Telling stories: The next hurdle for story telling

As games have evolved, so too has the role of storytelling in the titles we play. As we turn the corner on 2008, we asked multiple industry personalities across all walks of game development on titles such as Dragon Age: Origins, Bionic Commando and Guild Wars for their thoughts.
What's next for in-game story telling? In this, our final segment looking at video game narratives, our collective of industry professionals offer insight into what they believe is the next big challenge facing the evolution of story telling in the games we play.
What's next for in-game story telling? In this, our final segment looking at video game narratives, our collective of industry professionals offer insight into what they believe is the next big challenge facing the evolution of story telling in the games we play.

I think the next big hurdle is the technology. We've got all these wonderful graphics, now, but at the same time it's made everything exponentially harder to do. You have to show everything and leave nothing to the imagination – in essence, we've become part-time filmmakers in addition to game developers.
There are some people out there who lament that this is a terrible direction for the industry to take, and while I agree that it often seems like the technology is the main event itself there is also the potential for it to become something more. If we keep learning how to use that technology, how to make storytelling with it easier rather than more difficult, then I think that hurdle will have been overcome.

It would be easy to blame hardware and technical constraints, but the biggest leaps in story telling will come from breaking from conventional thought; by widening the scope of the word narrative to include everything from interface, sound effects, controller inputs, and more. The obstacle is for game developers, not games, to overcome.

Next hurdle is story telling itself over the a longer game, We've got a lot left to do with this medium, so yes, it can be solved. The question is, in how many ways?

It's the same obstacle we've always faced - telling compelling stories to our audience. This isn't going to get easier with new technology or higher res models or more interesting gameplay. Those are merely tools and techniques. Our audience wants to be told a story they care about. They want to believe in the impossible.
It doesn't matter if we're developing on the newest game engine or standing on a table spouting our tale to the masses. Can we do it? Sure, we've done it before, we'll do it again, but it's not going to get any easier. If anything it's going to get harder because our audience expects so much from us.

Creating choice without sacrificing the experience of the game itself. In earlier games, we've seen a lot of very linear plot lines. In adding more plots, we create a situation where there is missed content which is generation (time and money spent), but not shown (sort of like outtakes for your personal story). I think this will be where the growth in storytelling in games will be – as we learn how to tell stories using the new tools available to us.

I think the next big hurdle facing games is overcoming the uncanny valley. The production values on games have become so high that we're reaching a level where the expectations of players may take a jump that game developers aren't prepared to go. If we look back at some of the classic story-driven games in history, some of them were actually quite cheesy. But hey, it was a video game right? But now, with the production values so high, our willingness to suspend disbelief is greatly reduced.

Choice is always the problem and therefore being able to provide for all the possible outcomes given a certain number of choices in a realistic and satisfying way. That is a tremendous challenge on the part of dev staff. It also gets expensive. So finding a reasonable way to portray the freedom of choice with realistic consequences in a real time situation would be the next frontier in story telling.

I think the hurdle is, and always will be, the challenge of creating interesting stories, well-developed characters, and making them work with an interactive medium. Some developers have proven to have approached these challenges with success, and let's hope other developers can learn from these examples and take them further.
Tom Gaubatz, producer for publisher Mastiff
This is more of a hurdle for game design than for narrative per se, but it's strange that most of the games with strong stories are hardcore games. Narrative is an obvious characteristic that games share with books and film, so I would expect that good stories would be a way to bring games to a broader audience. In fact it's usually the opposite: people are drawn in by casual games with simple gameplay and turned off by serious stories. This is probably because good stories are usually attached to long games in core genres with sophisticated game mechanics.
I'd like to see more casual games bringing in new users by the strength of their stories. This is already happening, especially on mobile platforms – Surviving High School is a great example, they have great writers – but if we want to games to become a more mature medium, we need to find more ways of pairing sophisticated stories with accessible gameplay.











Reader Comments (Page 1 of 1)
Dirty @ Dec 29th 2008 10:18AM
Is that OJ?
playwhutyalike @ Dec 29th 2008 10:19AM
sans White Ford Bronco.
samfish @ Dec 29th 2008 10:37AM
He's practicing for his inevitable jail break.
SirFishouse @ Dec 29th 2008 11:32AM
That was exactly what I thought.
playwhutyalike @ Dec 29th 2008 3:29PM
Run Juice, Run!
SoCoolCurt (PSN: KillaKornbread - XBL: SoCoolCurt) @ Dec 30th 2008 1:13PM
lol my first thought as well. only reason i clicked on the article.
samfish @ Dec 29th 2008 10:36AM
"You have to show everything and leave nothing to the imagination – in essence, we've become part-time filmmakers in addition to game developers."
This is the kind of thinking that is absolutely killing video games. All that new technology that opens up so many possibilities, but they all just keep barreling down the more expensive (and boring) path they can take.
Duke @ Dec 29th 2008 10:42AM
"Next hurdle is story telling itself over the a longer game, We've got a lot left to do with this medium, so yes, it can be solved. The question is, in how many ways?"
This leaves me scratching my head.
Haggard @ Dec 29th 2008 1:08PM
Yeah, I didn't have a clue what he was talking about either.
Mr Khan @ Dec 29th 2008 12:18PM
Mastiff got it right and BioWare got it wrong. The story should be a simple, compelling side-story to the game in most cases. These cinematic games are part of what's wrong with "hardcore gaming"
unfriendly_cat @ Dec 29th 2008 12:43PM
I'm not so sure. For many gamers (myself included) Planescape and Baldur's Gate 2 are the pinnacles of storytelling in games, in large part thanks to their size and scope.
Sadly, due to the amount of resources that would be required to make a similar game with graphics and sound up to current standards it has become all but infeasible to pull off a similar project again.
Noshino @ Dec 29th 2008 12:49PM
its funny, because that wasn't what Mr. Gaubatz said:
"...people are drawn in by casual games with simple gameplay and turned off by serious stories. This is probably because good stories are usually attached to long games in core genres with sophisticated game mechanics"
"...we need to find more ways of pairing sophisticated stories with accessible gameplay."
Now, I do agree with his statement, we should be making all games more accessible to everyone, from hardcore to casual.
But the problem is, there are already many franchises who's core mechanics are very hard to make more accessible, in that case, don't do it, there is already people that love said game's mechanics... and they would just be gambling, since said mechanics haven't be proven with either hardcore nor casual...
zygote55 @ Dec 29th 2008 1:16PM
If all games go back to being like Super Mario Bro and R-Type (both fantastic games) I'll be reading a lot more books and playing a lot fewer games. Hmm... now that I think about it, maybe this is why my Wii doesn't get any love.
Simple games with no story are perfect for multiplayer, but when I'm sitting in my leather chair with a nice LCD and surround sound I want a long, epic story.
unfriendly_cat @ Dec 29th 2008 2:59PM
One of the big challenges is to improve the overall quality of writing. By this I don't mean the plot (there definitely have been some original and imaginative plots recently, even if it isn't the norm), but the prose itself.
Even the best-written games (such as Planescape) read as higher-tier genre fantasy (think R.A. Salvatore and the like). There is no reason why top-notch writers can't be involved in writing games, except for the unvillingness of development studios to take the risk and commit the necessary resources.
As it is, we have a medium reaching an incredibly wide audience (including segments which, overall, read little or no literature), immersing people in amazing and epic stories written at a high-school level.
In the early days of computer games there was more of a willingness to experiment with the writing. One of my all-time favorites in this respect is Circuit's Edge, which sadly nobody seems to have played.
SouJouBou @ Dec 29th 2008 4:26PM
absolutely...
But I would go even further and say that the storytelling over all is highschool level. There's very little storytelling. The story is almost ALWAYS reliant on contrived plot points.
Is it possible to separate complex gaming narratives from plot? Can characters drive the narrative?
scratch @ Dec 29th 2008 3:00PM
first I'd like to say I loved this series - a very interesting look at story in our favorite medium. that said...
i think that Jeff Grubb and Dan Tovar/Mark Brown said it best - the next major hurdle in developing games is the issue of choice. giving the players realistic/compelling choices and consequences without driving developers crazy and sending development times into the decades. because at its heart games are interactive media, and as production values increase, we expect to be able to play a greater role in choosing how the story unfolds (in many cases, not all obviously). and it is a really tricky issue. i wish developers the best of luck. i look forward to seeing the results (heavy rain, for example).
Courtney @ Dec 29th 2008 3:01PM
Jeff Ross gets it.
Mr Khan @ Dec 29th 2008 3:11PM
to really make the player a part of the story would help, something like Heavy Rain, but even more fundamental. Not in a way that leads to greater complexity, but a way that actually leads to greater simplicity
Dummy00001 @ Dec 29th 2008 3:46PM
Jeff Ross literally said nothing. Or in other words he repeated the general problem of story-telling in games.
Well, one can interpret it as games didn't changed much as story-telling goes. All the same problems remain.
The Jools Watsham, the Moon's guy, says the same, but in words easy to understandable.
Courtney @ Dec 29th 2008 3:57PM
Jeff Ross says much, he just uses fewer words to do it.
Dummy00001 @ Dec 29th 2008 3:37PM
"""You have to show everything and leave nothing to the imagination – in essence, we've become part-time filmmakers in addition to game developers."""
So this confirms my personal observations. Most big budget games started looking like movies. Cheap games (esp. on consoles) constantly remind of cheap TV show.
I do not like games which leave nothing to imagination. Probably the 8-bit generation was so remarkable because it was letting people to imaging the world, the story and the heroes by themselves.
Yes, leaving nothing to imagination allows to tap into wider audience. Yet, if you look at game reviews they now look more or less like movie reviews: "oh yeah, it was another [game/movie] like this with some elements of that and strong influence of those."
Easy to understand - and easy to forget.
Imaging "Alice in Wonderland" book which leaves nothing to imagination... Boredom. 'nouf said.