Games Hurt Stories, Stories Hurt Games

Recommended Videos

dessertmonkeyjk

New member
Nov 5, 2010
541
0
0
The power of telling a story in a virtial world can be so staggering that it can be subtle as looking around and thinking "What's the significance of this person/place/thing?". You can choose to pay attention to detail or not and still not majorly impact the storyline other then having a better understanding of that around you.

Characters social interaction with one another in a variety of scenarios reveal who they are by words and by action as simple as a situation that they must leave you behind because of their beliefs. These kind of things can happen at any given time and are not in any way something you can control but only reacting to it with your personal understanding of them.

Enviroments can have a story in themselves that only those who look for it will find something of interest such as a landmark, event from the past, or analogy. It can pay to observe your surrondings and possibly prove useful if you so chose to use the knowledge.

All of this can be put into place and, if designers permit it, can be used to change the storyline based on observation.


(This hardly applies to more open-ended applications of an interactive narrative but can create an effective illusion of one as long as it responds to your choices in a semi-linear fashion.)
 

DioWallachia

New member
Sep 9, 2011
1,546
0
0
evilneko said:
I think the article is written by some guy who makes cute little toys for people to play with on their phones, and doesn't actually understand the segment of gaming that he's talking about.

Would Deus Ex, Fallout, System Shock, or any number of other games be improved by stripping out the story?

And this...

BoogityBoogityMan said:
Most modern video games are very similar to pro wrestling. The story is all written out for you, it is just a matter of you loading it up and acting it out. Press X now. Run from this point to this point now. The games bombard you with compliments in the form of achievements and other meta-rewards for following a linear list of instructions that look a lot like the linear list of instructions pro wrestling actors study and rehearse before a match. Prowrestling has no tension, no suspense; it is pure spectacle and the 'players' are just actors. A real game, like football, can create immense tension, and the outcome is never known before hand. It takes an entirely different set of skills and mental abilities to play a game, then it does to act in a scripted match.
...is a load of horseshit.
How about IJI, Sacrifice, The Binding of Isaac, Bastion, Phatologic, Turgor (The Void for americans)??? would those be the same without the story?
 

Zen Toombs

New member
Nov 7, 2011
2,105
0
0
ResonanceGames said:
-good points-
You should listen to this guy, he talks sense.

OWN OPINION: Yes, some games are hurt by their story, and many stories are harmed by using the Gaming media. HOWEVER that does not mean that the two can't go together to make a very yummy sandwich, it just means that not all condiments/deli meats/flying spaghetti monsters can be added to a sandwich and have it still be delicious. For the gaming sandwich to work, all of the pieces need to work in tandem, and that includes story (or the lack thereof).

TL;DR[footnote]Even though this is pretty short[/footnote] Stories SOMETIMES hurt Games; Games SOMETIMES hurt Stories. But sometimes they make a yummy sandwich. :3
 

DioWallachia

New member
Sep 9, 2011
1,546
0
0
If people think that the story of a game is limited because they cant predict what the player would do then it because they made the story first before the gameplay. The point of video games is INTERACTIVE STORYTELLING; It is supposed to grant the players the ability to explore this world and seek for the truth in unusual and unknown places. The narrative of a book COULD make the protagonist wander around an area for whatever reason and find clues about his past or something but in a video game this kind of behavior is what a good writer can use to either give the player/protagonist a certain amount of information (that can come in form of text or a painting on a wall or just pure symbolism ) that may convince/manipulate the player into making a decision later. The point is that you cant say that games make worse stories, its writers that FAIL to understand how powerful its a video game to explore a plot
 

remnant_phoenix

New member
Apr 4, 2011
1,439
0
0
DinofarmGames said:
Hey all - I'm the author of the article in question.

Firstly, I want to mention that it is *entirely* possible to jam a mediocre story into a game, or vice versa. My point is that there will be damage, usually on both sides of that battle.

What's really the most important thing in a good story? Character arcs. The transitions characters make as the story progresses. How do character arcs develop? When the characters make decisions. Now, writing a good story is very hard precisely because you have to have several characters, each with interesting and meaningful character arcs, all working together in unison. This is not easy at all.

So now, we throw the player into the game and allow him to make decisions, instead. You should be clear on this point:

If you are saying that this player's decisions won't damage the fragile structure of a story, then you are saying that stories are very easy to write. They can be written by authors on the fly, for that is what a player is doing when he is making in-game decisions: he is writing the story.

So can you improvise a great story? I'd be impressed if you could improvise a mediocre one.

-Keith
While these are strong points all around, you're completely overlooking those instances where game and story come together perfectly, and the story wouldn't be the same if it were in a non-interactive format, like a book or a movie.

The example that comes to mind is Portal.

Yes, you could tell that story as a movie, but it wouldn't be as effective. The genius of Portal's narrative is that it is delivered by player exploration and discovery, two interactive elements. You are never told, "Something bad happened here...all the people are gone...where did they go?" That's something that your brain puts together as you explore the hauntingly empty offices of Abstergo Laboratories.

Conversely, yeah, you could remove the narrative elements, which would free the game up to be a non-linear first-person puzzle extravaganza. And that would arguably improve the game in the sense that the gameplay could be better, but without the gripping and fascinating context that Portal's story provides, the tricky puzzles wouldn't be nearly as memorable. I mean, I love playing Sudoku and Fruit Ninja on my iPod Touch as things that are fun and challenging to play, but they can never measure up to the experience of a game like Portal.

When gameplay and story are synthesized, the end result is something that is greater than just a game or just a story grafted to a game. The result is an interactive storytelling experience that only the gaming medium can provide.

I accept that many game stories are shoe-horned. I think that you are limiting yourself by operating on such narrow definitions of "story" and "game." Things aren't that black and white.
 

Arrogancy

New member
Jun 9, 2009
1,277
0
0
I can't understand why some people question the need for games to have stories. Stories are ways to engage the player and give context to actions. The most basic flaw with the argument proposed by this man is that all the games he listed are played with multiple people. You are engaged in these games because of how they differ with the people you play with. By this logic books do not require stories either. A book has static plot and character development that could be alleviated should you and a group of friends get a series of blank sheets of paper and just start writing on your own. Not to say that isn't fun, I believe the vibrant RP section of this website attests to that, but the logical inconsistency remains the same. You make some good points, but the fact remains that those points are not enough to carry your argument. Story driving gameplay is a problem, but it is a problem that is constantly being worked and reworked in the industry. The fact is that simply because a game is more of an open experience than a standard book doesn't undercut the place for story. I've played games with good stories over and over again precisely because they have good stories, the same for books and movies.
 

Condiments

New member
Jul 8, 2010
221
0
0
The article does indeed raise fair points, however it operates under the failed assumption that games all operate under one umbrella. Can we really compare two experiences when one is explicitly defined by its rules, and problem solving, to a lot of games we see today?

Would thief, elder scrolls, etc. be the same if it was stripped of all atmosphere, narrative context, sound design, and art direction?

Games are no longer operating under the assumption that the player's only motivation for playing is to e.i. beat the level for the sake of it, or get the high score. They've evolved beyond this point, and aren't really 'games' in the sense that game mechanics are the only thing that matters.

There is a vast spectrum of what we call 'videogames', and I think it fallacious to assume they should operate for the same purposes. Is tetris a better game than planescape: torment because it strips the pretension of context away? No.

We need to stop viewing narrative and gameplay as exclusive antagonistic elements. What we should be asking is how each supplement each in other in the overall experience.
 

MammothBlade

It's not that I LIKE you b-baka!
Oct 12, 2011
5,246
0
0
BoogityBoogityMan said:
Good article http://www.dinofarmgames.com/?p=219

My summary:

So what is a game? A system of rules, that create challenges and competition which the player can then increase their mastery of by playing the game. A good game is simple to learn, but has deep mechanisms whose complexity emerges through play, e.g. chess, scrabble, football, basketball, tag, etc. The events in a good game change every time the game is played, and therefore has infinite replayablity. They teach us important meta-skills like patience, focus, strategy, confidence, adaptability. They show us new ways to look at our own psychology, and that of our opponents They teach us to analyze patterns and abstract them into easy to process bites. They teach us to learn a new set of controls and allow it to become an extension of our own bodies. It is not controversial to say that games exercise the mind in a unique way that no other activity can.
I think this definition is flawed and narrow. Unless you'd like to say that a large portion of video games in existence today are not true games at all. No, video games are not just as you describe them. They can be a very immersive medium of storytelling. Half-Life, for instance... had you experience the story of Black Mesa through the eyes of Gordon Freeman. Yet the story was presented in an altogether different way to how it would be in a book or a film. Not through text or third-person movie cameras, but through your interactions with the game world and its responses. You could tell that this game did indeed have a story, without compromising on actual gameplay.

It is altogether false to suggest that games and stories are incompatible.
 

Vault101

I'm in your mind fuzz
Sep 26, 2010
18,863
15
43
I dont play games without some kind of story/ context otherwise it gets boring pretty fast

which is why Online multiplayer doesnt hold my attention

mabye thats because Bioshock is the game that got me gaming, so I hold other games to that kind of narritive standard, I dont know but

also of COUARSE the game suffers if you aproach the story in a certain way..like Yakuza, IMO that game should have been a movie, it was presented like a movie with overly long cutscenes with some fighting thrown in

compare it to Dead space or half life or even assasins creed where the action folds out before you and the cutscnes only go as long as they need to

EFIT: its almsot like this guy hasnt actually played any good games
 

Moonlight Butterfly

Be the Leaf
Mar 16, 2011
6,157
0
0
DinofarmGames said:
So can you improvise a great story? I'd be impressed if you could improvise a mediocre one.

-Keith
It's entirely possible to 'improvise' a story just look at the choose your own adventure games from the 80's they were pretty much the precursor to branching game paths today.

Take Cave Story for example, a game originally made by one man, it's a pretty simple game with a charming story that has a few major branches in it not complex stuff but it adds so much to the overall experience and actually make you care about your actions. As an indie games developer I would be concerned if you hadn't heard of it or even played it.

Also, people just don't watch movies and read books once. I'm not sure how many times I've read Hound of The Baskervilles by A.C.D or Journey to the Center of the Earth by Jules Verne. I've watched the Star Wars trilogy a lot and played Final Fantasy 9 at least 5 times.

If it was down to you Final Fantasy 6, Baldur's Gate 2 or hell even Cave Story wouldn't exist... and the world would be a much darker place.

If you mean improvise as in make up a story off the top of my head, sure I can do that. It just takes a little imagination.

Edit: The more I think about idea this the more ludicrous it is, have you ever played Half Life 2, Dragon Age Origins, Portal, Skies of Arcadia? ANYTHING with a good story?... ugh.

I'm playing Machinarium at the moment and it's an indie point and click puzzle game where nobody speaks and I actually care loads about my character, the story and the world...o_O
 

Lilani

Sometimes known as CaitieLou
May 27, 2009
6,581
0
0
DinofarmGames said:
Hey all - I'm the author of the article in question.

Firstly, I want to mention that it is *entirely* possible to jam a mediocre story into a game, or vice versa. My point is that there will be damage, usually on both sides of that battle.

What's really the most important thing in a good story? Character arcs. The transitions characters make as the story progresses. How do character arcs develop? When the characters make decisions. Now, writing a good story is very hard precisely because you have to have several characters, each with interesting and meaningful character arcs, all working together in unison. This is not easy at all.

So now, we throw the player into the game and allow him to make decisions, instead. You should be clear on this point:

If you are saying that this player's decisions won't damage the fragile structure of a story, then you are saying that stories are very easy to write. They can be written by authors on the fly, for that is what a player is doing when he is making in-game decisions: he is writing the story.

So can you improvise a great story? I'd be impressed if you could improvise a mediocre one.

-Keith
I'm sorry, but that is a terribly narrow way of looking at both games and stories. Have you ever played Portal, Portal 2, Psychonauts, Half-Life, Half-Life 2, or Mass Effect? There are incredible stories and characters in each of those games. Please, play those and then come back and tell me they present only mediocre stories and characters. If you honestly think games cannot tell good stories, you clearly have not played enough games to know what you're talking about.

Also, a character doesn't have to change in order for them or the story to be great. Look at A Cask of Amantillado by Edgar Allen Poe. Montresor experiences no change from beginning to end. In fact, the end reveals his feelings regarding what he did to Fortunato haven't changed in 50 years. You don't even have to have intersecting character arcs--look at a Bullet to the Brain by Tobias Wolff. The only character that has an arc is Anders. It's all just his story, his own personal arc. Yet it's so powerful and emotional it doesn't need anything else. And it's just as well--it is his life flashing before his eyes, after all.
 

RJ 17

The Sound of Silence
Nov 27, 2011
8,687
0
0
For all the TL/DR whiners out there, here's the jist of it: if you don't like to read, get off the internet. There are plenty of articles out there with 2,3, even 4 pages worth of text and I don't see you TL/DR'ing those.

Lilani said:
And besides, haven't you ever rewatched a movie? Or reread a book?
This was the point that I was going to bring up. The OP makes it sound as though either of the above quoted actions would just be absolutely pointless since you know how the story is going to end, but that's simply not true. If you enjoy a story, movie, or game, you'll likely want to re-experience it numerous times. Hell, to this day I'm still pulling out Portal 2 every now and then for a playthrough. The story never changes (and incidentally neither does the, so that kinda screws up the whole game-web chart :p) but I still thoroughly enjoy the characters and the dialogue and the events that occur.

BoogityBoogityMan said:
Most modern video games are very similar to pro wrestling. The story is all written out for you, it is just a matter of you loading it up and acting it out. Press X now. Run from this point to this point now. The games bombard you with compliments in the form of achievements and other meta-rewards for following a linear list of instructions that look a lot like the linear list of instructions pro wrestling actors study and rehearse before a match. Prowrestling has no tension, no suspense; it is pure spectacle and the 'players' are just actors. A real game, like football, can create immense tension, and the outcome is never known before hand. It takes an entirely different set of skills and mental abilities to play a game, then it does to act in a scripted match.
I'm afraid I must point out that this comparison doesn't work, at least not in the way you're wanting it to to support your position, because you're not comparing them on equal terms. The "you" as a player of videogames does not equate to the "you" as a professional wrestler. The Pro Wrestler already knows how the match is going to end, he knows the story. The game player doesn't know how the game is going in, he or she does not know the story. As such, the gamer is actually more equateable to an audience member at a pro wrestling even...the audience member doesn't know what's going to happen, and that's why they go. the WWE has come out and fully admitted that it's all fake, they're all trained professionals, yadda-yadda-yadda, and yet people still keep going. WHy? Because they want to get entertained. They want to see their favorite star powerbomb the biggest jackass wrestler through three tables that have been lit on fire and covered with thumbtacks. Why? Because the jackass is an arrogant prick of a wrestler who everyone hates but he's too good to be ignored, so they cheer for The Rock to go lay the smack down on his candy ass. If there was no story, the wrestlers would have no characters. If the wrestlers had no characters, no one would really care about a bunch of oiled up guys in their underwear fake-slapping each other.

The point? Games /need/ stories. You can only play Asteroids so many times before you utterly get bored with it. Now put an enjoyable story behind that game and you'd find people playing it again just to experience the story again. To borrow a line from Idiocracy: "There was a time in this country when smart people were considered cool.......well, maybe no cool But they did things! They wrote books and movies! Movies that had a point, so you cared whose ass it was, and why it was farting, and I believe that day can come again!"

As for the linearity of a story, I'm afraid that argument falls flat as well. As an English major with a minor in Writing, let me assure you that there are plenty of ways to interpret a story, this would be the same as the game's web-like path. Give multiple people the same story to read and they'll come back with entirely different views on what the story was about. Some might take a look at a story and say "It was the author's commentary on the political strife that was tearing his country apart at the time." to which someone else would argue "No, it was the author's way of speaking out against rapid industrialization and the effects that technology has on our lives." to which a third would argue "Look you crackheads, it's a frickin' book about a frickin' guy and his frickin' dog going hunting." All of them have valid evidence to be found in the story to support their claims, but which one is right? None of them, most likely, but the point is that stories are open to interpretation, all you have to do is reread a story or rewatch a movie with an open mind and you'll find new interpretations to augment your previous ones.

And finally, I must point out that your argument is flawed from the very beginning because your speaking in absolutism. The only absolute in life is that there are no absolutes in life. You're OP is a generalized statement that covers all games and stories. What about games that are heavily based upon their story? That is, experiencing the story is the very point/goal/achievement of the game? I'm speaking of RPGs...that entire genre breaks your argument as they simply cannot exist without their stories.

For that matter, if you want to get really technical about things, for the most part most videogames can't even be considered "games" by your definition, at least not modern ones:

quote="BoogityBoogityMan" post="9.345764.13828822"]So what is a game? A system of rules, that create challenges and competition which the player can then increase their mastery of by playing the game. A good game is simple to learn, but has deep mechanisms whose complexity emerges through play, e.g. chess, scrabble, football, basketball, tag, etc. The events in a good game change every time the game is played, and therefore has infinite replayablity. They teach us important meta-skills like patience, focus, strategy, confidence, adaptability. They show us new ways to look at our own psychology, and that of our opponents They teach us to analyze patterns and abstract them into easy to process bites. They teach us to learn a new set of controls and allow it to become an extension of our own bodies. It is not controversial to say that games exercise the mind in a unique way that no other activity can.[/quote] By that very definition the only part of modern day videogames that can even be qualified as "games" would be games that have competative multiplayer. The thing is competative multiplayer are indeed games in the purest sense of the word, and as such apply to your argument. They have no story other than some shooters saying "You're the Russians, they're the marines, go kill'em." Competative multiplayer games perfectly match your definition of a true game, and thus there is nothing to complain about as far as story getting in the way.

Singleplayer, however, fails your definition of a game. The singleplayer is story driven, not competatively driven. Since your definition of a "game" is that it is something that has a competative nature, no singleplayer (i.e. story modes) can apply to any of your statements since they're not "games" - by your definition - in the first place.
 

F4LL3N

New member
May 2, 2011
503
0
0
DinofarmGames said:
Reading the OP, I kind of received a vibe this article was inspired by Skyrim. As I definitely feel Skyrim's story (or stories) hurt the game (or gameplay) and the game hurt the story.

However, I feel a game like Skyrim brings out the flaws in your argument (or I may be way off on your points, I haven't read the full article). My main point being, what about self-told stories? Role-Playing Games. In this case, the game highly compliments the role-playing aspect (you can't even role play in other forms of media).

Even in RTS games, I often create my own story during random scenerio matches. Age of Empires, or even Hearts of Iron III comes straight to mind regarding this. In this case, the 'Story' diagram will look a lot more like the 'Game' diagram. I even role-play in Chess.

In a practical sense, I think it comes down to bad game making. A story will only hurt a game, or vice-versa, if the game as a whole has been poorly made. There's many great games out their that proves this argument isn't fundamental among the median as a whole, but rather individual games (98%) and their poor execution.

Disclaimer: I may be off on the whole point of this topic, as my mind is racing 10 miles per hour and I'm struggling to concentrate.

BoogityBoogityMan said:
...When the gameplay of a game has to line up with a previously composed narrative (which is inherently linear)...
I just re-read this bit which basically cancels out my main point in this argument. I'll post it anyway.

In a practical sense, I think it comes down to bad game making. A story will only hurt a game, or vice-versa, if the game as a whole has been poorly made. There's many great games out their that proves this argument isn't fundamental among the median as a whole, but rather individual games (98%) and their poor execution.
This bits still relevant though. And in a way, even non role-playing games with linear storylines often have the character progress through stats/more advanced weapons, etc., which is not possible watching a movie or a wrestling match. This progression often adds to the storyline, as it gives you practical experiences within the game world and by the end, you feel a sense of accomplishment which compliments the story you've just experienced. (Again, I may be way off.)

EDIT: Bolded last part, as I feel this may be a decent point.
 

Mike Richards

New member
Nov 28, 2009
389
0
0
Something that I've been saying for a few years now, what exactly is wrong with linear games? Interactive narratives can be wonderful when employed correctly as can non-linear gameplay, but some games are better off taking you on a very specific, carefully sculpted journey.

Take Uncharted 3 for example. It's immensely scripted and gives you virtually no choice in what to do. And yet it presents one of the greatest adventure stories I've ever experienced, thanks in no small part to its focused and precise structure. Any greater free-roaming probably would have weakened it if not outright killed it.

And while it could be damn fine movie to just watch, it's all the more fun to play and actually be a part of. Not all games need webs and not all games need uncertain outcomes. We've moved into something very different from football or Monopoly or Tetris, which is why I almost don't even think 'games' is the best term for them anymore. But for the time being it's still the best label we've got.
 

The Pinray

New member
Jul 21, 2011
775
0
0
Wow, really? You're off on this one, but I can't say anything that hasn't already been said by the other posters here.

I'm sorry but Pong and Pac-Man aren't the pinnacle of gaming perfection. :p
 

GrizzlerBorno

New member
Sep 2, 2010
2,295
0
0
I mean, if you look at it, ALL GAMES have a linear narrative. You end a game of chess, don't you? You carry out a metaphorical battle between two armies which ends when one king is killed. Sure no two of those battle will be exactly the same in terms of how the pieces move, but the outcome will always be the same: One side wins.
That's exactly how it is in a SP game story. You choose what weapons to use and when, so no two players will play the game EXACTLY the same way. But in the end.... you always win. Okay I'll give you that: The computer (opponent) can almost never win in a video game, which is more linear than a game like chess.

But honestly, do any of us want to play a game where you can invest 40 hours and then LOSE? That'd be fucking irritating. It'd also probably be revolutionary.
 

PrototypeC

New member
Apr 19, 2009
1,075
0
0
I lost my train of thought so I'm starting again. Basically, a video game may have game in the title, but that's not the only thing going on. Plenty of people prefer their games with context and story, but especially if the gameplay and the story complement and complete each other.

What this article would call a "story" isn't the same as the story in a video game. In a good video game, the story doesn't happen in cutscenes; it happens constantly from opening to credits. Every single piece of a game should reinforce the world that we're supposed to be fighting for. Portal, mechanics-wise, is just going from room to room (with a few detours), but lots of people praise it for the story. That's because every scribble on the wall or piece of dialogue strengthened the world you were in and your feeling of your place in it.

I don't like games like Final Fantasy, for instance. Rather than rushing to stop the antagonist who only has to press a button on the death machine to win, you'll stay in the same general area fighting monsters for a few in-game days so you can handle the pointless totally optional boss fight later to get a new weapon. That's a huge disconnect between story (which is put on hold) and mechanics (in that case getting better weapons and becoming stronger).

I could play games just to accomplish and defeat and win and get on some leaderboard, but I don't want to. I don't get as much satisfaction from that. Even when I play fighting games (in which the only option is to beat your opponent senseless), I like to imagine scenarios that would lead up to this battle or at the very least understand who these people are and why they fight. My mind needs to be exercised while I play instead of just my trigger finger.
 

Vault101

I'm in your mind fuzz
Sep 26, 2010
18,863
15
43
GrizzlerBorno said:
I mean, if you look at it, ALL GAMES have a linear narrative. You end a game of chess, don't you? You carry out a metaphorical battle between two armies which ends when one king is killed. Sure no two of those battle will be exactly the same in terms of how the pieces move, but the outcome will always be the same: One side wins.
That's exactly how it is in a SP game story. You choose what weapons to use and when, so no two players will play the game EXACTLY the same way. But in the end.... you always win. Okay I'll give you that: The computer (opponent) can almost never win in a video game, which is more linear than a game like chess.

But honestly, do any of us want to play a game where you can invest 40 hours and then LOSE? That'd be fucking irritating. It'd also probably be revolutionary.
it deopnds on what you mean by "win" some games (usually in the middle) you play a bit where you keep going as long as possible before you inevitably lose... to get oyur hero to wake up somwhere and move the story

or red dead redemption

[spoiler/] jhon marston dies in the end, no matter how hard you try you cant survive that last part [/spoiler]