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    Video Game Narratives

    Errr - kinda long! Didn't realise

    What makes a good video game story? I'm going to post what works for me, and what doesn't. Alas I don't really play RPGs so I'm probably missing out on a few good stories there.

    Before I start, a quick disclaimer. It necessary to differentiate between Story and the methods used to tell that story. Whether someone likes a Story is a personal preference, and no doubt what I like some won't, and vice versa. The devices used to tell that story are still rather poor in videogames. As a short film maker, I laugh at how sub-par many cutscenes are.

    I find the concept of game stories on my mind recently. This gen, we're getting a load of great games, but the stories aren't necessarily improving at the same speed as the graphics.

    The first game that comes to my mind this gen for it's story is BioShock. I admired the setting, and it was a believable world so that's a plus point. While it's not the greatest story, it certainly interested me. You can argue the point the devs effectively took System Shock, and wrapped a classic novel around it. That does diminish the creativity for me; also it's a shame that the harvesting had no real impact on proceedings, but that argument can be levelled at all games that offer so called Moral Choices.

    What it did was give you the back story of the world as you played. It was a little heavy handed in places, but I found myself playing through as much to see what happened next as much as I played for the game.

    Ultimately, I thinks that's one of the best examples this gen. It was a self contained story. I'm getting increasingly fed up of video game designers counting on a convoluted back story that only the most obsessive know / care about. This came up briefly in the KillZone2 first play thread.

    Now, KZ2 has apparently got some big back story. Apparently it's rather interesting, and sets up the game story. That's great. Creating a universe history is always a good thing. It's worked for Tolkein, even Lucas done it for Star Wars. It will help define the different people of the world, which in turn will influence the art styles and make the world richer.

    However, as an adult with limited time to game, I can say that on the whole, I don't give a **** about back stories. If I watch a film like Star Wars, I know there's a whole pile of books, comics, spin offs, even technical schematics of the ships out there I could explore if I wished, but I don't have to. They'd likely give me more of an appreciation of the movies, but honestly, I don't care. For those that do, it's great. For those that want a 2 hour movie to entertain them, that's also there. I think that's great.

    And what's good with KillZone2 is it offered me that. It's a simple story, and despite knowing nothing about the history and not playing the previous games, it didn't matter. Most importantly, not knowing the back story didn't diminish the game for me. the dialogue may be ropey, but the story itself was good imo. Also, the game handled the cut scenes very well, something most games don't do. Don't get we wrong, it's not an awesome story, but it handles what it has very well. It tells the story well, the cutscenes are very professionally put together [from a directing and editing movie perspective]. Whether the story is good is a matter of opinion. I think a lot of the issues people have with it, dialogue not withstanding, is that it's actually a rather minor story - we're so used to games where the fate of the universe is resting on our shoulders, that a game that doesn't offer that kind of emotional high may let some people down.

    I should reiterate here, I'm not lauding KZ2 as a great story! Far from it. But how the story was told, I thought was good. Despite the voice acting and dialogue I think my film background has me looking at these things more from a technical approach, and the cutscenes were directed very well.

    Now lets take Metal Gear 4. I played the first way back when, but that's it. I played the demo for two, but no more. So imagine my horror at being totally isolated from the game world when I picked up 4. It made no sense. It was so bad, that with the frequency of cut scenes also tiring me, I started skipping them. Then I had no context for my missions, and lost interest. So I sold it. My loss? Possibly. But also the game's loss. Games need to engage the player regardless of their history with previous installments. Films strive to do the same. Knowing the history adds a richness but shouldn't be compulsory. In this case, the poorly directed, long and laborious cut scenes work against the story as well.

    Something else I'm tired of in games are dull twists that seem to exist only to excite the fanboy element who want to seek depth in their latest Greatest Game Ever! These twists always end in some daft cliff hanger, again seemingly just to please the obsessives out there.

    Gears2 is a great example. Gears1 was streamlined in it's narrative. There's a history there, but it implied depth without slapping you around the face screaming, "I'm WORTHWHILE AND MEANINGFUL! ACCEPT ME AS LITERATURE!" Gears2 apparently couldn't resist going that route. It's pretty much a catalogue of video game cliches. Try as it might, it can't pull off the emotional responses it wants. Poor writing, poor direction. Scenes lack the emotional punch they strive for because the build up is poor and the payoffs mishandled. There are inspired moments - the shot of Dom's wife going from Past to Present was very good, although the camera angle wasn't the best for it. But the scene as a whole was mishandled, and not helped by Dom then carrying on as if nothing had happened.

    Gears2 also, frustratingly, seeks to follow the Halo Flow Chart. It ends with a battle, in this case hugely unsatisfying, then chucks a story curveball at you, and a twist that actually had me shaking my head because it was so poor. Plus it decided to go the whole Flood route by adding a third party with infected Locusts. Halo2 actually went one further adding a fourth party to proceedings. More is not always better.

    Now, I'm not saying I don't want evolving stories with depth, but they need to be well told. Halo3 really let me down in that respect, the cut scenes were nonsensical to me because I'd not polished up on my Halo Lore beforehand. And I shouldn't have to.

    I get the impression that many game writers think the pinnacle of movie writing is Underworld. That's a great example of a ghastly, overly elaborate back story force fed down the viewer throat.

    I'm sure by now the fanboys are sharpening their knives

    Thinking of what stories do work for me, my mind keeps drifting back to Ico. Wonderful. It told it's own story, you cared about the characters. Or actually, did it really tell a story, or did I fill in the narrative to tell the story I wanted to tell?

    I'm wondering if stories weren't better back in the days when you had to imagine your own. I spent a long time playing Elite, which had no plot beyond a short introductory story in the box. I'd sit down and make my own world out of the images on the TV. One day I could be a Bounty Hunter, the next a fleeing smuggler. Games now have the ability to show everything, so imagination is, for the most part, no longer needed. Suspension of belief, throwing yourself into the story, isn't the same as creating your story.

    Maybe that's why I liked BattleField2 so much. Multiplayer war, but each game, I'd end up with a story of how I done this or that.

    As games strive to get closer to movies, the lack of writing ability shines through. I don't think it's helped by the avatars we are meant to see as humans. That may be a core problem, that try as they might, the lip synching, avatar performance, and dialogue are still disjointed. A line of dialogue that may be passable with an onscreen actor loses something when digitally represented.

    The main issue in the story telling process itself may be how to integrate player action cohesively within the story. Or probably vice versa. The best games, like the best films, tell their stories on the move. Cut scenes should be a cinematic climax of a sequence, not bogged down with exposition. But telling a player important plot points while they're concentrating on something else, usually shooting, isn't the best idea either, as key points could be missed.

    It's going to be interesting to see where devs go in the future. They'll hopefully get the pretense out of their system, and evolve stories into the gameplay. Halo and Half Life 2 integrated large portions of their stories with the player still in control of their avatar, which should worked really well. In Half Life 2, when the action stopped for some exposition, the characters behaved like you were there, maintaining eye contact as you walked around. Maybe that's the best way to include exposition in an interactive game?

    So what works for you? What games tell the best story for you, and why?
    Last edited by Matt; 11-03-2009, 16:00. Reason: Warning people that the post is long. And probably boring :)

    #2
    Originally posted by Chain View Post
    What games tell the best story for you, and why?
    The Metal Gear Solid series has the best narrative/story in my humble opinion, from the first game all the way to latest I have been thoroughly engaged. Why is this? Hard to put a finger on it really, maybe because Snake is just a great character or maybe Kojima has just created a very immersive world. Yes the narrative/story at times gets a bit too complex for its own good but the majority of it is just so damn engaging, love it

    Comment


      #3
      Fair enough. I honestly think the story is a mess. I watched a series of vids on GameTrailers or somewhere that detailed each game's plot, and I was lost. Convoluted.

      But many think it's a great achievement, so I could well be wrong

      I'm not saying Keep Things Simple, but adding layer upon layer in a story just doesn't work for me. I always compare things to the movies, and what works for many in a game I think wouldn't work at all in a motion picture - though maybe a animated feature, which is an interesting notion.

      Look at one of my favourite ever films, LA Confidential. That is a multi-layered, complex film. Yet it's only grazing the surface of the book. But compare that to MGS, and it's a kids story!

      Thinking about it, it's possibly the lack of logic that I can't get my head round in video game stories.....

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        #4
        Bioshock tops it for me. The post war themes and unexpected twists are all expertly implemented and what's rare for a game is that the characters are well thought-out and their motives believable. In-fact on that note I'd say Bioshock is actually one of the few games with a plot that, although total fantastical, is actually believable.

        Saying that I've never played a Professor Layton or Zelda game and I never did really delve into Shenmue so I'm not really giving a definitive answer.

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          #5
          I dont belive the Metal Gear games have fantastic stories so much as they have good "Moments". Those games have a jumbled mess for a story, MGS4 is just a load of babble.

          To Be Honest, despite the fact that it was virtualy non existant, i thought Killzone 2 had a better story than MGS4, I was satsfyied the way Killzone 2 concluded, when MGS4 finished I wished I hadnt have bothered watching the hour long ending sequence becuase I got nothing out of the story.

          A Good video game story would be somthing like FFVII, a story that you care about and like where it goes.

          Its no different to a good story in any other medium really.

          Comment


            #6
            A handful of PC fps's have great storylines, brilliant told without intrusion. I'm thinking of System Shock 2, Deus ex and of course Half Life 2.

            But the best videogame storys are almost all from the golden age of lucasarts adventure games. The monkey island story gives me nostalgia overload. The reason they have such great stories is because if they didn't the whole game would fail since it is, essentially, an interactive story book.

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              #7
              Broken Sword had a great story told well. Even the historical exposition was intriguing. However, for the ultimate in immersive narrative, you have to go play some of Adam Cadre's games.

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                #8
                I suspect you found the cut scenes in MGS4 long, intrusive, pointless and nonsensical not because you hadn't played the previous games but because they just were those things. I played every MGS game and MGS4 killed me. What bugged me the most is that 90% of the hours of cut scenes were just talking heads on that plane. Boring babbling exposition.

                And I really enjoyed Halo 3 as a game but couldn't get a damn thing from the story.

                I'm currently finding some of the openings and endings to SFIV rather incomplete and unrewarding. So you may not play a fighter for its story but if they're going to put a story in, there's no reason they can't tell it well.

                I thought Gears of War 1 was told pretty well too, except at the end where it seemed to skip a section, not really explaining the train bit and how I got there. It was an obvious hole.

                Story wise, Silent Hill 2 was the only game ever to really affect me and have me thinking about it in any sort of positive way. That's not to say I haven't enjoyed other game stories. I have. But SH2 transcended the gaming itself. Others, I enjoy as a way of getting me into the games and feeling like I have a reason for doing things.

                Comment


                  #9
                  Originally posted by Chain View Post
                  Fair enough. I honestly think the story is a mess. I watched a series of vids on GameTrailers or somewhere that detailed each game's plot, and I was lost. Convoluted.
                  I completely agree with this. I like a story to work like a piece of architecture, for each piece to have a meaning and support everything else that is going on. MGS has some very cool ideas (and some very silly ones) but they just seem like a load of disparate elements.

                  I don't believe for a second that Kojima had this bible with the whole story written out. He just made it up as he went along.

                  That does seem like a common trait with many Japanese series. Ideas are picked up and dropped, games are released that supposedly have answers and bring yet more questions, spin offs are released that contradict the main games. See Resident Evil too.

                  Myself, I really like KOTOR and Planescape Torment. The twist in KOTOR really came unexpectedly and as for Planescape, never has another game quite cemented what it's like to play an evil character.

                  Comment


                    #10
                    I'm playing through GTAIV atm, that's got a good story. I hear tell Lost and Damned has a good story. Abe's Oddyssee had a good story. Outcast also had a good story. KOTOR mentioned above had a good story. Klonoa had a good story with a great ending to boot.

                    None of these though are shooters like Halo, GoW, KZ. Perhaps the stories are there waiting for the masses to go and experience them when they lay down their arms for a wee while.

                    Oooo, forgot Dead Space, a good story there, although a tad cliched.
                    Last edited by Ian(not Ian); 11-03-2009, 21:45.

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                      #11
                      Tldr.

                      Comment


                        #12
                        Oh, Killzone 2. Where to start?

                        I'll just try some random observations:

                        - I play any game, I want a nice, clear explanation of why I'm doing what I'm doing, why I should care if the good guys win or lose - otherwise why not just stick with Quake 3? "The Helghast started this war when they invaded Vecta"... hmmm, that so? Uh, no. Read the backstory and you can see quite clearly the ISA are just as culpable, that their fear, arrogance, bigotry and greed led to the war just as much as Visari's fascist aggression. If Guerilla don't care about any of this, if they just want people to enjoy blowing **** up reeeal good, why bother laying it all out on their website? Why bother with the final cutscene, which is clearly straining to draw parallels with every recent example of Western imperialism going? This established, that final cutscene isn't enough - there's any number of things they could have done to keep a running theme going of you being the invaders, unwelcome, unjustified, but they barely even try. Christ, if Shadow of the Colossus can manage to establish that you're the bad guy from the word go, why not here?

                        - Can anyone seriously tell me any emotional moment in the entire game really, really, really registered with them? Because I'd love to understand how.

                        On that note,

                        why should I care what happened to Garza? I never once felt I'd actually got to know him as anything more than an indestructible bullet sponge. Am I actually supposed to give a **** Rico brought this about? Am I supposed to care about what this meant as regards the relationships between the squad members? None of them seem to have any kind of emotional bonds whatsoever to begin with, so quite why I'm supposed to feel Oh My Whatever Will Happen Now Rico's Proved He's The ****up I Always Knew He Was is beyond me.

                        Why should I care Radec killed Templar? He's a cartoon among a race of cockney space Nazis, for God's sake, never doing anything to make me think there's anything to him other than senseless brutality. Why should I care about Templar? There's nothing to him here given I never played the first game.

                        Why should I care Visari nuked his own city? There's no foreshadowing that he's prepared to do whatever it takes to win, no real-world parallels, no buildup - I'm supposed to believe that the moment the defense grid went down the Helghast are all Oh Dear God There's No Way Out Now? The ISA flagship went down in flames, half the fleet got taken out, their numbers are decimated and yet suddenly Visari's all "Nukes! Nukes! Give me nukes!" Sorry, no. Not buying it as anything other than lazy "Hey, we need a good rock 'em sock 'em climax - yeah, a mushroom cloud! That'll work!".

                        I mean, if Guerilla can casually make Rico a murderer - he beats a nameless ISA NPC to death because he doesn't like his lip, for God's sake - it's surely not too much of a stretch to pointless nuclear holocaust, right? Given complete freedom of choice I'd have gunned the prick down on the spot and saved myself a lot of trouble later.



                        - Not to mention the dialogue, half of which reads like it was lazily translated from the Dutch and written by a fifteen-year-old on work experience who's been dying to share his Quake fanfiction with the world. Gears 2 may have largely been nonsense but at least it still had the smack-talk down right. I cringed, cringed, at KZ2's "I AM INSINUATING THAT YOUR MOTHER LIKES TO HAVE SEX - WITH ME" quip and there were quite a few more I could dredge up to go with it. Rico's "Goodness, the military hierarchy do seem a bit... detached from the realities of war as they pertain to the common-or-garden soldier on the ground" speech was particularly awful.

                        - And as for the direction, in purely cinematic terms... eh. It's harder to make more objective arguments here but I never saw anything which really blew me away, unlike, say, F.E.A.R. 2, which had my jaw on the floor fairly regularly from about half an hour in. The nuke going off in Monolith's game eclipses anything in the entirety of Killzone 2 for pure visual flair. Well, the game proper, I guess - can't really count the intro.

                        This probably isn't accomplishing anything other than boring people rigid so I'll stop for now, but yeah, tl;dr - 90% or more of videogame narratives are unremittingly awful in every respect, I've never seen a single credible excuse for this and the vast majority of developers are far too caught up in misguided, evasive nonsense about the medium being in its infancy, or books and films being different things, or linear narrative and interaction being fundamentally irreconcilable, or players' stories being far more interesting or some other rubbish. Sad truth is, most people who play videogames either couldn't care less, or don't know enough about good writing and what it could accomplish in the medium to champion it when they see it.

                        And I'm a creative writing graduate, by the way, in case you hadn't guessed. Plus I did my dissertation on why writing in videogames is largely so bloody awful. Got me a first, too.

                        Comment


                          #13
                          I'm yet to play a game that has a story which would be considered good quality outside of the game. There may be some that are OK by game standards but if you're looking for a good story that's well written and well structured then games really aren't the place to be looking.

                          This may change in the future but interactive story telling is just far too young to have produced anything truly outstanding.

                          Comment


                            #14
                            Originally posted by Eight Rooks View Post
                            - I play any game, I want a nice, clear explanation of why I'm doing what I'm doing, why I should care if the good guys win or lose - otherwise why not just stick with Quake 3? "The Helghast started this war when they invaded Vecta"... hmmm, that so? Uh, no. Read the backstory and you can see quite clearly the ISA are just as culpable,
                            Who actually says that line in the game? If it's an ISA guy, then surely that line you don't like can be explained by simple propaganda? I think it's safe to say whoever wrote the game would have had a hand, or at least read, the backstory, so I'm guessing it's more likely said intentionally by an ISA character rather than a huge oversight by the writer.

                            Though with video game writing you can never be sure

                            I still maintain that the cutscenes in KZ2 were handled far better than most games. Watch the end scene again. Sure, the emotional payoff may be lower than hoped due to the discussed writing issues, but it's actually put together very professionally. As my original post said, I think it's important to differentiate between the story itself and the devices used to tell the story. In the case of KZ2, it goes falls straight in to the Wanna Be A Movie category, and those shots and flow at the end would have looked fine in a proper movie. Unlike most games.

                            Funny you should mention the Gears2 smack-talk. It was OK, but far too straight faced. Gears1 felt like it had a sense of humour that has now been replaced by Serious Literature Aspirations.

                            Congrats on the First
                            Last edited by Matt; 11-03-2009, 23:08.

                            Comment


                              #15
                              the first time I played it I actualy missed the dialogue sequence at the start of Killzone 2 where Rico and Evelin are discussing your mission, you can actualy just run stright past them without realising they have a 5 minute dialogue moment. As a result I dont think I apriciated the story as much as I should have first time through.

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