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Why games fail at storytelling

It's not just about bad acting and Jill sandwiches

Words: David Houghton, GamesRadar UK

In the beginning, there was the videogame. And lo, it was basic and a bit crap. Technology was meek and primitive, and game design was abstract and a bit weird, dictated as much by what the technology could pull off as conscious design decisions. But being unused to such wonders back then, we were regardless impressed by the sight of a few coloured boxes shifting around a screen. It was our first taste of gameplay, damnit, and we loved it.

But as human beings bound by the linear flow of time, we find ourselves - consciously or unconsciously - obsessed with narrative. We have to view every aspect of our lives as part of an ongoing flow of causality and thus, we have to make everything a part of a story. So naturally, we demanded stories of our videogames.

Above: The ingredients of an epic

It wasn't enough just to guide a block around a maze avoiding other blocks. Our block had to be personified by a mouth and the other blocks had to be ghosts. Pac-Man would have played the same regardless, but we needed to justify what was going on. But as mentioned above, the games of this time were abstract, blunt mish-mashes of whatever was possible, and so story inevitably became a retrospective improvisation, tacked on afterwards. And so, the crap videogame story was born.

It's strange that we're still suffering from this syndrome, but just as a relationship will follow the behaviour patterns forged in its first few weeks, so story has often been a secondary consideration to justify in-game action.

But while that factor - and the inevitable disregard for well-rounded characterisation, decent writing and competent acting that came with it - was for a long time the only reason for crap storytelling in games, as the medium has progressed, things have become more complicated.

WARNING SPOILERS WARNING! Intimate knowledge of Final Fantasy VII, Portal and Half-Life 2 plots revealed beyond this point. WARNING SPOILERS WARNING!


Camping

There are now two distinct factions of game director. Some want to create a piece of pure gameplay - Geometry Wars, Quake 3, and Bomberman step up and take a bow - while others aspire to create a piece of narrative using videogames as their chosen medium.

Above: Geometry Wars doesn't care about plot. Those neon explosions are all the motivation you need

But the problem is, nine times out of ten, those story-driven game directors get it completely, utterly wrong. The fact is, Metal Gear and Final Fantasy are not good storytelling videogames. In fact, they're pretty poor. You see the problem is that in gaming's relative adolesence, we started to run before we could walk in terms of narrative, and devoid of the tools we needed to really tell stories through games, we borrowed the conventions of cinema and crudely stapled them on. And that just doesn't work.

In even the most 'story-driven' games, if cinematic cut-scenes are used, they and the actual game remain two completely separate entities. They feature the same character models and are stored on the same disc, but in actual fact, they are totally independent of each other. Take Final fantasy VII for example, or almost any JRPG for that matter.

Above: The Final Fantasy games' storytelling doesn't involve the player much more than the movie does

Cloud may be your protagonist, but the parts of the game in which you directly influence his actions - Golden Saucer date aside - consist only of moving an avatar around a map and guiding it through combat. As far as the development of the plot goes, you sit and watch a linear cartoon play it out for you. And they call them role-playing games? The approach only serves to highlight how the player isn't part of the story.

It's the same with everything from Super Mario Galaxy to Halo 3. However well realised, the cut-scenes are only really there to roughly contextualise your actions or explain a change in gameplay. The game itself isn't telling a story, and with story and game so unbound from each other, its no surprise that the quality of one so often plays second fiddle to the other as a design consideration. Regular juxtaposition between the two sections throws the player out of the narrative, especially when the cut-scenes are intrusive, Metal Gear-style diatribes of significant length. It's just not cohesive, and it feels very, very false indeed.


 
60 Comments
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ultimatum7  - 1 year 1 month ago 
- Comment removed by Community
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timp123  - 1 year 1 month ago 
I agree entirely with this article. If people think mgs has a good story, they have never read a good book or watched a good movie. Games should not have cut scenes, it means that they're more mixed media than a game. I think because games are a lot newer to books and movies, it's going to take a bit longer for story telling to really shine in games as a medium. I'm surprised they didn't mention cod4 because that had no cut scenes and was quite effective in story telling.
Sash  - 1 year 1 month ago 
I think this is where Fable 2 may come into its own.

You can interupt cutscenes and not pay attention to them by walking off (at least thats what we have been told) we will see if this is the same in practice.
Combatdave07  - 1 year 1 month ago 
the author gets it mostly right when it comes to the STAPLING on of cinematic devices for narrative flow.. but in reality, all story is manipulation whether you can see the character's face or not. all of the real choices are up to whomever is making the story up. some people are along for the ride, some aren't.. that's all.

the choices you make in metal gear or final fantasy or half life or GTA are all the same- and each are presented in a different enough way that is entertaining for the people who like each respective storytelling device.

some people like cutscenes, for the artistry, the break in game play, the sound, and the humor... and don't feel they are intrusive.

some people like an optional story- like in GTA- where you have lots of stuff to occupy your time, and if you feel like getting deeper into the plot, you follow the set path laid out for you, through specific missions and character interaction.

some people like RPGs - where the story unfolds after endless battles and upgrades... spending lots of time with these characters, watching them grow as you would should you spend the time watching a television series... you don't have direct control of their motivations, but you do have control of their progress through a set path.

some people (like the writer of this article) like the illusion of "non intrusive storytelling".. but when you think about it, in games like half life and portal (games that i happen to LOVE) you still follow a set path..and the cutscenes are simply interactive environments that are not locked down in camera angles.. some people may find it just as frustrating to be stuck in a room until some NPC explains a story to them- while you are unable to leave the room, use a weapon, or hit the person.

until you can make those choices with VERY real in game consequences-not just an instant death screen when you fail an escort misson. storytelling in games will remain the same, and not evolve truly. right now it is just a matter of taste.
paulbough  - 1 year 1 month ago 
FIFTH, YIPPEE!!
victorisham  - 1 year 30 days ago 
combatdave07 summed up my thoughts perfectly on this. Some of us enjoy watching cutscenes as a TV series or movie; we like the characters.
smallberry  - 1 year 30 days ago 
No love for Mass Effect? Seriously though, great article.
Schuultz  - 1 year 30 days ago 
Honestly, Metal Gear Solid is a perfect example for how people really have no idea what a good story is. Just because it is complicated and brings in a lot of ridiculous twists, doesn't make it good.
If Kojima would have made this story a movie, it would get utterly destroyed by critics.
pimlicosound  - 1 year 30 days ago 
We as gamers are still accepting - and, indeed, impressed by - very immature storytelling.

If we're honest, Mass Effect's story, while great for a game, is only on par with an average 1980s sci-fi flick or an episode of Babylon 5, GTA is no better than a barely-decent gangster soap opera, and Metal Gear Solid is like the worst ramblings of a Steven Segal effort.

Quite aside from the methodology of in-game storytelling, the stories themselves must grow up. Even now, very few games even broach subjects such as family and adult romance, and while several games have tackled issues such as racism of environmentalism, they all do so in a very adolescent way.

We must demand better from our game stories. I'm hopeful that Hard Rain will bring with it a true branching story, where if you manage to kill the main character, you will conclude the story playing someone else.
lewis42025  - 1 year 30 days ago 
@pimlicosound, i completely disagree with you. while i do agree that videogame storytelling is still just in it's relative toddler years, i do believe that because mass effect and gta are interactive media, you are personifying yourself onto the character, that they are much more involved and emotional than a simple "1980 sci-fi flick". in fact, just like the article said, because videogame's are the only truly interactive media, you can't fairly compare videogames and other media like that. you can compare its quality among is videogame brethren, but to compare mass effect with, like you said, babylon 5, is like the old saying, apples and oranges.
Basketcase676  - 1 year 30 days ago 
Was fun to read :)
lewis42025  - 1 year 30 days ago 
but to correct myself, i do agree with the fact that videogames do tackle very adult themes in very non-adult ways, but hopefully like you said, they will continue to evolve and expand their opportunities to make games that really make you think about things in different ways.
ELpork  - 1 year 30 days ago 
But wasent Mass Effect Fun becuse of the story?
skyguy343  - 1 year 30 days ago 
Shadow of the Colossus

dont know if any body agrees but i thought it had a damn good story
pimlicosound  - 1 year 30 days ago 
@lewis42025 It's true that they're quite different, and the interactivity adds a lot to the experience, and I thoroughly enjoyed Mass Effect and GTA. My point is that the stories, while deep by game standards, are still pretty shallow.

Pretty much every game has the same basic story of humble good guy or bad-ass hero taking on all the odds and triumphing to save the girl/city/world/universe, etc.

Now this is largely dictacted by the styles of games we play, but just as film, TV and literature have the confidence and maturity to engage with other situations and subjects, games should do, whilst taking the opportunity presented by a fresh story to develop new styles of play.
georgeguy  - 1 year 30 days ago 
gamesradar went deep

good artical guys
bron1417  - 1 year 30 days ago 
i agree with this article videogames (some) have a sense of immersion in the world and thats why i love em.
Amnesiac  - 1 year 30 days ago 
Excellent article, GR.

And I disagree with "all game stories are crap compared to other media". Just because the art of the videogame narrative is still in its infancy, that doesn't mean it hasn't produced some honest-to-god gems.
lava_lamp  - 1 year 30 days ago 
i feel betrayed by gamesradar metal gear solid stories are ten times better than half-life
Z-man427  - 1 year 30 days ago 
Okay, this was a great article. I never really noticed how crappy game stories are.

that being said, at first I loved this comment feature. but a lot of people are really being idiots with it. leaving comments that just say "first" is stupid and a waste. quit doing it.
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