What is the best way to convey story in video games?

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Monday, November 02, 2009

In some ways, Metal Gear Solid 4 was the last straw for me when it comes to story in games. I can pinpoint exactly when I stopped caring about the story in the game. It was in the conclusive cutscene of Act 3 - a half hour ordeal, five minutes of which consists of soldiers rolling up and readying their firearms, and another five minutes which consists of Big Mama deciding whether or not to throw herself to the fire. The scene was long - very long - but most insultingly, it was very over protracted. The whole thing could have been condensed down to a seven or eight minute scene at most.

 

Compare the way the story is approached in Metal Gear Solid 4 to the way it is approached in Half-Life 2. In Half-Life 2, the player finds themselves active throughout the story. It's not just the fact that you can move around and have full control over Gordon during scenes containing speech with other characters. The success of Half-Life 2's management of story can be boiled down to the fact that, for all intents and purposes, the whole game is one massive cutscene. Never once are you pulled out of Gordon's shoes. As a player, I found the story in Half-Life 2 to be manageable, unlike the way the story was approached in Metal Gear Solid 4. Half-Life 2 has you stop fighting for a maximum of six or seven minutes at any one time; even less so in the subsequent episodes. Metal Gear Solid 4 holds you for cutscenes that sometimes reach feature length or television show broadcast length. That, and they use the word "system" or the phrase "the system" over two-hundred-and-ten times in the game. 

Allow me to posit the following theory of the way story is managed in games. We can have "disconnect" story, where the player is removed from the game and the story and plays the role of the observer - games like Uncharted and Metal Gear Solid 4 - or we can have "connected" story where the story proceeds around the player, and the player finds that she or he has an active role in the way the story is told. 

There are merits and pitfalls to both methods of execution. A "disconnected" story can be more flamboyant, and can have more atmosphere. Uncharted clearly follows this tact because it tries to replicate the feel or a blockbuster Hollywood film - an Indiana Jones, for example. But, as aforementioned, this has its downside, as it can alienate the player (see Metal Gear Solid 4). 

The converse applies to the "connected" style of story in games. They are much more approachable and appealing, but can lack in atmosphere. 

I would hope that we slowly see games moving in the direction of a "connected" story. But there's one major stepping stone blocking that from occurring, and that is the atmosphere, the design. 

Take Valve, the developers of Half-Life 2. Valve is very, very good at what it does. It has good writers and brilliant animators. There's a reason why Alyx Vance is more or less universally lauded as the most realistic and most loved female character in all games made so far, and that's because Valve knows what it's doing. With the Half-Life series Valve made games that every other developer of first-person shooters has been copying from, lifting from and emulating since. But the fact is that most developers just aren't as good as Valve. 

The Darkness. Case in point. Starbreeze's XBOX360 and PlayStation 3 title is a competent first-person shooter. It's actually pretty good. It takes the best elements from Half-Life 2 and the Halo series and merges them together. What stands out is, of course, its "connected" style of story, without cutscenes, like Half-Life 2. Unfortunately it stands out for the wrong reasons. Facial animation and expression is poor. Lip syncing is unacceptably bad and, in some cases, non-existent (sometimes characters won't open their mouths at all). Voice acting varies in quality. This all serves to break the illusion of story, as it would in any game. But it's particularly bad in a first-person shooter, in a "connected" style story where you're looking directly into the eyes of a character who should be looking back at you. 

This, then, is a major deal breaker for a "connected" story style. 

But, slowly and surely, technology grows stronger and experience in designing games increases. One would hope (or at least I hope) that as time goes on the player will be further integrated into the way story is conveyed. It doesn't necessarily have to be about making choices. Sometimes, refusing to break from the game and the illusion of the game, like in Half-Life 2, can make all the difference. 

I talk about this and other large scale issues related to video games on No Quarter, my weekly podcast. Each week a topic is picked and no quarter is given. Previous episodes include the failings of the Blu-Ray format and maturity in video games. You can subscribe to the show feed or download this week's episode about first-person shooters. As well as the way story is conveyed in games in the latest episode, I also suggest that the first two Metal Gear games should be remade as first-person shooters. A mere thought experiment, or a stroke of genius? I'd love to hear your comments about the show.

 
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Comments (3)
Redeye
November 02, 2009
It's easy to bag on metal gear solid for having a long winded and protracted story but in doing so you kind of miss the point that it's a very very popular game series and one that many people, including me, like the story of rather a lot. I personally think that 'connected' and 'disconnected' is a bit of a goofy way to describe the differences between the two storytelling methods. I would say it's more of a 'telling the story to you' or 'telling the story at you.' To you is when the story is conveyed cinematically in between your actions with cutscenes. Usually this focuses on telling the story of the character you are playing as. You see the character from the outside and in doing so have a more third person perspective of the characters. At you is when the story is presented to you as much as possible in a direct way. Talking to the fourth wall which just happens to be installed inside the face of a usually silent protagonist. This is an attempt to make the story about 'you' and about your actions and intentions. Both storytelling ideas have had some successes and failures. It's largely up to the skill and thoughtful ambition of the writers involved to execute on them. I would argue metal gear solid 4's failing is that it leaned too much on cinematic atmosphere creating and tieing up plot loose ends and ended up losing too much of it's budget and time to excess. It's still a fun and playable game in my opinion, but it's definately my least favorite of the series to actually play through front to back. This however doesn't stop me from continuing to enjoy games that utilize 'to you' storytelling. I like 'at you' storytelling as well. I like impressive environmental storytelling and I like being immersed in a first person perspective. What I do hate about that kind of storytelling however is the silent protagonist. As I complained about at great length some months ago here http://bitmob.com/index.php/mobfeed/Dont-over-simplify-game-stories.html I see storytelling that focuses more on immersion and silent protagonists to be better for conveying emotion and involvement. Still I consider it to be lacking when it comes to complex concepts and characters. So much of environmental storytelling flexes credibility due to the natural restraints of games as a medium that it becomes distracting and cuts into the believeability of the characters. I can't actually talk to Alex in half life 2. So having her talk at me for hours on end may be a bit amusing, but no real human would dictate to a mute so enthusiastically and you don't really get a sense for how she would interact with someone who could actually talk back. Throw in the love subplot and everything gets creepy. I see game stories trending twoard immersion to be a section of gaming storytelling, not the whole. Their will always be a place for cutscenes and main characters with a voice no matter how hard some people bitch and moan about metal gear being long winded. It's simply an effective way to tell a certain kind of story. Don't throw the baby out with the bath water on cinematic storytelling.
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November 02, 2009
I like some game stories of both varieties, but so far, I've been more impressed by the stories of games like Metal Gear Solid than those like Half-Life. Cut-scenes or text in games have never really bothered me, because I enjoy movies and books, and don't think video games need to have constant action. I liked this piece though, and it's always interesting hearing what people have to say on this topic.
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November 03, 2009
@Jeffrey - I'm a big fan of the Metal Gear series. I actually man a blog about Metal Gear - http://metalgearscholar.blogspot.com. The Metal Gear series is massively flawed when it comes to story, however. When it's interesting it can be brilliant and infinitely capturing - take the end of Metal Gear Solid 2, for example. When it's not those things it fails miserably and becomes obtrusive - take all of Metal Gear Solid 4. P.S. PMCs were so yesterday, Kojima. P.S.S. I can't believe you didn't have the balls to kill Snake on screen.

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