
Our newest blogger casts an eye over the state of storytelling in modern gaming
For those of you that don’t know me, I started in the industry in the early ‘80s, co-writing Elite with Ian Bell, and going on to found Frontier. Frontier is one of the larger British developers, with 250 people based on Cambridge’s Science Park. In these columns I’ll be covering a wide range of topics, all sparked off by current game releases and events in the industry and all pertinent to game development.
Last week, I finished Assassin's Creed II: a good game, much less repetitious than the first, with an interestingly controversial ending to the story that I won't spoil for those who are not there yet. For me personally, it’s great that storytelling is coming ever more to the fore, albeit in a linear and (at times) slightly confusing form as here. Ubisoft Montreal has done a great job of back-fitting a fantastical story to the hazy real-world events of the time. I know many people simply ignore the story -hammering the skip button to “get past all that guff”, like the great character Vasquez in Aliens - “Look, man, I only need to know one thing: where-they-are” - but those people are missing out on so much.
MODERN MARVEL
To me the only failing in the otherwise truly excellent Modern Warfare 2 was that the story felt quite old school – as if it was written after the levels were in place, or by someone with that same ‘it doesn’t matter’ mentality. I too was left feeling that it didn't matter, so it might as well be skipped; a loose excuse to join together a snow section, an oil rig section and so on. There might as well have been a lava level, for all that the story mattered to me. The controversial airport section was a case in point – not only was it unnecessary, it felt tacked on, and didn’t fit well with the game.
Having said that, Modern Warfare 2 was a tour de force and by far best-in-class at what it does well, and its commercial success shows that. In this case I don't think a great story would have made much difference to sales; that is not why people are buying it. There is enough story to contextualise the fire-fights, which is all it needs. My point is that when we look back at it from the future – when the combat is no longer best in class – it will feel dull, like those almost storyless cowboy films of the '50s (not featuring John Wayne), shown endlessly on TV in the early ‘70s, but that have thankfully now been forgotten. Perhaps this doesn't matter with Modern Warfare 2 – it has made its money.
But because Modern Warfare 2 gets away with it, we shouldn’t assume others will in the future, including Modern Warfare 3 – especially without Infinity Ward's magic gameplay fairy dust.
An interesting comparison is my favourite game of 2008, Fallout 3. Though it didn't sparkle graphically, it was carried by the intricate detail of the little sub-plots within the game world, which fitted together very well, greatly enhancing the richness of the world for me. The other side of the coin was The Force Unleashed. This weaved a new story in the Star Wars pantheon, ending with Princess Leia getting on a starship with the Death Star plans – the same small starship that gets captured by Darth Vader’s iconic Star Destroyer at the start of the epic 1977 Star Wars film. A truly amazing thing for a huge Star Wars fan like me – the start of one of the most memorable films of all time. This excellent setting was tragically let down by the gameplay, which could have been so good given the subject matter.
WRITING OUR OWN DESTINY
In my opinion storytelling is increasingly a potential major part of a game, something I think that is likely to define this current fifth generation of gaming - it is therefore a foolhardy thing to ignore. Recent non-linear games like Fallout 3, Mass Effect and Dragon Age: Origins are virtually carried by their rich stories; the opposite of Modern Warfare 2, where the story is carried by the gameplay.
A major problem is that incorporating rich story early on in development runs contrary to the way many games are developed today. Old level-based concepts like ‘playable levels’ and ‘vertical slice’ look solely at gameplay and graphics – clearly important – but ignore story; something often relegated to a sentence in a design document, until some poor writer has to cobble something together.
The truth of the matter is that both storytelling and gameplay are important. Let’s do our best to avoid having ‘story’ games or ‘gameplay’ games almost as different genres.
Modern Warfare 2's plot is apalling trash that pretty much destroys any chance of the series recovering a sensible or believable narrative, but Fallout 3 wasn't that much better in my opinion. The over-arching storyline is equally as poor, filled with overly fantisitical panaceas, utterly implausible solutions and settings (even within its own gameworld - see Liberty Prime, the giant death robot), transparently thin binary choices and, sadly, a huge amount of schmaltzy sentimentalism in terms of how it manages the player's relationship with the player's father. Linear narrative is all there - it's just broken up into pieces.
I think what's more critical for game narratives is for designers to appreciate that the stories players construct themselves about their passge through a game - the tales of emergent incidents, for example - are far more compelling and interesting than any pre-set narrative. This is where games have a colossal and totally under-exploited capability that doesn't really exist in any other media. Game designers should be looking to create gameworlds where the narrative is born of cooperation between player and creator, not a segmented delivery of narrative chunks as some reward for completing game tasks.
That said - can't wait to see how The Outsider turns out...
Although I did like Fallout 3's story, your point about emergent incidents and story construction through the game is excellent, "Vector Distress".
The problem i see is that every story has to have a start and a finish. Pick a book up....
What developes need to get their head around is the processing power of the brain and the attributes of the players. Greed, ambition, envy, the age old clansmanship. Devs need to look at these attributes and factor them in when developing story. I also feel one of the most under used technologies of gaming is the ability to multiplayer the game. Give it the human touch. With all the will in the world the AI still does the same thing, its never had a bad day or hasn't had a few pints in the local before playing. It cant get peed off with the footy results and cant offer the unpredictability these human attributes can. Along side greed, envy, ambition and clansmanship the factors are there for the daddy of games. Take Elite (sorry but it has to be done). Best ever game without a plot because the plot.. my plot.. was upstairs inside my 8 year old mind (sell drugs and guns, arm up and kick ass) but thats me, someone else might derive satisfaction from spoiling that for me. Make it multiplayer, put price tags on people, give them one life and make them fight for it. Dopermine i think its called... results make prizes. I love Modern warfare but could only stand to play its feeble, patchy story once, however i can play game after game of multiplayer, (on hardcore) simply because i enjoy the human interaction on a no boundries level. I can kill someones enjoyment of a "kill streak" and they can kill my enjoyment... the challenge is set, how to get this element into a game needs some serious thought. I for one would prefere the graphics of acorn electron Elite with the facility to multiplayer in a human driven society where i can wreak havok or build a faction.
That said, Can't wait to see how The Outsider turns out.... procedural NPC, absoulte GENIUS.
Sir David Braben, I had a serious motorcycle accident in 1992 which made me cripple, so I buy an Amiga 500 and Frontier Elite 2, and I've never found a grandiose video games and really allowed me to travel from planet to galaxy in this universe realistic and save me from the monotony of my disability, when the Amiga CD32 was released I buy it just for Frontier Elite 2 .. simpiciter console games etai the welcome, then in 1995 I bought a 120 pentium 3 just when Elite came out .. Unfortunately I never really able to enjoy because of bug and not accept the joystick, so I resumed Elite 2 that I bought for my brand new PC. Since the only video game to me but really more in another register and Shadows of the Colossus on PS2 is out which is really very beautiful by the story and the colossus that is discovered throughout history. So I hate now that Sir David Braben so a new Frontier Elite ... please when is this new ride in hunivers!?