That's my story
and I'm sticking to it |
Tuesday, October 05, 1999
- David Filip
Sadly, one of the most neglected
elements of video game design is the story. As a society
immersed in television, video and movies, you'd think a brilliant
story would top the list of important game features, but many
best-selling video games carry only the thinnest of plots. Why?
It's easy to blame the lack of
creativity on programmers, since it's their job to crunch numbers and
write code all day. Although there's plenty of creative puzzle
solving, programmers aren't forced to question the ethics of a deposed
prince's methods in his quest to regain power, or any other
traditionally creative type of brainstorming. I'm not saying
that coders can't also write great stories, but that's always been an
excuse. The problem is that, although many people are satisfied
with lackluster writing in a game, many aren't. I include my
self in the latter group.
In the early days of gaming there
wasn't often room for a complex plot. "Save the
Princess" or "Shoot a billion of those triangular ships that
scroll past you so the world can be saved" were common practice.
Text-based games and RPGs appeared on computers and consoles to make
things better, but action games still miss out on the spark of
brilliance they could often capture with a little more story.
Let's look at some examples of
storytelling in games to see what's going wrong and what's going
right. It really cheeses me off when graphically stunning games
have a dumb and cliched plot. It's even worse when that plot has
a stronger presence in the manual than in the actual game itself.
Consider Total Annihilation, a 3D
robot strategy game that offers features and playability that many
other games (including its own prequel) haven't delivered. The
background story sounded fantastic: A race in the galactic core
has advanced itself so far in science that it can achieve immortality
by "patterning" conscious thought into machines. When
it became legally mandatory for the "protection" of people's
minds, those who objected to such dehumanization at the galaxy's arm
rebelled. As the sides became the Arm and Core, they used either
patterning or cloning to duplicate their best soldiers' minds for
fighting, destroying the galaxy, losing all the civilians, and
effectively continuing the fight for no other reason but momentum.
Yes, it resulted in TOTAL ANNIHILATION.
At first glance, this sounds
fascinating. In a unique sci-fi attempt to save their society,
each side had a plausible reason for their belief and their actions
tragically resulted in an aim neither wanted. The entire galaxy
is completely wasted and the only living bits and pieces of their
worlds remain in the cloned brains and patterned processors of
soldiers who know of nothing but war. Like the opening FMV
sequence said, with both sides crippled beyond repair, each side seeks
the complete obliteration of the other. That is a dark and
interesting premise, and the manual even had a bunch of stuff about
the nanolathing technology involved.
On further inspection, the whole
plot fell apart upon the realization that there were no characters, no
motivating reason to continue on beyond vengeance against these
non-characters, and a campaign structure that usually said "Go
there. Get the gate. Repeat" explicitly and
"Stick with multiplayer, it's better that way" implicitly.
The mission briefings could have
added a lot of personality with that James Earl Jones-like announcer,
but often fell flat. Sometimes the scrolling text didn't match
up with the announcer's words, sometimes the text was straining for
new ways to say "we fight them, they fight us," and
sometimes the planets were given really bad names like "Barathruum."
I kept thinking of ways to substitute that planet's name in ordinary
conversations like "I had five of those bean burritos so I really
have to go to the Barathruum."
Thief: The Dark Project really kept
its story smooth by keeping Garrett's personality throughout the
entire game. Introductory plans looked as though they might as
well have been written as personal notes ("take the gold and
redistribute it to yourself"), the map had great information
written in a believable way, and the POV of a social miscreant was
reinforced by the behavior of those he watched. The designers at
Looking Glass knew a thief would disrespect the people he looted, so
idiotic guards and parchment to or about the victims all described the
scenarios so the crime wouldn't feel immoral at all. It was a
subtle but brilliant immersive technique that allowed the player to
feel a part of Garrett's life, and this helped the storytelling
tremendously.
Half-Life was another game that
brought the player very tightly into a complex world in the opposite
way. Instead of letting the player feel Freeman's personality as
they did with Garrett's, Valve removed all traces of their
protagonist's personality. Instead they showed how the world
changed around him and as a result of his actions.
As to Half-Life's story itself, it
actually sounds a lot like Doom and just about every other game id has
released since: "Some kind of portal opens up, monsters
appear, and violence ensues," but the depth and breadth of the
action in Half-Life made the player feel important and created the
need to continue on. Who was the guy in the suit? Why are
those soldiers shooting at us? How can I undo what we did?
Am I going to launch the same rocket I saw in the opening tram ride?
The story was told in such a brilliantly engaging manner that no one
cared if it was a rehash of familiar ideas.
Hearing that id chose to make Quake
3 a multiplayer-focused game didn't really phase me at all after
seeing the games of 1998. So id plans to create a first person
shooter with top-notch graphics, an intense multiplayer focus, less of
a single player game and absolutely no plot...was that really a
radical departure from id's usual behavior? I don't think so.
For me, Shogo: Mobile Armored
Division had a very refreshing plot and presentation. In
addition to all the eye candy a game based on Anime robots could
provide, the game really moved along smoothly. The notable
exception would be when a character says the following across a
half-dozen missions or so: "Please come to the club!
Catch a train on your way to the club! See the sights on your
way to the club! Find new and exciting reasons not to have the
next mission actually take place in the club! And once you get
there..."
Of course the dragging part in the
middle was only noticeable because the rest of Shogo: MAD's story was
so much fun to behold. Not just for the action and variety of
play mechanics, but because it *didn't* have the total immersion
factor. I never once felt like I was Sanjuro himself, but it was
great to know I'd be helping him out because it would usually result
in a hilarious exchange of dialog between believable characters.
Plots, characters, interesting
situations...are these too much to ask for? They may not be
known quantities that are guaranteed to move X number of games off the
shelf, but they're always a sign that someone put real thought into
the creation of the game. Isn't that what makes it all
worthwhile?
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