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