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Blogs

  A Critique to A Common Framework For Storytelling in Videogames
by Tim Tavernier on 06/10/10 03:02:00 pm
4 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Do games tell stories? Yes and no. As exhibited in one of my earlier blogs, story is the last experience layer of a game with many games just not having it. Almost all of the biggest games in entire videogame history (defined as a game that sells more then 10 million copies on a single platform) do not even tell stories. Someone can even argue that trying to tell a story in a videogame is actually obstructing video gaming to evolve.

This educational feature from Gian Mancuso makes the same mistake as many before him in that regard. The mistake is to “believe” in methodology that works in a strictly top-down analysis manner, disregarding any kind of dynamic that happens at the receiving end. In actuality, a lot more attention is given to what a maker is conveying than at what it conveys to the audience.

The first mistake already happens with the line “Whether we're reading a book, watching a movie or playing a game, the way we experience reading, watching and playing is as a narrative. Games are experienced as narratives”. If a narrative is linear series of events, then people don’t experience narratives when they’re reading a book, watching a movie or playing a game. What people do experience is a series of events (the so-called narrative) happening in a certain universe (the world where the story happens).

This universe is a far more powerful and important element in all entertainment mediums but why does it get ignored so much? Because universes are damn hard to construct let alone dissect and analyze, it also means that you have to keep in account the audience in your analysis and this is against the Authorial Control-values a lot of “artists” and their academic fields are bonkers about.

The problem with narratologic analysis, and other artistic aimed analysis-disciplines is that they focus on superficial, technical aspects that people don’t really care about, mostly because the techniques used that makes art so-called “genius” is more a result of course idiocy and not having insight in human nature (this is why Modern Art is utter bullocks). Are Tolkien’s books literature masterpieces?

Narratologists will say no because of lousy writing and bad use of techniques, the audience will say yes because of the enormous imaginative universe he constructed with its own history, languages, races, cultures and others. And most of the time, he isn’t even communicating all these things in the story but people start filling in the blanks themselves according to their contingency history (things you have been thaught/conditioned) and the very small bits and pieces Tolkien does provide.

Shakespeare does the same thing, using metaphore after metaphore. Do these have a certain intent? Very debatable since Shakespeare coined the phrase “A rose, by any name, is still as beautiful” hinting at the arbitrary linguistic labels we give phenomena’s we encounter. Shakespeare wanted also to jolt people’s imagination. Shigeru Miyamoto the same. He isn’t about telling convoluted stories using technique X and plotdevice Y but giving the people imaginative universes where they can play at their heart’s content, filling in the blanks for themselves, literally living in the Universe.

Because of this very dynamic author-audience relationship in the Universe layer, it is incredibly hard to found out how people truly react to your product. What you wanted to communicate can have a complete opposite effect on the audience. All of this…nothing to do with story, narrative or plot. One can even say that those are just tools to make access to the Universe easier. When more emphasis is put on these superficial, supportive techniques, the Universe most of the time suffers and with that the content. Your product doesn’t speak to the people, despite being technical “superior” to other offers (sounds very familiar for many artists I believe).

But let’s keep going with this critique. Second line I have a big problem with.

“As mentioned above, it's useful to describe gameplay in terms of story and plot. Not all games should be described this way, since a game for gaming's sake has arguably no reason to worry about storytelling. But with the release of titles like Uncharted 2 (Naughty Dog, 2009) and Heavy Rain (Quantic Dream, 2010), it's easy to see that good storytelling continues to be an important selling feature.”

I agree with the part that a game for gaming’s sake has no reason to worry about storytelling. It’s the arrogant, completely subjective notion that games should do it anyway because of the two mentioned titles. The problem, since both games haven’t sold anywhere near ten million copies, their relevance to anything gaming related, especially Heavy Rain, is very minimal. Also gameplay should not be described as story or plot, then it isn’t gamaplay anymore, then it’s just story and plot. Gameplay is the Playfield layer people experience when they play videogames. It’s indeed about mechanics, rules and others, but that’s it, no story. Let’s use a few play examples.

You’re playing football (the real kind) with some people. Football has some specific rules like only the goalie can touch the ball with his hands and others, these rules are not telling any kind of story. People playing the game can lead to story, because the playing is off course a series of events, but those events don’t impact the rules, mechanics or other factors of the play. Another example, you’re playing Indian and Cowboy. This is a game where you also have a Playfield (which can be dynamically altered depending on who’s playing).

A Universe layer consisting of the immersing as Indians and cowboys, recalling every bit of memory and emotion you built up regarding the subject, maybe even adding on to it (cowboys with lasers, because I saw lasers in Star Wars!) that don’t necessarily change the rules (lasers, bullets, eh what’s in a name right). Only as last you got the story, Billy the Kid and his gang kidnaps the daughter of Indian Chief WoofieWoof (as we all know, pets sometime shave to endure these games as well) and we must save her! And some mock shooting happens and fun is had!

“the story is dictated by the game mechanics, art assets, animations, environments, sound effects, musical score and haptic sensations that make up the game. A game's story materializes itself experientially through the interaction of its many parts.”

Dictated…really? This is where the obsession with authorial control gets clear. If the story is dictated, then it is always the same, players are just able to change the narrative or plot. Offcourse this is wrong on the very basic Sid Meier level: a player can at any moment deny your dictation and replace it with something more fun.

Example, my friend was playing Heavy Rain, the kid is dead and we have ole’ dad and son at his house. There’s a small black board on the kitchen counter telling things you the player could/should do. Because we were bored out of our heads, we just started doing things at random going “Zomg, the sign didn’t say we could do that! Now the sign will punish us! Bow down to its glory!”. In sense, we changed the dictated story, refusing the sign for its function and giving it unintentional properties to make the game more fun (the joke kept running for like half hour and all six people in the room were laughing greatly, the actual game? Boring as hell).

Don’t mistake this for an re-interpretation, we just rejected the told story and replaced it with our own. How? Trough messing with the Universe. A normal blackboard doesn’t have the god-like powers we gave it, but we added the law anyway…and there was much re-joicing.

The author also again uses the faulty term “story” to explain Playfield when he uses the Sims as an example. A story, being a series of events, cannot be a series of mechanics or rules. The laws of physics are not a series of events, they create a framework where events can happen, but are not events in themselves, the same with the rules/laws of a Playfield in a videogame. The Sims are a Playfield first, a Universe second (the whole sub-urban life thing) and no story at all! There are stories though, but these are player-created. The actual content of the Sims is when it combines its Playfield and its Universe together, creating the player controlled story-o-matic that it is.

“The game industry has been trying hard to move away from flat characters, but in most cases we don't know how to approach creating that depth. Back story and cinematics can only go so far in establishing characters. What matters more is how those characters behave during gameplay. If their only role during gameplay is to be a mindless "helper," then even the most masterfully rendered cut-scene will fail to convince a player that they're anything but a flat character once the cut-scene ends. The key lies in creating in-game character behaviours that help reinforce their characterization and the story's themes, and dynamically create moments for the player to experience the story you're trying to tell.

There are some good bits here and some really bad bits. First of the good bits: you can see the author is trying get say that characters in games should behave in line with the game’s Universe (he calls it story’s themes as if the theme is supportive of the story while it is the other way around in the players expercience). This is true, elves shouldn’t go acting like monkeys and start throwing feces at others, Mario doesn’t go around shooting hookers and Protoss don’t go sipping tea with biscuits.

Universe coherence is crucial when introducing characters into it, but again, you’re introducing characters into a Universe, not pouring a Universe over your well-made characters. Characters indeed should be made in mind to the Universe’s laws, within the player’s expectations they have when playing inside a specific Content-context. Which brings me to the bad bit: People should stop teaching people that you must tell your story to the audience.

The audience is far more dynamic then that, if they don’t like your story, they will supplant it or just simply don’t care. Your story needs to support the Content, being it Sci-Fi fairytale knights, a plumber inside a Alice in Wonderland-like cartoon world or children attending magic-school while fighting a should-be defeated evil (which evokes powerful cyclic experiences).

The third and fourth page is just disastrous with more self-wanking “force stuff on the player so you can tell your GENIUS story without them having no say in it whatsoever” bollocks all over the place. You do not know what you’re telling the player, you can’t. You can only try to make a compelling Universe and a fun Playfield and hopes it gives players enough options and possibilities to enjoy your game and let them create their own stories. Your story or game isn’t yours anymore from the moment the bits and bytes are printed on the disks. It is this self-wanking that is standing more in the way of videogames then any kind of casual-Wii’ing (sorry, couldn’t resist :p).

Designers their job is to make a fun Playfield and an interesting Universe that speaks to people while both give the player enough options to create his own stories. It is this player-controlled story-making that makes videogames unique. It is it’s power, it’s core-expericience.

But how do you analyze Content, Universes and such? How do you really know what would speak to people and what not? There is a fairly scientific and exact way to do this. The theoretical framework for this will consist out of Behaviorlogy combined with insights from Anthropology and Cultural/Mentality History. Because I’m still reading up on the Behaviorology part, the blog about that will take a while. 

 
 
Comments

Matthew Carter
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I believe these are all excellent things to keep in mind.

Tim Tavernier
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Thx for the motivating words, even if you're the only one :p.

Giancarlo Mancuso
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Actually, I don't think we're so far off. It's unfortunate you took the article to mean that this is the "best" and "only" way to make a game, or that "all games should tell stories". I obviously wasn't clear enough on this: I play and love games that are just fun in and of themselves, and there will always be a market for games like that. The point about Heavy Rain and Uncharted 2 simply reinforces the fact that some great games continue to focus on to "telling a story," not that story is required for a game to be great.



But I don't understand your hatred of the word "story". From what you've said above, what you call Universe, I call story. To say that the Sims's space of possibilities is a "Playfield", or "a dynamic plot that tells stories" is to refer to the same thing. It can be both things at once, this is acceptable. Perhaps the word "story" implies linearity (a series of events), limitations and authorial control? To me, it doesn't. What you call "story" is to me a particular "narrative".



The reason I use the terms "story" and "plot" the way I do is to create the foundation for a different way of thinking about game design. Your Heavy Rain example is very insightful. That the game gave you the *possibility* to ignore the blackboard is simply one of the many possible stories permitted by the game's mechanics. If we assume this was done on purpose (and I believe it was), any action you take during this scene (even playing basketball in the backyard all night) is according to the designer's intent, because a design team at Quantic Dream planned, sketched, designed and created the entire scene from scratch.



If I was really an advocate for authorial control, I would criticize Heavy Rain for allowing the player to undermine the story's obvious "intent". Instead, I applaud Heavy Rain for allowing the player to "play" and interact with the many possibilities in the Universe/Playfield/story. The only reason I would criticize "intent" is if a game mechanic is somehow incoherent with the Universe/story (which is something you agree with). But that isn't the case in Heavy Rain: although you can ignore the blackboard's "hints", you can't throw the boy into the television, or light the house on fire, or even just leave the house and go for a drive. That's because those events aren't possible without game mechanics in place to allow them to occur. That's what I mean by "the story is dictated by the game mechanics ... that make up the game.".



But, despite my belief that we'd probably agree on most things over a beer, one thing that we probably wouldn't is that: "You can only try to make a compelling Universe and a fun Playfield and hopes it gives players enough options and possibilities to enjoy your game and let them create their own stories."



This is exactly the reason why I wrote the article. I want us to stop "trying" and "hoping" to make a compelling game. I think understanding *how games affect players* is just as important as *how players are affected by games*. I don't see these as adversarial concepts. Knowing that X affects players doesn't mean you know how to create X consistently, and you can't create X well unless you know how it affects players. They are complementary and reinforcing.



P.S. This is the only criticism of the article that I've been able to find, and I honestly thank you for writing it. There's no point in having ideas if all you do is shout them at a wall.

Oli Bartman
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I think its really unfortunate that more people haven't read this, because in a lot of ways i agree with what your saying. Narrative can be very counter productive to the enjoyment of a game, just look at what minecraft has done without one. Half-Life has practically no narrative at all, till you discover whats actually going on. Furthermore, I enjoy a lot of films mainly old and some new, but one of the reasons i stopped going is because the over saturation of narrative ended up destroying my enjoyment of it, I don't need every little detail explained to me, takes the fun out of adding my own interpretation of it. Impressionism was one of the greatest eras in art because of its suggestive quality, being too specific is like telling the viewer what the should be thinking.

Also I agree that a universes features should be expansive enough for the gamer to create their own stories, but adding some form of narrative and structure isn't completely detrimental to gaming progression, because it still allows the gamer to become immersed in the universe around them and still follow the experience through plot. But again directing that plot too much without room to explore other options is asking for trouble.

But is finding the happy medium between an expansive universe and a multi-interactive plot going to open more avenues or close it off?


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