EXPERIENCE BEYOND THE STORY

Exploring the true storytelling power of games as a medium.

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  • 12/28/2010 08:29 PM
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A hot-button topic recently has been the idea of games as art and whether or not the medium is there yet. This debate is tough to swallow... the mere fact that it is still a debate means we have a long way to go, regardless of your personal opinion on the matter.

When people think about the artistic value of something like film, it is intricately tied to the story the piece works to tell. Not just through dialogue or action... pacing, color, lighting, framing, and a million other little touches can tell a story and establish the overall film as art. But this idea that art and story are so closely related is one of the biggest reasons games are struggling to find their place.

There are people who think that the interactive nature of games makes them a poor storytelling medium. After all, if the player can make his or her own way through the story (running down the wrong hallway, or turning the camera to face any specific area over another), the designer loses the essential powers of pacing, placement, even cinematography... which, as mentioned before, all work to build a story and create art.

Video games are not a poor storytelling medium... just an unconventional, misunderstood one.

Stories in games are not told by the developer, but the combination of the developer and the player. Digest that idea. Developers can spend all the time in the world crafting an intricate saga, but the truth is that they will never be able to convey that saga as effectively as a director or novelist through their non-interactive mediums. (Sure, books and film are interactive to some extent, but in a completely different way than games).


Consider the New York Times' review of Rockstar's western masterpiece, Red Dead Redemption.

In noninteractive entertainment — be it a play, film or television program — the director controls exactly what the audience sees at every single moment. That is why it makes sense to build sets that are nothing more than plywood facades: if the audience can’t see it, it has no reason to exist.

By contrast, a great western game allows players to roam the frontier as they please. See that outcropping over there in the distance? You can climb it if you like, or just keep riding. When you come into one of the many towns and villages there may be dozens of buildings to explore, and they are all populated with folks going about their daily lives, even if you never visit.



If you want to tell your story, if you don't want to allow your audience any wiggle room, write a book. Direct a movie. If you want to work with your audience and forge an even more powerful experience for it, make a game.

So how do we (as independent developers) accomplish this? By placing heavy focus on WORLD rather than STORY. Instead of telling people how to play, give them the tools and toys to go out into your world and play on their own. Give them colorful characters to interact with, enchanting environments to explore, interesting equipment to utilize... But when it comes to telling your own complex story, just take a step back.


This is not to say games with intricate, predetermined stories are by any means bad. Final Fantasy (especially the later titles), Metal Gear, and God of War are a few examples of fantastic and wildly successful franchises that follow this formula. But I'm going to take a bold stand and say they're all missing something. They're not flexing the medium to it's fullest potential. It's when that blend of player and developer hits a perfect balance that true art in games is born.

To name a few games I consider to be incredible examples of artistic expression because of these very reasons... The previously mentioned Red Dead Redemption showcases the most beautifully realized environment you'll ever have the pleasure of exploring. Shadow of the Colossus, a common point of reference in the "games as art" debate, presents a haunting world where even riding your horse across the empty landscape is a somehow moving experience. On the lighter side of things sits the terrific Zelda series, which has never allowed a convoluted story to get in the way of the charm of its world and characters.

(These are all simple strategies to emulate, even on a smaller-scale RM project!)


One more time. Games are unique in that their stories are not just told by the designer, but by the player as well. Because of this, it's far more effective to create a compelling world and let the player make their way through it than to attempt to weave an complex, linear plot.

Good luck with all your projects!

Posts

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I can understand why Dead or Alive Xtreme Beach Volleyball would not be considered art.
There are movies with the same sense.

I believe the RM2k game Yume Nikki has successfully earned its status as an art form.
Video games will be recognized for their power eventually. For now, the elitism is much too strong.

Aside: I don't like the term video game. It can be more than a 'game'.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
Aside: I don't like the term video game. It can be more than a 'game'.

"Game" and "art" aren't mutually exclusive, nor is a "game" in any way inferior to any other medium.

Take chess, for example: It's a game (specifically a board game), but it is also a magnificent work of art when you consider the deep and intricate strategies and tactics that is involved in playing that game.
Exploration is always part of a story. In traditional media, the main character discovers places, items, powers, and--most important of all--people. A video game character needs to discover all of these things.

On the other hand, I don't think that exploration is the same as telling a story. Stories have meaningful problems. I remember the first game I ever got into--The Legend of Zelda: Ocarina of Time--when I was 11 or 12. I still remember the Great Deku Tree talking about how evil and powerful Ganondorf was, and how my character was the only hope for Hyrule. I imagined what it would be like to be there myself, having the ability to save the world, and being determined to do so.

A meaningful central plot is one of the best ways to make the game compelling as well as interesting. I do wish that more games had multiple ways to solve the central plot, though: for example, do you defeat the villain single-handedly, with a small band of friends, or by uniting the entire nation to fight the evil forces? But I think that giving a game a sense of purpose and direction without a central plot would be challenging.
Versalia
must be all that rtp in your diet
1405
author=statesman88
But I think that giving a game a sense of purpose and direction without a central plot would be challenging.


I don't think the author was suggesting that NO focus should be put on "storytelling;" after all, a game without a plot is precisely the opposite of the point he was making about games as art. The key is that your plot, your story, your world is unconvincing or boring if you focus solely on the progression of the main character(s) and pushing them along their path rather than focusing on making the environment feel like an inclusive place you can interact with. You should be giving them a hammer, nails, wood and a blueprint - not a deed to the house.

The cited Shadow of the Colossus is another excellent example - this game has EVERY sense of purpose and EVERY sense of direction, while having only an IMPLIED story.
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