One of the main reasons I got into gaming in general is
because of the story of Final Fantasy IX.
It was the first RPG I ever played and it had something I had never seen in
other games: a plot. Granted, it was a complicated plot that rivals that of Final Fantasy VII in terms of “what is
going on here,” but a plot nonetheless. I would say nostalgia makes me think
fondly of that game’s story. However, upon looking at the plot summary, I
realized I didn’t truly understand Final
Fantasy IX at all! I can recall the events of Disc 1 and 2, but when we get
into 3 and 4, I get so lost. Mainly because I was eight at the time, so many
elements of the story went over my head.
Anyways, the game got me into wanting to create worlds with
stories that take place in those worlds. For a while, I thought games were an
excellent medium to do this with. In a way, games can tell a good story. At the
same time, we have very few examples of storytelling in games. I might can
recall a game with a complicated story that also has characters with depth, but
could not tell you the actual plot. They just weren’t memorable enough. I think
that’s mainly because the developers are telling stories incorrectly with
games. It’s either cutscenes with character dialogue or moments of the game
that stop the action to let text scroll across the screen. This effectively
turned the game into a temporary movie. In fact, cinematics are what usually
sell the game for people. I see Blizzard’s cinematic trailer for their newest
WoW expansion Legion and think
“Awesome movie. Where’s the gameplay?” After playing that game for years, I
have yet to see it tell its story, let alone its lore, through gameplay. They have
to stop everything to fill the players in on what’s going on.
So what’s the best way to portray a story in a game?
Through gameplay, of course! Let me just use Journey as an example. It’s simple, but I understand the sequence
of events. The plot is basically this: you control a nomad in a red cloak. You
must reach paradise at the end of your journey. You will brave strange lands
and encounter marvelous things. But you also risk death before reaching your
goal. The game’s story ends after the player reaches paradise and their final
resting place. The game also has you start over from the very beginning which
might imply reincarnation.
How well do I remember the plot of this game? Almost
perfectly. I remember walking through the sandy ruins, releasing some trapped
sentient scarves (Banners? Rugs? I’m not entirely sure what they were), sliding
through archways, avoiding draconic beasts, and braving the bitter cold of the
wastelands. I especially recall making it to the very end and nearly dying.
Then I awoke to paradise and flew through the air admiring all the colorful
scenery and relishing in the gorgeous music. All of that was accomplished in
ninety minutes of gameplay. No cutscenes, no dialogue, no QTEs, no cinematics,
and no epic boss dropping twists in the plot whilst leaving around a bunch of
plot holes to bait me into buying a sequel that may or may not ever come to be.
Let’s do Brothers: A
Tale of Two Sons next. This game was more about puzzle solving and using
each brother to operate different mechanics. The plot is simple as well: their
mother passed away and it left the younger brother depressed. Now their father
is sick and both brothers have to find a cure. They encounter opposition in
their travels, discover amazing places, become involved in other people’s
conflicts, and even go through a life changing moment or two. I think the story
itself might actually be about the little brother. The game starts with him
mourning over his mother and it ends on a similar note. After his brother is
gone, the little brother has to assume his role. Guess how I found that out?
Whilst the little brother was by himself, he could not pass a certain obstacle
without his big bro’s assistance. I pressed the button to operate the big
brother (despite his absence) and the puzzle was solved. He literally had to
become the older sibling now that he was alone. This was jaw-dropping; I hadn’t
seen any other game portray and element of their story like this. Granted, some
lines of text in games can blow your mind, but it felt more impactful when I
realized what I had to do in order to progress.
Those two games used their mechanics to tell their story.
The plots were simple, but it still worked. Games may be at that stage where
they can’t quite tell a complex story with mechanics alone, but they are
getting closer and closer. For now, we still rely on text and cutscenes. If
they work for your story, fine. Use them. If they detract from the plot and
stop the player from being engaged with the game, they may just forget your game
had a story in the first place.
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