Videogame storytelling can surpass film
But still a way to go, Deus Ex writers says.
When it comes to storytelling, videogames are considered the poor cousin to film. Indeed some believe videogames will never surpass film when it comes to telling a good tale. But for one videogame writer, this status quo will come to an end sooner rather than later.
That videogame writer is Deus Ex: Human Revolution lead scribe Mary De Marle, who in a new interview with Eurogamer explained the challenges associated with spinning a good videogame yarn.
"There's great potential to go beyond what films can do," she said. "The difference games have versus movies is, when you're playing a game you're an active participant and what's happening to it is happening to you. There's an aspect of it that's so much more personal once you get into it.
"The way we've told stories in the past through film is, the author of the story is in complete control of it and they can craft something that pulls on your heartstrings. They know the craft and they know the way to give information, reveal it, hold stuff back, characterise their characters, and they know they can feed this to you in a way that makes sense, that builds that questioning inside you to say, 'Where's this going? What's happening?' The revelations are very powerful and hit you when they hit you and make you feel an emotional response.
"But games, we have the dilemma that we can't control what the player is looking at and seeing, and we have to find new ways of doing it, and find new tools of storytelling that enable us to have those reactions."
In Scott Steinberg's Game Theory: Ep 3, famous videogame developers reveal their thoughts on the art of videogame storytelling.
"I don't think we've yet mastered the techniques of true interactive storytelling," was Ultima creator Richard Garriot's verdict.
"I mean that not just in dialogue, not just in cutscenes, but really in the entire experience unfolding and how you emotionally become engaged with what's going on."
For De Marle, the answer is simple: writers must work closely with programmers to ensure the creation of a seamless, compelling whole.
"The more we're working on it we're getting better and better at it, but we have to work more closely with the other members of the team. All sides have to understand we are working together to create a powerful emotional experience and there are times that execution is very important and there are times when the gameplay is what's going to have to do it. So, how can we work together to get that?"
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Comments (18) Latest comment 1 year ago
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Go back to the golden age of the Megadrive and SNES and early PC (even back to the Amiga if you want) and graphics were more a means to an end, games served a purpose whether it was to tell a story or challenge the player. The mass market didn't exist so you had to cater to a niche to get any sales at all, now that there is a mass market for games niche titles are deemed too much of a risk in favour of yet another shiny or dirt brown havok physics UE3 shooter.
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For the life of me I can't see a way to appease both camps. Either the dialogue can't match the events on screen or you interrupt players with cutscenes. If there's a game that handles it like we'd want, tell me what it is!
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I'm not talking about making people look real or anything, just the movements. Wall-e is a perfect example (in film) of how non-human/animate objects can show real emotion. A little like the clap-trap character in Borderlands, though this example brings to mind the repetitive animation problem. Just to note, I realise developers can't possibly counter this, especially in free roaming games, due to the expense and time involved in animating characters.
In terms of story telling, I kind of agree with Lusterpurge in that a player can completely ruin a good story line by tw*ting about, but that's more a case of killing the immersion than anything else. Bugs are good at doing that too.
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I think there are have already been cases of storytelling in videogames that went as deep under my skin as a movie, even if it's often (just) a cutscene. But good cutscenes are a really effective storytelling device in games; they give you time to breathe and at the same time can give your actions depth. Yes, I like cutscenes when used well.
MGS games are often derided for having too many cutscenes (possibly because especially MGS4 often went really overboard in that regard), but they also really have some truly unique and poignant moments outside of them that are right up there with the better movies.
For example the battle with Big Boss in MGS3 on the flower field with that music going on and everything, the microwave corridor sequence in MGS4... I'm still looking forward to a new Kojima IP (please don't make another MGS).
Also, the Blade Runner game still sticks with me for thought-provoking story telling that is right up there with the movie.
As for Uncharted, as fantastic as it is as a gaming experience, sometimes I have the feeling the story and the gameplay itself are too detached from each other: You have the 'cool and funny adventurous guy' in the cutscenes, and the cold blooded mass murderer in-game. Sure, everybody is shooting at him all the time but something just doesn't add up there. Even if they still made progress with creating a movie-like experience, almost seamlessly mixing cutscenes and gameplay.
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I know it's impossible to convey all the differences between these two mediums in a short interview but the implication that you're an "inactive participant" while watching a film (or reading a book, for that matter) is not true. The difference is in levels and ways of activity. One is not superior to the other, just different. Game storytelling can't "surpass" film storytelling just like film storytelling didn't "surpass" theatre or literature.
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Then there are others, mostly RPGs that I can think of right now that are great at using a background story i.e. a certain part of that games story will be revealed to the player by straight playing but they can make it better by learning about that games universe's lore by exploring in the game.