Why difficulty and narrative go hand in hand

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Wednesday, February 15, 2012
EDITOR'S NOTEfrom Jason Lomberg

Matt has a bone to pick with Braid developer Jonathan Blow's view on challenge vs. story in game design. Gameplay (and its inherent challenges) drives a video-game narrative. For example, Resident Evil 4 had a campy script, but the masterful pacing created a sustained level of tension that few games can match. Matt believes that challenge is not necessarily at odds with story.

It’s funny how I can enjoy a game like Braid so much yet still have so many fundamental disagreements with its creator’s view of game design.

Jonathan Blow's Braid

Jonathan Blow made a number of thought-provoking points during his hour-long lecture, Conflicts in Game Design. Though I would love to dissect and discuss every little idea he brings up, one argument in particular really stuck with me.

In regards to straight-forward narratives in gaming, Blow argues that story and challenge are at odds. While the narrative wants to progress, the difficulty of video games push back. To him, this relationship is so unsound that it inherently prevents the medium from expressing good stories.

I respect the developer’s opinion, but I absolutely do not agree with it.

 

A game’s difficulty and the challenges it presents its audience doesn’t impede story; it is story.

In a simplified context of traditional narrative, a successful story is built on a risk/reward system. The protagonist wants something to happen, and with each decision and step they take, they either get closer to realizing that outcome, or the game pushes them further back.

An outside force or event usually starts the process, but the character in question is the one that ends it. Throughout the story, they try to restore the balance in their life by making risky decisions against antagonizing forces; they believe these gambits will turn the tide in their favor. Obviously, the protagonist takes small risks first, but their decisions hold huge implications for the character and ultimately defines who they are.

In this sense, video games are perfect for expressing an involving story. The player isn’t supposed to empathize with the protagonist like other mediums; they should be the main character as if everything is happening directly to them. It’s not good enough to simply tell the player that the main character takes huge risks. In a video game, the player needs to undertake the task themselves and experience the risks firsthand.

My interpretation comes from worshipping the Super Nintendo (SNES) as a child, watching Quentin Tarantino movies behind my parents’ backs, and reading great books like Story by Robert McKee and Stephen King’s On Writing with gaming in mind. I’m also well aware that a great story can come in many different ways, and interpretations can be a lot less formal than mine.

Prince of Persia 2008

But this framework helps me understand why a seemingly well-designed game like 2008’s Prince of Persia failed to engage me. Having the Prince’s partner, Elika, save him from certain doom throughout the game eliminates the need for frustrating game over screens and endless load times. But at the same time, it rids the world of consequences, so I’m free to take as many risks as I want. Nothing in the world intimidates the Prince, making the gameplay void of any emotion. Getting through a section feels like work, and though the story is lovely, it fails in the guise of a video game.

Mind you, by difficulty, I don’t mean enemies that spam cheap attacks or being a target for every grenade in Japan. A true video-game challenge comes from familiarizing yourself with a gameplay system and then having your prowess tested just enough through situations exclusive to that structure. A game doesn’t need to kill the player hundreds of times, but the developer can’t be afraid to push their fans past their limits.

In Resident Evil 4 I only died a few times during my initial playthrough, but every moment of that game was wrought with tension because of the excellent pacing. Through gameplay, the developer illustrates the basics of dispatching an enemy, using the environment to your advantage, and weapon proficiency.

The player soon engages in a battle of survival in a small village packed with hostiles. You burn through your limited inventory quick, and you eventually face down a handful of villagers with nary a prayer left. You fought an exciting, adrenaline-pumping battle, but it’s obvious you have failed as the villagers inch ever closer to you.

But then it ends.

The Ganados are drawn away from the battle, leaving you with shot nerves and soiled trousers. Right from the outset, the player learns to respect the game’s challenges and fear death, making their journey and accomplishments that much more rewarding. The game is so memorable because it consistently pushes the player to the brink but allows them to use their wit and determination to succeed without dying multiple times.

Resident Evil 4

RE4 is a testament to how the steady progression of difficulty can help elevate a gaming experience to new, visceral levels. The story is definitely on the goofy side, but the fear it invokes in the player is as potent as any horror film or book.

Blow has a few good arguments, but in the grand scheme of things, I don’t believe this is one of them. Difficulty and narrative go hand in hand.

 
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Comments (17)
Bmob
February 12, 2012

I am also in disagreement. Perhaps it's because I mostly stick to JRPGs, but I find that a lot of video game storytelling is based around the challenge. Overthrowing Fal'Cie rule in FFXIII is a challenge, and one that would be pathetic without the gameplay also providing that challenge, for example.

It could also be that I'm just addicted to Football Manager (I am, truly) but I'd go one step further, and suggest that challenge alone can create a decent narrative. I have been writing career updates for various Football Manager iterations for years now, and every successful career has involved some kind of challenge. All careers that failed to write their own story were those where no real challenge presented itself.

I know this is probably just me being an ass (and I accept any responses to that effect) but I really didn't like the storytelling in Braid. After hearing so much about the indie darling, I was thoroughly disappointed. Part of that was actually because the challenge element was in conflict with the story, but I feel that's because they were vastly different... as such, not a fault true to all video games, but a fault true to Braid.

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February 13, 2012

 

You look at old classic games and a lot of the thrill and excitement came from overcoming the challenges the games presented. It made finishing the game that much sweeter.

I absolutely see where you’re coming from with Football Manager. Some of the greatest stories in history come from two teams competing against each other. Seeing the Flyers overcome all the turmoil of their 2009-10 season and eventually make it to the Finals was incredible. A team like that is far more interesting than one that cake-walks to the Finals.

You look at movies like Inception, and the film wouldn’t be half as great if everything went according to plan. If the characters didn’t go through all the crap that they did, then you’d end up with The Twilight Saga where nothing happens for two and a half hours.

With Braid, it’s interesting because you can’t die, but the game is quite complex and challenging. I personally thought the challenge made the story that much more vibrant. Obviously, clearing a puzzle with no help is gratifying, but I thought it worked so well alongside its theme in the end. But I see where you're coming from.

Lolface
February 13, 2012

Although I've never played Braid, and I'm not familiar with Jonathan Blow's argument, I can see where he might be coming from. Conflict is central to every story, and I do agree with him that the game pushes back while the narrative tries to progress. After all, every game is trying to kill me, and I think that's part of the problem.

In a game, if I am in fact to become the main character, then his/her actions are my own, as well as his/her triumphs and failures. But what happens when I do fail? In other passive mediums, like novels or movies, main characters fail all the time, and some times main characters can even die. But in games, the main character (almost) never dies. In Halo: Reach, I died dozens of times, only for the game to reload so that I could reach the end where I die. Just about every game is like that. When you die, you get a game over screen, God gives you a Mulligan, and you're off on your merry (murderous) way.

However, failure kills any sense of immersion. In Uncharted 2, the opening scene has Drake holding on to bits of a train as the train hangs off a cliff. As the player, it's your goal to guide Nate through and around the train to the safty of the snowy cliff above. It's a thrilling scene that is keeps you on the edge of your seat as the train creaks and rattles and falls apart around you. You can fail this section, however, and once you do, you have to start at the begining, and once you start playing through it again, that thrill is lost. There is no more sense of danger, just mechanical platforming to get to the next stage.

The same can be said about games with unskippable cutscenes. Yeah, it was cool the first time, but if I died, the scene is just annoying.

In that sense, I can absolutely see challenge getting in the way of story.

On the other hand, facing challenges, and succeding is as thrilling as it is immersive. By succeding, you feel more like the character you're playing as, and the narrative doesn't have to stop and rewind for you.

However, sometimes it does have to stop and rewind. I don't think this prevents good stories from being told in games. The original Deus Ex told an excellent story, as did Portal 2. Heavy Rain even bucked the trend with perma-death (even if the story was stupid and the game was an 8 hour QTE).

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February 13, 2012

 

I definitely see where you’re coming from. With video games, there are so many variations that it’s tough to pinpoint what the best solution is. You’re absolutely right that dying in a game really hurts the immersion and eliminates some emotional value. You also make a good point in saying how for certain games, dying won’t kill immersion, or it’s built into the game. Limbo is a great example of this, since dying is part of the game mechanic.

That’s why I have so much respect for games like Resident Evil 4, Zelda: Link to the Past, or games that don’t have a difficulty setting (I know it makes games more accessible, but it takes balls to only have one setting and have it work out). You don’t die often in RE4 or LttP, but there’s always that sense of fear and looming danger, making success so sweet and immersive. It makes surprises that much more startling. I vividly remember running away from the giant stone statue in RE4. I just barely managed to clear that section in one go and it was exhilarating.

In the Resident Evil Remake, I didn’t want to enter certain rooms because I was low on ammo and health, and I wasn’t sure if I left a Crimson Head lying on the ground, ready to pounce up and kill me. You don’t get that feeling in any other medium, and it comes from great pacing and handling the difficulty well.

Obviously, knocking pacing out of the park is one of the developer’s biggest challenges, but when they pull it off, it creates classics in my eyes.

Blog
February 15, 2012

I think Blow feels that way because he's not a very good story teller.

The gameplay in Braid was amazing, but the little vignettes included were barely readable and completely overwrought.

The lesson we learn when studying good writing (be it drama, fiction or even narrative non-fiction) is that CONFLICT IS STORY.

Every time you have to duck behind something to apply a health pack, every time you struggle to climb a tower in time, every time you lose a race--it's creates narrative. Failure is also a part of someone's story. He'd be a better storyteller if he knew that.

Still, there are people who tell great stories who make miserable games. Take Jurassic Park by Telltale. That is a pretty decent Jurassic park story, decent voice acting, well written, believable characters--but the game is a pushover built on quick time events and with nearly zero penalty.

I'd rather ret-con the twelve times I was eaten by a T-Rex than to remove those failures from my experience.

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February 16, 2012

 

I wasn’t too excited when I heard what the true ending of Braid was. I enjoyed the normal story, though, even if the twist had been pulled in two very popular games in the previous console generation.  The books before each world were fairly confusing, I’ll give you that. I totally agree with you on all of your actions and the conflicts you go through during gameplay contributing to the overall narrative.

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February 15, 2012

I tend to pick whatever hardest difficulty is available, then, if it's too tough, scroll back (it isn't often too necessary). So in Classic DOOM, I pick Nightmare first, get my ass kicked, then stick to Ultra Violence. In Bastion, I turn on all the idols and keep it that way. Etc.

That out of the way, some people really do just want to see the narrative and enjoy a mostly obstacle-free journey. It's not my thing, but I've no issue with, say, the latest Bastion patch adding an unlimited continue "easy" mode, or people picking easy DOOM difficulties just to see the later levels and bosses.

More games need selectable difficulty, and some of the responsibility for the experience is up to the player.

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February 16, 2012

 

You’re right; it sometimes comes down to how you play games. I have various reasons why games engross me, but what I described above is the feeling I most desire. Some of my friends prefer seeing the story, being able to destroy anything in their path, or simply collecting and discovering everything the game has to offer. My one friend hates the feeling of being cornered, which is a huge part of Resident Evil games.

As far as difficulty settings go, I totally understand why they’re there. When playing Halo, I don’t choose Legendary on my first go, but at the same time, I don’t choose Normal because it’s too easy. I’m really getting back into classic gaming where there’s one difficulty and you just have to deal. (God I hated the Grim Reaper in Castlevania.) However, that kind of locked out players from enjoying games.

Guess it comes down to preference in the end. Thanks for commenting.

Mikeshadesbitmob0611
February 15, 2012

I think you've got it. We're always told, as writers, to be mean to our characters, to challenge them. What's the best way to invest you in a struggle? Make it challenging! It may not make for the friendliest game, but the narrative puts you in a position to root for your character, and that puts you in deeper.

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February 16, 2012

 

Absolutely. From my personal experience, I've never met someone who was frustrated with Resident Evil 4, and I think that's what separates a rewarding and challenging game from a frustratingly difficult one. Designers need to create situations where if the player fails, it's their fault, not the creators’.

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February 15, 2012

The author seems to be arguing that a healthy challenge makes for a good videogame.  That is quite true, but that has nothing to do with what he states Blow was saying.

Blow does not argue that games should have no challenge.  He argues that making a good game  is at odds with making a good narrative.  

It has nothing to do with narrative or story telling.
So I don't understand why Blow and his lecture were even brought up.  It has no bearing here.
Blog
February 15, 2012

You haven't done anything to support this claimed irrelevance. You've come up with a thesis but you've not offered anything to back it up.

He has, and some of the rest of us were easily able to follow along--including the bitmob staffer that found it.

If you have discussion points you'd like to bring up, I think they'd be great to read, but dissent with no content is as useless with story with no conflict.

Oh, and to wit, the author is arguing that challenge does not negate storytelling while Blow claims the two are at odds.

The argument made by this bitmob writer seem clear to me, and to many of us. You seem to have missed the point and failed to make any. I'm open to your actual point, but I just don't think I understand it.

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February 15, 2012

The author did not provide any evidence that challenge did not negate story telling.  Yes he stated he was going to argue that, but he actually only stated that he had no fun playing a non-challenging game and had fun playing a challenging game.  And listed reasons why.

Hardly the opposite of what Blow seems to be saying.  

 It is not that I disagree with the author.  It is that he doesn't seem to be replying to Mr. Blow's thoughts.

The author seemingly took Blow to mean that challenge in games is bad.  I don't think Blow said that.  I think he said it at odds with story telling.  

One example as mentioned by a commenter  is that replaying sections of a game tends to kill the excitement of any narrative.  

That doesn't mean that games should be less challenging so you don't have to repeat sections and thus make it easier to tell a narrative.  I think it means games should be games.  Less focus should be on narrative.  More focus should be on challenging interesting gameplay.  

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February 15, 2012

I didn't listen to Jonathan Blow's lecture, but I'd say that Matt supports his thesis quite well. Resident Evil 4 had a silly narrative with campy dialogue (in the traditional storytelling sense), but the sustained tension wrought by the well-paced action sequences tells a story of its own.

I'm not necessarily of the belief that video-game storytelling is driven entirely by gameplay, but Matt provides compelling evidence in favor of that view.

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February 15, 2012

Well he backs up why he likes challenging games.  But that hardly relates to Mr. Blow's thoughts.

The author states that Mr. Blow is talking about straight forward narratives conflicting with the challenge in games.

But then in the next sentence he inexplicitly changes what Blow said. Suddenly "straight forward narratives" is now the more vague "story."

That is where he goes awry.  Now he is changing the argument.  Suddenly the conflict between straight forward narratives and challenge is now "story" conflicting wtih challenge.  

And  the more vague "story" is then equated to gameplay by the author.  And thus the author is now arguing that challenge doesn't conflict with gameplay.  It makes it more rewarding.

Great.  I happen to agree.  But again what does this have to do with Blow?  It doesn't have anything to do with Blow.

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February 15, 2012

"the fear [RE4] invokes in the player is as potent as any horror film or book."

haha, no. Resident Evil 4 is frightful ('boo!' scary), but it is not remotely close to the creepiness of a good horror book or horror film.  You are frequently afraid to lose your character, frequently stressed because of combat, and frequently surprised. Rarely are you creeped out or feel horror.

The Resident Evil games are more known for their frights than their creepiness, and Resident Evil 4 in particular is when the franchise started moving away from horror toward blood, guts, death, and action.

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February 16, 2012

That was more my opinion than anything else. I’ve been creeped out watching movies before, but nothing that hasn’t kept me up more than one night. However, when I was a kid watching my brother play the original Resident Evil, I spent a few weeks fearing my dark bedroom.

I felt that the lighting in the original Resident Evil was very unsettling. And like I mentioned in a comment above, I always felt a true sense of horror while playing the remake when I needed to pass through a hallway where I left a zombie lying on the ground, possibly mutating into a Crimson Head. The chanting and rituals present in the second part of Resident Evil 4 always sent a chill down my spine. Obviously, Silent Hill is also up there as far as scare-factor goes. Maybe it’s just me, but I feel more terror when engrossed in a good video game as opposed to a solid horror novel or film.

Still, neither you nor I can say what medium establishes the best feeling of horror, so I feel that statement in the article is valid.

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