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God of War's Jaffe Shuns Story

by Chris Remo, Jul 17, 2006 2:00pm PDT

Outspoken Sony Computer Entertainment America designer David Jaffe, best known for the acclaimed God of War (PS2) and the Twisted Metal franchise, has stated on his blog that he will be steering away from storytelling in his video game projects, despite still enjoying playing games with a strong emphasis on the single-player narrative experience. "I think even the best ones feel forced," he said, referring to games such as Metal Gear Solid or God of War that rely heavily on narrative devices borrowed from film or literature--"like they are not speaking the true language of video games."

To me, most (all?) story based games are like taking a trumpet and playing it a little, but also using the brass exterior of the trumpet to carve a story onto a wall. Sure you can do it, and you may even have a nice story scratched onto the wall when you are done. But itÂ’s not really what the trumpet is for and there are a hell of a lot easier ways to write a story. Plus, youÂ’ve got this nice, shiny trumpet- which is now all scratched up- just sitting there, begging to be played, begging to be used as it was intended. ...
For the stuff I am directly working on, I am trying to take steps towards more pure game experiences and see what I can do with those. I have to say, IÂ’m having a blast so far.
"I donÂ’t want to tell stories with my games anymore," said Jaffe frankly, admitting that while he is spending plenty of time playing other people's story games, he is also spending more of his time than ever on "casual" games as well as genres such as racing and sports, which put less reliance on any kind of built-in narrative. While Jaffe recently stated that God of War will likely become a trilogy, he is no longer the creative lead on the franchise; rather, it is in the hands of designer Cory Barlog from Jaffe's former studio SCE Santa Monica. Presumably, Jaffe's next game, publically nothing more than the codename "HL," will be quite distinct from the very presentation-focused cinematic nature of God of War. "Now I just want to do it in a way that celebrates what makes video games great, versus taking elements from other media and trying to squish those elements into a product that- if you do everything right- MIGHT just have one tenth the emotional impact as what you can get from more traditional media (like film, tv, or books). Jaffe's comments encapsulate a long running debate regarding the nature of games, and the appropriateness of narrative and other generally non-interactive elements as opposed to a stronger focus on gameplay. Perhaps not coincidentally, Jaffe along with gameplay-uber-alles designer Will Wright, well known Epic designer CliffyB, and former ION Storm designer Harvey Smith, recently participated in a developer roundtable which touched on, among other things, that very issue.





Comments

25 Threads | 112 Comments

  • He's missing an idea that a lot of developers do: with enough work on their part, games can be the best storytelling tools out there. People making the game can create a basic story, and people playing the game can choose among plenty of options to allow the story to play out however they want. A game doesn't have to be restricted to one story or even one storyteller. But, as others have said, game developers need to stop pining over their failed dreams of making films or writing novels and either do that, or make games that work as the storytelling tools they can be.














  • I agree that games aren't really the proper medium for heavy-handed storytelling, even though quite a few games have successfully pulled it off. Maybe 15 or 20 PC games have done it well (out of the thousands that have been released) and about as many console game, maybe a few more than on PC.

    Another analogy to the "tool fitting the medium and the medium fitting the tool" would be if you went to a movie and every few minutes it displayed screen after screen of text to tell the story which you had to read through before getting to the next action scene or whatever. You went to the movie to see a motion picture, not to read lines of text.

    I really dislike a lot of "story" in games, if I wanted a lot of story I would read a book.







  • I like this way of thinking and that a developer publicly announces this. While stories in games can be quite entertaining at times, games should be seen as what they're called. Everyone has a different taste however and what they consider fun. I also favor games with less of a story but with more pure intriguing gameplay. I know for me personally, I'd rather hop into a game, and enjoy the gameplay experience it offers and challenges me to do. When I have to stop doing this to watch a boring cinematic with somebody talking for about 5 minutes, this instantly pulls me out of the game, and I lose my immersive experience which takes time to build back up once you start playing again. If you want to really immerse the players and have them enjoy a pure gaming experience straight to the end, making them watch cinematics and listen to people explain stories 30 times or so throughout the game won't do it. You're just taking the player out of the game and it nearly has no replay value once the story is told. There was a time when most Single Player games had plenty of replay value, which these days are superseded by MP games. This in part is due to most Single Player games now having big drawn out storylines. Going back to the roots of pure raw fun gameplay is a good thing. That's what I'm currently doing as well.