BLOG

Verbal_Oz's picture

By Verbal_Oz

November 4, 2009

Stories in games

First of all, apologies for being late to the party on this one - it seems like everyone has already contributed their two cents to the subject of stories in games, so here is mine.

A fundamental difference between games and other story telling media is the introduction of choice. I cannot control what happens in the latest Terry Pratchett or Michael Bay blockbuster, and yet I am perfectly happy to sit back and enjoy the story that someone else has created. However put me in a protagonists shoes in a game and all I want to do is test the limits. A perfect example is my strong desire to shoot supporting characters. I want to know what happens when I shoot them, and yet I am always disappointed when they are seemingly bullet proof (although I do get a juvenile sense of satisfaction when it triggers a VO like 'ow, watch your fire!'). Of course if they died and left me in limbo without access to the next quest it would serve me right, but I wouldn't be happy. I want to shoot my annoying sidekick because I want something interesting to happen, not necessarily to suffer the consequences.

I digress, but the point is the perception is that stories in games are troublesome because the concept of a structured narrative is fundamentally at odds with the concept of choice. My character is supposed to be the good guy, and therefore the game rules are built around not letting me do things a good guy wouldn't do. If I kill the hostage then I start again, and again, until I save the hostage because that's what I am supposed to do. The perception is therefore that stories in games act as a restrictive force, preventing me from doing the silly things that I feel like doing or at the very least punishing me in some way when I do, all in the interests of 'the story'. In my opinion the two can co-exist with some compromises. If you could combine choice with a genuinely interesting branching storyline then I believe games would become the ultimate medium for storytelling. Perhaps one day our grandchildren will look back and say 'can you believe they used to have stories that only had one ending!'

One of my most memorable story moments recently in a game was during the first Modern Warfare. I'll warn you about Spoilers now, but if you haven't played this game yet you really should stop reading now and go grab a copy! Anyway that point when your character dies (I mean 'properly' dies) was a huge moment for me, but not for the reasons you might expect. Just for a fleeting moment I wondered if I had somehow done something 'wrong' that had resulted in his death. I instantly replayed the last level in my head, had I missed a bad guy that I should have killed? Could I have stopped this tragedy? The point is that I was engaged with the story and was relating it back to my actions. Then I talked to my buddies and found out it was just another scripted moment - I had not influenced the story afterall, I had just triggered it. Boring. 

I understand the limitations that prevent more games from having a branching storyline. Games these days are expensive enough to produce without having a whole set of levels or events that players might never see. Even when games do attempt this it is almost always signposted (press A to do the right thing, press B to do the wrong thing) which I personally feel reduces the sense of discovery. Games have definately started to move in the right direction to play on their strengths as the 'medium of choice' but until the stories can keep up our choices they will always be the glass ceiling that prevents me from killing my annoying sidekick. This may all change when games like Heavy Rain come along, with promises of consequences to our actions. Lets just hope those consequences are interesting.

Alex Walker's picture

Playing Call of Duty last night made me think about this. Spoilers ahoy, so if you don't want to know, don't read ahead.

On No Russian, I went through the the level without firing a single bullet. Some people played it as intended, shooting civilians as they went, some people attempted to make it look as they were taking part, but hitting walls and scenery instead. But you can do the entire level without a single shot.

So when at the end they turned around and shot me, it felt right. I hadn't taken part in the attack, so of course they knew I wasn't who I claimed to be. For me, it makes much more sense to have the level end that way than if I played a good little terrorist and shot the whole place up.

I'm not sure how Infinity Ward intended the level to be played. It would have been nice if at the least they mentioned that you refused to kill anyone, but they don't, so perhaps they didn't think anyone would do that.

Raul23's picture

Heavy Rain is going to change all this.

Alex_V's picture

Nice piece, good read.

What I like about games is that we can set the bar almost as high as we choose. We accept an utterly passive experience from movies and books, and a hugely complicated one from games. That shows the possibilities of the medium, and that we're on the right track.

I don't agree about rules though. Life has rules, and so do games. It doesn't bother me at all about limitations as long as they are justified, ie gamezone borders, and non-killable NPCs. Shooting your sidekick is one such rule in many games, but not all. From memory you can certainly shoot your sidekicks in Far Cry 2 and Fallout 3.

I don't think the notions of rules and freedom are mutually exclusive. Yes we want meaningful choices, and we want to be able to express ourselves within a game. But that doesn't mean we have to have the freedom to just break the game. It's not really a question of what the limitations are, because infinite possibility is unreasonable to expect - what is important is what the possibilities actually are within the structure, and whether or not they are satisfying and rich.

Verbal_Oz's picture

Great point - I think that some form of rules have to exist simply to give the game direction. If I could walk off the pitch and out into the carpark in Fifa 10, steal a car and go joy riding that would certainly be cool, but it would somewhat diminish the focus! Sandbox games are often great examples of choice overwhelming the experience, Crackdown for example was a brilliant sandbox game let down by the fact that the actual predefined tasks created for you by the developers were mostly yawn inducing.

I think you hit the nail on the head perfectly when you say that the important thing is that the possibilities that do exist are satisfying and rich. I don't particularly care what it is I am being asked to do in a game as long as it is interesting & fun!

Alex_V's picture

Agreed. Interesting that you mention FIFA 10, because it's games like that that seem to be the best realised vision of what you're describing I think. You create stories on the pitch or as a manager - within a framework, yes, but the story is what you create and not what the game designers prescribe. They don't know how the story ends - nobody does.

StealthBadger's picture

This is surely because we all know the rules of football (more or less). And hence, it doesn't even occur to me that I can't choose to pick the ball up, or stab my goalkeeper. therefore, I don't feel like I'm missing out when there isn't even a button to do it, and I can quite contentedly play on, doing the things which I know I can do in a game of football. The same occurs in a racing game, for example (except that stupid rewind function in new forza).

In the likes of FPS, there aren't such "rules" that we all know we have to obey, so we're all going to try shooting our companions and the like, because, well, why not? Therefore, the developer has to decide what you can and can't do, resulting in the seemingly arbitrary rules because we don't already know the rules before we load it up.

I am also pretty psyched about heavy rain, btw!

Alex_V's picture

Agreed. That's why I think it's not about the rules, but the possibilities. The possibilities within a pretty rigid framework of a soccer game are actually endless.

StealthBadger's picture

You're thinking of a Cantona-style flying kick to a fan's face. right?!

xstavrosx83's picture

in halo when you shoot your comrades they fire back and kill you.and mass effect also is a game which gives you many options on how you complete your missions.

Verbal_Oz's picture

I shamefully have to admit I haven't played ME yet. As someone who has limited time to game every week (generally less than 4 hours) I just can't bring myself to play games that require considerable investment. This unfortunately also includes classics such as Fallout. I guess I'm one of the few people who has read that MW2 can be completed in under 5 hours and thought 'great!'

Jason_Seip's picture

It's true that right now games are most often combat-fests, but I think it's important to think about what they could be in the future. Not once have I spent an entire day carrying a gun around in the real world (even police officers don't hold their gun out all day long), and when games are able to be interesting without the need to constantly shoot people, guns become less relevent. Can we make a fun, immersive game that doesn't involve killing, or at least not much violence? I think so, I hope so, but I'm not sure how much validity emergent stories will have until we can do so.