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Apologizing to 'inferior' storytelling tools

Redeye
Thursday, May 12, 2011

A while back you might remember a time when people couldn't stop gushing about environmental storytelling and silent protagonists. Around the time of the release of the original Bioshock everyone was so convinced that cutscenes were an inferior use of the medium and immersion took precedent over having a main character in game storytelling that it became a hot topic in the industry and immersion became an almost meaningless buzz word. I never really got the point behind all of this. Sure you can create an environment that can communicate a lot of information, but it's never going to outright subsitute for the kind of information character development and story plotting conveys. They're two completely different things.

Shadow of the Colossus is a giant of enviromental storytelling. For example. This environment tells the story of how this...uh...is a nature setting....and....deserted.

So when everyone else was gushing about immersion I was sticking to my guns like a man possesed. I would get into bombastic arguments about how silent protagonists were a cheat to try and fool the viewer into being immersed instead of providing quality content to immerse them and how cutscenes can't be completely useless for immersion because plenty of people still go to the movies and say they feel 'drawn into that world'. What I really meant in the long run wasn't that these were bad practices as much as that they are tools, just like a speaking protagonist and cutscenes are tools. Tools that, when used right, can be as good as any other tool in putting together an engaging game.

Turns out game developers are discovering their older  tools at the bottom of the box again lately.

There we go. Almost forgot where I kept 'plot' and 'character'

You still have games like Portal 2 that stick at least partially to this philosophy of 'less is more' and do it well, (Valve has refined first person minimalist storytelling to pretty much the state of that art, but even Portal 2 is pretty talky and story driven compared to Portal 1)  but more and more I'm seeing series that used to have silent protagonists going back to the drawing board.


Oh man. That bump on the head sure was something. I can't even remember the last few years. I didn't do anything wierd, like live half of my life as a high functioning mute who did nothing but follow orders, while I was out did I?

Issac from Dead Space has a voice in the sequel. Call of Duty Black ops has a set of fully voiced protagonists and a much more involved and long winded story focus in it's single player(and is a much better experience for it, IMO.) Hell, even the Mortal Kombat series now has more cut scenes then it knows what to do with and people are gobbling it up blissfully. They aren't even accounting for the story's shortcomings when they talk about it most of the time. They just like it being there because fighting game stories are usually so minimalist they are non existent and perfunctory.

So, game players and game critics, now that Bioshock Infinite, the highly anticipated sequel to one of the rompin n stompinist non cutscene havingist silent protagonistieist games out there, looks like it is completely giving up on having a silent protagonist and adding in a chatty companion character that suggests a larger focus on character development and interaction, can we all just apologize to voiced protagonists yet?


Hi. I'm an actual talking companion! I'll be saying things and your character will say things back. Try to keep your brain from blowing out the back of your skull in surprise

 

Now cutscenes are helping to revolutionize fighting game single player. Proving that people not only want a story with fighting games, they kind of EXPECT it.

Pphhhhhhhuck yoooooooouuuuuu! Fate of 2 worlds MY ASS. Fate of 2 minutes of effort put into your goddamn storyline.

 

So can we just get over the fact that just because games aren't movies doesn't mean games can't still benefit from a little sit back and watch it storytelling when the situation is right for it?


Can we just move on and all hug our Japanese talky and cutscene heavy games once in a while and be glad that every single game doesn't have to resort to audio dairies for almost ALL of it's story?

Yeah. I'm sure in the middle of the apocalypse everyone would be sure to pick up a goddamn Talkboy and narrate what's happening to them to leave for an intrepid adventurer to connect the dots.

Mr Culkin is well prepared for when the hyper intelligent apes tear off his legs and force him to work in the stumpy boy mines. He'll leave 10 tapes around his city block telling the tale.

Just face the music, guys. The old ways of telling stories aren't just going to go away if you insult them hard enough. 

Game stories can be whatever game makers want and whatever players want to play. In a world where the Metal Gear Solid series is one of the high water marks of video game storytelling (don't deny it, I'll kung fu fight you over it) there is no proof that any tactic that has worked in the past is invalidated by any tactic used in the future. There is no low form of the medium or high form of the medium that inherently has more worth.

There is room for talky and room for silent. There is room for cutscenes and room for environmental storytelling. Stop talking about what is a more pure form of storytelling for a game and start talking about what works best for each individual game.

 

Most of all. If a game's story sucks, blame the piss poor writing, don't blame long cutscenes and the fact that the main character talks.

A talking Samus and too much story didn't ruin this. No matter how minimalist you go, if your writer can't get the job done it will still be crap.

 
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Comments (10)
Dscn0568_-_copy
May 12, 2011

I wouldn't count Bioshock Infinite unless the player character has a personality too. The girl would be more like Andrew Ryan except she's next to you, though I'm not well-versed in that series. As for MVC3 the only story detail I wanted to know more about was between Wesker/Jill and the X-Men characters since a few entrances and victory quotes suggested that Wesker wanted to take mutants in to study. The tension that would create between Wesker and Magneto would be one of the few things that would make the story more than "The Marvel/Capcom villains team up. The Marvel/Capcom heroes fight each other but eventually get on the same side. Heroes and villains fight each other. Galactus shows up."  

Redeye
May 12, 2011

In the gameplay video released in 2010 you regularly and clearly hear your player character speak to himself and speak to his companion, also the game informer article confirmed a speaking protagonist if I remember correctly.

Honestly ANY story in marvel vs capcom 3 would have been better then what was given. Comics nerds love this sort of stuff and would have even tolerated it being a bit bad, but theirs plenty of opportunities for interesting character interactions and story threads with that roster of larger then life characters.

Dscn0568_-_copy
May 12, 2011

Opps. I'm now the one who has to apologize to you. Sorry.

Maybe I'm old-school, but I thought the MVC3 rival intros and victory quotes were good enough in showing interactions between the characters, besides the Wesker/mutants angle. People forget that Mortal Kombat vs. DC Universe also had a story mode much in the same vein as the new Mortal Kombat. I think part of the reason MK's story mode gets so much acclaim was because it's retelling the plot of MK 1-3, a storyline that everyone knows from the old games and movies. It adds to the "MK returns" nostalgia that was a major marketing point for the game, just as how nostalgia was used to promote Street Fighter 4 when it first came out.   

Redeye
May 12, 2011

You're definately old-school. Pretty much no one considers that to be an actual story. It's world flavor. *chuckle* still i do get a kick out of that kind of stuff. Yeah MK Vs DC had a story mode too and I thought it was pretty fun even though the game itself needed a lot of work.

As for Mortal Kombat re telling the story that 'everyone knows' from 1-3 and the movies. The movies weren't even kinda sorta Canon, and i've read story wiki's about Mortal Kombat games. No one really has any coherent or cohesive idea what happened plot point by plot point in the MK games. They just sort of figured out minor details through logic since next to nothing was ever told. So not only is their not much story to retell, the new game also has next to nothing to do with it. Almost immediately establishing itself as it's own seperate canon with no direct 1 to 1 plot connection to the original Ala the new star trek. That said it was still nice to have MK tournaments as plot points and have some basic details here and there included or spun off of.

Picture_002
May 14, 2011

Nothing remotely meaningful to add (and this operates on the very questionable assumption anything I do say in a comment is meaningful :) ), just wanted to show some appreciation for the article for essentially articulating many though I'm in agreement with in far better fashion than I have. Props! 

Poland_hetalia
May 14, 2011

I'm going to go ahead and disagree with the author of the article (though it is well written and thought out).

 

There is a legitimate time and place for movie-style storytelling in videogames. However, that doesn't mean we should rely on it. Ultimately, videogame storytelling will gravtitate to doing things that ONLY videogames can do. Movies don't give you in depth monologues about the thought processes of every character; that's what books are good at. While there are times when videogames SHOULD resort to cutscenes (See: end of Portal 2), this should be done sparingly.

 

The problem with a talking protagonist is that if they talk too much, they risk saying something that doesn't gel with what the player has in mind, causing a level of dissonance to fall between the character and the player. In Portal and Portal 2, Chell does pretty much what the player would do (or rather, would want to do). However, once the character starts talking, this can break. The simple fact is that there are different types of narrative (and this goes for movies too): story driven, and environment driven. A story driven game would be a game like Dead Space: Extraction, an environment driven game would be something like Bioshock. Dead Space: Extraction is about the story, with talking protagonists with clear wants and fears (as well as hallucinations). Bioshock, ultimately, is about Rapture. The stuff involving the player character is circumstantial at best: The thing that keeps everyone interested is Rapture, and without it, there would be no Bioshock.

This is true of movies as well. Some movies are about plot (okay, most), but others (Fargo, [insert Western here], Moon, Lost in Translation) are about settings. Their progression revolves around the bleakness/lushness/weirdness/interestingness of the setting. While none of these have silent protagonists per-se, you will notice that these types of movies will generally be less dialogue-dense and will spend more time focusing on interesting camera angles and shots of the scenery and the effect that it has on the characters.

 

Silent characters should not be ubiquitous, but they have their time and place.

Redeye
May 15, 2011

Of course their is a time and place for silent protagonists. Heck i'm working on designing a game that has one, still I think theirs a problem with the mentality that the silent protagonist creates.

When exactly did video game storytelling have to have perfect harmony with the player's thoughts? If a protagonist is different from me as a person it doesn't take me out of the game it draws me into their story and their way of thinking. Hell, I completely disagree with you saying Bioshock's main character is uncircumstancial.  (spoilers ahead for the few people who haven't played it) If you pay attention to the major plot reveal it basically makes its entire story reveal about dissonance between what you as a player want and what your character actually is dispite it being a silent protagonist. I'm sure nobody went into bioshock saying "I want to play as a puppet psychopath who's killed dozens of people just because he was told to." But that dissonance was used to make the game better then if it would have just been about rapture and had no purpose for it's main character. Then the same game designer does a new game where the main character talks. This suggests that he may have made Bioshock almost to toy with people's sense of entitlement about a silent protagonist and being the 'star of the show'

If the game has to be all about the player then too much focus is placed on an empty vessel. If it is all about the environment then things can get stilted and aukward when it comes to building a narrative around minimal character interaction.

Theirs a time and a place for everything but I do not agree that things that only games can do are in any way inherently more important to a good video game story then anything else, as usually the things only games can do work better in tandem with traditional storytelling.

Sexy_beast
May 15, 2011

Oh man, I really liked this, but I'm torn between traditional narratives and the visual ones found in games. A large part of me enjoys games like Half-Life, Shadow of the Colossus, and BioShock because they feature a unique form of storytellng that only games can convey. But the fact that I'm playing a silent protagonist takes a lot of humanity and substance out of the story. To me, Gordon Freeman isn't a character at all, he's a mere shell/vessel to get the character through the game. And while that may be the intention of the developers, the game has been hailed for its story, and I can't help but see Freeman as pointless. To me, he seems like a benign tumor on a beautiful woman. Ew!

I love context, so when games sacrifice it for artistic direction, it bugs the shit out of me.

Picture_002
May 15, 2011

While I agree with much of what Jonathan has to say, I don't think the point of the article was do away with silent protagonists. I believe it was to get people to rethink the push some members of the gaming community have that somehow tradtional storytelling techniques hold back gaming storytelling, aridiculous assertion, that I've seen quite a bit here and elsewhere as well. See quote: 

"There is room for talky and room for silent. There is room for cutscenes and room for environmental storytelling. Stop talking about what is a more pure form of storytelling for a game and start talking about what works best for each individual game."

Advocating using all of the tools in the toolbox doesn't mean throwing some of the truly unique new things. It just means using what's most effective for the purposes of what the storyteller is trying to do. Silent protagonists, and audio logs and one's own personal desire not to have some dissonace from the controlled avatar just don't cut it in in particular games or in particular situations. Dissonance isn't inherently bad and one is not to like all things about every protagonist. There'a huge leap between individually not relating to everything about a character or work and it being objectively bad that a lot of people can't wrap their heads around as, speaking very cynically, many people are mentally incapable of accepting an audience larger and more diverse than their individual person. 

And I were to somehow warp myself into the mind of someone that actually somehow feels they are embodying the character of a silent character and somehow more immersed, what happens if a game requires me to do something I don't want to do? Wouldn't it be in theory be more off-putting to have a character do something I wouldn't want to when it is an empty shell for me to assume myself in rather than an established character for which it might make sense? Setting aside the people that objected to it for moral reasons beyond how it was delivered, wouldn't "No Russian" in Modern Warfare 2 have gone down just a little easier for some if the player avatar had an established personality and voice that had fully-accepted what had to be done or was pulled out of the first person camera for a cut-scene? By most accounts I read, going through it in the very style only games can offer was one of the reasons people resented Infinity Ward for that scene. For as much crap critics gave Infinity Ward for using a cheap "out" allowing the scene to be skipped, an out seemed exactly what many people wanted. I wouldn't have changed "No Russian" at all but then I don't have it in my head that I am somehow my character and need to be 100% in sync with it at all times

I understand there's a almost an obligatory self-servingness to the gamer audience that maybe sports audiences are the only remotely close comparison to because of the shared desires of  winning, but the change in nature of the medium doesn't throw out thousands of years of history and I assure history shows me most stories would never be told because what I would do would end them early in the first act. Frankly, Hemmingway, Steinbeck, Kubrick nor any other storyteller could care less about telling my story or any other random person's story anyway; they were teling their character's story. I don't see that somehow changing with video games nor needing to change. Even with RPGs I play giving the illusion of player choice I'm never not aware I'm still operating within the confines of the story of a Bioware or Obsidian character.

The solution to better storytelling is not to use one technique mostly for the misguided purposes of just using the technology and another sparingly because it's roots are from elsewhere. It's to use everythng a storyteller does use with purpose. This false dichotomy of storytelling styles and what benefits the industry more that goes on is nothing more than personal preference masquerading as inarguable truth. What benefits the industry is good, profitable games and, where applicable, good stories to enhance them. And I don't care how a good story is delivered to me so long as it's a good one.

Redeye
May 15, 2011

Hear hear. Thanks much for helping clarify my argument. Everything you said matches up pretty durn well with my intent.

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