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What Too Many Game Developers Know About Story

by Chris Remo, Jul 27, 2005 5:40pm PDT
Related Topics – Games: PC

Gamasutra has an article up entitled What Every Game Developer Needs to Know About Story. It's by Microsoft Game Studios' John Sutherland, who has written for such games as Dungeon Siege II, MechAssault 2, and Jade Empire. He begins with the point that stories in games have yet to fully take advantage of their medium, just as in its early days the storytelling in film was typically just borrowing from theatre. I agree wholeheartedly that the full form of games, and of storytelling in games, has yet to be defined or even explored. However, the author's following points seem to lapse into the sort of often-overstated narrative dogma so often preached by those who have taken Film Scripting 101: "story is conflict", "classical story structure works", three act-structure, the necessity of reversals in story, and so on. Certainly most game stories have a long way to go when it comes to craftsmanship, but Aristotelian conventions and Campbell's Hero's Journey are by no means underrepresented in games. As video game designer and theorist Ernest Adams has noted, "Campbell's work is descriptive and not prescriptive." While writers like Sutherland have the right idea for a certain kind of storytelling, I don't believe it is the only one of which games are capable of portraying, nor should it be. (Gamasutra claims that unlike most of their content, free registration is not required for this article, so don't blame me if you end up having to fill out forms.)




Comments

30 Threads* | 153 Comments





  • Yeah I agree Mr. Remo - that whole thing with introduction/complication/resolution and other shit he talks about is really only something that should be left for action games with action style storylines. Gaming's maturity as a storytelling artform will arrive when we have ponderous epics exploring humanity amongst the ones that have stuff exploding everywhere.

    Offhand we have a decent short fantasy/steampunk story in Planescape Torment and a rather ordinary cyberpunk thriller in Deus Ex. That's just of the top of my head, they're not, necessarily, the two most worthy examples (I'm not the most familiar with storytelling as it is presented on the consoles, so I can't really talk about that) but they are significant in and of themselves for at least the PC platform. Now, if that's the best we can show for ourselves then we have truly a long way to go.

    Oh, and I think we should be looking to popular fiction (books) as much as film when shaping in our minds the way storytelling should be executed in games. Our medium is capable of much more depth then a short two/three hour presentation, capable of taking place in as many locales, having as many characters of the kind of depth and relevance, as can be found in an epic like Lord Of The Rings (lets be reasonable, I don't think we'll see an "Anna Karenjina" for a while) - so I hope that developers keep that in mind, though I fear nobody will think of this for the longest time and will most likely only attempt a replication of the standard action movie type forms of story.