Faceted Soul

Written by josh on January 3rd, 2012

One of the fundamental challenges with making a game that is focused on an historical narrative is that by definition, much of the story is pre-ordained. While we do want the player to be able to make meaningful choices and experiment with alternate histories, it’s imperative to us that the core narrative of the Lewis and Clark expedition is still conveyed. Not to mention, every possible deviation from the main branch of the story requires additional production work. (Which is a problem in most other RPG’s as well.) While most RPGs make the player’s character a tabula rasa, it is important to us that Lewis’s intricate personality is conveyed. Rather than allowing players to choose any identity, we want players to instead create their own “tweaked” version of Lewis.

This problem primarily manifests itself in dialogue trees. Since conversations are our main source of narrative progression, as well as our primary window into Lewis’s mind, we decided to try to tackle both issues with a single solution: most decisions should hinge around how Lewis approaches something he does, rather than what he does.

One of the first steps in identifying how Lewis might approach decisions was to identify the various aspects of Lewis’s personality. To help focus a broad task, we decided that the identified aspects should be those that relate to the expedition, to how we are portraying Lewis, and to aspects that are perceptible through our medium. We identified a number of aspects and eventually were able to combine them into four facets: leader, soldier, diplomat, and scientist. These facets directly relate to Lewis’s (and the player’s) “authentic professional identity.”, as James Gee says, “a distinctive way of seeing, knowing, acting in, and valuing the world.” (Gee, James. Video Game Are Good For Your Soul. p57.)

There are certainly many other facets we could have chosen, many of which were not particularly relevant to the game. For instance, we could have focused on his life as a planter or secretary to Jefferson. Alternately, we could have included more generalized facets, such as “friendship”, which could have largely focused on his relationship with Clark.

Each choice in a dialogue tree will be associated with one of the facets. The association is conveyed by a small icon next to the choice. We plan to associate the leader facet with choices that reflect decision, command, honor, inspiration, and passion. The soldier facet represents rules, battle, following orders, and duty. Diplomat reflects negotiation, compromise, friendship, peace, mercy, and respect. And the scientist facet represents curiosity, intelligence, nature, medicine, ethnography, instruments, and journal-keeping.

It is important to us that these facets are directly tied to the gameplay and are more than just flavor. Whenever a player chooses a dialogue option, the related facet’s “level” increases by a point. This allows players to craft their own version of Lewis — not too far deviated from the historical Lewis, but customized enough to feel personal. These facet levels are integrated into the game in two ways. The first and most direct is that each dialogue choice has a minimum threshold at which your facet’s level must be (otherwise it will be disabled). So if you specialize in a facet, you will tend to always be able to choose that facet, but you may prevent yourself from switching to a different facet down the line. If you generalize, you will generally be able to choose any dialogue option, but may be locked out of certain facets in extreme specialist situations. There are some ways to lower the threshold required for each facet, but their discussion is not important here.

This system is actually quite similar to Mass Effect and especially Mass Effect 2 (both of which are influential on other aspects of the writing as well.) They use the concept of having a minimum threshold for dialogue choices. The primary difference is that the two “facets” used in Mass Effect, paragon and renegade, are diametrically opposed, and only apply to the extreme versions of choices. We aim to instead relate one of the facets to every possible choice.

Each facet is also related to the gameplay in at least one way outside of conversations. The leader facet influences the party’s morale, soldier increases your marksmanship ability; diplomat gives you a bonus when trading and gift-giving; and scientist gives you a bonus when discovering plants and animals and when playing the medicine minigame.

Melancholy is a fifth facet that works in a completely different way. This facet represents Lewis’s depressive personality, his self-reflection, and his struggle to reintegrate with society upon his return. Whenever Lewis is unsuccessful at a task, or doesn’t “get his way”, his melancholy stat increases. If it ever reaches a certain level, the player is not allowed to converse with other characters. The player can reduce melancholy by simply “walking it off”, but reduces it faster through exploration, hunting, and discovery.

We have been experimenting with this new style of facet-based dialogue while we create content for our Fort Clatsop level. The above screenshot (with placeholder art) shows a conversation with Colter, in which you can reply as either a leader (the black espontoon icon), in which you discipline him for his carelessness; as a soldier (the red rifle icon), telling him to “man up” and ordering him to solve the problem himself; or as a diplomat (the blue handshake icon), telling him to let bygones by bygones in order to maintain good relations with the Chinook.

I’m currently reading The Character of Meriwether Lewis by Clay Jenkinson. In the preface, Jenkinson calls Lewis a “fractured soul.” I think he’s correct – but for our purposes I want to think of him as a “faceted soul.” Clay’s book has helped further my understanding of Lewis’s personality and I hope as I finish it I have some more insight. Likewise, as we continue to produce more conversations in this style, I hope our ideas will come to full fruition.

 

Meriwether on Great Falls TV

Written by josh on August 13th, 2011

Last month I was in Great Falls, Montana, to speak at the Lewis and Clark Interpretive center. Both of the local TV stations interviewed me, here’s the videos and related articles:

KFBB Article
KFBB Video
KRTV Article
KRTV Video

 

Willard Animation

Written by josh on July 18th, 2011

George, our art director has modeled, texture, and rigged our model of Private Alexander Hamilton Willard. He will be one of the major characters in the game, and this model will serve as the basis for many other members of the Corps of Discovery.

Here’s a walk cycle animation to show it off!

 

project update and pre-alpha milestone

Written by josh on January 22nd, 2011

Dear friends and supporters,

Happy new year to you all! We have been working hard, and the Meriwether project just hit a major milestone: pre-alpha! That means that all major features of the game have been designed and implemented. Now the lion’s share of the work will be devoted to content-creation, art production, and playtesting.

Specifically, perhaps our single greatest advance has been the creation of “Expedition” mode. This part of the game emphasizes the arduousness of the journey by forcing players to make difficult decisions about how fast to travel; how often to hunt, trade, scout, and rest; and how best to maintain morale. The gameplay, as opposed to the roleplaying that occurs in “Discovery” mode, is more abstract and boardgame-like. Expedition mode will be ready for large-scale playtesting in the near future.

The game also now has three major “Discovery” mode levels in a playable state: The President’s House, Fish Camp, and the Great Falls Portage. Currently, we are working on the Fort Mandan level, which features some of the journey’s greatest moments, including Charbonneau and Sacagawea joining the Expedition. Coming up for 2011: Fort Clatsop, The Lolo Trail, and encounters with the Blackfeet and Teton Sioux.

Art production is further behind than we’d like it to be, due to lack of funding: art is perhaps the single most expensive part of creating this game. However, 2010 saw some major bounds forward on the art front. George is now in the final process of texturing and animating our 3D infantry model. The wireframe for this model will become the basis for many members of the Corps of Discovery, including Lewis himself.

We continue to meet weekly in New York, and keep in touch with the remote team members through a weekly check-in conference call. Barb is meticulously researching every aspect of the game and ensuring that it remains historically accurate and culturally sensitive.

Our team has grown to 8 diligent developers! Here’s what we’re up to on the Fort Mandan level:
Joshua DeBonis, game designer, is creating the Fort Mandan level map.
Barb Kubik, historian, is researching the Mandan, Hidatsa and Arikara.
George Lambrakis, art director, is creating 3D character models.
Carlos Hernandez, Ph.D., writer and game designer, is writing dialogue
between Lewis and Toussaint Charbonneau.
Kyle Staves, programmer, is implementing “Expedition” mode.
Carol Bronson, grant manager, is looking for partnership and funding
opportunities.
Justin Jordan, 3d modeler, is about to finish up his 3D model of the
President’s House.
Eric Budo, level designer, is creating terrain tiles for “Expedition” mode.

Thanks as always to Humanities Montana and Humanities Iowa for the funding they have provided for this project, and thanks to our advisory board, and the Lewis and Clark Trail Heritage Foundation for their support. Furthermore, The Institute of Play has agreed to be our fiscal agent as we apply for more grants. And speaking of grants, we should hear back shortly about significant NEH funding. Wish us luck!

In 2011, we will continue to seek much-needed funding opportunities and, more importantly, continue to design levels, create art, playtest, and in short do the work of making a great game. Once more, let me thank you all for the time and support you have lent this project. Have a great 2011!

Sincerely,
Joshua DeBonis and the Meriwether Team

 

Concept Art

Written by george on November 18th, 2010

Hi everyone,

Here is a concept painting for the Infantry.

More than just concept art, this painting is more of a style guide. The idea is to create a look that matches what a final in-game model might look like.

It’s been a challenge trying to create a unique look while adhering to the design of the uniform. Historical accuracy was paramount, of course, but we searched for a style that combines “all the right elements” of fun and modern gameplay as well.

Infantry concept art

Infantry concept art

 

Conceptualizing History

Written by justin on August 24th, 2010

The typical protocol of the concept artist on games/movies is to bring the original idea of the director(s) and/or producer(s) to life via image and then further tweak said image with the notes of feedback from the production team. Conceptualizing the images of the President’s House is a different beast from start to finish. Instead of an original idea of a world the artist has to portray, we had to use American history. Instead of getting notes from director(s) and producer(s), we got notes from historians who specifically specialize in the Lewis and Clark expedition. The constraint of accurately portraying the interiors of Jefferson’s new abode proved to be both meticulous and very rewarding. Meticulous because there is no definitive imagery of the interior of the President’s House, so a lot of focus and research was put into the details of how those rooms could have looked before we sketched them up. Rewarding because few other visual media, if any, have such a considered and accurate rendition of the President’s House. Let alone for a video game!

For example, take a look at these three versions of the Public Dining Room.

We went through several iterations on how this room could look and intentionally left the images sparse (no color or shading) since it saved timed and we were aware that changes would more than likely happen. We conjured up the first version (below) using our initial research such as books, maps, the Monticello website, etc. Using these we found out the size of the room and its contents such as dining table (who would of thought?), a dumbwaiter, girandoles, etc.

Version 1 of the Public Dining Room (click on image for full view)

The version 2 image below shows added content using the feedback from Barb Kubik, who is our super awesome historian. She noted that according to her resources, the fireplace was actually on the east wall, there were actually four doors, and more furniture was in the room.

Version 2 of the Public Dining Room (click on image for full view)

Version 3 displays small changes like a dining set on the table, a note to modelers on where the pier table would be, and switching around the dumbwaiter and sidebar based on further research.

Version 3 of the Public Dining Room (click on image for full view)

The following image is the Public Dining room in its final iteration.

The Public Dining Room's final iteration (click on image for full view).

We made this final iteration after showing Barb the version 3 image. She made comments based on her further research that there were actually two small dumbwaiters that would be by the tables and one on the south east door. Also, one of my favorite details, is the square crumb catcher under the dining table. Barb noted that during the time, textile workers would make square crumb catchers because it was more practical as circular carpets wasted too much material. The numbers at the top of the image are the room dimensions for modeling purposes.

You could spend 5 seconds in this room, but knowing that you were in a super accurate rendition of that room makes the experience so much more rewarding and meaningful. I think that’s a huge part of this game and is a big draw for players. Much thanks to Barb for all the help and time she put in. The team loves her for it. Thanks for reading.

Cheers,

Justin – Concept Artist/Modeler

 

Nez Perce Country

Written by josh on August 19th, 2010

Last week I traveled to Lewiston, Idaho for the Lewis and Clark Trail Heritage Foundation’s 42nd annual meeting. “Meeting” is a misnomer, it’s more of a gathering and outing. Imagine a Star Trek Convention, but substitute Clark and Lewis for Spock and Kirk. I had a great time, met interesting people, and saw some beautiful wilderness. As a designer of this game, it’s important to me that I visit these historical places, explore them myself, and understand their nuances, in order to best portray them in the game. Similarly, being with so many like minded people also helps me see different perspectives and gain a deeper appreciation and understanding of the history and the story.

One of the highlights for me was visiting an archaeological site of a Nez Perce longhouse, and many round houses from the early 19th century, in Hells Canyon. It is likely that these houses were part of the village at which Ordway, Weiser, and Frazer traded for Salmon (which rotted before they could get it back to the Corps!) It’s impossible to see in the photos, but there are depressions in the ground where the houses were.

[site of Nez Perce archaeological site visited by Ordway]

[a young Nez Perce dancer]

[Nez Perce beaded Imperial Stormtrooper!]

[Weippe Prairie, where the Corps of Discovery first met the Nez Perce after coming out of the Bitterroots]

 

Lewis and Clark in Chicago

Written by josh on May 23rd, 2010

Two weeks ago, I was in Chicago at a regional meeting of the Lewis and Clark Trail Heritage Foundation. We all had a wonderful time and learned a great deal about the local history. I was asked to give a talk about the Chicago Treaty of 1833, which I had previously known nothing about. Researching it was fun, and I learned so much about Chicago history, and Indian removal in the process.

The highlight for me was visiting the Newberry library, which houses many primary documents related to the expedition. My iPhone’s camera hardly does these items justice, but in this photo you several of them.

Private Joseph Whitehouse’s journal is front and center. This went with him to the Pacific and back! Top right above that is his rewritten journal, which he revised after the expedition based on his journal, recollections, and likely information from the other men. To the upper left of Whitehouse’s journal is William Clark’s cash book. The contents are not very interesting, just accounting information. However, on the back cover, Clark kept a running tally of the deaths of the expedition members. This cover is very important to scholars because it proves that Sacagawea was dead by 1825.

In this photo you can see several copies of the original 1814 Biddle edition of the journal. Cool, but the one on the top right is very special. It was Thomas Jefferson’s private copy. He initialed certain pages so that he would be able to prove his ownership. Also cool, but then he gave it to William Clark! Both Clark and his wife Julia signed the book as well.

We saw a lot of other things and places, that irrelevant to this game, but were still very interesting. Many thanks to Lou who made this trip a reality!

 

My influences in developing terrain for the Fish Camp

Written by ericb on May 17th, 2010

One of my major responsibilities is developing the terrain in the Fish Camp level. Since authentic terrain is such an important design element of this game, I pulled on some real world experiences to develop realistic yet fun terrain. 

The major influence I can point to when developing terrain are the many hours I’ve spent driving across Kansas and Missouri. The two states are nearly opposite as far as terrain goes, but both have great examples of terrain layouts.  Missouri, for the most part, is covered in large rolling hills covered in trees. It also has some interesting rock formations along the Missouri River, especially around the Columbia area. These bluffs are a hundred feet tall and go all the way down to the river. It’s taken thousands of years to carve those out. I pulled from this image to shape the bluffs of the Fish Camp level.  I wanted to make the bluffs in the game look like the actual bluffs I have seen along the Missouri river. It’s still a work in progress but I think its coming off well. 

On the opposite side of the spectrum is Kansas, especially the western half of the state.  Kansas is known for being flat, and it is to an extent. Kansas has miles and miles of beautiful gently rolling hills covered in grass. Most of this land is fairly untouched and looks like it did a couple of hundred years ago at the time of Lewis and Clark. This feel of wide open space and gently rolling hills is important to our Fish Camp level. We have a nice open area, covered in grass and other discoverable plants, animals, and items, for the player to explore.  I’ve tried to simulate the gently rolling feeling of those Kansas prairies. I really wanted to give the player the realistic feel of being in that open environment.

So far, I’ve been very pleased with how the terrain has turned out.  There are gentle, rolling hills, realistic shore lines along the rivers, and tall bluffs that really add flair to the level.  The Fish Camp level has come a long way in a short amount of time!

 Eric B. – Level Designer

 

Fish Camp sneak peak video!

Written by josh on April 27th, 2010

Here’s a brief look at one of the levels we’ve been working on, titled ‘Fish Camp’. It’s set on the bank of the Missouri river near present-day Sioux City, and compresses several historic places into a small, navigable area: fish camp, Towontonga (and abandoned Omaha village), an Otoe village, Fort Charles, Floyd’s bluff, and Council Bluffs, as well as other small landmarks.

This level occurs about 1/3 of the way into the game. It was our first in-depth exploration of how we would handle the Corps’ interaction with American Indians, in this case, the Otoe. I’ll post about the process at a later date. We also focused on the disciple issues with the men, and with Sergeant Floyd’s death.

Please keep in mind that we have been focusing on the core gameplay, interaction, and dialogue, and at this point all the art in the game at this point is placeholder.