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Wot I Fink: Stories in Gaming


McJobless

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One of the biggest problems I come across in gaming is story. It's a tricky element to get right, and people are both going to want it or going to hate it. The biggest problem is that if you go for a story, you either have to keep it basic as a way to establish why the player is in the game in first place (I call this the "Call to Suspension" trick), or it becomes a core part of the game (I'd call this an "Experience", as you would have noted in a previous Wot I Fink).

There's going to be a little less opinion on what method is better this time, because as I explain later, they both have their own appropriate applications. Really, this is more to give people a general idea of how they should approach the type of story they need to write. I certainly want to go more indepth on what makes a good story, and common rookie errors and things that could improve any story.

NOTE: There are games with NO story at all. I still believe they're under Call to Suspension; they just presume you'll create your own story from the very get-go by giving you the tools you need to build a story.

Type 1: Call to Suspension

Suspension of Disbelief. Whenever you watch a movie, read a book or play a game, that's what the author wants to happen. Hell, even your dreams are based around this principle. You know the idea of the "lucid dream", where you realise you're dreaming and can go crazy? Have you ever "woken up" while playing a game seriously, and suddenly tried to mess around with the engine in crazy ways? Same ideas are at work here.

I call this the "Call to Suspension" because the principle of the story writing method is not trying to throw a player into this deep and riveting plotline in which they must follow carefully to make any sense of. The idea here is that the player is that you simply need to give a purpose to the player's actions. You're calling them, telling them that this is what you're going to be doing, and then if they like the premise they'll suspend disbelief and get lost in your world.

This is what most games do. Think Mario. Simple premise: As a mushroom-addicted plumber, save the princess from the lunatic steroid-addicted turtle. It gives you a reason to play, but after that, there's no specific plot line, no story to follow aside from going further through the acid trip and eventually getting a kiss from Princess..."Peach". That's peachy, but what about something else? Let's try something like an MMO; EVE Online. You're a spaceship. In space. Drilling rocks. Watch out for anything else that moves. Especially if they look like this.

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The point of this method is that gameplay is your focus. Typically, this is where most indie developers start (See: Minecraft). The point is that you're playing a game for fun. You shouldn't need a big over-arching story to drown in. You just need to have a reason for being their, and a good set of mechanics which don't get boring fast.

Now, there are some games which are an advancement on that. EVE Online doesn't have quests. What about (my interpretation of) LEGO Universe? There's a story (something about creepy evil skeletons with a fetish for the colour purple and a bunch of barbarians with dashing good blonde hair), and then you can get quests in the game. It's the exact same principle. The overarching story (fetish skeletons v. poncy barbarians) doesn't connect with the side-quests, and in fact there's no real "way" to complete it; it's just giving you purpose to be there. And the side-quests are giving you extra stuff to do in the world, but they don't have elaborate setups where the entire family of a drug lord is now being hunted down by Jedi Jesus, who himself is on a redemption mission after setting alight a school of children clothes with nothing but tattered rags collected from a crashed spa...you get my point.

Type 2: Experience

Experience needs to be well written. Story is the core of your game. Everything needs to be fleshed out, and well. Even if the players can never find out the true story of every character and object, you must have giant scripts written of every motivation, every action, every line spoken, and hell, every time a character goes for a smoke.

The experience is just that; your gameplay is probably solid, but you're beyond gameplay. You want to tell a story using game technology as your communication device. You therefore need to think like a game designer, but craft like a sculpture artist and write like a poet while thinking like a movie director. If that didn't turn you to alcohol, then you're on your way to becoming a good story teller in gaming.

I will come back in another Wot I Fink and explain more about what makes a great gaming story. There's a lot of little intricate things that make a story work, the important one being tension. Nonetheless, what I want to say here is that this type of story in gaming requires significant more effort on the part of the Creative Director/Lead Designer/Script Writer etc. It's not something that can be tested by loading up a map on a debug version and going through a checklist. It requires hours and hours of a variety of people to run through the game, giving their thoughts on if the story is interesting or not. If the story fails, gameplay WON'T save you, unlike the other type of story writing. Even if you have the most amazing mechanics in the world, they're supposed to be the support element to the world you want to put the player in. You will be lambasted if you epic tale of the ant who couldn't walk straight fails.

The most important thing to remember about this type of story, is that the player needs to be involved, and they should have no questions about their actions, unless that's your intention. If you've ever played an RPG like Mass Effect or KotORII, you should know this well enough. Every action the player can take is given proper context, and the player has choice. Furthermore, there's plenty of foreshadowing of future events to show the developers know where they want to go with the story, and it gives players proper tension and allows them to feel like the world isn't just a static "do this because EXP". There's things going on and the player is a part of it. Of course, you don't need branching storylines, player choices or even morality systems. It's up to you how far the player interacts (compare Heavy Rain, The Walking Dead [Telltale Games], Call of Duty 4: Modern Warfare and Fallout 3). The important question is how the story works around the player.

Conclusion

I don't want to come off and say which method is better in this Wot I Fink. I think that's a little obvious, but more importantly, it's not true, because they work for entirely different games and do entirely different things, so therefore neither is better than the other. The important point to focus on is the understanding of your medium. You need to have an advanced understand of how ideas are communicated through games, and need to consider what the most effective way to get through to your audience is. Game theory is more complex than you might appreciate at first, but by learning it, either through college, through self-teaching with books or by studying popular games, or even by talking to successful designers, you'll be able to gain the understand you need to start creating the exact type of story you need for your game. You wouldn't go back in time and kill Edison to turn off your light switch, just as you wouldn't create a giant plot for a game like Peggle.

And that's Wot I Fink.

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Good points made here. As you said, neither approach is better than the other, and I equally love both types of stories in games. Every so often I get sucked into Minecraft, which has no clear story (at least I don't know of one), but I also became sucked into the Assassin's Creed series primarily for its story which I was amazed by and immediately hooked on.

 

Thank you for sharing your thoughts again :)

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Minecraft technically has a story. Your objective is to survive and eventually slay the Ender Dragon, thus "ending" the game.

 

Here we go. Halo. The Halo series has one of the greatest stories that I've ever seen and I'm not saying it because I love Halo. I'm saying it because it gives players a great storyline, and the games stay true to it (mostly).

 

Take Halo Wars for example. It is a command/ conquer (I don't know the real term) style game, but it gives an in depth story to go with it, explaining the many Human/ Covenant battles there were before the rings were found.

 

That being said... Let's have a look at Halo 3 ODST. My wad. "Ok let's tell you the ODST's side of the story! Alright Master Chief gets to go to a massive super-station outside the galaxy in Halo 3, So let's make a game about the ODST's and make it so the ENTIRE GAME they don't even leave the city. Great Idea!" Seriously, I just can't wrap my mind around it. The whole game is just one mission and you play as the rookie, but you keep having flash backs, making you play as different characters. I get the idea behind it, but I was expecting the entire Halo 3 story through the eyes of the ODST's, not just one confusing mission. If I recall, there were ODST's on the Ark with Master Chief in Halo 3. So why didn't they let you go to the ark, or anywhere but the city for that matter? I don't know.

 

Meanwhile, I have been watching Horror Game LP's, and I've seen games that give off a great story, and a good game to go with it. Then I see games that have a great story, but the creator forgot to make the game around the story, and therefore just throws random things at you and says "That's it. You beat the game!".

 

Story, story, story. I WILL NOT finish a game that doesn't grab my attention within the first level, (Excluding games like Minecraft.)

 

I hope this makes sense to you guys. I guess that's all I have to say.

 

Also: Gah Peggle!!!!!

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There is one prupose for pairing a crap story with a good engine:  To make people but the engine for their own stories.

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I think you illustrated the division in story types very well. By the way, I love the metaphors you use.

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And then there's games like Heavy Rain, which TRY to have a good story, but fail miserably. And also fail miserably on the gameplay front.

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When Valve created the Portal series the first game was all about gameplay and had a very small storyline which happened mostly two thirds throughout the game. In Portal 2 (the second game) it was all a story with very little gameplay.

 

What I am trying to say here is that when making games with a storyline it is important to get the balance between the story and the gameplay equal.

 

(Sorry) But thanks for putting up this blog post.

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