MAGAZINE

Death Of The Author

Edge Staff's picture

By Edge Staff

October 7, 2009

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Staying with the idea of players using games in unintended ways, there’s been a lot of interest in Far Cry 2 recently surrounding some gamers’ attempts to impose permanence on all their decisions. Is that a valid way of making story meaningful? Does it clash with game structures like reloading?
CH: To summarise, if you guys aren’t aware, I was having a discussion online about the reliance on traditional narrative techniques, trying to impose notions of irreversibility and stuff like that on players in order to make their actions more meaningful. And I was saying I don’t think we should do that, I think we should actually embrace the idea that games are reversible and malleable and fragmented and parallel and all of these sorts of things that other media aren’t. And out of that discussion, a blogger, Ben Abraham, decided to start replaying my last game, Far Cry 2, with permanent death. Basically, if he dies he’ll stop playing a game. And not just if he died, but he wouldn’t reload the game to undo any decisions or undo any choices that he made – classic iron-man stuff. But he started talking about how that was changing the way he played the game and changing the way he felt about the buddy characters who can die based on your decisions. I feel the reason people were interested in what he was doing wasn’t because it was making him feel more stronger connections to the buddies; I think the game design already tries to do that [with the save system]. It was interesting because he was manipulating the game itself. It’s kind of a fine hair to try and split and maybe I’m being a bit pedantic, but should we be trying to find ways to impose irreversibility – which, by the way, players are known to hate – or should we find ways to let them become more fragmented and more parallel and more reversible? That’s what Braid maybe is in some sense; it’s a game about different kinds of reversibility and parallelism. Maybe we should be looking for ways to make games’ structure really embrace those things instead of trying to stick our heads in the sand and cling to classic narrative techniques.
RT: The idea of permanence is interesting. I think with online games, with MMOGs, every decision is irreversible. There’s no way to back-up to a savegame; everything is controlled server-side. We are exploring that with The Secret World: actually having situations in the world where the player’s actions will mean life or death for particular characters. And that means total permanence. That means those characters will always be gone from the world and never, ever appear again. That location might disappear from the world. You always have the hardcore old gamers going on about permanence and how that makes the ultimate challenge because you play as you would live – but that’s not what people are looking for in a game. I think it’s important that games don’t punish you for playing them. Games can have permanence but in a way that allows for experimentation. I think you can address that sort of thing in a narrative, to have a world where your actions matter but you can’t really do anything wrong. You put the mechanics in place to make sure that whatever you do there’s a response to it.
CH: I agree – that’s kind of like what I felt about this permanent experiment. There’s this group of people who want to make players feel the classical emotions that they feel in film when someone dies and the only way to do it is to make it permanent. If you can just reload your saved game and have that person live then you won’t feel the same emotion. But this is sort of foolhardy when you think that all you’re really talking about is finding some way to make it inconvenient for people to avoid something they don’t want. And if you want to subvert it, you can do it. You can have duplicate installs of the game and copy your files manually over and every time before you save or something like that. You can hack the system in order to get around it if you have a savegame. So it’s kind of pointless to try and force it because it’s digital: it’s flexible. So we might as well embrace the impermanence, the malleable part of play, and explore the kind of feelings that we get from that rather than trying to rely on these old notions of ‘Polonius is dead and now we have to deal with the consequences’. Maybe Polonius can be dead and alive. Maybe there are different ways of looking at that problem.


Chet Faliszek, writer (among other duties) on Valve's Left 4 Dead

So if the future of videogame narrative tends towards socially created storylines – narrative constructed by the players themselves – is the traditional role of the author a thing of the past?
CH: For me it feels fairly inevitable. The importance of the author is diminishing and the importance of the collaborator in the story, the social framework in which it’s happening and the simulation of the world in which it takes place are increasingly important. The question is, do we ever reach a threshold where the author becomes zero? In the immediate short-term future, I see improving the ‘movie games’ we have. Telling better stories in our scripted events is very marketable. But in the mid-term, in the next decade, I don’t see how the lone author can stand up against this wave – an increasingly massive player-base that’s able to participate in a story. I think that’s going to overwhelm the importance of the author. Maybe I’m wrong.
CF: If you go online and watch how people play the games in the multiplayer world you see some surprising and weird things happen. There’s a server for Team Fortress 2, a game which has no story in it, where players read books to each other or do karaoke. It’s a weird social thing – how can we help that? Then you see something like Milo And Kate and it’s so rigid. Milo’s only ever going say what’s in the author’s mind; he’s never going to be a real boy. Worrying about if Milo did his homework or not is not something that’s really interesting to me as a gamer. It’s kind of an oppressive narrative, I think.
RT: The author’s role is never going to be diminished completely. Yes, players create their own stories and they chat and they get married in the games and they create their own guilds and their own organisations and groups, but I think people gravitate towards worlds that feel like places and spaces where it’s worth getting emotionally invested. I think the iPhone and DS are revitalising old genres that have been dormant for a long time – you see adventure gaming rising again because these people haven’t really played games before and those are games that are very classical in structure and can be experienced by people who are not really gamers. There’s a huge shift in the way games are made and experienced now, and that’s fantastic.

Mark Rowe's picture

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.

Jason_Seip's picture

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.

SuperApe's picture

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!

michael_sylvain's picture

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.

zerobob's picture

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.

elguachojkis's picture

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!

quietIdentity's picture

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.

Raul23's picture

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.

michael_sylvain's picture

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

Alex Walker's picture

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.

michael_sylvain's picture

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?