Books and films are a linear form – a one-way communication from author to audience. Games are interactive, and increasingly players are discovering that the stories that matter most to them are the ones that they express through the game rather than the one that the game’s predefined narrative attempts to tell them. From the Machiavellian wrangling of Eve Online’s player-sustained universe to that last, improbably perfect, sticky grenade that garners you a Killtacular, player expression is rapidly overshadowing the script and setting. Here, we talk to three veteran writer-designers about where, if anywhere, traditional narrative belongs in a medium where interactivity is king. Ubisoft’s Clint Hocking, creative director on the narratively experimental Far Cry 2, is joined by Valve’s Chet Faliszek, master of Left 4 Dead’s mutable multiplayer storytelling, and FunCom’s Ragnar Tørnquist, the man behind the rich fiction of Dreamfall: The Longest Journey and the mysterious upcoming MMOG The Secret World.
What was the last game in which you became really invested in the narrative?
Clint Hocking: Honestly, I find that a very hard question to answer. I can’t think of one off the top of my head. I’m so rarely invested in the fiction and the narrative. I’m usually getting a beer when cutscenes are happening.
Chet Faliszek: Maybe Grand Theft Auto IV? I got interested in your choices there – who you got to hang out with. The storyline kind of opposed the goofy gameplay, so there was a point where I just kind of got aggravated with it and wouldn’t have minded just being able to watch the cutscenes. Some of the early ones, at least, were really well done. Call Of Duty 4 as well is another one that has a really simple story, but when I’ve just got to shoot bad guys, that’s fine.
Ragnar Tørnquist: I think two games came up last autumn: Dead Space and Fable II. Fable II has a silly, silly story but for some reason it’s a very gripping narrative – I think it’s the involvement you have in the world that makes it much more engaging. And Dead Space because it’s a great abandoned spaceships story, and that always works for me.
Clint Hocking, creative director on Ubisoft's Far Cry 2 and Splinter Cell: Chaos Theory
That example of Grand Theft Auto IV – with its opposition of silly play and gritty storyline – do you think this points to a larger problem with the way narrative and interactive media go together?
CH: I think there are great problems. For me the great story of GTAIV was the playing of GTAIV. I actually stopped playing it after about five or six hours because I didn’t want to pay attention to what was going on with the characters and the authored narrative. Dead Space was a blast, but for the life of me I couldn’t tell you what it was about in terms of its authored narrative. For me it was about this moody ambience – and all of that stuff is authored narrative as well, but it’s experiential. The story of an alien artefact on some planet? I found it totally forgettable. So I think there is some kind of incompatibility there. For me, the story of Left 4 Dead is a couple of orders of magnitude more interesting than the story of Half-Life 2, just because the story of L4D is what I’m creating with other people, minute by minute, solving real problems in an interesting way.
CF: That was definitely the goal that we had for L4D. When you played it, we wanted you to walk away not talking about the story of Louis and Zoey, but about the story of you having that social thing. To me that’s so much more interesting. It’s always going to be gameplay first. Even if you have a great story and lousy gameplay, I’m still going to have to do the gameplay. You can’t close your eyes during the boring parts.
RT: Obviously I disagree with some of this. I come from the narrative side in gaming and for me games and narrative can go hand in hand brilliantly. It doesn’t have to – you can have a great game and even a great game story without the narrative, but I think a well-told story in a game has the potential to really involve you and to let you explore it in way that other media can’t. We have so much potential here and far to go, but I definitely think they go really well together.
CH: If we can use games to explore narrative then that’s great, but I don’t play very many games where I can. For the most part, the extent to which I am manipulating the story is detracting from the story, not enhancing it. Until my interaction with the story makes me care about it more, I’d rather play a game and then read a book than play a game with a story that isn’t as good as a book – particularly when it’s wrecked by the difference between what I’m doing and what I’m told is actually happening. I’d rather have two distinct experiences than one that feels like a bastard child.
Good discussion.
However, Chet Faliszek's comments about modern vs. pre-1970's cinema strike me as completely wrongheaded. The 1950's and 1960's saw an explosion in experimental, non-linear narrative and editing techniques that put to shame the lazy, Red Bull rush of today's hyperactive film editors. He cites "Memento" as an example of this "new" kind of film, yet Christopher Nolan himself cited Godard's early work as a key inspiration. FFS, the Marx Brothers were more out there than all but the most challenging of today's filmmakers.
I'll try to make this a little less irrelevant to the topic at hand: there is a wealth of old experimentation with narrative, perspective, storytelling and characterisation in the past that has yet to be tapped, and I think it is shame that most in the industry appear to think that this started in the current century. To take the example above, Godard was (is) extraordinarily adept at evoking a scene and ambience without recourse to traditional storytelling (though he did that too).
OK, still off topic! Apologies.
Based on this article and its comments, I think people have extremely varied beliefs in what an "emergent story" is, to the point where they seem to be making each other angry. I've seen this before and it always surprises me. If game developers find new ways to make games and game narratives that people enjoy, I'm all for it. There's no reason to believe that emergent storytelling (whatever that ends up meaning) will herald the death of on-rails narratives.
Everyone seems to have divergent ideas about what emergent narratives should be. What I would like to see is something like an evolution of L4D's AI Director, but in its final form it would be a Narrative Director. The game design/writing team would have a story to tell and a theme to maintain and the Narrative Director would monitor the player's activities and alter the game world to preserve said story/theme. The big transition here from linear narrative is that the creators can no longer cling to a completely predetermined story. I think Valve is taking this approach and the AI Director is their first step forward (but I could be wrong).
One last bit: Concerning the discussion of permanence, I think that shorter playtimes for games will be required because if a game lasts 30 hours I don't want to spend the last 25 hours lamenting a decision or mistake I made 5 hours into the game. However, if the playtime is too short, the permanence looses its meaning. For example, a major character dying by your actions won't hold much meaning in a half-hour game. I'm thinking 3-5 hours for a play through are a good starting point, but that could vary greatly by the scope of the game.
Michael, I have to say your linked rebuttal blog post overshadows the original discussion so well, I had to join Edge just to tell you that. (and that's why I post my comment here as opposed to your post) I must confess I'm a big fan of Clint Hocking, but you've summed up the problem with the notion of the "water cooler narrative" quite well and I hope he is listening, as I'm also a fan of more traditional narrative. Let's hope we can get past the either-or mentality, strive to overcome the problems of choice vs directed story, and deliver experiences with both gameplay experiences and narrative experiences that stay with you. Cheers!
Cheers! And to elguachojkis, too, for such positive feedback to the blog. I really wasn't expecting such a strong response, but as Alex said, there's been an incredible response to the Death of the Author article. So I'm glad it wasn't only my nerve that it hit.
It seems that gaming's stuck in this either-or phase, like you say, as if some glorified choose-your-own adventure book that wants to be all things to all people is the only alternative to games-are-movies, and your story will be told to you, not engaged in. Both are obviously straw targets, but I don't like the pseudo democratic revolution anymore than the entrenched traditionalism of bolting film narrative models on to games. Both leave the games out, and that's like going to the cinema to watch a film and ending up staring into blank silent space.
I'm not sure if it's overconfidence in what gaming promises or under-confidence in taking risks with forms that it's easy to stereotype as outdated. I suspect the truth is somewhere between the two. I'd love to see it explored, not dismissed out of hand. Thanks again - as you can already guess, I totally agree with your idea of evolving games so that there doesn't have to be such a punishing exclusivity between experience and narrative.
Hmm, I haven't finished Dead Space, but it does work very very well in terms of it's narrative, so I'm glad it was mentioned.
Half Life also seems to spring to mind, as the opening sequence really drew me into the world on that particular game. I don't remember a brilliant story unfolding after the beginning was over though.
I'd have to say the game that really takes the 'King Of The Story' award for me though is Shenmue on the Dreamcast. It really drew me into the character of Ryo for some reason. I suppose RPG games will always have the upper hand in the narrative department though, as they take the time to let you delve into the detailed worlds the characters inhabit.
Totally agree with _Sylvain... the opinions expressed in this article are truly worrying!
I hope these two people read your 'lack of substance abuse' blog entry... actually I feel like (for my own gamer sake) mailing it to all the shmucks out there "writing" video games that think movies from the 30's are radically different from movies made now, just because the editing is faster and the shots are shorter!
Experiences are NOT Stories!
I wish they had David Kage on this panel also. It's interesting they got Clint Hocking on to talk about narrative seeing as he couldn't give a shit about it. I take narrative seriously in games, and I often enjoy it. And I respect directors like Kage and Tornquist who understand it's importance and are truly taking action to further the art of narrative structure in games.
...when we try to pigeonhole it into these other forms[film/literature genres], I think that’s a mistake. We’re still trying to learn how to do it all...
Pigeonholing game narrative into forms derived from film and literature? These forms defined narrative structure and they did so very well. Yes games need to find their own two feet in some cases, but there are many shining examples of traditional narrative implemented in games very well today.
The importance of gameplay in a game means there will be games which have no storyline, or just a very basic premise, focusing on game mechanics like poetry focuses more on prose or many films focus on composition, the defining traits which make them what they are. But story in all these mediums provides the entertainment/engagement a lot of people look for.
Emergent gameplay is a buzz word. It's been around since networks were created and people could play games together, it's called hanging out in a game.
When Hocking mentions it felt weird to him that in GTA4 your character is sad when he loses someone close to him yet you just ran over 17 old ladies. This sort of reaction would be quite normal if you were a psychopathic Russian with road rage. Niko never knew those random pedestrians, they might as well have been road cones.
Aside from Ragnar, these guys clearly don't care about storytelling or being an author because they have nothing to say, not that there's anything not wrong with that.
I found this article infuriating, and it made me into the equivalent of an old woman shouting at a news programme as if in some way I'd be heard. Somebody needed to question the opinions rather than asking for more. Because there's so much stuff here that doesn't make sense, and seems substanceless in practice - big claims without real logic.
Anyway, assuming you've read this because you're interested in the way narrative and gaming goes together (or fails to) here's a longer and slightly too wordy response I wrote to try and explain why this piece was so frustrating: http://www.edge-online.com/blogs/lack-substance-abuse
I don't know if you noticed or not, but your blog was featured in the Community Spotlight. I found it to be an excellent read.
Apparantly, this article prompted the biggest number of readers to write in than any other.
I was really chuffed that the blog was featured, cheers for that and the positive comment; I only posted the link here because it directly related to this article, which wasn't available at the time.
Have to say that the Community Spotlight is something the site really needed. I try and read the blogs here, but as soon as they drop off they're almost lost. Hope it stays weekly - that and the last spotlight seem to have prompted a lot of new subs which can only be a good thing. There's loads of good stuff here (talking about other contributors, not me!) so anything that helps keep it in the eye is brilliant. Do you know if it's getting a lot of traffic?