
This Variety Friday I will be talking about story telling in games. It is much too broad of a subject to cover all aspects of in one article, so I will be specifically focusing on the different ways developers tell the stories.
First I’m going to talk about a seemingly less used method today as of 5+ years ago, which is dialog with non-voiced characters. This method is very popular in indie games, due to the cost of quality voice acting. The first con with this, is that it requires players to read blocks of text at a time, which can make the game see more like a graphic novel than an actual game. All though this method can produce great games with great stories, it is usually harder to pull off and at a smaller scale.
There are some indie examples such as “One Chance” which show of a simplified version of this method. And, there have been a few cases where this was done and created great AAA games (I use AAA as a term to describe games made with a large team over a longer period of time w/ a nice budget). A good example of these would be the Pokémon games. But, an even better example would be Dragon Age: Origins. Origins actually did more of a hybrid system, having the main character not talk, and have all the NPCs voiced.
What this was able to accomplish was something almost no game, not even WoW can achieve, which was feeling that the character in game was an actual representation of you, that you were the character! The reason for this is that you got to fully be the character, choose who to like and hate, choose what you want to say, what choices to make, how to make your character look, what race and origin, and etc. All this added up to something nearly unheard of in a game, which was allowing you to feel that you were the character. A lot of people took this for granted and didn’t like having to read full paragraphs of dialog options and thought it interrupted the gameplay, I disagree, I believe what it did was allowed you to think about the choices and choose carefully exactly what you wanted to say and happen, unlike in mass effect where it summarizes the choices, and is partly vague allowing for some unwanted outcomes.
Now conveniently, I will be discussing the other main Bioware method, which is to tell a story through a character which has a certain back-story and name, and you just control him and make all of the choices. The few main differences between this, and the method discussed before, is that the main character is voiced in this method, you usually don’t get to know exactly what he’ll say, and he has a set name and back-story, and usually doesn’t have as broad an amount of choices to make. Examples of games that use this method are Mass Effect 1 & 2, and Dragon Age 2.
Most gamers say they prefer this method, either for lack of reading, or for a more cinematic feel. I do agree that, at some times, this method does produce a more cinematic and “eye-catching” experience, but the first one is just due to damn laziness. While this can give a more cinematic experience, what it doesn’t do is form that special link between the character, and the player. Though due to player preference, this method is being used less often now, such as in Dragon Age 2 where they used the same system as Mass Effect. Another problem, which arises from an Origin – Mass Effect comparison, is that with Origins the choices aren’t described as “right and wrong” but are more along the lines or moral choices with impactful outcomes. Unlike Mass Effect in which everything is defined as good or bad, and it doesn’t really allow for any “middle ground” or moral choices that don’t necessarily mean you’re a good or bad person, but just reflect your personal view on the problem. I personally believe developers need to branch away from this system and try what Origins did, but that’s just me. It’s still a pretty good system allowing for great stories and you will see it around for years to come.
The most popular kind of story telling in games, by far, is having a character with his own voice, back-story, and actions, while the player just plays through events as the character, not offering much choice. This includes the par Call of Duty storytelling, to the great Red Dead: Redemption system. Though Red Dead still offer some choice and a lot more freedom, at its core it is still the same system as other games. The reason this is most often used is because it is easy to force players to do certain things, than account for hundreds of different options, taking into account every detail.
Next is a game that allows your actions to impact the game, but not as broadly as having set forth choices, not everything is straight forward, and you usually don’t know the exact consequences of your actions, most current example being LA Noire. You do play as a character with a defined back story and blah blah blah, but you also make impactful decisions which, unlike Mass Effect, aren’t clearly defined. While in LA Noire on the other hand, depending on how good you are at interrogating and using evidence, it could severally impact you in the short, and long run. I didn’t like not being able to give your personal opinion on “I don’t think he’s guilty, don’t charge him just yet” which is one of the flaws of the game, but I’m not going to hold it against it that much.
LA Noire also excels at “story through setting” partly due to the game having a huge 8 square mile map with everything detailed and polished. If you want to feel even more engulfed in the game, then play it in Black and White, which really gives it a Noire feel you won’t find in any other game. Though it does have cons such as not allowing opinion to come into play and the game not being as personal as it could be, the system still works pretty well with LA Noire.
Next is something which even I have a hard time of explaining, I will just say “A game in which you play, control, and make choices as multiple characters who all don’t only have their own back-story, but thoughts”. Of course I am talking about Heavy Rain here. What really made the game stand out, besides its ingenious control system, is that you do play as multiple characters, and the choices you make as each one, largely differ the final confrontation. Why is this good you ask? It allows you to gain an almost “Emotional Attachment” to the main character. After playing the prologue you get a main idea about him and after seeing his past, you really feel towards the main character.
More games need to try to not only tell a story but try to give the player an emotional attachment with the characters in game, which is what I believe is so great about what Heavy Rain did. I also think the multiple viewpoints idea should be used for more games, definitely not all games, but some.
The final form of storytelling in gaming I’m going to talk about can be a little controversial, but I believe it still counts, and that is table-top gaming, more so, Dungeons and Dragons. D&D allows a group of friends to sit down and not only go on epic adventures, but also just allow people to have fun. It is a lot more open than most games because choices are only limited to how much fun the DM is willing to have. I honestly believe that Dungeons and Dragons is still one of the, if not the best way to not only tell stories, but do it with other people, it brings a multiplayer aspect into RPGs, something that current AAA games have been struggling at, yet it did it first. If you are looking for a long adventure where you get to make choices and have fun, then D&D is still one of the best options even at the current point of the industry.
So overall there are many different methods to storytelling in gaming; am I saying one method is superior, no. Am I saying that there is still a lot of improvement that needs to come out of storytelling in video games, definitely. The reason I brought up D&D besides the fact that it does still count as a form of storytelling in gaming, is that it really is a much improved system over most current RPGs.