Funny Games: Can Videogames Actually Do Comedy?

Kotaku AU

The comedy is a well-established film genre, yet few games get labelled as such. Indeed, rare is the game that can tell a good joke, let alone one that is based entirely on making the player laugh. Comedy in games, it seems, is tough.

Gamasutra recently spoke with three developers heavily involved in writing games to make people giggle. Rhianna Pratchett, daughter of Discworld author Terry Pratchett, wrote for the Overlord series. She believes those games worked as comedy because they didn’t just tack on some silly gags and funny dialogue; they ensured the actual gameplay was funny.

“I think the reason it worked is that we gave the humor a multi-layered approach,” says Pratchett. “So the gameplay itself, in which you control a horde of sycophantic, gremlin-like minions that loot and pillage at your command, was inherently fun.”

Telltale’s Chuck Jordan, lead writer on the recent Sam & Max season, points to the problem of pacing. Jokes tend to rely on careful setup and delivery, but in an interactive environment it’s often difficult to orchestrate when you’re not sure what the player is going to be doing at any one moment.

“The player can hear your punch line before the set-up,” says Jordan. “He can skip the set-up of a joke altogether. He can hear 10 jokes over the course of a minute, or he can go off and wander around between each one. And the entire time, he’s not just passively waiting to hear the next joke; he’s actively looking for the solution to some problem.”

He agrees with Pratchett that successful humour often arrives through the amalgam of gameplay and writing. Jordan cites Team Fortress 2, through the sheer strength of its characters’ personalities, as a good example, thanks in large part to the integrated marketing Valve did with its short films and update reveals. Indeed, in my experience, a game of Team Fortress 2 can often feel like an episode of the Wacky Races or some similar slapstick comedy.

Leisure Suit Larry creator Al Lowe reckons this sort of holistic approach can only be achieved when a development team has a unified vision, something that is increasingly difficult in today’s multi-million dollar industry. Back in Lowe’s day, he was able to apply his sense of humour to every aspect of his game because he was essentially the only person working on it.

I can appreciate Lowe’s point of view and what he says carries merit when talking about a linear, narrative-driven adventure game. And recent titles such as Telltale’s Monkey Island revival and Zombie Cow’s Ben and Dan series (Ben There, Dan That and Time Gentlemen, Please) show the formula still works when attempted by a relatively small team.

But I think Pratchett and Jordan are closer to the mark when looking at contemporary titles. Much of the humour in a game today is derived from the way the game design results in funny situations rather than the scripted dialogue or pun-based puzzle. Nathan Drake may have plenty of wisecracks, but isn’t it funnier when that grenade you lobbed causes an enemy soldier to fall off a building and catch his crotch on a fence below?

For me, comedy in games come through the interplay of a game’s systems. Yes, writing is a part of that, but in a game you don’t tell a joke, the humour arises through circumstance and the result of your actions. In that sense it has far more in common with improvisational comedy.

What makes a game funny for you?

No Laughing Matter: Making Humor Work in Games [Gamasutra]

Discuss

(32 Comments)
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  • [–]

    Michael Cox

    Friday, December 11, 2009 at 11:01 PM

    Yeah I definitely think comedy is achievable in games, but I don’t think it’s as effective through story-telling or actual jokes being told to the player. Take a game like Overlord 2 that mentioned in the article. I admit I did laugh at certain points but that was it. Now take a game like GTA4. I don’t think I’ve ever laughed as much when playing a game! The way you carjack somebody and they cling desperately to the car handle as you speed off is funnier than any in-game gag I’ve ever heard. Or when I pushed into a woman standing at a bus stop, only to have a nearby cleaner drop his broom and run off shouting “Terrorist! Terrorist!”.

    This is when I think comedy in games is at its best; when it uses the game engine and physics instead of a few one-liners to deliver comedy, the game creates comedy based on the player’s actions rather than creating it through dialogue or pacing.

  • [–]

    Hdiandrew

    Sunday, December 27, 2009 at 11:05 AM

    A number of Sim type games also handle humor well, and do it in such a way that it stays fresh in spite of repeated viewings. Roller Coaster Tycoon is one example of this. I think part of its success comes from the fact that the player’s actions (how they design the park) leads to the humor (people wandering dizzily, hurling, etc.)

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