For those of you who want to make games with stories, how
do you tell a narrative in a game? Do you tell it like a book with lots of text
to read? Or do you show it like a movie in a theater? Or maybe you read off
some lines for the player to hear when they pick up an audio recording in game?
These methods don’t exactly work as effectively as one may hope. Making players
read text takes them out of the game, though they may still be engrossed in the
world. Showing a cut scene can work for some cinematic moments, but the player
still has to stop to watch it. Audio recordings can fill players in on the
story, yet the information can be lost if other sounds are playing, too. All of
these methods require the player to stop focusing on the game in order to take
in the narrative. Admittedly, the audio recordings may take them out the least,
but I still feel like I’m missing out on crucial information if I pick up an
audio file in BioShock and some
slicers are hitting me. They’re both making noise and I’d rather not read
subtitles in the middle of a fight.
To properly convey narrative in a game, the player must not
be pulled out of the gameplay for too long. Let them keep moving around and
looking at things, have them find brief scripts of text that can be read in under
thirty seconds, ensure any essential audio lore can’t be interrupted by another
sound or by music. One of the best ways designers convey narrative is through mechanics
and level design.
Brothers: A Tale of
Two Sons does this exceptionally well. The player must control both
brothers to solve puzzles and progress through the game. The narrative is sort
of happening in the background, but you also gain an attachment to the brothers
themselves as their characters develop. The two need to find a way to cure
their father’s illness. Naturally, they go around town looking for assistance
when they are instructed that the cure will likely be found outside of town. To
leave town, the two brothers must work together to bypass obstacles. The
mechanics of puzzle solving are simple enough, but it requires that both
siblings operate in tandem to progress. It creates some heartwarming (and
gut-wrenching) moments as the game goes on.
When
the player reaches a point near the end, the eldest brother is gone and the
game changes mood entirely. How can you play the game (and proceed with the
narrative) when your only brother is no longer here? Naturally, you think you
can do this last puzzle by yourself. Despite your efforts, it doesn’t work out.
And yet, the game never explicitly tells you that you can still use your
brother’s controls to solve the puzzle. When you do, the solution is found!
It’s a gripping moment when you finally realize what to do and what it means
that you can still use your brother to help you despite his absence.
However, there are games that have are narratively focused
and have gameplay built to suit the story. Oxenfree
is a good example of how narrative can sometimes take precedence over
mechanics. Players can decide what dialogue options they respond to other
characters with. Depending on their choices, the story plays out differently.
The only mechanics the game has is walking/running, dialogue choices, and
tuning a radio. The radio is interesting, but it isn’t the most awesome thing
in the world. It helps convey the backstory of the world and also helps in
progressing through the game. Oxenfree
relies on these mechanics to make their story more engaging because playing
with that radio makes you feel more involved. Dialogue choices alone could
maybe make the game playable, but the radio is what really sells the narrative.
Without that mechanic, this game might as well be a “visual novel”.
When it comes to conveying narrative, focus on using
gameplay and design to tell the story. If an important detail needs to be in
the player’s mind, let them know by having them see or hear the crucial
information. If presented well, they won’t forget. You can use text, but don’t
flood them with an encyclopedia of your game world’s lore and history. They can
still find that stuff and read it on their own time, but don’t make them feel
like they have to read it right this minute. Cutscenes work for cinematic
moments, but the player can’t do anything until the mini movie ends or is
skipped. If it’s too long, they will likely want to skip the story altogether
just to get back to playing again. And audio recordings work fine, just don’t
have them play in areas where there’s going to be a lot of noise. Even if the
background sound has a lower volume, it’s still additional noise to filter out.
Build your game out before you incorporate a narrative. Or if you have an
incredibly good narrative, find mechanics and systems that fit that kind of
story. If you only want to tell
stories, why not write a book?
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