In following my theme
from yesterday, I'm going to address my audience. You may wonder why
I haven't been writing towards one specific audience and the answer
is
This question comes to
us from Madeupburg Oregon. “Dear David, what are your opinions on
video games? I think your book is awesome and if it were up to me I'd
give you a million billion dollars. Sincerely S.B. Conscious.”
Well S.B. all flattery
aside, it is an excellent question.
Plot in video games is
something I've thought a lot about. If we go back to the beginning of
the video game era, we notice that a lot of plot was implied through
the gameplay, or non-existent. After all, what plot can we attribute
to Pong excepting that time Jim smashed Elroy's head through the
television after the great Pong debacle of 1984. But if we look at
games like Missle Command (whose designer had nightmares about the
implied plot of the game, the slow annihilation of all life), Space
Invaders (an ever increasing invasion which cannot be stemmed) or
even the original Super Mario Bros. (A plumber always one step behind
his foe as he tries to rescue a princess) the plots here are all
implied. We rarely see them acted out on screen, allowing us to
develop the narrative for ourselves.
It is interesting to
note there though that these older games weredesigned to be tests of
skill. They required you to memorize level designs, judge distances
and speeds, and pushed you to the limits to pass levels. They weren't
designed with plot in mind, they were designed to be challenging, and
for many of them, to consume quarter after precious quarter.
As games drifted away
from an arcade format, we begin to see larger plots unfurl within
games, though in many of these games the plots still aren't directly
narrated and spelled out. Looking at a game like Sonic the Hedgehog 3
(just to use as an example) there is no dialogue to clarify any of
the events unfolding, and beyond the connection of one boss leading
the heroes through a series of challenges as they try to defeat him,
there is no larger narrative.
During this time we
begin to see RPG's that truly work with plot as opposed to challenges
which utilize a simplistic plot to justify themselves. RPG's, with
their repetitive gameplay (and I don't mean that in a bad way, just
as a statement) require something more than the increasing difficulty
of monsters and aquiring of goods to make them fun. They need
something worth fighting for. The Legend of Zelda, Phantasy Star, and
Final Fantasy all stand as examples of games which began pushing plot
forward in video games and changing them from increasingly
challenging tests of skill, into a slow progression through a story.
Fast forward for the
sake of time, and we can begin discussing games today.
The big budget games of
our time has abandoned the older style of being a series of
challenges in favor of either multiplayer or story. I'll discuss
Indie games in a moment, and there are exceptions to this rule such
as Dark Souls but the majority fall into these two catagories. There
will be challenging game play, but what set the old tests of skill
games apart was that there was a game over screen if you failed and
we are seeing the disappearance of the game over screen. So then,
what do modern games have to offer us.
Games which exist as
platforms for multiplayer generally have plots which don't do
anything new. Call of Duty, Halo, Modern Warfare, etc. do have single
player story lines, but they usually advance as an escalation towards
a final goal to cripple or destroy an enemy. Or they just...fail (I'm
looking at you Halo 2.) But these games have acknowledged something
that the games of old also lived by. The plot wasn't important. The
gameplay was.
On the opposite
spectrum, we have the big name single players games (Bioshock,
Dishonored, Skyrim, etc.) These games generally feature rich stories,
which serve to draw players through them, as opposed to being
something to be accomplished for accomplishments sake. This is also
the case for modern RPG's which sometimes feature plots that span
years, the rise and fall of civilizations, or take you through time
itself. These are the games which draw intense emotions from their
players and which you can't help but talk about around the proverbial
water cooler.
These aspects of game
plot should come as no surprise, but it's the indie games in
particular which I want to end my discussion on game plot. A
surprising twist to modern indie games is their combination of plot
atop gameplay which used to exist within the challenge game design of
old. The games I'm particularly thinking of here are games like
Braid, the modern Mario games, or BattleBlock theater. These are
games which use cutscenes to advance plot despite having gameplay
which one would not think would contribute to plot. Essentially you
have a story being told between checkpoints.
Now this isn't too surprising a development. The big plot games from above also use cutscenes (whether they are literal cut scenes or simply dialogue which plays out) to advance the plot, but they are designed with story in mind. The use of cutscenes in games which once did not utilize plot is an acknowledgement of the power of plot to advance a game! Not only that but we are seeing experimentation in story telling itself!
Let me show you an example from That is all of the cut scenes, none of the game play. But this introduction and the ensuing cut scenes are, let's be honest, hilarious. It creates a story of witty proportions and what's interesting is that it wasn't necessary. It would have been enough to design a game with interesting game play and release but they went the extra yard and it pays off.
Now this isn't too surprising a development. The big plot games from above also use cutscenes (whether they are literal cut scenes or simply dialogue which plays out) to advance the plot, but they are designed with story in mind. The use of cutscenes in games which once did not utilize plot is an acknowledgement of the power of plot to advance a game! Not only that but we are seeing experimentation in story telling itself!
Let me show you an example from That is all of the cut scenes, none of the game play. But this introduction and the ensuing cut scenes are, let's be honest, hilarious. It creates a story of witty proportions and what's interesting is that it wasn't necessary. It would have been enough to design a game with interesting game play and release but they went the extra yard and it pays off.
I could go on about
plot but I feel like I've gotten my point across. Plot or story in
games is no longer an anomoly which serves specific genres, it is a
tool being utilized by games big and small for specific purposes.
Sometimes the story is complimentary, a necessary inclusion before
launching players into a larger multiplayer experience. Other times
it is the predominant driving force of a game. But whether it is the
first thought or the last, a good plot can add another dimension to
games and raise them above the old mindset of time sinks. They become
works of art.
So what are some of
your favorite plots? Any games which you felt tried to hard or just
missed the mark? As always, feel free to start a discussion. Or not.
The choice is yours.