Tag Archive for 'Narrative'

Steven Spielberg Skips the Cutscenes

Blockbuster King turned game developer Steven Spielberg talked about his hatred of cutscenes that interrupt gameplay in an interview with Yahoo! Games.

The thing that doesn’t work for me in these games are the little movies where they attempt to tell a story in between the playable levels. That’s where there hasn’t been a synergy between storytelling and gaming. They go to a lot of trouble to do these [motion-capture] movies that explain the characters. And then the second the game is returned to you and it’s under your control, you forget everything the interstitials are trying to impact you with, and you just go back to shooting things. And that has not found its way into a universal narrative.

Spielberg complained specifically about games like Battlefield: Bad Company where you can’t skip the cutscenes. His perspective comes from almost four decades of movie storytelling, and shows the importance of delivering a cohesive narrative through gameplay rather than cinematics.

“I think filmmakers are learning things from video games,” said Spielberg. “Movies are starting to look more and more like videogames, like the digital introductory teasers videogames give you before they turn control over to the player.” He added that Wanted and The Bourne Ultimatum show “a lot of video game saavy.”

Spielberg also talked about his own game projects in the interview. His puzzle game Boom Blox surprised a lot of gamers with its lack of narrative when it came out for the Wii in May. The director’s next project, LMNO, is “more of a movie-type story game” and revolves around an ex-secret agent.

Where is Gaming’s ‘Citizen Kane’?

In this month’s edition of Game Couch’s Blog Banter series, five bloggers answered the question: Does gaming have a Citizen Kane?

Orson Welles’ classic film was a technically innovative, personally deep and infinitely enjoyable masterpiece still watched again and again six decades after it was made.

“Are there any video games that possess a timeless appeal?” asked Lou Chou of Lou vs Video Games: Fight! “Games that, despite constant advances in technology, retain a game engine or narrative that will forever be relevant. If so, why?”

In answering his own question, Chou said that there are no timeless games, only revolutionary “artifacts” which developed concepts and gameplay elements that are then adapted by later titles. BioShock and Dead Space are better than their predecessors, System Shock and Resident Evil.

The bloggers at Game Couch said old games cannot be replayed like old films. People discover films like Citizen Kane through television, theaters and re-releases, said Game Couch, but “if you want to play Ico, you need the game disk and you need a PlayStation 2… Ico is a magnificent game — a work of art — but it’s essentially undiscoverable.”

Both dismissals are flawed, but not incorrect.

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The Journey or the Destination: What Makes Games Art?

“Too often we are so preoccupied with the destination, we forget the journey,” goes that age old and oft repeated aphorism, one that critics of the artistic potential of video games should consider.

Games have not yet been accepted into the zealously guarded enclave of artistic mediums, and many avid gamers, including myself and an industry insider pseudonymed Matthew Wasteland, want that to change.

Most people in the video game industry, and many people who write about them for a living, hope for games to be taken seriously as art or literature. It’s just around the corner, we believe— the day the establishment flings open the door to us and lets us in, apologetic tears streaming from their eyes. ‘We misjudged you,’ they’ll cry, ‘Just like we initially misjudged movies, jazz, and prose poetry.’

Matthew’s column on GameSetWatch does not feed these sentiments, but rather explains why video games have been dismissed by critics outside the industry. I disagree with Matthew’s position, but its a well-stated one that offers a good opportunity to address one of the most common criticisms of games as a medium.

In his column, Matthew explores the problems of a game based on Herman Melville’s classic Moby Dick. “No matter how much freedom the player was given to navigate the ocean in his own self-directed way,” writes Matthew, “the predetermined story of Captain Ahab’s obsession wins out, and at the end of the game, Moby Dick destroys the Pequod no matter what happened in the intervening time.”

Matthew’s argument is that the fixed outcome of Moby Dick is what makes it so powerful. To simply follow the linear plot that works for the book fails to take advantage of the interactive potential of games, says Matthew, but to implement interactivity and allow the player to change the ending would take away its power.

This puts us in a strange bind: we’re either imitative of, and beholden to, the arts that preceded us (“if you want a good story, why not read a book?”), or we are unmoored in a postmodern haze, trying to argue that a quantum superposition of many possible outcomes is just as artful as a linear story (“this painting is a work of art and self-expression— but it doesn’t matter if that part is red or blue or green”). Neither of these options is fully satisfying.

Roger Ebert raises this same criticism — that art requires authorial intent, and the guiding hand of the creator must take the viewer down a set path to a pre-established conclusion and lesson — but I don’t agree with it. The journey is what moves us in Moby Dick, and it has the power to do so with or without the climactic destination.

Moby Dick is not a powerful story because of the final destruction of Captain Ahab; it’s power lies in the whaler’s obsessive journey, which would have destroyed him whether it succeeded or not. Ahab’s character is what makes Moby Dick art because his humanity makes the story’s grand themes resonate with and inspire the reader.

A Moby Dick game, to use Matthew’s example, would let the player speak directly to Captain Ahab and personally define Ishmael’s relationship with the crew. Interactivity would allow a much more personal experience with the story, one that would retain the grace of artistic satisfaction whether or not it ended as Melville intended.

Building a game with the power of Moby Dick is not about setting up plot points and an ending for the character to follow as if they were reading a book. Making an artistic game requires constructing an open-ended journey for the player which will be powerful no matter how she ends it because of the human characters she meets along the way.

In addition to his position with an independent developer, Matthew is a columnist with Game Developer magazine and runs a blog called Magical Wasteland.

Award-Winning Developer Says Storytelling On the Rise

Developer Dave Ellis sees a bright future for storytelling in gaming, he said in a Joystiq interview.

“Game writing is only going to get better as time goes on. Players are getting used to good writing, and soon they won’t settle for less,” said Ellis, the 2008 recipient of the WGA award for video game writing.

Ellis is a designer with Vicious Cycle, and his most recent project, Dead Head Fred for the PSP, earned him the Writer’s Guild of America award. He will be the keynote speaker at a Writer’s Guild Foundation workshop on game writing next month.

“Today, we’re looking at a couple of exciting developments. First, story-driven games are becoming more popular. Developers are realizing that writing needs just as much attention as the graphics and other gameplay elements, especially when the story and characters play a key role in the game,” Ellis said.

“Second, technology has reached the point where truly interactive storytelling is emerging. The story can evolve through the gameplay, and it can be affected by the player’s actions — at least to a certain extent.”

Ellis recognized the limitations of current storytelling techniques, which limit the player to established choices even in open world games.

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AGDC: ‘Tomb Raider: Underworld’ Developer Pushes Refined Storytelling

In a presentation at the Austin Game Developers Conference, Eric Lindstrom, creative director of Tomb Raider: Underworld, pushed for new storytelling techniques and more emphasis on story during development, reports Gamasutra.

Lindstrom doesn’t mean to tackle the problem of innovative interactive storytelling — because others are working on that. He’s talking about using the basic tools that have been used in other media, which “are not being used at all, or not being used effectively, and there’s no reason why they can’t.”

Here’s his mini-manifesto:

Stop saying that storytelling is less important than game mechanics. “There are lots of people who say this, but they don’t really mean it.”

Start putting storytelling on par with other pillars of game creation. “There are plenty of people out there who say this is true, but when push comes to shove, it’s not true.”

Stop hiding behind the word “interactive”. “If there’s really one thing to take away today — it’s that ‘oh, but it’s interactive’ is used as an excuse for bad storytelling all the time, and it just doesn’t wash.”

Start training and employing storytelling experts. “Hollywood knows how to write dialogue more than anybody in the industry on average. The last 10 movies I saw, seven of them had pretty crappy dialogue — so it’s not going to be perfect on average. But you’re going to find more people who understand storytelling.”

These points are good ones, but, as Lindstrom admits, these goals are really only ways of perfecting current storytelling techniques rather, which have not advanced much since the big games of the 1990s, and they don’t progress new strategies. A good Hollywood writer could work out the plot holes and cliches and help put together a satisfying climax, but only someone with writing and game development experience can integrate story into gameplay, so the two work together rather than being seperated into the game and the ensuing cut scenes.

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Dyack Says Cut-Scenes Need More Interactivity

Cut scenes establish story at the expense of interactivity. Is it worth it? Denis Dyack, creator of Too Human, says yes.

In a column for Edge Online, Dyack says that developers need to rethink the ways they use cut scenes. The article needs some editing, but there are several useful insights from an industry veteran who values good storytelling.

“Over the last five to ten years, so many games have been released where cut scenes are absolutely meaningless,” writes Dyack. “They don’t contribute to the content and don’t contribute to the characters. They’re almost like some kind of reward for completing the level, and that makes absolutely no sense.”

Dyack goes on to say that his recently released RPG epic Too Human blurs the line between cut scenes and gameplay by allowing the player to move through them a la the Half-Life games.

These are regular episodes of dialogue and action — sometimes overlapping gameplay like BioShock’s recorded tapes and sometimes allowing you to play through them like the fallout scene of Call of Duty 4. They are not fully interactive.

Fully interactive means something that does not simply add a free camera to a scripted event. To have interactive storytelling and not just an interactive lense, we need dynamic scenes that include player choice and input in more than just viewpoint.

Dyack concluded his column, “I’d still say that we’re taking baby steps in the area of bringing cinematics in games, but we’re moving in the right direction. The industry is pushing the medium, elevating it so people really get more unique experiences out of videogames than they would from any other entertainment medium.”

I hope he’s right, and I hope that more people are willing to experiment.

‘BioShock 2′ Creative Director Sees Demand For ‘Challenging Material’

Gameplayer has a great interview with BioShock 2’s creative director Jordan Thomas that covers the storytelling strengths of one of last year’s best games.

With BioShock, “2K Boston and 2K Australia wanted to build an action-narrative epic that would show respect for the player’s intelligence without forcing them to think exactly like the design team in order to ‘win,’” said Thomas.

BioShock plays well, I think, to some of the strengths of games as a medium. Most of the first game’s story is unmitigated, meaning you get to live through or discover it directly, in the manner of a forensic anthropologist, as opposed to ‘visiting storyland’ from time to time and then returning to the entirely unrelated game experience.” added Thomas.

“If anything, we’d like to deliver an even more consistently integrated experience with any future games in the series. We hope to maintain a rich narrative atmosphere while allowing for the player to author key aspects of his or her identity with a large degree of expressive freedom. To me, that’s what BioShock is all about.

Thomas is heading production of BioShock 2 at 2k Marin, which took up the franchise from their sister studios 2k Boston/2k Australia. Some of the original BioShock team is working with Thomas on the sequel, but the first game’s creative director Ken Levine is notably absent from the helm.

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REVIEW: ‘Crysis’ Pushes Graphics, Lacks Depth

Crysis made its name as a graphical powerhouse, with visuals beyond what current generation consoles and most supercomputers can generate. But there’s almost no depth behind this unarguably impressive presentation.

Story in Crysis is little more than an excuse for the big-budget action. The main character is a faceless soldier named Nomad, an elite commando with a futuristic nano-suit that allows superhuman abilities.

Nomad is part of a US special forces team investigating a tropical island where North Koreans have taken over an archaeological investigation of ancient ruins that turn out to be a buried alien spaceship. It follows a strict formula of War of the Worlds, Half-Life, and Halo, but lacks the depth and creativity of those three.

Scripted events and minimalistic dialog shoves the story forward, viewed in the first person Half-Life-style. The characters are all extreme testosterone to the max, the situations all cliche. It’s ridiculously generic and takes itself too seriously to be fun.

I almost lost it when the gruff general refused to listen to the pleas of the scientists pretty daughter not to nuke everything. “But we don’t know what will happen! It could make the aliens stronger!” “I’ve got my orders!”

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REVIEW: ‘Age of Conan’ a Strong Alternative to Current MMOs

Two months after its release, Funcom’s massively multiplayer online RPG Age of Conan is overcoming its launch problems and providing players with a world where roleplaying is actually viable.

Based in the sword and sorcery fiction of Robert E. Howard, whose 1920s and ’30s pulp fantasy invented the genre, the world of Age of Conan is just as intense and lively as the prose of its creator.

The game pits players against evil armies, dangerous beasts, wicked cultists and their summoned creatures. It’s bloody combat, which uses a demanding system of combo attacks, often ends with decapitations and fatalities.

Conan’s “low fantasy” setting is much grittier than that of World of Warcraft or Lord of the Rings. There are few real heroes, and every character presented in the opening act has bad qualities.

Age of Conan’s first act tells a story in the manner of traditional RPGs, with both single- and multiplayer content. It sets the game apart from other MMOs, and feels more like Oblivion or Baldur’s Gate.

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Previews of ‘Too Human’ Enjoy Story But Not Shortness

Early run-throughs of Silicon Knights’ upcoming game Too Human have drawn interesting responses from critics.

Creator Denis Dyack has already promised that story will be essential to his upcoming opus, following the tradition of past Silicon Knights games such as cult classic Eternal Darkness.

Chris Kohler at Wired enjoyed Too Human’s story, a cyberpunk retelling of Norse mythology, but saw combat gameplay, not story, as the game’s main drive.

Too Human is not the story-driven Silicon Knights title that we, the long-suffering fans of Eternal Darkness, have been waiting for these last five years,” says Kohler.

“Just as I came to grips with the gameplay,” Kohler adds, “and just as the story seemed as if it was starting to ramp up into overdrive — the game ended.” He took ten hours to finish Too Human’s campaign, which ends in a cliffhanger.

Tycho at Penny-Arcade took a more leisured fourteen hours to finish the game and was more satisfied with his experience.

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