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Love/Hate: Shark jumping videogame writers photo

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Videogame developers have big imaginations, but when it comes to storytelling there must be some kind of Manchurian Candidate-style switch in their head that forces them to put on some jet-skis and jump over a well-educated shark. It seems incomprehensible for a medium that is increasingly emulating its cinematic influences in an effort to gain mainstream acceptance, but in reality, it’s all down to a constant struggle between servicing the needs of the narrative and the involvement of the player through interaction.

Yet for no reason at all, even the most seemingly level headed games must push the extremes of plausibility when there is little need of it.

Take Fahrenheit a.k.a. Indigo Prophecy for example, the story involves an average office worker running from a ritual murder he committed while possessed. Eventually he dies and comes back as an un-dead guardian for some autistic, prophecy child. That’s all well and good, but all of a sudden some AI program in a glowing robot body pops up and wants a piece of the action. In the famous, albeit paraphrased, words of James Cameron on the set of Aliens:



What is it with a videogame writer's need, nay necessity, to type up something that pushes a balanced story into the realm of alienation?

There’s usually a moment or an entire arc in these stories where, ultimately, they serve no purpose at all. Those ‘jump the shark’ (or ‘nuke the fridge’ if you’re the 13-20 age bracket) moments must seem entirely plausible and mind-blowing to developers. I mean, how else do they try and use the word ‘mature’ while keeping a straight face all the time? Though sometimes we can take something bad and embrace it to the point where even the developers will ironically get the joke and make a career out of it, a la David Hasselhoff making a living off The Hoff persona.

For me, something like Resident Evil’s plot is like the equivalent of watching a Jean-Claude Van Damme movie after watching a movie by Wong Kar-Wai; it’s alright to turn off the brain cells once in a while. There’s no shame in it at all, since nobody can be that ‘on’ with every game they encounter. Sometimes however, it seems that writers are just being too clever for their own good and this is where things truly fall apart.

Honestly, I didn’t particularly care for Okami on release since it was a game that concerned itself with style over substance; the re-skinning of enemies, the pattern memorising of bosses, their needless reappearances (you have to fight variations of same spider boss about five or six times) and the general reliance of acquiring skills to use on backtracking puzzles. I wouldn’t have minded the obvious Zelda and Metroid nods/homages/rip-offs if it wasn’t for the story though.

So if I paid attention from the last time I played it (on release and now collecting dust), you play a demi-god that gets re-awakened in a time when the world is about to be plunged into darkness, which is seemingly caused by an old enemy and along with an inch-high sidekick, you travel around Japan to stop the spreading darkness. It’s all based on a mythical story and it’s completely fair to take liberties with interpretation. Well, until the writers decided to pull a bizarre un-foreshadowed twist that contradicts much of the tale.

You eventually find out in the last ten or twenty hours in the game that all the monsters and your cute ‘demi-god dog that could’ are actually space aliens from the Moon (or at least something to do with a rock floating in space) and they crash-landed on Earth in a giant spaceship that looks like an intergalactic Noah’s Ark...



Excuse me?

EXCUSE ME?!

Actually, the idea of people worshipping other beings as gods and demons isn’t such a crazy idea in itself (see also: Stargate, many Doctor Who serials and the videogame Forbidden Siren), but it’s the execution of Okami’s twist that was the real problem for me. It all comes out of the leftfield blue and that, my dear reader, is not good writing.

It’s like when this guy in my film class wrote a short script about a journalist who goes to meet an aging sportsman. They talk about this guy’s achievements and his life in general. All of a sudden, the sportsman turns into a bloody werewolf and eats the journalist. Then there’s a hard cut to black and some credits. Did you see the twist coming? Only if you read ahead! Okami is exactly like that awful script in its final hours. After all the mythical deity talk, you’re given this factual occurrence and you soon question the first few hours of play. If there’s the science of extraterrestrial life, why is your sidekick an inch-high human sprite? How does an alien control the sun itself now that we know it’s not an almighty being?

Why should I care about this if it’s just a game?

Well, the idea of having to settle for shark jumping isn’t exactly ideal either.

We’re basically an audience who just accepts the limitations just as much as price hikes because we have bad teachers or even decent ones struggling with awkward answer books. Games developers can emulate everything they see from cinema, but are really unable to grasp the themes behind the imagery. Videogames aren’t, naturally, hastily put together without communication; but the writers don’t exactly go about researching themes and ideas in the same way film writers do. They’re mostly there to come up with some dialogue and cutscenes, you have other departments to come up with the expensive set-pieces and stunt-work.

Currently we have game writers who are naive idealists who reluctantly co-exist with their developers, designers who misinterpret themes they ‘pay homage/steal’ and the people that understand the assimilation of interaction with narrative. The poster child at the moment for game writing is Rhianna Pratchett, but it’s hard to take her seriously. I mean, how am I supposed to agree with her critical comments when she’s written something as awkwardly mid-90’s as Mirror’s Edge.

Tattooed outsiders with daft cyber-hippie names fighting against The Man or an out-of-touch, glorified courier service who know every line to Point Break, Hackers and The Matrix on repeat? You decide.



I’m not sure why magazines don’t request interviews with better writers like Sam Lake (Max Payne and Alan Wake). He’s an amazing writer who comes across as the opposite of Rhianna Pratchett. His work is very post-modern because he understands the assimilation of narrative and interaction, unlike Pratchett, who seems to fight against it. The same goes for the Hideo Kojima, who understands the design and works it into his narration; even if most of the time his messages become smothered with over indulgence.

There are plenty of writers who deserve more focus and the more they speak about the process, then the more likely games will be taken more seriously. Just off the top of my head, there’s a few examples that show the potential of videogame writers - Left 4 Dead 2’s subtle take on post-Hurricane Katrina and the ineptitude of FEMA, Silent Hill 2’s noir-like examination of relationship breakdowns, Steambot Chronicles cautionary tale of industrial advancement and Max Payne 2’s painful introspection of moving on are all great examples of storytelling. They mostly create their tales through mise-en-scène and not straight forward sign-posting, e.g. Payne’s world is full of references to Norse mythology though he never stops to remind you in his narration.

When writers know how games work they help contribute towards an idea that you wish was a film, but even better as a game. Just look at the Uncharted franchise, which was considerably more fun than the last Indiana Jones movie it takes its cues from. Videogame writers help shape imaginary worlds for you to inhabit, create fictional characters you can connect with and build up the set-pieces that you remember for years to come. Best of all, these games are creating theatrical ideas that speak to you in the way cinema sometimes fails too (and hey, let’s not be biased, it can be vice versa too). Do you think Halo would have been made as a film first and have been just as successful? It’s somewhat unlikely, judging by Hollywood’s cold feet of a big screen outing and Half Life 2 made the alien invasion genre more engaging than it ever had right to be, post-‘Martians equal Communists’.

We get the stories we dream of from subtle, amalgamated influences and when it works, it’s something we personally enjoy as much as if we were sitting in a darkened cinema. So here’s to loving and hating all those videogame writers who have the unsung job of having to create a suspension of disbelief for every shark baiting moment and fleshing out the iconic characters that other media outlets would like to think of as ‘two dimensional’. We wouldn’t have so many fond memories without you.

 


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22 comments | showing # 1 to 22
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Elsa's Avatar - Comment posted on 12/08/2009 13:28
Elsa
I think that one of the reasons for Bioshock's success had little to do with the actual gameplay and more to do with a maturation of "story" in videogames. They managed to create something otherworldly, distinct... but with a sense that it could exist and a compelling story. (I also loved the literary references... being an Ayn Rand fan!)

Hopefully more games will follow and create stories that make sense....
Funktastic's Avatar - Comment posted on 12/08/2009 15:01
Funktastic
I will state this just ONE time, but now I can see what the big kerfuffle and all is about you MKSHIRANUI . . . that is all . . . -_-'
armless-phelan's Avatar - Comment posted on 12/08/2009 15:13
armless-phelan
Huh, a well thought out blog about jumping the shark in videogame writing and not a single JRPG mentioned? I'm impressed that missed going for the easy target.

Honestly? I think videogame writers are trying too hard to fit in arbitrary plot twists just for the sake of plot twists. Hollywood still has an obsession with it, unfortunately.
Preacher747's Avatar - Comment posted on 12/08/2009 16:16
Preacher747
Heirarchy of Quality Storywriting:

Literature > Theater > Cinema > Games
ArcticFox's Avatar - Comment posted on 12/08/2009 17:42
ArcticFox
I just like how well you put Indigo Prophesy in it's damn place. I hated that games story with a burning passion by the end. Some interesting points you made in this article. And while I havent finished Okami, I can say that this blog was still a pretty good read.
Stevil's Avatar - Comment posted on 12/09/2009 05:24
Stevil
You know, it doesn't matter who exactly was an alien. The game still ends with a dog and a fey elf-like man flying off to see the Moon Tribe in a Jetsons' Car/Spaceship. It's almost like a Monty Python gag and has almost nothing to do with the interpretation of a myth.

@Elsa: Yeah, I'm not a massive fan of BioShock's gameplay, but I thought the story, even at its most fantastical was put together very well. Especially when you finally meet Ryan and lose control. That's when game writing works.

@Armless: JRPGs are pretty much a given with shark jumping; even to a point where it's the norm. Those I can forgive because they do manage to signpost these tangents early on, e.g. you know Persona 4 will evolve into something other than a serial killer story from the opening dream sequence.
bauhouse's Avatar - Comment posted on 12/12/2009 19:27
bauhouse
Stevil,

I have always been a huge proponent of games having a well delivered narrative even to the point of writing back stories for games on the Atari 2600. When I talk to other gamers and say something like "sure, the game was alright but the story sucked" I generally get blank stares. As if the story is nothing but a window dressing or a vehicle to get us to the 'splosions and carnage.

I remember the first time I played Bungie's Marathon and was completely engrossed in the way the story unfolded itself. That was it's key differentiator over Doom 2 was that the in game computer logs from the terrified crew were actually scarier than any horned demon or huge flying eyeball. Bungie recreated their storytelling mastery in the original Halo where even after playing the game at trade shows and events before the titles release I still had no idea about the Flood and the true reason for Halo's existence. The story telling was done so well in the first Halo that I still f*ing hate the GD'd 343 Guilty Spark to this day.

In all of Bungie's games since (except for Oni...I never played it so I can't say) story seems to be dressed around the game like a cape. It is easily removable, you don't really need it and it actually makes you look silly if you are looking for something from it. It's not that Bungie doesn't have a wealth of source material to draw from either. The books from Eric S. Nylund do a phenomenal job of delivering the Halo-verse without going all Arbiter-bananas like Halo 2 did.

I agree with you whole heartedly that writers are integral to this business being taken seriously as a mechanism for delivering quality storytelling.

Again, great work, Stevil
curkas's Avatar - Comment posted on 12/12/2009 19:28
curkas
Much of the problem I have video game story lines is the severe lack of character development. Any good writer knows that character is what drives the story. I'm in a rush at the moment so I'm having some difficulty of thinking of definitive examples, but for instance you have the lead or main character who is at some point introduced a female. Whilst the outcome is obvious, there is usually no lead up or tension. There is just some point in the game where they decide that their in love or whatever. I know this is quite a vague example but thats my issue - no development, whether character or plot. It just seems to happen.
Klarden's Avatar - Comment posted on 12/12/2009 19:58
Klarden
While i love only the first few hours of Fahrenheit and really hate what game turns into later (the same happened with Omikron, and i won't be surprised if something happens in Heavy Rain as well), i know one thing that explains why it happens. Fahrenheit was planned as an episodic game. So, basically, it's like Mulholland dr - first few hours of the game were created as the first few episodes. Then, suddenly, they were told, that they have to make it a standard game, so they just tried to fit in all the planned story as fast as they could. So, MAYBE, but just maybe, it would've been as stupid as it did, if the game was released in episodes with better story pacing.
Other then that, i agree with your point.
Super Drybones's Avatar - Comment posted on 12/12/2009 19:58
Super Drybones
Twists are generally from leftfield, since they are a twist and not a straight line. A good twist allows on to replay or watch the game or movie and be able to see that the twist amkes sense. Like the bamboo girl flying bck to the moon and such
Stevil's Avatar - Comment posted on 12/12/2009 20:28
Stevil
Yeah, because they totally foreshadowed the Jetsons' spaceship at the end. I mean, that's something you'd have to reference early on, right? You know, because then someone wouldn't find it weird for them to suddenly find them in a spaceship at the end.

Because like, for example...in Die Hard, that watch on Holly's wrist just magically appears at the end so John McClane can undo the strap and kill Hans Gruber in the process. I mean, they don't even reference it in the first fifteen minutes as a plot point, when that bearded cokehead is making her flash the watch momentarily.

Awww...you kids crack me up.
Vincent Cynical's Avatar - Comment posted on 12/12/2009 21:07
Vincent Cynical
I don't know about all this Okami stuff but if one more journalist tries to convince me that Hideo Kojima is some kind of master story teller I'm gonna puke my f**king eyeballs out. this is a man who actually wrote a man using bees to steal nuclear weapons. Good ideas obliterated by melodramatic sighs, whinny a**holes and f**king bees. And let's not even get started on all the weird leather clad orgasmic women who kill with their thoughts while spouting poetry. oh and the fact he can't convey his stories with 500 page f**king screenplays. In a game.
SousedLouse's Avatar - Comment posted on 12/12/2009 21:21
SousedLouse
So, I'm the only one who remembers the whole bit about Kaguya in Okami? Y'know, the bamboo cutter's daughter? Kind of important to the early part of the plot? Turned out to be an alien princess? Nobody? 'Kay then.

I don't mean to derail the discussion too much, though. I liked the article, Stevil. Like you mentioned here, I think that a lot of it comes from writers who go along with every suggestion that the art directors and developers come up with, rather than finding a level plane of thought to collaborate on. That and the fact that most fictional stories being made nowadays seem to need a big twist at the end to keep people talking about them. Between those two issues, I think that it would be a bit hard for writers to just write a thought out, coherent story without having to make a bunch of edits down the line.

Sorry if none of that makes any sense, I'm not that good at leaving comments, and I'm just trying to cover all the thoughts that are running through my head.
VGFreak1225's Avatar - Comment posted on 12/12/2009 21:38
VGFreak1225
@ Stevil:
I wouldn't compare that moment in Okami to (what seems to be)a minor plot element of Die Hard. The spaceship just never really made me do a double take like, say, the worm in Gears os War 2, though I guess I can understand where you are coming from. Then again, I thoroughly enjoyed the storyline in Trauma Center and never once considered it to have Indigo Prophesy Syndrome despite the fact that the term describes it pretty accurately, so I might not be the person to speak to about this.
Stevil's Avatar - Comment posted on 12/12/2009 22:02
Stevil
@VGFreak1225: I wouldn't worry, the Die Hard comment was a dumb joke in terms of comparison. I was talking about foreshadowing in general, but in terms of Okami's twist and Die Hard's cause and effect, you're right, they're not really the same. I was just being pedantic because someone was explaining how a plot twist works to me, even though I said I'd been to film school.

@Soused: No, that makes total sense. Like I said at the start, I think shark jumping sometimes stems from a writer's inability to service the narrative and the interaction simultaneously, so concessions are always being made. I think if a writer is more involved with the design process though, like Sam Lake at Remedy (or Team Silent back in the day) then you get something a lot more cohesive in terms of storytelling.
Byronic Man's Avatar - Comment posted on 12/12/2009 22:37
Byronic Man
@MkShiranui

You can't use fantasy, or even fiction, as a justification for arbitrary plot points. We can overlook such things, if we are feeling kind, when it has become a cliche of the genre, for instance, but it is less easy to forgive an unprecedented fault when it stands out as simply uncharacteristic, as it seems to me is the complaint regarding Okami and Indigo Prophesy.

Someone mentioned The Pain from MGS3 who, ridiculousy, shoots bees (hornets, but bees sound better). For those of us who had played MGS and Sons of Liberty as they were released, we were weened onto this sense of absurdity, allowing us to accept it more easily than a newcomer or a cynic. It wasn't uncharacteristic for a MGS, we felt. (Mind you, I don't blame a newcomer for being put off by this aspect, no more than I am surprised when a fellow hops straight into Return of the King and complains about the length.)
Byronic Man's Avatar - Comment posted on 12/12/2009 22:38
Byronic Man
Also, good article Stevil.
Lopside's Avatar - Comment posted on 12/14/2009 18:47
Lopside
Isn't Okami based on actual Shinto mythology? I thought that many of the story arcs used in the game were at least heavily inspired by actual Japanese fables. Criticizing mythology for being ridiculous and "jumping the shark" kind of goes against everything mythology stands for. It's like criticising The Odyssey for not explaining the origin and logic behind every magical character. Charybdis is a giant sentient whirlpool that tears shit up, and it's in the story because IT'S FUCKING COOL. It doesn't necessarily need to fit into any discernible context because it's a mythical creature. Also, Okami actually foreshadows the Ark of Yamato pretty well and it's definitely not something that was just thrown in for kicks. It has a place in the mythos of the game.


I think using Okami is a bad choice for this article, but other than that, I really agree with it. Games like Fahrenheit and Resident Evil that are set in a world at least semi-tangentially comparable to our own can not and should not get away with pulling such bullshit.
Michael Masaji Stanley's Avatar - Comment posted on 12/14/2009 19:11
Michael Masaji Stanley
I agree that video games often jump the shark,but I mean, anything is possible, especially in a video game.That's part of the deal. Otherwise, the games one could play and enjoy would stuff like Madden or Gran Turismo (nothing against those games). Secondly, the whole moon and Celestial being part of okami is hinted at really early in the game. Amaterasu is the sun goddess after all, meaning she and the sun are not from earth at all. As for the moon part, Kaguya, a character introduced earlier is from the moon. She even goes back to it. It's natural to assume that she was just one of many. Lastly, Amaterasu is not merely a demi-god. She's the real deal, and one of the most important and powerful gods in Shintoism.
RichardBlaine's Avatar - Comment posted on 12/14/2009 23:07
RichardBlaine
Didn't really dig the "plot simplification" in this article. I'm not necessarily saying you're wrong; but instead of engaging the material on it's own terms, you're making a lot of uninformed assumptions and simplifications by taking things out of context. Just weakens the general argument in my opinion. I specifically agree with your point that there is an unexplainable burden that writers (in all mediums) have placed on themselves in the form of adding a "mind-blowing" twist to every story. I love them when they work, but several feel forced.
Stevil's Avatar - Comment posted on 12/15/2009 06:37
Stevil
Thanks for the informed comments!

I just want to point out that I know they talk about the Ark (but not as a spaceship), otherwise it would seem pretty strange for you to go to the mountains near the end without a reason. For me at least, that twist was the part where I felt cheated. It's a God 'thing' versus aliens and I thought it just cheapened the ending.

For me, a lot of the plot relied on the usual tricks to bring in a leftfield moment (people didn't grasp the idea of space back then, etc.), but the twist doesn't really have any real bearing on the story. The monsters are still essentially monsters and the 'aliens' bit comes across as superficially needless. I thought it also essentially 'de-fanged' your antagonists, e.g. how can off-world creature even begin to compete with an otherworldly one?

I'll admit though, I did essentially pick Okami because I knew it would get viewed and discussed more than if I picked Metal Gear Solid (and who wants to hear another opinion about that?)...of course there's a costly flipside to boiling people's blood. Ha!
Byronic Man's Avatar - Comment posted on 12/16/2009 15:30
Byronic Man
@ MkShiranui

I disagree with your description of the fantasy genre as being unconfined to coherence, but I know where you're coming from. For the genre, you would be perfectly entitled to throw anything into a fantasy story and pass it off as true to form, but the rules for doing this within a given plot are a lot more stringent. Within the first half (or so) of the story, the character template and the fantasy world have taken shaped and formed their own character, so to speak; the seeds to any later revelations must already be planted, or the 'twist' or plot turn will be glaringly uncharacteristic and unsettling (mood-breaking, really). There are of course exceptions, largely attributable to good execution. So while at the start of the piece anything goes, as the story progresses this becomes less and less accessible.

Bear in mind I'm not talking about world exploration or exposition but rather revelations that retroactively impact on what has already been laid out, by altering the meaning or context of it.

I haven't played Okami so I don't know if what I'm saying is really relevant to the article - I expect I've gone far off-topic anyway. And I'll bookmark Wry Guy for later.
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