Evolution of narrative in games - Personal Inquiry Final
Game story and narrative are one of the most important aspects of modern
game design. Story is used in nearly all modern games in some context;
originally inspired by narrative structures and concepts used in film and
books, it has flourished into many different forms while developers try to
strike a balance between great gameplay and an immersive story. In this blog
post I touch upon some key aspects of game narrative and where they have come
from, some approaches used in modern games and I create some comparisons
between some story-heavy games I have played recently.
Game story – Where does it come from?
Games back in the 1970s and early 80s were focused around pure gameplay;
Pong (1972) for example didn’t have a story about a renegade endlessly running
between two opposing space factions, it was just a game where you bat a pixel
to score points. This started to change over the next few years.
Space Invaders (1978) was the first to demonstrate narrative, it was a
game which became a killer app for the Atari 2600 and catapulted the video game
industry into the mainstream. It was the first game supported with a basic
narrative which placed the player in control of protecting the earth from
invading aliens.
Donkey Kong (1981) though emphasized the story even more, with a
narrative based on a three act structure and defined characters such as a hero,
a damsel in distress and a menacing antagonist. In Donkey Kong, the player
(named Jumpman) has to rescue his lover Paulina from the clutches of his pet ape
Donkey Kong who has climbed to the top of the scaffolding. This
characterization was pushed through the game graphics, each character had a
distinct design that allowed for instant recognition. Donkey Kong himself for
instance appeared large, angry and intimidating making him easily identifiable
as the antagonist. This tradition of characterization and a focused story
continued to be built upon in games like Super Mario Bros (1985) and The Legend
Of Zelda (1986) and has laid the foundations of modern game storytelling.
A few years later adventure games began to become into focus, with
elements inspired from board games, text-based PC adventures and live action
roleplaying making their transition into video games. This marked the rise of
the role playing game which made a focus on gaining items, completing quests
and interacting with numerous NPCs. Some of these mechanics were initially
touched upon in The Legend Of Zelda but were pushed further in games like Final
Fantasy (1987) where these elements were used heavily to expand on the main
plot.
Developments continued into the 90s where video game budgets inflated
incredibly allowing for more Blockbuster-type scope in terms of storytelling.
Two huge examples of this during this period are Final Fantasy VII (1997) and
Metal Gear Solid (1998) which use elaborate prerendered cutscenes to establish
important plot elements. These games had a huge focus on fixed plot material
and were very influential in terms of a more movie like approach to game story.
Cutscene from Final Fantasy VII, an inflated budget allowed for a scope never before seen in a video game. |
Open world games also developed alongside the more cinematic approach,
games like Grand Theft Auto III (2001) and Bethesda’s Elder Scrolls series
(1994 onwards) focused on a more flexible narrative allowing players to
completely abandon the main story if they wanted, complete quests or missions
in any order they like or just free roam in the world. This allowed the player
to create their own story as they go, something reminiscent of the Choose Your
Own Adventure books of the 80s.
Narrative in modern games and new approaches
To gather some material for this research I started to play some
story-heavy games including Heavy Rain (2010), Metal Gear Solid and The Last Of Us (2013) as
well as games like Journey and Shadow Of The Colossus which don't rely as much
on dialogue but still have an interesting narrative. All of these games I never
played before so it was a fun and interesting experience in learning all of the
interesting narrative mechanics in each.
I also did some research into how story is actually constructed in games
and come across some very interesting reads. One point that emerges is that
game story and narrative has become less linear as video games has developed,
this attributes more to the rise of open world games and stories that results
in alternate endings or plotlines. Also games have become less focused on a
rigid plotline as game designers have realised that players remember the
characters more rather than the individual plot elements, this allows for more
immersion in the game and leaves things up for interpretation more, something
which allows for a different kind of story telling compared to movies or
television.
Here I compare two games I played (ahem* researched) Metal Gear Solid and
The Last Of Us, both are regarded as having some of the best game story of
their respective time. Metal Gear's story is very rigid in nature, not allowing
for a lot of deviation in the plot more akin to a movie, there is also a heavy
focus on advancing the story through long cutscenes which can take the player
out of the experience.
Metal Gear Solid on the Playstation had a very iconic story at it's time, however it's story is heavily structured with an over reliance on exposition compared to many of today's games. |
The Last Of Us still has the occasional cutscene but the bulk of the
narrative is done through in game characterization rather than driven purely
through cutscenes. There is also a difference in story structure between the
two games as Metal Gear is more based upon a three-act narrative structure
typically found in movies, however The Last Of Us is more serialized where the
overall arc is separated into smaller individual stories like television
series. The serialized approach allows characterization to shine through more
as the in game objectives become more focused on more short term goals.
How does all this relate to game art?
Game narrative is best told through meanings, interactions and feeling
rather than through exposition, this is because a game has to be experienced
and one way to push that is through using composition, colour and form. A moody
atmosphere can communicate ideas a lot more than a piece of descriptive text
can, a picture says more than a thousand words after all.
An example of storytelling through visuals can be found in The Last Of
Us which places the player in a post-apocalyptic United States setting. The
game environment contains loads of little details which contribute to the
narrative; overgrown and littered streets filled with abandoned cars, empty
buildings with walls covered with damp and city alleyways that hide looted
bodies. All of these details help sell the world to the player, helping to
create a more immersive experience.
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These details are a form of world building, the idea is that they can
communicate backstory of the game's characters or world without directly
mentioning it in text or speech. This also expands to include extra back story
material This is a technique used a lot more in modern games where players can
seek out extra backstory by reading books, documents or other voice bites
dotted around in the level, this also acts as a way to reward players who
explore the world more.
Where to next for game narrative?
The most successful games at the moment seem to be the ones that leave a
lot up to the imagination. Great examples of this can be seen in games like
Journey (2012) and Limbo (2010), in the former example the lack of dialogue and text leaves
much to be interpreted by the player, leaving the weight of the story to be
carried on sound and fantastic visuals. This creates more of an experience than
just using exposition, really pulling the player into the world.
Journey is a fantastic example on how visuals and sound can carry the weight of a story rather than using words. |
This is starting to work its way in to triple A productions, games like
The Last Of Us leave some plot elements to be interpreted from the world. I
think this trend will continue into future games as lot more games seem to be
popping up with a less of a reliance on overly-structured plotlines.
On the other hand games like Beyond Two Souls (2013) and Telltale games
explore different avenues. With the former continuing the cinematic linearity
focus of Quantic Dream’s previous games, while the latter uses an episodic
story approach as found on television shows within a point and click game
context.
All these approaches have one thing in common, they are trying to bridge
the gap between gameplay and story. This has been something designers have been
focusing on for a while now and are coming closer to achieving; a focus on
characters rather than plot, communicating narrative through the game world
while still keeping a sense of freedom and exploration will drive the next
generation of video games stories.
See ya next time
-James
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