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Play, don't tell: Game mechanics should convey narrative, not cut-scenes

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Friday, April 22, 2011
EDITOR'S NOTEfrom Rob Savillo

A conversation about the conflict between designing games as a system of rules that allows players to write their own stories versus crafting mechanics to shuffle them through a linear narrative is critical to advancing the medium to emphasize its unique strengths over other art forms. Jared dives right in and describes how cut-scenes are emblematic of this.

Last week, my friend and I decided to pop in Metal Gear Solid 4: Guns of the Patriots into the old PlayStation 3. We figured it would amount to a nice experience...he and I having not played the game since it was released back in 2008. And for the most part, it was a nice experience.

But man, there sure are a lot of cut-scenes, aren’t there?

Storytelling in video games has always been a slippery slope for developers. How do you impart a narrative to players while keeping them in the game? The answer, normally, is to give us a cut-scenes.

And cut-scenes we have gotten. It would seem that every game released these days is chock-full of cut-scenes for our eyes to enjoy. Starting out as full-motion videos that set up gameplay action -- most famously in Final Fantasy 7 -- these cinematics have now become their own industry, with video game developers investing millions of dollars into their production.

And so, as my friend and I slowly made our way through Old Snake’s last mission, I began to take note of the many cut-scenes that we came across in our playthrough. I began to think the whole practice of inserting these movies into video games for the purpose of supplying the story was, honestly, absurd.

 

Let's switch gears for a moment. In a passive medium like film, the story is something we watch. Information is ordered, edited, and projected at 24 frames per second for our viewing pleasure. Films show us stories. We don’t have to make any choices, and we don’t have to play any roles. We simply watch and react to what is being given to us on a big screen.

But video games don’t let us just watch. They demand that we take control of what’s happening onscreen. And what gamer would have it any other way? We play video games, and we’re happy. We go on big adventures, we fight bad guys, and we save the world from eminent danger. And, along with all of that, we’re interacting with a medium that is limitless in its potential.

Until we lose control and are treated to a cut-scene.

Now, cut-scenes are not necessarily a bad thing. They’re (usually) nice looking, beautifully choreographed, and well-acted. They give us a game’s story in a familiar and easy-to-digest way. But, cinematics take control away from the player in (sometimes) destructive bursts. We’re forced to watch them under the faux rule that they are the way to tell us stories in video games.

And that brings me to my point, I suppose. As I mentioned before, movies are a passive medium. And what are cut-scenes in games if not little movies. They, like films, are designed to be watched passively.

Why have cut-scenes, a passive method of imparting story information to the player, become such a permanent fixture of the medium known primarily for its interactive nature?

Earlier this week, Bitmob’s 100th Mobcast episode brought up storytelling in video games as a main subject of discussion. The question posed to the community was this: Why is storytelling in video games so piss-poor?

The truth, as I see it, is that storytelling in video games isn’t really that piss-poor. Intricate plots, large narratives, interesting characters...video games have all of that in spades, more or less. As my friend and I worked our way through Metal Gear Solid 4, we were pummeled by a huge story with tons of substance and intrigue, with back-stabbing and betrayal, and we enjoyed the hell out of it.

But now I’m talking about cinematics, not the game itself. The problem, it would seem, is how stories are presented to us. And that problem, ladies and gentlemen, is cut-scenes.

We’re not interacting with anything at the point in any game a cut-scene begins to play. We’re watching, we’re passive, and we’re taken right out of the game and placed into the role of the viewer, not the player. We’re not viewers. We’re gamers. We play. That’s the whole idea, if I’m not mistaken, of video games in general.

And no, quick-time events don’t count in my book. Although they do add an interactive element to a cut-scene, it’s hollow in the end. Sure, you’re mashing a button to make Kratos pull a guy's head off, but that doesn’t really fix the problem.

If anything, it highlights the issue removing interaction in cut-scenes by breaking down complex movements and maneuvers into simple button presses all in the name of giving the player something to do during an action-packed cinematic. Plus, they’re kind of obnoxious in their execution, but that’s just my opinion.

Developers need to realize that video games are not movies, cannot be movies, and should not be approached like movies. Unfortunately, there are those who disagree with that idea. David Cage, lead designer of Heavy Rain, seems to think that video games should be approached in the same way as movies from a design perspective. Yet I feel that really misses the point of the medium.

Interaction is key to this art form, and cut-scenes only serve to minimize that interactivity by narrowing the gameplay through a narrative line. This should never be the case in video games. Instead, gameplay and story should coexist in the same realm at the same time. Separation of the two only leads to interactive fiction that strives only to tell a story through minor actions taken by the player. At that point, we'd be stuck watching games.

But I want to play, not watch.

 
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Comments (7)
Robsavillo
April 22, 2011

I definitely want to see more titles that use gameplay to tell stories. X-Com was great at this, and so is the neat little indie strategy game Atom Zombie Smasher. I wrote about that recently, too:

http://bitmob.com/articles/storytelling-through-gameplay-in-atom-zombie-smasher-and-trapped-dead

I think strategy games are uniquely positioned to more easily do this, but we see the same type of player-initiated narrative with games like Minecraft. Even Demon's Souls does a good job on this front:

http://bitmob.com/articles/demons-souls-telling-story-through-gameplay

Me
April 22, 2011

This question was the one that almost got me calling in for the 100th Mobcast...but I think that a happy medium between ludic and narrative content is possible. I just don't think that video games have had truly cinematic potential, in terms of graphical fidelity, for long enough such that the industry could figure it out.

L.A. Noire is about to make some serious waves in video games, however. I think Team Bondi has effectively changed the entire medium, and no one's really figured that out yet.

2011_03_05_22_18_48_462
April 22, 2011

The funny thing about all this is that the original Metal Gear Solid brought about a revolution in game storytelling. Prior to MGS, most storytelling in videogames was done through completely seperate cutscenes that were often much better looking and rendered differently than the ingame stuff. What MGS did, which at the time nobody was really doing, was to render all the cutscenes using the ingame engine, thereby giving a much more cohesive feel to the whole thing. Essentially, you where never really taken out of the game in order to get important story points.  

Obviously, they went a bit far in the last one........just a bit....

Yeah, the obstacles facing developers when it comes to good storytelling are really twofold.

First, come up with a good story, which may not actually mean what you think it does. I'm actually working on an article right now exploring what a good video game story actually is, because I feel that what works in games best may not be the same as what works in other mediums.

Second, how to deliver that story. You want to detract from the game play as little as possible, but delivering a lot of story in the middle of a hectic fire fight is kinda hard, things can get missed.

I'm really interested in how developers will overcome these obstacles in the years to come. Great article.

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April 22, 2011

And nowadays, the in-game engine of most titles is leagues ahead of the FMV cutscenes of say Final Fantasy VII. IMO, rendering cutscenes using the in-game engine is crucial for maintaining the illusion.

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April 22, 2011

I like cutscenes that aren't cutscenes.  I'm talking about the ones where you still have control of your character, but on a limited scale.  Gears of War started this trend, and I'd like to see it replace FMV entirely.  Keep me in the game!

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April 22, 2011

Thanks for the comments guys! Hopefully in the (near) future, we will start seeing a bigger move towards stories being integrated into gameplay, and less of an emphasis on cut-scenes to convey narrative to the player.

Dennis - I too am excited about L.A. Noire, and I can't wait to see what happens when people finally get their hands on it next month. It's going to be huge.

Hatuey - Yeah, Kojima and Co. did go a bit too far with the cut-scenes. I'm curious to read your article on what makes a good video game story; can't say I've ever read anything that concisely describes exactly what makes a "good" story in this medium. It'll definitely be something to look forward to.

Jason - You're right about cut-scenes using in-game engines to keep the transitions between gameplay and cinematics smooth. I just hope that, one day, we see proper integration between story and gameplay. Right now, the trend seems to be that the two be on separate lines of design.

Now, with all that done, let me just thank Rob for giving this article a shot. I appreciate the Front Page bump immensely.

And be sure to check out his articles on story-gameplay integration. They really are a great read.

Thanks again guys!

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April 22, 2011

OH, and to Keith - As long as control is left to the player, I'm all for small, quick-time events in video games. However, as soon as I start watching little movies that require me to press buttons to move scenes forward, that's when I check out. 

And sorry about missing a response to your comment in my above post; somehow, I missed you. 

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