How Dead Space 2 redefines popular narrative-based game design

Jamespic4
Tuesday, February 22, 2011

Why video games are an intrinsically poor narrative medium

As the fiction of the uncanny valley continues to evaporate, graphical fidelity will inevitably become less and less important. Critics have often bandied about the notion that we can bridge the “implausibility gap” in games with better, more dynamic interactive choices. I don't disagree with this assessment. Instead, I offer that lack of choice is a proximate cause of narrative disbelief or disengagement. The medium has more fundamental problems it needs to fix first.


Using a diegetic methodology, Valve explains a how momentum interacts with portals.

Speaking in terms of ultimate causes, I think the video games present a much simpler roadblock to basic storytelling: They automatically destroy your suspension of disbelief through the persistent use of non-diegetic elements. In terms of the history of narrative, I can't think of a medium that is more intrinsically non-diegetic. At every turn, developers bombard us, as participants, with unwanted white noise -- bric-a-brac leftover from an arcade era where everything was about high scores and "winning."

To prove my point, here's a list of present (and past) problems and rituals that have interpolated themselves into the experience of playing a game. All of these issues demand (or demanded) diegetic or technical redress in order to move the medium forward in terms of storytelling: pressing a power button and navigating menus to start play (as opposed to merely opening a book to its first page): failing 72-pin connectors in an NES cartridge; pressing start to pause the action; choosing a difficulty; inputting a double-affirmation of the choice you've decided on; item screens; watching a load screen; pressing a button to advance through static text-based dialogue screens; pressing a button to advance past cutscenes; cutscenes themselves; quick-time events; fail states and their accompanying fail screens; segmented tutorials; staff credits; arbitrary save/password systems; etc.

Basically, all of these elements amount to this: While the game is trying to tell you a story, it's constantly reminding you that it's a game. When you read a book or watch a movie, how often does the author or director remind you that you're reading a book or watching a movie?

Diegesis is an important notion that developers should keep in mind, and I can think of no other mainstream effort that has given more time and consideration to the topic than Dead Space 2. Nearly all of the critical information the developers need the player to see exists within the fiction of the world. The result is that The Sprawl becomes a richly defined and fully realized place.

Diegesis, design, and Dead Space 2: The future of in-game storytelling


Unlike Dead Space 2, the wildly innovative title BioShock constantly
reminds you that you're
playing a game.

So what are some simple solutions to the common problems that developers often solve with non-diegetic displays? I don't have all the answers. Obviously, companies like Irrational Games (creators of BioShock) have staffs of people thinking about possible alternatives for eight hours a day, five days a week. But since I'm at risk of sounding like an armchair intellectual, here are three simple suggestions that would remove all of the basic informational overlays in BioShock:

  • Health meter: A black ring around the edge of the screen that encroaches on the player's vision as damage accumulates could represent loss of consciousness.
  • Eve meter: The player's Plasmid arm could have several branching veins that glow. Every time he uses a Plasmid, one of the branches "empties." The number of glowing veins indicates the number of remaining uses.
  • Ammo display: The sound of a discharging gun could increase in pitch as the player nears the end of his clip.

Those suggestions aside, many challenges lie ahead. How do you incorporate a pause screen in a diegetic fashion? What about save screens? Staff credits? Even Dead Space 2 hasn't broached these core conventions of design.

Also, some narrative-focused franchises have a lot more ground to cover than others. Open-world titles like Grand Theft Auto 4 have to contend with mechanics like quest-giving and minimaps. Fallout 3's itemized dialogue options aren't a very elegant solution to the problems of in-game conversation. Final Fantasy.... Well, that franchise is basically just one big menu.

It is quite possible that developers will never find workable solutions for some of these problems. And that's fine. Some genres don't need them. I can't see why Tetris would need to convey your high score within the bounds of a narrative. Either way, video games are a new and unique medium, so the boundaries of what is possible still remain hazy. As long as we keep trying to stretch our minds to think of new ways to deliver story information, we'll get there eventually.

 
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Comments (17)
Lance_darnell
February 22, 2011

Whenever I read a James DeRosa post I always learn something. This was a great, well-researched and thought-out, read and if articles like this are what we get instead of the Bitmob Jukebox, then that is a fair trade.

Also, Tetris did have a narrative, but it was based on the amount of THC in my system.

Me_and_luke
February 22, 2011

Excellent piece, James, though I can't say I agree with Lance.  I would give anything to have the Jukebox back.

Robsavillo
February 22, 2011

I think the original Dead Space does fit the bill, James. The game sold north of 1.4 million copies and spawned media outside of video games (animated movies, comics, and novels). In fact, I don't think you've demonstrated how the sequel does diegesis any different (or better) than the predecessor. I'd say the franchise is stagnanting in this regard.

Jamespic4
February 22, 2011

@Rob The argument the article makes isn't that Dead Space 2 does diegesis any better. In fact, I admitted that I think Dead Space is probably the more important title to the core gamer:

"But by my estimation, it would also place last after every title listed above, up to and including the original Dead Space, which laid the groundwork for many of things that its sequel does."

I think Braid is a more important game than Dead Space 2, as well, but that doesn't mean nearly as many people know what the hell a "Braid" is. Braid is also much less likely to have its design tropes mimicked in the larger arena of blockbuster game design. Dead Space 2 is a "Hollywood level" release that is bringing these concepts to a much wider audience. That's the point I'm making. I actually like Dead Space better than its sequel, but that doesn't change the fact that Dead Space 2 doubled the sales of the original in its first week of release. It's probably almost triple by now.

http://www.destructoid.com/dead-space-2-far-outselling-ds1-other-ea-sales-figures-193047.phtml

The hope is that franchises like Call of Duty or Halo will take these ideas and make them the status quo for narrative-based games. That's why I included the word "popular" in the title. Hardcore gamers have known about HUD-free design for years.

Also, I don't buy your point about the multimedia aspect of the original. Dead Space: Extraction sold, like, 9,000 copies. I can't imagine that the shitty comic or movie did any better (though I did actually read/watch both). I think Dead Space 2's high-profile ad campaign did more to raise awareness for the franchise than any of the original's product tie-ins.

Dcswirlonly_bigger
February 22, 2011
While I do understand the reasoning behind your criteria - there are a handful of leaks in your argument. First of all, you missed Metroid Prime. Yes that game has a few scant cut scenes, but probably over 90 percent of it is seen from behind a visor on which all vital information is displayed. Dead Space in fact reminded me of Metroid Prime in some places. Secondly, Portal was only a part of a collection of games on consoles. On PC it was always available for purchase on its own. Lastly, even though Dead Space 2 may have been the first game if this "type" to sell well, it still didn't innovate a whole lot on its own. It's basically a cross between Resident Evil 4 and System Shock 2, the only remaining pice being added to make it fully diegetic being the in-game HUD which itself may or may not have been inspired by Metroid Prime. If you can appreciate Dead Space 2 for anything, it's evoking that kind of narrative. It isn't really the harbinger of the future of game storytelling, but a part of the future hinted in games like Half-Life and System Shock.
Wile-e-coyote-5000806
February 23, 2011

Very interesting and informative article.  I do agree that diegesis should be expanded in games, but I would disagree on going as far as you seem to propose.  For example, credits in most games are run at the end (as they are with movies), and I actually enjoy sitting throught the credits of a good game and basking in the experience I've just completed.  It seems like a kind of farewell between the player and the game.  Pause screens also serve to "snap" the player back to reality in a good way, I think.  Like the game is saying "Yeah, go ahead.  I'll wait till you get back."

i really liked a couple of your ideas for BioShock, though.  The Darkness actually used a technique similar to your EVE idea.  First person shooters benefit most from diegesis, I think.  I know that, even though I normally like cut-scenes, it is distracting to me to see the player character in cut-scenes when you are looking through his eyes for the rest of the game, for example.

Jamespic4
February 23, 2011

Thanks for the comments guys!

Default_picture
February 27, 2011

This guy is using terrible games with terrible stories as examples, therefore it's really hard to take him seriously, just like people who listed Inception as one of their movies of the decade.

Jamespic4
March 01, 2011

Actually Roger, I don't think this game has a good story. It's very derivative. In fact, I can't think of any games that have a really good story. Most of video-game narratives are trite regurgitations of Hollywood schlock. This article is an analysis of the storytelling methodology of video games that utilizes film terminology. It's not a review of Dead Space 2's overall quality. In terms of how Dead Space 2 delivers information, I think it is a rousing success. In terms of story, not so much.

Also, I'm not sure what games you are playing (or on what planet), but Dead Space, Ico, Portal, Half-Life, Braid, and BioShock were all met with near-universal acclaim. It's fine if you want to be a contrarian and hate things that are "cool," but that doesn't change the fact that there is some consensus about the overall quality of those titles.

Finally, I resent your Inception comment. That movie was fine, or whatever, but I'm hardly prone to thinking that it's one of the best films of the decade. Also, Inception has nothing to do with my argument.

Default_picture
March 03, 2011

No, your attitude is that of a boy whose first video game was Halo: Combat Evolved. You would've mentioned old point & click adventure games like Grim Fandango, Maniac Mansion,Gabriel Knight: sins of The Fathers ,if you truly know what you are talking about, because in those games, no health bar, nor power-ups,nor save points is included, only an inventory systems that allow you to combine item gained within those games to progress the plot.

 

And then you could've further the discussion based on the point & click adventure games that despite of the absence of the 'immersion breaking' repertoire, the pacing of the story is defined by how adept one is in saving the plot-ptogressing puzzles, rather than having it determined by a director, which also goes with other genres, the plot progresses in accordance of your engagement level and skill  ,and not because of an authority defining it like a director.

 

But then again, you don't know what you are talking about because your knowledge is confined on recent games , so stay blissful in your ignorance.

Jamespic4
March 03, 2011

Dude, I've been playing games since I was four. My first favorite game was Pitfall! I've also never played a Halo game...like, in my entire life. (And actually, there is nothing wrong with someone whose first game was Halo. I can't imagine why a 14-year-old kid would want to slog through Adventure or the first Ultima other than for his or her own erudition.)

I owned Manic Mansion on the NES, and the first two games I bought for my own personal PC (I think it was a 486 with a 9600 bps or a 14.4 modem) were Sam and Max Hit the Road and TIE Fighter. Right after that, I bought MicroProse's X-COM. On later PCs, I played and beat Grim Fandango (as well as other Tim Schafer efforts like The Secret of Monkey Island, Psychonauts, and Day of the Tentacle), The Neverhood, Doom, Half-Life, Counter Strike, etc.

My favorite games of all time are Mega Man 2, Castlevania: Symphony of the Night, and Chrono Trigger. I like Falcom games. I like IREM games. I've played Mr. Gimmick (do you even know what Mr. Gimmick is?). I owned a copy of Panzer Dragoon Saga until I sold my game collection (which consisted of 1500 games and 29 systems) a few months ago.

I regularly emulate really old games that aren't for sale in an effort to educate myself (including going to the effort of getting Mother 3). In the last six months, I've paid for and downloaded Uplink, Deus Ex, and S.T.A.L.K.E.R because I thought I should know about them.

I've tried World of Warcraft (took a mage to 35), Lord of the Rings Online, and even goddman MapleStory. I hate MMOs, but I gave all three of these a try just so I would know enough about MMOs to articulate why I don't like them.

I curated a weekly classic game-music colum on this website for 50 editions. I'm the only person on staff that writes about Flash games and independent games on a regular basis. (Go ahead, check my article history.)

And to reiterate, I've never played a Halo game. I've never even held a controller while one was on screen.

You don't know anything about me, and it's very possible that I'm older than you, so why don't you just cool it.

P.S. I've also been around long enough to identify someone who's trying to get a rise out of me. Don't expect a response.

Franksmall
March 03, 2011

Why do I feel like Roger goes around the internet posting the way the kid is acting in this video....?

http://www.youtube.com/watch?v=PKMh3QEKTbg

Default_picture
March 04, 2011

I do not expect a response relevant to the subject matter because you don't know what you're talking about. Or probably you need to cogitate the lesson i just taught you in my previous post, because it's probably too much for you to handle.

Jayhenningsen
March 04, 2011

Isn't it funny how it's so much easier to attack someone personally than it is to offer well-articulated counter-arguments to the ideas they present?

Default_picture
March 05, 2011

You know i clocked this game first time i played it

It had a easy leaning curve ..simplification of complexity.

As you say making the player understand function fast and effortlessly

But lets look deeper in a game i think was just a bit short and maybe a rush job or dug up maps

Playable now on new tec....

 

Game play in many turns is like a square  been shoved threw a round hole with a smack!

Forced anim sequence on death a punishment to relive shit cinematic over and over in set places.

Lack of correct weapons for environments and wow lots of potential

Lost  ...dead space 2 is like a demo with a lame story and some annoying nut irritating your game experience as well as corny story line ,in many places i was wondering if id soft should sue you for copy right infringement....any way was a bit of fun but ye could have been better by a lot

But if its an ea game better they should stay with racing games as they always fall short of first person shooters and any game that is not sport.....even though in truth the majority of games i do find im playing are ea.......so as you say your post has no value as  it too only delivers a slice not the full pie and ye many i played games back in the day when Atari and spectrum were around and im 37 now so Liston lighties it don’t matter what your fist game was its the impact that game makes on you that counts..

And so dead space 2 has a pathetic story line  and ye he was a nut him self for he could not get over his dead gf..and is this just a delusion of the truth been played out while he is still in a straight jacket

As i felt it was invasive of the main objective for it was  the main objective and i think maybe

A beater story could have been written..oh and the blood juts stuff..id soft idea ,removed from doom3 after it was leaked so once again i felt like i was playing another bad version of doom.

Default_picture
March 05, 2011

andjay yes  as people aew week and you know you are the winner when they go for you not topic

Me_and_luke
March 05, 2011

Jesus Christ.  I feel sorry for you, James.

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