Can videogame storytelling stand up to other mediums? What can we learn about the current narrative potential of games from playing older titles?
To answer these questions, Richard Rouse III of Midway Games formed a discussion panel along with Marc Laidlaw (Valve), Steve Meretzky (Blue Fang), and Ken Rolston (Big Huge Games). Interestingly, rather than talking about their own story-driven titles (I'd cut off Chad's right hand if it meant I could hear two hours of Marc Laidlaw talking about Alyx Vance), these veteran designers each highlighted two of their favorite story games from the medium's past.
Even ignoring how goddamn fun it was to watch game designers talk about their favorite games which they had essentially nothing to do with, all four men were refreshingly blunt with each other: Ken Rolston, aged though he may be, has a hell of a lot of bite in him.
Hit the jump for a summary of the talk.
Steve Meretzky went first, highlighting Loom (ask me about it). He cited the game's great audio and stylish-if-primitive graphics as enhancing the storyline, along with the then-innovative idea of packaging the game with a substantial, very professional 30-minute audio drama which acted as a prologue to the game.
The audio drama was not only entertaining in its own right, Meretzky said, but managed to turn the admittedly impersonal graphics into signifiers of much more important characters and situations. In Meretzky's words, the computer technology of the time gave Loom creator Brian Moriarty lemons, but "he didn't use them to make lemonade; he used it to make the nectar of the gods."
Meretzky finished his first game spotlight with a few Loom-related quotes from Orson Scott Card ("Loom proves that some stories can be told better through the videogame than any other medium"), and then Richard opened up the topic to one of the most hilariously awkward discussions I've yet borne witness to at GDC.
After a straight ten minutes of Meretzky praising nearly every aspect of Loom's design, Ken Rolston cleared his throat and said that the game was too slow-paced and boring to be fun, and that he didn't play it for more than two screens.
Rolston looks to Meretzky for a rebuttal.
Meretzky simply stares back, irritated.
Silence falls over the entire room for about three seconds, followed by awkward, uproarious laughter.
From there, it was Marc Laidlaw's turn and he talked about Thief, citing the great writing, unparalleled atmosphere, characters which were actually integrated with the story, and its interesting use of minimalist, shadow puppet-esque cut scenes.
He spoke of Thief as a game which suberted expectations whenever possible; your objectives would change halfway through a mission just to shock you, and the game dared to be a first-person sneaker in a time of gung-ho gunplay. To Laidlaw, the game melded an oddly transfixing atmosphere (medieval meets steampunk meets the future) with really great writing and innovative gameplay.
Ken Rolston thought the story was irrelevant and just liked beating up people.
After smacking down the previous two game endorsements, it was Rolston's turn to speak and, as he loaded up a screen from Planescape: Torment, he didn't disappoint. Rolston was completely unapologetic in pointing out the game's flaws; he found it incredibly slow, and described the significant amount of dialogue and text "gratuitous." Still, he showed a great deal of appreciation for the fact that Torment actually includes human body parts with exposition carved into them, a colorful mesh of narrative and gameplay, vivid characters, incisive questions about human nature, and a simple-but-interesting morality system which could be explored only through text.
After he was finished, I wouldn't have been surprised if Rolston called his own choice stupid. But he didn't.
Rouse went next and talked about BioShock, and cited all the things you'd assume someone would cite about BioShock. After he was done talking, Meretzky stated that he loved the story, but hated the FPS gameplay to the point where after about six hours of play, he simply put the game down and looked up the rest of the story online. This was, without a doubt, one of the weirdest things I had heard all day, until Ken Rolston said that he not only hated the FPS gameplay, but also ignored all the audio logs and story clues, and then stopped playing the game after a fucking hour.
WHAT.
The floor went back to Meretzky, who highlighted a title I'd personally never even heard of: Fool's Errand, an older Mac game (now playable for free at fools-errand.com). The entire game basically works as one long novel, with each of its chapters broken up by intriguingly clever and original puzzles.
The character of the Fool travels through the world, running into characters from Tarot cards and (assumedly) solving their puzzles to reassemble a map of the world. After completing all the chapters, the player has to assemble the map using clues from the game in order to unlock the ultimate endgame. The game obviously meant a lot to Meretzky, as he called the map assembling puzzle "the most fun couple of hours I've spent in front of a computer."
To Meretzky, Fool's Errand proved that less is more and you don't need to have a huge, epic story to house your gameplay.
Next, Rolston went again and highlighted The Chronicles of Riddick: Escape from Butcher Bay, praising its varied gameplay, slick use of a license, and its clever use of occasional 3rd-person view while praising the game's devotion to developing Riddick as a character and how that portrayal highlighted the importance of character performances in games. After he was done, Meretzky finally got to play the part of the killjoy, pointing out that Riddick was a silly, cliched character whom he didn't even want to spend time with, much less play as. Laidlaw felt the game wasn't prison-y enough ("it was like a Canada jail or something"), but he felt the varied gameplay essentially made Riddick "Beyond Good and Evil for boys."
Laidlaw then talked about Phoenix Wright, specifically discussing the interesting emphasis on plot twists and reversals through cross-examination, and the incredibly rewarding payoff players get from watching a cool, cocky, collected bad guy slowly break down both mentally and physically under pressure as the player makes the right choices. The core mysteries of the game are all related to character, and the animation helps serve as a means to that end.
The others more or less agreed, but found the constant noninteractive text rather boring.
Rouse then talked about Ico, specifically mentioning how the incredible character animation went a long way in defining the characters in this otherwise very minimalist story: you get the impression that Yorda is frail and innocent while Ico is brash and confident simply through the way they move. He also -- and I'd never even considered this, despite how much I goddamn love Ico -- pointed out that throughout the entire game, Ico constantly has to catch Yorda on ledges as she makes leaps of faith toward him; near the end of the game, however, the roles reverse and Ico has to jump to Yorda, thus paying off that game mechanic in a cool, emotional, and ironic way.
Meretzky felt that of all the games they'd discussed thus far, Ico was undoubtedly the story best suited to being told as a game. Laidlaw praises the game's purity of design: when you have to catch Yorda and lift her up to keep her from falling into an endless chasm, you have to hold down on the "grab" button continuously, keeping you perpetually involved in the story and characters. If you could just press the button once and watch an animation where Ico simply pulled her up, it'd be noninteractive and distancing.
Their game spotlights done, Rouse returned to the thesis and again asked his panel: can game storytelling stand up to the storytelling in other mediums?
Surprisingly, Meretzky said no, not yet. Rolston said yes, but only to those of us who really deeply care about games; to the mainstream, games still can't tell stories for crap. Laidlaw said it's a definite possibility, but we have a long way to go.
Personally, I'm amazed these four designers were so pessimistic about the current state of game narrative; given the games they highlighted and how incredibly efficient each of those games were in developing their themes, I was positive they'd say that games are not only equal to other mediums, but actually superior. Still, perhaps it's just a case of creative people being critical of their own work -- either way, I certainly left the lecture much more confident than the panelists seemed to be.
It might be though that they are missing something in the actual gameplay that sets them off on the retard scale. Put down Bioshock after an hour?! seriously.
no.
no it can't.
thats not its purpose.
please get over it and read some books.
no.
no it can't.
thats not its purpose.
please get over it and read some books.
Damn its turning out to be one hell of a GDC.
is praising are the most trite literary non-events i have allowed into my life in many a year.
are we so starved of legetimate writing that this clinton cards faux writing is cause for celebration.
fuckin dubliners was written 90 years ago people and we're still on our knees over ico?
honestly i despair.
great panel, great coverage
and i understand their frustrations with BioShock
I think there should be a panel about how this is the most delightful and depressing sentence I've ever heard.
Now, about this panel's opinion...
I see where they come from the Ace Attorney games, but you know what? When I buy those games, I already know it's going to have a boatload of text. I mean, that's just how the game is. Less interactivity, but I still enjoy them. On that note, Lost Odyssey has the same lack of interactivity in its stories. That said, they do add things that you wouldn't get out of a book, like moving text, change of lighting, and sound effects. I'd comment on what WinoJesus said, but I honestly can't figure it out :)
The first guy, the one who played for 6 and then looked up the rest of the story... that seems like he was actually into it enough and just needed to know the story for the next day at the watercooler. Either that, or he REALLY blows at videogames... And the second guy, Rolston, I can't comprehend. Maybe it just isn't his type of story? But then again, based on the Thief part and the rest of the story, maybe the dude isn't the best for this panel. I mean, it seems like all he cares about is the gameplay.
You need to be able to play a game and enjoy it, so this important emphasis on gameplay is always going to outwiegh the emphasis on story, as if a game has too much story and not enough gameplay, then it's will most likely fail.
What I like are games like which are actually trying to add subtle elements of storytelling to the gameplay itself, like how Meretzky described with Ico, and even some elements of MGS and Bioshock where the players interaction with the game itself can be used as a metaphor in the story.
Story should unfold in real time. If you don't want to stick around for some boring ass lecture and watch your game instead of playing it and just moving on to the next area, you should be free to do so. Having to sit there and watch the game play itself and, in too many cases recently, give itself a handjob for how wonderful its graphics and cinematics are and look how shiny we can be and oh my god we're using dramatic camera angles WE'RE ART fucking annoys me.
Run on sentences FTW.
That said, everything has its place. An excellent ending cut scene can be a beautiful reward for finishing the game is rewarding, but when it's used every five damn minutes to show pointless bullshit it becomes boring, like a movie reel at some person's house you don't know showing you people on holiday you don't care about doing shit you can't stand in a place you've never been to and why they fuck won't they offer you a drink? I'm goddamn thirsty, you assholes, put your video of you creepily filming your sleeping children away you bastard.
My sentences are getting longer with each extra hour I am awake. Good night!
Saying a game can't tell a story as well as another medium is like saying cake can't be as good a dessert as pie. It's all about the flavor of the dessert that helps one decide how to implement it, just as it's the type of story that ultimately chooses the best way to tell it. Go make Mass Effect a movie/book/show, and watch the genius of it crumble.
when I'm playing a game, I will alwyas notice when my GF comes in or calls out to me, but when I'm reading a book there can be a playboybunny-bus storming through the door, I simply won't notice :-)
But come on. How in hell could planescape torment's story work in any other medium? I'll grant that it is reeeeeaaally wordy, but the vast majority of that is entirely optional. In my humble reckoning, torment has as fine storytelling as all but the best few novels ever written. Also, bioshock in all fairness.
Also got me thinking, loom would be awesome remade for DS or wiiware. The music mechanic is a mighty fine tonic for all the inventory based point n' clicks that encompass pretty much the entire market.
->RJG: I think you mean the story should be fully interactive. The last journey had entirely real-time gameplay, and is a fine example of lofty and interesting concepts getting in the way of making a fun game.
->Imako: None of those games are obscure to those who gamed on PCs in the 90s. I'd strongly recommend you try out all of them NOT abandonwared, apart from possibly fool's errand, as it's pretty dated.