Issue 37 - A Thousand Heroes with Just One Face

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Gearoid Reidy"Film theorists talk about 'The Hero with a Thousand Faces' ? the idea that every story from the 'Bible' to 'Star Wars' is the same myth, retold in infinite ways. The gaming world has its own version. Call it 'A Thousand Heroes with Just One Face.'" Gearoid Reidy discusses story in games.
 

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Original Comment by: threv
http://www.phitunes.com
good article

but for the record, if joss whedon touches any gaming franchise, it's immediately dead on arrival.

however, we need more hot Itoi writing, as well as more Intelligent System translations :D
 

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Original Comment by: Tom Edwards
http://www.steamreview.org/
This article's conclusion captures my feeling exactly. Game stories, and by that I mean stories told through the interaction and the player decisions that make games what they are, are very rare indeed. HL1 and SOTC are the only examples I can think of right now, assuming we discount the spontaneous stories we create ourselves in open-ended worlds in MMOs, GTA, and so on.

Cut-scenes (no matter how well they are disguised, HL2!) do not make game stories: they make film stories, interspersed with gameplay. It works well enough, but given the previously unimaginable power the simplistic and undeveloped (in the sense that there has been little exploration of the medium) examples of game stories in HL1/SOTC it's clear that there is a hell of a lot of untapped potential.

I'm certainly looking forward to what Warren Spector [http://www.evilavatar.com/forums/showthread.php?t=7353] can pull out of his hat...
 

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Original Comment by: Frank

It's not "emotion" that the actors need to deliver. Emotions are the results of a character's desire and from that desire there is born a purpose. Characters fail (and with them the actors) because the story fails them. The stories that our video games tell today parrot the pattern's that Joseph Campbell laid out, but pattern does not a story make.

While I'm not an actor, I'm sure there is truth to the lack of quality actors performing the work out there. My belief this is a symptom of the real cause which you have pointed out -- that with all that time and money we sink into our games, how much of it goes to the story?

As it stands, I have an shelf of amazing technical demos but very few stories.
 

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Original Comment by: Thomas Crymes

I'm a gamer and budding screenwriter, and I agree whole heartedly. The writing in games is awful. I think games are still in their infancy as a an entertainment medium. It is possible, however unlikely, that games will eventually supplant movies and books as people become able to participate in emerging stories.

Why watch Rambo when I can be Rambo, but why be Rambo unless I can get a sense of what he is like as a person?

as for game comedies. I think Sam and Max Hit the Road and Full Throttle are excellent examples. When I think of those games I don't remember the puzzles. I remember the funny moments, the comic writing, the superb acting.
 

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Original Comment by: Eric Weiss

I agree story and writing take a back seat to most elements in games, merely a context to hang over the mechanics and technology of a game. But I don't think novelists and screenwriters are the answer either, as the games that have touted such cross medium work have been disappointing. As a writer and member of the industry, I believe gaming must ask several things about writing in games.
When should the writing begin in the creative and production process?
What is the ultimate purpose of writing and story in a game?
What is an acceptable format for a game script?
There is next to no one out there teaching people how to write for games, so writers are drawn form areas like novels, screenplays, and comic books. Until the entire industry begins to figure out the answers to these questions, the writing in games will always suffer. This article is an excellent step in the right direction.
 

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Original Comment by: Dave Allen

I totally agree with Mr.Weiss's comments. As long as writing is considered the icing, and not the cake, it's going to be pretty awful. If your game's "story" is about a guy running shooting aliens witg an increasingly powerful array of weapons, even someone who can write with the pens of men and angels isn't going to be able to make it into "Beowulf" or even "I, The Jury."

I know a lot of people think that when Stan Lee and Jack Kirby started writing comic books together there was a Prigoginic leap in complexity and story, but really, they were just going to greater lengths to make the same stereotyped superheroic action tales more interesting. Video/computer gaming right now seems to be in the same "Silver Age" place. We're starting to see more "complex" reasons why somebody should be running around shooting aliens, but they are shooting aliens all the same.

We still need our R. Crumbs, our Art Spiegelmans (Spiegelmen?) maybe even our Alan Moores to bring us new stories and create a new "underground" explosion. However, this time, the underground comics explosion, the punk rock revolution, the fanzine craze, the blog world are all still fresh in people's minds. Let's hope these precedents make the transition of computer games from adolescence to adulthood a little smoother, more "above ground," and less fraught with financial peril (among many other hazards)for the next generation of creators.
 

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Original Comment by: Adriana Aires

Is there no-one out there that loves games just for the reason that it isn't serving you a hollywood-made-hero?
I don't want to be Rambo, I want to be a super-cool me, an alter-ego me!
Let me create my own story without the clichées.
 

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Original Comment by: Duncan
http://ghostsinthegame.blogspot.com/
I think that I need to agree with Mr. Weiss above (if only because he replied before me). The biggest folly of game producers and designers is thinking that hiring a hot-shot writer of traditional media will solve all their story problems. It won't. In the same way that traditional directors (Messrs. Spielberg and Jackson, for example) are going to have learn a whole new set of tools if they truly want to succeed in a medium that is not merely a movie with interactive bits.

The current game design industry simply does not have a defined way to view story (or gameplay for that matter). Ask a dozen game developers what a design document is, and what goes into one, and you will get back a dozen different answers. None of which will serve well enough for the game that you have in your head to design. There is no standard way to express design elements - gameplay, story or otherwise.

More importantly, however, the typical game writer has no way whatsoever to format and design a script. The electronic tools available are just as primitive as our mental tools. Have you tried to write multi-branching dialog that follows several major plots, a dozen sub-plots, and a crapload of side quests? It's brain-wracking trying to write pure dialog that creates a sense of immersion. Sounding dumb is just a side effect of mental burnout.

If you think you can, I would invite you to try. Acquire a copy of Neverwinter Nights. Design a small module (a la the Bioware Writer?s Contest - http://www.bioware.com/biozone/articles/2005_11_30_WritingContest/index.html). Now get someone to objectively compare that dialog you created to other games you hold as both good and bad. The first time you try, the chances are you?ll produce an adequate piece at best. Neither sparkling, nor awful. But, while we pine for better dialog, we oft times don?t realize how hard it is to write.

The solution is going to be a hard to come by. Some of it will be to find the right talent. Some of it will be to create the right kinds of tools. Some of it will be to tell the right kinds of story. Some of it might just be luck. Throwing writers at games expecting better story is going to produce mildly interactive and poor games. Much like we are doing now.
 

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Original Comment by: Chris Dellario

I wholeheartedly agree that writing is, as with other mediums, the most important element. And I'd argue that where the writers have expanded the genre they've usually had critical as well as commercial success. "Myst" was the best selling game of all time for several years, but before I get stoned for mention it I'll raise what was the first true interactive fiction tragedy, "Half-Life." Think about that one. Gordon Freeman doesn't turn the tables in the G-man and get the girl; he learns that he's been the pawn of the G-man all along and that he's going to continue in that role for the forseable future.
 

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Original Comment by: Mark

My goal as an amateur game designer is to make a single-player game that can tell its own story inside of a world build around a premise. If the story sucks, it's because the player is no good as an author. Likewise, if the player has a keen sense of narrative and drama, the game should present a gripping story. And, as far as I can tell, there are two ways to do that: a "choose-your-own adventure" format where every possible gameplay decision is scripted out beforehand (which will utterly fail to account for everything the player can think of, unless it uses some sort of compromise), or an astonishingly robust AI system for all the NPCs (which again is extraordinarily difficult if you don't cut some corners).

In addition, the presentation needs to be good. Dramatic camera angles (a rudimentary AI impersonating Alfred Hitchcock?), music and lighting changing according to mood, perhaps a noticeable motif for major characters or events, maybe even voice acting for every single line in the game (which would probably be prohibitively expensive) pick two of these, plus some hybrid of the AI and Choose-Your-Own Adventure systems, and you'll have the tools for a player to generate their own story in a one-player game. And it still will only be any good if the player makes it good.

Once you have a system like that, you've essentially got an electronic dungeon master, controlling electronic NPCs, and a system that can be (painstakingly) adapted to another setting. A few things will be immutable - the story has to end in a certain way, for example, and it can only tell the avatar's story - and it will never be as good a story as a well-done prepackaged story. But it's a step in the right direction.



Storytelling in games is a very interesting proposition - in the past, the only thing that could be interactive about stories was the way in which they were told, and only if you had a live storyteller. The novel and the film, while very expressive media, could only produce a finished product. The role-playing game, which has only recently been seriously considered as a storytelling device, is the closest comparison, and it's still very much under development and having difficulty shedding the artifacts of powergaming. We haven't even created a game engine that's comparable as a storytelling device to a novel (as long as parsers are flawed) or the movie (as long as graphics cost more to make for a game than a movie). It's very new....

And that's not even beginning to touch on the inherent limitations of (single-player) gaming as a storytelling medium. The player, for one thing, must beleive that their avatar will triumph at the end. Since it's very difficult to model emotional conflict, this triumph inevitably takes the form of a physical conflict, or the same sort of whatever conflict has been used throughout the game. It's either that or a cinematic. If the avatar doesn't triumph in the end, then the presentation of that downfall is a failure unless it's either expertly foreshadowed or not foreshadowed at all. The player doesn't keep playing if s/he knows that the avatar's just going to lose no matter what. The story has to be drawn-out and sometimes convoluted in order to provide interesting gameplay scenarios using the same type of conflict.



Anyway, you can't talk about storytelling in gaming without mentioning Façade [http://www.interactivestory.net/], which in my opinion was still pretty primitive, (I couldn't, for example, say "You're both wrong." The game sort of forces you to take a side) although a great step forward for the development of stories in games.
 

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Original Comment by: Gearoid Reidy
http://www.gearoidreidy.com/weblog
Thanks for the thought-provoking comments.

I would agree that gaming doesn't necessarily need big-name writers or producers (Joss Whedon isn't even a writer I particularly write - I suggest him simply because he can write the type of snappy dialogue Halo 2 tries and fails to badly to capture). However, I think that even if games did draw more people from screenwriting, comic books etc - people who know what they are doing and can create stories that are non-derivative and characters that are fully-formed - it would be a step in the right direction. In the absence of people to teach how games should be written, I think games written well by writers of other media is a decent stop-gap. However, there are still precious few of these - one of the reasons why Ryu ga Gotoku so impressed me. It's as on-rails as just about any game you can imagine - but at least it's on-rails done well.

Medium-term, games companies need to take writing as seriously as any other part of its productions. You wouldn't hire somebody to do your graphics just because they'd doodled a bit in high school. There are some companies out there (Bungie, incidentally, is one of them!) who do take the story seriously, but still not enough.

Interesting thoughts about your avatar almost always having to triumph at the end. It's very difficult to do well, but I think there is a lot of scope for more tragedy in gaming. The only recent example I can think of is Shadows of the Colossus (which I found to be a very disappointing game, despite the hype, although the ending was interesting). Of course, no-one wants to struggle though a game only to 'lose' because of something that was beyond your control - this is one way we should move beyond gaming as being 'winning' or 'losing'. Are games art, or sports, or somewhere in between?
 

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Original Comment by: Nick Twining

Two things I have a problem with regarding story in games.

1.) Body language is more or less none existent. Most games cut scenes rendered by the engine itself are delivered by static characters. The scenes that are believable to me have been in games like GTA because their characters not only talk but move convincingly. I still remember dropping off the bosses severely underpixelated girl, Maria, I think, and watching her hips sway as she walked into her building. Contrast that with the scientist in Half Life 2 who gives you a ten minute speech which you are apparently a part of. It was great that I could walk around and push objects over while he was talking but didn't anyone who was programming/writing the game realize that maybe they should concentrate on making the dialogue engaging enough to keep my attention so I wouldn't run around beating up on his office like an petulant child. Five minutes in and I was trying, unsuccessfully, I might add, to beat the scientist to death just to shut him up.

2.) We have two types of game play currently available ? the straight forward style where it simply tells a story despite the players actions or the choose your own adventure style where the character is given pre-defined choices that lead to a particular ending. I?m just wondering out loud about a third type of story ? the verbal one. Story tellers have been around for longer than the written word and it is how we came to have such greats as the Iliad and the Odyssey. Why can?t we have interactive story tellers, GM?s to some, so that the story can be catered to the audience? It?s not like millions of us aren?t already paying $15 dollars a month. Give those limited people the ability to manipulate the world every day, instead of once every three or four months. I?m not talking about a Disney world ride where the operator goes through some mundane pre written speech for the millionth time (I think they could learn from NPC?s), I?m talking about someone who chooses the story for the group and enjoys catering it to them. I?m not a designer by any means but I think this is quickly becoming possible. Or maybe I?m just crazy.
 

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Original Comment by: Arathain

Let's not get lose too much hope over the state of storytelling in games. There's plenty of reasons to be optimistic. It's been pointed out above that writing for games is really difficult. I would say storytelling in an interactive medium is harder than in a passive medium. The writers and designers have to be able to hold the players attention and belief in a world which they share control of with the player. That's always going to create serious problems compared to other forms, where the author/director has complete control. On top of this, most players are more interested in the mechanics of success anyway- that is to say, they'd rather play the game and the story is just a bonus. So game makers have to work even harder. With all these difficulties, and with games only having been around for a short time, culturally speaking, it's no wonder we haven't worked out how to achieve much success.

That said, I see plenty of successes existing already. Particularly delightful are the new ways games are coming up with to tell stories, and to make the player feel like they are inside them, ways simply unavailable to other forms. Examples are the Thief and Splinter Cell games, as detailed in this issue, where a few simple lines of dialogue or a journal cause the player to choose a character for themselves, even in the linear constraints of story and mechanics. The Fallouts, Baldur's Gates and most notably Planescape: Torment all tell complelling stories by means of written dialogue, where the player can make real choices about how they behave and face their consequences, and where the story feels personal to them. Half-Life is, I feel, a great example of a simple but strong story, all told mostly by setting, and with very little dialogue at all. Seeing the orderly, powerful world of the tram-ride disintigrate about you, seeing the scientists gunned down by their supposed saviours, catching another glimpse of the G-Man... powerful, emotional events that no other medium could hope to give.

Look at the Final Fantasys, and similar games of that ilk.'. Broken down, we have a totally non-interactive linear story, told with a wrenchingly seperate mix of badly written, overlong talking heads dialogue, silent cinematic cut-scenes, and a stat-raising monster fighting game to fill in the time between story events. Yet many people have been deeply affected by the stories theses games tell- look at some of the articles in previous issues of the magazine.

I'll finish up by addressing the last line of the article's author's comment. Games are art, and sports, and everything in between. What other medium would even try to consider Defender and Ico together in one category. New ways of telling stories are coming to the medium, and if we give it time and encouragement, some wonderful things are coming.
 

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Original Comment by: chunter
http://www.xanga.com/chunter
Well-written article. I hope that the right people read this, because I especially agree that video gaming does not have the limitations of filmmaking. In fact, I find the notion of the escalating videogame budget to be disturbing.

It may be agreed, though, that in all of the world of computers, hardware has greatly surpassed software, so software needs some time to catch up.
 

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Original Comment by: jRev

We already have good examples of good storytelling in games. The problem is that a lot of them belong to the dying adventure genre. Just look at titles like A Mind Forever Voyaging or The Last Express. These were huge steps forward as far as stories in games go. They just never caught on.
 

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Original Comment by: Will Hindmarch
http://www.wordstudio.net
Great article, terrific title.

As far as writing in games, a couple of examples within a couple of series: In the Prince of Persia games, the writing is all over the place. In Sands of Time I thought it was excellent, managing to simultaneously handle romantic comedy and melodramatic adventure. It's keyed excellently to the action ("Are you all right?" "No permanent damage, thank you."), revealing a bit of these characters and the world they live in ("Long had I dreamed of the fabled menagerie...") without interrupting the action. On one level, the Prince and Farah have something of a cliched relationship, which makes it accessible at least, but just by focusing on the moments, and following them for ten hours, we get things that movies don't quite get.

Warrior Within's dialogue was mostly unremarkable (and hidden behind some dreadfully off-putting delivery), in that a lot of it was bland action-movie posturing. The Two Thrones comes back with some little colorful surprises ("I will admit, I was not expecting that.") and some silly but fun banter ("Blue?! That's not my favorite color.") that does little but make us think these characters have more buttons to be pressed than just Jump and Attack. Two Thrones, though, fails miserably to do anything good with the Vizier, who becomes just another cackling megalomaniac, which is a real failing for the franchise, in my opinion.

In contrast, the Splinter Cell games reached a peak with their third outing. J.T. Petty's plotting in the first two games was good, and there are some great character beats in the first game especially, but I think Chris Hocking's work on Chaos Theory is outstanding. Grimm and Sam have this young-old rapport that's a little more human than the action-movie rookie-veteran dialogue (that I think you can download now like clip art), while Lambert and Sam have these little gratuitous exchanges ("I'm not going to leave him hanging here like a piece of meat.") that imply that bit of conflict within the Good Team that we need for the later levels to work so well. Chaos Theory has the savvy to drop in unnecessary treats that go a long way toward making the game feel real, while also sporting dialogue that isn't just an indicator of the scene type we're in. For example, Shetland's dialogue during the bomb-disarming bit isn't screeching maniacal ravings to indicate [Climactic Antagonist Encounter], but dialogue really specific to the scene and to these characters.

Some good writing is happening now, but until publishers have some reason to believe that better writing will lead to better sales, it'll always be one of the first corners that can be cut when the inevitable crunch-time comes around, even if everyone on the development and design team bleeds with those cuts.
 

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Original Comment by: Mitesh
http://forty-sixandtwo.blogspot.com/
I made! I read the article and now finished all the comments so I'll be impressed if someone makes it this far! Thank you if you have. Hopefully your persistence will be duly rewarded.

The demand for a high quality story is noble, if not righteous. It plays to all the higher leanings of a well developed mind. We ponder in an almost self deflated stupor that 'if only they' would do something about it.

Yes! If only they would change everything would be better. We would feel the world of gaming would be better off. If only the designers would make compelling game play. If only publishers would select the cream of the crop. If only people didn't buy mediocre games. If only!

Unfortunately, the cream that we want is elusive to people who have no taste for it. And when people have no taste for the finer things in life, when left to a large, bottom line focused company it will disappear. And we all will be left with Hamburger Helper.

We can't vote with our dollar either. Simply there's just too much momentum for "Good Enough" that the exceptional will be the needle in the haystack. We've seen it in all too many mediums for it to be mere coincidence.

We know the outcome of this story. It's predictable and we lament it. And without action all we'll left with is trite conversations recalling the great games of old and nonchalant, Snakes on a Plane response.

What we need is a voice. Our silence will be the death of what we love. Yes. Someone wrote this article. But we have to become a vocal minority.

Easier said than done. For certain. But worth our while. How do we appeal to the values of a company (money) while having our's met as well? How do we tell them we want some writer to do this? How do we inspire the NWN level designer to really challenge and not confuse us. There's elegance and grace in creating a great story, a great level, a great game. And so must we! We have to write letters that inspire. Talk about games with passion and how it adds value to your life.

I'm sure each of you are doing your own part. Heck, just reading this article is far and above the average gamer. But to create a unified effort is only the next level. Does this actually entice anyone? Does anyone really want to write a letter? Find the people who make decisions? Share this thought with someone else? Or are you just going to complain?
 

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Original Comment by: Sabir

I agree that the story and its partner presentation (of the idea, plot, screenplay etc.) is really one of the last thoughts of the developer and/or producer. Since the industry at the moment is more in awe of technology (namely, graphics and sound) we still have a ways to go. Clearly the same is happening in the movie industry - at one time everybody was so engrossed with CG that there was a plethora of really bad movies. Today I hope CG is really becoming what it should be - a tool to visualize a story. The same should go for the gaming industry.

On the Last Gaming Tragedy issue, I'd like to mention that there really are and most probably will be games that really stand out as a work of art in the story/interactivity department. For instance we still have RPGs (not action RPGs like Diablo, mind you) where story is THE important part of the game. Although there are a number of good RPGs there, the one that moved me profoundly is still the Plancescape:Torment game. The lines of "What can change the nature of a man?" and all that surround it still haunt me this very day. I cherish my experience playing that game as I cherish my most loved books and most loved films.
But let's not forget that games can not only tell a good story but actually let us take part in the story and sometimes SHAPE the story itself. In this case last year's Indigo Prophecy: Fahrenheit is truly a wonder. If you only take the script you could possibly slate it as B-movie quality. Sure, evil guys in cloaks, virtual reality, inhuman powers, kung-fu Matrix style, vauge prophecies - in our day and age of sopgistication we really could say that this mix is awful. But the way the story was presented... no, the way the story was GIVEN to the player to play with, is what really makes the game outstanding. So there still is hope.

In the end I think the gaming medium in terms of a good story will reach a marginalization - a state between what it is today and where we want it to be. At the same time there will be genre specialization, meaning that really good stories will probably be present in certain genres like Adventure and RPGs. In other genres it will be only a ways of moving the player from mission to mission and level to level, not something deep and provoking. Because, let's face it, each genre has it's priorities. I mean you really don't want to find a Dostoevsky in Quake 5. It would hinder gameplay and not really serve it. And from time to time we will see some studio trying to use the true power of gaming - interactivity. Where the story will be as important as the player's freedom and level of involvness in it.

And really, somebody has to do something about quick-buck sequels and slap-on movie licensed games. Maybe the rising cost of development and overall player's jadedness will help in this case.
 

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Original Comment by: Calee
http://www.cigarvideopodcast.com/
I'm not much of a gamer and I've never been able to even move in a game that required walking and looking. That said, I am a screenwriter and a big fan of watching my husband play games like KOTR that rely on the gamer's choices to fashion the outcome of the game.

While I love working with film, I can see the writing on the box office wall and I'm not looking to go down with the ship. I would imagine that there are plenty of others like me, who would like to write for a video game but don't know where to start. There are also thousands of kids run through the film school mill who are willing to work for very cheap, but a few have extraordinary talent.

What should a game company do? I'm still not sure. Because of the formatting differences, your average writer isn't going to waste their time trying to come up with a spec game script.

When I graduated from NYU a few years ago, the big comic book movie trend was just taking off. Marvel requested a bunch of us to submit our work. It didn't turn into a job for me, but the cost conscious video game company could follow their lead.

I, for one, would love to pitch for a job on a video game.