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Disclaimer: I speak for myself, and kind of as a customer (not so much as a developer).
I've
been doing a lot of reading about storytelling in games, about
compelling narrative. However, I find myself wondering if this is
really the correct vocabulary for the next stage of video game
development. Is it worthwhile to tell a story with a game? Can it even
be done? Ultimately, I believe the point may be completely moot,
because games are interactive, not passive.
Which
is to say, when you read a book or watch a movie, you are, in a way, a
passive recipient of the creator's storytelling. You can turn the page
prematurely, or pause the DVD, but generally, you experience the story
elements of a novel or movie the same way as any other passive audience
member. Games are not a passive medium, as they require player
interaction. Consequently, no two players will have identical
experiences (or stories to tell afterwards).
I
don't think we're going to get where we're headed by employing
techniques of passive media in our games. In fact, I believe that we
are on the cusp of a tipping point for video game development, in which
we are just beginning to explore the possibilities that our nonlinear,
interactive medium affords us, in terms of player experience and
contextualization.
Contextualization?
I
say "contextualization", because I believe that creating a context for
action is the valid goal of the video game developer. I don't believe
that telling a story or narrating is the correct way to approach this.
What the hell am I talking about? That is a good question.
In
the early days of game development, programmers were severely
restricted by the amount of information that could be crammed into a
game. Consequently, the manual often told the story and introduced
major characters.
When
I was a kid, I'd buy these games with box art that depicted wizards and
dragons and aliens and barbarian warriors with gleaming swords. Then,
I'd turn on my Atari or Intellivision or whatever, and there would be a
red square on the screen. I'd make the red square go over to this part
of the screen and I'd push the button, and some dots would come out of
the red square, and the green square would go away. And I'd say, the
dragon is dead! Because the green square was gone! Then I'd watch Thundercats. You know why? Cheetara, that's why.
But
look - my actions in those old games were contextualized by the fantasy
world that I had bought into. I saw the box art for the game, I saw the
warrior battling the evil monster and I thought, yes, that looks cool.
You got into it, you saw what you were hoping to see. If you didn't get
that context, the images on the screen were cool, but a little
confusing.
Manuals
played a similar part in the contextualization of abstract images on
the screen. You'd read the manual and say, oh, okay, those circles are
Martians. I'm fighting Martians. Sweet. And then you'd play the game
with a new appreciation. Take that, you green bastards.
In
fact, to this day, many games still feature a blurb in the manual that
clumsily contextualizes the game world for the player. The question is,
why? After all, the player has presumably already read the text on the
box, and has no doubt played the game as well. The player already knows
what world he or she is visiting. What is the purpose of this
information in the manual? A large part of this is tradition. After
all, we no longer require the manual to contextualize our actions for
us. Games have evolved to the point where we can now create a great
deal of context in-game.
However,
because of the various technological restrictions that hinder our
characters' ability to emote, the cinematic sequence became a vehicle
for the contextualization of player action. The cut-scene is a method
of storytelling borrowed from film, inappropriate for the interactive
world of gaming. It was a necessary evil, though. It enables the
developer to engage the player for a moment, and show him or her a
carefully choreographed series of events that would serve to
contextualize the next round of action.
The
cinematic would also reward the player for completing a goal or
mission, by advancing the storyline, which also contextualized the
player's actions once interactivity resumed.
Cinematic is a Four-letter Word
There are two fundamental problems with the cinematic sequence.
First,
many developers are good at creating gameplay, but god-awful
storytellers. You know this to be true. Master of unlocking? Holy crap,
where's the mute button?
Cinematic
sequences vary wildly in terms of quality, and many leave a great deal
to be desired. For instance, many cinematics are simply too long, and
frustrate the player. How many times have you put down fifty bucks for
a game, popped it in, grabbed the controller, ready to rock, only to
discover that during your first twenty minutes of game experience, you
were only permitted five minutes of gameplay? The rest of the time, you
were a spectator to some badly-directed and poorly-written
computer-generated movies. They were intended to contextualize the game
for you, but in reality, they postponed the fun and made you impatient.
Disgusted,
you began to skip through them. Then, you started to play the game, but
it didn't make that much sense to you, because you didn't know what was
going on. You weren't sure why you were in London. Weren't you just in
an airplane? If only you'd finished watching the cut-scene, you'd know
why you're in the streets of London right now. And where the hell
you're supposed to be going. Damn, now you have to read the manual.
The second problem: the cut-scene is inherently inappropriate, regardless of quality.
It
is not an interactive storytelling method. In a way, it is a letdown
for the player. The player, after all, is expecting an interactive
experience, but is forced to endure a passive one. The player is forced
to relinquish control of the game. Then, after it's over, the player
can return to the previously scheduled action sequences, which have
hopefully been contextualized by all of this passive media. Even if the
cut-scenes are well-executed, it's still reducing a participant to the
role of audience member.
The New Breed
However,
this is gradually becoming less necessary. Like the blurb in the
manual, this method of storytelling is a holdover, a relic from an
early stage of game development. Many recent games have explored
in-game contextualization to the extent that passive storytelling is no
longer necessary.
For example, The Elder Scrolls III: Morrowind.
A cinematic sequence introduces the game, but without it, the game's
action remains meaningful and valid. The game's context is furnished
constantly through a steady stream of conversations with NPCs, and via
hundreds of pages of text found in books and scrolls that the player
can read as desired (or ignore completely). The player is in control of
the story, as well as the action. Furthermore, the gameplay is
extremely nonlinear, featuring a framework of myriad short- and
long-term goals that the player can elect to pursue or abandon.
What's
interesting about this is that the developers cannot accurately be
referred to as storytellers, given that the player is the sole arbiter
of the flow of narrative in this game. The designers have furnished a
fully-realized world, but the player is free to create the story.
A new breed of sandbox-style games, such as Grand Theft Auto, Mercenaries, King's Field: The Ancient City, and True Crime,
all feature a similarly nonlinear gameplay style, authored to various
degrees by the player. In the military shooter genre, games that
formerly channeled the player through a linear "story-driven"
experience are now promising wide-open spaces with numerous paths to
victory.
As
games continue to mature, the interactivity and nonlinearity of our
medium will triumph over the current dependency on passive storytelling
techniques borrowed from other media.
The Zoetrope, an early motion-picture device, was invented in 1867. The first edited motion picture, The Great Train Robbery,
wasn't released until 36 years later. Prior to that, films were merely
home movies or recorded stage events, or footage of a guy sneezing (and
people paid money to watch a guy sneeze, believe it). The introduction
of editing changed everything.
We are in the process of a similar evolution, but we must abandon the old approach if we are to evolve.
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[Article illustration by Greg Brauch.]
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