Why video games shouldn't be like the movies.

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Venerable Relic of the Wastes
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An interesting article, you can read the original here.

Slate said:
Oughtta Stay Out of Pictures
Why video games shouldn't be like the movies.
By Clive Thompson

Critics have called Grand Theft Auto: San Andreas a blood-soaked crime simulator that valorizes the worst gangsta stereotypes. What they haven't noticed, though, is that everyone's favorite shoot-'em-up is also a family drama. Early on in the game, my character discovers his brother and sister fighting over her decision to date a South Side Hispanic man. I don't need this racism, she says, from "a no-good, narrow-minded, hypocrite gangbanger."

These minimovies, called "cut-scenes," are part of a longtime trend in gaming to create more nuanced characters and more story-based play. Whether a cut scene explains your next mission or just sets a mood, the basic idea is to make a game seem cinematic—more like Citizen Kane than Pac-Man. For many designers, crafting bravura cut scenes has become the best way to transform a mere game into a genre-smashing event. When Halo 2 shipped, for example, the game's creators bragged that they had created nearly a feature film's worth of scripted scenes.

These Hollywood flourishes are good for dazzling mainstream journalists and pundits. That's because there's still a weird anxiety about adults playing games. Most people still think that video games are sophomoric kid stuff; the ones that have a narrative and emulate the movies seem more serious and, well, mature. In fact, I think the truth is almost the opposite. The more video games become like movies, the worse they are as games.

Playing a game, any kind of game, is inherently open-ended and interactive. Whether you're playing chess, Go, or Super Mario Bros., you don't really know how things will wind up or what will happen along the way. Narrative, on the other hand, is neither open-ended nor interactive. When you're watching a story, you surrender masochistically to the storyteller. The fun is in not having control, in sitting still and going "Yeah? And then what happened? And then?"

That's why cut scenes are such a massive pain in the neck—they enforce passivity. There's nothing more annoying than going on a shooting spree, then having to break the rhythm of play by putting your game pad down for minutes at a time. Before my character embarks on a home invasion in GTA: San Andreas, a quick cut scene shows the layout of the house. As I'm sitting there, waiting to start mashing buttons again, I can't help but think that this is kind of lazy design. Isn't there a better way to do this inside the game itself? Why ask the player to stop playing?

There are rare instances where cut scenes are truly wonderful: Final Fantasy X and last year's Ninja Gaiden include several tiny masterpieces of kung-fu melodrama. And for all my bitching, I'll admit that some cut-scenes in GTA: San Andreas have dialogue funnier than Tarantino. But the fact remains that storytelling halts game play, and thus removes the central thing that makes games gamelike.

Today's games are strongest not when they're slavishly emulating cinema, but when they borrow from disciplines like urban design and architecture. Few of my friends got particularly jazzed about the story in Grand Theft Auto: San Andreas. But everyone raves about the open-ended environment—the hundreds of buildings you can enter, the dozens of souped-up cars you can jack, the fact that you can ignore the missions and just perform sick BMX stunts for a few hours. As a story, GTA is no Boyz n the Hood. But as a theme park? It's better than Disneyland.

Halo and Halo 2 succeeded for the same reason. Both games had forgettable storylines—pure alien-invasion boilerplate—that were redeemed by the game's superrealistic physics. Long after I finished the game, I used Halo 2 as a playpen for physics experiments, tossing grenades beneath vehicles or bodies to see how high I could blow them in the air. (Some players took that to an amusing extreme.) That same mojo has fueled the enduring appeal of The Sims. No purple-prose narrative there—just an open-ended game so terrific that 25 million people wanted to explore it.

In my more cynical moments, I think this whole pursuit of narrative is the industry's sneaky way of forcing gamers to buy more products. When a game has a story that "ends" after 40 hours of play, you have to throw it away—and go spend another $50 on the next title. That's movie-industry logic, not game logic. Chess doesn't "end." Neither do hockey, bridge, football, Go, playing with dolls, or even Tetris. Worse, by selling "narratives," game publishers can cover up the fact that they rarely create truly new forms of play. In any given year, I'll play a dozen first-person shooters with different stories—Save the world from Martian devils! Penetrate an island full of genetic freaks!— that are all, at heart, exactly the same game.

Only a few designers are talented enough to create new, durable forms of game play. But every once in a while, someone proves that it's possible. One recent example is Katamari Damacy, a daffy little Japanese import in which you roll a sticky ball around and "pick up" objects that you encounter. Like a snowball, it gets bigger and bigger—while you start off picking up tiny objects on a desk, pretty soon you're rolling across cities and picking up street signs and people. The first time I started up Katamari Damacy, I played for hours, racing against the clock and making sure my ball didn't get too uneven when it rolled over cars. There are no nuanced characters, no reams of dialogue, no bloated plotline—just one simple premise and an insane amount of fun.
 
I don't know... I think there's a balance somewhere. It sounds like he's suggesting games throw out stories for more of a sandbox approach. But at times, I like having a compelling story within a game to turn to. It can be nice to play a game and be excited to see what twists and turns lie ahead. But then, I guess RPGs aren't really the thing he's directing at.
 
Muaha. That's one funny article.
Basically what it's saying "Gameplay rocks, we don't need the rest."
Nope, we don't. Games are about playing and experiencing the game, that's absolutely correct, and in that respect he's right, but what he neglects to notice is that when done right the story, characters, cut scenes etc. add a lot to the game and, most importantly, the immersion of the game.

Let's take Fallout, everybody's favourite game here, for instance. The game relied heavily on freedom of choice, but even moreso relied on the immersion, and this immersion was strengthened hugely by the "talking heads", and in fact, all of the characters in the game. The narrative was done interactively, and this was brilliant. Many other games had and have done that, too, but I think he's not bashing that kind of narrative.
What I think more approaches his feelings is the feeling when freedom of choice is removed, albeit temporarily, so that the game can do some things to fix this all. This, I admit, is very poor, and often a shame.

In good games the story can play a large role, and can add a lot to the feeling and fun of the game. Planescape: Torment did this brilliantly, with a great, compelling story and a really character-driven game that didn't rely much on gameplay but much more on the player exploring the story and the game. Although this didn't use many cutscenes, the ones it did use were well used and gave the game just that small bit of extra feeling.

Other examples are games where a cutscene is used to introduce an important enemy or show important events to the story, this gives the player a little time to relax, but also, again, increases the immersion, the anticipation and can provide a form of reward as well, and perhaps that last one is most important. Nothing is as good as accomplishing something and as a reward seeing a cutscene that really adds something, or is just plain old cool. Metal Gear Solid used this to great effect and had a great cinematic feel to it, while still retaining the fun level that the more action-oriented games have. Metal Gear Solid used a great mix to great effect, and hence cutscenes are not necessarily just an excuse to let something pass, and they don't just detract from the game experience.
 
Narrative in games should be there only to drive the game forward, not be a connector for cut scenes or mini-games.

Let's look at some of these "kewl cut-scenes" and the effect they have on most people playing the game. "Yo-yo-yo-yo-"-click, shortcut to the next part of the game.

In many cases, he's right. The story-driven and formulaic platformer genre tends to stagnate more the story takes a role in the playtime of the game, and the selling point of the GTA series is that you CAN piddle around ignore the story.

Personally, I can't stand most of the crap that passed for GTA:SA's story despite only having seen much of the first and second isle, which seems to be a common theme for GTA games. The gameplay changes a little, but the story is generally interchangeable with the skins and street location.

The fucking around is always better than what passes for the story-driven missions, which I think Rockstar did have fairly well mixed in.

If he wanted to have a real impact about too much Hollywood being in story-driven games, he should have written about Driv3r instead, crap enough that GameSpy can smell the shit over the pile of their own they are usually standing in.
 
Sander is absolutely right. This article offers a very narrow and incomplete picture. The author doesn't really seem to grasp the topic - he naively puts Sims and Chessmaster in the basket with Mafia and Planescape: Torment and proposes that story-driven gameplay automatically kills freedom. Wrong - having absolute freedom at the expense of writing aspect isn't something inherent to the concept of "game". It all depends on the genre and general direction of the game. Is the game story-driven or open-ended, or a combination of both? Does it have meticulously designed and compelling characters or just dull and generic NPCs that nonetheless look incredibly cool with ragdoll physics? None of these choices annuls the other one or makes the game somehow lose its entertainment value. I love having a lot of freedom, but I will never say no to a well-written and involving story. I like being able to blow everything up in GTA, but that doesn't mean I love Full Throttle any less. Nor does it mean it's impossible to have it all in perfect quantities - I believe somebody already mentioned PS:T and Fallout...
 
Im glad someone brought this up. Heavy scripting turns games into movies and destroys the immersion by removing the player and making them into a watcher.

Cut-scenes should be added now and again in important parts to help personify them, but not for more than a few minutes and not more than once every quest.

Sincerely,
The Vault Dweller
 
i was thinking about this earlier. most 'games' nowadays seem to be pushing away from that game factor towards barely interactive cinema, and it isn't fun. i don't see why everyone brings up mafia as the exception. the story was really simplistic/cliche, and the gameplay frustrating at times. i can see why people like it, because one thing mafia had going for it is that each new part of the game threw you into a new set of circumstances, even if the general gameplay was the same. i think that would classify as level design.

you never have to erradicate story to make good gameplay, though. the stance which is taken by the author is very reactionary, much in the same vein as the attitude i've noticed many of YOU have adopted towards graphics. i.e. "Let's castrate graphics so the gameplay doesn't suffer." i thought i'd throw that in, because i resent some of you.

anyway, reactionary. for rpg games, story really does help with gameplay. especially when the story reflects your actions. in action games, it's also rewarding at times. ie beat the boss and receive some kind of nice revelation. as he says, in new games, they do really tend to use too much cinematics and not enough game playing, really pushing the player into passivity. i find it ironic how he mentions FFX, which in my opinion is the biggest example of this gameplayless trend. i mean, just go and try to replay this game: you can't, because it's really not fun spending the majority of the time rewatching these cutscenes and fighting the same opponents in the same manner you did the first time you played.

graggle graggle thus spake zarathustra.
 
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