Associate Editor: Cara Anderson Senior Project Manager: Brandy Lilly Assistant Editor: Robin Weston Marketing Manager: Christine Degon Veroulis Cover Design: Eric DeCicco Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK Copyright © 2007, Elsevier Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: (+44) 1865 843830, fax: (+44) 1865 853333, e-mail: [email protected]. You may also complete your request on-line via the Elsevier homepage (http://elsevier.com), by selecting “Customer Support” and then “Obtaining Permissions.” Recognizing the importance of preserving what has been written, Elsevier prints its books on acid-free paper whenever possible. Library of Congress Cataloging-in-Publication Data Iuppa, Nicholas V. Story and simulations for serious games : tales from the trenches / Nick Iuppa & Terry Borst. p. cm. Includes bibliographical references and index. ISBN 0-240-80788-X (alk. paper) 1. Digital computer simulation. 2. Computer games—Programming. I. Borst, Terry. II. Title. III. Title: Story and simulations for serious games. QA76.9.C65I86 2006 794.8′1526—dc22 2006024346 British Library Cataloguing-in-Publication Data Acatalogue record for this book is available from the British Library. ISBN 13: 978-0-240-80788-1 ISBN 10: 0-240-80788-X For information on all Focal Press publications visit our website at www.books.elsevier.com 06 07 08 09 10 10 9 8 7 6 5 4 3 2 1 Printed in the United States of America Working together to grow libraries in developing countries www.elsevier.com | www.bookaid.org | www.sabre.org The play’s the thing wherein I’ll catch the conscience of the king. Hamlet, act 2 scene 2 To Ginny and Carolyn Acknowledgments The authors gratefully wish to acknowledge the following contributors to the development of the three projects that form the core content of this book. Department of Defense Dr. Anita Jones Dr. Judith Dahmann Del Lunceford United States Army Dr. Michael Andrews Dr. Michael Macedonia Dr. James T. Blake, Ph.D. Dr. Kent Pickett Dr. Stanley M. Halpin Dr. Stephen L. Goldberg James (Pat) O’Neal, Brigadier General, U.S. Army (Retired) Forrest Crane (Retired) Susan Harkrider LTC Donna Brazil Industrial College of the Armed Forces Dr. Alan Whittaker Mitre Corporation Marnie Salisbury Paramount Simulation Group Dr. Gershon Weltman Janet Herrington Larry Tuch ix x Story, Simulations, and Serious Games Nathaniel Fast Alex Singer Harry Dorsey Roland Lesterlin Florence Maggio Judith Singer Paramount Television Kerry McCluggage Steve Goldman Bob Sheehan Bruce Pottash Kim Fitzgerald Stephen Sacks Carolyn Petty Paramount Pictures Tom McGrath Bruce Toby Paramount Digital Entertainment David Wertheimer Leonard Washington Marc Wade Mark Tapio Kines Erin Powers Mark Goffman Institute for Creative Technologies—University of Southern California Richard Lindheim David Wertheimer Dr. Andrew Gordon Dr. William R. Swartout Dr. Randy Hill Dr. Michael van Lent Martin van Velsen Kurosh ValaNejad David Hendrie Paul Carpenter David Miraglia Travis Castillo Ian Mankowski Yuki Miyaki Acknowledgments xi Richard Almodovar Hafid Roserie Alan Lee Laurie Swanson Regina Cabrera University of Southern California Dr. Paul Rosenbloom Dr. Patricia Riley Dr. W. Louis Johnson ICT Research Assistants Arnav Jhala Brian Magerko Keith Miron Tim Smith United States Army Research Development and Engineering Command (RDECOM) United States Army Simulation and Technology Training Center (STTC) The authors also wish to acknowledge the Wikipedia website (http://www. wikipedia.org) and the online archives of Game Developermagazine as significant aids in researching and verifying information; along with Greg Roach’s gener- ous sharing of his ideas regarding media costs and benefits while teaching along- side him at USC’s School of Cinema-Television. All images and graphics from the Leaders, ALTSIM and Final Flurry projects are used by permission of Paramount Pictures. Introduction: The Road to StoryDrive Northeastern Bosnia, 1998. The refugees of ethnic conflict are returning. But they aren’t welcome. Paramilitary thugs are determined to drive them out and drag their NATO protectors into a mire of guerrilla attacks and urban combat. In the town of Celic, a platoon of U.S. peacekeeping troops inspects a Weapons Storage Site. Weapons are missing and a hostile crowd has surrounded the site. The Platoon Leader radios for assistance. At the Brigade Tactical Operation Center... The BATTLE CAPTAIN picks up the call—and the job of launching a rescue mission. His Commander instructs him to “Deliver the force with speed and surprise.” The Battle Captain’s response: Operation Cobra Strike. Mission: secure the town of Celic and neu- tralize the threat. Action: An air assault force will establish a cordon and seal the town. Mechanized infantry will roll in, rescue the weapons inspection team and protect the residents and refugees. The Battle Captain broadcasts the order to all units: load up and get ready to roll. At that moment a call from the Platoon Leader at the Weapons Storage Site reports that the crowd has grown larger and that shots have been fired at his troops. So reads the description of a new kind of military simulation: one that attempts to engage users in a collaborative exercise in which they take on the roles of the Battle Captain and his staff and attempt to engineer the rescue of the endangered platoon. It is a simulation driven by a story that was designed, written and created by a Hollywood motion picture studio. The exercise represents one of the first and most important efforts in the difficult struggle to bring the full power and effect of storytelling into the realm xvii xviii Story, Simulations, and Serious Games of simulation. The benefits of story in simulation training have been quite appar- ent to the US military and to trainers and game designers alike. Stories can engage participants, make their experience more memorable, help them learn, and help them transfer that learning to the real world. Stories can portray the full complexity of a difficult situation; they can induce the kind of tension and stress that learners must become familiar with when it becomes a major part of their jobs. These are all things that a good Hollywood movie can achieve through cinematic storytelling. But the mechanics of combining the structure of a good story with the sense of free will needed to have a believable simulation have always seemed difficult or impossible to achieve. The book you’re holding in your hands addresses this challenge. And to see how this can benefit you, read on. 1 Who This Book is For You could be working for an oil company, involved with training workers to operate on offshore oil platforms, and concerned about new security issues in this environment. You could be working for a financial services company, involved with training employees to move into management responsibilities. You could be working for a nongovernmental organization that must train its field workers to contend with broad cultural differences in order to provide relief services and aid to overseas populations. You could be working for a state or county entity that needs to prepare first responders for potential new disaster situations. In short, you may be involved in some form or manner (however tenuously) with the transfer of training, educational, or pedagogical material to employees or volunteers. In today’s rapidly changing world, these employees and volunteers frequently need new skills, knowledge, and experiences to better compete in the global marketplace, and to respond to new challenges and job demands. In the past, that transfer might have been handled by more experienced workers conducting walkthroughs for less experienced workers. Or, a workbook or other training materials may have been devised to teach employees new skills. A video illustrating new principles and concepts may have been produced as well. But in the 21st century, these methodologies have become less effective. For starters, today’s employees have grown up bombarded with media stimuli, and they’re very practiced in tuning out droning lectures, boring print material, and “educational videos.” In addition, the transferable pedagogy has become increas- ingly complex and nuanced, lending itself less well to traditional learning methods such as rote memorization, multiple choice testing, and watch-the-film- strip-and-get-it. Finally, in the era of mergers and acquisitions, budgets for one- on-one training and workshops with no clear-cut ROI (return on investment) are often slashed or eliminated. 1 2 Story, Simulations, and Serious Games Today’s employees have grown up with fast-paced, immersive, interactive media. Today’s technologies have enabled the relatively inexpensive construc- tion of computer environments offering varying degrees of user immersion, user participation, and “virtual reality.” In short: simulations. Videogames like Grand Theft Auto and Halo are simulation environments. Very recently, these environments have become a partial basis for the Serious Games movement: videogames designed with serious teaching and training purposes. You, or your boss, may have heard of these simulations or serious games. Perhaps the competition is already using or creating one. Perhaps budget money is available to build one. Perhaps you’d just like to see if you can reach your employees in more effective ways, and maybe the building of a simulation is the right step for this. But you’ve never built a simulation or serious game. You do a little research and you find out that when Rockstar Games or Microsoft produces a game, they spend millions and millions of dollars. And if the task isn’t daunting enough, suddenly your boss says, “Oh yeah, and it should have a story.” Or, perhaps you begin going out to professionals about your nascent simulation project, and sooner or later one of them asks, “What’s the narrative that holds this thing together?” Now what? This book is about confronting this challenge, and showing that designing an interactive, story-driven, pedagogical simulation is not as impossible as it might seem. The origin of this book rests in a remarkable collaboration that took place between Paramount Pictures, USC’s Institute for Creative Technology, and the United States Army. Their intent was to build serious games: interactive, story- driven simulations that would train officers and commanders to handle various crisis situations. However, the lessons and observations from this collaboration are applica- ble to the building of serious games in any professional, educational, vocational, or volunteer arena. Given the ubiquity and inexpensiveness of technology and distribution, an organization of almost any size can contemplate the building of a serious game to address training and educational needs. The first half of this book begins by outlining three major projects that Hollywood created for the United States Military. These projects were expressly designed to place storytelling at the heart of the simulation. This first half will then take a broader look at what constitutes story and character, and how these components can be successfully integrated into a teaching experience, while reviewing the design principles and the paradigms developed in the Hollywood/military collaboration. We’ll move on to how the instructor is incorporated into a training simulation, and how automated story generation may assist in the replayability of simulation scenarios.