As a writer, I strongly feel that stories can benefit from being told through new media. Gaming presents an incredible opportunity for writers to delve into the minds of their audience, and it even leaves room for multiple choice scenarios, the holy grail of storytelling. Occupying the same mental space as the protagonist has a profound effect on how the audience experiences the character's choices, there's a feeling of weight to decisions.
However, there are a number of things that gaming can't do optimally. A game can't venture beyond what we can see and hear, e.g. the internal thoughts of minor characters. Also, because it's a relatively new medium, it has less material to reference and draw upon than written literature.
What are games good at, and what are their weaknesses? How will video game story-telling evolve from where it is now?
To start, here are some examples of my favourite stories within games and why I enjoyed them so much.
<SPOILER ALERT> for any of you who haven't played these games, I am sorry:
Five party members, a top-down perspective and an opening set in an arcane lab-prison filled with mages and monsters. D&D at its best. It has one of the longest story experiences of any single player RPG. Your companions would frequently initiate conversations while you explored, raising concerns and delights with both you and their peers. Some of them adore each other, and others want to tear out each other's throats as soon as possible. It's rare to have a gaming experience in which your character isn't the only character of... well, character. It's not often you get to play alongside a crazed, claymore wielding barbarian with a pet hamster named 'Boo.'
There was a great deal more focus on the main character rather than the supporting acts by the time NWN came out. That was a shame. However, it was heavily moddable and invited players into the creative process with its simple level editor. At last, I could create all of the conversations and quests that I really wanted to play, and share them with my peers. Its single player campaign had a stylish 'story book' sequence that introduced each act, which summarised complex situations without the need for too much introductory dialogue.
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A new IP in a Space Opera setting. Bioware took a big risk with Mass Effect, but between the cinematic feel of the game and its sinister villains, Mass Effect took the gaming world by storm. |
I'll be honest. I completed Mass Effect in one sitting. My eyes were glued to the screen. The way the game puts the pressure of responsibility on Shepard (the protagonist) is really memorable. Choosing which members of your party have to die to save the mission, is an unforgettable ordeal. Its sequels never quite recaptured the sense of urgency and discovery that this gem had in abundance.
An ultimately optimistic tale about the end of the world, Bastion gives you two profound choices in the story. 'Kill or rescue your enemies?' And 'Do I really want to go home?' Other than that, the framed narrative gives a tidy reason for your character to remain silent without breaking the third wall. Player Characters are mute in most games, but in Bastion you feel like the hand turning the pages of narration.
I'm not Christian. I've never read the bible beyond what I had to do for school work a few years back, but due to Fallout 3, I have a favourite excerpt.
"I am Alpha and Omega; the beginning and the end. I give unto him what is athirst of the fountain of the water of life, freely." The game's story uses the themes of Eden and the Water of Life to great effect in a story about restoring the slightest hope to a post apocalyptic wasteland. It gives an insight into the father's (Liam Neeson's) mind, and shapes the plot as a whole. It's just a shame that you don't get to play it after the end of the story, but I guess its good to end on a high.
What they all do exceptionally well is immerse the player. Either through dialogue, choice scenarios and player action; they all give some level of responsibility to the player and bring them on board with the creative process by asking them to fulfil a role. This is what 'Role Play Games' used to mean, before they became defined by dice rolling and level-ups.
Gaming has a number of issues when it comes to introducing characters to the player. The player has no concept of the protagonist's past, so without an incredibly long explanatory sequence (which would likely bore the player to death), the primary characters should be introduced to the protagonist at the same time the player is introduced to them. Otherwise, a distance is created. An example of a bad character introduction is the beginning of Grand Theft Auto IV. Nico Bellic's brother is introduced, and the history between them is displayed through lively in-jokes and anecdotes, which makes the player feel like the third wheel, breaking the immersion.
Bastion, however, does this flawlessly. The narrator, Rucks, may be talking from the get-go, but his character meets 'The Kid' at the same time you meet Rucks, and the realisation that the narrator is an interactive character is an exciting moment.
Though it has a more restricted way of introducing and incorporating characters (particularly in action-packed games), what games do well is attach you to them. This is particularly true of Mass Effect, which uses a real time (almost) conversation system to prevent you from picking the perfect conversation option, which reveals either your own or their character flaws. Unfortunately, this is only true of the first playthrough. Once you've done the Virmire mission twice, you might save a different character than you did before, just to see the results. And another thing, Mass Effect has the potential to kill off characters you know and love like no other RPG before it, only being surpassed (in that regard) by its sequels.
There's a mostly unwritten rule about writing good fiction that you should 'show & not tell' the reader. Unfortunately for gaming writers, they can't effectively use metaphor without some kind of dream-sequence Inception gimmick. Instead, imagery is often replaced by gameplay mechanics. This turns the writing rule for gaming into 'do, and don't show.' There're always exceptions of course, like intentionally removing control to make the player feel helpless in a given situation. Foreshadowing is also is still achievable, because you can copy the way films plant ideas visually. That brings me to another issue.
Games copy films far too much. You are given the tools to create an experience whereby the player IS the protagonist, without the tedium of an adventure book and without having to feed the player information with cut-scene after cut-scene, yet developers still force-feed us information with arbitrary cinematic 'time-outs.' Perhaps they believe that films are the embodiment of perfection as an art form, and that games should be like them. Whenever control of your character is taken from you without good reason, it feels like your childhood friend yanking the controls off you squealing 'your turn's over.' It all ties in with recent advances in visual technology, and these over-used cut scenes are development companies flexing their muscles, showing us what they can do after years of research. That's great, it really is. It's great that you can model realistic facial expressions in real time, but the fact that you're pressing the screen against the face performing them is detrimental to my gameplay experience. Take a step back, and look to the time before they had great visual effects. If a game gave me a little less high-fidelity graphical quality in exchange for complete, uninterrupted control of my character, I could guarantee that it'd be a more enjoyable game. I can't guarantee good reviews from the media, because the gaming media is subject to some very widespread press-freedom (versus investors) issues, but it would be one small piece of an incredible RPG if the rest of it is up to standard. Games are almost exclusively for entertainment, and if its entertainment value comes from player control, then that's what games need to emphasise going forward.
It's one thing to show us too much, but there're also examples of showing us too few visual cues and game mechanics. Dear Esther only allows you basic movement controls and an interact key. This would be fine, if there was some sort of puzzle element for mental stimulation, but instead you're only allowed to view the environments (as pretty as they may be) and read notes left for your character along the way. It sparked great debate at the time as to what counts as a game. Honestly, I always found it difficult to define Dear Esther in any other way than as an e-book.
As a side note, we've recently had a surge in the number of cheap, good value Indie games appearing in various places including the Steam Store. Many of them, including Breath of Death and Cthulu Saves the World, have quirky stories that are getting to an incredibly wide audience. Why wouldn't they? Outside of sales you can get both of these two games as a bundle for less than £1. These are something that can be put together in a Game Jam. This is a multi-day event where programmers, artists and writers meet up, get into teams, create a video game and showcase it by the end. The days where a video game writer was only commissioned for million-dollar projects alone are over, which is great news for all of the new talent coming in.
In the short period that we've had with story-driven gaming, we've seen some of the great things it can pull off. Through a combination of great script-writing and game mechanics, we've seen it simulate (to a shallow degree) a genuine relationship between players and non-player characters. It immerses the player in a way that books and cinema struggle to achieve. However, games encounter issues when they don't respect themselves enough, and try either to copy cinema too much or not give us enough visual cues. Going forward, video game scripts are something that all writers should look to, either to at least try, or to write for from the start. This may eventually reduce the number of bad movie cop-outs and give us some genuinely good material to create really great interactive stories with. It's this idea, that eventually gaming could open up doors for more writers, that has me genuinely, insatiably excited.