Video games are often degraded as "lower entertainment" in favor of movies and books because they "can't tell a story." This, however, is patently untrue. Most video games have some kind of story to tell, but not all of these are stories in the traditional, movies-and-books sense. The assumption that people make when they think of a story is that it is something that is told to them - a thoroughly premeditated tale in which an author is simply relaying events to the consumer. One of the biggest draws and biggest challenges of video game stories is that this is in most cases simply not feasible because of the amount of control the player has over in-game events.
Does that mean a video game cannot tell a story? Of course not. Some games, such as the Ace Attorney series, consist almost entirely of story, driving the player through a linear narrative and occasionally quizzing the player on how well they've kept up with the mystery by way of court battles. In these "battles," a story unfolds, but stops at a key moment, at which point the story will not progress until you choose the correct piece of evidence to present to make your case. This linear storytelling style is very much in line with a novel or movie, and contains a very tight, author-controlled script by limiting player options to the point where they must follow the narrative. It's a similar thing in many action games - the story is what drives the player forward to complete the fast-paced challenges or "shoot the aliens" or whatever he/she has to accomplish. In the new game Halo: Reach, a large part of the motivation to complete the single player campaign is to experience the unfolding science-fiction backdrop to the in-game events. While the story itself is somewhat linear, the player actually assumes the role of the main character and executes th premeditated events.
But that's not the only way games can tell stories. In fact, video games have created their own, entirely new way to tell a story. The player-created story has been around for a long time - certainly since the creation of the on-screen avatar, but also dating back to text-based adventure games. These text-based games, as well as many modern games, take a dungeons-and-dragons-esque approach to storytelling - the author simply presents a world to the player, and the player explores it to make his/her own story. Nielsen mentions the adventure game Blade Runner, in which the player makes choices at key points to advance the story in different directions. Branching like this is a very common way to execute the player-created story, as it is still very closely tied to the linear narratives of books and movies, but with the option for the player to choose his/her own narrative experience from a finite list of possible stories. It's almost like the game contains a large number of different books and the player simply chooses which one he reads (it is similar in this way to the already-established concept of a choose-your-own-adventure novel). Roleplaying games, such as World of Warcraft, will often choose to drop the player in the middle of a world and offer them quests to complete, giving them further freedom to tell a completely different story. Not constrained to a linear narrative, the players can choose to complete or not complete the quests as they please, allowing them to explore the world as they wish, which creates a story in itself. I can't recall how many times I've heard a friend say "So, I was playing WoW the other day, and..." and tell a story about what happened in the game. There is a story in even the most nonlinear of games, but it's a different kind of story from the traditional narrative - it's a player-created story.
CONTINUED IN COMMENTS. This is ridiculous. I can publish this as it is, but I can't do it if I add even one more letter to the post. I had to delete a paragraph to be able to add this section. Continue reading the post in the comments, assuming I can make those work...
Does that mean a video game cannot tell a story? Of course not. Some games, such as the Ace Attorney series, consist almost entirely of story, driving the player through a linear narrative and occasionally quizzing the player on how well they've kept up with the mystery by way of court battles. In these "battles," a story unfolds, but stops at a key moment, at which point the story will not progress until you choose the correct piece of evidence to present to make your case. This linear storytelling style is very much in line with a novel or movie, and contains a very tight, author-controlled script by limiting player options to the point where they must follow the narrative. It's a similar thing in many action games - the story is what drives the player forward to complete the fast-paced challenges or "shoot the aliens" or whatever he/she has to accomplish. In the new game Halo: Reach, a large part of the motivation to complete the single player campaign is to experience the unfolding science-fiction backdrop to the in-game events. While the story itself is somewhat linear, the player actually assumes the role of the main character and executes th premeditated events.
But that's not the only way games can tell stories. In fact, video games have created their own, entirely new way to tell a story. The player-created story has been around for a long time - certainly since the creation of the on-screen avatar, but also dating back to text-based adventure games. These text-based games, as well as many modern games, take a dungeons-and-dragons-esque approach to storytelling - the author simply presents a world to the player, and the player explores it to make his/her own story. Nielsen mentions the adventure game Blade Runner, in which the player makes choices at key points to advance the story in different directions. Branching like this is a very common way to execute the player-created story, as it is still very closely tied to the linear narratives of books and movies, but with the option for the player to choose his/her own narrative experience from a finite list of possible stories. It's almost like the game contains a large number of different books and the player simply chooses which one he reads (it is similar in this way to the already-established concept of a choose-your-own-adventure novel). Roleplaying games, such as World of Warcraft, will often choose to drop the player in the middle of a world and offer them quests to complete, giving them further freedom to tell a completely different story. Not constrained to a linear narrative, the players can choose to complete or not complete the quests as they please, allowing them to explore the world as they wish, which creates a story in itself. I can't recall how many times I've heard a friend say "So, I was playing WoW the other day, and..." and tell a story about what happened in the game. There is a story in even the most nonlinear of games, but it's a different kind of story from the traditional narrative - it's a player-created story.
CONTINUED IN COMMENTS. This is ridiculous. I can publish this as it is, but I can't do it if I add even one more letter to the post. I had to delete a paragraph to be able to add this section. Continue reading the post in the comments, assuming I can make those work...
This comment has been removed by the author.
ReplyDeleteThere is a limitation here, however. Critics of videogame narratives will point out that because the player can easily alter the outcome of an event, the author is unable to fully realize his/her true artistic vision within a game story to the extent of a film or novel. The way a movie or book makes a statement is through the characters and their actions and what the author makes them do. In the best stories, they are laid out with high precision and care to create the maximum possible impact, and it is argued that with the player-caused malleability of events prevents this level of precision from being possible, limiting the overall quality of the game's narrative. Game developers' answer: cut scenes - short "movies" within the game which temporarily halt gameplay to advance the story or perform some other developer-defined task.
ReplyDeleteInclusion of cut scenes is a hotly debated part of gaming - some argue that it adds narrative depth, others argue that it takes away from playtime. Both sides have reasonable arguments, but neither side is entirely correct. Take for example, Metroid Prime, in which cut scenes are used to show the player the layout of the room they have just entered. This is not tacked on for the sake of narrative, but as a gameplay tool that doubles as a cinematic, movie-like flourish. In Resident Evil 4, the cut scenes often include player interaction, in which they must react quickly to the cut scene's events in order to prevent an untimely demise for their avatar. While there are plenty of games that use cut scenes as a cheap-and-easy way to force a story forward (making them more movie-like and giving "evidence" that movies are "better" at storytelling than games), there are also many that use them creatively and in a way that integrates well with the game itself. A cut scene is simply a tool that developers can use to give themselves more control over the game, and how it's used is up to the developer.
ReplyDeleteBut with the introduction of both developer-created cut scenes and player-created narratives, the question arises: who is really in control of the game's story?
Okay, it took two comments to finish, but it's done. I can understand there being a limit on comment length (I believe it's 4096 characters), but it specifically states in Blogger's FAQs that there is no limit on post size. I'm also not getting an error like I should were I going over the limit - I'm just getting a timeout. Whatever. My post is posted.
ReplyDelete