Stories in Games Matter, Right?
1up has a piece looking at what exactly David Jaffe meant when he said he was 'no longer doing story'. They examine how this ties into the Lester Bangs discussion, and hear from some other designers on where they think story falls within the realm of game design. From the article: "Warren Spector: Games are all about the player experience -- about DOING things, not about watching things or hearing about things. And that means that a narrative game has to put the player experience first and the narrative second. However, left to their own devices, most players aren't very GOOD at crafting compelling experiences -- just as most readers aren't good writers, and most moviegoers aren't great directors. And that's where story comes in."
Depends on the game really. For 1:1 fighters and FPSes, and platformers, yeah. I like a story. But games like Tetris, nah.
-uso.
What you hear in the ear, preach from the rooftop Matthew 10.27b
Good gameplay can save a game with a terrible story. But a good story can't save a game with terrible gameplay.
An object at rest cannot be stopped.
You can make a game where there's no story at all and the player gets total freedom. That can get boring if the average player doesn't know how to create an experience or there feels like there's no point to being in the game. You can make a game where there's a strict story and the player has few options. That can get boring because the user doesn't have to think much.
So every game needs to strike a balance depending on its goals.
Developers: We can use your help.
Wouldn't they hire great known writers to create game-friendly stories, instead of cobbling some kind of nonsensical mishmash together themselves?
And I don't count movie adaptions, because you already know how the story ends.
Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
Like what mash said, you need good gameplay. Without it, you have nothing. I would much rather play a 2 hour game with great gameplay and no story, than a 5 hour game with piss-poor gameplay and an amazing story. Half the time I end up skipping the story anyways. I want to play, not watch a damn movie or read a book.
Cynical Idealist
I liked the story of FFVIII more than the gameplay. But perhaps that is just me...
The Forge is a website dedicated to trying to create indy, table-top RPG games. It was created by the author of the indy RPG Sorceror who wrote an essay that defined three broad different player agendas for playing a game: Simulationism, Narrativsim, and Gamism.
Roughly defined:
Simulationism is about experiencing or exploring a setting, situation, character, etc.
Narrativism is about story.
Gamism is about defeating challenges.
Most good games contain elements of all three, but the best focus on one or two areas to deeply satisfy a kind of gamer.
All this guy is doing is what many game snobs have done time and time again before -- stating that one of these three play style is The One True Style and demanding that everyone else create games that satisfy his gaming goals. I personally enjoy the very kinds of games that he is bashing the most and find the open-ended exploration RPG to be boring and pointless. That doesn't mean that I think they shouldn't be made, though -- unlike him.
In other words, let's just leave this guy to his own elitist irrelevance, move on, and create games that satisfy different players.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
Games have the disadvantage in that a poorly designed system constantly undoes any sense of immersion. If I wrote: "The heroes fought against the supreme evil, and it was a hard battle but they won", you can at least believe that this thing I wrote about is supposed to be hard. If you act it out in a movie, even with pretty bad acting it's not hard to make a reasonable pass that this is supposed to be a hard battle. But how can you possibly take something seriously if you demolish the supreme evil in 3 hits? It's a lost art to balance game remotely as difficult as what your story claims to be. In theory, the final battle in any game is supposed to be the climatic one, and the most difficult one which is why victory has meaning. But there are plenty of games where the last battle isn't remotely the hardest one, not even counting super extra hard gimmick bosses.
Stories can make all the difference. They put everything else in context. Without a good story, you're following a script... Get this artifact, get this weapon, kill this many bad guys, etc. It's about repetitive movements. With a story there, the author has the ability to provide inventive ways to accomplish a goal, not simply "leveling up" forever. Of course, that requires an inventive game author. As another commenter noted, it's in the balance of the two.
...like articles matter in porno mags.
Is it just my observation, or are there way too many stupid people in the world?
Look at a game like Myst. The whole point is to reveal more and more of the story. Same thing with most interactive fiction.
And I've always wondered about the background story for games like Pong, Joust, Dig Dug (what I wouldn't give to know the backstory of THAT game!), Kangaroo, Asteroids, Tempest (TEMPEST!!!!).
The stories need to be revealed!!!
Avoid Missing Ball for High Score
I hated the story in FFX, but it was an excellent game besides the story or the characters of Wakka, Yuna, or Tidus. I found FFX fun inspite of the story not because of it. I'd almost say the same thing about KH2. I love playing KH2 and the actual game playing excellent, but the story isn't something that I really cared about.
I'd like to see Square make a game that wasn't a super environmentalist the world will end because the life blood of the planet is running out because of our single evil corporation/empire. I've been kinda of sick of that plot thread for awhile. I'd actually like to see the reverse that the evil Mana/heart of the world is flourishing creating monsters and its your group's task to stop/kill off the evil heart of the world so that humans can continue to live peacefully in a hightech civilization.
There are two kinds of games i like to play, Story based and Skill based.
Story based ones are like a good book or a movie, games like Fallout, Homeworld, The Dig, Half Life 2 to a lesser extent.
I don't really mind that the gameplay is pretty linear.
Skill based ones are games like HL2DM or Warcraft 3 on battlenet.
The fun i get out of those is that i learn how to beat other people.
Now if you look at a game like Oblivion, which i think was rather boring, you have a huge world with lots of side quests, lots of eyecandy, but when you get down to every element it's rather simple and uninspired.
I think that game makers shouldn't try too hard to make games seem nonlinear because they eventually will be anyway, only crappier.
I skip through all cutscenes because IMO they get in the way of gameplay. I really couldn't care less who the bad guy is, why I have to defeat him/her, and the bullshit backstory. Just show me where to shoot. Consider classic video games from the late '70s and early '80s: Asteroids, Space Invaders, Defender, Pac Man, Battlezone, etc etc etc. Did these games have anything more than a single-sentence concept narrative? Contrast this with Dragon's Lair: All narrative, all the time - and boring as hell. What I want from a videogame is constant over-stimulation... which the classics did well, and which current game narratives interfere with. This is like the debate between Quake 3 and Quake 4: Quake 3 - all over-stimulation all the time; Quake 4 (and Doom 3): Boring narrative gets in the way of fun.
JMO...
In today's world, games are often times not just games. They are multimedia cash vehicles. So if you have hope of someday creating a franchise with movies, comicbooks, action figures, DVD's, etc. then you really have to have some sort of story to hang your hat on.
One of the reasons, in my opinion, that video game movies have done relatively poorly at the box office is because the characters and plots of the games are underdeveloped causing an almost unrecognizable movie script.
The movie goer isn't happy because the producers are trying to make the movie contain game elements and the video game player isn't happy because the movie departs severly from the limited plot points in the game.
Throwing in a "Dr. Carmack" here and there isn't going to save it if there is no story.
"What the hell is an aluminum falcon?"
Does story matter? Sometimes.
That's it. It's all personal taste. Persoanlly, I like games both with and without stories.
People need to stop trying to find a Universal Law Of Everything for terminally subjective issues.
Do you have a link for this Forge web site?
-Rick
"Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
And what do they all have in commin? They have a story.
Everything these days - down to the deep-engrossing plot of Farenheit/Indigo Prophecy to the spiritual journey of Prey - has a story. Sports games have a story; see the "career mode" that most have. Open-ended games like GTA3 and Oblivion have a story, though it's skippable. Heck, even the "gameplay-based" games released for major consoles these days have one; they may be forgettable - who really remembers the premise for Katamari Damacy? - but they're at least there to give the character, and by extension the player, some motivation. They keep us playing, to an extent, because we have a reason for playing beyond beating our high score or getting the next uber weapon.
And while some may consider them an artificial or contrived way of doing so, they aren't any more than the plot to your favorite concept album is a contrived way of keeping you listening. Sure, "Operation: Mindcrime" is good music, but would people love it as much if the music wasn't framed around a story of the dangers of fanatical devotion to an ideology? Just so, would Half-Life, Warcraft 3, or Diablo II be the same if you removed the story behind them? Sure, they'd still be fun, but there would just be something missing.
So, yes, stories are important in modern games. (Note that I added the qualifier "modern" to pre-empt the usual reply of, "but games from 1982 didn't need stories!" Yeah, and they also didn't need more than four bits per scanline.)
Many Bothans died to bring you this sig.
I've played video games most of my life and I can't recall one complex story. I don't think that's because I have a bad memory or that games don't have them, I think it's because complex storylines are doomed to be forgotten (in games). When you're watching a television series or inside a standalone movie the twists and turns of the plot are everything, but in a game where you're the one making the decisions, not so much.
This doesn't always have to be so. In certain gendres the storyline is more important. In the future we'll hopefully have icreasingly interactive games where the player has such a dynamics effect on the story that it really matters to him or her. But for now I think that, for most gendres, the best thing to do is to create a good, solid, but simple storyline for players to follow as they play your game.
Haiku for you!
I don't care what anyone says, the Marathon Trilogy is still one of the best games I've ever played. The intriguing plot is one of the main reasons why. It also had great gameplay.
Constitutionally Correct
Sounds like he's never played any of the Final Fantasies. A battle is 5 seconds of pressing buttons, and 5 minutes of watching FMV.
Typically, when I think of a RPG I can't imagine not having a story to follow. What, no evil to overcome, no goal? Well I have played one RPG with out a story and it really wasn't all that bad. It was a game released in 1992 called Darklands. The game was truely nonlinar, had no goal except perhaps to increase your fame. Overall, it was not one that would compete with anything today but it did have it's appeal.
Sometimes the best solution is to stop wasting time looking for an easy solution.
Now it is the beginning of a fantastic story! Let us make a journey to the cave of monsters!
If it's dead, you killed it.
More important than the overall story is the main character. When you play a game you take control of the character and if that character has no purpose, no meaning and no motivation, what do you have? Do you have a plane that simply shoots down other fighters with mega weapons or are you a rogue fighter on a philosophical task (with mega weapons)? Are you driven to play because you want to see what this character can do, or what the plane can do?
If you're going to develop a character you're already on your way to a story and I just can't say that I don't want to know what my character is thinking. I want to be able to agree or disagree. I want to be able to take risks that I may or may not think my character is capable of doing, not just what I think I can do by controlling the character.
Then a small company called Bungie Software(now Bungie Studios, owned by Microsoft) came out with Marathon. It didn't look all that different (at a glance) to Doom (well, IMHO it looked better, and you actually had to aim your weapons with no reticle). You could still shoot anything that moved, even civilians with no consequences (it wasn't until Marathon 2 that the NPCs started shooting back if you killed too many of them). However, suddenly you were immersed in this incredibly awesome, intricate story. IMnsHO, it had one of the best balances of gameplay and story and actually made the game really worth playing and replaying(the Doom games were great for stress relief, but not much more).
I wasn't much of a gamer then, and still am not one (being a Mac user has its drawbacks), but that set the standard for gaming for me. Give me a good story AND good gameplay and I will buy your game. I have and still do follow Bungie, even after Microsoft bought them, becuase they have always focused on excellent gameplay combined with an interesting story, and usually excellent replayability. The Marathon series had both, the Myth series had both, Oni (though it was finished by...RockStar?) had it, Halo had it, Halo 2 had it (though not quite the replayability of Halo).
Anyway, like I said I am not much of a gamer, but, with the exception of the Dead or Alive series, story does matter (DoA is strictly for stress relief). And Bungie has done admirably in these respects.
"Empathise with stupidity, and you're halfway to thinking like an idiot." - Iain M. Banks
Not all games are meant to have stories.
If a game is to have a story, it should be built around it, not shoehorned in around a tech demo. A game with story solely in mind should use gameplay to help tell it, not the other way around. Obviously, this doesn't always happen, and there are examples of gameplay getting in the way of story and vice versa.
I don't mind cutscenes in games that help tell the story, because they give me motivation to continue. The Soul Reaver series is one such case that I actually tried my hardest to get to the cutscenes as quickly as possible because the story and voice-acting was just awesome. The Silent Hill series is another example of this, as is the Thief series.
Story belongs in games when the goal is to tell said story and make the player feel like you're letting them in on secrets their character isn't aware of yet. I don't need some long story to help me enjoy a Gradius game or some big convoluted character development just to kick ass. I don't need it, but if the story is there from the very beginning and is well thought out and integrated into the gameplay experience, then yes, I want to know why X sword is significant, or why Y wears an old, ratty strip of blood-stained cloth around his arm, or why Z is the anti-hero.
"Apparently so, but suppose you throw a coin enough times. Suppose one day, it lands on its edge."
There's a game series in which the story came first, with an entire universe created in board games and a sci-fi novel series. The story and timeline in the Mechwarrior games are a vital part of the game IMO.
In the Mechwarrior4: Mercenaries game, the player actually interacts with the story, in that choosing different mercenary "contracts" affects future contract/mission availability, as well as factional relationships with "employers".
Overall, I suppose the importance of the story in a game depends on the game, and what a particular player wants from a game. Someone that wants 20 minutes of FPS or arcade-type non-stop action isn't too worried about a backstory. Others that want a more involved experience will place more importance on the backstory.
Cheers!
Strat
Progressivism (aka US 'Liberalism'): Ideas so good they need a police/surveillance-state to enforce.
Final Fantasy 7 is the most popular video game of all time in Japan according to several websites.
It is my favorite game of all time and no game since then has come close to making a story that rich and enjoyable.
sure, shooters and similar 'brainless' type games are still alot of fun although void of any storyline, but they don't ahve to be since they are played as a simple diversion.
Personally i find it heartbreaking that nobody has made a better story since 1996 when FF7 appeared. how many imaginitive novels have we read as kids that would be AMAZING video game stories today (ENDERS GAME ftw)!! Hell if sony decided to merly update the graphics on FF7 to todays state of the artness, they'd sell milllions.
can it be that game companies just want to get you addicted to their games with the least amount of effort and the most amount of gain? have they no souls?
Tell that to Nintendo games such as Zelda. I dont think their games would half as addictive if their storylines werent usually so good.
Klingon Software is not released, it escapes, inflicting terrible damage onto the enemy as it does
I actually was disappointed that WOW didn't have a storyline and quickly lost interst. Call me crazy but collecting items isnt't that fun to me and I've always identified the Warcraft series with a great storyline. I also lost interest in Phoenix Wright on the DS b/c it engage me enough. Most of the time I was just tapping OK. BTW I did play the orignal Diablo to death online..... go figure......
Metroid games would be kinda dull without a story... I really like the "discover story parts" they've put in the last games. That way, they only need to have a simple introduction at the beginning, and you enter deeper into the story by yourself while playing.
I never do this, and hate when people reply like this, but that was a great post. Someone mod it up.
Amen to that.
Marathon set the standard for me, too, and that is one of the reasons for which I'm not playing much, these days. Yes, I played a few interesing story-driven games after that, Half-Life probably being the best. But none would have me struggling in order to reach a terminal an actually read the rest of the story, which was in my opinion of SF litterature-grade.
(OK I was a teenager when I was playing Marathon, maybe I just didn't know much about SF litterature at that age; but then again, the Marathon and Halo stories are heavily influenced by SF bestsellers from Iain M. Banks, William Gibson, etc. The Marathon ship itself is very close to a Culture ship, while the struggle between the Leela and Durandal AI are not that far from the one between Wintermute and Necromancer.)
At the same time, the game introduced the grenade jump ("Frog Blast the Vent Core!"), two-triggered weapons, vertical aiming and much more, so it wasn't only story-driven: the action was incredible too.
So... why similar games aren't on the shelf these days? They're not economically feasible anymore? I can enjoy deathmatches alright, it's an entirely different game type, but I'm really longing for a compelling story.
I agree that usually good gameplay is necessary to keep most people interested in games. However, there are times when niche markets really control what happens. A good example would be Xenogears.
The gameplay wasnt anything special. It got really bad reviews from most professional reviewers. And it really didnt catch on for a few years. The storyline was wonderful though. Good enough so that when it went out of print, I remember seeing used copies on sell on ebay for $100+. There was enough demand for them to re-release the game to satisfy the need. Eventually, the project got sold to Namco who is now releasing the Xenosaga series (IMHO very much worse than Xenogears) and I suppose they are doing OK with it since they have released 2 games.
...you need a good story.
Case in point: Deus Ex. Still just about my favourite game ever, and it had a great story. It was like being part of a good cyberpunk novel.
Conversely: Far Cry. The gameplay was good, but the story sucked. It was like taking part in a B movie.
In the end, the games that I'll remember (and go back to play again) are the ones where I can really get into the game world. And that means good characters, a decent plot, and new and interesting things all the way through.
Beyond Good and Evil was a great example of a game where the story made it good. The gameplay was utterly basic but because the world was so vibrant and the story so good, I kept playing to the end and I remember it as one of the more enjoyable games I've played.
"Good gameplay can save a game with a terrible story. But a good story can't save a game with terrible gameplay."
What the hell is gameplay, anyways? Everytime there is a slashdot article about what makes a good game or bad. Everyone immediately starts spouting out the obligatory "gameplay is more important than graphics" or "games these days don't have good gameplay like they used too." What does that mean!?!? I'm not disagreeing that gameplay is important, but I'm just stepping back and thinking for a second. To me it could be any aspect of the game, including the plot/story/enviroment.
Abaddon: An Xbox 360 Indie game
There are many games which don't need a story. Tetris, Checkers, and so on. But there are many games for which a story helps make it memorable.
Anyone remember "The 7th Guest" or "The 11th Hour"? These were clue based games where each clue you found or each puzzle you solved revealed a little more of the story and helped to refresh the player's desire to continue. And for me, made them unforgettable, clasic games.
Then there was "Grim Fandango". A major departure from the rest of the gaming industry at the time, with a unique approach to an older style of gameplay. The graphics weren't that good, and the gameplay had a bit of occasional awquardness, but the story (and the humor) kept me going back for more. Another great gaming memory that would not be if not for a great story holding it all together.
And more recently, "Hitman: Blood Money". Arguably one of the best of the 'Hitman' series of games. Here's a game where the story has always been somewhat minimal, yet still very important in the developement of the main character. In this newest incarnation, the story gets molded by your style of play and is presented in very interesting newspaper articles between levels of the game. A very good use of a minimal storyline.
How about "Grand Theft Auto: San Andreas". Sure this is a great game with a wide-open style of play, but would it really be the same without a story to help compell the flow of the game. I loved the way the story kept me going in this wide-open game.
Now we're not talking about pulitzer prize calibler novels here, but game stories do share a common thread with those in books and movies. The story, however it is presented, provides the character developement, mystery, twists, and even much of the environmental ambiance which feed the player's interest in the game.
- James
It's strange considering FPS has been around for over 15 years, and storyline still isn't incorporated into the (mostly) mindless action. Only a few titles have managed to embed the plot so well into the gameplay. The commercial failure Undying comes to mind, as well as the exceedingly successful Half-Life. Perhaps there is hope after all, but most of the problems associated with the industry are caused by gamers themselves, who repeatedly declined to support original and innovative titles. Else we wouldn't be having these kind of discussions.