Monday, November 10, 2014

Story: How Vital is it to Games?



            The very first games had no stories to them whatsoever. No plot, no characters, no dialogue or subtitles, not even a distinctive art style. Back then, it was just about the game. You played for the love of the game itself. Now that we have found a way to implement interactive storytelling through digital games, almost every game requires a backstory. Now I don’t think this is a bad thing, but do you honestly want to know exactly why those green pigs want the bird eggs? You just want to break their houses with your peeved off pigeons. That being said, is a story always necessary?

            Stories are these tales of actions and events that occur by characters and we as readers of these stories get to watch them grow. This is what makes reading a mildly entertaining pastime. It’s even more fun when your imagination kicks in and fills in the gaps of information books can’t provide with words alone. When you read any of H.P. Lovecraft’s horror stories, do you imagine the beasts described in detail? I do and they are terrifying. Games, however, provide a ton of visual information that your brain registers, leaving nothing to the imagination. 

            And yet, we love games with a good story. It’s because even though our imaginations are not being stimulated, our sense of immersion is spiking through the roof of our skulls! We are experiencing a manifested form of someone else’s imagination. When their story becomes real, we believe it is real. Real in the sense that you can interact with it, but not real enough to break into reality. Still, these stories make us love games as a medium for storytelling.

            But when is a story even called for? For an arcade game with high emphasis on gameplay, the story is virtually nonexistent. What’s the story behind Tetris? No idea, but the main menu has Russian architecture and an 8-bit version of an old Russian folksong is playing during the main game, so we can assume the world takes place in Russia. Even so, there is no plot. I would argue Tetris has no story, but that doesn’t make it a bad game. The endless gameplay is still fun and a story would detract from that experience.

            How about Final Fantasy? The franchise is legendary for having stories. People love the games BECAUSE of the stories they tell. Any Final Fantasy fan has a favorite story, but it’s harder to point out which entry is their favorite GAME. I personally like Final Fantasy 9’s story and some of the gameplay offered, but if I were to analyze it, I might find some things annoying about it such as random encounters, the same battle theme for every single fight, a party member who is almost completely useless, and a briefly fun trading card minigame with a side quest that can only be finished if you happen to get the right cards. Having a story works with the series, but sometimes the gameplay suffers.

            There’s also “non-games” or “walking simulators” that have a high emphasis on story and almost no gameplay. Let me just pick on Walking Dead for a moment. The story is amazing. The choices you make affect the ultimate outcome of the game and the characters are fantastic. However, gameplay is limited to walking around and clicking on objects or people to speak to, then doing QTE’s during action sequences. It almost feels like an interactive story with arbitrary minigames. I say this because it feels really easy. The game is technically a point-and-click, but the gameplay doesn’t engage me. Other games of the genre such as Machinarium challenge me and have a decent story to boot. It’s even done without dialogue!

            Is story essential to making a good game? Not really. As much as I love a good story, there is a balance to be maintained when implementing one in a game. If you want the story to be complex, your gameplay will suffer greatly. A fun game may have a minor story that will be forgotten after the first playthrough. The thing is digital games are a visual medium. The most common advice for making a story for such a medium: “Don’t tell me, show me.”

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