[also posted on GameCareerGuides]
Do games tell stories?
Sure, text, artwork, voice acting and cut-scenes can all arguably tell or help tell a story, but how can you truly say that the game itself is telling the story? And by the game, I mean the actual system, the units and rules that create the possibility for gameplay. Is gameplay a form of storytelling? Maybe not in most games (to avoid the argument), but if we wanted to conceptualize gameplay as storytelling, how would we do it? And if we wanted to make a game that told its story well, what would it take?
In short, and I’ll go into more detail later in this article, yes: it can be useful to think of gameplay as a medium through which players experience a unique form of storytelling. Maybe you’ve experienced it yourself where for one brief moment everything—the characters, the sounds, the visuals and what you were doing—all seemed to click, and you felt truly engaged in the story being told. It’s something that many gamers have felt at some point, but that no one has yet been able to consistently reproduce. “It” eludes us not because we lack the tools to describe or evaluate it, but because it crosses so many fields and disciplines. Theories of fun and swords and circuitry, research into expressive AI and dreams of Hamlet on the Holodeck all bring us closer to understanding it, but none provide that one true holistic vantage point from which a game designer can envision how to truly tell stories well through gameplay.
A holistic approach to storytelling in games has to consider many literary and filmic concepts like story, plot, character development, cinematography, lighting, audiography and “editing”. But unlike film, a holistic approach must also consider the game mechanics and expressive processes that determine the above (no small feat), all the while recognizing that games are interactive, and have spatial and haptic dimensions. Is it any wonder that a holistic view of storytelling in games has eluded us for so long? The solution isn’t to mash the concepts together and hope for the best. Putting Steven Spielberg, Conrad Hall, Syd Field, Jorge Luis Borges, Chris Crawford, Nobuo Uematsu, and Michael Mateas into a room probably won’t produce anything worthwhile because they have no common framework on which to have a meaningful discussion.
To find that common framework, we have to go up the conceptual tree to find what all of these seemingly disparate disciplines share. And that shared concept is communication. Ultimately, they are all means of getting an idea from person A, across some medium, to person B. But that net might be cast a little too wide for our purposes. Storytelling is a specific form of communication, a form studied for thousands of years by that often misunderstood field of study: narratology (as it’s called today). But I’d like to ignore Aristotle for once and instead shed some light on the modern founders of narratology, the Russian Formalists, who a hundred years ago decided to analyze literature as if the stories it told were complex machines intentionally and purposefully constructed using “devices” or “functions” that serve particular purposes. It’s from this concept that we get the term “plot device”. This approach to understanding storytelling is interesting because today we use complex machines to intentionally and purposefully design and program functions that serve particular purposes in order to tell stories. Somehow, this conceptual similarity has rarely been noticed.
Unfortunately, after years of largely pointless “Ludology vs. Narratology” debates, narratology is seen as a dead horse whose body is periodically dragged out by articles like this one for yet another beating. Except that this article isn’t about using narratology to “understand” games, it’s about giving designers a framework on which they can use all of the tools in their toolkit, not just a few. Narratology is the foundation for a common framework that we can all use to set up and guide the shape and direction of ours stories; game design, cinematography, level design, artificial intelligence, art, sound design, etc., are the tools we use to create a story; and gameplay is the way we as players experience that story. So what is this common framework?
Christian Nutt has an interesting article on how Crisis Core: Final Fantasy VII has taken a small step forwards in meshing together gameplay and story. The innovative way Crisis Core tells its story with vignettes during battle through the Digital Mind Wave (DMW) system is definitely something to praise, and Christian does a good job of that.
But, I hate to say, it misses the mark on really getting passed the current gameplay/story divide. First, I’ll let Christian do all the work in describing how the DMW system works:
Most of the writing I saw (in reviews) was confined to confusion about the randomness of the DMW — it’s essentially a slot machine. When you hit onto the right combination of numbers you get stat boosts, powerful attacks, or even more impressive monster summons.
It also governs the leveling of your character, his special attacks, and spells. This is the bit people didn’t like: though it wasn’t actually random (since it masks a more-or-less standard experience point system) it appeared random, and that galls players.
[...]
As you fight battles, the DMW continuously spins, without your input, in the top left corner of the screen. When it gets close to making a beneficial match, the spinning reels zoom in to take over the entire screen.
Instead of fruit or other typical slot machine items, important characters from the game’s story populate the DMW; when you first encounter those characters in-game, they’re added to your DMW roster.
[...]
The DMW is affected by protagonist Zack Fair’s emotional state (hence the quote above.) The more intense his emotion, the higher likelihood there is of a match. When a match is made, that might be it — you just get a bonus.
But sometimes, a (very short) cutscene might play. This cutscene is always a memory Zack has of an important character of the game, and it’s always from Zack’s perspective.
[...]
When Zack remembers a particularly strong memory, he’s filled with strength to fight even harder. This is rewarding both from a story perspective and from a gameplay perspective.
I agree with Christian in that this game mechanic is definitely an interesting way for the game to present you with plot. This is a nice step forward. A method of telling story through game mechanics, as opposed to being slapped on top of them or jarringly stuck between the cracks, is always appreciated. But beyond this, what’s really interesting is that this game mechanic procedurally generates a plot in which the main character’s emotions conjure up vignettes of his past experiences which then influence the events of the present.
However, the reason this innovative step forward fails is because the game mechanics themselves are essentially built around a slot-machine-like system. Not only is this bad from a game design perspective, since rules should always be discernible in such a way as to not seem too arbitrary and frustrate the player, but it also implies (unintentionally) that emotions conjure up, like a slot-machine (??), past experiences to influence our daily lives. It’s the randomness and incongruity of the slot-machine mechanic that seems out of place. It grates against our gameplay and story expectations.
The reason Crisis Core doesn’t get past the gameplay/story divide is because, although it has an interesting system that innovatively introduces vignettes through a gameplay mechanic, the DMW system is inherently incoherent with the story being told. Emotions conjuring up the past and influencing the present suggests purpose, order, cause and effect. Randomness unhinges this feeling and makes the mechanic grating and annoying.
This one will be quick. Take a look at this quote from Chris at ihobo.com:
This is the nub of the issue here: a story can make you cry by empathising [sic] with the protagonist (or another character), but a game (when viewed as a formal system) cannot do this. It follows that the only way that a videogame can make you cry is by using narrative tools that have nothing to do with games as formal systems whatsoever. So even though, for instance, many people report that they cried when they played Final Fantasy VII at the fateful scene [...] the moment that actually brought the player to tears was a non-interactive cut scene. It wasn’t the game (in the systems view) that made them cry – it was the story – and there never was a question as to whether stories could make you cry.
I agree and disagree. His examples are true, in so far as the part of the game that makes you cry isn’t an actual, functional part of the game at all. So in his examples it’s never really the game itself that makes you cry. However, this overarching statement is shortsighted in that it doesn’t account for the possibility that a game’s mechanics could themselves be the ones communicating the story. And this is an important distinction.
If it’s safe to say that a movie made you cry because of the way it tells you its story, then it’s also safe to say that if a game’s constituent parts (units and rules) convey a story, then a game can make you cry.
If you want a great example of why a good story isn’t necessary for a game to be fun, take a look at Tom Cross’ opinion piece on Dead Space. I haven’t gotten around to playing Dead Space, but according to Tom, just about everything non-game is “carefully and stylishly unoriginal”. The characters are flat and uninteresting, the plot is completely predictable, and overall the game fails at establishing a truly frightening experience. That being said, Tom loved playing the game.
I think Dead Space is a good argument against laissez-faire story design: the point of view that believes that games don’t need a story, just interesting game mechanics, and that the goal is to have the game act as a vehicle for players to put themselves into a world where they can make their own story. It seems that the designers of Dead Space attempted to create a blank slate protagonist that anyone could relate to, hopefully facilitating the player’s desire to insert themselves into a fantasy world where they can create their own story. The problem is that from a plot perspective, a flat protagonist is uninteresting.
Isaac never speaks, and you never get any indication of his mood, other than that he doesn’t like dying. He wears a mask throughout the game and reacts to little. Apparently, this makes him relatable, because so many of us are demure, voiceless, deep space mechanics who constantly wear masks.
And because the main character is flat, the story that revolves around him lacks any emotional attachment or depth. But the game is fun, it has a good set of core game mechanics. What get Cross worked up is that the gamer in him enjoys the pure game, but because Dead Space makes an attempt at telling a story, his basic human desire for interesting and compelling plot drives him to feel annoyed at the same time. A game doesn’t need story to be fun, but if a game does try to tell a story, the lack of a coherent and interesting plot generates the slightest bit of friction during gameplay. It rubs us the wrong way. A game doesn’t need story to be fun, but if you do want to have a game that tells a story, make sure you implement that story’s plot properly.
The problem with Dead Space, aside from the mediocre effort placed in crafting a story, is that there is no care to implement game mechanics that best tell this story. The story and game mechanics in Dead Space are for the most part completely unrelated. On top of that, the reason the game isn’t as frightening as it could be stems from the fact that the space of possibilities afforded by the game’s mechanics simply don’t have a scare factor to them; they don’t deliver.
I’m not suggesting that every flaw Cross points out is directly related to a flaw in game mechanics and nothing else. But I do want to emphasize that every flaw, in part, does relate to poorly executed game mechanics. I find this last statement odd when considering that those very same game mechanics provide Cross with an “amazingly fun” experience. However, it does makes sense when you consider that games and stories are two completely different things. What makes a game fun and what makes a game tell a good story aren’t necessarily the same. But imagine for a second what would happen if they were the same. This is what coherence is all about.
Overall, though, I think the most fascinating part of Cross’ article is the following chunk of text:
[...] most people are focusing on how the tempo of that movie [Aliens] is similar to Dead Space’s gameplay. They say that this game is like Aliens, with its frantic action and small scares, and less like Alien‘s slow creeping dread.
What “most people” are doing here, without even knowing that they’re doing it, is focusing on how the dynamic plot (telling) created by Dead Space‘s game mechanics (and experienced through gameplay) is much more like the plot (telling) of James Cameron’s Aliens than Ridley Scott’s Alien. Fantastic. It’s good to see people intuitively catching on to this concept.
The “eye” or “camera” in video games (essentially the player’s viewpoint) has always been designed pragmatically to allow the player to play the game. Rarely has there been any consideration of what the viewpoint is telling the player about the experience, other than purely game-related facts. If I could make an analogy to film, the camera in video games today is used like it was by filmmakers at the dawn of the 20th century. They say, “here is the scene!”, and really nothing else. Similarly, in games the camera says “here is the game!”, and really nothing else. It wasn’t until the 1950s that different camera angles and the introduction of the jump cut started to be used to tell the story rather than just present the scene.
Corvus has a series of posts on the topic over at Man Bytes Blog. He believes that “by limiting our video games to this presentation, we’re limiting our ability to use the camera as an effective storytelling tool”.
Absolutely. We’ve seen attempts at adding interesting camera angles and even dynamic cut-scenes to games, and where these didn’t destroy gameplay by making the game impossible to play, they certainly did make the presentation of the game more lively, but ultimately their goal is still to show you the game. The only exception is probably the “establishing shots” that some games offer you when entering a new level or being faced with a new foe or puzzle. I believe looking to film for inspiration is a good starting point, like early film looked to theatre. However, it’s important to realize that the presentation of story in a game happens differently. Cut-scenes, dynamic or otherwise, can certainly take advantage of film theory to better tell what they hope to tell, but these aren’t intrinsic parts of a game.
If we want to consider how to revolutionize the use of camera in video games, we must consider them from a systems point of view. How do they function within the game’s system of play, what game mechanics govern their behaviour? By considering cameras as a functional unit, with rules and behaviours that, if coherently designed, can impart mood, atmosphere, character, emotion—that is to say: plot—then, it might be possible to discover our very own version of the “jump cut”, something that revolutionizes the way cameras tell stories in games.
Welcome to part III of The Flaws of Narrative, Manifested, a look at Michael Abbott’s Narrative manifesto. Check out part I and part II, to see what I think about the rest of the manifesto. Keeping the best (and most difficult) for last, part III is dedicated to Jonathan Blow.
I don’t think there’s any other single person in the games industry today that’s more in line with my feelings on story and games than Jonathan Blow. That being said, somehow I feel that if ever we got together to talk, we’d end up disagreeing more than agreeing.
Jonathan Blow – Conflicted games
Well, let’s start with what we’d agree on, because ultimately that’s what’s most important.
First of all, game mechanics that are “disharmonious” with the story being told create conflict in games, preventing the game from really resonating with players. This is exactly in line with what I’ve said before on coherence in games. He gives the examples of how in BioShock the story tries to establish a ideological conflict between radical individualism and altruism by having the player chose between killing the Little Sister for personal gain, or saving her for…well, here’s the problem: saving her gets you half the personal gain, and every third Little Sister you save you get a bonus. In the end, the difference between killing or saving the Little Sister is negligible. The story wanted to say one thing, and for obvious game balancing reasons, the mechanics subverted that meaning. BioShock’s game mechanics establish a “dynamical meaning” (I’d go with “procedural meaning”) that conflicts with the meaning the story is trying to tell. Jonathan argues that every game mechanic has a meaning, whether intended by the designer or not, due to our natural inclination to attribute meaning to everything we encounter. Since we can’t avoid it, we need to start looking for it and training ourselves to design games with it in mind.
All of that aside, I figure where Jonathan and I will disagree is with small things like the meaning of “story”. I see story as an abstract choronology outside of any medium that can be any possible narrative about any possible thing, whereas Jonathan sees stories as those narratives that are worth telling. But really this isn’t an impasse, we’re talking about the same thing. I chose not to narrow what should be considered a story because I don’t want to inadvertently limit the power of what we’re establishing here. I think that even games that don’t try to tell stories can still benefit from the notions of “harmony” and “dynamic meaning”. Take what I’ve said recently about Team Fortress 2 as a good indication of a mainstream game without a “story” worth telling that still benefits from these concepts.
I expect that this is just one of the small quibbles we’d have because of our different backgrounds. I mean, he agrees with Gaynor’s panic over the inherent chaos and unpredictability of the player, and I don’t. But I figure ultimately we’d agree more often than we disagree.
This is part two of the Flaws of Narrative, a look at Michael Abbott’s Narrative manifesto. Click here to read part I.
If I were to follow Michael’s order, I would next comment on Braid‘s visionary designer Jonathan Blow, but since I basically agree with everything he says, that’s going to be a mountain I’ll climb in part III.
Steve Gaynor – The game designer’s role
Steve’s point of view is similar to Redding and Hocking’s (part I) in that he believes the designer should be largely “hands-off” and simply give players the tools they need to create their own stories.
I believe this is again an example of a viewpoint that sees the inherent chaos and unpredictability of the player, and without being able to see beyond traditional linear storytelling just gives up on story in games by pointing to the popularity of games like The Sims, or online worlds, where players create their own stories. My reply is basically the same in part I. Just because there is an infinite number of prime numbers, we shouldn’t avoid looking for the Riemann zeta function; and just because genetic mutation is inherently unpredictable and chaotic doesn’t mean we shouldn’t pursue the limits of the theory of evolution. Again, Gaynor’s point of view isn’t wrong, we should definitely endeavour to allow players to experience richer stories that they feel are unique to their actions. It’s just that this view keeps us from fully considering the larger picture of storytelling in games.
L.B. Jeffries – Non linear reactive stories
Jeffries is definitely a wild-card, but I like that. I think it’s definitely by getting away from our preconceived notions of games and stories that we’ll make progress in this field. The application of tarot card reading, an ancient “storytelling” art, to storytelling in games is really fascinating, but isn’t the answer to the overall problem.
Jeffries suggests that just like tarot cards take advantage of our mind’s natural inclination to create meaning, to take chaos and enforce order on it, so too could these principles take the chaos of player agency and allow the player to infer their own meanings:
A series of reactions like someone crying for help if you shoot them or a dog following you if you feed it could be created in response to the player. Rather than worry about how these relate to some grand linear story, simply leave them as short vignettes that connect and relate to one another through A.I.
This, I believe, is a fantastic approach to storytelling in games, but it doesn’t need to come at the expense of a grander story. With enough forethought, the vignettes could easily combine to form a larger dynamic plot, or else help reinforce a dynamic plot told through other game mechanics, art, environments, sounds and haptics (yes, I will hammer you with this string of potential storytelling vehicles every chance I get).
Michael Abbott, catching on to this crazy confluence of ideas about games and narrative, has proposed a Narrative manifesto by quoting from some of “the most thoughtful and articulate members of the games community” on this very topic. I applaud the effort, and certainly feel strongly that our anti-status-quo way of looking at things needs a call to arms, but I can’t help but feel that the whole story and games thing is misunderstood. It’s not that the people that Michael chose to quote are wrong. What they say is true, but they miss the larger point, or muddle the concept of narrative in games. Rather than a manifesto for narrative in games, Michael has done a splendid job of collecting the kinds of viewpoints that serve to confuse the issue of narrative and games. Yes, I’m going to disagree with thoughtful and articulate members of the games community that are better known, better liked, better experienced, and hell, probably better dressed than me. I hope you don’t think me pompous.
Patrick Redding and Clint Hocking – Dynamic story architecture
Patrick and Clint are of the opinion that it’s all about the player and that the designer should just get out of the way and stop worrying about crafting a story: “the designer builds a system, but the player authors the story”.
There are hints of truth here, which is what make this viewpoint deceptively convincing. Designers definitely build the system, and players definitely act out their own story, but the key distinction is that the player’s story is constrained and controlled by the system. In that sense, what the player is actually doing is acting out their own plot to a pre-defined story.
The Sims is considered a powerful example of a game that lets players author their own stories. But really, what they create is a version of a specific kind of story: a story about suburban life, friends, love, marriage, getting a job, having a child, etc. The system of The Sims provides the building blocks necessary for a player to create their own version of this story, but they’re limited to the story the system provides. They can’t create a story about a Sim giving up their meaningless, commercialistic life, moving to India, joining an obscure religious sect and living out their dream of an ascetic life… until one day! Carla (from back home) finds you and begs you to please! please come home! … unless that’s an expansion pack I haven’t heard about yet? The reason players can’t write that story is because the building blocks that The Sims provides the player don’t include these potential story events. The “story” of The Sims is pre-defined by the game’s mechanics, by the system’s units and rules.
It’s in this sense that I believe designers have a whole heck of a lot of control over the story experiences of players. Absolutely, interaction and agency allow the player to affect the outcome of the game, and every player will experience a different “story” based on their actions, but all of this will happen within the confines of the system. They’re not really changing the actual story, that’s set by the system, what players do when playing the game is author the plot, or the way the game tells them the story. It’s like this: I can tell you the story of the Lord of the Rings over lunch, I can read it over the course of roughly 1500 pages, or I can watch it over the course of 11 hours and 23 minutes. Each telling omits, adds and even slightly changes the small details of events, but in the end it’s all the same story.
Just because there is an infinite number of prime numbers, we shouldn’t avoid looking for the Riemann zeta function; and just because genetic mutation is inherently unpredictable and chaotic doesn’t mean we shouldn’t pursue the limits of the theory of evolution.
Games make storytelling more complex since the potential variations on the telling are virtually endless, you might even have a branching story with multiple endings, and the player is inherently unpredictable, but in the end, no matter how you play it, you’re playing the story set up by the game’s mechanics, art, environment, sound and haptics. Once designers realize this distinction, they’ll be in a better place to realize how they can manipulate their game design to better relate a potential story.
I was familiar with Emily Short as an author of interactive fiction, but I just recently noticed her column at GameSetWatch called ‘Homer in Silicon’ where she “looks at storytelling and narrative in games.” Her most recent article is Playing the Reader.
Have you played hidden object games before? What’s interesting about them is that unlike most other casual games, hidden object games put a great deal of effort into their framing story rather than hyping their main game mechanic. I don’t personally recommend them, though I can see their appeal. Part of the problem, perhaps, is as Emily points out, “the interaction and the story usually have almost nothing to do with one another”. This lack of coherence in games is almost ubiquitous, and if coherence does occur, it’s often unintentional.
One of the complications in this whole coherence thing is that modern games are so complex, trying to build coherence into them can be a bit overwhelming. But by focusing on the hidden object games’ one mechanic, pointing and clicking to solve puzzles and advance the narrative, we can isolate what coherence means in this one case and maybe infer a heuristic for figuring out how coherence can be used in general to emphasize and better tell a story.
The key lies, Emily reasons, in matching what the hypothetical reader of a story would do while reading to what the player does while playing the game. This is consistent with our view that gameplay is the way in which a player experiences story, and so matching what a hypothetical reader’s behaviours would be to the player’s actual play helps, one would think, to ensure that the story is being told coherently. The reason puzzle solving works well in a game telling Agatha Christie stories is because her stories often “start out being very much like jigsaw puzzles, with pieces supplied one at a time and the reader [is] invited to fit them together.” The same mechanic wouldn’t work well with a game based on The Count of Monte Cristo, since “Dante doesn’t really spend most of his time scrutinizing furniture. His adventures are more about interpersonal manipulation.”
Simply and almost obviously put, a story that invites the reader to scrutinize clues and solve puzzles along with the protagonist is best suited to be coherently told by a game that has the player scrutinize clues and solve puzzles. Similarly, a game about manipulating interpersonal relationships would be best suited to telling a non-authoritative interpretation of The Count of Monte Cristo. The larger implication of this reasoning is, interestingly, that we can apply it to larger and more complex games.
Our heuristic, then, to discover how to coherently match game mechanics, environments, art, sounds or haptics to story is to ask the question: what do I want a hypothetical reader of my story to experience or do at this point in the story? and then conceive of game mechanics, environments, art, sounds or haptics that create that experience.
Raph Koster lists what he thinks are the two hardest and most critical skills for a game designer.
- Be able to see the game with no hint of artwork, music, sound, anything
[...]- Be able to see the game without any mechanics, any rules, any knowledge of how it should play
If you’ve been following the site so far, you might have an idea of where I think this is lacking. Namely, I’d like to suggest that there is a third critical skill a game designer should have.
- Be able to take an abstract story, turn it into a series of coherent plot functions, and design game mechanics, art, environments, audio and haptics that reinforce those functions and combine to tell that story through play itself.
Of course, if the game doesn’t have a story, then don’t worry about it. But that’s becoming less and less the case as the gaming industry matures. The reality is that story needs to stop taking a back seat to mechanics if games hope to tell their stories to their fullest potential.
And a great designer? They should be able to see all three in their head at once.
