Due to the length of this post (yeah, it's pretty much an article), I'll put the main points in bold as a tl;dr, but I highly recommend reading the post. This is a pretty deep and involved topic on which I would love to see some genuine discussion.
This is a topic that quite often interests and irritates me, and is the one real area of interactive art on which I consistently disagree with Yahtzee (who actually does have good stuff to say regarding video games as a medium).
In his recent Extra Punctuation [http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8243-Extra-Punctuation-A-Handy-Glossary-of-Yahtzee-Terms], he describes cinematics as, "Generally to be interpreted as damning with fine praise when found in a review, since the interactive nature of gaming is kind of the whole point." This is a common theme in his writings, and is in line with many other things he has said on the subject. According to Yahtzee (and many others on this site that I have seen), to tell a story in a video game primarily through cinematic cutscenes is in fact bad storytelling.
My question is, why?
Obviously, the thing that makes video games such a unique storytelling medium is interactivity, so it would make sense to say that a game that tells the story primarily through interactivity, making good use of it and maintaining player control rather than taking it away with a cutscene, could be said to be taking full advantage of gaming's unique qualities as a medium. Indeed, constant control of the player character was used to great extent when it was suddenly snatched away in the pivotal scene of Bioshock, and similar interactive techniques have been used to powerful effect in games like Half-Life, Shadow of the Colossus, and many of the Final Fantasy games. There is no question that interactivity can be used in groundbreaking and impacting ways in a story, a concept that is still being explored as the medium develops as an art form.
However, I would argue that it's ridiculous to claim that the quality of any work's storytelling is based on the extent to which it utilizes the unique properties of its medium. This applies to games no less than other, more established mediums.
I've only ever met one person who asserted that quality was based on strict, unwavering adherence to a medium's unique properties (maybe he'll reply somewhere). This person claimed that movies should never feature characters simply standing and talking, because as a visual medium, film should do only the things that non-visual mediums cannot do (action, special effects, etc.). Similarly, he said that any animated feature that featured realistic style, discussion, or static scenes was by its nature bad, because animation is capable of strange and exaggerated visuals, and thus should utilize them in order to actually be good. He also claimed that video games should not feature stories or art at all, because their main feature is the game, and the inclusion of anything else is a perversion of the core of the medium.
However, this is not at all widely believed, especially in communities such as The Escapist. After all, under this definition, Spongebob is an inherently better show than Death Note. Hairspray is a better stageplay than Shakespeare's Hamlet. Space Invaders is a better video game than Mass Effect 2. Transformers 2 is a better film than Casablanca. For that matter, the Star Wars prequel trilogy is better than the original trilogy. I'm confident that very few of you will agree with these statements (outside of personal opinion of the works mentioned, perhaps). The fact is, this is not a stance that is generally held in the world of the arts.
But is this not the very same concept (if an extreme application of it) as saying that the quality of a game's storytelling is dependent on its use of the medium's unique properties? It is the same judgement process; rather than basing something on the quality of what it presents, it is based on the extent to which it adheres to the medium's strengths. It's a very decorum-based, formulaic view of artistic presentation; a work is not based on the quality of its content, but rather on its definition. Quality is determined by adherence to the rules rather than by innovation or simply good presentation.
Rather, I propose that good storytelling in video games is not based on the game's use of interactivity and lack of passive cutscenes, but rather based on the quality of whatever method the game chooses to tell its story.
This is not to devalue interactivity in storytelling. When used well, it can create some truly unforgettable and memorable moments of which no other storytelling medium is even capable. In addition, it is vital to the growth of the medium that we explore and innovate in this area, further developing the possible applications of this new way to tell a story. However, this is not to say that constant and extensive player control is necessary in order for a game to tell its story well. In fact, many of the best video game stories would only suffer from constant player control or extensive player choice. That does not mean the story is bad, or that it is not told well, it simply means it is not the most unique example of video games as a medium. And you know what? That's okay. Uniqueness and quality are often connected, but are not synonymous.
So what say you, Escapists? What do you think about all this?
NOTE: If you talk about specific examples from video games, use spoiler tags.
This is a topic that quite often interests and irritates me, and is the one real area of interactive art on which I consistently disagree with Yahtzee (who actually does have good stuff to say regarding video games as a medium).
In his recent Extra Punctuation [http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8243-Extra-Punctuation-A-Handy-Glossary-of-Yahtzee-Terms], he describes cinematics as, "Generally to be interpreted as damning with fine praise when found in a review, since the interactive nature of gaming is kind of the whole point." This is a common theme in his writings, and is in line with many other things he has said on the subject. According to Yahtzee (and many others on this site that I have seen), to tell a story in a video game primarily through cinematic cutscenes is in fact bad storytelling.
My question is, why?
Obviously, the thing that makes video games such a unique storytelling medium is interactivity, so it would make sense to say that a game that tells the story primarily through interactivity, making good use of it and maintaining player control rather than taking it away with a cutscene, could be said to be taking full advantage of gaming's unique qualities as a medium. Indeed, constant control of the player character was used to great extent when it was suddenly snatched away in the pivotal scene of Bioshock, and similar interactive techniques have been used to powerful effect in games like Half-Life, Shadow of the Colossus, and many of the Final Fantasy games. There is no question that interactivity can be used in groundbreaking and impacting ways in a story, a concept that is still being explored as the medium develops as an art form.
However, I would argue that it's ridiculous to claim that the quality of any work's storytelling is based on the extent to which it utilizes the unique properties of its medium. This applies to games no less than other, more established mediums.
I've only ever met one person who asserted that quality was based on strict, unwavering adherence to a medium's unique properties (maybe he'll reply somewhere). This person claimed that movies should never feature characters simply standing and talking, because as a visual medium, film should do only the things that non-visual mediums cannot do (action, special effects, etc.). Similarly, he said that any animated feature that featured realistic style, discussion, or static scenes was by its nature bad, because animation is capable of strange and exaggerated visuals, and thus should utilize them in order to actually be good. He also claimed that video games should not feature stories or art at all, because their main feature is the game, and the inclusion of anything else is a perversion of the core of the medium.
However, this is not at all widely believed, especially in communities such as The Escapist. After all, under this definition, Spongebob is an inherently better show than Death Note. Hairspray is a better stageplay than Shakespeare's Hamlet. Space Invaders is a better video game than Mass Effect 2. Transformers 2 is a better film than Casablanca. For that matter, the Star Wars prequel trilogy is better than the original trilogy. I'm confident that very few of you will agree with these statements (outside of personal opinion of the works mentioned, perhaps). The fact is, this is not a stance that is generally held in the world of the arts.
But is this not the very same concept (if an extreme application of it) as saying that the quality of a game's storytelling is dependent on its use of the medium's unique properties? It is the same judgement process; rather than basing something on the quality of what it presents, it is based on the extent to which it adheres to the medium's strengths. It's a very decorum-based, formulaic view of artistic presentation; a work is not based on the quality of its content, but rather on its definition. Quality is determined by adherence to the rules rather than by innovation or simply good presentation.
Rather, I propose that good storytelling in video games is not based on the game's use of interactivity and lack of passive cutscenes, but rather based on the quality of whatever method the game chooses to tell its story.
This is not to devalue interactivity in storytelling. When used well, it can create some truly unforgettable and memorable moments of which no other storytelling medium is even capable. In addition, it is vital to the growth of the medium that we explore and innovate in this area, further developing the possible applications of this new way to tell a story. However, this is not to say that constant and extensive player control is necessary in order for a game to tell its story well. In fact, many of the best video game stories would only suffer from constant player control or extensive player choice. That does not mean the story is bad, or that it is not told well, it simply means it is not the most unique example of video games as a medium. And you know what? That's okay. Uniqueness and quality are often connected, but are not synonymous.
So what say you, Escapists? What do you think about all this?
NOTE: If you talk about specific examples from video games, use spoiler tags.