May
29
Why games need less externally imposed story (guest post by Justin Marks)
Editor's note: The following post is by film and videogame writer and friend of The Cut Scene Justin Marks. He wrote previously about his time modding "Halo 3" during the writers' strike and why Hollywood's isn't actually pissing all over our favorite games. All the opinions are his, especially the parts disagreeing with me.
My friend Ben Fritz, who writes for Variety.com's videogame blog The Cut Scene, had an interesting bone to pick recently with "Grand Theft Auto IV." In an essay titled "Narrative sophistication vs. open world," he mentioned the ever-present problem in these sandbox games when it comes to balancing a confined story with the fact that you can literally do just about anything:
How can players seriously believe Niko’s on a date when his girlfriend doesn’t mind that he’s carrying a knife, walking her through a 5-foot-deep pond and getting in numerous car accidents? Why can a distinctive-looking illegal immigrant commit hundreds of carjackings and nobody seems to care?
Basically, Ben is bothered by the fact that while you can
do anything in the open world environment, the story actually operates on a very
set track, going from plot point to plot point as if no one in Liberty City had
any idea that you just spent the last two hours initiating a five-star police
chase that culminated in your plunging a car off a bridge and then swimming back
to a safe house. In the context of an increasingly sophisticated open world
where Liberty City actually feels like a living and breathing universe, the
game's rigid narrative structure is becoming a bit, well... tired.
But I
don't mind the fact that "GTA's" gameplay sometimes bounces up against the
narrative. The question I want to explore is this: Why does my gameplay have to be
constantly interrupted by this reductive thing called a story?
Before we begin, let's call a spade a spade here. It's been a few weeks, we've all had a little perspective, and I think it's fair to admit that the game press may have jumped the gun a bit on their exuberance for "Grand Theft Auto IV's" storyline. Simon Parkin, in his Chewing Pixels column, was even bold enough to come clean about his hyperbole. It's not, as IGN amazingly called it, "Oscar-caliber." The adventure of Niko Bellic, complete with its comic assortment of ethnic cliches, is pretty much on par with the rest of the franchise's self-conscious worship of movie archetypes and genre tropes. And there's nothing wrong with that. Rockstar has made clear that's all they've ever wanted to do, and they've done a damn fine job at that (although I do miss some of that charming humor from "Vice City" and "San Andreas").
More to the point, how did narrative become such a side bar to the real point of gaming, i.e. our ability to play out our deepest fantasies in a virtual world?
In Jesper Juul's July 2001 essay "Games Telling Stories?," he discusses Atari's 1983 arcade version of "Star Wars," which utilized moving polygons in a flight simulator engine to re-create the famous third act of the movie:
In other words, he's saying that in the early days of limited graphics and reduced processing power, games had to resort to external packaging to inform the user as to what kind of world the narrative was taking place in. Strip away those accessories --- the words "Star Wars" on the outside of the console, the X-Wing-like cockpit, Obi Wan's voice playing on the speakers behind us --- and all you have is an abstract shooter involving lines and polygons. It could just as easily have been a game version of "The Last Starfighter" or even "Top Gun." Story was simply an excuse to charge the gameplay with more meaning.
The primary thing that encourages the player to connect game and movie is the title "Star Wars" on the machine and on the screen. If we imagine the title removed from the game, the connection would not be at all obvious. It would be a game where one should hit an "exhaust port" (or simply a square), and the player could note a similarity with a scene in Star Wars, but you would not be able to reconstruct the events in the movie from the game. The prehistory is missing, the rest of the movie, all personal relations.
Not as much as you'd think.
As many developers can attest, many games are re-appropriated into different titles several years into the development cycle, simply by altering the story to suit another brand. It happens way more than we'd like to admit. It's an unfortunate by-product of corporate economics, but also an indication of just how far we still have to go as an industry when it comes to creating games with sophisticated narratives, i.e. indisposable narratives that couldn't simply be stripped and re-used elsewhere without ruining the inherent game.
In the field of architecture, this was a principle debate during the emergence of the Modern movement. Classical architects were too often content to simply emulate archetypal forms in the facades of their buildings --- forms which brought no organic function to the rest of the structure. The key to the maturation of architecture, the Modernists believed, was to created works of art where form and function --- or story and gameplay, in this analogy --- were irrevocably and organically linked.
To our credit, there have been a few games that have managed to
accomplish this in recent days. "Portal" is the first that comes to mind.
Without a single cut scene, or even so much as a reference to some kind of
back-story, it manages to transport us into the virtual space of its plot,
allowing us to deduce our own way through its elaborate puzzles and come to our
own conclusions about the conspiracy that is amiss. We don't need Niko's idiot
cousin to tell us we're about to be betrayed --- in "Portal," we actually act out
the story as part of the gameplay. The same goes for "Ico," which does in fact
utilize cut scenes from time to time, and yet they are brief, to the point, and
earned by the narrative. After navigating through the mysterious castle for
several hours, we're starved for information, dying to hear what is going on.
The cut scenes play into this desire, giving us what we want and allowing us to
feel that we've fulfilled it through our achievement in the gameplay.
But for the most part, we as an industry are stuck in the same trap that GTA exemplifies. We value narratives in games, we understand their purpose and their necessity, and yet we have no idea how to parse them effectively into the game's interactive structure. As technology gets better, the weaknesses of poor story integration are more exposed. Even in "GTA IV," possibly the pinnacle of mainstream gaming to this day, we are still very much stuck back in the time of the "Star Wars" arcade game, playing through an awesome experience while having our story force-fed to us via external packaging.
And to those who would complain, "Yes, but you can skip through the story if you don't want to see it," that's exactly my point. No one would say the same thing about the Sistine Chapel: "Yes, but you can skip through that lame entrance portico." It's all part of a complete work of art. To say that one part is lesser diminishes the value of the whole.
For starters, more story is not the answer. There are games (non-RPG games, mind you) that believe turning inwards and building out an infinitely large plot thread somehow makes the narrative more effective. In reality, it's just more interference.
The "story on rails" has now been exposed. Game engines are strong enough that we can see the seams in the narrative fabric. It's no longer acceptable that we can take our girlfriend on a date and never once have her mention the fact that we're carrying a missile launcher by our side. We need to believe our actions have consequences within the virtual universe and that the experiences we are living are wholly unique, even if they aren't.
And
yes, this argument doesn't just apply to open world games. Even
traditional narratives-on-wheels have had the bar raised. "Call of Duty
4" has effectively shown that with a certain amount of inventiveness
(dying of nuclear radiation? Flashback sequences from the POV of other
characters?), games can actually defy the predictability and
inevitability of basic story blueprints. It just takes some thought
and a little bit of willingness to go off the beaten path.Because for what it's worth, the game industry is not the interactive little brother of cinema. Ask any overzealous industry pundit (I won't name names) and they'll give you a thousand reasons why gaming is a superior art form. And yet despite our arrogance, we still act like we're just the doting charity case, clumsily marrying sophisticated gameplay with narratives that better belong somewhere else. This industry is better than that. We need to stretch further.


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This isn't a case of technology - Super Metroid, from 1994, has an info-dump at the start of the game summarising the events of the previous games in the series.
Spoilers follow.
The game itself has two cutscenes - one where the planet where the game takes place is named, the other being its destruction - the game's ending.
In between, the game tells its simple story entirely through gameplay and clever use of assets. The player is tasked with finding a Metroid hatchling, which is stolen during the game's first boss fight. After eventually tracking down that boss and putting it to bed for good, you find, instead of the expected reward room, the smashed canister the hatchling was in.
What follows, as you move into the final area of the game, in my opinion hasn't been topped in 15 years. It uses everything - from the enemies in this area, to recoloured assets of fearsome enemies that crumble into dust as you run by them, to calls back to distinctive rooms in previous areas of the game, to *the final boss fight* (and I'm leaving out the impressive scripted events, which take place in-engine and manage to avoid the common pitfall of having players work out that it's a story bit so they're safe), the game masterfully uses scripted events and careful use of gameplay elements, incorporating everything together to deliver a spectacular climax without excluding the player.
In my opinion, this is the sort of thing that games allow you to do. Isn't the whole point of the game to explore the world and master its rules? Bake the story into the world from the beginning, and have the narrative unfold as part of the rules of the game. Players will work out the story, just like they work out how to beat the boss or how to cross a gap.
Posted by: Merus | May 31, 2008 at 10:42 AM
Andrew, a story is only as effective as the quality of its execution. If you think Halo and Bioshock were "heavily meshed" with story, then your definition of story falls into question.
Both those games involve a premise and a climax. The premise occurs for half the game and the climax is foreshadowed for the latter half. However, that is not a story, that's an event. If anything, story in those games is inferred, not executed.
My two favorite games are TIE Fighter and Half-Life, both of which arguably include very expansive stories. However, even I have to admit that there's a difference between progression and story. With no expectation of events to open a dramatic gap, and no closure to derive meaning from, a structured causality is being forced out of an interesting gameplay experience. It's like telling the story of the ingredients you're eating while you're having a meal, you're really just there to eat and the story is interesting but only really on a conversational level, and not an experience.
Posted by: Rene | May 30, 2008 at 12:51 PM
But look at Bioshock, or even better, Halo. The first one was very heavily meshed with story, making it's campaign arguably the best of all time... but when the story muddied (ala, Halo 2 and 3) the reason for playing was lost.
It's harder when you're in the industry, because you pay attention to story and causality, unlike Average Joe who is probably just playing the game to unload some stress or melt his brain. Should games be made with no story... just mindless killing and chaos? Is that entirely moral?
...But Story and action can get in bed together, but in a market flooded with content (let's just say the entire entertainment industry as a whole) the good stuff is getting drowned by everyone else trying to climb aboard the lifeboat.
Posted by: Andrew | May 30, 2008 at 06:40 AM
I think the root of the problem has to do with one simple fact: about 99% of people have no idea what the word "story" means. In my experience, when asked to describe a story, most people begin talking about premise, characterization, dialogue, and one particular scene they liked.
As a gamer and screenwriter myself, I've found the discussion of stories in video games to be strewn with misinterpretation, faulty information, assumptions, and plain ignorance. Most game developers make poor story decisions simply because they can: story is not essential to a good video game, and it never will be.
In the future, there will be a genre of narrative games that derive some story from gameplay, and while they may be successful, there will always be non-narrative games that people will play and enjoy.
Posted by: Rene | May 29, 2008 at 10:13 PM