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Do Game Stories Actually Matter?

Bithead
Wednesday, August 11, 2010

Editor's note: Jon contends that a game's story ultimately doesn't matter. I tend to disagree, but that comes from a guy who has rated over 2,000 movies on Netflix and has a bookshelf stuffed to capacity. Maybe he's right: Games don't need stories to do what they do best. -James


Games are moving toward a richer narrative experience with every passing generation. Metal Gear Solid's story was detailed and complex, and the story of Snake's recent outing on the PlayStation 3 has grown like a metastasizing cancer cell. As with melanoma, this isn't a good thing, and yet fans of Guns of the Patriots praise the game in spite of its labyrinthine plot.

Goodbye, old friend
Goodbye, intelligible plot.

Because of modern consoles' added horsepower, games can choose to emulate film to an extent never before possible. Emotional resonance is becoming a primary focus of video games instead the old standbys: running, jumping, shooting, solving. In Quantic Dream's Heavy Rain, the core mechanics amount to choosing characters' decisions and watching the consequences unfold.

Many herald it as the coming of a new way to play -- finally an "adult" experience alongside so many immature, fantasy-riddled fragfests. Those who dismiss it do so on the basis of its conceit as an interactive story. For those players, the story doesn't work, or it upsets them with its improbability. When a game is largely a narrative, its success hinges on its believability.

 

A game without story only needs to be a good game. Both are difficult to create for vastly different reasons. In my opinion, to play a game is not to experience the swooping thrills of an unpredictable storyline. For this we have novels, films, and our own convoluted lives. When a game captures me it does so through some ephemeral magic and a formula comprised of challenge, gameplay, surprise -- namely, fun. Story only serves to limit a creator's imagination. It hems in what should be infinite: the boundaries of the game's imaginary world.

This lack of limitation is why the Super Mario Bros. series has continued to succeed for over 25 years. Some see Mario as a relic of the past, an infantile hanger-on unhip to today's standards of bulging, bloom-lit musculature. But those who play the games understand why they consistentally succeed -- both critically and at retail -- in spite of a story boiled down beyond picture-book basics: They are inventive, whimsical forays into the impossible. And they are fun to play. 

SMB
He looked across the rocky plain, saw what stood before him, and realized he'd left the stove on.

Story is incidental at best; it's caustic and distracting at worst. Games don't need more or better stories. They merely need to make us play them in new and satisfying ways. The novel is there, unchanging, whether we read it or not. So is the film. So are most game storylines. But games shouldn't be inert. We, the player, should be able to dynamically change and mold the story through decisions acted upon. I feel that stories are unnecessary and obfuscate a  game's true purpose: to be played. Mass Effect perhaps gets closest to a player-driven storyline, but no matter how many NPCs you talk to, Bioware has predetermined any and every forked path. In the end, it's merely the prettiest Choose Your Own Adventure game ever.

Mass Effect
The nearest gas station?  Sure, take a right at the giant stone plinth.  Can't miss it.

I realize many will object -- and rightfully so. Many games thrill players with absorbing tales. A Final Fantasy character dies, and a million fans weep over their DualShocks.  Heavy Rain -- and to some extent BioShock -- shows us the stirring consequence to an accumulation of mundane choices, and gamers feel something they rarely feel while staring into a screen: responsibility.

These are not small rewards; these are true emotional responses, and we should applaud the ability of games to elicit them. But I maintain this shouldn't be the end goal. I worry that too much of what makes games unique from literature or cinema -- relatively static mediums -- will be lost if all games going forward strive to repeat a theatrical or literary experience. A book would never try and duplicate the sensation of playing Pac-Man. Why do games set out to mimic other forms when their own structure is enough?

Pac-Man 2: The Horror
Pac-Man 2: The New Adventures:
Anna Karenina, it is not.

Yes, a well-integrated story can lift a mere exercise in puzzle-solving into a higher realm. I'm thinking of Portal's GLaDOS and her "motivational" dialogue. I'm thinking of Zelda's many legends that begin anew with each generation and, together, unfold into a mythology akin to that of ancient oral tradition. The stories change and grow richer with each new audience. But if I had to choose, I'd plunk down in front of a well-made game that I actually played, instead of a beautifully-told story I mostly watched.  Lucky for us, we don't have to choose. Both kinds are available -- and evolving every day. As long as that's the case, I'm a happy gamer.

 
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Comments (16)
Picture_2
August 11, 2010

 

I see what you’re saying, but I’m one of the people who you stated would disagree. The way I see it, compelling stories in games enhance the experience and make it better. The mechanics of Mass Effect and Metal Gear would be nothing without the characters and story behind them. Also I feel as though a game with great mechanics could benefit from a good story. The best example of this that I can think of is Boarderlands. Although the game had good mechanics, and enough fun weapons to annihilate the entire population of earth twice over, it felt like it was missing something. That something was a compelling story. I just thought how much more fun I would be having if I had more motivation to find out what was happening next in the story.
 
Also I don’t really understand why you should feel that you have to actually change the story to feel it’s necessary for a game. Like you said, in books and films the reader/viewer respect have no input on how the story unfolds. With a game, just because you are moving the story along I don’t feel that means that you are obligated to make choices about how the story unfolds. You’re just a character in the story and thus your options are limited to how that character would act.
Default_picture
August 11, 2010

I think you're doing yourself a bit of a disservice using such a headline when the actual point you end up making is much more considered and reasonable than might be assumed. So ... I wouldn't agree that game stories don't matter, but I certainly agree with you on preferring sitting down to play a game rather than watching a story.

The problem is that people still don't really know how to tell a story in a game. Gameplay is often relegated to nothing but busy-work killing people that don't matter in places that don't matter until you get to the next important location and watch a cutscene. Both aspects suffer as a result. Game stories have generally got more complicated, but the method of delivery has stayed the same and as such cutscenes can start to feel intrusive on what you're actually paid your money for - to play a game. 

Jamespic4
August 11, 2010

@Alex In all fairness to Jon, I changed the title because I thought it would grab more readers.

Default_picture
August 11, 2010

Well, you're probably right about that. I wouldn't call that good practice, but your call I guess. 

Img_20100902_162803
August 11, 2010
Wait. What? Super Mario Bros has two of the oldest stories of time. Boy saves girl. Two brothers vie for the love of a woman.
Dcswirlonly_bigger
August 11, 2010

The cool thing about games is that they'e such a versatile medium. We already have games like Super Mario Bros. where the story doesn't matter coexisting with games like Heavy Rain where story does matter.

I do agree that right now, games are much better at the "fun" aspect than anything else. As long as games are generally bad at telling stories, the actual "fun game" part will always take priority.

I don't think games should only try to offer fun forever though. Right now the medium is almost 100% escapism while other media experience a healthy balance between escapism and meaningful content. Gaming needs to acquire that balance and it needs to do so with better storytelling.

When that happens you'll probably still have your Super Mario Bros. or whatever that still tries to be nothing more than a fun, tactile game.

Default_picture
August 11, 2010

Right now I think games are finally learning how to best tell a story within themselves, and that is through narrative and context. It's all about making a player feel like what they are doing is important and putting them in a unique situation. I'm the biggest Metal Gear fan there is, so of course I agree there's room for that type of story telling, as well as pure gameplay games, but I was blown away by the way CoD 4 told it's story, I felt very much a apart of that world when I played. I'm not saying CoD4 was perfect, but they definitely did something right.

What I'm saying is that a well told story in a game will not just recreate the mes en scene of the best films, but place us in them.

Default_picture
August 12, 2010

This article is a little confused. It concludes with a pretty fair statement of personal preference: yes, stories can be pretty cool in games, but I don't really like them myself. But in the body of the article, overwrought claims are being made, such as "Story only limits the creator's imagination" or "Story is incidental at best". That is absurd.

I don't think anyone would disagree that stories in games are frequently of a rather low standard, but I think it's also rather uncontroversial that story/narrative is an incredibly important aspect of what it means to be human and suggesting that this has no or only an incidental place in games (also an incredibly important aspect of what it means to be human) isn't a great critical move.

I feel that this was a piece about the author not liking game stories but, finding that this wasn't sufficiently critical to merit publishing, the concept was stretched to a generalisation about the place of stories in games, which is unfortunate.

Me
August 12, 2010

This is the second piece on Bitmob I've seen lately about story in games not being important. I'm having trouble conceptually grasping what this discussion is really about.

Not all games need stories. Some do. Perhaps if we were facing a future where ALL game designers suddently had a need for story shoved down their throats this would actually be an issue; but if market forces, i.e. *what the players want* are driving an increased focus on the story, where is there room for argument with what the market demands?

If you don't like games with stories, just don't play them. If you think that story actually detracts from gameplay, limit the argument to that. Focus on a franchise or series which you felt had really good gameplay at the beginning of the series and was a compelling gameplay experience, and then follow its development as the level of story increased, and demonstrate that the story somehow had a direct and adverse effect on the quality of the gameplay itself if you isolate that gameplay from the story cutscenes.

That would be an interesting piece, to be honest, and would also turn your argument into something other than expression of opinion. :)

Bithead
August 12, 2010

@Pippin: I appreciate the keen eye.  I love how on BitMob someone can even voice their concern over an author's "critical move" -- you don't get that many other places.   But I'll still stand by my assertion (which, of course, is based merely on my opinion...   as any critique is, right?) that rich narratives are unnecessary to the core of what makes a game a game.   Maybe this is a matter of unclear definition.  Because yes, as humans we crave the consequence or events unfolding one after another.  And sure, Super Mario does have a story.    Boy saves girl, woman saves the world: These are good foundations on which a game's mechanics can be laid, giving us reason to play.  But they're not THE reason to play.  That's the game itself.   Hmmm....   I've just gotten more confusing, I fear.  Oh well.  Keep the discussion flowing, as I'm sure there are many different points to be made.  I'm not above being dissuaded.

Bithead
August 12, 2010

@Pippin: I appreciate the keen eye.  I love how on BitMob someone can even voice their concern over an author's "critical move" -- you don't get that many other places.   But I'll still stand by my assertion (which, of course, is based merely on my opinion...   as any critique is, right?) that rich narratives are unnecessary to the core of what makes a game a game.   Maybe this is a matter of unclear definition.  Because yes, as humans we crave the consequence or events unfolding one after another.  And sure, Super Mario does have a story.    Boy saves girl, woman saves the world: These are good foundations on which a game's mechanics can be laid, giving us reason to play.  But they're not THE reason to play.  That's the game itself.   Hmmm....   I've just gotten more confusing, I fear.  Oh well.  Keep the discussion flowing, as I'm sure there are many different points to be made.  I'm not above being dissuaded.

Robsavillo
August 12, 2010

I'll agree somewhat in that I'm generally not particularly interested in the stories of video games, usually because said stories are just awfully written. A few standout cases exist -- Valkyria Chronicles, Heavy Rain, Bioshock, Final Fantasty 6, for example.

But the one flaw that all those games share: they're all very linear and have little replay value.

I'd rather developers weave story into the game mechanics a la Demon's Souls, or let players direct the unfolding narrative as in X-Com: UFO Defense. In both cases, story takes a backseat to what should be in the spotlight: gameplay.

Default_picture
August 12, 2010

I feel story in game is roughly analogous to lyrics in song.  Do lyrics really matter?  No if you're listening to Stairway to Heaven, yes if you're listening to Blowing in the Wind.  There are songs we love because they have a great melody and we don't care what they're singing, and there are songs we love because they speak to us like poetry.  It's not an either/or proposition; you don't have to say, "songs shouldn't have lyrics" or "songs must have lyrics," you can just say, "in some cases, lyrics make a song better, in some cases, they don't matter at all."

It's the same thing with games.  Would a Mario Brothers game be better with a more interesting story?  Probably not.  (Arguably most of them would be better if they just cut out the story altogether.)  Would Ico or or Half-Life or Prince of Persia: Sands of Time or Sanitarium or Final Fantasy X be as transcendent if they had eschewed story?  Absolutely not.

I can't help but note that your examples of story games are not among the best story games.  I consider the juvenile stories and endless cut scenes of the Metal Gear Solid series to be the very nadir of storytelling.  And while I haven't played Heavy Rain, it sounds like the same sort of non-game as Quantic Dreams' previous title Indigo Prophecy.  It is as though I said, "lyrics are unimportant in songs, as proven by Stairway to Heaven and Slave 4 U."

Your final statement implies that you can play a game or watch a game, but that is false, as proven in games like Half-Life that seamlessly blend storytelling and gameplay.  The fact that most games fail to achieve that doesn't mean we should get rid of stories, it means we need designers who strive towards that goal.

Default_picture
August 12, 2010

For No-brainer titles like tetris or Unreal Tournament, no, story isn't needed. And that is even more so in competitive multiplayer, where it boils down to "fight the other players". But those games are derivitive (or ports even) of old arcade games, which were made for two purposes purpose, to have a little mindless fun and to suck quarters.

Games that don't fill that niche though, which is a very vast majority, have a goal to complete. But what point is there in completing that goal if there isn't a reason. What's the incentive for saving the princess? Why should I save the galaxy? What is the purpose for beating the big bad at the end of the game? I can hear "because it's fun" but that's the player's reason, not the character's reason. Mario didn't rescue the princess for giggles and Shepard didn't fight Saren to get his/her jollies. That's where the story comes into play. It gives you chracter a purpose for completing the goal, and that in turn provides a greater immersion for the player. Suddenly you find yourself not just looking on while events happen. You become the character, and what you see on the screen is an extention of you, instead of you simply controlling a sprite or a polygon mesh. And the more immersed you are, the more fun you have.

Default_picture
August 12, 2010

Ultimately, I think story in games is a motivational driver, and while it is not always required, it provides entertainment. I do not go to a movie just to enjoy the action scenes; I am also interested in the story that it has to tell.

For games, it is a bit different, since they are an interactive experience. Any RPG will give you some amount of story, so I will use them as my examples.

Personally, just about any RPG I play has a story that drives me to play the game. I always want to know what will happen next, whether it is told through a scripted cutscene or a scene that I play out myself through choices or action. It is usually gripping enough that while the gameplay is good, I come back to know more about the story, the world.

Final Fantasy XIII has an amazing story, in my opinion. As I played the game, I kept wanting to see what would happen next. The characters really drive the story, and no character was more important than another, and that is a great aspect of the game. The gameplay is also top-notch. While at certain points throughout the game it did become a little redundant, the story was enough to keep me playing. Of course, I have already finished the main story and nearly all of the side missions.

Dragon Age: Origins, on the other hand, is unable to do this. I own the Xbox 360 version, and although the story is essentially a good one, the gameplay is not. Thus, I can never play it thanks to the broken battle system. You have to play a game to see the story unfold, and I do not know anyone who will play a game that is not fun and enjoyable -- gameplay alone -- just to see that.

So, gameplay is the core part of the gaming experience in that if it (the gameplay) is junk, the game is an overall piece of junk, and it will be avoided. But, story is very important for games for which it makes sense to have it. If you strip a game like Final Fantasy XIII (a linear experience) of all its story, you have no goal and nothing to truly enjoy, whereas if you strip a Mario game of any story it has and keep it at "Save the princess!", it is still enjoyable largely in part due to its quirky gameplay, which is simply raw fun. And to be honest, if Oblivion had no story, I would probably still play it, with it being a non-linear RPG.

This could become an entirely new topic, so I will leave it at that.

Default_picture
August 12, 2010

The day games have no deep plots to keep me hooked, is the day I stop playing.

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