How FPS Storylines Are Written
Might E. Mouse writes "Cynics might say 'Who needs a storyline for an FPS game?' and if we're talking Quake or Doom then fair enough. But to brand the entire genre as lacking in story is to condemn gems like Half-Life 2 or Chronicles of Riddick. So what goes into writing a really compelling storyline for an FPS game? bit-tech has an article exploring this topic with the likes of Martin Lancaster, writer / designer for Crysis, Rob Yescombe, writer of Haze and more: 'There's nothing wrong with that of course, back in the day Quake was amazing in its own, essentially plotless, right. But it's interesting that only recently has a push for coherently told storylines appeared among FPS fans, bought on by another few years of maturity in what is an undeniably young medium. Paintings and music have both been around since time out of mind, but computer games have only been around for a couple of decades and only recently have they begun to be recognized for the artistic merit posed by their interactivity.'"
I've never played a FPS with a truly compelling story. Every FPS story feels totally contrived, like they were written by 12-year olds. It could be that there is a disconnect between what the writers have written and how that is implemented as the game itself, so maybe the stories are good and it's just bad execution. In any event, in my experience nobody has come very close to delivering a good compelling FPS story.
Map designer: "Hey, check out this really cool Gothic arch I made in worldcraft!"
Lead designer: "Nice, that really looks like a gateway to hell. I like the guys chained to the stone walls suspended above a pit of lava too. It looks like their souls have been sucked right out of them."
Resulting game story: "You must pass the gateway to hell, and descend into the depths to save the damned before their souls are harvested."
Dan East
Better known as 318230.
... could be a nice start.
I'll save everyone some time from reading the article:
New games need story. Stories need writers. Writers need to think about the audience.
Some games already have stories.
There's a lot of plugs for the Haze game, for some reason.
And that's it... There's nothing else. They act all philosphical about how FPS's need story/etc, but it's absolutely no different than how other games need story, except in scale. RPGs need more, puzzle games need less.
"If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."
from wikiquotes...
Ubuntu is an African word meaning 'I can't configure Debian'
The Marathon series was a mac-only creation written by Bungie (before they were bought by Microsoft - they went on to do Halo I think) and it was an example of a FPS with a seriously deep storyline. It was so complex and deep that I couldn't even follow it! But they put in loads of effort to make it consistent, a great game and practically an FPS novel. An oldie but a goodie.
--- Nick, hard at work
I think the original halflife had a good story behind it, and as they added mods for it the story was played through different angles, with specific points relating to the original story. Like in Opposing Forces, you played HL through the eyes of the marines involved, then in blue shift you go to go through the story as a black mesa gaurd. I even played a user made mod that had you play as a an alien and see their side of the story. With a basic plot line of Scientists cause a problem and open portal to another dimension, they did quite a lot with it to let you see it from many angles.
Another mod for HL1 was They Hunger, which had a pretty decent storyline, it had 3 installments and was a zombie based game. In all it had a good story to it.
So to sum up FPS games can have good story lines, but depending on what the game is a bout and when it is set matters and might limit what story can be conveyed.
Today's Tomorrow is Yesterday's Future! --- "Where Ever You Go, There You Are" -- Diablo 1
By that definition, Daikatana was definitely art.
I am not sure why Half Life is getting the rap so badly. While the story might not be the strongest in the world as it leaves plenty for you to fill in. Like why the man in black is walking around and why he is at the end of the game. If you take your time going through the game there were some truly classic moments. One of my favorites was crawling through and air duct and listening to some of the soldiers complain about Freeman and why they wanted him dead. The game worked really well for me and made me feel like it was all about me and my actions had consequences. Obviously they were scripted but the game really pulled me in and made me care about trying to live to the next fight. The scripted sequences and the way that characters interacted with Freeman was exception in my opinion. Anyway just thought I'd lend some support to my favorite game of all time.