LA Noire

Too Much Story?

Friday, February 24th, 2012

ME: Right. So maybe the player-character is striving because of their troubled relationship with their father–

M’ COLLEAGUES: John, it’s Pong. Let it go.

ME: Ugh. *throws quill down in disgust. flounces off stage left*

Hopefully the above scene isn’t too accurate but, having spent most of my working life in film, TV drama and theatre, it’s not surprising that story is my usual starting point – for describing anything really. That and the fact I’m human. For better or worse, stories are how we describe things to each other and we all have an innate understanding of beginnings, middles and ends. Everything else is just a matter of taste (and, occasionally, snobbery.)

This recent Gamasutra interview with David Jaffe on the Language of Interactivity is one of many recent articles forming a bit of a backlash against narrative in games. Jaffe highlights Sid Meier’s brilliant “a game as a series of interesting choices” quote to highlight what a game really is. I totally 100% agree. It’s just that it also perfectly defines narratives as well. No matter what obstacles or set-pieces are thrown into a protagonist’s path by bad guys/fates/studio execs, it’s the main character’s choices that create, shape and define a story. So what’s the difference?

For the record, I’m not really a fan of cut-scenes. Even when they’re done well, all they really are is a pause in gameplay. I don’t think a cut-scene of showing protagonist Chell looking all confused in the opening of Portal  could ever beat our own disorientation of just being dropped straight into the beginning of Valve’s puzzle masterpiece. Similarly, (SPOILER) the lack of definitive ending for Rockstar’s Red Dead Redemption meant I was able to conclude the game’s story however I wanted. (For anyone interested, after all my vengeful murdering, I then went and completed all of the challenges that would unlock the Marshall’s outfit and, in my head, became a proper lawman in an effort to achieve the ambiguous ‘redemption’ of the title). Two powerful bits of storytelling, made all the more immersive by not spoon-feeding.

But, in thinking of games with stories, we instantly think of triple-A games that we play over a number of days as if reading a novel. So what about the ‘magazine article’ equivalents that we play every day in smaller chunks? In my opinion, Cut The Rope succeeds over Angry Birds as the latter needs a little movie to explain their war against the pigs. In Cut the Rope, we just need to get the cookie to the Om Nom because…well, who isn’t always hungry for cookies? Games like Diamond Dash on Facebook are exceptionally crafted examples of no story at all, just good game play. Or the upcoming IGF-nominated Gunpoint which conjures an awesome storyworld defined by its visual/audio aesthetic and how you stealthily interact through the (potentially infinite) levels.

With Portal, the story is ‘we want to escape’. With Cut The Rope, it’s simply ‘feed the hungry thing’. So when we say that games have too much story, I wonder if what is really meant is that games have too much BACKstory (or possibly if we just mean ‘too much talking’ – says he, waffling on). And that can be the trouble with some bigger games, the need to show you everything, to tell you and explain everything. As with movies, just because your graphics can genuinely create anything, doesn’t mean we need to see it. Similarly, unless I can play it, let me imagine it. The first thing anyone learns about narrative is that less is mostly more. Stories are not about complexity – the best ones rely on clarity.

And one thing that also seems clear is that in importing cinematic qualities to games, we also seem to have inherited a fair amount of cinematic snobbery. For years the nadir of storytelling in games seems to be in ‘creating a game that can make you cry’, when we’ve already made games that make us laugh or scared. At this time of year, the nature of the beast means that cinemas are filled with stories up for BAFTAs and Oscars. This in turn creates a predictable backlash against the Oscar-‘worthy’ films by proponents of more popcorn-driven movies which feels like an echo for the argument against narrative in games.

Isn’t there room for both?

I think so. Last week in games, indie-darling Dear Esther sold 16,000 in its first few hours of sale while the demo of Mass Effect 3 also shoved pre-sales through the roof. And there’s a good chance there were a few people out there who coughed up for both. I know what I like in games and movies so there are certain genres of both I’ll never grow tired of. But knowing I already like one sort of thing so much just makes me want to investigate what else a medium can do! My favourite game story personally is Silent Hill 2, but it’s not to say it doesn’t clunk in places. And that’s pretty much my point. No one has got narrative in games perfect. But then neither has anyone written the absolutely ‘perfect’ book, film or TV show that pleases absolutely everyone yet either.

So it’s frustrating to see David Jaffe saying things like “…if my only goal is to make people feel emotions and that’s what I really want — I want to make them feel sadness, or I want to make them think about man’s place in the universe. Think about that. If you’re really a f***ing artist. If you’re really a f***ing artist, and you’ve got something to say, then you f***ing pick the right medium to say it in.”

If the argument is that you shouldn’t try to do something because nobody else has done it yet, then maybe we should all just give up now. I like Bioshock, Fahrenheit, LA Noire, Heavy Rain and Alan Wake. None of them have got storytelling exactly ‘right’ yet but I love how they’ve all moved the idea in different directions but, ultimately, moved game narratives forwards. Storytelling techniques had to be re-invented when film and television each first emerged. Now it’s the same thing in making stories interactive and immersive. It’s easy to see how a game like Heavy Rain can be latched on to by journalists as an immediately dramatic and drastic turning point in games – but we all know that change is and will be a gradual process.

So when articles fervently tell me what games are, what games should be and where story can shove itself in relation to games, my response is that games, like any medium, should be something that evolves to match constantly evolving consumer tastes and opinions. Anything else is just stating opinion as fact or a sweeping generalisation. And you know what they say about people who make sweeping generalisations. They’re ALL idiots :D

Can Games Ever Please Everyone?

Friday, January 6th, 2012

Is it better to dislike a game than to just ‘nothing‘ it? Assuming its competently designed, a disliked game at least implies that it had a goal or aim that just might not have been your cup of tea. Worse, in my opinion, are the games who consider their potential audiences to be ‘absolutely everyone’ who are so concerned about being inclusive, all they do is generate five star ambivalence.

Admittedly, this conversation started because I got LA Noire for Christmas. Ensuing conversations revealed that Team Captain Tim had not really enjoyed scrutinising every inch of LA for clues, far preferring to battle the bad guys face to face – whereas I loved the more procedural, deliberately-paced investigation parts of the game only to instantly be obliterated whenever facing an actual gangster with a gun. (Every. Single. Time) As well as realising that we had strong potential for a mismatched buddy-cop movie, it was obvious that perhaps we were playing the game with different wants. A diverse, detailed and dramatic game – was its only mistake in thinking that it could please everyone? Or was our mistake in thinking all of LA was meant for us?

Whatever methodology you use, it seems undeniable that different games appeal to different sorts of gamers. The Bartle Test breaks us down into Achievers, Explorers, Killers and Socialisers (mostly in terms of World of Warcraft-style game play but can be expanded to general gaming) while Jon Radoff has charted the different things that motivate players across most games.

Is it ‘easier’ (or less risky at any rate) to target specific niche audiences with casual games? Maybe. But I also suspect a clear or ‘simpler’ idea also be used to appeal to all our different gamer motivations.

While anticipating the launch of our own Nurse Quest game on the [adult swim] site last December, one by one, we were all drawn into the strange world of Robot Unicorn Attack featured on the same site. A very simple game in some respects but maybe deceptively so as it seems to lend itself to all the quadrants of Radoff’s game motivation ideas.

It’s Immersive, hypnotically drawing you in with its colours and *that* soundtrack. While not so much a game of Co-operation it is certainly a social experience; a talking point – something you want to tell people about (good thing) but then ultimately can’t fully explain so you tell people to just play it themselves (even better thing).

As an endless runner  it’s also a game of Achievement and Competition, attacking all of the stars is a goal and simply keeping going as long as possible can be competitive in terms of personal bests and addictiveness – as is the notion of giving you three lives, allowing you to compare scores with yourself for each go and perhaps drawing you in for more plays than you would on the average flash game.

To an extent, it’s just a game with some (clever) gimmicks…but one that has racked up two sequels, 686,000 likes on Facebook and over 41 million plays to date. We can be loyal to game genres, game brands and our own gaming habits, but how far should developers strive to create games that please everyone? Is it better to have separate puzzle and racing games than one game which has levels of each? Or is the ‘variety pack’ approach just what we have come to accept from modern games – mostly enjoyable, but always one flavour left at the end that someone isn’t that keen on.