The below is an article written for D-Pad Magazine giving some thoughts on storytelling techniques in gaming, find the original here.
.
If there has been one thing that has become most notable in the times since videogames emerged into the hallowed third dimension, it has been the focus on story and storytelling. There once was a time when all the story you needed was simply to know that a certain princess was in another castle, or that you were charged with protecting Earth from the alien invaders which are conveniently falling from the sky. Not that the idea of telling a story through gaming is entirely a new convention, but with the advent of full motion video, cut-scenes and cinematic devices it has become an expected and prevalent part of all big budget high profile releases. With these developments have come advances in the way games play out; now tightly-scripted linear games are common, with an emphasis on telling a thrilling, singular story through your actions. Games such as Half Life and the early Call of Duty games are heavily cited as implementing a lot of these features successfully, using the environment, and immersive nature of the first-person viewpoint to pull you through a compelling and thrilling adventure.
.
Whilst gaming is a highly immersive and interactive medium, this can often work against it from a storytelling point of view, the autonomy you have over your character becomes the most difficult thing to guard against, and so restrictions have to be put in place to maintain the illusion; NPCs will be invulnerable, or your firing capacity will become restricted when not in combat, only specific doors at specific times will open, bosses and enemies often have to be killed in specific ways and you have no real say in the way events will play out. You are a pawn in a virtual movie, your actions often very limited and it can be very difficult to try and tell a dramatically interesting story, when the only real actions your character can perform are navigating an environment and firing weapons, perhaps with a little puzzle solving in the middle. Any actual character development has to be left for the cut-scenes over which you have little to no control and there is often a strange cognitive dissonance between the two.
.If there has been one thing that has become most notable in the times since videogames emerged into the hallowed third dimension, it has been the focus on story and storytelling. There once was a time when all the story you needed was simply to know that a certain princess was in another castle, or that you were charged with protecting Earth from the alien invaders which are conveniently falling from the sky. Not that the idea of telling a story through gaming is entirely a new convention, but with the advent of full motion video, cut-scenes and cinematic devices it has become an expected and prevalent part of all big budget high profile releases. With these developments have come advances in the way games play out; now tightly-scripted linear games are common, with an emphasis on telling a thrilling, singular story through your actions. Games such as Half Life and the early Call of Duty games are heavily cited as implementing a lot of these features successfully, using the environment, and immersive nature of the first-person viewpoint to pull you through a compelling and thrilling adventure.
.
Whilst gaming is a highly immersive and interactive medium, this can often work against it from a storytelling point of view, the autonomy you have over your character becomes the most difficult thing to guard against, and so restrictions have to be put in place to maintain the illusion; NPCs will be invulnerable, or your firing capacity will become restricted when not in combat, only specific doors at specific times will open, bosses and enemies often have to be killed in specific ways and you have no real say in the way events will play out. You are a pawn in a virtual movie, your actions often very limited and it can be very difficult to try and tell a dramatically interesting story, when the only real actions your character can perform are navigating an environment and firing weapons, perhaps with a little puzzle solving in the middle. Any actual character development has to be left for the cut-scenes over which you have little to no control and there is often a strange cognitive dissonance between the two.
Take Uncharted 2 as an example; in the opening sequence of
the game Nathan Drake finds himself incapacitated thanks to a gunshot wound to
the stomach. He stumbles along, dragging his feel clearly in a bad way and it
limits your abilities as you play in this regard. However through the course of
the game you suffer hundreds, if not thousands of gunshots to no ill-effect.
The re-charging health system lets him shrug such injuries off, until the
cut-scenes of course. Similarly whilst the game spins an entertaining tale with
well rounded characters, there is no escaping the fact that in through the
course of actually playing the game you, as Drake, are responsible for killing
upwards of 1,000 enemies, a fact that is completely counter to the character
and realism elsewhere forged through the story. It’s perhaps a natural
limitation of gaming’s current desire to ape the cinematic form of
storytelling, but ultimately games aren’t films and I sometimes feel that in
trying to be they take away much of what makes gaming so unique and interesting
an art form as it is in its own right. The very freedom you have as a player,
that so many stories seek to limit, can itself be a source of interesting and
unique stories, not in the grand sense of a novel or a film, but a much more
personal experience, arising from the combinations of player choice and gaming
systems.
.
My recent, possibly unhealthy, obsession with From
Software’s brilliant but brutal Dark Souls, is what brought this topic to mind.
The game is extremely story-lite in the traditional sense, at the outset you
are given very vague instructions and let loose in a world where pretty much
everything wants to kill you (and will probably do so, many times). But what
makes Dark Souls so compelling, is the way that you create your own story
simply through the act of playing. My adventure through Lordran will be
different to anyone else’s, the scarcity of checkpoints and fiendish design
make exploring each new location a nerve-wracking and absorbing endeavour. You
can’t help but recount the time that you nervously ventured in a new area, were
immediately ambushed but somehow survived. Undeterred you crept on taking out
enemies until, with the smallest sliver of health left, you reach the safety of
the local bonfire, who’s outline you glimpsed from across the level. It is a
tale so vivid and unique because you made it for yourself. Maybe someone else
took a different route across the map? Maybe it took then a few attempts to
reach the same place, by which time they had memorised the layout? Maybe they
found a shortcut, or played the whole game and never even found that bonfire.
There are no checkpoint markers, no on-screen objectives and so everything you
accomplish feels incredibly rewarding. It’s a mini-adventure that you made
yourself, the lack of knowledge and information that the game gives you leaves
the act of discovery on you, the player, and it results in an experience that
feels truly special.
.
Even the way you build your character, in this and other
more open world RPGs such as Fallout 3 and the upcoming Skyrim allow for these
same storytelling opportunities. Some of the best moments of Fallout for me
were not the pre-scripted quests or storylines, but the random encounters
experienced out in the wilderness. The sense of character and place really made
me feel like I was building something through my actions in the world, the
people I got on with and the people I opposed. Even within the quests the
differing options allowed you to act as you want, and construct your own
stories as you go. Such melding of game systems and design is not as
straightforward or easy as building a game around a fixed narrative, and both
certainly have their place, but the experience you have of blazing your own
trail, and taking what you want from a game is one not possible anywhere else.
Ultimately these mini stories and anecdotes about your exploits in a world are
what tend to stick in the memory, because you are acutely aware that you aren’t
just experiencing the same scripted sequence as everyone who bought the same
game.
.
There are other games experimenting with different
storytelling techniques, Heavy Rain for instance, which had a scripted linear
plot, but with many divergent points based upon player decisions and
performance, which seamlessly moulded into an experience that felt complete but
also player driven. One of the best things about the game was not only how
wrapped up in the story I got, but the discussions afterwards with others who
had such a variety of different experiences. Characters that died in one game
lived on in others, whole events and scenes either played out differently or
didn’t happen at all. It was a brilliant gamble, and one that I hope more games
take in the future.
.
Gaming has the potential to be so much more than a cut-scene
delivery system, the interactivity with the players gives an immediate
investment that other media can’t replicate, all it needs is developers brave
enough to do things differently. With the advances in AI and open worlds it
isn’t hard to envisage a time when games adapt to your behaviour and
performance, truly tailoring an experience that is truly unique and meaningful
for each and every player. As it is we are so often the passive participant in
other people’s adventures, but more and more I look forward to the day we
become our own storytellers, and forge our own paths through these virtual
worlds.
No comments:
Post a Comment