[Z]Telling a story

Posted by Zyzyx66 on Feb. 18, 2010, 8:09 p.m.

In the early 1900's, film began to take firm roots in storytelling. These early stories were short, simple affairs that were heavily restricted by the medium - the sound track was separate from the film reel, so movies were silent. Colour film was yet to enter into the equation on a viable level, so everything was black and white. Cameras were hand cranked, so subtleties in beat and pause were nie on impossible for all but the very best in film makers. And on top of all of this, animation was new.

The games industry went through very similar restrictions in its infancy. The nature of computers in the 70's meant it was extremely hard to successfully draw a person-shape on the screen, much less give them any real character. Several decades on, and games have come a long way. But our stories are still sub-par.

Perhaps this has something to do with the way we have cherry-picked a lot of our techniques from film - and why not, when as technical mediums, the two have so much in common. Both games and film rely heavily on visual aides to lead us through; cameras and the myriad techniques that come with them; effects and environments that allow us to disappear into the fantasy.

But even though almost all of the cinematic techniques we have were taken from film with very little tweaking necessary, games have yet to capture the essence of storytelling that our medium rightly deserves. And for those about to mention the Deus Ex's and Final Fantasy's of game storytelling, take a moment to consider the real truth of it - these games are brilliant relative to others, but they are only a stepping stone.

While the penetration of games in mass media has been far faster than film or music, and the popularity of games has skyrocketed past Hollywood in recent years, we are 40 years in, and we still haven't seen our Casablanca.

All this is because, while on a technical level it makes sense for us to borrow from film, in a creative sense it doesn't work. Length, pacing, dialogue restrictions, visual components and story branching are all radically different for a game. We need to start addressing these issues head on.

The Hero's Journey story structure works for film, because it is highly focused - it follows a very specific pacing pattern and story flow. Games cannot do this. There are simply too many variables as a result of the interactive nature.

There are other kinds of story though - Greek and Shakespearean Comedy and Tragedy, Fairy Tales, Fables, and Act Structures, among a few others. These are all much better suited to the dynamic ebb and flow of a game's story, and often the characterisation is secondary to the morality or metaphors involved. Wouldn't that be a far better way to approach games, especially since everyone has it in their head that having a nameless, generic husk as the protagonist allows the player to 'put themself in the game' (that's a whole 'nuther kettle of fish).

The study and debate on story in games is very long, and equally complicated. This is simply one aspect of that discussion. Feel free to pipe up with an opinion or rant of your own. I'll be continuing the story blogs in the future.

Comments

Nathan 14 years, 10 months ago

"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."

Cesque 14 years, 10 months ago

Quote:
And for those about to mention the Deus Ex's and Final Fantasy's of game storytelling, take a moment to consider the real truth of it - these games are brilliant relative to others, but they are only a stepping stone.

Personally, I think they're a prime case of gameplay and story segregation, which is exactly trying to borrow storytelling elements from a film and put it into an interactive environment as cinematics.

The problem with an interactive medium is, developing on what you've mentioned, the ability to ignore storyline altogether. When you read a book or watch a film, you can't really do that, but in a game, you can just mash the "confirm" button or go make yourself tea until the game skips to some action. You can't enjoy a book if you don't care what's going on, but the nature of games make it perfectly possible. I got about halfway through in Final Fantasy 7 and I still wouldn't be able to tell what the hell was going on because I skipped all of the story (but that's also because it was a load of bollocks).

Most games I'd consider as having a good plot and storytelling are games that can intergrate them. Like Portal, for example. In Portal, you actually cared about the plot because it was actually interesting to find out what's going on, and hilarious at the same time.

Some fanboys will probably mention Half-Life 2 too, but in my opinion the first game did it right, while the second one (particularly the extra episodes) got too much into the story-through-cinematics crap.

Quote:
"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."

Haha, good old John Romero.

To be honest, it's very often the right comparison (from the point of view of the player at least). A 13 year old gamer playing a guy with a gun doesn't matter if he's shooting zombies or aliens or old ladies as long as their heads explode, just like a 13 year old erotic entertainment enthusiast doesn't care if the ladies are secretaries or nurses or goth girls as long as… y'know.

Would be a nice test for developers who want to put a message/plot into an action-packed game to try and first imagine putting the same message/plot into hardcore porn and getting it across. Good luck with that.

Castypher 14 years, 10 months ago

This is actually the target discussion of this week's lectures in my "Gaming" class. You sure you're not in it?

At any rate, I won't play a game unless it has a good story. At first I have to be able to enjoy it, then I have to be able to criticize it. Why? Video game stories are quite different from films and books in that you get to actually play a part in it, therefore the details need attention.

I'll rant more later.

Nathan 14 years, 10 months ago

Quote:
Haha, good old John Romero.
It is actually John Carmack who said that, but who's counting.

Cesque 14 years, 10 months ago

Ooops.

Zyzyx66 14 years, 10 months ago

That probably explains why Carmack's games always have atrociously boring stories. He's also wrong :P

Even in a porn film, a well implemented story can improve the target message (or intended reception, as it were). It's about finding the right WAY to tell a story that we need to be doing with games. And finding the right stories to tell.