Sure would you not have a small bit?


 

Games: Don’t Show, Don’t Tell

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Posted June 20, 2012 by Colm O'Brien in Games
Gordon

If you’ve been paying attention to computer games for any length of time, you will at some point have heard a development team lose at least 60% of the run of themselves over how breathtakingly cinematic their upcoming project is going to be. They’re proud of this, the dears: proud of what a spectacle it’ll be, proud of the shouty sub-Bay posturings that pass for plot, proud of how little actual game they’ll have to wedge in between their insufferable cutscenes. Games so often bend over backwards to imitate film, and why? No other medium seems to suffer from this anxiety. Opening up War & Peace doesn’t mean a chamber orchestra suddenly piles into your house. When you sit down to watch a Bond film, you don’t get an encyclopaedia article about MI5 shoved in your face. Every medium has its own particular strengths, so why not play to them?

In a good and ideal world what we’d have is games that tried their hardest to be games. Not just games most of the time, not just games between the bits where they tell you what’s going on–just games. This doesn’t necessarily mean a return to Pong and Dig-Dug, to raw mechanics of input and reward, because games can be much more than that. Games have vast potential as a storytelling medium, potential that remains mostly untapped in a marketplace that values the interactive blockbuster above all else.

An example. Infinity Ward’s Modern Warfare games are pure Hollywood, full of things exploding while big gruff men run around doing big gruff things, while the player by and large sits back and takes it all in. On anything but the highest difficulties you barely even need to fire a shot, because your (big, gruff) squadmates will take care of enemies and obstacles for you, while you get merrily railroaded from setpiece to setpiece and mission briefing to mission briefing and those final ten triumphant minutes of end credits that make it all worthwhile. Conversely, Valve’s 1998 masterpiece Half-Life puts you in the sensible shoes of a science worker in the Black Mesa Research Facility, has you push the button that makes everything go to shit, then throws its hands up and lets you sort it all out. As in Modern Warfare, there’s effectively only one solution and one road to the end, but there are no cutscenes and the game never takes control from you. Instead of aping cinema, instead of planting a story down in front of you and making you watch, Half-Life puts you in a world where a story is taking place and lets you experience it for yourself. Everything you know about the world, you know because you lived it.

The key is the light touch, giving players cues in the environment and dialogue rather than constantly pulling them aside to get them up to speed. Black Mesa felt like a real place (even if it the layout didn’t make the most sense on sober reflection), and the way the game progressed from a panicked escape from ground zero to a focused attempt at fixing the problem you caused felt natural, like a course of action you chose rather than one imposed by some behind-the-scenes puppetmaster. This despite the game’s linearity, and the fact that  the story doesn’t change no matter how many times you play it. The crucial difference is that Valve didn’t write a story and then layer interactivity on top of it: they started from the basis of an interactive medium, and built a story up from there.

If Half-Life has a light touch, From Software’s Dark Souls has one that’s practically ethereal. There’s an insecurity inherent in many games, a sense of worry that unless you hold his or her hand the player will rush through and miss things, or just outright ignore the story. Dark Souls gets around this by simply not giving anything even remotely related to a shit. There’s a huge, detailed world you can explore, whole systems and hierarchies of flora and fauna, forests and ruins pregnant with history and myth, and the game hands you precisely none of it. You can glean some details from talking to the (generally reticent) NPCs, and the descriptions of the items you pick up will sometimes add a bit of flavour, but by and large the game all but ignores your presence. You’re not special–you’re just some jerk wandering around in dirty rags, hitting things with a stick, most likely dying every few minutes. And it is glorious. The amount you know or don’t know, the degree of intent behind what you do, your sense of what’s going on in the world, it’s all up to you, and it’s all the more engaging for it.

There are ways of guiding a player’s attention, of course, ways of getting them to want to do what you want them to do, but nevertheless, when you structure a game the way Valve and From do, you’re relinquishing some control. You’re ultimately putting the player in charge of the story, and it’s easy to see why that might give an author pause. But that kind of loose, audience-driven narrative can be incredibly gratifying when it’s done right, and it’s an experience that simply can’t be duplicated in any other medium. It’s unique, and how terrible it is that it’s so often squandered in favour of cheaper thrills. Developers, please: get out of the multiplex, and give us our games back.


About the Author

Colm O'Brien

Born in Ireland at the tender young age of 0, Colm is an ardent fan of literature and computer games, and the curator of South County Wicklow’s third-finest head of hair. He likes shorts more than he used to.

  • http://twitter.com/ElleEmSee Laura C

    Great article Sir. The most frustrating part of games for me are the scenes full of dialogue that are supposed to make me more interested in the story. In recent games I’ve started to play, I can’t even click past them and it bothers the fuck out of me. I. Don’t. Care. Just tell me what I need to shoot, blow up, find, solve or kill and let me get on with it.

    • http://www.lisamcinerney.com Lisa McInerney

      Final Fantasy XIII introduced skippable cutscenes to the series. Fans of Japanese RPGs everywhere fell to their knees in exhausted, joyous weeping.

      • http://twitter.com/ElleEmSee Laura C

        I feel quite bad because clearly they consider it all relevant and they put the effort in and I should just be patient etc but feck that noise altogether

        • http://www.lisamcinerney.com Lisa McInerney

          I actually LOVE a good cutscene or a hyperbolic FMV sequence. But only the first time. If I fail the coming challenge and have to sit through it again, FUCK THAT SHIT ARGH!

          (I will admit to readying popcorn, beer and hankies for the ending FMV of any Final Fantasy game. 20 minutes of beautifully rendered hyperbole? Yes please. I keep the last save of FFVIII handy at all times so that when I’m stressed I can rush in, flatten Ultimecia, and settle in for the greatest ending scene of any game ever. GODIT’SSOBEAUTIFUL.)

          • http://twitter.com/ElleEmSee Laura C

            See now I’ve never played any Final Fantasy game or I’d probably agree with you. They come highly recommended to me all the time.

            My friend tells me there is one with something to do with putting hats on monsters which sounds bloody delightful.

          • http://www.lisamcinerney.com Lisa McInerney

            I have never hatted a Final Fantasy monster. I have, however, ridden around on a giant chicken.

          • Colm

            Final Fantasy cutscenes are naught but teaser trailers compared to the ones in the Metal Gear Solid series. MGS3 also features a ladder that takes two full, uneventful minutes to climb, all while some Celine Dion-alike warbles in your ear. That Hideo Kojima, he’s quite a kidder.

          • http://www.lisamcinerney.com Lisa McInerney

            “Raiden, come sit on my knee while I blether this incredibly long story into your dainty ear…”

          • http://twitter.com/WeeBitSarcastic Dervla O’Neill

            I have been devastated for years over the fact my little brother used disc 4 as a chew toy.  No ending for me. 

            Still hate him a little.

          • http://www.lisamcinerney.com Lisa McInerney

            I hate him a little too on your behalf.

  • http://www.lisamcinerney.com Lisa McInerney

    In the last few years, I’ve been devouring the huge Bethesda epics, for just that reason.

    One of the major triumphs in the Bethesda RPGs (Fallout/Elder Scrolls, for example) is that wonderful “real world” ticking away in the background. You’re on the way to your next destination when you meet a troupe of hunters fighting off a beastie or some lone traveller who has no interest whatsoever in where you’re going and what you’re doing. It’s that near-banality of NPCs’ existence that’s so fascinating. It really does feel like you need not even be in their world at all.

    The first time I played a Western RPG after years of playing Japanese RPGs, I was totally at a loss when I finished the introduction and was just left to my own devices. A vague pointer towards the next plot point, and that was it. No one was hurrying me or guiding me and the landscape I found myself in certainly hadn’t been laid out just to get me from Point A to B. The sudden freedom was dizzying and very, very addictive. It was like… starting at a huge University after coming from the routine of secondary school. It’s liberating and exhilarating and you know you can never go back again.

    • http://www.emesq.com/ Colm

      The Bethesda games are both excellent and infuriating for this. Most/all of the quests couldn’t be more linear if they tried, and the actual worlds can be a bit barren at times (Oblivion especially–all those paintbrushes and tongs and hammers and quills that were just there for decoration), but some of the emergent gameplay is just top-notch. I was playing Skyrim once, climbing up a hill out of a farm I’d just explored, when a dragon comes roaring in. Cue me scrabbling back down the hill while the farmer and his wife get slaughtered and the dragon moves on to start strafing a nearby settlement. Me and the locals start plugging away at it, and eventually it flies off across a river, where a roving band of Khajiit merchants finish it off. By the time I get over to it, they’re standing around in a circle with a guardsman and some hobos, talking to each other about what just happened. Just an excellent moment.

      • http://www.emesq.com/ Colm

        Oh, and there’s also this guy’s Skyrim story, which I love to bits.

        • http://www.lisamcinerney.com Lisa McInerney

          The first time I killed a dragon in Skyrim, I was taken aback and utterly thrilled at the sudden crowd that congregated around its remains and the awed congratulations they fecked my way. I wasn’t expecting the NPCs to act like killing dragons was a big deal and it was brilliant.

  • http://twitter.com/Fearganainim Fearganainim

    Rockstar’s recent hamfisted attempt at telling a story, while you murder everyone in Brazil with balletic aplomb, just goes to show that the devs still aren’t getting the message. Plus you can’t skip the goddamn things in NY minute OR Arcade versions.
    Valve’s masterclass in storytelling shines through in the sublime Portal 2 though.

    • http://www.emesq.com/ Colm

      I haven’t played Max Payne 3 yet, but I read someone on Reddit theorising that there’s a deliberate tension in it between the realistic-ish story Max is trying to tell and the kind of story a game like that can sustain. Something about Max’s monologues having stuff about him not wanting to be a walking turret, wanting to be a complex character? I dunno. But the games have always had some meta angle in them, the nightmare sequences in the first one for instance, so I’m looking forward to playing it with my poncey postmodern hat on.

      Valve’s games have got more story-intensive as they’ve gone on. I’m kind of ambivalent about it. I mean, the stories and characters are great, but… I think my favourite bit in Portal 2 was between the new and old Aperture sections, where you’re lost and you’ve no idea where you’ve landed and you’ve no one talking in your ear. Spooky and brilliant.

  • http://twitter.com/notRuairi Rú Hickson

    I was typing out a lengthy response and I realised all I was doing was agreeing profusely with you, especially about Dark Souls.

    Also, I’d love it if every game in the world reverted back to Dig Dug – making scientists long before that bespectacled, goatee-wearing postdoc.

    • http://twitter.com/StephenKenny7 Stephen Kenny

      I went off to make a coffee, so I could write a lengthy post about how everything would be better if all games went back to Dig Dug and I see you beat me to it. You should play laser cat

      Video game makers should stop trying to write stories when they can’t. I am looking at you Peter “copy and paste endings” Molyneux

      • http://www.emesq.com/ Colm

        I’m totally playing some Dig Dug as soon as I get home. Dig Dug!

        Rú, the hardest thing about writing this article was not spiralling off into ten pages about everything Dark Souls did right. Stupid sexy Dark Souls.

  • John Finn

    I think you’re being a bit unfair on Modern Warfare. We all know exactly what we’re going to get from each entry in the series so complaining about it seems a bit redundant. It’s an on rails shooter with big set piece moments, it doesn’t try to be anything else and as a result it’s really great at what it does. Sometimes it’s nice to just shoot stuff and watch shit explode without having to worry about anything else. The beauty is that it can exist beside Half-Life and Skyrim, we don’t have to be limited to one type of game.

    • http://www.emesq.com/ Colm

      The first Modern Warfare was very good, and did a lot of interesting stuff. The rest of em, single-player at least, aren’t anywhere near as well made. MW3 was an interactive screensaver. The problem isn’t that the games exist, the problem is that the paradigm is way too dominant, and no one who follows it seems much bothered to add anything new.

      And of course it’s fun to blow shit up, there are just plenty of better games to do it in.

      • John Finn

        The paradigm is only dominant in the genres where it serves a purpose. In Doom it was ‘you need the blue key to open the red door’, now it’s an NPC telling you to ‘get to the helicopter’. It’s just a device to move you from one arena to next. 

        • http://twitter.com/notRuairi Rú Hickson

          I’m just upset that for a budget and team size like they have that they didn’t put more effort into making something truly brilliant, rather than throwing millions of dollars at Hollywood just to make us suffer through six consecutive hours of Sam Worthington.

          • John Finn

            I’ll concede that point. Nobody needs that much exposure to Sam Worthington, although at least if he’s acting in a game you don’t have to see his face.

  • Rab

    “Pregnant with history and myth”… Nice.

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