Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 5,973
As I promised here, I'm making a thread about this topic.
I have some respect for conventional storytelling in video games, but mainly as a jumping-off point for early writers of video game storytelling. I see it how early movie actors were very dramatic and exaggerated on camera; it was because they were stage actors to begin with. Stage acting by all accounts requires you being loud and to making dramatic, sweeping motions because the people in the back rows need to be able to see you. But somewhere along the line (~50s or 60s depending on who you talk to), film actors realized that they can be subtler on camera than on stage because the camera make close-up shots. Nowadays, stage acting and film acting are two related yet separate arts, and people can now learn and master both sets of skills separately.
Likewise, I think video game developers need to realize that video game storytelling has its own advantages and disadvantages that need to be kept in mind. Sure, FromSoft is the current torchbearer of this mindset with their brand of "environmental storytelling", and Valve was one of the early popularizers of storytelling unique to video games back in '98 with Half-Life. Unfortunately, most (popular) video game developers still use conventional storytelling in their games, leading to situations like Rockstar's Red Dead Redemption 2 trying to mix open world and conventional story and getting criticized for it.
Some would say that only open world or exploration-oriented games should move away from conventional storytelling since that kind of storytelling is inherently linear. But even then, Half-Life is often brought up as an example of a great linear game, and it still manages to excel in environmental, atmosphere-driven storytelling 11 years before Demon's Souls burst on the scene. I think this and the criticism of RDR2 prove that linear games, open world games, and everything in-between should move away from conventional storytelling.
It's clear that video games, like any other storytelling medium, provides different advantages and disadvantages from other media, and video games' interactivity makes their differences even more pronounced. For example, in most other storytelling media, characters running around figuring out what's going on and what to do tends to be very boring as this sort of "action" tends to drag the story on and slow the pace. In video games, running around figuring what to do is, when done well, very engaging because the player has to seek out the story instead of having it spoonfed to them, which gives the player an illusion of agency at the very least. On the other hand, characters making mistakes and learning from them is THE most effective way to develop a character in most storytelling media, as the audience gets to see the flaws of each character as well as their struggles in overcoming their flaws. In video games, having a character make a mistake and learning from it tends to be frustrating for the player because the story essentially has to take control away from them to have the character "make a mistake"; this is the essential problem behind "ludonarrative dissonance" (AKA gameplay and story segregation), where the narrative has to defy the player's input to move itself forward.
Granted, I'm not saying every developer in the industry should abandon conventional storytelling, no questions asked. If there are going to be developers who purely want to make an artistic statement with conventional storytelling, they should be able to do so. I believe that if you want to make an artistic statement in any medium, you should be able to create something with no mind towards standards.
But when it comes to standards for video games that are intended in part to make money, I think non-avant-garde games need to transition away from imitating the storytelling of books, movies, and television. It's about time for commercial video game developers to realize that storytelling with the interactivity of video games needs to be done way differently from previous storytelling media. It's time for a shift on par with film acting separating itself from stage acting.
I have some respect for conventional storytelling in video games, but mainly as a jumping-off point for early writers of video game storytelling. I see it how early movie actors were very dramatic and exaggerated on camera; it was because they were stage actors to begin with. Stage acting by all accounts requires you being loud and to making dramatic, sweeping motions because the people in the back rows need to be able to see you. But somewhere along the line (~50s or 60s depending on who you talk to), film actors realized that they can be subtler on camera than on stage because the camera make close-up shots. Nowadays, stage acting and film acting are two related yet separate arts, and people can now learn and master both sets of skills separately.
Likewise, I think video game developers need to realize that video game storytelling has its own advantages and disadvantages that need to be kept in mind. Sure, FromSoft is the current torchbearer of this mindset with their brand of "environmental storytelling", and Valve was one of the early popularizers of storytelling unique to video games back in '98 with Half-Life. Unfortunately, most (popular) video game developers still use conventional storytelling in their games, leading to situations like Rockstar's Red Dead Redemption 2 trying to mix open world and conventional story and getting criticized for it.
Some would say that only open world or exploration-oriented games should move away from conventional storytelling since that kind of storytelling is inherently linear. But even then, Half-Life is often brought up as an example of a great linear game, and it still manages to excel in environmental, atmosphere-driven storytelling 11 years before Demon's Souls burst on the scene. I think this and the criticism of RDR2 prove that linear games, open world games, and everything in-between should move away from conventional storytelling.
It's clear that video games, like any other storytelling medium, provides different advantages and disadvantages from other media, and video games' interactivity makes their differences even more pronounced. For example, in most other storytelling media, characters running around figuring out what's going on and what to do tends to be very boring as this sort of "action" tends to drag the story on and slow the pace. In video games, running around figuring what to do is, when done well, very engaging because the player has to seek out the story instead of having it spoonfed to them, which gives the player an illusion of agency at the very least. On the other hand, characters making mistakes and learning from them is THE most effective way to develop a character in most storytelling media, as the audience gets to see the flaws of each character as well as their struggles in overcoming their flaws. In video games, having a character make a mistake and learning from it tends to be frustrating for the player because the story essentially has to take control away from them to have the character "make a mistake"; this is the essential problem behind "ludonarrative dissonance" (AKA gameplay and story segregation), where the narrative has to defy the player's input to move itself forward.
Granted, I'm not saying every developer in the industry should abandon conventional storytelling, no questions asked. If there are going to be developers who purely want to make an artistic statement with conventional storytelling, they should be able to do so. I believe that if you want to make an artistic statement in any medium, you should be able to create something with no mind towards standards.
But when it comes to standards for video games that are intended in part to make money, I think non-avant-garde games need to transition away from imitating the storytelling of books, movies, and television. It's about time for commercial video game developers to realize that storytelling with the interactivity of video games needs to be done way differently from previous storytelling media. It's time for a shift on par with film acting separating itself from stage acting.