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Why games fail at storytelling

It's not just about bad acting and Jill sandwiches

Words: David Houghton, GamesRadar UK

Neverending story

So what's the solution? Well it's simple. Games need to tell stories in their own way. Just as a radio play would fail if directly ported as a movie and a movie physically cannot exist as a novel, so games need to find their own language and methods for storytelling.

Thankfully, technology and design skill are finally catching up to the point where this is possible. We now have examples of stories that play out through in-game action rather than jarring animated dictation, and while that approach takes a great deal of skill to pull off, it's true videogame storytelling, by the game, through the game.

Above: Gordon Freeman never says a word, but that's exactly why you'll become insanely attached to him

Valve is particularly good at this. Consider Half-Life 2 and Portal. Both incredibly affecting, story-driven games, neither of which features a single cut-scene. Instead, Valve pushes on the story through either real-time, in-game conversations or interactive events during the in-game action. And that method doesn't just serve to further the story more believably. With Valve's silent protagonists allowing us to completely imprint our own personalities and values upon them, the fact that key story elements unfold through actions we have direct involvement with means that we essentially are that character, doing what they do and reacting with genuine emotion as a hybrid of us and them.

Consider how intelligently and subtly Half-Life 2 manipulates that model to create attachment and emotion. Near the end of the game, we/Gordon find our/himself captured by the Combine on their own turf. In a cunning bit of design, the Combine take our gravity gun, the signature tool which has become the key to our physical interaction with the game world, as well as the weapon that has provided the most fun. In a way we define ourselves/Gordon by it, and the theft is a major affront to us/him.

Above: You are Chell and Chell is you. GlaDOS really helps form that bond

Then something goes wrong and we get it back in super-charged, soldier-throwing form. Immediately we/he are/is doubly-empowered by the return of not only a weapon but a part of our shared in-game identity. Its souped-up strength and the following orgy of wanton destruction it facilitates are an empowering, vindicating, and most importantly personally identifying sequence which puts us in exactly the right heroic, indignant mood for the final confrontation.

Or what about Portal? GlaDOS' snark and jibing might be damn funny, but it also subtly builds an underlying dominant/submissive relationship between herself and us/Chell. Naturally that imbues us/Chell with a simmering rebellious instinct, which we're finally allowed to revel in when the action switches to the 'forbidden' areas outside of the test chambers.

We're in a place we're not supposed to be. The gameplay becomes uninstructed and unrestricted. GlaDOS' incursions lose their authority. We've turned the tables, and rather than fearing the computer and wanting to escape her omnipotence, we're now rushing to confront her in rebellious exhilaration. Infinitely more effective than a "And then Chell escaped from the fire pit and went to find GlaDOS" animation, we're sure you'll agree.

Above: Far Cry 2 sets a standard for organic, player-driven storytelling

And then there's that pinnacle of videogame storytelling; the malleable narrative. As the only truly interactive entertainment medium, only games can do this. As such, it should become the calling card which defines gaming against the other media. Branching dialogue and alternative level routes have been around for ages of course, but the technique is really beginning to mature now.

The upcoming Far Cry 2 has ten playable characters. The nine you don't choose will turn up as NPCs throughout the - entirely action-driven - story. They'll offer you side-stories. They'll call you during missions, offering alternative methods of completion or even ways to betray your paymasters by taking a different course of action. Anything you agree to, or not, is entirely up to you. You can befriend these people, you can fight alongside with them, you can ignore them, or you can kill them off. The game always adapts to your developing relationships and the surviving cast list, and integrates everything into the main plot flawlessly.

And that friends, is how a videogame tells a story. So let's have the confidence to show off what we can really do from now on, shall we?



Gordon Freeman: Strongest personality in gaming
How Valve created the most complex and best-realised character in videogames without any dialogue

The best videogame stories ever
15 end-all, be-all of tales to titillate your inner literary critic. Did your favorite make the list?

Epic game plots made simple
Gaming's most dizzying plots for dummies


 
60 Comments
Order Comments: Newest First | Oldest First
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 1 month 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 1 month ago 
No love for Mass Effect? Seriously though, great article.
Schuultz  - 1 year 1 month 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 1 month 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 1 month 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 1 month ago 
Was fun to read :)
lewis42025  - 1 year 1 month 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 1 month ago 
But wasent Mass Effect Fun becuse of the story?
skyguy343  - 1 year 1 month ago 
Shadow of the Colossus

dont know if any body agrees but i thought it had a damn good story
pimlicosound  - 1 year 1 month 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 1 month ago 
gamesradar went deep

good artical guys
bron1417  - 1 year 1 month 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 1 month 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 1 month ago 
i feel betrayed by gamesradar metal gear solid stories are ten times better than half-life
Z-man427  - 1 year 1 month 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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