droplets falling on the screen provide enough cues for
the player to know what has happened. Pay head to the
ancient writers’ axiom: SHOW, DON’T TELL!
In the past, game developers became so focused on the
visual elements of Mise-en-scène that they lost track
of the other senses. In the future, however, it will be
increasingly important to address the entire spectrum of
sensation. The best games will be those that seek to
engage all of the senses. For example:
Sight: Undoubtedly the primary sense utilized in
the game world, and for obvious reasons. Through it we
experience the designers visual style, and form our
first perceptions about the game. However, we must not
rely too heavily upon sight. Too many sparkling
particles on the screen can lead to boredom rapidly.
Sound: Well written dialogue, quality
voice talent, appropriate sound effects are among the
most important components of this sense. Professional
music and good ambient sounds are always a bonus! Avoid
commonly used sound effects. Nobody wants to hear the
same "attacking_bear.wav" in every RPG they
play. It is monotonous and unrealistic.
Touch: With advanced console games, of course,
the player can experience certain stimulations via a
force feedback controller, but that is not in the
majority as of yet, and it is rather 1-dimensional.
Although the sense of touch is somewhat removed in the
video game world, players still have the sensation of
touching things within the environment. By using the
mouse they are allowed to ‘interact’ with the items.
The use of this interactivity is what simulates the
tactile experience for most users.
Smell: This is what I like to refer to as the odiferous
experience. While it may seem an impossibility, it is
actually quite achievable. Think about it, we really don’t
have the ability to smell a movie either. But, through
clever use of dialogue, body language, facial
expressions, etc. you will find that you can create an implied
odiferous experience.
Taste: Again, this may seem a nearly impossible
task, but through the use of narrative elements we can
convince the player that there is something that could
be tasted, if only he were a little closer. ‘’Would
you like some vanilla pudding with your roast beast,
professor?’’
Sense: By far the most elusive of the senses, and
consequently, the most difficult to re-create. It is the
inkling that something is just about to happen,
often cued by music and visual stimuli. While extremely
difficult, triggering an intuitive response is something
well worth the effort. It can make the entire game come
alive for the player.
Using all the senses helps us to achieve our ultimate
goal, to entertain the players for the duration of the
game. We must strive for complete suspension of
disbelief, and create a setting so very engrossing that
the players are able to immerse themselves thoroughly. This
is what makes Mise-en-scène so important in nearly
every game genre. Its elements support and solidify the
world, lending validity to narrative structure.
Luckily for the gamers, most designers use the
elements of Mise-en-scene unconsciously. We spend
countless hours studying successful games, absorbing
every juicy tidbit of brilliance. And even more time
examining the poorly crafted games. We analyze every
flaw, ever striving toward the understanding of what it
takes to craft a superior game world.
As designers we have to accept that certain things
are out of our control. We cannot ensure that the player
will be in the house alone, lights dimmed, snacks at the
ready. Nor can we prevent the multiple interruptions
that will inevitably occur during gameplay. Spouses,
children, mobile phones, or the unavoidable call of
nature will always pull the player out of the reality we
have created, returning him or her to the real world.
The challenge, then, becomes creating a world, which
is so enthralling, that they will return to the game
whenever they have a spare hour or two. With this said,
it is my hope to encourage designers everywhere to
expand their awareness of Mise-en-scène in order to
create these compelling, captivating game worlds. For
when you succeed, I guarantee they will be thinking of
that world as they drift into slumber. Perhaps even to
dream of it before sneaking back to the computer at 4am
to play for just 5 more minutes.
BIO
SIENNA is best described as a cheerful
work-a-holic with a passion for games and gaming.
She is proficient in many facets of the industry and is
an avid 'multi-tasker'. Experienced in both PC and
Console, she has a multitude of titles under her belt,
and lectures several times a year. She is also an
accomplished Writer, Artist, Designer, Composer, Game
Developer, Barista, and even knows a smattering of C++
and Pascal.
Sienna believes that a person can never truly master any
skill, and that life-long learning is the key to
happiness. She endeavors to learn all she possibly can
about the game industry, and usually excels in whatever
she attempts. She is currently a Game Developer employed
by Dynamix/Havas Interactive and spends most of her
(extremely limited) free time Gaming, Performing, or
enjoying nature.
In the years to come, Sienna will continue her life-long
quest to become a true Renaissance Woman.
|