Where Do You See Gaming Going? Part 3: Game Writing

Editor's note: As part of his ongoing series "Where Do You See Gaming Going?" Isaiah examines game writing -- from actual storylines to implied narratives seen in games such as Left 4 Dead. Be sure to answer his questions at the end of the article. -Jason


We have come a long way from Tetris. I remember trying to decipher the canned speech and scrolling story of Streets of Rage; it was a welcomed change to the yellow circle eating the blue ghosts. I can recall trying to make sense of the plot in NES's Rescue Embassy Mission and why it was important to avoid those meddling bullet-filled spotlights. I would like to think that with this history of writing in games, good writing was just as important then as it is now. Only "then" constituted a vastly different audience than the diverse demographic of the "now" we live in.

As with the evolution of graphics in video games, game storylines and plots appear to have entered their own uncanny valley. With every attempt to further immerse players in a world, the average and even the exceptional writing in games shows the many hurdles that have consistently shown this media in limited dimensions.

 

The funny thing about our current multifaceted gaming culture is that there is still a need for games that rely on their bare-bones components more than its story. We still need our Marios, our Street Fighters and of course our Tetris. These games emphasize what all games need to be at their core -- fun. The concept of a game or any form of entertainment being "fun" doesn't necessarily mean you are erratically waving your arms around trying to get a pixel from one spot on the screen to the next. The concept of games being fun should be because they are engaging, challenging, and in some cases, simple. Aeris dying in Final Fantasy VII and losing Argo in Shadow of the Colossus are both moving points in those respective games. Some have cried at those moments. Thanks to a competent writing and development team, both of these games are still fun.  

 
I do take issue with games that do not know if the story will be "a part" of their lure or if the story functions "apart" from the overall experience of the game. Halo 3: ODST is a prime example of a game within a franchise -- better yet, a game that exists within a genre that has had several issues determining how important the story is to the enjoyment of the overall game. 
 
ODST serves as further proof of how features like a multiplayer mode can "save a game." Developers treat games as four-course meals. If you don't like the salad, just wait for the desert. This isn't complaining; this is acknowledging what the "larger game" has become. 
 
In today's feature-heavy world, risk is scary. Few big budget titles only offer a single-player mode. When they do, they practically turn the game into an MMO. Sidequests and downloadable content, coupled with achievements within achievements, have helped evolve gaming but seem to be pulling us all away from the story.

A couple months back I read an interview in Edge where developers from the game studio Ninja Theory talked about how often storywriting conflicts with game development. This theory-turned-fact, that storytelling in games is more obstacle than necessity, was never made clearer than in the climax of the very games heralded for their artistic narratives. Our BioShocks, Uncharteds, and Batman: Arkham Asylums aren't capable of keeping us "fully entrenched" in their worlds without throwing an "impossible final boss" scenario at us. I accept this.
 
But when games throw us terrible endings -- an ending so contrived and derivative it screams "how video gamey is the video game you're playing?" -- the sore thumb eventually sticks out. It is nitpicky, and a multimillion-dollar game is going to have parts where the developer sacrifices cohesiveness for fun. 

Writers and developers make compromises, and as gamers we hopefully get to play the happy medium that they strike. We can be content with the current gems in this era of gaming -- after all, games have come so far. But it seems that the writing in games has shown itself to be functioning on two extreme ends. Writing in games like Braid appear to be where developers can take the most chances.

As a high-production low(er) budget game, Braid could have been "just another run-and-jump adventure game," but Braid introduces a video-game mechanic in the rewind feature. Truth be told, I would've much rather Braid have been a game where I "stomp on stuff, rewind and save a princess," but I appreciate the creator's vision and passion to make the story the focal point of the experience.

We should also view games with implied narrative as a viable device for immersing players in a world with a well-thought-out story. Left 4 Dead illustrates this with the writing on the walls from soon-to-be zombie food survivors, and Shadow of The Colossus's hyper-minimalist approach to language and gesture proves that games can be totally engrossing with the use of small intelligent devices to help players understand the world around them. Aside from a deity speaking gibberish and blood-scribbled walls, how useful is the "implied narrative" in a generation where developers have to cater to an audience that generally wants everything spelled out for them?

My questions this time around are: Where else can you see writing in games improve? As gamers, do you see the necessity to involve more complex stories in games, or do more traditionally developed games present an easier-to-digest layer of immersion? Who would win in a fight: Mario or Drake?

Comments (7)
Question 1: Personally I would love to see more 'implied narrative' in games, but I don't know a way to adapt writing to that form and still get complexities across to the player. I think good narrative in game design comes from the ability to tell a story through interactivity. In Shadow of the Colossus if you find fruit and eat it your life bar increases (or decreases? I can't remember). Either way that interaction reveals something about the game world and has implications regarding the story. I like the Half Life 2 approach where you don't really have cutscenes. But during those dialogue heavy parts where you're trapped in a room listening to the NPCs I tend to run around and smack things with the crowbar. The NPCs aren't able to hold my attention like a proper cutscene would. I'd also like to see characters that undergo significant change with long term effect. In modern media I don't feel like we see characters change in a meaningful way very often. Take Arkham Asylum for example. The Joker totally screws Harley over, ends up turning into this huge monstrasity, but is ultimately defeated. In the trailer for the sequel Harley's back at his side and he's more or less back to normal. Things haven't really changed at all. Now I'm not saying that Mario or Street Fighter or Tetris need to develop their characters more, but I'd like it if narrative heavy games did. I haven't played either Mass Effect, but the idea that the main character can die is, I feel, a step in the direction of breaking a design philosophy that says: Character starts at A -> gets to B -> ultimately returns to A, though maybe somebody died, but it's not a huge deal. (I am aware this is a gross oversimplification.) Question 2: I would like to see more complex and intelligent stories in games, though there is absolutely no need to do away with simpler stories i.e. 'Mario must save the Princess'. Shadow of the Colossus is one of my favorite games, not because I find the gameplay particularly fun, but because it's story requires significant interpretation on the part of the player to be understood. I would like more games that challenge me intellectually with their narrative. Games that I can replay, not to get the Good Ending or unlock secrets, but to understand and draw conclusions about what the narrative means. Personally I'm willing to sacrifice 'fun' in a game if the narrative is intriguing enough, though I think I might be in the minority on that. Question 3: Drake. ;D
Bravo Nick! I think an argument could be made about the Joker/Harley situation simply because: A) Batman: AA2 is not out yet and B)This could be a comment on how/why their relationship works [or doesn't work for that matter]. And though I haven't played all the way through ME2 either, I'd like to think that the idea of playing a game...developing a character past the point of what type his/her armor and class they've attained will be something felt throughout all of gaming. Honestly, I think there is room for both kinds of games its just that platforming-action and fps games have to find a way to push that genre if they aren't going to focus on story. Those that do...have to delve deeper into what makes a player attach themselves to a character [and subsequently, they have to figure out what doesn't work at all]. But Mario can kill enemies by shooting fireballs and hopping on their heads. Where Drake has to shoot an enemy several times in the face. :P
Nice post, Isaiah! All I can add is that I would like to see the "Pulp Fiction" of video game stories. Something that will blow people's minds and expectations of what can be done with the medium. I think Mass Effect is on the cutting edge.

Honestly, I can't see in-game writing going anywhere until it's recognized as another way to enjoy the game. Right now, it's merely an afterthought for the most part, or, as Ninja Theory mentioned, an obstacle. Hearing that someone, somewhere in the game development business considers narrative as an obstacle just makes me weep deep inside.

It doesn't have to be complicated. After all, how many games can be summarized as "saving a princess"? Quite a lot. It's what you do with the narrative that makes it work. If, indeed, you set up your narrative as an obstacle, then you only have yourself to blame.

I think game narratives work best when the developers aren't writing a set story, but giving the player the tools they need to make their own story.  I've talked about this before but for me, one of the most narratively rewarding games I've ever played is  STALKER.  You have a world, characters, tools, objectives, etc. but your own personal narrative emerges between all those points.  "Writing" isn't entirely relevant; in fact, it usually gets in the way.

At the same time, having a narrative structure is vital.  I think Mass Effect works towards an ideal middle-ground that I hope becomes more popular in how story-based games are made.  ME gives you a lot of "fixed points."  In some ways, it removes a lot of control from the player.  For example, Shepard is always a "good guy."  Not necessarily a GOOD guy, but he/she is always on the side that's fighting the clear-cut "bad guys."  That isn't left up the player.  However, the particulars of Shepard's personality, the decisions he/she makes and how he/she is defined by those decision, and his/her relationships are.  The player fills in the details within a firm, rigid outline.  Even in ME it's limited and far from what I would consider ideal, but it's a step in the right direction.

Of course, it doesn't always work so well.  Take GTA or (from what I've heard in reviews) Red Dead Redemption.  These games give you freedom in-between those "fixed" points, but the narrative never takes that freedom into consideration.  It never changes anything to reflect the fact that you just spent the last half hour rampaging through the city with a rocket launcher.  Dialogue options could remedy that, but that would be a big change to what those games are trying to be.  The only hypothetical remedy would be to have the cutscenes and conversations react to what you do, which would probably be impossible.

Take Dwarf Fortress, for example: truly emergent narrative.  Tons of variables and procedural developments that constantly change based on what you do (and don't do), as well as a million other factors.  Obviously, it would be a pretty Herculean -- if not downright impossible -- task for a modern game of today.  That's why DF is made of ASCII art and lots of text. :P

As for the actual questions...

1: I think interactivity is key and will be more of a focus for writing; whether it's building a strong world to enable a player's personal narrative or making strongly visually informed world like Rapture or Arkham.  In the case of the former, I think it will continue to get as good as technology allows.  In the case of the latter, I just think the developers have to be willing to sacrifice those "videogamey" elements.  I would have been much more satisfied with the end of Arkham Asylum if it ended with a sort "ultimate" stealth room and the "boss fight" had just been: you walk up to the Joker and punch him.  Anti-climactic?  Maybe, but so what?  They tried the "climactic" route and it disappointed everyone.

2: Does it have to be either/or?  I think that games that strive to have interesting stories should strive to have more complex writing.  And games that just want to be games should do just that.  If anything, I'd like to see developer stop trying to shoehorn stories into games that fall in the latter category.  Section 8 is an example: a straightforward multiplayer shooter.  It's single-player was really only a tutorial... except it wasn't, because so much of it was changed from the multiplayer.  Why, I can't say; it didn't have a story that needed to be told and it's obvious they didn't want to make one.  So what was the point?

3. It depends on too many variables.  How powered-up is Mario?  What gun is Drake using?  Most importantly: whose world's physics are in play? ;)

Oh yeah: really great article!

Thanks Christian and its Drake's real world, but Mario is as powered up as can be sans having a Yoshi and a Star.

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