What Every Dev Needs To Know About Story 75
Gamasutra has a feature up discussing important lessons that game developers should know about storytelling. From the article: "The first attempts to make movies into real stories failed. They failed because they were conceived as filmed plays. A camera would be set up about where an audience member would sit in the middle of a theater, and the play would ensue. It didn't work. Early film makers didn't take into account that the human eye wanders all over the fixed box of the stage during a play, and a camera that does any less will bore the film audience to tears. They also hand discovered the rich tool set of camera angles, close-ups, far shots, and all the language of film we now take for granted. Generally speaking, they hadn't discovered what this particular story form was good at. And frankly, neither have we in games. "
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Re:Just hire a fucking author (Score:3, Interesting)
Re:Just hire a fucking author (Score:2, Interesting)
I remember enjoying the Betrayal at Krondor game a few years ago, I think Raymond Feist wrote the script for that.
Perhaps he just had a better understanding of the medium he was using.
Re:Just hire a fucking author (Score:2)
Re:Just hire a fucking author (Score:1)
I'm guessing you never made it onto the second disc of Xenogears, then?
Re:Just hire a fucking author (Score:2)
Re:Just hire a fucking author (Score:1)
I'll admit the story was very entertaining, but the gameplay blew chunks. Ahh, nothing like spending 40 minutes trying to suck enough majick out of a low-level monster to actually have a shot at beating some of the bosses... for one type of majick out of hundreds!
Good stories and good gameplay are rare things. Finding them both in the same game is a stastisical miracle.
Re:Just hire a fucking author (Score:1)
Re:Just hire a fucking author (Score:2)
Same thing happens with video / movies / games / books / theater,
Re:Just hire a fucking author (Score:1)
Hey, how about you leave the story part to me, and just deliver a rich world/setting.
Isn't that what games are all about? Exploring alternatives, and not "do it my way, or do it your way, fail, restart level and do it my way".
Enough with linearity in games, build a world and let players decide on outcome, or how the story develops.
That I think is the strength of this medium.
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Re:Just hire a fucking author (Score:2, Interesting)
You sir, are the one putting words in MY mouth. I never said that they need someone to put words in the characters mouth. In fact, I didn't say much at all.
What I was saying, AAA (as an author), is that drafting out a decent storyline isn't really that hard to do if you put some effort into it (i.e. have ever read a good novel). What was covered in the article is nothing beyond what is covered in an intro-level fiction writing class in a university. You don't need to have a 300 page book
Re:Just hire a fucking author (Score:1)
Re:Just hire a fucking author (Score:1)
And I agree with you that a lot of character development in games is extremely weak. But then in a world devoted to Harry Potter, who's characters are about as developed as a new roll of film, what can you expect.
There are lots of ways to characterize. The easiest is by showing how the character reacts to certain events. Working with a flowchart of events it is pretty easy to tell how a well-defined character will react.
All story-tel
Re:Just hire a fucking author (Score:1)
Re:Just hire a fucking author (Score:1)
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I give you 30 years. (Score:3, Interesting)
Re:I give you 30 years. (Score:1, Insightful)
Video games right now seem to be begging for the kind of legitimacy film has, but I think they should be aiming higher. A wise man once advised me that I would do much better to copy the same things my idols copied, rather than to
Re:I give you 30 years. (Score:2, Insightful)
Masterpieces of any art form, be it painting, music, sculpture, or theater, all were inherently commercial ventures. Great paintings and sculptures were commissioned. Plays (even in ancient Greece) were funded by some benevolent
Re:I give you 30 years. (Score:2)
Absolutely. Shakespeare wrote for the commoners, crude jokes and all. But great art, whether it's literary, visual, musical, etc. has depth. Let me know when video games merit the equivalent of literary criticism.
Re:I give you 30 years. (Score:2)
Criticism is necessary (Score:2)
That's what is meant by "constructive criticism".
Re:I give you 30 years. (Score:2)
(Waiting for some joke about the phrase "organ player")
Re:I give you 30 years. (Score:1)
Re:I give you 30 years. (Score:1)
I expect something more like genres of music for which the "pinnacle" of the genre will be considered to be pretty early-on (I'm thinking 1986-1994 or so for video games, but that may be colored by my age). Video games will become art at some interval after which video game creators view themselves as artists and resp
Re:I give you 30 years. (Score:2)
Consider Simpsons, back in it's prime. Simpsons was the definition of TV that was both art and pop (like Shakespeare) - formulaic, yet creative; tasteless, yet deep; nostalgic, yet current; etc.
Re:I give you 30 years. (Score:3, Insightful)
But my point is, there are glimmers of art in most things if you're looking for them. And, even the "traditional" artistic media (painting, sculpture, music, dance) have their icky, mindlessly populist sides (Elvis on velvet + dogs playing poker, Precious Moments, Brittany Spears, Macarana).
There are also artistic things tha
Re:I give you 30 years. (Score:2)
Yeah, I know, this isn't quite what it should be. Should be a good story and good gameplay together. And Warcraft certainly has the good gameplay...as I went back afterwards and played it normally.
Re:I give you 30 years. (Score:1)
(Pong had the best story. Good vs. Evil. This line vs. That line!)
Re:I give you 30 years. (Score:1)
Oh, wait. They did. Movies and video games are both falling into the same hole: the race for modern computer graphics. Just as we're attaining the possiblity of telling beautiful _and_ compelling stories, we're giving up and settling for flash and show.
Re:I give you 30 years. (Score:2)
There are others too, but it isn't often that games truly deserving of the adjective "artistic" become good sellers, for the same reasons that truly original games often don't become good sellers.
Come to think of it, for exactly the same reason.
An Ancient Tradition (Score:4, Interesting)
Personally, I'm looking forward to experiencing the places that games take this ancient tradition.
A Dying Tradition (Score:1)
Straight to the gutter. But it'll be a bump-mapped gutter with photorealistic 1024x1024 textures! They'll be able to beautifully illustrate what're becoming the standard video game stories: "some famous guys play football," "a scantily clad woman shoots things," "a blonde man has angst and a big sword," etc.
Re:A Dying Tradition (Score:2)
"A scantily clad woman shoots things." Nope. Haven't seen that in the movies ever. And wouldn't pay to see it again.
"A blonde man has angst and a big sword." Man, that sounds like a terrible premise for a story. Now where's my Conan books?
Re:An Ancient Tradition (Score:5, Interesting)
Doom is the modern Wizard of Oz - an impressive technical achievement, and kinda fun - but kinda campy and stupid in hindsight. Perhaps Zork is the modern Metropolis? Idunno. Repetative Asian CRPGs are the modern Spaghetti Westerns?
And MMOs. MMOs are a revolutionary destruction of the art into the lowest-common-denominator. MMOs are the modern sitcoms. WoW is the Cosby show.
Re:An Ancient Tradition (Score:1)
Somehow I don't think the phrase "Chow Mein Fantasies" will ever catch on.
Wizard of Oz (Score:3, Insightful)
The story of Doom, on the other hand, is not only without a literary basis, but virtually non-existant in its own right.
The "repetitive asian crpgs" is right on the money though. They're like a combination of Spagetti Western and Soap Operas with all sorts of freudian hardware (e.g. an angsty teenage boy with a 10 ft
The art of interactive design (Score:2, Interesting)
Some people do not like film-styles (Score:2, Interesting)
Re:Some people do not like film-styles (Score:1)
The author's point was that games, like movies, are a form of storytelling. What people need to do is to figure out what elements of cinematic storytelling work, what elements do not work, and what new elements exist that have not existed before. He uses movies simply because they
Better characters (Score:5, Insightful)
Why not give us an older mature character who already understands love, death, sacrifice, and other emotions and parts of life so I don't have to be drug through horribly written plot. I've gotten really sick of the main character in almost every RPG having some love interest that they're too afraid to approach.
Give the characters good voice acting if you're going to give them voices. Granted with a weak script not even a good voice actor can do much with it, but at least make an effort. Bad voice acting leaves me hating the characters and wishing they would die. Good voice acting can really make a game though.
Lunar:SSSC despite the simple graphics and the simple cliche story that has been done a thousand times over, had interesting characters with real personalities and excellent voice acting. To date, I think it's the best execution of a video game I've seen even though the graphics are sprites and the cutscene animation is hand drawn.
Re:Better characters (Score:2)
Re:Better characters (Score:4, Insightful)
The games are developed to attract their core audience: Teenage men and young adult men-- many of whom are whiny and filled with angst-- a bit like MTV.
Re:Better characters (Score:2)
Hamlet was a punk. Tetsuo was a punk. Nobody complains about punks.
Anakin is a punk in the same way that Jar-Jar is a comedy relief sidekick.
hit the nail right on the head (Score:5, Interesting)
Why?
Because it takes so much time, money, and effort to create one of these things. Same goes for games.
MTV was a driving force in the creation of stylized films. It wasn't until the music video, where you had these independent directors and writers and film students creating these "small films" who were willing to experiment with new camera angles and new shooting techniques that you really got some interesting things going on with filmography. It cost so little $ (relative to feature films) that everyone was willing to experiment.
The same goes for minigames. Sometimes, it's the minigames that make a game so good. It's the experimentation involved. You can sneak a couple of really risky gameplay elements (not risky like hot-coffee, risky like new game-mechanics!) into a couple of minigames and not affect the entire game.
That's why games like warioware are so good. And that's why games that you can just pick up and play (like that kirby:CC game and a lot of the other DS games) have such great replay value.
When more people experiment more with new types of gameplay in larger games, you'll have much better games.
as an asside, a great, innovative (buzzword!) fighting game is Narutimet Hero for PS2; a japanese title. The best PS2 game I've ever played. The sequal is better because it has more characters, but the original has a cooler special-move style. You gotta play it to know what I mean.
Re:hit the nail right on the head (Score:2)
well, you'll spend closer to 70$, but yeah.
in Narutimet Hero 1, during a special move, the players have to hit a sequence of buttons (triangle, circle, square and X) that is randomly generated. If the defending player finishes first, he breaks out of the combo, if the offending player finishes first, it does twice the damage (or something to that effect).
Narutimet Hero 2, the special move thing just consists of who can press the designated
Re:hit the nail right on the head (Score:1)
Re:hit the nail right on the head (Score:2)
Maybe you just couldn't figure it out?
Have you played the original one for GBA or for gamecube? They're equally as awesome. As are the sequals.
Then again, maybe the game just isn't for you.
but, no need to insult the game's intelect.
Re:hit the nail right on the head (Score:2)
Hard to put a story into 3D frag fests (Score:3, Insightful)
Gamers don't like long drawn out storytelling in most of the popular games like Halo or Unreal, they just want to shoot em up and ask questions later. I do prefer games like HL2 that combining inline storytelling with real time action, but then again, games are not really intended to be innovative forms of storytelling.
Perhaps the only genre that this article applies to is the RPG genre, which fights to combine 80+ hours of gameplay with a story that remains fresh from start to end. Most RPG's get stale by about hour 10, and by hour 40 they start to repeat themselves. The problem is that nobody can really generate 80 hours of storytelling, even novels don't take 80 hours to read.
Its fun to critise developers for failing to offer really good stories in games, but they are not novelists or movie makers and for the most part, gamers really don't want long drawn out cut-scenes or read pages of text in order for the game to progress. If anything, developers should stop forcing a story into a game, and let the game unfold like real life, where events happen at random and people create their own adventures.
Re:Hard to put a story into 3D frag fests (Score:1)
The story for Marathon and Halo are much more deep and complex than many other shooter-type games, and were a significant factor in the games' popularity. Hell, people are STILL working to understand all the nuances of the overall story.
Granted, many people bought Halo (and Halo2) forthe multiplayer -- which IS awesome. However, don't discount the popularity impact of the games' stories.
Planescape: Torment. (Score:5, Insightful)
If you haven't, here's a brief synopsis of what made it so very, very good (and thus, unfortunately, unusual):
Re:Planescape: Torment. (Score:3, Insightful)
This is the only game I've ever played that I considered "literature". It had a central theme that flowed throughout the story and gave the player lots to think about. Tremendously well written with passages I think about to this day.
A man stands in a path. There is nothing to the left or the right but an old crone stands in front of him. He can't remember anything, not even his own name. "You have used two wishes." the old crone says, "Now give me your last one."
"Tell me who I am!" the man cries.
Re:Planescape: Torment. (Score:2)
When Mort's backstory opened up, I spent about an hour sitting in front of my computer, just working through the dialogues, completely engrossed. There's some good writing in there.
Admittedly, there's also some bad writing --- the Godsmen subplot is clumsy and doesn't work
Re:Planescape: Torment. (Score:2)
I agree, this game is certainly literature. its also one of those games that two people can play and end up taking something completely different from it. when my friend was describing it to me after i referred him to it, he described whole portions of the game that i missed (I played chaotic good, he played chaotic evil... I never met the lady of pain, never got mazed, played a thoughtful
What games.slashdot is slowly becoming (Score:2)
End of story.
Yeah right (Score:2)
Re:Yeah right (Score:2)
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Every dev? (Score:4, Funny)
What every dev needs to know about story?
I develop database apps you insensitive clod!
Games aren't stories either... (Score:4, Interesting)
Games are more an extension of playing make-believe. Certainly story can have a significant component in that, but it's more like setting plot points while the player fills in the blanks with their own story.
Once we can exploit that fully, we'll be set.
Re:Games aren't stories either... (Score:2)
Yeah, I'm not sure where we ran into the premise that the point of a video game is to tell a story. Esssentially, this article is "how to tell a story using a video game;" and while that's not bad as far as it goes, it still ignores the game nature of the game.
To me, a video game is primarly a new medium in which to play a game--something we have been doing as long as we have been telling stories--and not primarily a new medium to tell stories.
Games can certainly be enhanced by story, and you can certai
gamers write their own stories (Score:3, Interesting)
if the conflict is as simple as "I'm trying to kill you and you're trying to kill me" that life-or-death struggle contains as much drama as anything you could try to manufacture.
Is the industry that narrow? (Score:3, Insightful)
Basically, the article's author is trying to convince game industry types why writers and story are necessary, but he shoots himself in the foot by limiting the industry to one genre and deploying a notion of "classical narrative" from literature that really doesn't work outside of epics and sitcoms.
Reading his article, his focus is on long, narrative-driven games. But this focus limits the utility. When he argues at the end that writers are necessary, I ask: why? Okay, for some pompous over-the-top thing like Deus Ex, sure. But the whole Mario Brothers franchise? Antagonism and Reversal are reduced to mere stubs to drive the platform-based fun. And the last game Maxis produced with antagonism in it was Robosport, and I don't see that mentioned as their greatest achievement.
The article starts out with a comparison to the early days of cinema. The inherent problem is that, well, viewing cinema as a teleological march, isolated from other genres presents a distorted picture of the medium. You know why? They're still showing moving pictures of stage plays, and travelogues, and all those other genres that the article wants to imply "failed" because of a lack of narrative. They're just showing them on TV, not in the movie theaters. And, incidently, the way movies were socially experienced 75 years ago is entirely different from today. So the genre doesn't evolve in a vacuum. The same could be said for videogames. They're still making games like Snake, and little puzzle games, but they're on telephones and portable game machines.
So I object to the 80/20 rules too. Plays are not 80-20 audio-visual any more than movies are 80-20 visual-audio: it varies from piece to piece. Go into a godawful European nineteenth-century opera house, imagine it full of people (heaven forfend going to an opera--I wouldn't ask that of anyone), and tell me it's 80% about the singing. If that's so, why all the visual distractions that bombard us?
But if you're going to characterize videogames or any other bit of entertainment, look at how they're experienced. The cognitive experience is the target, not what goes to the screen or the speakers, or the overglorified adult novelty device they call a controller.
So, you want to say dialog sucks. Well, having just tried facade, I'd be inclined to agree with you. But then again, I've had some excellent experiences of in-game dialog, but they all involved communications with other humans. Robo-Dialog also works for setting the context: radio chatter, conversations at a party, a domestic squabble in an abandoned building, some surreal nonsense blasted from huge loudspeakers. But sure, dialog central to the narrative is problematic because the player can't (yet) interact with the characters on the same level (if anyone wants some facade scripts where I yell repeatedly for a goddamned martini only to get quizzical looks from the warring couple, let me know).
I guess that brings us back to the novel, and the issue of fiction. If the game has a linear structure, then someone has to write that linear structure, and a Joseph Campbellesque High School writing class approach will work just fine for most cases. But don't think that all great literature is written that way, nor even that most games have such a structure. There are plenty of other structures out there:
Sports: the game provides regulated social interaction. It doesn't matter whether it is a "sports game" (Madden), a simulation (CS), MMORPG, or something completely abstract: the value people derive from it is social contact with others. Narrative, writers and all that are not necessary for the sports element to work: people create their own narratives.
Drugs: many, many games work on the princ
Look a little closer (Score:2)
Dude, every big boss or new type of enemy in a platformer is a reversal
And the last game Maxis produced with antagonism in it was Robosport, and I don't see that mentioned as their greatest achievement.
Maxis games are "Hero vs. Environment" at their most literal. In Sim City, the hero is the city. The antagonists are all those forces that like to see cities fail. Each disaster is a ( potential ) reversal, so is each unexpe