Archive for May, 2007

Story vs. storytelling in video games

Wednesday, May 23rd, 2007

For some contxtext, this is a comment I posted to Chuck’s blog post about Story in games on SpectreCollie.com.

Fate of Atlantis I believe there’s a lot of mix-up between story and storytelling in games. The story is one thing, but how it is told is another. You can have a great story and shoddy storytelling. Think Death of A Salesman dinner theater. I think a lot of gamer’s complaints about story in games is actually about the Storytelling method in games.

I think the cutscene is the least innovative way to convey a story in game. It is the opposite of everything a video game is about. Yes, it gets the point across, and yes it uses a method that is very Hollywood-like, but in the end it’s a non-interactive bit you feel obligated to sit through lest you miss the one line that actually tells you how to solve the next level; paranoid to touch the controller for fear you might abort it.

Prince of Persia: Sands of Time had voice-over narration that happened while you were still free to roam and explore the world, and to me that was a really innovative way to further a story without making me antsy for interaction. It’s story AND game at the same time. They were delivering important context without wrestling control away from me. I’m sure that’s been done in other games, but I thought the execution of it in Sands of Time was genius. What makes it great has nothing to do with the story itself, just that they had hit on a great way to pace out the storytelling without bogging down the gameplay.

And I think this stems from the fact that the only thing that video games has over movies as far as storytelling goes is interactivity. It’s about control and freedom. And the cutscene has none of that. It often isn’t even in the same format at the rest of the game.

Just as early cinema developed new ways of communicating story to the viewer outside of sheer exposition, I think video games need to try harder at integrating storytelling into gameplay without the binary switch of “Now you’re playing/now you’re watching”. I think this is actually why the story-in-games debate is as common as it is -- because too many developers lean on the least-interactive ways to deliver their story, as if story and game were not to be mixed. I know LucasArts designers of the 90s tossed them around like footballs.

So, the full mea culpa on this is that the very “Meanwhile…” scene in Monkey Island in which Chuck speaks of was the very moment I got hooked on adventure games and where I discovered how engrossing games could be. SCUMM games were all about those moments for me and I think the cutscene works best in Adventure games.

Random, unfinished notes


  • I tried reading Warren Spector’s four part series about storytelling but it couldn’t hold my attention. I will force myself to read it at some point.
  • Chuck mentioned that he couldn’t think of a game where the story was good but the storytelling was bad. I can’t either. Can anyone?
  • Regarding the above point, I wonder if that means that good storytelling can make a weak story more palatable?
  • If I renamed my blog “unfinished thoughts” I’d have about two dozen more blog drafts like this one I could immediately post.

Going for over a year without a DVR

Monday, May 14th, 2007

ReplayTV 2.0 splash screen I went from using a DVR to watch TV longer than anyone else on the planet to not using a DVR, a channel guide, or any on-demand television for over a year. Here’s my thoughts on it now that I’ve been off a DVR for a while. Read the rest of this entry

Game sales statistics for Chronic Logic’s Gish

Monday, May 7th, 2007

Gish LogoEver wonder how much a great indie game can make? Josiah from Chronic Logic posted the financial stats to their 2d physics platformer Gish, and it’s quite a fascinating read. Here’s an excerpt:

Sales from chroniclogic.com per year:
2004: 2587
2005: 1335
2006: 449
2007: 140 (through April)
Misc others sales: 10

Total Sales: 4521

Price: $19.95 USD

Quite interesting, but that’s just the tip of the iceberg. The post discusses how they promoted the game, the awards it won, and what they could have done better. Overall I’m a bit suprised that the sales numbers are as low as they are considering the amount of press it got (great reviews, IGF awards, etc). But bravo to Chronic Logic for releasing their numbers. It’s rare we get this kind of insight about a well-received game like Gish. Check out the full announcement over at the Game Tunnel Indie News forums.
UPDATE:
There is an expanded article about the Gish sales figures over at Gameproducer.net.

Gish

The Legend of Zelda Wii: Weak

Wednesday, May 2nd, 2007

I’m trying hard to enjoy Legend of Zelda: Twilight Princess for the Wii, but I’m having a hard time. Here’s why:

The camera is annoying. Not being able to control the camera is a serious flaw of the single stick control (nunchuck) system that the Wii has. I am constantly fighting Link to get the proper view. I am pressing the C button constantly to re-center my view, but it simply is not enough. It makes jumping puzzles where you need to align Link with the platform needlessly difficult. For the mini-bosses they should have taken a tip from Psychonauts and had the camera lock on the boss, even when you’re not targeting.

The game is super-linear. So far, anyway. I do enjoy linear games, but Twilight Princess is frustratingly so. Several times it makes you retread old ground while at the same time arbitrarily locking you out of new locations, and special-case closed locations and cutscene triggers that interrupt gameplay and move you to a new location are heavily relied upon to tell us the story. For a world that is as big as it is, TP ends up feeling incredibly small and closed.

Rookie UI mistakes So they have this new pointing device that’s relatively new, and pretty sensitive. Why oh why, when you die, do they stick small “Yes” and “No” buttons up in the upper right corner of the screen, with perhaps a 5 pixel gap between them? I just ended up quitting instead of restarting because my Wii aim is not quite up to par.

No save-anywhere. Actually, you can save anywhere, you just actually won’t be there when you reload your game, and you’ll have to work your way back through a location re-solving the puzzles you already solved just to pick up from where you left off. Come on Nintendo, this is 2007! Why the $@! can I not save where I want to and be able to be there again when I return?!

I sure hope the Phantom Hourglass is better. It looking like it’s got ten times the charm and style of the Twilight Princess.