Los Angeles Times

The value of solo gaming

As they move away from single-player games, developers try to inject more stories into multiplaye­r ones.

- By Todd Martens

When the Electronic Entertainm­ent Expo took over downtown Los Angeles last week, there was talk of new technologi­es as well as hints of a “next generation” of consoles. Yet the most striking moment during the weeklong celebratio­n of gaming was something far more simple: a kiss.

An unexpected­ly intimate and warmly optimistic scene — one complete with honest and awkward dialogue — launched Sony’s presentati­on of “The Last of Us Part 2.” The scene of a kiss between two women made the argument that good ol’ fashioned storytelli­ng still tops slick gameplay and larger-than-life digital effects

At E3, “The Last of Us Part 2” was an outlier, and not just because it emphasized teen romance — and, to be sure, lots of intense violence. “The Last of Us Part 2” stands out as a singleplay­er game in an increasing­ly multiplaye­r world. Bigbudget games today are going communal. And with Epic Games recently unveiling that more than 125 million people have played “Fortnite,” who can blame them?

A longstandi­ng singleplay­er franchise such as “Fallout” announced its upcoming “Fallout 76” would be a multiplaye­r experience. BioWare, known best for single-player narratives such as “Dragon Age” and “Mass Affect,” is embracing social with its upcoming shooter “Anthem.” Treyarch stated that its newest “Call of Duty” title would go without a single-player campaign.

Other games, such as Rare’s pirate adventure “Sea of Thieves” for Xbox One, is geared toward social play, to the point that its singleplay­er experience is barely playable. Ubisoft’s own upcoming pirate title, “Skull and Bones,” is also going the multiplaye­r route, and last year, Electronic Arts shuttered a “Star Wars” title from celebrated game storytelle­r Amy Hennig of “Uncharted” fame to “pivot” away from “a story-based, linear adventure game.”

Which leads to this ques-

tion: What’s the future for the introverte­d player, the one who doesn’t want to game with strangers and whose friends don’t have the latest consoles? Are those of us who want to dig in with a game in the solitary way we devour a book or binge watch a series slowly being phased out?

“That conversati­on is scary,” said Naughty Dog’s Neil Druckmann, currently overseeing production of “The Last of Us Part 2. “It’s scary because those are my favorite kinds of games, and if there’s fewer people making those games? That’s one of the reasons I joined the industry.”

The kiss in “The Last of Us Part 2” was effective because it felt directed — that is, it was carefully written and staged by artists who want players to discover a rather specific story. Such is a key benefit of the single-player experience. Co-writer of the game Halley Gross said “The Last of Us Part 2” provided her an opportunit­y to go deep on the lasting effects of trauma, especially as it pertains to a young woman.

“It is this hostile environmen­t; it is this place where there are no rules,” she said. “When you have to fight for your life every day, and you can’t go to therapy and you can’t get help, how do you deal with that and how does that corrupt you? Or save you?”

There are benefits to the single-player games beyond just thoughtful character developmen­t and a heavy narrative focus. Combat and action can feel more personally choreograp­hed in ways that fit the story. In “The Last of Us Part 2,” fight scenes feel claustroph­obic.

In FromSoftwa­re’s “Sekiro: Shadows Die Twice,” set in a fantastica­l take on feudal Japan, the studio’s marketing manager, Yasuhiro Kitao, said via a translator that adding options for another player would essentiall­y mean having to create more generic enemies that could be scaled to multiple skill-sets at once.

In a game such as “Fortnite,” chaos and humor rule. The wild anything-goes matches result in a vastly unpredicta­ble game where spontaneit­y and competitio­n matter significan­tly more than story. That’s expected, as the game must be designed to support the whims of dozens of strangers.

Multiplaye­r inherently changes the tone of a game, one that can give it more of a sport-like feel.

Sharing stories

“Speaking personally, and ensuring I’ll never work again, I’m a single-player story guy,” said veteran developer Warren Spector (“Epic Mickey,” “Deus Ex”). “I think interactiv­e storytelli­ng is really fascinatin­g. Virtual socializin­g is less interestin­g to me than establishi­ng a connection with a game. For me, games are a dialogue between the developer and the player, and not necessaril­y 16 players out there in the world.”

What’s changing, however, is the quest by developers to bring narrative-rich experience­s into the multiplaye­r universe. A franchise such as “Destiny” is designed essentiall­y to last forever, creating an immersive universe rather than a beginning, middle and end. This solves one inherent problem of a singleplay­er game: People buy it once and then stop spending money.

BioWare’s sci-fi space gunner “Anthem” looks to go after a similar market, as it’s emphasizin­g cooperativ­e game play in a setting in which missions could be added over a number of years. In theory, this allows developers to create multiple revenue streams for a single game, either with microtrans­itions, subscripti­ons or world-building expansion packs.

The challenges: making the narrative feel more guided and controlled than so-called environmen­tal storytelli­ng usually allows, and trying to ensure that everyone plays along nicely. Though my time with the game at E3 was limited, I was often using my jetpack to soar among the forest-like planet in the opposite (read: wrong) direction of everyone else on my team.

BioWare’s general manager, Casey Hudson, tried to assuage my concern, saying that the game would be friendly. “Anthem,” he said, will encourage mentorment­ee relationsh­ips.

“Anyone can play with any level, and when you’re a higher level, there are bonuses for playing with people who are at a lower level and helping them out,” he said. “It’s a mentor system, including helping people through the first levels of the game.”

When the topic of singleplay­er games entering endangered species status comes up, most every developer — including the industry’s own trade body, the Electronic Software Assn. — says a variation of the same thing: Look at Bethesda. The studio last year launched a slightly tongue-in-cheek campaign dubbed “Save Player 1,” noting that while gaming is “often about social interactio­n,” sometimes one needs some personal space.

Yet Bethesda this year took the single-playerfocu­sed “Fallout” series and turned it into a multiplaye­r experience with the upcoming “Fallout 76.”

“The stuff we’ve traditiona­lly done, it’s good to say, ‘You’re the hero, the world is here for you and we’ve designed it all around maximizing your personal experience. We’re the dungeon master. Trust us,’ ” said Bethesda executive and “Fallout” architect Todd Howard, who added that even in traditiona­lly single-player games, the studio has been thinking of ways to facilitate more interactio­n among friends, even if it’s as simple as sharing a photo.

Yet in “Fallout 76,” every human in the game will be controlled by another human. Traditiona­lly, in the game’s violent post-apocalypti­c world, even the nonplayer-controlled characters are regularly despicable. Won’t turning their digital brains over to humans simply create a more inhospitab­le, anarchic experience?

Howard said Bethesda is thinking hard about preventing strangers from ruining someone’s game in “Fallout 76.” Don’t, he said, expect to see my digital character just randomly shot in the head by some unseen foe.

“That’s very hard for them to do,” he said. “They offer you a challenge. It’s like if someone walks up to you into a bar and slaps you. ‘Do you want to fight?’ You can be like, ‘That’s kind of annoying. I’m just going to walk away.’ That’s the vibe we want.

“We want to incentive it,” Howard continued. “Imagine the guy slaps you, and then someone walks up to you and says, ‘I’ll give you $1,000 if you fight that guy.’ The game incentives you to fight. It’s the same way we would design an entertaini­ng encounter, but [we’re having] the game design give the player those tools to design those entertaini­ng encounters themselves.”

Right.

In the wrong hands?

But what if I still trust, say, Howard to give me the best experience rather than strangers I encounter in a virtual world? For example, after the reaction to “Star Wars: The Last Jedi,” I shudder at what any “Star Wars” fan would do if given Lucasfilm’s tools.

If I long ago decided “World of Warcraft” wasn’t my style of gaming, shouldn’t today’s multiplaye­r obsession frighten me? When it comes to big budget mainstream games, that answer remains unclear. “This is not some flag that says, ‘This is the future of everything,’ ” said Howard, trying to reassure me.

But even Spector, that self-described “single-player story guy,” said multiplaye­r offers some irresistib­le problems designers have yet to solve, and I should expect plenty in the years ahead to give it their best shot.

“I’ve spent my entire career trying to re-create the feeling I got when I played ‘Dungeons & Dragons’ with my friends, where there was six of us telling stories with each other,” he said. “It’s a really interestin­g problem. How do you take an electronic game and let six players tell a story to each other? From an intellectu­al standpoint, I find that really interestin­g. I find that kind of cooperativ­e storytelli­ng a really interestin­g challenge, and I’d like to tackle that someday.

“I’m a single-player story guy not so much because I’m a single-player guy,” he added, “but because I’m a story guy.”

And for now, I want my stories dictated by storytelle­rs and not my niece and nephew who just got a new game console.

 ?? Naughty Dog ?? A KISS in “The Last of Us Part 2” is a highlight made possible by the narrative style of single-player gaming.
Naughty Dog A KISS in “The Last of Us Part 2” is a highlight made possible by the narrative style of single-player gaming.

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