Death of the Author..., for gaming

Starseeker

Vault Senior Citizen
http://www.edge-online.com/magazine/death-of-the-author

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.

An interesting discussion about the future of gaming story telling.

Their verdict: story telling is dead, social interaction and mmo will be the future.

What is the NMA take on it?
 
Not true. Story telling is in a bad state, not dead or dying. It's just a phase that will pass with time.
The storys are linear, because people are drowning in their thick greed for money, and rather invest their time in the old, successful ones, just changing them a little, instead of creating something new. As a future writher, i know how hard it is to create a good story. It takes effort, a lot of talent, time and above all, just plain luck. Because the good stuff you don't think up, not most of the time. No, they come to you, when least expected. And big part of the story tellers today have no idea what they are doing.
It's a period of untalented bestsellers and blockbusters.
 
This is a long response to the discussion:

http://www.edge-online.com/blogs/lack-substance-abuse

Just in case that some people don't bother to read the comments. Some of the comments are fairly well thought out and a lot better than the 1 liner of agree/disagree crap I've seen.

A random train of thought: Does that make programmers/producers "doers" and writers "thinkers"? Meaning, they will inherently want a different game? Is there an intrinsically different choice in terms of the generational gap in gaming? From immersion to co-op play to social gaming to party gaming to mmos?

So does future game makers will only make the frame and have us fill in all the blanks? Would that be fun/interesting?

Just thinking out loud.
 
Good, well thought out, multidimensional story telling is becoming a rare occurrence in video games today, it can't be denied. I think perhaps the reason is that since game development teams are so large, and their primary focus seems to be graphics, art, and, in some, cases celebrity voice actors, they simply don't have the budget to hire excellent writers. Plus, big teams make it harder for communication, in my opinion.

Video games are not a small industry anymore, and with such a huge industry, companies just want to get games out for people to buy. And just like cheap mediocre mass-marketed paper back books you find waiting on line in a grocery store, elements of the game are not of the best quality (in many cases, it is the narrative that suffers). And the video game industry knows what sells: violence, sex, and multiplayer/MMO. So, why bother spending more money on a writing staff, when more money can be spent on dishing out what the general public wants. All you need is a somewhat cohesive story to get the players to the stuff they want to see/do.

Plus, if the game has more of a focus on multiplayer/MMO social interaction, then there is really no need for story writers if the player will be interacting with other players.
 
I think it's a problem of scale. Like in the music industry, you have the mainstream scale, and more independent/small/underground scales.

The problem is that the game industry is just finishing a transition where every successful studio choosed to go mainstream, and the smaller studios just disappeared, or are aspiring to do the same shit mainstream studios are doing.

What we need is independent studios NOT aspiring to go mainstream, or at least not prosituting and dumbing-down their production to reach larger numbers of people.

But story-telling is not dead. It's just in a difficult moment.
 
The only sane person in that conversation seems to be Ragnar.

They've kinda got the angle on interactivity and story wrong. Games only have one aspect that books and movies don't have, and that is their interactivity. Clint and Chet seem to prefer throwing out the baby with the bathwater, trying to simply create an environment that enables the player to create his own story, and not even bother supplying some creativity of their own. I guess that was what was supposed to happen with Far Cry 2? An absolutely horrid game when it comes to story and storytelling. Sure, I had some moments that were interesting gameplay-wise, when defeating so-and-so, but are those moments I will remember? No, not at all. It was all in all a very, very forgetful game. Like hell anyone gave a damn about the buddies in that game; they were as memorable as the flags you collect in Assassin’s Creed. From the basis of such failures they seem to wish to state that the narrative is dead and we should simply have fun in a sandbox.

A counter example would be Saints Row 2, which I’ve just finished. (A somewhat similar game to GTAIV but sadly not nearly as well ported, keeping in mind that the GTAIV port wasn’t that great either). Although I might remember some 'cool stuff' I did, that's hardly at the front. What I remember rather is the truly wonderful voice acting, the characters, which I could describe to you in some detail, up to the point where my imagination kicks in and I fill in the blanks of what I don't know. Although I have a fond memory of the coolness factor of certain side-activities, these are not what truly impressed me. The cinematic cut-scenes on the other hand were utterly brilliant most of the time. By Jove, I'll remember those. Unless a game can be created that uses the full power and creativity of a cut-scene, the traditional way of story-telling simply can’t be forgotten. A well made cut-scene can be incredibly powerful. You can show your character doing anything, or at least, let him be vastly more capable in his mobility and creativity of speech than he would be in the ordinary game play. You’d need virtual reality to enable a similar amount of freedom.

Clinging to the old story-telling ways to the exclusion of other types isn't going to do a lot of good in the end either though. The high point of something like that was probably reached with a game like Planescape, and the original The Longest Journey (I don't know why they say Ragnar is the creator of Dreamfall and then don't mention the vastly better first game, the second game sucked on diverse magnitudes). No, what you need is true interactivity backed by a solid story. What you need are choices that aren't made depending on how you play the game but how you play your character, or if you are simply yourself and not playing a role, how you would react.

What gamers have become used to, and what now limits games in their scope, is the fact that people play mechanics, but not the world that the game creates. You ‘practice’ in Oblivion because you know that by performing this game mechanic you will level up this skill, you choose certain choices because you know that they fit with what you’ve decided beforehand that you would play; a good or a bad character. You steal regardless of playing good because the game doesn’t make you evil for stealing, you basically permit yourselves to do anything apart from those things the game world has explicitly told you that it would respond to.

People playing mechanics isn’t something that can, or entirely should be, fought against though. There’ll always be FAQ’s, walkthroughs and whatnot, and in some cases these appear almost necessary because the developer simply hasn’t given enough clarity to a certain task. But what I would appreciate is if games would delve deeper into morality, and this is where interactivity can shine. A game should respond to the way someone plays, and not just based on clearly discernible choice-moments. A greedy ‘good’ thieving character should be confronted with different choices than a lawful utilitarian who believes that the ends justify the means. That way, the way a story and a world unfolds will be tailored to the way a character plays. If you give everyone the same choices it’s no wonder they will feel as if they have been given artificial moments of decision.

People far too easily end up playing gaming stereotypes that just don’t differ much from the errand-boy character who simply does what he is asked, kills the dragons, saves the princesses, loots the loot, and either chooses to do right or wrong. What I seriously would like to see is people who play as people and are confronted and treated as such. Games currently hardly support this, nor do they encourage it, and they certainly don’t enforce it.

I want to see the corrupt guard be confronted with a few fellow guards that had been tortured during a thieves heist that went wrong and for which the player had received money; I want to see the thief be confronted with children who got sold into slavery because he had decided to rob their entire house clean; I want the staunch upholder of the law be distressed about his believes when the only way to uphold the law seems to be the harsher direction his supervisor takes, who brutally slaughters thieves begging for their lives; I want the good to be bad, the bad to be good; I want everyone completely confused and baffled about a mere game having the audacity to challenge them in their believes about what is right and wrong. Give me the possibility to play an inquisitor who truly thinks he’s righteous (and in fact, is accepted as such, according to parts of the world) while slaughtering people he deemed heretical indiscriminately.

With the current limitations that games voluntarily abide to, it is no wonder people think the narrative is dead. If you can’t use religion, ethnicity, race, or even just philosophical questions about freedom and equality as important elements, if you don’t allow yourselves to surprise the player, to double-cross him, to respond to his each and every move, and don’t have the courage to dare to punish a player for his actions, for his stupidity, for his way of playing, or to even respond to such actions in a meaningful way; then of course will you end up with an enormously impoverished narrative. I guess that’s why books are so powerful, being the creation of a single person, whereas a movie or a game is usually corroboration, and requires vast sums of money. You just can’t allow such a project to require intelligence, or to be controversial in any other way then what has become 'traditional controversy', namely sex and violence.
 
I totally agree with you, but I maintain the very cause of our doom is a problem of scale.
You can't reasonably intend a game with a profound story making the player face interesting moral choices if you are in a team of 50 people. Because at this scale, in the traditional capitalist hierarchy, employees are simply doers, not thinkers.
Nor can you do this if you need to sell billions units to pay back the investment.
 
Interactivity is fine, but it could never replace storytelling, even in games. As long as there are people that want to see story-driven games to be created, it won't be dead.

I also don't see why the games' stories have to be non-linear to be good; some of the most memorable ones for me were on serious rails.

Just my 5c.
 
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