games  anime  |  toys
This is a Destructoid readers's blog. For staff blogs click here. Confused? read this Create you own Dtoid blog, it's free!  |   Returning members: Login now


[ Controllersaurus's blog ]

Untapped Potential – Progressive Story Structure
Controllersaurus | 7:35 PM on 07.01.2009 7 comments


A large problem with game narrative isn’t the content or even the way in which it is conveyed to the player, but the linear path structure it follows. The streamlined tales found in this format not only direct story direction in a contrived progression forward but also limits gameplay to conform to the rules and boundaries it abides by.

Many say the world of movies has aged with society causing it to shift into something greater than it was originally ever thought possible; however in saying that, has it ever evolved? The answer is no, for decades the same story has been proclaimed as new and relevant simply by adding a new skin or adjusting the content to popular views. It is only these views that have altered, not the story in which we allow to be regurgitated to us over and over again.

A Hero’s Journey is known as the essential key to any story, a structured set of rules that movies and books follow in order to assure the viewer agrees with what is put in front of them. Whether this is believability in the world or the events that occur, we are presented with an easy to follow path to be stringed along. This is the exact problem with stories found in gaming, they try to shoe-horn this archaic cliché into any new or original idea that may have been. People continue to want “The Godfather” of video games but what they need is the “No Country for Old Men”. A story that does not follow a pattern or even logical path, but causes a much more realistic sense of empathy with every character and denotes an emotion to the world itself.

Every step proclaimed as a necessity in film is contorted into an over-encumbering burden on video games and any potential is thrown to the way-side for the safe-bet. It seems the choice of security has smothered the freedom to create a unique experience. The simple acknowledgment of this list of rules, not only shows the predictability of stories in games, but what is being withheld in the realm of possibility.

The Ordinary World – The hero starts off in a setting of their comfort, not always in the physical sense but in way which is normal to them. The character is established in the first scene to the point in which an entire description of their personality can be created within the first ten minutes.

Call To Adventure – Something happens, taking the protagonist out their element. The rewards and dangers are partially set in front of them and they always correlate with the hero’s desires/fears.

Refusal to the Call – The hero is not committed to the adventure and has to be pushed by some kind of ranged emotion such as fear or anger.

•Meeting with a Mentor – The words of a wise character who has walked the same path as you before or at the very least is very aware of what you are about to face. Their voice comes with the promise of aid such as weapons or advice that will help you on your journey.

Crossing the Threshold – A physical and mental threshold is broken as the hero becomes determined in their task with no thought of hesitation or risk involved.

Tests, Allies and Enemies – Companions and antagonists are established simultaneously to introduce a clear good and evil side of the tale. The rules of the world are shown as tests that must be passed, each of which either adding to or showing some part of the hero’s character.

Approach in Most Caves – The moral fibre/ideals of the hero come to light, through a great confrontation or problem.

Supreme Ordeal – All hope is lost and a moment of doubt is felt in a life/death, win/lose scenario.

Seizing of the Sword – The hero is bestowed with what they need to prevail, something that inevitably responds to the hero’s original fear. Insecurity is suddenly replaced by overwhelming confidence in a moment of triumph.

Road Back – Something devastating happens to the villain’s plans or whatever the antagonist may be. It is shown that you have grown and those you were opposing you have not, of course leading to their downfall.

Resurrection – The body has to be purified after battle before true progression can be obtained and they return to their home changed for the better.

Return with the Elixir – You win... the player is happy, everything is resolved nicely and final scenes show us how much they have changed.

How many times have you heard that story before? I’d guess it’s pretty close to how many games you own. The fleeting few that do not annotate this structure stand out incredibly easily, hence why Bioshock and Half-Life have deservingly become so well-known for their plot. Bioshock basically does that entire story-arch in the first five minutes of the game. All of which, except for an explanation of the player and what his motivations, origins and desires are. The only characteristic known is that he has the will to survive no matter the cost. By having this constant unknown throughout, the game allows for one of the greatest plot twists in the medium ever. In all definitions it’s not even a twist, it s literally an answer to a question that had never really been asked. Who am I?

So few developers see this genius, instead they try to re-create it with ham-fisted “twist endings” that are either convoluted to the point of broken or leave the player sociopathic towards the entire game because it changed everything that had been created as fact.

Another good example of this differing story is Hitman. Never in that series is 47 really called to action, he never leaves his original environment or comfort zone. This allows the player to interact in a completely relative and believable way because this is what 47 does; there is nothing more to his character. By leaving all this pre-constructed explanation in a applicable fashion, the player is given a completely non-linear choice how to get the end result. This is because it all is established to be something 47 would have done, no matter how varied the choices are.

Imagine what other games could do just by not conforming to this pre-conceived bullshit that society can’t handle a change to the schedule, when monotony isn’t welcomed with open arms. What if the protagonist and antagonists evolved so greatly that the roles of which is which blurred and left completely to the player’s interpretation. What if a hero is accompanied by companions and those relationships are the entire source of problems and resolution. Throughout the game no antagonist ever appears but the overall presence of mis-trust and conflicting ideals brings hardship and unsolvable ordeals to what is essentially a straight-forward path. Or even a complete blank slate, a character in a completely incomprehensible environment that meets but never truly interacts with another individual. The whole purpose is unknown, but you have an untold drive for something that is not ever told to you. Every different event the player witnesses or is part of defines a part of their personality, but with no conformation if this is true or not they are always left to question. The ending comes with a resolution or maybe it doesn’t, but either way it never answers if this is actually what they were driving for.

The potential in games is their ability to show information to a story in any order and at any point of time. The need of consistent character development over an hour and a half period is unnecessary and by stretchy this process out to 10 hours is a waste of everybody’s time. We as people may continue to ask for what we already know, but that in which we don’t even comprehend is possible, is what we truly appreciate.



  related blogs:
 

Is this post awesome? Vote it up!

0


Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

7 comments | showing # 1 to 7

prev next

walkyourpath's Destructoid Blog
Joseph Campbell is the man -- nice post!
Jon B's Destructoid Blog
Fantastic article, many times have I thought about the lack of true user input to a story and how much I hate linearity.


The only thing I'd bear in mind is while storylines with alternate paths and endings are good, they only realistically work towards a niche audience, or a game where narrative is a strong point. The fact is that a lot of people don't want their FPS to suddenly ask them what to do for tea, they just want to shoot stuff.

The other problem behind this is that multipathing increases the time and effort it takes to make a game HUGELY. On top of that, not all the content will even be seen by the user.


But to finish, your statement of movies haven't evolved into games at the start of the blog really did make me think, I'd never considered it before, but it's true, that is the one basis for a film (story) and yet here we are, following that same story in a similarly linear way.
Controllersaurus's Destructoid Blog
@JON B
I wasn't necessarily saying a game had to have branching paths or even option in it, its more a concept of unknown than indivdual choice.
kauza's Destructoid Blog
While I believe that the basic structure of the Hero's Journey isn't all that exciting, it can still be done incredibly well. Campbell himself was hugely interested in Star Wars, as it told a very archetypal story with archetypal characters, yet still penetrated our culture like almost no story had ever done or has done since.

So it's hard to say whether the problem is with story archetypes or just poor storytelling. Have we ever really seen a videogame world that's quite as well thought out or intriguing as the universe of Star Wars (that is, of course, discounting the Star Wars games)?

Either way, you're 100% right about one thing: game stories need to take more risks and experiment more. I do find myself bored with many game stories, and the structural formula that you describe is almost certainly part of it. But it's a drop of rain in a virtual downpour of problems with game narrative--and with narrative in any medium: not enough people are willing to put forth the effort and bear the potential of failure to do something that's never been done before.

Anyway, liked the post a lot. Some images would help with the readability.
slayer the player's Destructoid Blog
reading this i wanted to feel like the mass effect series as a whole might break from this tradition just a little, until i read the bulletpoints and i think you crushed my hopes for the sequel or the series as a whole, and you did a great job of doing it
Elsa's Destructoid Blog
Nice post! ... and this should provide a handy "don't do this" list for devs! :)
Zodiac Eclipse's Destructoid Blog
Very nicely done, it can become tedious that every RPG seems to have the same story of, kid in wrong place at the wrong time is suddenly the only one who can save the whole world, but then you have stories that really take you into the world and while you might not always know what is coming you're eager to find out.

In the end I think it comes down to being able to tell a good story, rather then mending together a slightly feasible explanation for the game mechanics.


prev next


Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!


Controllersaurus
+ follow this blog   RSS

about me

Hi I'm Tom... I suppose
controllersaurus.blogspot.com

 Xbox 360 gamertag

manage your gamer profile

 friends' updates

manage your friend list





 

 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator
Despingation?




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006