When I think back and remember frantically gliding Dig Dug and Ms.
Pac Man through and between their fearsome foes for hours on end, I am reminded of how
much of a story I could find in such a storyless environment. When you get down to it,
clearing a maze on Ms. Pac Man isnt about the dots and the ghosts. Its about
overcoming obstacles, being triumphant, destroying evil, finishing the maze. There is a
story even in Ms. Pac Man. Remember those cut-scenes? The life and times of the Pac-family
shown for your enjoyment. The desire to tell stories with videogames is as old as the
technology itself, although most efforts have come up significantly short.
Videogame stories are evolving though, and they are evolving very rapidly. We are
getting better at writing them and at reading them. In only a few short decades the medium
has shed its skin countless times to be reborn faster, bigger, better, and still not big
enough. The Videogame medium is hungry and hurried. It is precisely this unrivaled rate of
evolution that makes this such an exciting time to be playing games. It is also what puts
new media narratives in such a perilous position. One false step can threaten to send the
entire genre spinning off on a tangent to nowhere. It could be miles, years off course
before we even realize that a mistake has been made.
This is why I feel particularly vigilant about how the videogame medium moves forward.
It is important to make sure that a discourse exists and that an exchange of ideas takes
place. Sometimes these ideas will need to be praised, discussed, metamorphosed. Some will
need to be refuted, some simply exposed, and others put gently out of their misery.
Which brings me at last to my point, and this is an area of some concern to me. A wind
is blowing through the industry and its bringing a disturbing buzz with it. Perhaps I
should say it is sucking through the industry, sucking creativity, innovation, evolution.
It is seeking something that doesnt exist and wouldnt be very much fun if it
did. It is seeking the death of the story (though it may not recognize it at first). Above
all, game players and developers should be aware of this point: Interaction enhances
stories; it does not replace them. Yet this idea seems to be under increasing criticism.
This idea is epitomized in Scott Osbornes "Telling
Stories Without Telling Them".
In his editorial, Osborne criticizes narrative technique for removing the gamer from
the game: "Attempts at storytelling and immersing you in a game world have often been
at odds with each other . . . they more often draw you out of it [the story] by forcing
you to experience it passively". The heart of Osbornes criticism is his desire
for the suspension of disbeliefan idea he appeals to often. This phrase, originally
offered by the 18th century poet Samuel Coleridge, is intended to describe the
ability of a person to be immersed, enthralled, captivated inside a story. This act does
not cease to be possible in a novel, even though the very words on the page, the book in
hand, the chair below, are constant reminders that the reader is not actually inside the
story. The book is merely paper and ink, and these things do not captivate the
human spirit. To make things brief, we are not captivated by the book at all but rather by
the story within.
Osborne has failed to make this distinction in his criticism of videogame narratives.
He has equated the ability to successfully tell a story with the inability to recognize
that it is in fact a story. Historically, this has been untrue of every story that has
ever been told by anyone, at any point in time, in any medium, and it is still untrue
today. Osborne is critical of text in RPGs because it is a reminder that one is not really
in a fantasy world:
Dividing a games presentation between visuals and text further interferes with
drawing you into a game world and helping you suspend your disbelief. Its like
sitting in a movie theater where the lights go on and the reel stops whenever theres
dialogue, so you can read it in a provided script.
The criticism of combining text and image is simply preposterous, while the melodrama
of the film analogy is both preposterous and funny. There is no need to be so creative
with the analogy because such combinations already exist; we call them subtitles. Osborne
is equally critical of the limited capacity of RPG characters to ask and respond to
commands. He asks us: "What good would a fantasy world be if you couldnt talk
with its colorful inhabitants?" I say, ask Tolkien; ask Homer; ask anyone who has
ever read a fantasy novel. There is use in a fantasy world even when you cant talk
to its colorful inhabitants because they can talk to you. This is called a story.
What is equally telling is that even if we conceded to Osbornes assumptions about
narrative, which I have no intention of doing, it simply begs the question: What about the
mouse in one hand and the keyboard under the other, the computer screen on the desk, the
hum of the computers fan in the background? Arent these constant reminders
that the gamer isnt really inside the game? Of course they are, but if the story is
engaging enough then the gamer simply doesnt care. Many games do not even desire the
suspension of disbelief; In fact, they oppose it and build on it. Conkers Bad Fur
Day is a good example of this. The humor is ironic and self-referential; it is demanding
that gamers consider the game as outsiders even as it leads them on a contemporary Odyssey
(plus poop jokes). Suspension of disbelief is not only unnecessary in this case but also
detrimental to the story, the humor, and the game.
Osborne is critical of cut scenes for precisely the same reason removing
suspension of disbelief through such actions as switching from a first to third person
view. I reject this claim completely for the reasons outlined above, but find further
fault in this arguments failure to consider the value of artistic representation.
Osborne writes:
Cutscenes have a major drawback, though. One minuite youre watching 2D isometric
battelfield of a realtime strategy game, for instance, and the next youre watching a
short film. The lack of a unified storytelling method calls undue, awkward attention to
itself. When you go back to the main game after a cutscene, youre reminded just how
far you are from living out a movie.
When was the last time any of us went to a theater and saw a movie with only one camera
angle? How about a single first person perspective in order to make you believe you were
really in the movie? It might be an interesting experiment to see one movie like this, but
by and large this type of presentation would be horrible, and would suffer from a lack of
options, style, flavor, and artistic vision, while suffering from an abundance of total
crap, redundant perspective, and total crap.
My arguments aside, Osbornes argument effortlessly demonstrates its own
inadequacies and collapses in on itself. He is critical of the storytelling method of Deus
Ex, citing the games shift from first to third person during the FMVs, yet is quick
to praise Half-Life for its innovative style. He draws particular attention to
Half-Lifes opening sequence in his praise of its narrative technique. Yet the
shuttle-docking scene is portrayed in the third person, while Half-Life is played in the
first person. He offers us no reason why one shift of perspective is a masterpiece and the
other a failing. Also worth mentioning is the attack on linear structure, but I can solve
this one quickly. There seems to be some confusion as to the definition of linear.
Half-Life is a linear game. It has a beginning and an end. You have to finish one stage or
area before you can move onto the next. This is a linear structure.
The debate on the role of narrative in videogames is not yet settled. When we see
MMORPGs, fighting games, and death match games become both successful and enjoyable with
paper thin narratives, it is natural to question the necessity of stories in our games.
These types of games, however, are very limited in scope, and what we are attracted to is
the competition they promote. I like these games very much, but I am also aware that they
are very narrow in possibility and are, fundamentally, simply multi-player competitions.
Their continued presence is assured and welcome.
Narrative based games are built on a less clear foundation. We are constantly searching
for new ways to tell stories. Recently Black and White pushed the boundary a little bit
farther. Yet even here, with all the innovations Black and White offers, we still have
such conventions as cinematic cut scenes and narration -- devices that allegedly draw you
out of the interactive narrative. Critics such as Osborne will likely argue that the
narrative success of Black and White is reached in spite of these conventions. Yet it
seems clear to me that Black and White largely succeeds precisely because of these
conventions. Many of the cut scenes are used to propel the story forward, and others are
used to show consequences of actions and game decisions. This is the genius of the game: a
free flowing story space with enough consequences and direction to make you care that
there is a free flowing story space to begin with. The interactive space of Black and
White has no cohesion or direction without these devices. It would be a schizophrenic mess
of good ideas unable to find a voice.
Clearly neither telling a good story nor creating a good game require that the
experience be disguised as something it is not. So critics, gamers, developers of the
world, dont just give me an interactive world to interact with. I already have one
of those and at times it comes up short. Thats why I read books and play games. Tell
me a story. Im not too picky, so long as its interesting. Make it about
vengeful ladybugs, evil fish fighting for survival, or three armed monkeys yearning to
breathe free. Share your story, and Ill listen.