Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Tuesday, 6 May 2025

Old Skies: review

Wadjet Eye have done it again: proved that it's possible to create a really great 2D point-and-click adventure game, if you have a cracking story, characterful dialogue writing and voice acting that is nothing short of stellar. 

I've been waiting to play this game for several years, ever since I saw a video of creator Dave Gilbert talking at AdventureX 2019 about an experimental game he'd produced for a jam. He showed a clip of it, in which a time traveller named Fia - some kind of agent in pursuit of a fugitive - lands in a city street and contacts her remote handler, Nozzo. "What's your status?" he asks. "I've got a splitting headache," she replies. "Didn't the Brass say this was a painless procedure?" She then discovers that her kit bag is missing. "Oh. Um. That's bad," he says. "Yes, Nozzo. That's bad," Fia replies with feeling. "How d'you expect me to find Monty without the tracker?" That was the extent of the clip, just 40 seconds long (from 13:55 to 14:35), but it sold it to me. I liked Fia's resolute but slightly stroppy attitude and her collegially affectionate relationship with Nozzo, and I wanted to see more of her and her adventures. So here she is at last in a full-length game, once again voiced by Sally Beaumont who brought her so vividly to life from a short sketchy script for the game jam.

Fia works for an organisation called ChronoZen, which sends rich clients on short trips into the past as a sort of temporal tourism. Playing as Fia, your job - with Nozzo's support - is to give them the experience they want (things they want to see, people they want to meet, even - within strict limits - things they want to change), while making sure that no harm comes to them or to the timeline. Of course, this being an adventure game, the missions are never as simple as they sound. In one, the client runs off by himself and Fia has to track him down and find out what he is trying to do, because he clearly has an agenda other than the one he declared to ChronoZen. In another, the person the client has longed to meet, because he was a role model for her, turns out to be a protection-money collector for one of New York’s gangs, so that Fia has her work cut out to prevent them both from being killed. 

It's when Fia gets killed for the first time that you find out about the Emergency Rewind Protocol: if she dies, Nozzo can rewind time by a few seconds, or a few minutes, to give her another chance. This is no pain-free re-spawning, though, as in many an RPG; each time she's revived, Fia winces with agony, and she retains full memory of how she died. Here's where the game really shows its quality: it would have been so easy to reuse the same dialogue each time, but instead Fia's rising irritation with the repeating events and her failure to escape the death loop is reflected in her dialogue options. She starts to anticipate what her antagonist will say, or comes out with something like "Let's skip ahead to the part where you hit me." Not only does this cushion the player against getting bored or irritated, her use of irony to defuse and cope with adversity is expressive of Fia's character. It doesn't prevent her from being killed again, though. ("You know, I'm really fed up with getting shot in the head.")

The puzzles which advance the story are mostly solved through dialogue choices or through use of information gathered from other characters, the environment, or the biographical database to which Fia has access. No implausibly large inventories here; once again, the dependence on conversation, setting and history works to build a rich sense of the characters and the worlds they inhabit. Even when you get stuck on a puzzle, you can have Fia ask Nozzo for advice; he effectively acts as a built-in hint system, but one that deepens immersion in the game rather than breaking it, because giving helpful advice is what his character does, and it never feels like cheating to ask him for help.

As with Wadget Eye’s previous hit Unavowed, the game is divided into chapters, each of which represents a discrete mission with its own story arc. But again as with Unavowed, there is a larger story arc, which emerges gradually over the individual chapters. There are hints about this larger story right from the beginning. Fia, like all ChronoZen agents, is insulated from chrono-shifts, changes to the timeline; when historical reality is changed, through accident or design, she remains unchanged, with memory of the previous reality, and all previous realities. This means that she avoids becoming attached to things which may suddenly disappear. She doesn't have a favourite restaurant or favourite place; they change too much. For the same reason, as we learn during the course of her missions, she doesn't follow sport and knows nothing about art. In an early scene, she tries to pick up a man at a bar, and just as the conversation is starting to go well, there's a chrono-shift and he disappears from existence. And what does she do, with an unexpectedly free evening? She goes into work, to see if there are any late clients requiring escorting. No matter how good at her job she is, no matter how dedicated, this is shaping up to be a life of personal isolation and non-commitment.

Without being heavy or overly serious - and there are some very funny moments in this game - Old Skies packs an emotional punch, prompting thoughts about meaning and purpose and the nature of a life well-lived. The questions confronting Fia are an amplification of the questions which confront every one of us, once we become aware of the inescapable change and impermanence of things. How can one leave one's mark on the world if everything is prone to erasure from existence? What. if anything, is it worth caring about, if it can be taken away from one in an instant? Does what we do really matter?

Having played the game through to its thrilling conclusion, I'm not sure whether Fia's story has a happy ending or a sad ending. Perhaps that doesn't matter. I'm very glad to have known her and gone through it all with her. And now it's over, I'm feeling bereft and lost. So sorry, Dave, but for me the countdown starts now. I'm waiting for your next hit game!

Buy Old Skies for PC on GOG or on Steam.

Monday, 5 June 2023

Katharine Whitehorn’s Cooking in a Bedsitter: an appreciation

(Copied from my original post 15.2.2021 on the electricwordcraft.com site.)


When I went off to uni in 1977, Cooking in a Bedsitter was one of the books I took with me, and it got a great deal more use than any of my textbooks. Although Katharine Whitehorn had written it for a different generation of young people (it was first published in 1961), the material conditions of life had not changed so very much; if your student room was in a moden block you might be lucky enough to have a shared kitchen, but if you were in an old university building or living out in digs, the best you could hope for was a single gas or electric cooking ring in your room, and no fridge. There were no take-aways other than fish and chips; pizza was still regarded as foreign food and McDonalds had yet to achieve a serious presence on the high street. Chilled ready-meals were many years in the future. So if you wanted to cook for yourself, the challenges were enormous – and it was those that Katherine Whitehorn addressed. Cooking in a Bedsitter was not a book of recipes; it was a lifestyle book, shot through with her trademark down-to-earth simplicity and straightforward common sense.

It was that punchy pragmatic tone which characterised her Observer column. Take for instance her observation (early ’60s, remember) that a woman at a party needs to hold a bag, gloves, plate, drink, serviette, fork and cigarette – AND have a hand free for shaking hands. Having identified the problem, she then worked out the answer, and a photograph of her doing it appeared on the cover of her Social Survival (1968). (Bag goes on the arm, gloves between fifth and fourth fingers, serviette between fourth and third, cigarette between third and second. Hold the plate with first finger and thumb, with the thumb holding down the wineglass and the fork resting on the plate. Your other hand is free for eating, drinking, smoking and shaking.)

In the same vein, Whitehorn’s opening chapter of Cooking in a Bedsitter defined “The problem – and some of the answers”.

Cooking a decent meal in a bedsitter is not just a matter of finding something that can be cooked over a single gas ring. It is a problem of finding somewhere to put down the fork while you take the lid off the saucepan, and then finding somewhere else to put the lid. It is finding a place to keep the butter where it will not get mixed up with your razor or your hairpins. It is having your hands covered with flour, and a pot boiling over on to your landlady’s carpet, and no water to mop up any of it nearer than the bathroom at the other end of the landing. It is cooking at floor level, in a hurry, with nowhere to put the salad but the washing-up bowl, which is any case is full of socks. (p. 13)

My copy of the book had one of Penguin’s great new photographic covers of the 1970s, which “allowed the title to be ‘read’ instantly from the image alone” (Baines, 2005, p. 205). In this case the image was of a cast iron bed frame, hung with cooking utensils and food items (see above). Arresting and funny, this was an illustration of the same problem: that the place where you cook is also the place where you sleep.

Whitehorn’s answers to this problem included casseroles (“far the best way of cooking a number of different things together, as one must on a gas ring” p. 16); a damp cloth (for wiping), a water jug (for adding water during cooking) and a plastic bucket (for emptying dregs); newspaper (as a work surface and wrapper for rubbish); and equipment (“it is not a question of the best possible tools, but the fewest” pp. 20-21). All these she covered in her magisterial first chapter, followed by a supremely useful “beginner’s index” of ingredients, including “how much to buy, how to prepare, standard cooking times” (p. 27). The recipes, although they occupied the remainder of the book, were in a sense secondary; fundamentally this was a book on how to approach and think about cooking – which is why its popularity endured, even as ingredient availability expanded and food tastes changed.

Here are some of Whitehorn’s best insights, which have shaped my cooking from that day to this.

  • “Cooking to stay alive.” Most of the recipes in the book fall into this category, the other being “Cooking to impress”, for which there are special tips. “(1) Finish any cleaning. You can finish cooking without shame in front of your visitors, but you cannot very well sweep under their embarrassed feet. (2) Set the table – it will reassure people that they have come on the right day, and that there will be a meal eventually. (3) Get yourself looking nice. In a house you can disappear and finish dressing – in a bedsitter, no.” (p. 145) And for the cooking itself: “Never have more than one thing that needs last-minute attention.” (p. 144) Further guidance is divided according to the category of person you are trying to impress: “(1) The troglodyte in the next bedsitter. (2) Couples … who … have forgotten what it was like to cook in a bedsitter (if they ever knew), and it is your business not to remind them. (3) Your parents, or your parents’ spies… (4) Delicious little parties à deux.” (p. 147)
  • “The potato-shaped space.” “Most of us have a potato-shaped space inside that must be filled at every meal, if not by potatoes, then by something equally filling – rice, bread, spaghetti, macaroni, and so on.”(p. 16)
  • On drink and parties (by her husband, Gavin Lyall). “It is a bad rule to buy the cheapest of anything, and a good rule, when faced with the temptation, to buy the best of something cheaper…. The happy fact is that nobody will know you thought of giving them champagne anyway.” (p. 175)

And here, as a specimen of how all this works out in practice, is one of my most-used recipes from the “Cooking to stay alive” section: Leeks Lucullus.

3 leeks (about 1lb)
2 or 3 potatoes
1 tablespoon grated cheese
butter
top of the milk
salt, pepper

Boil leeks and potatoes together in salted water with lid on pan till tender – 15-20 mins. Pour off liquid. Mash leeks and potatoes with a fork; stir in as much butter as you can spare (at least a teaspoon), cheese, creamy milk. Eat with a piece of toast. If you have a grill, sprinkle more cheese and brown the top. This looks like pale green mashed potatoes, but tastes delicious. (25 mins.) (p. 65)

Rest in peace, Katherine Whitehorn. Thank you for teaching me how to think about cooking, how to think about life, and that it’s possible to be smart, practical and funny all at the same time.

References

Baines, Phil (2005), Penguin by Design: A Cover Story 1935-2005 (London: Allen Lane).

Whitehorn, Katharine (1963), Cooking in a Bedsitter (Harmondsworth: Penguin)

See also Obituary of Katherine Whitehorn by Janet Watts and ‘Thank you, Katharine Whitehorn, for giving all the female reprobates a voice’ by Barbara Ellen.

When signs get personal

(Copied from my original post 4.3.2020 on the electricwordcraft.com site.)

What do you think of signs like this? Do you find them cute and amusing, or do you find them annoying? Above all, do you find them effective for what they’re trying to do?

I must admit I rather like this sign, which I spotted on the luggage trolleys at Milton Keynes railway station. In one sense, the sign is redundant: if you’re looking for a luggage trolley, you don’t need a sign to tell you that you’ve found one. But I think the purpose of the sign is other than that. For one thing, it prompts someone with luggage to think of using a trolley, even if they weren’t looking for one. (We’ve all seen people struggling with wheelie suitcases who should really be using a trolley, for the benefit of other passengers if not themselves.) More important than that, though, the real purpose of the sign I think is to give a voice and identity to the station and the railway company: what discourse analysts call “subject positioning” [1]. The words on the sign are the sort of thing which might be said by someone who was considerate and helpful and attentive to your needs. The implication is that the station staff and the railway company collectively have the kind of personality which means they talk to you like that: polite, kind and helpful in a personal way. Contrast that with the sort of sign which you’re more likely to see on a luggage trolley:

Warning: trolleys MUST be returned to a designated point. Penalty for abandoned trolleys £500.

What kind of person says that? Someone who is bureaucratic and officious, and that’s the kind of personality such a sign attributes to an organisation which puts it up.

Such personal-sounding offers of help need to be carefully judged, of course. Those of my generation who used Microsoft Word 97 will remember the Office Assistant, which by default took the form of a cheery, cheeky animated paper clip, popping up unbidden at the least appropriate moments. I’m afraid the paper clip’s conversations with me generally did not go well.

Office Assistant: It looks like you’re writing a letter. Would you like help?

Me: No! Sod off!

I think the reason the Office Assistant’s appearance was so annoying is that it was intrusive: it actually interrupted what you were doing (such as writing a letter) and demanded that you respond to it before you could continue. Although the notice on the trolley hails you as a carrier of luggage – subject positioning again – this is not annoying in the same way; if you’re not part of the target audience, you simply disregard the hail and walk on, though perhaps with a pleasant lingering appreciation for the fact that HAD you needed help with your luggage it would have been available.

The relevance of this for education, specifically for learning materials, is that often you want to address the learner personally and directly. This is an illusion of course, just as a TV presenter talking to you directly is an illusion because what they’re actually talking to is a television camera. [2] Nevertheless, when it’s done right, it feels natural and unremarkable, even though the writer or presenter cannot see you and knows nothing about you and what you are thinking and feeling; you only notice it when it goes wrong and the illusion is broken.

The reason authors of learning materials, like TV presenters, try to address the members of their audience individually and directly, is that it sets up a personal relationship and introduces emotional warmth into the communication. The standard for learning materials is to use the second person (“you”) and contractions (“as you’ve seen”), resembling spoken language more than written language. A common stylistic model is what Derek Rowntree many years ago called “a tutorial in print” [3]: you talk to the learner as though they were there with you, and invite responses from them. (“What would you do next in this situation?” “What do you make of this argument?”) This kind of writing has been fundamental to the learning materials of The Open University, both printed and online, since its inception in the 1970s.

This too can go wrong, of course. As with the Microsoft Office Assistant, eagerness to help can come across as patronising, if the reader or learner is fully capable of managing by themselves; there’s an OU legend of the course materials which at one point suggested to the learner that they should take a coffee break if it was all getting too much. But there are many OU students who are grateful for a supportive tone; I remember one telling me how she’d been finding a particular section of her course hard going when she was delighted to read the materials’ reassurance that this topic was difficult and probably wouldn’t make sense until later. The perfect anticipation of what she was thinking and feeling not only encouraged her but reinforced her relationship with the course, communicating to her that the personality behind it was concerned for her and her success.

The OU was set up to bring higher education to people who had missed out on it earlier in life. Such people, frequently with a poor educational background, could not be expected to be familiar with formal study and the experience of a new subject being initially difficult but becoming easier with practice. They would therefore very likely be in need of assurance that the experience of difficulty is not a reason for thinking yourself incapable or for giving up. Postgraduate students, at the OU and elsewhere, can be expected to be better able to manage their own study, and can be safely left to self-regulate and negotiate normal difficulties for themselves, to say nothing of deciding when to have their own coffee breaks.

But I would argue that, even for experienced and sophisticated learners, learning materials should still embody that personal relationship implied by direct address. It’s what distinguishes education or training from an information dump. The illusion of the materials being a personal tutor – an illusion in which the learner acquiesces, just as we acquiesce in the illusion that a TV or radio presenter is talking to us – allows learning materials to do two very important things. The first is to support motivation – the great challenge in all distance learning – by giving comfort and encouragement. The second is to support self-management, by modelling how to mentally step back from the subject, the information, to reflect on the learner’s experience of its study; by internalising this supervisory voice, the learner eventually becomes better able to evaluate and regulate their learning for themselves.

The temptation when writing learning materials is to be factual and presentational. Getting personal, addressing the reader directly – and thinking about how they would like to be addressed – is something to which writers need to give deliberate attention .

References

[1] See for example Davies, B. and Harré, R. (1990), ‘Positioning: the discursive production of selves’, Journal of the Theory of Social Behaviour, vol 20, pp. 43-65.

[2] This point was powerfully illustrated by one of Michael Wesch’s anthropology students in the early years of YouTubeing, when she held up a mirror to her webcam to show us what she was actually talking to (in other words, not us) while making her video. (Wesch included the short video clip in his talk An Anthropological Introduction to YouTube, timecode 21:38 to 22:03.)

[3] Rowntree, D. (1994), Preparing Materials for Open, Distance and Flexible Learning: An Action Guide for Teachers and Trainers, London, Kogan Page, p. 14. Lockwood, F. (1992), Activities in Self-Instructional Texts, London, Kogan Page, p. 25. See also my blog post ‘Alternatives to telling: what are we forgetting when we put education online?

Thursday, 4 October 2018

Why is writing learning materials hard for academics?

When academics first start to write distance learning materials, a few hit the mark straight off, most take a few attempts to work it out, and some never "get it": however hard they try, they continue to produce writing which no matter how excellent from the academic or technical point of view is simply unsuitable as learning materials.

Reflecting on this sad fact with another producer of learning materials from another university, he asked me why I thought academics found writing learning materials hard. Off the top of my head, I replied that I thought it had to do with the prevailing forms of academic discourse. Academic standing and prestige comes from writing and publishing research papers, which is an entirely unhelpful model. Apart from that, there are textbooks and lectures, which are better models in that they at least have a teaching function; but they too are monologic one-to-many forms of communication. What's needed for good learning materials is a different discursive model.

Actually the best model is one with many academics are familiar, although it may not occur to them at first. At The Open University, the relevance of this model for the fledgling university’s teaching was spelled out in a 1973 memo from Derek Rowntree (discussed in more detail in my previous post):
Rowntree... asked writers of materials to imagine what their ideal form of teaching would be if they had a learner in their company for several hours: what would they do as teachers and what would the learner be expected to do during that time. [He] argued that … it was highly unlikely that you would simply talk at the learner for hour after hour; he didn’t believe it would happen. Instead he thought you would probably regard a one-to-one tutorial as an ideal form of teaching. (Lockwood, 1992 p 25)
This was the model for classic OU learning materials during the 1970s and '80s: what Rowntree called the “tutorial in print”. Some thirty years later, a similar model was adopted by the very successful Khan academy videos, which (as I have already observed) are not video lectures but video tutorials: the camera does not look at the teacher but at the paper or screen on which the teacher is writing down the maths: the view you would have while sitting beside your maths tutor.

What the tutorial model does for the teacher is to replace the one-to-many communication of a lecture with communication that is one-to-one, or one-to-a-very-small-group. Unless a writer of learning materials makes this shift, they will be like one of the speakers in the early days of radio broadcasting who would deliver their talk in stentorian tones, thinking of the millions of listeners they were aiming to reach instead of the individuals or family groups who would each be listening on their own wireless set. Early radio producers, such as Hilda Matheson, the BBC's first Director of Talks, needed to work on speakers to get them to make this transition.
The models for BBC broadcasts were the public lecture, the political speech, the theatre and the variety hall. One of Matheson’s many achievements was to realise that the microphone demanded an entirely different manner from the podium. “It was useless to address the microphone as if it were a public meeting, or even to read it essays or leading articles,” she wrote. “The person sitting at the other end expected the speaker to address him personally, simply, almost familiarly.” She rehearsed, coaxed and harried speakers until they found a mode of speech that worked. (Higgins 2014)
If the one-to-one personal style has been found to be essential for broadcast media, how much more essential it is for learning materials, in which, as Diana Laurillard argued long ago (2002, pp 86-87), the critical element is the conversation or dialogue which goes on between teacher and learner.

References

Lockwood, F. 1992, Activities in Self-Instructional Texts, Open and Distance Learning Series, London, Kogan Page.
Higgins, C. 2014 'What can the origins of the BBC tell us about its future?', The Guardian 15 April 2014, online at https://www.theguardian.com/media/2014/apr/15/bbc-origins-future, accessed 30 September 2018. 
Laurillard, D. 2002, Rethinking University Teaching; A Framework for the Effective Use of Learning Technologies, 2nd edn, London, RoutledgeFalmer.

Tuesday, 24 July 2018

What is immersive VR good for?


I’m coming to the view that online education has reached its climax state. As with Microsoft Word or the Apple iPhone, we’re at the stage where we don't expect the future to bring anything significantly different or game-changing; new versions and new products only improve the features that are already there, they don’t add whole new areas of functionality.

“What about virtual reality?” asked a colleague with whom I shared this view. “Isn’t that going to change anything?” I replied that I didn’t think it would, except perhaps in a few specific subject areas. Like most new technologies with a powerful visible impact, its transformative power has been hyped. If you can't get your students to pay attention and learn something in a real classroom, why should it be any different in a virtual one?

The key thing which virtual reality offers is a sense of immersion in a scene, a setting or a scenario, and while immersion can be critical to some kinds of teaching and learning you don't necessarily need high technology to achieve it. People can experience immersion through text; most of us who have grown up reading books have had the experience of being so engrossed in a story that it was a wrench to return to the real world. Films too can be immersive: the effect is enhanced by a darkened room and an image that fills the field of vision but these are not essential. What matter is how good the story is; if it gets you in its grip, you can be fully immersed even when watching on a small screen – and if the story fails to grip you, even an iMax screen won’t make any difference to your lack of involvement. Computer games too can create involvement and immersion on the small screen, the focus of attention on your game character and their actions putting you in the game scene to the exclusion of the real world around you; I’ve written elsewhere how clever interactive design can enhance character identification and emotional involvement in even a highly linear and cinematic narrative game.

It all comes down to the quality of writing and design, which in the context of teaching and learning means learning design. If your aim is to put your learner into a certain environment, the fundamental design question is (as I have previously noted): what aspects of that environment are you going to simulate? (The very concept of virtual reality is flawed, to the extent that one can never simulate reality in all its aspects; one has to choose which aspects you are going to privilege.) What kind of simulation you need depends on the learning outcomes you are trying to enable. What you want to represent authentically are your chosen tasks and difficulties, with a realistic possibility of success or failure or some kind of feedback on your learners’ actions. In almost all cases, those are things that can be done without virtual reality, and probably done better without it.

For example, ‘Could you lead an ethical investigation?’ is an example of a text-only simulation, based on multiple choice questions; the technology couldn’t be simpler, but the situation could hardly be more challenging. Based on Richard Feynman’s experience after the Challenger space shuttle disaster, it places you in the role of a scientific expert on a committee of inquiry investigating a major accident. It presents you with a number of situations and for each offers you a number of choices; for example, when the Chair says that one of the organisations involved has “done an excellent” job and that they may never be able to identify the cause of the accident, do you say nothing? Accuse the Chair of bias? Ask the other committee members for their views? Ask what’s the point of the inquiry if they don’t expect to find a cause? None of these choices is absolutely right or absolutely wrong, though some would be more or less wise for yourself, and all could have more or less helpful consequences. What the simulation invites you to practise is your ethical principles, your practical knowledge of how inquiries operate, and your sensitivity to power play in the working of committees. The tests are one of judgement, which doesn’t require anything more than text. A full-blown virtual reality simulation of a committee meeting would not only be impossibly impractical to recreate, it could actually be a distraction from the focus of the learning.

But sometimes distractions and sources of confusion will be part of the challenges which you want to simulate, if the skill to be practised is one of making decisions under pressure. This simulator for medical triage, for example, puts you on a city street after some kind of explosion: sirens and alarms are going off, and there are injured or dying people on the ground all around in pools of blood, crying out and begging for help. The task is to examine each person and categorise them as Immediate, Urgent, Delayed or Dead. The shocking and alarming appearance of the scene is clearly essential to the simulation, the aim being to reproduce something of the circumstances in which paramedics may need to make triage decisions. Yet how much more would be added by presenting the scene in virtual reality? The small screen presentation using games technology (it was produced by the simulation division of a games company) already provides a considerable degree of immersion, arguably as much as is needed, short of actual practical experience.

I can only think of one simulation example for which virtual reality is essential, and that’s a fictional example from Star Trek: The Next Generation. In the episode ‘Thine Own Self’, Deanna Troi is taking the bridge officer’s test; as ship’s counsellor she already has an officer’s rank, but that is a honorary status like the rank of an army chaplain, and she wants to see if she actually has command ability. We see her in Engineering, facing a disaster and the imminent destruction of the ship. Even with Worf and Chief Engineer Georgi La Forge to help her, no matter what she does the problem gets worse until the ship blows up – and then we discover that all this, including the presence of Worf and Geordi, has been a simulation taking place on the ship’s holodeck. She tries the simulation again, and again she fails. Only when she reflects on what a colleague says about the first duty being towards the ship does she realise what she needs to do. Running the simulation one last time, she confirms with Geordi that the damage can be repaired from within a certain crawl way, though the radiation there will be fatal to whoever attempts it. Looking him straight in the eyes, she orders him to enter the crawl way and repair the damage – and that turns out to be the solution. The simulation isn’t a test of engineering knowledge but of command ability: whether the officer can, if the situation requires it, order a friend and colleague to their death.

Now that is something which couldn’t be simulated by a multiple-choice test, or by a cinematic presentation no matter how immersive. And this example is actually not that extreme: most of us will not be in an occupation where we might have to order a person to their death, but if we are a doctor we may very well have to give a patient bad news, and if we are a manager we may very well have to give an employee the sack, or to call them out for poor attendance or poor work. The difficult part is not deciding what needs to be done or thinking of the words to say, but saying them to another human being, standing in front of you in the same space. And to simulate that would be a good use of virtual reality.

(And then again, one could just simulate it through role play, as the best training for doctors and managers does today!)

Wednesday, 24 January 2018

Mrs Brown and the Revolution: a tribute to Ursula Le Guin

In grateful thanks for the life and writings of Ursula Le Guin, who died on Monday, this is a tribute article which I wrote back in 1980 when I was 21. Her words brought me life.

Mrs Brown and the Revolution: The Taoist Humanism of Ursula K. Le Guin

‘Mrs Brown’ was the name Virginia Woolf gave to an old lady who sat opposite her in a railway carriage in the train going from Richmond to Waterloo, her example of the character who appears to the novelist, inside a railway carriage or inside the mind, and from whom a novel grows. In 1975, giving a lecture in London, Ursula Le Guin talked about Mrs Brown and about science fiction, and whether the writer of science fiction could sit down in the corner opposite to Mrs Brown and put her into a story, could deal with character, could write (in Woolf’s sense) a novel. For Le Guin, this was the whole point; unless Mrs Brown could be somehow included aboard the gleaming faster-than-light space-ship then imagination and invention were in vain. “If Mrs Brown is dead, you can take your galaxies and roll them up into a ball and throw them into the trashcan, for all I care. What good are all the objects in the universe if there is no subject?”[1]

What sort of science fiction writer says that? The sort whose parents were a leading anthropologist and a writer. Le Guin was born in 1929, youngest child of Alfred and Theodore Kroeber, and absorbed anthropology “by osmosis” in that stimulating family. Her brother Ted taught her to read, having got fed up with having an illiterate five-year-old sister about the place, and she read Lady Frazer’s Leaves from the Golden Bough “like Peter Rabbit”, as well as Norse and Indian myths. She and her brothers read science fiction, but in the late 1940s it “seemed to be all about hardware and soldiers ... starship captains in black with lean rugged faces and a lot of fancy artillery”;[2] so she moved on to Tolstoy and Dostoyevsky instead. It was not till 1960, after the death of her father, that she found her way back to science fiction and into print. Fifteen years later, she was a leading writer in the genre, and giving a lecture of ‘Science Fiction and Mrs Brown’.

By regarding character as the essential feature of the novel, Le Guin immediately sets herself apart from the mass of science fiction, and she finds in it much to complain of. At a conference in 1974, overstating deliberately to start a discussion, she singled out American science fiction’s treatment of The Other - the being who is different in sex, in class, in culture, or in race; typically, she said, we find gormless women, faceless masses and imperialists, and monstrous aliens. The Other is wholly alienated.
If you deny any affinity with another person or kind of person, if you declare it to be wholly different from yourself ... you have denied its spiritual equality, and its human reality. You have made it into a thing to which the only possible relationship is a power relationship. And thus you have fatally impoverished your own reality. You have, in fact, alienated yourself.
... In general, American SF has assumed a permanent hierarchy of superiors and inferiors, with rich, ambitious, aggressive males at the top, then a great gap, and then at the bottom the poor, the uneducated, the faceless masses, and all the women....
Is this speculation? is this imagination? is this extrapolation? I call it brainless regressivism.[3].
She has a similar contempt for the sword and sorcery tradition, and was therefore delighted by Norman Spinrad’s The Iron Dream, which presents a ‘heroic fantasy’ story written by Adolf Hitler. It has all the familiar features: the virile Hero; the Hero’s Friends; the vile, subhuman enemies; the Hero’s Sword; the usual tests, quests, battles, victories; but “in reading it, reading all the familiar things about the glory of battle, the foulness of enemies of the truth, the joys of obedience to a true leader, the reader is forced to remember that it is Hitler saying these things - and thus to question what is said, over and over.”[4]

The paperback publishers, however, know their market, so that even Le Guin’s books commonly appear making them out to be action-packed adventure stories, and the Penguin edition of the Earthsea trilogy has on its cover the picture of a demented-looking punk rocker with sparks shooting out of his fingertips. Yet her stories are not about power and conquest, but rather the failure of power, “the essential wastefulness and futility of aggression and the profound effectiveness of wu wei,”[5] the Taoist concept of ‘actionless action’ or ‘action through stillness’. They are not stories of success in any usual sense; as the narrator of one of her novels says, “if you’d like a story about how I won my basketball colour and achieved fame, love, and fortune, don’t read this.”[6] Le Guin’s books do not, as a result, have a traditional, victorious, “happy ending”.

For instance, A Wizard of Earthsea is the story of a young wizard named Ged, who in a fit of supreme arrogance and jealousy tries to summon a spirit of the dead, thus unintentionally releasing a shadow-beast which hunts him through the world. Desparately he tries to learn the shadow’s name, for knowledge of its true name will give him power over it. One might expect the story to end with the destruction of the shadow, for in the familiar Manichaean or Christian mythology, light is good and darkness evil and light ultimately prevails; but in the Taoist philosophy, light is not at war with darkness and does not destroy it. All Ged’s efforts to bring wizardly power against his shadow end in disaster; he does not destroy it.

A Very Long Way From Anywhere Else is a short realistic novel set in contemporary America. Owen Griffiths is a seventeen-year-old loner, on the verge of a breakdown because his father has just given him a car for his birthday - when the one thing he knows about himself is that he is not the car-loving all-American-kid which he is expected to be. On the bus, he meets Natalie Field, eighteen months older than him, whose ambition it is to be a composer; and in unthinking desperation he starts clowning with her, going into an imitation of an ape. They start to meet and talk together a lot, and their friendship flourishes, though Owen can never understand why Natalie becomes helpless with laughter whenever he goes into the ape-act. But this is not a love-story; they do not get married; they do not sleep together; what happens is that Owen feels pressure all around him to make their friendship into a love-affair, and when he tries, it all goes to pieces. The book ends with Natalie leaving town to go to Tanglewood music college.

Malafrena is set in an imaginary central European country in the revolutionary years of the early nineteenth century; it is Le Guin’s homage to Tolstoy, her War and Peace. The young Itale Sorde leaves his family’s estates in Malafrena for political activity in the capital, Krasnoy. Before he leaves, he affectionately gives his cousin Piera a copy of Dante’s Vita Nova, inscribing inside: “‘Here begins the new life.’ Piera Valtorskar from Itale Sorde, 5 August 1825.” In Krasnoy, he meets other intellectuals, including the poet Estenskar, and they start a radical paper which they call Novesma Verba. But the domination of the Hapsburg Empire continues, Itale is imprisoned for subversive journalism, and when Estenskar returns home he sees the farewell message which he carved on a tower wall many years earlier: “vincam”, I shall conquer; and confronted by his proud, youthful boast, he commits suicide soon afterwards. Itale is released from prison, barely alive; he is on the barricades in the uprising of 1848 where he sees the revolution effortlessly suppressed; and he returns to Malafrena, where Piera, who has meanwhile made a career for herself in running her father’s estates, gives him back the Vita Nova. “I’ll write something in it, if you like, to make it more of a present.... Here ends the new life. With affection, from Piera Valtorskar. Would that do?” The collapse of Itale’s ambitions is hard to bear; there is no victory in Malafrena.

The Dispossessed is Le Guin’s best-known work, already something of a classic in certain left-wing circles, and said to be Ken Livingstone’s favourite book. [Postscript 2018: when this was written, Livingstone was the radical leader of the Greater London Council.] It is set partly on the planet Urras, partly on its sister planet Annares, on which the followers of the anarchist philosopher Odo have set up a Utopian society. There is no state, no social hierarchy, no money, and most important of all no private property; even the language is reconstructed so that one would not normally say “my handkerchief” but rather “the handkerchief I use”. Existing at subsistence level on a barren and infertile planet, they survive by an ideology of sharing - both work and commodities. Shevek, an Annaresti physicist, travels to Urras where he encounters its affluent capitalist society, and is first puzzled then repelled by it. He sees that the Annaresti have nothing, except one another, and possessing nothing they are free; that the Urrasti are rich, they own, and by possessing they are themselves possessed, each alone in prison with a heap of what he owns, and walls are all that he can see in their eyes. If The Dispossessed were a different sort of book, it would end with the revolution of the Urrasti proletariat and the vindication of Odonian anarchism; but Annares is, as the subtitle says, ‘an ambiguous Utopia’, and the revolutionary state is itself in need of revolution. There are supposed to be no rules, but children are being taught to parrot the words of Odo as the new orthodoxy; there is supposed to be no police and no punishment, but when one of Shevek’s friends writes a supposedly anti-Odonian play he is ostracised, keeps getting manual-labour postings, and is driven into applying for a place in a lunatic asylum; there is supposed to be freedom of thought, but though Shevek is manifestly the most brilliant physicist on Annares, all his original ideas are condemned as ‘egoising’, and it is this which drives him into undertaking the voyage to Urras. And though on Urras the underground movement takes Shevek’s arrival as a signal for the revolution and organises a general strike and mass meetings, the crowds are mown down by machine-gun fire from helicopters and armed troops. But not before Shevek has addressed them; and some of his words are the key to Le Guin’s Taoist humanism.
If it is Annares you want, if it is the future you seek, then I tell you that you must come to it with empty hands.... You cannot buy the Revolution. You cannot make the Revolution. You can only be the Revolution. It is in your spirit, or it is nowhere.
To a Taoist, even an inconsistent on (all that Le Guin claims to be), “you can only be the Revolution” is a simple basic truth. ‘Revolution’ does not just mean an overturning, as in a political revolution, the Marxist revolution; it also means a continuous turning, in the way that a wheel revolves, or the universe revolves, or Nature revolves, cycles, changes, is always made new. According to the Taoist philosophy, the sage does not dominate Nature, seeking to rule it from above, in the way that Confucians and Legalists sought to impose law and morality on society; instead, they follow Nature, they submit to it and thus rule it from beneath, in the way that the anarchic society is ruled from beneath. And as the universe is at balance, is whole, is complete, so the sage who follows Nature’s way is whole and complete. You (as human person) can only be the (Taoist) Revolution.

The final effect given by “so much of the old Man-Conquers-Cosmos sf” is, says Le Guin, depressing. “When you’ve conquered the cosmos all that’s left to do is sit down, like Alexander the Great, and cry.”[7] Her writing, though not cheerful and upbeat, is not depressing in its final effect. Ged names his shadow with his own name, and in doing so makes himself whole: “a man: who, knowing his whole true self, cannot be used or possessed by any power other than himself, and whose life therefore is lived for life’s sake and never in the service of ruin, or pain, or hatred, or the dark.” Owen Griffiths hears some of Natalie’s songs performed, and at that moment sees Natalie as she is; and when she leaves for Tanglewood he does not do the ape act: “I stood there and did the human act as well as possible.” Itale Sorde gives back to Piera the Vita Nova which he have her when he first left Malafrena: “I didn’t know why I left till I came back - I have to come back to find that I have to go again. I haven’t even begun the new life yet. I am always beginning it. I will die beginning it. Will you keep it for me, Piera?” And Shevek returns to Annares, without possessions, as he left it; “his hands were empty, as they had always been.” In the last few words each story comes whole, comes complete, comes true: like the universe or a human life, like Mrs Brown or the Revolution.

References

[1] ‘Science Fiction and Mrs Brown’
[2] ‘A Citizen of Mondrath’
[3] ‘American SF and the Other’
[4] Science Fiction Studies, vol 2, p. 142
[5] Planet of Exile, introduction to 1979 edition
[6] A Very Long Way from Anywhere Else
[7] Nebula Award Stories, Introduction

Tuesday, 24 October 2017

Alternatives to telling: what are we forgetting when we put education online?

Most people experienced in online education are clear that it’s not just about presentation of subject matter. Even if that’s your starting assumption – and such is the pernicious influence of IT thinking that even good educators find themselves thinking of teaching as the transmission of information – you quickly realise that online lectures, whether text, audio or video, don’t necessarily lead to learning. So online educators turn to the medium’s great potential for discussing, sharing and collaborating, and supplement online presentations with activities for learning through online social interaction. For many people these days, online education means presentation plus group learning activities.

But if we think like that, we’re forgetting the possibility of individual learning activities. From the earliest years of The Open University, these were the distinctive core of its approach to distance learning, as a deliberate and conscious effort to implement an active constructivist pedagogy through printed materials. As Fred Lockwood tells the story, the approach originated in a 1973 memo by Derek Rowntree, in which he asked writers of materials to imagine what their ideal form of teaching would be if they had a learner in their company for several hours: what would they do as teachers and what would the learner be expected to do during that time.
Rowntree argued that … it was highly unlikely that you would simply talk at the learner for hour after hour; he didn’t believe it would happen. Instead he thought you would probably regard a one-to-one tutorial as an ideal form of teaching when information, source materials, procedures, techniques, arguments, research findings, raw data, etc. would be communicated and learners would be asked to respond to a variety of questions. In some cases the actual answer would be provided, in others a commentary or feedback. In such a context a learner could be asked a whole series of questions, dependent upon the nature of the topic and form the teaching was to take. The learner could be asked to recall items of information, to define concepts, draw together arguments, justify particular statements, consult other sources, interpret data, compare different interpretations of the same data, work out examples, discuss things and perhaps produce something themselves. In short, teachers would expect the exercise of certain study skills by which the learner constructs his or her own picture of the subject and learn to integrate what has just been taught with what had been learnt before feedback was provided.
(Lockwood, 1992 p 25) 
This “tutorial-in-print” approach came to be the defining characteristic of Open University materials. When I was taught to write distance learning materials on an OU model in the early 1990s, I learned to give priority to such learning activities, preferably planning them before starting to write any subject matter presentation. One set of course materials on which I worked was designed to consist only of individual learning activities, the presentational element being supplied by existing published readings to which learners had access through their professional libraries. When computer-based and internet-based technologies arrived in the late 1990s, my colleagues and I recognised the possibilities which they afforded for interactivity, free exploration of resources and social learning, but we saw these as supplements to individual learning activities, not replacements.

But one starts from what one knows. When recently I asked a new OU lecturer what she was planning to add to her throughly planned presentation of subject matter, she responded in terms of online group activities; reasonably enough, she thought of delivering online versions of the lectures and classes with which she was familiar. So it’s not so surprising that individual learning activities should be absent from the online learning design of universities with no previous background in distance learning, such as Phoenix or Northampton.

What’s more surprising is that individual learning activities don’t feature in the OU’s own framework for learning design, even though they are still to be found in OU course materials, both printed and online. In the OU’s typology of learning activities, the only category in which they could plausibly fit is that of “Assimilative activities”, in which the root metaphor does at least connote the building up of structures. However, according to its definition, this category includes nothing more than “attending to information”, with the core task verbs being “read, watch, listen” [1], described as “essentially passive in nature” (Conole 2007, p 84) – bizarre in a typology of learning activities (how can one have a passive activity?) and certainly leaving no room for anything like a “tutorial in print”. But then this typology was developed at the University of Southampton, as part of a programme for promoting the use of educational technology[2], without reference to the tradition of distance learning, at the Open University or anywhere else.

Does it matter if we forget individual learning activities and omit them from our learning design thinking? I think it does, because group activities are not always appropriate ways of making learners active and developing their competence with the subject. For one thing, social learning is not suitable for some learners, most obviously for those in prison or other secure environments in which contact with other learners is limited or impossible. More importantly, group activities are time-consuming ways of working with a topic – typically each learner has to wait for responses from others before they can complete the activity for themselves – meaning that in practical terms they are only suitable where that investment of time is warranted. Most fundamentally, group activities are not appropriate where the range of possible correct responses is limited, so that there’s little for learners to discuss or share. Learners’ time may be better spent initially practicing new concepts on their own, learning to get them right before using them in discussion with others.

Forgetting about individual learning activities also lets authors off the hook of thinking properly about how learners are actually going to achieve competence in the subject. If all learners are going to do is to discuss the subject matter presented to them, that encourages authors to plan and write their materials as if for a textbook, without thinking about learning activities – group or individual – until the presentation is substantially finished. And that is bad, because whereas textbooks have to be complete, covering thoroughly all the topics in their scope, for learning materials completeness is usually not desirable. Rather than presenting a definitive account of the subject, it is actually more effective to leave gaps for learners to fill in for themselves. “Never tell learners anything you can have them work out for themselves,” was the maxim given me by Richard Freeman (formerly of the National Extension College and the Open College) when I started writing distance learning materials; like all maxims, it’s an overstatement, but it reflects the ideal, the ambition which should be ours, as writers and designers of learning materials. We need to be constantly alert to all the alternatives to telling we can think of, and we cannot afford to forget any of them.

Notes

[1] The three original task verbs of “Read, Watch, Listen” have recently been supplemented by “Think about, Access, Observe, Review, Study”, which while at least allowing for a learner taking an active stance does not suggest the kind of focused direction characteristic of an individual learning activity. To include proper constructivist activities, the category should include task verbs such as Summarise, Identify, Classify, Interpret, Compare and contrast, Apply, Analyse and Evaluate. See my post 'Learning as assimilation: a passive activity?'

[2] A conference presentation (Fill et al 2004) locates the development of the DialogPlus toolkit, which embodied the typology, in the perceived gap between the potential of educational technologies and the application of good pedagogic principles.

References

Conole, G. (2007), 'Describing learning practices: tools and resources to guide practice', and Appendix 7 'Taxonomy of learning activities', in Helen Beetham and Rhona Sharpe (eds), Rethinking Pedagogy for a Digital Age: Designing and Delivering E-learning (Routledge), pp 81-91, pp 235-237.

Fill et al (2004), 'Supporting teachers: the development and evaluation of a learning design toolkit', presentation at Alt-C conference Exeter, abstract at http://web.archive.org/web/20101126075256/http://alt.ac.uk/altc2004/timetable/abstract.php?abstract_id=79 (Accessed 22 October 2017), PowerPoint at http://web.archive.org/web/20101126114429/http://alt.ac.uk/altc2004/timetable/files/79/DialogPlus%20Toolkit.ppt (Accessed 22 October 2017).

Lockwood 1992, Activities in Self-Instructional Texts, Open and Distance Learning Series, London, Kogan Page

Wednesday, 25 May 2016

Interactive narrative: Lessons from Telltale

Back in the 1990s, when the potential of interactive audio-visual media was first brought to the general population through affordable personal computers coupled with the extended storage capacity of CD-ROMs, technology commentators speculated wildly about the impact this would have on the creative arts. What would happen if you had a truly interactive novel, in which not just the reading experience but the actual storyline was shaped by the reader as well as the writer? Or a drama, in which you could, say, take on the role of Hamlet and choose to avenge your father’s death in the first Act instead of dithering around until Act III? Was the whole concept of a linear narrative with exposition and conclusion itself dead? Star Trek: The Next Generation provided a convenient cultural reference: the TV show's 1987 opening episode realised the concept of “virtual reality” through a room on the starship in which computer-generated holograms and force fields could simulate both a physical environment and people in it. The crew used this “holodeck” not only for training but for recreation; Captain Picard enjoyed role-playing Dixon Hill, a private eye from a 1940s-style crime thriller, and Captain Janeaway took on the role of the governess in a Jane Eyre-like gothic “holonovel”[1]. The optimism about digital technology’s potential for interactive narrative was summarised in Janet Murray’s Hamlet on the Holodeck (1998) [2].
"Basically, I am assuming that this movement is analogous to the invention of the movie camera a hundred years ago, and asking: if the digital environment (multimedia, networked, desktop, VR, arcade, etc.) is the 'camera,' then what will be the equivalent of the 'movie'? The holodeck provides one provocative model."
(Interview with Michelle Ellen Green)
Ten years later, this confidence had largely collapsed, not merely because virtual reality was proving to be technically a more clunky affair then early enthusiasts had hoped, but because authors were finding it just too hard to write truly interactive narrative scenarios that anybody would actually want to play. They discovered what the writers of adventure games had known for some time: that you need to anticipate and provide for anything the player may decide to do – hard enough when dealing with physical objects, but mind-bogglingly complex when dealing with non-player characters and narrative storylines. If players are going to be able to take the story in any direction they want, then you can’t write something as dramatic as Hamlet, because if the player kills Claudius in Act I then the story either has to end there or else you need to have provided additional material to allow it to go somewhere else. Even if you limit the number of choices the player has at each stage, as long as each branch leads to further choices then the tree of potential storylines quickly grows to an impossibly large size. If you try to write discrete scenes which players can encounter in any order, then you never know what they’ve seen previously, which means that every scene needs to do its own exposition. limiting how far it can develop the story. Taken together, these problems meant that interactive narratives tended towards the bland and purposeless, with largely meaningless choices about which it was difficult for players to feel much investment.[3] The few interactive narratives which are generally reckoned to have succeeded (for example, Façade, Her Story [4]) operated within a very restricted setting; the remainder never got beyond the stage of experimental works and sunk into obscurity.

This is why it’s extraordinary that Telltale Games has become successful, both commercially and artistically, in producing interactive narratives. As Dan Connors the co- founder of Telltale has commented: “We just chose the four things that people had given up on: digital distribution, episodic gaming, licensed gaming, interactive narrative, and said: You know what, it CAN be done, and we're going to do it." (Documentary ‘Telltale Games: Story Mode’, quote at 0’32”.) Ignoring modernist ideas of non-linear narratives, they’ve focussed unapologetically on good old-fashioned story-telling. Their characters and settings are strong and dynamic, drawing on the proven dramatic possibilities of pre-existing media franchises: Back to the Future, Jurassic Park, The Walking Dead (their breakthrough title), Game of Thrones, The Wolf Among Us (based on a comic series), and Tales from the Borderlands (based on the Borderlands role-playing game). The storylines are exciting, with suspense and resolution and a dramatic ending to each episode – essential for motivating players to buy and download the next. And (it should go without saying) their writers, animators, voice artists and music composers are first-rate, all combining their efforts in the service of the story.

But what about the interactive element? How is playing a Telltale game different from watching an animated film? The first thing to be said is that their interactivity is quite limited.[4] Although as a player you have choices, some of which seem as though they have decisive significance, you cannot actually affect the overall storyline; even when it seems you have freedom of movement, you are in fact travelling on rails. But the second thing to be said is that the interactivity which the games do afford is precisely that which enriches and deepens your involvement with the story. In other words, rather than trying to provide for whatever the player might try to do – which would be impossible – Telltale have focused on providing what is most important in terms of its impact for the player.

Here’s how it works in Tales from the Borderlands. You alternate between two characters: Rhys, a middle-ranking executive in the cut-throat Hyperion corporation, who descends to the wild-west planet Pandora in a desperate attempt to reverse a career disaster, and Fiona, a Pandoran con-artist whose ambitious scam goes wrong and is driven into an uncomfortable alliance with Rhys in the hope of winning even greater loot. The thrilling storyline has many moments of tension and danger for your characters, and one of the ways the game increases the suspense is by introducing uncertainty through dialogue choices. An early example of this is when as Rhys you have to ask the way from a violent-looking gang of bandits while your friend Vaughn is very obviously carrying a briefcase of money chained to his wrist; as Fiona, your first challenge comes when you need to talk your way past a huge bar-room bouncer, while a Wanted poster with your face on it is prominently on the wall beside him. From the point of view of the storyline, your dialogue choices make no difference; no matter what you say as Rhys, a fight will break out, and even if you completely mess up your lines as Fiona your sister Sasha will rescue you and get you into the bar. But what the choices do is make you identify with your characters: like them, you are forced to make a decision about what to say in a difficult situation which could turn nasty at any instant.

Other sequences get you to share your characters’ uncertainty and confusion by making you search for the way to advance the story. When Fiona returns to the home of her friend and mentor Felix, she is looking for something which will explain his recent actions, and what she finds is a sequence of clues which lead her to a hidden message which he left for her. When Rhys arrives at the concealed Atlas base, he has to find where it is and how to get in by tracing power cables. In such sequences, as in a conventional point-and-click adventure game, you can move your character freely around the immediate environment, examining and using any objects which he or she finds there. For a few minutes at least the tension of the story relaxes, and like your character you experience a period of quiet uncertainty while you hunt around to find something which will help you move on and get closer to your goal.

But it is never long before the pace picks up again and you find your character in immediate lethal danger. In such situations, the game requires you to react quickly. When a bandit is swinging an axe at Rhys, an arrow appears on the screen and you have to swipe in that direction to make him dodge; when Fiona is struggling to close a door before a gunman takes a shot at her, you have to tap the screen repeatedly until a progress bar is full; at other times, targets appear on objects which you need to tap quickly in order to hit them, throw something at them, or jump onto them. If you fail to do so within the time limit, your character dies. The skill challenges are not difficult, and the penalty for failure is not harsh – you simply go back to just before your death so that you can try again – but the need for constant alertness increases the tension and emotion, and the sense that you are protecting your character’s life deepens your investment in them.

Less obviously but more interestingly, the dialogue choices build your involvement with the playable characters by allowing you to fine-tune their personalities and relationships so that they feel realistic and convincing to you. For example, at the start of the second episode, Fiona and her sister Sasha fire their caravan’s turbo boost to get out of danger, but Rhys and Vaughn fall off the back in the middle of the desert.; there is no way that they can stop the caravan and go back for them. “You think the guys will be okay?” asks Sasha. You as Fiona have the response options: “They’ll be fine” / “They have a chance” / “They won’t last the night”. Your choice doesn’t affect the storyline (beyond the immediate dialogue), but having to make it prompts you to work out how you see Fiona’s character and her relationship with Sasha, and what you think about her developing attraction to Rhys (she flirts with him, and you as Rhys have the option whether to flirt back or not).

Another example, from early in the story, involves Rhys and Vaughn, who have survived their certain-death encounter with the heavily-armed bandits by summoning an even-more heavily armed battle-robot who in a blazing shoot-out despatches them one by one. (Though Loaderbot does the actual shooting, it’s you, as Rhys, who instructs him to fire at each target, thus implicating you, the player, in the killing.) It’s very violent, and there is a lot of (cartoon) blood. Afterwards, Vaughn is left a gibbering wreck (“I never wanna see somebody’s brains come out of their nose, not ever again”) and he starts wondering why they’re still alive and thinking about the bandits who died. As Rhys, you have the three dialogue options: “It’s over now, we made it!”, “They got what they deserved”, and “It was kinda fun”. If you want Rhys to comfort Vaughn, you can choose the first option, and his dialogue acknowledges Vaughn’s fear and disgust while observing that they’ve found they have the ability to come through such situations. Vaughn eventually accepts Rhys’s reassurance: “I guess you sort of have a point, somewhere in there.” Alternatively, if you want to play Rhys as someone who trivialises violence or finds Vaughn’s response irritating, you can choose the third option, and he says: “Aw, c’mon, It was a little fun. Right? You cannot honestly stand there and tell me that it didn’t feel kind of great to kick all those guy’s asses.” Again, after some hesitation, Vaughn goes along with your lead: “Okay… yeah… it was a little… awesome. But I’m sure it was as traumatic as it was fun. We’re probably going to need some therapy in the future, you know that, right?”

By requiring you to respond to the non-player characters and their take on the unfolding drama, the game prompts you to express what you feel about them and the character you are playing, even though in most cases your choice only affects the next line or so of dialogue. However, some dialogue choices have consequences which are fed back to you later: the characters remember what you’ve said and done to them. For example, if as Rhys you choose to instruct Loaderbot to self-destruct during the fight with the bandits, when he later reappears and greets the other male characters with a fist-bump, he will pointedly not do so with you. It’s a painful moment of rejection, for Rhys and for you playing him, because you are implicated in his action. (You as Rhys have the opportunity to make it up with Loaderbot later.) Such choices are flagged to you as the player, after you have made them, with the onscreen message that the other character “will remember this,” thus notching up the emotional impact of the moment by promoting you to imagine what the implications of your decisions will be. The overall story requires that the main characters move from initial starting positions of mutual mistrust and caution to ones of trust and co-dependency, and your decisions do not change that, but your dialogue choices control the speed and manner in which this happens.

Every 15 minutes on average, you have to make a major and potentially story-changing decision, half the time as Rhys and half the time as Fiona. Most of these decisions have to do with trust and betrayal: whether or not to shout a warning to someone who has betrayed you but is about to trigger a lethal booby-trap; whether to meet up with the other main characters and work together or to proceed separately and possibly reach the prize before they do; whether (as Rhys) to put your fate in the hands of the lying and unreliable Fiona or the ghost of the charismatic but psychopathic Handsome Jack whom you used to idolise. Many of these decisions do actually change the storyline, though in a limited way: sometimes there are two alternative branches which then converge; sometimes the same scenes are played out in a different order with different characters present. But once again the extent of the difference is not what gives these choices their emotional impact; in a story filled with thrills and danger, decisions about trust, mis-trust and betrayal are critical to the characters’ fortunes, and by making you take those decisions the game forces you walk in their shoes for a while, even if you end up in the same place at the end whatever you choose. (A complete list of the major choices, and their consequences, is included in this online Walkthrough.)

I have often made the analogy between games design and learning design (for example here and here), so what are the lessons for learning design from games such as Tales of the Borderlands? What Telltale have done is to abandon the fictional holodeck as a model for interactive narrative, rejecting the techno-fantasy of total freedom and total empowerment for the player / reader, which is neither possible nor desirable; they have returned to the traditional strengths of good story-telling, focusing on just those interactive features which deepen players’ involvement, increase their emotional stake, and give them a sense of agency in moving the story forward, The lessons of this for learning design, I believe, are that we do not have to apologise for the traditional strengths of good teaching – compelling topics, clear explanations, well-designed cognitive scaffolding - and that when we seek to enhance these with technology we should focus our efforts and resources on features which really increase value for the learner. Increasing value through cognitive effectiveness is familiar territory for us; for example, when designing simulations for learning, as I’ve previously observed, we focus on simulating those things which learners are most likely to get wrong, so that they can make those mistakes and learn from them. But another way of increasing value is to deepen learners’ involvement, emotionally as well as intellectually. The emotional aspects of learning, though present in our design practice, barely figure in our design thinking: we have an intuitive sense of what will be interesting for learners, what they will find fun or challenging, and how we can work the occasions for such emotions into the design of our learning experiences, but we do not have well-established ways of thinking and talking about this.

When I first started writing distance learning materials back in the 1990s, I was taught to plan my units in terms of a “storyline” or narrative sequence, which would put the necessary topics into a logical order and give a satisfying shape to the whole. This practice, which I believe originated at the Open University, seems to have fallen out of use, because I've not encountered it since. The metaphor of the narrative and the analogies between teaching and story-telling, between learning design and the design of a reader’s or player’s experience, are I think overdue for a revival.

Notes

[1] Star Trek’s holodeck was introduced in Encounter at Farpoint (Wesley Crusher falls into a stream) and further demonstrated in Code of Honour (Tasha Yar shows that a holographic opponent can throw you to the dojo floor). Captains Picard and Janeway were seen fantasy role-playing in The Big Goodbye and Persistence of Vision respectively. Many episodes showed the holodeck being used for training (for example, Chain of Command Part 1, Worst Case Scenario) or recreation (for example, Fair Haven), while introducing the more sinister possibilities of holodeck addiction (Hollow Pursuits, Pathfinder) and of being unable to distinguish between holodeck and reality (Ship in a Bottle, Projections). Some holodeck characters were or became self-aware: Professor Moriarty (Elementary, Dear Data), Vic Fontaine (His Way), the Emergency Medial Hologram (Caretaker), and Michael Sullivan (Spirit Folk). The holodeck also allowed the scriptwriters to indulge in genre spoofs: the Western (A Fistful of Datas), James Bond (Our Man Bashir), a French Resistance drama (The Killing Game), and Flash Gordon (Night, Bride of Chaotica!).

[2] See a review by John McLaughlin, and links to other reviews here. See also Murray’s ‘Inventing the Medium’, her introduction to the book New Media Reader.

[3] The problems with interactive narrative are summarised by Steven Johnson in Wired, 'Why no one clicked on the great hypertext story'and by Ernest W Adams in his 2005 lecture to Game Developers’ Conference ‘Interactive narratives revisited: ten years of research’. An academic article summarising the issues is Mark O. Riedel and Vadim Bulitko ‘Interactive narrative: an intelligent systems approach’ in AI Magazine 34 (2013), 67-77.

[4] In the celebrated Façade, you play a guest visiting the home of a couple who are on the edge of breaking up; the narrative is not disrupted by conversational non-sequiturs or failure to respond to your remarks, since the other characters are supposed to be bickering and preoccupied with their own thoughts. (See an article analysing its design by Alex J. Champanard.) In Her Story (many reviewers’ Game of the Year for 2015), you are viewing video clips of police interviews following a suspicious death; the game's interactivity is limited to providing you with clips on the basis of your keyword searches, but the construction of the narrative is entirely yours as you try to understand the story of the woman being interviewed. (See the short discussion in my Seen and Heard blog entry for September 2015, and reviews in Adventure Gamers, The Guardian, and Rock Paper Shotgun).

[5] Indeed, Adventure Gamers website, although reviewing the titles (very favourably), excluded them from their 2016 Adventure Game awards on the grounds that they were pure stories, including neither exploration nor puzzle-solving.

Tuesday, 10 March 2015

The design of free exploration learning: lessons from Gone Home



Gone Home, according to some computer games players, is one of the best games of 2013, and according to others it's not a game at all. Like the now-legendary Myst, it's a first-person exploration game, but with a naturalistic setting of 1990s small town America: your character, Katie, arrives at the family home after a pre-college European trip to find the house deserted with a note from her younger sister Sam on the front door; the game consists of your going round the house discovering notes and objects in order to find out what's happened. There are no hidden menaces, no jump scares (though the building's reputation as "the psycho house" and the dark and stormy night in which the events take place may mis-cue you into thinking there's a horror theme); just the real stuff of people's lives, their conflicts and disappointments - and, perhaps, a few inklings of hope and redemption.

Those players who get into the game seem to really get into it; those expecting something to shoot or even puzzles of a clearly-defined kind (as distinct from puzzles of interpretation) are disappointed. (The game's designer has produced a wickedly funny spoof trailer for a version of the game reworked as the first-person shooter - "Gun Home" - some players would clearly have liked it to be.)

As a learning designer, I was interested in how the game is designed to allow free exploration and yet lead you forwards on a journey of discovery; locked doors, filing cabinets, and so on, are used to prevent you from seeing certain things until you've seen others, so that you can't experience the backstory in the wrong order. Mum, Dad and Sam each have their own storyline, though Sam's is privileged; her audio journals to Katie give you direct access to her thoughts, and the attic - the final room you can reach - includes the objects which mark the conclusion of her storyline.

Like many players, of both genders and sexual orientations, I was both engaged and moved by the story of Sam's developing relationship with another girl from school, but I was also taken with the father's story: author of a moderately successful thriller some years ago, he failed to follow it with anything other than inferior sequels and he's now reduced to writing reviews for hi-fi magazines. After completing the game (as I thought), I was surprised to discover just how much of the father's storyline I'd missed. As this online comment shows, there are enough clues distributed around to reconstruct what happened to him as a child and why the house (which originally belonged to his Uncle Oscar) was known as "the psycho house", and also to give his storyline a happier ending than I originally thought. I wouldn't have seen all this without help though, because the game doesn't put pressure on you to uncover it, as it does with Sam's secrets.

That's the problem with designing games, or online courses, which are based on free exploration: you need to reconcile yourself to spending time and effort on developing features or branches which some of your players or learners are never going to experience.

Sunday, 21 September 2014

Learning design: through the square window

Any book or guide on learning design will tell you that you're supposed to start by working out learning outcomes. But anyone who's worked on the learning design of a university course will tell you that that's something which academics find it very hard to do. It's the same if you try to get them to start by working on any other abstract and high-level design aspect, such as pedagogic approach, assessment strategy, or even media mix. What they want to work on first is the syllabus: the subject matter which the course is going to teach.

This shouldn't be a surprise. Academics' core competence lies in their subject matter knowledge; it's the essential part of their identity, where they see their value and self-worth as lying - and it's what they most enjoy thinking about. I've recently been working with two groups of academics, who were very willing to do the learning design activity our university now requires of them, but who had great difficulty getting to grips with it until they'd done what they wanted to do first, which was work out their syllabus. It was remarkable how much better and productive the discussions about learning design went after that.

I think the books are wrong and that it doesn't actually matter if academics want to start with subject matter. I came to this conclusion five years ago, when I started my present job, and I came up with a workshop device to embody it. The device is a simple 2x2 window, which I called my Play School window. (See note below.) The four panes were labelled: Subject matter, Learning outcomes, Learning activities, and Assessment tasks. The point is, it doesn't matter which pane you start with. If academics need to start with subject matter in order to feel comfortable, then that's fine, and it may actually be better to have some concrete examples of syllabus topics on the table when thinking about other design aspects. They can't (or shouldn't) get far working out a syllabus before the question arises: what do we want students to be able to do as a result of studying this? Repeat back all the presented information word-for-word? No, of course not; so then, what? And hence looking at syllabus or subject matter can be moved easily into a discussion of learning outcomes, and then into a discussion of assessment tasks - or what students are going to do to show that they've achieved the learning outcomes - and then into a discussion of learning activities - or what students are going to do to develop those abilities. And that will enable a more focussed discussion of the syllabus and subject matter to be covered, and so on.

You can start on any pane and go through them in any order, as many times as you need. All that matters is that you have them all filled in at the end of the day, and that they all align: that the learning activities supported by the subject matter will enable students to achieve the learning outcomes, which they demonstrate by performing the assessment tasks. This is what John Biggs some years ago called "constructive alignment", which is or ought to be one of the fundamental concepts of learning design.

Reference on "constructive alignment"
John Biggs, Teaching for Quality Learning at University (2nd edn (Buckingham: SRHE and the Open University Press, 2003). “A good teaching system aligns teaching method and assessment to the learning activities stated in the objectives so that all aspects of the system are in accord in supporting appropriate student learning” (p. 11). A fourth edition of this work, rewritten with Catherine Tang, is now available (2011) from the same publisher. See also his own website and the wikipedia entry for Constructive alignment.

Note on Play School
For those not of my generation or not in the UK, Play School was a TV programme for pre-schoolers, in which each episode included a film clip, showing something interesting or wonderful, as seen through one of three windows in the studio. In addition to the Square Window, there was also the Round Window and the Arched Window, but those don't fit the needs of learning design so well.)