God of War's Jaffe Shuns Story
by Chris Remo, Jul 17, 2006 2:00pm PDTOutspoken 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. ..."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.
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.
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Comments
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There will always be games without stories, and that is cool, but to say story doesn't belong in games is pretty dumb. Story belongs in any entertainment medium where you want people to become attached. Story is about the very definition of what it is to live life, it is going to draw people in.
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There's hardly any story games that are in any way good. But it's the only way we'll ever do anything significant with this medium. And it can be done well. We just haven't figured out how.
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But no lol, let's leave storytelling to movies. Games can't compete, haha! Not a cop-out!
God of War was one of the best if not THE best ps2 game I have ever played.
So, with that being said, WHY FUCK WITH WHAT WORKS?!
:(
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Some games don't have stories and they don't need them and I enjoy playing those games.
So alright then.
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Please tell me why Planescape: Torment is one of the best games of all time then?
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I never asked myself *why* I was stacking blocks to make complete lines, just that doing so was fun.
Some of my favourite games are story-driven adventure games, but a game designed solely around the gameplay mechanics being entertaining/challenging can be just as kick-ass as a game that is little more than an interactive story. There's more than enough room and demand for the whole spectrum.
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.
When was the last time people didn't enjoy baseball because it didn't have a story?
A great game with a shitty story is still a great game. A shitty game with a great story is one nobody plays.
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This doesn't mean stories in games don't have a long way to go.
Can Jaffe really be serious? If I am getting it correctly, he is saying "yeah I suppose you can do it but no one does it great so why do it". I guess that if he is basing his personal design decisions off of that attitude, it's fine... it's his thing. But it's like he is dissing the practice entirely when so many games have communicated a story in amazing ways that no other media has been capable of.
For what it's worth, I thought God Of War's premise was actually pretty good. It was the perfect amount for that type of game. It's there if you want to care about it and "feel more into the character" but if you want to just pick up motherfuckers and rip them in half, that's fine too.
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