Académique Documents
Professionnel Documents
Culture Documents
on Comedy
Niek Corstjens 130300
0. INTRODUCTION
Heroes of Congress is a game that is fit to be funny; the premise is ridiculous, the
players are in a highly unlikely situation and it has a charming Saturday morning
cartoon kind-of art style. It simplifies politics to simply sitting in a room together
shouting at each other, backstabbing each other, throwing resources at problems
and probably causing world war in about 5 minutes. In the game, each player is a
world-class leader of an important country. They are all recruited for a special
World Congress, which serves to keep the world from entering a stage of war.
Some players, however, seek out that war and are actively trying to bring the
world into chaos, while other players must do everything to prevent that from
happening.
In Heroes of Congress (HoC), players will be using their phones as their individual
input of the game, while a TV screen with a Chromecast device will serve as the
main display for all players. The game can be played on any Android or iOS
devices, with a PC version being optional as well. The game has a charming
minimalistic art style and our target audience is ages 12 and up.
Every player is the leader of an influential fictional country and represents that
country in a World Congress. The world in our game is in a state of chaos, and
this World Congress has been convened to restore order. Among these Congress
members, there are some who want to use the chaos to start a World War and
rise to power, called warmongers. The members who want to restore order are
known as peacekeepers. The game is made up of five turns and each turn an
important issue is presented to the Congress, who then have to decide which
members will solve that issue. If three out of the five missions has failed, the
warmongers win. Warmongers will have to manipulate other players in order to
fail missions, while peacekeepers have to find out who the warmongers are while
trying to succeed those missions. The game is comparable to tabletop games
such as Werewolf and Mafia, where verbal communication and manipulation is
key.
The game seems perfect for comedy, but how exactly should we look at and
implement the humour? What is the best way to entertain players with comedy?
To answer these questions, I will try to describe how comedy works in games, and
how game can be made to be funny, while also keeping the player experience
pleasant.
1.4.Repetition
Many game elements are repeated in many games, such as dialogue,
cinematics, soundtracks, etc. If these recurring elements are made to be
funny, they may grow stale or even annoying to players over time. If a
similar joke is played out of long stretches of time, it is difficult to hold it
up as a joke. It can be kept fresh by constantly shifting tone and adding
jokes that complement the main joke.
We also tried to make sure the game was well-paced and that there would
be enough time for players to interact with each other. This leaves the
player open to create their own set-up and pay-off which I feel is the best
application for Heroes of Congress. I will explain more about pacing later
on.
2.2.Premise.
The premise for Heroes of Congress is a highly chaotic situation in an
exaggerated world, where players take on roles they would normally not
be in, while still being recognizable. The premise has a certain ground for
recognition in it, as players might project real-world situations or
individuals onto the game, creating a sense of parody (discussed later).
We wanted to immediately set the mood of the game, as the game would
present the task/ situation as a heavy and important one, but with a sense
of light-heartedness and unrealistic optimism. Players should then
immediately get a sense of how ridiculous the situation is they are in, and
adjust their mood accordingly.
Players are also directly introduced to the fact that nobody can be trusted.
This creates a certain tension, which leads to players interacting with each
other verbally. At the moment this tension breaks, it can lead to hilarious
moments of blaming each other or proving peoples innocence.
2.3.Gameplay
2.3.1. Mechanics
The mechanics of the game are relatively silly on their own: Spying on
other players, voting for who to get sanctioned and basically kicked
out of world congress, using your countrys resources as if they were
nothing, etc. The mechanics are an overly simplified version of
important global political actions. The mechanics add to the premise
in this way, thus adding comedy. We felt that our mechanics directly
reflected the on the silliness of the game, thus adding to its own
comedic aspect.
2.4.Subjectivity
2.4.1. Avoiding subjectivity
We wanted to avoid subjectivity as much as we could. This is difficult
however in a game with a clear direction of comedy. That is why HoC
should have wide angle to comedy.
The target audience for HoC should already ensure a liking to the
gameplay, as that is where the most comedy comes from.
2.5.Narrative
2.5.1. Characters
We felt that the game shouldnt have any major characters, as they
can only cause issues; if characters are fleshed-out and complex,
players will focus on them instead of the game. The game is built
around the fact that the players are essentially the main characters in
the game. We could implement characters to add some flavour to the
game, but it would not make sense with our current gameplay loop to
fit in character descriptions or interactions. There is also no reason for
there to be any interaction between players and potential characters,
as this will only stretch the time it takes for players to interact with
each other. If we for example had the player spy be a character they
could interact with, players would have to read through their dialogue,
focussing their attention on their mobile device. This could of course
be limited to a simple character head speaking the already implement
information text with some flavour added to it, but this should not be
more than that.
2.5.1.2. Believability
Even if the characters should be visually funny, they should still
be believable in one way or another. Having a character be
constantly funny breaks the element of comedic surprise, and
thus weakens the comedic timing of other game elements.
2.5.2. Dialogue
2.5.2.1. Believability
The believability rule goes for dialogue as well, as dialogue
spoken by a normal human being is more relatable. Characters in
HoC should thus speak in phrases that complement their
character and add to the current situation players are in, while
still having a sense of believability to them. Even though we
would have loved for Jeff to have dialogue, we decided to have
him be silent. Adding dialogue and text to the screen would
distract from the main gameplay loop and could lead to irritation
between players.
2.5.2.2. Exposition
Exposition can be important to explain certain elements of the
game, but can also slow down the game immensely if done
wrong. Exposition shouldnt be just an information dump either, it
should be information a character passes on to the player,
meaning that they will add their own characteristics and opinions
to that information. We thus decided that any information wasnt
passed to the players by Jeff, but by text boxes on screen as
Tips.
2.5.2.3. Pacing
Pacing in HoC is very important, as we want the game to be over
in a fairly short time. Adding a lot of dialogue to a game that
should have a short loop slows the game down immensely.
2.5.2.4. Cutting
As mentioned before, long pieces of dialogue can be boring or
obstructing. The dialogue that wll be in the game should thus be
cut ruthlessly. Only the absolutely necessary information in order
to understand and play the game effectively should be given to
players and nothing more.
3. CONCLUSION
Heroes of Congress is a game that is almost a perfect fit for the comedy
genre. The game however focusses so much around player-to-player
interaction that it is difficult to
implement comedy the way other games have done it before. Things such as
comedic timing and subjectivity can be a large issue when creating comedy in
games, but if we try to enhance this player-to-player interaction by adding
pleasing visuals, simple but effective characters and dialogue, a funny
soundtrack and an overall silly premise, players can take the comedy into
their own hands and create a fun but intense experience.
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