Games and Movies, Apples and Pears
How games engage our emotions with agency rather than storytelling.
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How games engage our emotions with agency rather than storytelling.
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As I understand it, the author brings up Uncharted 2 as an example of a video game that plays like a mvoie. The author likes Uncharted 2 and I see that you don't, but the author cites Uncharted 2 as a game that doesn't give narrative control to the players while telling the story.FungTheDestroy said:It started out good, talking about games as an interactive experience separate from movies or writing, then it starts to talk about Uncharted 2, the complete opposite of an original experience.
Again, I think you misunderstand. The author cites Flowers as a game that puts you in total control, and Uncharted 2 as one that doesn't. Uncharted 2 tells the story like a movie, Flowers has you tell the story.She starts to talk about video games letting you live out your fantasies through controlling characters. Uncharted 2 does none of that. It give you no control of the story, just control of how many people you kill. The real dream is lived out by Drake in the little movies that play between shooting segments.
Hollywood isn't listening, nor are many game designers. The siren song of rupees has blinded them to the rocks of reality upon which they crash so many movies and games. Yell louder, Captain!comadorcrack said:Indeed. Movies and Games are different. Thats why they're called different things..
Captain Obvious AWAY!
Another great article on a similar subject is Gordon Freeman, Private Eye [http://www.escapistmagazine.com/articles/view/issues/issue_236/6999-Gordon-Freeman-Private-Eye]. The player is allowed to discover the story, rather than having it delivered to him.Newbiespud said:I'm called back to a recent feature article, The Stories We Tell Ourselves [http://www.escapistmagazine.com/articles/view/issues/issue_236/7000-The-Stories-We-Tell-Ourselves] written by Dietrich Stogner. And just like then, here we are now, getting ready to talk about video game storytelling.
Truth is, I've been thinking hard since that article. I love storytelling and I love video games, so I've been absolutely desperate to define video game storytelling.
Anyway, the way you describe Flower is quite like how Stogner defined his version of game storytelling's ideal. And once again, I find myself disagreeing. Surely there must be a way to tell a linear story that is just as compelling. There must be a way to define the story and motivations, instead of requiring the player to bring their own to the table. There must be.
Thanks for your insight on a different interpretation of the article. It would have made more sense if what you said was more obvious in the actual article.lodo_bear said:As I understand it, the author brings up Uncharted 2 as an example of a video game that plays like a mvoie. The author likes Uncharted 2 and I see that you don't, but the author cites Uncharted 2 as a game that doesn't give narrative control to the players while telling the story.FungTheDestroy said:It started out good, talking about games as an interactive experience separate from movies or writing, then it starts to talk about Uncharted 2, the complete opposite of an original experience.
Again, I think you misunderstand. The author cites Flowers as a game that puts you in total control, and Uncharted 2 as one that doesn't. Uncharted 2 tells the story like a movie, Flowers has you tell the story.FungTheDestroy said:She starts to talk about video games letting you live out your fantasies through controlling characters. Uncharted 2 does none of that. It give you no control of the story, just control of how many people you kill. The real dream is lived out by Drake in the little movies that play between shooting segments.
Well spoken, thank you. It's a discussion that happens a lot around here; I suppose it's our way of being literate.britterly said:I think this article was weak because there are quite a number of articles and blog posts on narration vs. ludology. Instead of once more pitting up story against interaction (where one "must" be better or more important than the other), I'd rather read articles about their equal marriage, which is something I believe there's very little written of. I don't believe I have to take a side for one or the other to see a game incorporating heart-warming storytelling in the future.
There are. The difference is that in video games you have to treat the player as a character that needs to learn his motivations through the world. IE if the player character needs to like a certain character, you need to give the player reasons to. If you need the PC to be greedy, tweak the mechanics until the support that style of play. Do so and you still have a fairly linear story, but the player still feels as though they are in control.Newbiespud said:Anyway, the way you describe Flower is quite like how Stogner defined his version of game storytelling's ideal. And once again, I find myself disagreeing. Surely there must be a way to tell a linear story that is just as compelling. There must be a way to define the story and motivations, instead of requiring the player to bring their own to the table. There must be.
This is probably the best description I've ever read of the current state of video games. I do think that we're slowly getting our own Langs and Hitchcocks, though they haven't been recognized as such yet.britterly said:Whatever the "truth" about storytelling, games and film is, the earliest films were not immediately giving audience stories: The first moving pictures were short and amusing visuals designed to delight (say, like a round of Pong), or shock its audience. L'Arrivee d'un train a La Ciotat (1895) held absolutely no intended story-telling.
The film camera doesn't automatically create a story when you turn it on. It certainly didn't do so in 1895. The earliest story-driven films were largely driven by stageplay. Watching a an uncut televised stageplay is second-rate cinematic story-telling experience, theatre is vastly better experienced live in the audience.
*snip*
I believe that the reason why games as a story-telling media are stuck roughly at the same point as early film is, bearing the baggage of another medium of story, is because the field of game design hasn't embraced yet its Sergei Eisensteins, Fritz Langs and Alfred Hitchcocks. Designers haven't discovered enough about the qualities of interaction and how to employ it in meaningful, emotion-evoking story-telling. These designers should have a strong vision on narration and story-telling with an equal love for games.
I don't think that games need "player-driven" stories so much as they just need to stop misusing film and literary techniques in this medium.SimuLord said:I'm getting very close to "blue in the face" status on this little pet squawk, but "Story-based games are not games I want to play!" I don't want to see characters develop (at least not in the traditional sense---my Rome: Total War general with the string of history-book-worthy military accomplishments is a different animal entirely, as are my Sims), I want to see gameplay mechanics used in concert to advance the game either toward a goal (in games you can "beat") or toward a large, thriving, player-built world (in a SimCity-type game or a trade simulator/tycoon game).
All this talk about art and story and interaction takes games further away from the ones I want to play. And this makes me sad panda.
The entire Star Wars movie starts with a "wrong" ending. In most video games, failing to outrun Vader's ship would be a straight-up game over. The thing that movies do is they keep their characters alive through a series of victories and defeats to provide an entertaining experience. The potential of story-based videogames is to have an alternate storyline for ALL of those what-if moments... good or bad...britterly said:I think it is possible that IT can deliver a sort of an artifical intelligence story-telling interaction (I hesitate to label this as "game", since while stories play a lot on binary values, you don't see a "wrong" ending in a film, in the manner you see a "game over, load most recent?" in a game.)
You know... I've been thinking along the same lines, and hearing it from someone else puts the final nail in the coffin for me.boholikeu said:The difference is that in video games you have to treat the player as a character that needs to learn his motivations through the world. IE if the player character needs to like a certain character, you need to give the player reasons to. If you need the PC to be greedy, tweak the mechanics until the support that style of play. Do so and you still have a fairly linear story, but the player still feels as though they are in control.
People talking about the balance of story and interaction in games is what makes possible the development of player-centric experiences like Rome: Total War and The Sims. The article is advocating exactly what you are wishing for: games that places the experience in the player's hands rather than the auteurs.SimuLord said:All this talk about art and story and interaction takes games further away from the ones I want to play. And this makes me sad panda.
I wouldn't say the interaction left as much as it became transparent. A great gaming experience is one where the mechanics of interaction become fluid enough to develop a conduit between the player and the digital realm. This is where games will find their identity and find their own unique ways of affecting our emotions.Game People said:Flower got to me on a much deeper level. Although it abandoned much we have learnt from books and films, there were moments when the interactions faded away and I felt a real emotional connection to what was happening in front of me.
The game's light hand on events granted me ownership of the story, and I was all the more engaged with it.
Not true! I didn't want to buy portal so I watched a you-tube video of someone else playing it instead, seriously.lodo_bear said:As I understand it, the author brings up Uncharted 2 as an example of a video game that plays like a mvoie. The author likes Uncharted 2 and I see that you don't, but the author cites Uncharted 2 as a game that doesn't give narrative control to the players while telling the story.FungTheDestroy said:It started out good, talking about games as an interactive experience separate from movies or writing, then it starts to talk about Uncharted 2, the complete opposite of an original experience.
Again, I think you misunderstand. The author cites Flowers as a game that puts you in total control, and Uncharted 2 as one that doesn't. Uncharted 2 tells the story like a movie, Flowers has you tell the story.She starts to talk about video games letting you live out your fantasies through controlling characters. Uncharted 2 does none of that. It give you no control of the story, just control of how many people you kill. The real dream is lived out by Drake in the little movies that play between shooting segments.
Hollywood isn't listening, nor are many game designers. The siren song of rupees has blinded them to the rocks of reality upon which they crash so many movies and games. Yell louder, Captain!comadorcrack said:Indeed. Movies and Games are different. Thats why they're called different things..
Captain Obvious AWAY!
Another great article on a similar subject is Gordon Freeman, Private Eye [http://www.escapistmagazine.com/articles/view/issues/issue_236/6999-Gordon-Freeman-Private-Eye]. The player is allowed to discover the story, rather than having it delivered to him.Newbiespud said:I'm called back to a recent feature article, The Stories We Tell Ourselves [http://www.escapistmagazine.com/articles/view/issues/issue_236/7000-The-Stories-We-Tell-Ourselves] written by Dietrich Stogner. And just like then, here we are now, getting ready to talk about video game storytelling.
Truth is, I've been thinking hard since that article. I love storytelling and I love video games, so I've been absolutely desperate to define video game storytelling.
Anyway, the way you describe Flower is quite like how Stogner defined his version of game storytelling's ideal. And once again, I find myself disagreeing. Surely there must be a way to tell a linear story that is just as compelling. There must be a way to define the story and motivations, instead of requiring the player to bring their own to the table. There must be.
Now, having read all three articles now linked here, I say that to define story and motivations, you just do what books have been doing for centuries, and say it. It works for RPGs. The story of Chrono Trigger could have been done as a manga, and it would have worked (not to say that the game didn't work, because CHRONO TRIGGER AW YEAH BABY!). The player still has to act it out, and the player still feels triumph as they win battles and solve mysteries, but the story would translate well to less interactive media.
Some games, however, put all the story in your hands. Craig Owens mentions Portal, and Portal could only work as a video game, because all of the triumphs would feel hollow if you had to watch them being done rather than do them yourself.
Question: if you hadn't known that you were watching a video game, would it have been as exciting? In other words, when you were watching the video, were you imagining yourself as the character in the game, or the player of the game?feather240 said:Not true! I didn't want to buy portal so I watched a you-tube video of someone else playing it instead, seriously.lodo_bear said:Some games, however, put all the story in your hands. Craig Owens mentions Portal, and Portal could only work as a video game, because all of the triumphs would feel hollow if you had to watch them being done rather than do them yourself.
That's right, I enjoyed both Uncharted 2 and Flower but for very different reasons. Uncharted 2 offered me a thrilling story driven experience, where as Flower offered me a game driven by interaction.lodo_bear said:As I understand it, the author brings up Uncharted 2 as an example of a video game that plays like a mvoie. The author likes Uncharted 2 and I see that you don't, but the author cites Uncharted 2 as a game that doesn't give narrative control to the players while telling the story.
I agree, for me it's experiences like Flower that show promise of creating something entirely new and unique - drawing on storytelling, film making and script writing but not defined by them.300lb. Samoan said:I wouldn't say the interaction left as much as it became transparent. A great gaming experience is one where the mechanics of interaction become fluid enough to develop a conduit between the player and the digital realm. This is where games will find their identity and find their own unique ways of affecting our emotions.
Actually I definitely agree with you. Though, would you be surprised to learn that some "story machine" games actually do have a bit of focus amid all their open-endedness? Spore, for example, had a very specific theme to it despite all the emphasis on customization.Newbiespud said:That's why I don't think the "story machine," games that rely on the player telling their own story in an unguided world, is where video game storytelling should end. Frankly, if such a thing genuinely happens for a player, I find that it means the current experience is engaging, but there's still something left to be desired. Literally.
That doesn't surprise me per se, but... Hmm. So could the successful "story machine" game be one that still inspires desires into the player... but leaves out the context for those desires? And a linear story-driven game is one that creates specific motivations?boholikeu said:Though, would you be surprised to learn that some "story machine" games actually do have a bit of focus amid all their open-endedness? Spore, for example, had a very specific theme to it despite all the emphasis on customization.