The New Story-Time
Author of this post: Molly Sauter | About Blog Authors »
A panic is fermenting among established men of letters. “Video games will kill the narrative!” they say, and shut their eyes and ears against the perils of lions and tigers and video game writers, oh my! Keep your eyes open, though, and you see the narrative art is in no mortal danger from pixels and d-pads. But though predictions of narrative’s imminent demise are hysterical, they draw attention to an important point. Video games suffer from an ignorance of traditional narrative form and tools. Story lines are sloppy and weak, character development is non-existent, and I could go on. Game narrative must have a central role in game design and writing; however, the art is still underdeveloped and its place in the medium still uncertain.
Video games as they currently exist are, for the most part, creatures of plot. Now, there is a difference between Plot proper and Story proper. Plot is the individual events that happen in a narrative. Story is the pattern of the narrative, a function of characters and their interaction with each other and their environment. Finding a plane full of money in the woods is Plot. Claiming it for yourself and the interpersonal mayhem that ensues is Story.
In plot-driven games, the player is led by the nose through a cascade of events, monsters and puzzles, all disparate threads having little to do with each other save the player-character experiencing them. These games, like the Grand Theft Auto franchise or dungeon-grinding role playing games, fail to create an emotional connection with the player because the various elements of the game do not build into a coherent whole. That missing continuity of characters and events is the missing Story element.
Some games do build themselves around a plot-and-story narrative. But it often takes over the game, with long cutscenes and a rigid structure. The path is set, and the actions of the player have very little effect on the outcome, beyond the binary choice to win or lose. The player is left with the feeling he is playing a movie instead of playing a game. Because he is expecting a gaming experience and not a movie-watching experience, the chance for emotional connection is lost.
Obviously, a game narrative will not be a film or book narrative. Novels and films both place the consumer in a passive state where it is easy and attractive to let oneself fall into the hands of the author or director and to feel what the characters feel. Playing a video game requires much more activity on the part of the consumer, and though the player believes he controls the game’s outcome, he does not. The illusion of player-control must be maintained as game herds him towards its scripted end. A way to maintain this illusion is to make the player-character change during the course of the game: give the player character a traditional character arc. As the character acts, the environment necessarily changes in its reactions to him, and the player is forced to adapt to the consequences of choices he has made in the game. The technical demands of such a plastic environment are great, but it has already been attempted in games like Mass Effect and Fable II.
Character development and continuity of any kind is a major problem in video games. More often than not, in games where NPCs play a large role, the shorthand of mono-myth and classical fantasy is used: he’s the Mentor, she’s the Fair Maiden, he’s a Thief, and they’re on a Quest. The narrative design trend seems to be towards simplicity, which is to me a shame. Narrative complexity, in terms of characters and story-lines, rewards both the player and the creator. Emotional connection requires continuity, and rational narrative build to a dramatic climax. Interweaving narrative continuity with gameplay is a design challenge. But that does not mean it can’t be done. Narrative cannot remain relegated to cutscenes between bouts of gunplay and puzzle solving.
As the stories told via video games get better, the emotional connection between player and game grow stronger. Players return to games they have a connection with, and to studios that produce those games, just as authors, film directors and actors collect fans. It is in the economic interest of the industry to encourage narrative development in big-budget games. Game writers and designers have a millennia of story-telling history to draw on. While the mono-mythic Hero template is popularly co-opted for video-game plot-lines, it is not the only story out there. The tools of story-telling are out there. We just have to adapt them for our medium.















November 17th, 2008 at 11:24 am
I think that’s a big part of why the Wing Commander series was such a best seller, and still has a large fan-base. While they were, under the hood, really plot-driven with a sequence of events mostly set in stone, they enriched themselves with side plots focused on interpersonal reactions that while not affecting the ultimate win/lose, did affect the reactions of other characters to you and create a sense of life in the environment.
One of the things I find captures my attention with a First Person Shooter is when I find myself replaying a mission that I’ve beaten, purely in order to see if I can save more of my companions this time.
November 17th, 2008 at 8:10 pm
Of course, there’s also the problem with tons of work going into allowing the player choice, which is often why we haven’t seen many examples of it. As I’m sure you in particular are acutely aware, games cost $$$ to make, and sexy graphics are currently the driving force behind big budgets. Sexy graphics are also easy to to sell: Look. It’s Pretty. Let Us Love It. Sexy plot requires a commitment of time to sell to financiers and the public, even if you get a whole lot more bang for your buck. Hmm, sounds like the movies….
But! Indy games seem to be an up and coming field that is thriving relatively well. Sword of the Stars isn’t cutting edge by any measure, but it’s the best space 4X game currently out by far.
And we see baby steps in the mainstream as well. Starcraft 2’s missions are supposed to be non-linear, WoW’s WotLK is messing with ‘phasing’ and if we’re lucky, others will be trying to imitate Bioware’s success in experimenting with the choose-your-own adventure style of gaming.
Speaking of which, I’ll bet you money that’s why recently-ish Bioware muttered something about “Doing our best” to incorporate the saved files in the next Mass Effect, when at release they were shouting for us to keep our saved games. Things get exponentially more complicated if you’re doing a series as you have to calculate what different various decisions will do to your plot.
Often I find myself making up my own stories as to what my character is up to as he goes along in an otherwise-barren game. For the majority of games, I doubt that will change for some time, despite the obvious benefits to everyone.
November 18th, 2008 at 1:05 am
Jonathan: I love going back and finding alternate paths through levels, seeing how much I can change from play-through to play-through. It lends a sense of individuality to each game “incarnation”.
What’s great to me is when discovering how to play a game is part of the game. Stand-alone tutorial levels, which are not integrated with the story, really bug me. Having an integrated learning curve helps me ground myself in the game. I thought “Portal” did this really well, as well as the new “Fallout III”.
November 18th, 2008 at 10:08 pm
Gyro: Yep, yep, totally agree with you that the prevading mainstream attitude has been towards Sexy and Shiny. I am angry at this attitude. And overjoyed at the awesome stuff that’s been coming out the indie sector recently! Esquire magazine recently published an excellent profile of the indie art-designer Jason Rohrer, who creates brilliant emotional gems of games. They are all story, no plot and I encourage everyone to go play them immediately.
Sexy plot is somewhat easier to sell when it comes with a sexy screenwriter name attached, but I’ll leave the Hollywood-writers question for another article…