Dyad creator: Traditional storytelling in games is "idiotic"

Jon_ore
Thursday, November 29, 2012
EDITOR'S NOTEfrom Rus McLaughlin

I disagree with McGrath's conclusions, but he presents an interesting argument. A fully interactive medium like video games might just need a new kind of fully intereractive storytelling ... but does that really mean things like SimCity and Minecraft represent the apex of game narratives?

For his keynote speech at Gamercamp in Toronto, game developer Shawn McGrath gave the floor to his Twitter followers, who overwhelmingly asked about the technology that went into his psychedelic abstract shooter Dyad for the PlayStation 3. But time ran out before he could circle back to the topic he really wanted to tackle: how storylines in video games are "a worthless endeavour."

That's an especially controversial thesis considering that many of the discussions at Gamercamp centered about elevating narratives in games.

I spoke with McGrath after his talk, and it became clear that his potentially controversial take was really an outright rebuttal. McGrath doesn't believe traditional narratives have any place in gaming.


Jonathan Ore: You mentioned that linear narratives aren’t exactly your thing. Could you talk about that?

Shawn McGrath: I think linear story and interactive anything are completely diametrically opposed. They make no sense together at all, and any attempt to put storylines in games in any traditional sense is completely idiotic.

Mass Effect attempted it, and people praise it. It’s horrible. It’s horrible because the choices that you make are so meaningless. People say, “Oh, but it’s getting to a point where the whole galaxy is going to change based on your decisions,” and I say, no, that’s impossible. That’s an NP-hard problem. That’s a computer science problem where the problem is not computable. So attempting that is a worthless endeavor. Games are really fucking awesome. We can tell stories through entirely interactive ways instead, with no text.

 

Ore: How so?

McGrath: Well, Dyad tells a story.

Ore: What’s the story to Dyad, then?

McGrath: I can’t tell you! Because it’s not something that you can put into text. That’s the whole point. One of the Gamercamp talks was about telling a story so that you see the world from the perspective of the protagonist of the game. That’s ridiculous. That’s what you do in linear storytelling. In interactive storytelling, you are that person. And you are that player. And if you’re trying to tell the story through the eyes of that, you are no longer that player -- that is an avatar you’re controlling, which is a layer of disconnect which completely destroys the point of interactive games.

Ore: What about things like character, themes, or settings?

McGrath: They belong in games, absolutely.

Ore: What about plot?

McGrath: Normal linear cause and effect -- A happens, therefore B -- does not exist unless B is entirely interactive, and that’s totally possible. But as soon as you start trying to tell a linear story, it becomes impossible.

Ore: What about branching stories or stories in a choose-your-own adventure format?

McGrath: That’s my point. It’s impossible to ever get it to be truly “there.” It’s absolutely impossible. It’s an incomputable problem. It is infinitely complex, it cannot be solved.

In Mass Effect, you make a couple of choices and some little things change, but they’re pretty meaningless and don’t matter. Some of them are like, “Oh, this guy died.” And you’re like, “Aw.” But it’s pretty inconsequential. The Reapers are coming, the bad stuff’s happening, it doesn’t matter. That hasn’t changed. You cannot change that in Mass Effect.

Ore: But each storyline or episode has its own thing going on, right? And you could get some significance out of those individual stories. The Lair of The Shadow Broker has its own arc, even though it doesn’t have anything to do with the final mission.

McGrath: Right, but this is busy work. I don’t know why they did that, probably to extend the game to get it a higher Metacritic score or something so you can play it for 70 hours instead of 30.

Ore: But what can you take from each individual episode or sidequest, then?

McGrath: Oh, it’s just a waste of time. I’ve read a lot of science fiction. The science fiction in Mass Effect is not something I would consider even passable for a high school paper. It’s horrible. But if you put in a game then it’s praised for being so great. Especially in the context of video games, where stories are fucking awful.

Benjamin River’s Home does it on a very limited, very small scale, and it works. It only works because it’s so small. And that game has, like, 15,000 branching pieces of dialogue, and it’s incredibly small. If it was any larger, the amount of dialogue and content that needs to be written goes exponentially higher. And it still has an authorial voice, and it’s still contrived because it’s created by someone else and not by the player, therefore I don’t think it has any purpose.

Ore: Given that games are bigger than movies and books these days, what do you propose to change it or provide as an alternative?

McGrath: Oh, I don’t give a shit. That’s a stupid number. It’s a meaningless metric. It means large corporations have made a whole bunch of money. That reflects nothing on the actual art form. Zero.

Ore: Well, the fact that they’re making these games are --

McGrath: Yeah, they’re crap. Almost across the board. There are some that are good -- one of them is Dark Souls.

Ore: How so, in the context of story and narrative?

McGrath: The start of the game where there’s “actually” a story is horrible. But for the rest of the game, you’re in a world that’s very weird and confusing, and there’s a fortress called Sen’s Fortress. I don’t know who Sen is. There’s no character named Sen in the game. The boss at the end of it is just a big iron golem. That exists as a thing in the game, it has a title which should be meaningful, but isn’t explained at all. The player figures it out. And by “figures it out” I mean he invents a story.

You can go on Reddit and find a really long discussion about what it meant, and it’s traced back to a 14th century Japanese emperor. Or not an emperor but a guy who had a castle and his name was Sen. And they’re like, "Maybe it’s that." And then other people posited very different explanations of what it could be. That’s really interesting -- that’s a good story.

Ore: So is the story in the dialogue among the players that followed after they played the game?

McGrath: Maybe. The story is what happens in your head. Maybe the player’s narrative was, “Oh fuck, I’m in Sen’s Fortress,” and that’s the end of it.

At the end of Sen’s Fortress, you go to Anor Londo, which is completely different from the other areas in Dark Souls. So Sen’s Fortress is clearly a gate to something. You don’t know what that gateway is, but you can put meaning in there. And really, the story is about putting ideas into people’s heads, right?

It’s superficial to say a story is a sequence of events. A story is a sequence of events that does something, and what it does it put ideas into readers’ heads -- or people who are observing the story. Dark Souls does that in a lot of places. Sen’s Fortress and The Painted World are examples. The entire shape of Anor Londo is another example. By using setting and theme and gameplay interactions, it puts ideas in your head the same way that linear text would put ideas in your head, but it uses gameplay to do it. I don’t think it goes particularly far with this idea, but it goes in a direction that I think is substantially more valuable than linear storyline in video games.


Originally posted on DorkShelf!

 
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Comments (23)
Jon_ore
November 29, 2012

Thanks for the edit, Rus! (or edits - the talk with Vander Caballero is a nice counterpoint to McGrath).

I should probably qualify that I don't agree with a lot of what McGrath is saying, but neither can I discount it. When a developer's uncomprimising attitude to creating games result in something as cool as Dyad, I can't discount him wholesale - not to mention that he makes some very important points.

The world of games has space for countless mindsets and approaches to creation. I think we're gonna be okay.

Default_picture
November 29, 2012

To be honest, I like the direction he is taking with his thinking. Many great things can come from what he seems to be trying to achieve. 

On the other hand, he seems batshit insane.

Photo_on_2010-08-03_at_16
November 30, 2012

The trouble with this guy's comments, as with EVERY TIME this silly "debate" comes up, is that interactive entertainment is such a broad art form that you CANNOT prescribe what it "should" and "shouldn't" do. Games aren't confined to a single structure or style, and have far more diversity than pretty much any other artistic medium out there. Some of those game styles lend themselves perfectly to emergent/imaginative narrative (Dark Souls is a great example; Minecraft is another; roguelikes are also wonderful for this) while others embrace the limitations of linear storytelling but provide the player with the tools to feel like they are influencing it.

I played a visual novel game called School Days HQ this year. It has over 20 endings, each of which is COMPLETELY different from the last, and each of which can be reached through several different routes, each of which changes the context of what you are watching completely. In terms of interactivity, the player's role is limited to making occasional choices and then sitting back to watch the results -- barely a "game" by traditional definitions -- and yet it's ended up being my favourite game of the year purely for the flexibility in its supposedly "linear" narrative.

If all games handled narrative and storytelling in the same way the landscape of the medium would be very dull indeed! People like this chap need to understand that their way is not the only way.

Robsavillo
November 30, 2012

Thanks, Jonathan, for this interview. I'm liking this McGrath guy a lot. He's fucking spot-on. I'm definitely going to check out his work now.

Jon_ore
November 30, 2012

Thanks Rob. I don't really subscribe to his stance, but his ideas are totally valuable and Dyad is wicked awesome.

Robsavillo
November 30, 2012

I don't think it's any secret around here that I do, heh. Linear-narrative games are inherently self-limiting, and his Mass Effect observations are absolutely correct. Your decisions are ultimately meaningless in the crafted story arc because its all been predetermined. But because BioWare wants to give you the illusion of choice, you can decide whether characters live or die ... but because that is a decision you can make, it robs those characters' deaths of any true meaning to the overarching narrative.

In other words, Aeris' death has meaning because you can't choose to save her. But Aeris' death is also an example of limiting interactivity, which is where the medium of video games really shine.

I look forward to the day when the linear-narrative chokehold loses its grip on game developers. That's when we'll really see what games can do that other mediums cannot become the norm.

Default_picture
November 30, 2012

Mention Dark Souls and Rob's spidey sense tingles :D

Robsavillo
November 30, 2012

Haha!

Default_picture
November 30, 2012

I'm one of the biggest proponents of non-traditional storytelling in gaming ... of making your choices matter in more than superficial ways (see: my obnoxious love for Heavy Rain).

But even with linear narratives, the fact that you're a participant vs. a passive observer changes the entire, fundamental experience. I agree with McGrath that most gaming stories are embarrassingly bad and use the crutch of interactivity to hide their flaws, but I think he's glossing over one of the medium's greatest strengths -- taking part in the story vs. merely watching it.

Robsavillo
November 30, 2012

I don't think he's glossing over that at all. Instead, he's talking about emergent storytelling versus linear storytelling.

In the former, game design becomes one of building interactive systems that create the possibility of events happening based on the player's input. In the latter, the game designer scripts sequences for the player to experience. Interactivity is inherently limited.

I definitely want to see more of the former as it better illustrates gaming's narrative strengths. The latter is just games aping other mediums, and games aren't particularly good at it, either (as McGrath notes).

Default_picture
November 30, 2012

I think that when McGrath says "any attempt to put storylines in games in any traditional sense is completely idiotic," it's fair to say that he's glossing over this type of storytelling.

I can play a game like Portal 2, with a fairly straightforward narrative, and experience the sense of isolation and despair far more acutely than in a passive medium because of my input, alone. That's one way to do it.

Another way is to allow the player to customize the outcome via a series of choices and real consequences. Make their decisions matter. The "branching paths" in Mass Effect are fairly lightweight, but it can be done in an intelligent manner.

Naturally, both of these methods entail a limited number of outcomes, whether you influence them or not. But they still involve the player.

I'd love to experience "interactive" or "emergent" storytelling as well, but the fact that we both argue so passionately for different narrative techniques shows that a "one-size fits all" approach is foolhardy.

You know my opinion on storytelling in gaming. You've edited several of my pieces lambasting the games industry for this very problem :)

But the day that games become entirely like Dark Souls or Heavy Rain (or move largely in that general direction) is the day the medium becomes boring. I want my blockbuster, linear narratives like Uncharted, branching narratives like Heavy Rain, and emergent storytelling.

Forgive me, but I'm very suspicious of a firebrand (by which I mean McGrath, not you ;) who insists that an entire medium should move in one general direction.

Robsavillo
November 30, 2012

I disagree (surprise, surprise).

I don't think Portal 2, to use your example, has anything on other mediums regarding isolation and despair due to interactivity. I can read The Road and feel more despair and isolation from such a passive medium because Cormac McCarthy is a brilliant writer, for example. Portal 2 being interactive alone doesn't make the possibility of merely feeling emotion more acute.

McGrath's discussion of branching makes it clear that it's an unsolvable problem. You're still going to get a crafted, linear narrative because you can only code for so many possibilities before the task of just creating the game essentially becomes impossible to complete. Multiple endings doesn't make a work more engaging, either. (In fact, I'd argue it signals a lack of vision on the designer's part). And the fact that we're even talking about endings means that we're not quite focused on what games can do uniquely from other mediums.

And I think you're putting up a strawman there with that last bit. No one's arguing that all games need to me alike; however, McGrath is arguing that linear narratives don't suit games well. I don't see how that's saying that all games should be Dark Souls. He's saying that you can have story that's derived from gameplay (a quality unique to games), not passive devices (cinematics, text, etc.), and that such story is better suited for games.

Let me put it another way: Would you watch a movie that's just a long sequence of scrolling text that you have to read? In the most basic sense, it's a "movie" but it's not taking advantage of what makes movies unique from books. In other words, movies tell stories differently than books. I don't see why games shouldn't tell stories differently than movies and books, too, by taking advantage of the qualities of games that are unique to games. (And choose your own adventure ain't it.)

Default_picture
November 30, 2012

At no point does McGrath say (or infer) anything like the following: "Telling a story via the gameplay is one way to present a narrative in video games, but it's one idea among many." No, he categorically dismisses linear narratives -- be they branching or no, which to me suggests that he's calling for fundamental change. If we implemented his ideas, and radically reformed all of gaming, the medium would become very homogenous.

So I’m forced to conclude that he does want games to become similar.

Instead of taking great pains to tear down most of gaming, I would suggest that, instead, he act as a proponent for his particular brand of storytelling.

Oh, and please don't overanalyze my Dark Souls example. I mentioned those two games because I know you love Dark Souls and I love Heavy Rain, and they both endorse very specific visions for storytelling and the future of gaming ;)

And yes, a scripted narrative, whether it’s branching or 100% linear, is inherently limiting. There's only so many possibilities. I like David Cage's solution to this problem:

"My trick to do this is to create a situation providing a clear context for choices. By doing this, you limit the options of the player to what makes sense in the context. He has the feeling that the game allowed him to do whatever he wanted, although in fact he only did what was logical in the context."

So you feel like you have unlimited choices (unless you go out of your way to test the boundaries of the game), but in reality your choice is limited. And you may not notice those invisible boundaries.

Ironically, Cage also says something that's very much in line with what McGrath is proposing:

"The key problem we face is to find ways of telling an interacting story not through cut scenes but through gameplay. Ideally, it is up to the player, through his actions and choices, to tell the story as he plays, instead of having cut scenes between levels to make the story progress."

And yet his method is diametrically opposed to McGrath's because it still entails a definite beginning, middle, and end.

I would argue that no conclusion and/or no ending shows a lack of vision on the part of the creator. This method hands over the storytelling responsibilities to the player, to create it as they play. I would prefer to see the creator's artistic vision, even if that means a conclusion I find unfulfilling (Mass Effect 3) or multiple conclusions.

I would say that the fundamental difference between games and other mediums is our participation. So, while I think 30-minute cutscenes dilutes that quality, I don't think traditional narratives -- which serve as motivation -- detract from that.

Take the recent Portal 2 DLC, In Motion. Apparently, it focuses almost entirely on the puzzles, with little plot or dialogue to speak of. I loved Portal's mind-bending puzzles, but I don't think it would've become a nerd zeitgeist without the clever writing ... even if the game never interrupted itself with cutscenes over which you had no control. The point is that the gameplay alone wouldn't -- in my opinion -- have been enough to sustain players' interest. Or in any case, it wouldn't have made a similar impact on gaming.

My Portal 2 example stands, but I should've added prefaced it with "all things being equal." Take a similar story, with similar characters and dialogue, and I believe the interactive element elevates gaming above movies or TV. I think it's unfair to compare gaming with books, because the latter isn't a visual medium, and the comparisons should really end there. One can prefer reading to playing video games, but at least there's fewer fundamental differences between games and movies, and I'd hazard a comparison between the two.

Personally, I'd get bored quickly with a game that relied entirely on its gameplay to tell its story, without an overarching narrative (whether it relied on cutscenes or not) to push me along. Maybe I've just become more impatient as I've gotten older, but I need a bigger hook than just compelling gameplay.

To take my Portal 2 example further, compare that game to Kim Swift's Quantum Conundrum, another physics-based puzzler. The gameplay is solid in QC, but I lost interest quickly, because it doesn't have the wit or storytelling excellence of the Portal series.

No, I wouldn't watch a movie that was scrolling text, and the gameplay-cutscene-gameplay-cutscene structure doesn't explore the full potential of gaming. But I don't see why we can't marry the interactive nature of gaming with select, traditional storytelling methods.

Robsavillo
November 30, 2012

"I need a bigger hook than just compelling gameplay"

There's little point in discussing further because this sentence is really revealing. I see that and think, "Well, why don't you just watch a movie or read a book?" I just can't fathom playing a game with horrible, reductive gameplay just because the designers have dangled a narrative hook in front of my nose.

If merely playing the game is not compelling in-and-of itself, why continue? Conversely, if compelling gameplay cannot hook you, why play?

Default_picture
November 30, 2012

Rob, you're oversimplifying things, here. I said that I need a bigger hook that just compelling gameplay, and I mean every word of that, with a particular emphasis on just. I want the whole package -- a compelling story, witty dialogue, robust gameplay, good music, etc.

A game like Koudelka -- which had a great story but abominable gameplay -- is just as bad as a game with compelling gameplay and a horrible (or no) story. Both extremes seem like half a game to me.

Gaming is unique from movies or books because -- among other reasons -- it has the capability to combine all those sensory functions.

Default_picture
November 30, 2012

I'm really torn here. I love innovation in games and I am totally for a narrative that doesn't spell everything out for you. As stated in the article, it worked really well in Dark Souls. Another example could be Journey. The player has to piece the story together themselves. But, sometimes, I want to play a game that has a traditional, linear narrative. Persona 4 has a story, but it also has a lot of freedom, a lot of decisions to make that may not impact the overall story of the game, but they do impact the overall experience. And that's where the merit in games lies. They are an interactive experience. Not every moment in them has to be meaningful. Sometimes it's just nice to have choices. Sometimes we just like certain characters. I don't think trying to have a narrative is idiotic or a waste of time. Video games need diversity in order to thrive, the same as film and literature. Dyad is a welcome example of this diversity, but for McGrath to have the opinion that all games should be like Dyad or even Dark Souls (a game I absolutely love), is silly. I can't imagine a world without Chrono Trigger being anything other than what it is. Also, we can't control the outcome of books or movies but that doesn't make them a meaningless waste of time. Okay... now I'm just rambling. 

Default_picture
November 30, 2012

Do some people forget that being taken for a ride is why stories are entertaining? I put my trust into the story teller.

I don't care how its told, with body language, speech, music, shadow puppets, audience participation... WHATEVER. I just care that its interesting and doesn't waste my time. There are plenty of wonderful examples of linear and non-linear plots in games.

Also, giving a player choice isn't how every game needs to be done... jeez!

Jon_ore
November 30, 2012

Re: Jason Lomberg
"At no point does McGrath say (or infer) anything like the following: "Telling a story via the gameplay is one way to present a narrative in video games, but it's one idea among many." No, he categorically dismisses linear narratives -- be they branching or no, which to me suggests that he's calling for fundamental change. If we implemented his ideas, and radically reformed all of gaming, the medium would become very homogenous.

So I’m forced to conclude that he does want games to become similar."

I will say that as I was talking with Shawn, while he thinks...er, what he thinks of many games out in the market like Mass Effect, he was pretty clear that it doesn't really affect what he does, nor does he care to try to convince others to make games like he does (even if he thinks the other kinds of games being made are essentially meaningless). 

So he's not trying to enforce others to do things like him as much as he basically ignores those who are not like him. Subtle difference, but a difference nonetheless.

Default_picture
December 01, 2012

Whenever any developer tries to dismiss traditional storytelling as idiotic, I often just assume that they've lost their mind. I mean, we all love stories, right?

On the other hand, I think Shawn has a point. There's not much variation between science fiction games or fantasy RPGs, etc. I have no idea what he thinks of Braid and various other games that change up the formula, but I really would like something a little more unpredictable in current-gen games.

Bmob
December 01, 2012

Active emergent story-telling is a very new, very small part of video-gaming culture. By active, I mean, deliberate. Nearly every multiplayer game has some form of "emergent" storytelling—even if its as lame as "there was a sniper round the corner. he didn't notice me. i stabbed him"

But to totally discard the majority of games before indie-mania (except for a select few genres) seems absolutely crazy. Anyone that can't even appreciate that other approaches have merits is someone I would absolutely avoid. Are annual football releases inherently 'better' than Final Fantasy VII or Fallout 3, for example? Are those latter two games all of a sudden 'rubbish' because their scope is driven by actual narrative?

I think his approach absolutely has merits. I appreciated how Dark Souls didn't force a story upon you, but at the same time, I think it's lazy to have a story that only exists if you hunt for it. It's like the Final Fantasy VIII ghost theory or the Lavander Town pokémon theory, except as the entire basis of the entire game. A story that's not even necessarily there; something which has to be made up to be embraced? Fuck that.

I think it's great to have a game in which you can make your own story. It's part of the reason for my Football Manager obsession. But if you took away linear narrative from gaming, you would take away my favourite games. That is not something I can ever agree with.

Default_picture
December 01, 2012

His point is somewhat valid, but his choice of wording and delivery makes him sound not only like a dick, but close minded. Not to mention he's wrong as there are excellent examples of linear narrative, past and present.

The epitome of gaming hipster is right here ladies and gentleman. Be afraid. PS:Dyad is a an average game at best.

Default_picture
December 05, 2012

I'm not a math or computer science expert, but isn't he basically saying developers shouldn't try to do branching narratives because it's too difficult?  That seems a bit like a copout to me.

Bmob
December 05, 2012

No, he's saying that it would be nearly impossible to have true 'freedom' with such a network of choices. It's like true AI; many, many experts consider it impossible (or that it has such a small possibility that we'll never see it), and we're so far away from finding out that you can't really prove them wrong.

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