Stacking and the Self — An Interview with Lee Petty

This interview originally appeared on infinitecontinues.

Let me tell you a couple of stories…

A number of years ago, I worked with an AI programmer named Chris. Chris wasn’t just a wiz with code, he was also a crafty sort. For the better part of a year, he spent his lunch breaks soldering a box of random electronics and buttons into a working arcade cabinet. But he had an unreasonably long commute, so he was allowed to work off-site.

Any ordinary person would be content to phone in every now and then. But not Chris; he built a steampunk brain tank – complete with an air pump and mood lighting he could control via the internet – and set it up at his old desk. Even when he wasn’t there, he was.

Philosophers have been using brains in jars for years. Dan Dennett, in his thought experiment “Where Am I?”, spins a tale in which his gray matter, safely in a vat in Texas, remotely pilots his body to defuse a nuclear weapon buried under Oklahoma.

The core of Dennett’s experiment is trying to pin-point where his consciousness – his self – is located, whether in the brain or in the body. It’s a royal head-trip and definitely worth a read.

I bring up both examples because I see Stacking as the videogame equivalent of the brain-in-a-jar thought experiment. In Stacking, a downloadable title from Psychonauts developer Double Fine, the player guides little Charlie Blackmore, a matryoshka doll, on a quest to rescue his family from the evil industrialist, The Baron. While the game is primarily about solving puzzles by stacking Charlie into a series of larger dolls, playing it raised a number of questions about the notion of self and remote control.

Crafty Chris now works his magic at Double Fine and put me in touch with Stacking’s project lead, Lee Petty, who weathered an increasingly crazy series of questions about his latest game.

infinitecontinues: Thanks for taking the time to chat, Lee. Talk to me about the world of Stacking – the game evokes a very distinct period of the early-20th century with its Art Nouveau aesthetic and choice of themes (rise of industrialism, reliance on child labor, etc). Are the dolls on my desk likely to revolt or am I safe for now?

Lee Petty: The world is set in its own universe, without a direct tangent to our world – it’s not like Toy Story, where toys come to life at night while the children sleep. It’s much more like the world of Cars, where these talking, living objects exist in kind of a metaphorical world with its own set of behaviors and rules. Their world reflects our world, but doesn’t exist in relation to it in a specific way.

ic: Can you elaborate how the act of stacking works and what it means?

LP: Clearly, the dolls are designed to stack with one another, but exactly what stacking means isn’t explained. The player knows that Charlie’s ability is unusual, but doesn’t know if it is unique.

When you try and really analyze the act of stacking, or nesting, a doll inside another doll, it can be quite disturbing. Because I wanted the game to be a charming experience, I wanted to avoid directly addressing the nature of stacking in the game’s narrative. Instead, the idea of stacking dolls, and identity, is explored in a playful, often subtle way.

An idea that was never fully explored in the game was that the normal mode of behavior in this world was that larger dolls could stack smaller dolls inside them. This idea came from one of the first images of Stacking I had, which was of a mom unstacking her children while dropping them off at the train station to go to school. This idea was incorporated as the lost German family, who you do see unstack in their silent film play, and rejoice that they have been reunited.

ic: Speaking of identity, if I stack into a larger doll, which doll am I? Am I still Charlie, puppeteering the other doll from within, or have I become the other doll?

LP: When Charlie stacks into another doll his sense of “self” remains intact, but he has access to some of the “essence” of the doll that he is stacked into – which manifest, gameplay-wise, not only as special abilities, but also by the type of dialog responses that Charlie receives while in that doll. In effect, this changes Charlie as a character too, as he is able to see the world though the eyes of another based on how other dolls respond to him. This is an important mechanic, as it is the most direct way to get clues and information to the problems at hand.

ic: If that’s the case, where is the larger doll’s self displaced to? Are they aware of Charlie’s presence?

LP: The dolls that Charlie stacks into are effectively “asleep” when he is in control of them. When the player unstacks a doll, they hang around for 30 seconds or so, and then go back to what they were doing. This provides a useful gameplay mechanic and also perhaps implies that they might still be getting their bearings, as if they are waking up.

ic: Double Fine has a precedent for making games about jumping into other people’s bodies (see Psychonauts). What is it about mental violation that appeals to you?

LP: I don’t see Charlie stacking others as some sort of violent act, but instead I see it more like a mischievous child breaking the rules of a classist society. Charlie uses his natural talent to get groups of people together and use their talents to solve problems. On some level these goals are self-centered (rescuing his family), but on another level his endeavors also help change the entire society for the better (abolishing child labor, etc). The implication is that perhaps the adults are too caught up in the details of their own lives to notice even the most obvious injustices around them.

Most games are about violation – mental or physical. Even simple puzzle games seem to be about jamming brightly colored geometric shapes into uncomfortable positions so that the player can vaporize them. Giving the player control in a game is basically letting them violate the world in some way. And everyone knows there is also an innate satisfaction to fucking with people.

ic: Last question… Throughout the game, some of the potential stacks are into animals, corpses, and members of Charlie’s family. How would you respond to the concern that the game encourages bestiality, necrophilia, and incest as solutions to its challenges? There’s also something to be said about stacking into Widow Chastity and gender identity.

LP: Thankfully you don’t work for the ESRB. I think these unusual combinations are what give the game its charm. On the one hand, Stacking is a non violent, puzzle driven game about playing with dolls. On the other hand, the simple act of stacking dolls brings up all sorts of identity and existential questions. I really wanted the game to read on many levels – to be satisfying to children and adults, casual and core players, to be both simple fun and also philosophically interesting.

Thanks to Lee for taking the time to answer our questions. Stacking and The Lost Hobo King DLC are available on XBLA, PSN, PC.

Adieu, New York!

I’m happy to announce that I’ve accepted a scriptwriter position at Ubisoft Montreal, working on an unannounced title (that may, or may not, debut at E3 next month). Friday was my last day at Kaos, and I leave New York today.

I want to thank everyone at Kaos Studios/THQ for their support and hard work over the years. I’m still a proud player of both Frontlines and Homefront.

Thanks to Andy, Jesse, Frank, Ramiro, Charles, and the rest of the Ariyoshi/Friend House crew for making the NYC indie scene one of the best in the world.

Thanks to all my friends in the boroughs (and New Jersey) for putting up with me for eight years. I’ll see you all again soon.

So, adieu, New York. Hello, tomorrow.

It was the best of times, it was the worst of times…

I spent most of last Tuesday sitting at the computer hitting the refresh button on Metacritic and waiting for Homefront’s aggregate review score. We started out strong — 80s and 90s — but as the embargo lifted, the real reviews came in. Most were in the 70 to 85 range, which seems fair, but the low numbers felt like repeated punches to the gut. And each one tanked the overall score.

Despite mixed critical reviews, the game sold a million copies in the first week. It will be interesting to see what the long tail looks like.

In other news:

I was interviewed by Ashley Browning for his blog, infinite continues. We discuss story-telling in games, the future of first person shooters, and different species of fish. When you’re done reading, why not pick up a video game minimalism t-shirt or a poster?

Seth Schiesel’s Homefront review ran in the March 25th issue of The New York Times. You can read it online here.

He focuses on the game’s ambition — specifically the exploration of the fall of America — rather than its execution. After repeated criticism of the campaign length, graphics, and adherence to genre conventions, it’s nice to read an article that recognizes the effort that went into the setting and subtext.

Finally, I’m now on Twitter (@cjkershner). There will be tweets.

Jamming III

Huzzah, there’s a new game on the site! Look for Rainforest Stunt Dozer!!! under “Play” in the sidebar or click here.

Scott Anderson and I made RSD!!! in about four hours for the 2011 Global Game Jam at NYU. This year’s theme was “extinction”.

Like ALIEN FALCON, RSD!!! is more joke than game. There are no objectives or ending, but it does feature randomly generated animal extinction events and sweet jumps.

And there’s a message hidden in the humor. The rainforest and the species that live in it are disappearing at an alarming rate. The only way to win is not to play.

You will need the latest version of Java to run the game.

Homefront released!

“Well, the Ides of March have come”* and Homefront is finally in stores!

I trekked out to the GameStop on Graham Ave. in Brooklyn for the midnight launch. About a dozen people braved the cold to be the first to get their hands on the game.

It’s my ritual to buy a copy at retail the day of release. Though the studio usually provides free copies, there’s something magical about seeing your work on shelves and overhearing people talk about it. It’s like a director going to his or her own movie on opening night to experience the audience’s reaction.

With a copy borrowed from Kaos’ community manager, I spent the pre-launch weekend battling against the press and some Europeans who’d found stores willing to break the street date. You’d think after playing multi-player every day for two-and-a-half years I’d be sick of it, but it’s still great fun.

You can purchase the game (Xbox 360, PS3, or PC) from any of the links below:

Amazon

Best Buy

GameStop

Steam (Digital download)

THQ Store

Time will tell if Homefront is the runaway success we hope it will be. See you online!

* Quote from Julius Caesar to the seer, from Plutarch’s The Parallel Lives (63, 6)

Jamming II

About the same time that Battlestar Galactica fans began the hunt for the twelfth Cylon, a number of sceptical Americans began to question the president’s citizenship. Coincidence or conspiracy? You decide!

The NYU Game Center has hosted a gallery from 2010’s Global Game Jam on flickr and chosen my sticky note as the keynote image. There are also some good shots of the back of my head.

The theme of the jam was “Deception”, with bonuses awarded for incorporating “rain”, “Spain”, and “plain”. I did not end up making Barack Obama is a Cylon! (the primary mechanic would have been touch-typing the State of the Union address), but instead joined forces with Andy Nealen, Scott Anderson, and Jason Rosenstock to make ALIEN FALCON (which isn’t so much a game as an infinitely looping goose hunting simulator with a novelty death-metal soundtrack).

If you haven’t yet tried it, there’s a link on the left under the “Play” menu or you can click here (you will need to install the Unity browser plugin). The entire game can be played in five minutes and has nothing to do with deception or Spaniards, which is probably why we lost the judging round.

This year’s jam runs from 28 to 30 January. If you’re thinking of participating at the NYU site, swing by and say hello.

A screenshot is worth a thousand words

The above image is taken from the first chapter of Homefront – developed by Kaos Studios, published by THQ, and written by yours truly. After two-and-a-half years and fifty thousand words, it’s nearly finished.

As part of the pre-release marketing campaign, we gave the gaming press a hands-on preview and the response has been overwhelmingly positive.

“This is a war game that gets closer to what is awful about war, not just about what victors celebrate.” — Stephen Totilo, Kotaku

“We can happily report that Homefront really is shaping up to be something very special.” — Patrick Kolan, IGN

“From our first hands-on with the single-player campaign, we’re eager to pick up the gun again and fight for freedom.” — Dan Chiappini, GameSpot

“Its main strength and what makes it unique… is its ability to affect us emotionally.” — Neilie Johnson, AtomicGamer

“The most important thing I picked up during my visit to THQ was that the one-level demo proved that it all translates into emotional gameplay.” — Matt Swider, GamingTarget

Homefront had us feeling a mixture of anger, sorrow and desperation within the very first few minutes.” — David Scammell, GamerZines

Achieving that balance between action and emotion has been a challenge, but also an incredible opportunity. Homefront aims to occupy a unique and underserved position within the genre by mixing the strong storytelling and characterization of Half-Life 2 with the combat mechanics and penchant for spectacle of Call of Duty. This isn’t a tale of space marines or hardened soldiers; it’s about ordinary people fighting in extraordinary circumstances.

It’s been fascinating (and more than a little frightening) to work on material so closely related to current events. The premise — that an increasingly aggressive North Korea could attack an economically weakened United States — has been called ridiculous by some, yet grows more plausible by the day.

The production has been long and, at times, difficult, but the scale is unlike anything I’ve worked on before. I’ve auditioned actors, been a mocap performer, and co-directed voice-over sessions. I interact with almost every department in the studio on a daily basis; my collaborators are some of the most talented and hard-working people in the industry.

I’m proud to have done my part and can’t wait to see how audiences react.

Homefront is out in March 2011.

Escalating Violence at a Fantasy Bar Fight

A man at the bar insults my date. I insult his mother.
He hurls a drink; I throw a punch;
He breaks a bottle; I pull a knife;
He draws a pistol; I pump a shotgun;
He shoulders a rocket launcher; I call an airstrike;
He drops a nuke; I destroy the Earth.
Floating in space, my date looks impressed. She kisses my cheek.

Shakespeare & Co.

While in Paris, I was interviewed by students from ESRA about my experience as a tumbleweed at Shakespeare & Co. Their presentation has been uploaded to YouTube.

My own piece about Shakespeare & Co. runs in the Arts & Entertainment section of the Feb. 24 issue of The Clinton Courier, and can be read online (registration required).

Things Indiana Jones Has Hit People In The Face With

  • His fists;
  • His whip;
  • His elbow;
  • His foot;
  • His face;
  • A rock;
  • A tank;
  • An airplane propeller.

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