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All Gaming Narrative is Wrong

Posted: 2009-08-23 12:03pm
by Namarie
The issue with gaming narrative is that ultimately the medium of games is not one based upon a communicative language but a causal one. This is specifically to do with how games are scripted, as they utilise a notated logic that can loop and feed into other statements (something you obviously already know). However, this is very similar to how music is composed, as the notation is almost identically causal and has to be ultimately played out – this is why bemani games have worked so well and why titles like Rock Band and Guitar Hero have an almost implicit rapport with how the music is played.

Literary form on the other hand isn’t causal in terms of the language. There are no loops or logic that feed into other causal statements; linguistically it’s entirely linear.

This is why films, theatre and literature are closely linked, as the language used for these media is communicative, not causal. This allows the same kind of narrative to be told as the language used follows the same linear rules; this allows the author to specifically frame the viewpoint of the reader without the fear of limiting their understanding of the narrative. In gaming, this is something that often can’t be done during gameplay and has to be set aside as a cutscene. Some people have tried various approaches around this but it’s not something that the medium lends itself well too.

Consequently, critics like Roger Ebert and a slew of others are able to, quite justifiably, lambast gaming narrative as being an obvious hack job and consequently not meaningful in comparison to film or literature; as the medium is not geared for that kind of narrative approach. Now, they’re not criticising the functional aspect of gaming just how the narrative is delivered within the context of that.

Games aren’t communicatively linear. Each player can break an attempt at literary form at any point, even in a game that is heavily causally linear. For example, Super Metroid is very linear in terms of the functional causality but you can get lost in the game and re-do a set of rooms over and over again. Within the rule-set of a game this is entirely to be expected and catered for but the equivalent of that literary form would be to re-read the same three pages over and over again until you figured out how to turn the next page.

The way that games have gotten around this incompatibility is by having bones of narrative tied to the causal skeleton for the game (like the cutscene). However, this is an unnatural linguistic pairing and one that is still rife with.

This is not to say that narrative cannot be told in a gaming context but that literary form is not the best candidate.

So why do people even bother with it? There are two reasons to this, the first is to do with societal kudos and the other is the reason you cited.

American games publishers have a chip on their shoulder about Hollywood, they want that lifestyle basically and to be treated with more kudos (this was really openly discussed at places like Disney, bearing in mind that everyone there came from all over the publishing sector). This is why a filmic narrative is so prevalent in the big AAA games of late and why the quest for photo-realism has been sought after so vigorously. The problem with all this is that ultimately games will only over be allowed to copy Hollywood, which in turn means that culturally they’ll always considered to be the lesser candidates. The irony is that in copying linear narrative games won’t be able to make any kind of real cultural impact.

The second reason is also tied into the first somewhat, as gamers (especially in America) are also influenced by Hollywood and want to feel as though they’re playing through the events of a film. This is more interesting as the desire for this can be implemented in more than one way, though (American) publishers won’t fund that for the reason cited above. Ultimately you can deliver the sense of being part of a narrative without the need for a linear linguistic approach.

For instance, music has been able to infer narrative via its causal language for centuries. Works such as Danse Macabre and Phaeton by Camille Saint Saens have endured the test of time with a remarkably potent form of inferred narrative borne out of the linguistic restrictions of that medium. This is something that games like Fallout 3 and Oblivion will never be able to achieve, as most people won’t even remember those games in the next hundred years. That’s not to say they are bad but that their narrative is a linguistic foreign body within their causal framework.

Compare those two games to something like Demon’s Souls, which isn’t influenced by Hollywood (as it’s funded by a Japanese publisher) and the vast majority of that narrative is inferred and consequently you feel more invested in what’s happening, as the player has to think and deduce the causal elements that have occurred in the narrative to understand what was happened to the game world.

Gaming isn’t a purely narrative medium. Music has for endured millennia and whilst there are tone poems and opera amongst that compositional pantheon, they represent a tiny fraction of the medium as a whole. Gaming has been with us for as long, after all sports are games too, but whilst there is a place for narrative in gaming it’s not the main purpose for why the medium exists in the first place.

It’s a functional medium and whilst interweaving a narrative into facets of that is a noble and worthwhile goal it’s not indicative of what games are. After all, Tetris and Chess have endured without any form of real narrative to speak of. Games cover the cognitive blind spot in how our minds use deductive reasoning; they produce abstract concepts that can only be solved in that artificial context (this is why a lot of AI research is closely tied to the cognitive effects of gaming).
A friend sent me this after an argument about storylines in games. Would anyone like to assist ripping it up? Don't hold back. Or alternatively agree and explain why.

EDIT: Would this be better in SLAM? It's full of so much bull, I'm not sure.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 12:33pm
by Nephtys
This is pretentious shit. The language has minimal semantic value, but is highly obfuscatory.

Most gaming narratives are garbage because they're badly written by hacks who're shoveling out crap, or trying to appeal to the third grade level. What on EARTH is this nonsense about 'communicative language 'vs 'casual language'?

For example, how can a movie's narrative be 'communicative', but a video game that is 95 percent movie cutscene be something different? Because you can change the camera angle? Because you can change the events? The article then cites of all things, Super Metroid as an example of linearity. How is that relevant? Super Metroid barely has any narrative. It's not intended to tell a story, but be more of a backdrop for solving puzzles and blowing up bosses.
The way that games have gotten around this incompatibility is by having bones of narrative tied to the causal skeleton for the game (like the cutscene). However, this is an unnatural linguistic pairing and one that is still rife with.
Unnatural? So tying in narrative through a cutscene is 'unnatural' by virtue of this article writer's fiat? Why? Where's your actual reason beyond just saying this? Not good enough, pal.
American games publishers have a chip on their shoulder about Hollywood, they want that lifestyle basically and to be treated with more kudos (this was really openly discussed at places like Disney, bearing in mind that everyone there came from all over the publishing sector). This is why a filmic narrative is so prevalent in the big AAA games of late and why the quest for photo-realism has been sought after so vigorously. The problem with all this is that ultimately games will only over be allowed to copy Hollywood, which in turn means that culturally they’ll always considered to be the lesser candidates. The irony is that in copying linear narrative games won’t be able to make any kind of real cultural impact.

The second reason is also tied into the first somewhat, as gamers (especially in America) are also influenced by Hollywood and want to feel as though they’re playing through the events of a film. This is more interesting as the desire for this can be implemented in more than one way, though (American) publishers won’t fund that for the reason cited above. Ultimately you can deliver the sense of being part of a narrative without the need for a linear linguistic approach.
Hollywood and movies are an established means of conveying narration through a visual and auditory medium. It's only logical that it is used as a template for games. Photorealistic graphics has little to do with 'copying Hollywood' and more with the fact that people want more impressive and realistic visuals. Again, explain why gaming narrative will forever be secondary and derivative of Hollywood. This is another case of the author just declaring something by fiat. And 'real cultural impact'? Ugh. Games have as much cultural impact as movies in the new generation that have grown up with them, if not more.
For instance, music has been able to infer narrative via its causal language for centuries. Works such as Danse Macabre and Phaeton by Camille Saint Saens have endured the test of time with a remarkably potent form of inferred narrative borne out of the linguistic restrictions of that medium. This is something that games like Fallout 3 and Oblivion will never be able to achieve, as most people won’t even remember those games in the next hundred years. That’s not to say they are bad but that their narrative is a linguistic foreign body within their causal framework.
'Most people' don't even remember Danse Macabre and Phaeton either. The popularity of something doesn't mean jack shit when you're trying to talk about the effectiveness of it's narrative. Time passing alone presses things deeper into obscurity, aside from a handful of musical or literary works which are kept alive through active intervention of interested scholars, most of which (particularly certain kinds of literature) are incomprehensible to the modern culture. A lot of literature is just so outdated, that people just cannot connect with it. Also, those games are kinda crappy too.
Compare those two games to something like Demon’s Souls, which isn’t influenced by Hollywood (as it’s funded by a Japanese publisher) and the vast majority of that narrative is inferred and consequently you feel more invested in what’s happening, as the player has to think and deduce the causal elements that have occurred in the narrative to understand what was happened to the game world.
Because a good, well written game is fundamentally different than a game where someone did a crappy job, right? Nonsense.
Wait. If film narrative is communicative, yet attempting to duplicate Hollywood's methods in games is not... what the hell is the author even trying to say?
Gaming isn’t a purely narrative medium. Music has for endured millennia and whilst there are tone poems and opera amongst that compositional pantheon, they represent a tiny fraction of the medium as a whole. Gaming has been with us for as long, after all sports are games too, but whilst there is a place for narrative in gaming it’s not the main purpose for why the medium exists in the first place.

It’s a functional medium and whilst interweaving a narrative into facets of that is a noble and worthwhile goal it’s not indicative of what games are. After all, Tetris and Chess have endured without any form of real narrative to speak of. Games cover the cognitive blind spot in how our minds use deductive reasoning; they produce abstract concepts that can only be solved in that artificial context (this is why a lot of AI research is closely tied to the cognitive effects of gaming).
Finally, is this article really wasting our time at the end by saying 'Oh, not all games are narrative. Tetris and chess for example'. How on earth is this even relevant to the question? It's just a blindingly obvious statement.

TL,DR Summary: What a goddess-damned piece of useless, pretentious self-justificatory example of meaningless, unanalytical liberal-arts claptrap. This article literally says nothing. It contains no information. What it does contain are statements, unsupported by evidence, and just declared as the way things are.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 01:11pm
by Isolder74
Well if we want to smack this one down perhaps we can start with the Command and Conquer series. I mean while each mission is dependent on your actions they still manage to thread a great story as a part of the game.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 01:32pm
by Nephtys
Isolder74 wrote:Well if we want to smack this one down perhaps we can start with the Command and Conquer series. I mean while each mission is dependent on your actions they still manage to thread a great story as a part of the game.
Terrible example. The CNC games are either extremely cheesy and lame, or have dramatic disconnects between the cutscene and actual gameplay.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 01:44pm
by Zixinus
What would be a good example then? Half-Life 2, where the cotrol is rarely taken away form the player, while still stopping you so precious exposition is delivered to you?

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 04:09pm
by Zixinus
Edit: I tried reading the article numerous times and holy shit, does this guy need a grammar teacher because he can't make a point if his life depended on it. For some reason, I want to punch the guy that wrote this, as his phrasing is so damn thick that you need a drill just to have an idea of what he's talking about.

The whole article makes a bit more sense when you define "communicative" as "non-interactive" and "casual" as "interactive". There. A mere change of words would have made this damn thing make a whole lot of sense.

I would guess that what he's essentially trying to say, is that a lot of games rely on cutscenes and Hollywood, while the core game of the game is nothing like a film. This is due to gaming publishers wanting to be like Hollywood publishers, just as rich and just as recognized. Thus, gaming publishers try very hard to copy Hollywood-stlye storytelling, in a medium that is not necessarily suited for it. This is because films and the like are non-interactive while video games are obviously interactive.

There, that's the article, put down to its bones.

Summary: A barely comprehensible, highly pretentious article that is telling something that is fairly obvious to anybody familiar with the medium. Most of its conclusions are ignorant, if not unexplained. Its very style however successfully archives in developing an urge within me to find my biggest knife from my collection and commit impromptu brain surgery to the author in hopes of archiving better clarity with his work.
For instance, music has been able to infer narrative via its causal language for centuries. Works such as Danse Macabre and Phaeton by Camille Saint Saens have endured the test of time with a remarkably potent form of inferred narrative borne out of the linguistic restrictions of that medium. This is something that games like Fallout 3 and Oblivion will never be able to achieve, as most people won’t even remember those games in the next hundred years. That’s not to say they are bad but that their narrative is a linguistic foreign body within their causal framework.
The two works mentioned are classical music, being compared to video games, after a youtube search. This heavily suggests to me that this guy has a screw loose. You can't compare a music's longevity with video games. Music is judged differently than video games, because a piece of music is non-interactive, bar perhaps a sound brain and a pair of good ears. Meanwhile, gaming interface changes over time, as a given genre becomes more refined with experience.

Hardware interface alone for example: a few years ago, for a PC game, most of the interface was expected to be played trough the keyboard and perhaps a joystick. Mouses became popular and their use became more refined. For example: Dungeon Keeper, where you had to create a dungeon (an underground base to be more precise) by mining blocks of earth. In the first game, you had to select each block individually, while in the second, you can select a group of blocks with only two clicks, thus making base-building much faster. Now, as console games become more popular, more games are compatible with gamepads. For example: the new OF:Dragon Rising has an command system that can be done with the d-pad trough a branching choice system while in the first OF (Operation Flashpoint), you had to press various numbers on your keyboard to archive this.

A hundred years from now, who knows what interface will people be using? Perhaps there will some sort of series of pressure pads combined with a head- or head-set will be the standard measure of gaming, an evolution out of gamepads. In a game familiar to first OF, the player adjusts the pressure of his hands to tell whether he's crouching or prone, and how fast would he wants to move. Advanced motion sensors would allow the minimum of bottom-pressing to aim and fire.

Now, take a gamer from hundred years from now, and decides that with using advanced emulation software and taking out a typing keyboard (because typing is unlikely to change that much over the years), he decides to try and play OF. What he'll get, is a slew of problems, incompatibilities, confusion over the too many buttons, but most of all, he'll have his expectations clash. He likely has played more modern games first and they have refined various items of interface as well as gameplay that OF could not have. The player will have to learn the standards of that time, understanding the total lack of feature that he has come accusted to.
An average person, even if he penetrates the numerous problems, will likely prefer the more modern equivalent of OF than OF itself. Only very few people will make an effort to keep playing (probably the VG equivalent of scholars and some retro-geeks), because a hundred years from now, people will likely find more fun in mastering games they're used to rather then beginning to learn games they're not.

Meanwhile, enjoying music only requires ears, a brain capable of using them and perhaps taste.
Most gaming narratives are garbage because they're badly written by hacks who're shoveling out crap, or trying to appeal to the third grade level.
While you are right about this, I would like to say that there might be an additional factor: refinement. Video games are fairly new mediums compared to others and there is a lot of space to explore in how to convey meaning and subtlety. Of course, developers that try and experiment, will produce better results than those that don't. But how to tell a story, the many methods and ways to give a hint here and there are still unexplored and require experience, to see what methods are better and what are not.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 05:20pm
by Stark
It's very possible to tell a linear story (ie, a 'traditional' story) in an interactive way, dynamically, without aping Hollywood while without requiring any real dynamic content. Going to great lengths to point out that most games don't do this is like writing War and Peace to show people die in war.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 07:35pm
by Jaepheth
Proof by counter example.

Baldur's Gate and Baldur's Gate II: Shadows of Amn

QED

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 07:55pm
by Stark
Aping bad fantasy novels may be no better than aping Hollywood in the eyes of the pretentious?

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 11:14pm
by CaptHawkeye
To be honest, games would probably be better off holding to the rule of "show don't tell" more often. The biggest issue most narrative heavy games have to me is that they talk too much. Ideally the game should allow the narrative to flow from the gameplay. But nah, most guys think the best way to tell a story in a game is to try REALLY HARD to write about teh epikz plouts. Then tieing the gameplay down tightly to their fan fiction.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-23 11:27pm
by JointStrikeFighter
CaptHawkeye wrote:To be honest, games would probably be better off holding to the rule of "show don't tell" more often. The biggest issue most narrative heavy games have to me is that they talk too much. Ideally the game should allow the narrative to flow from the gameplay. But nah, most guys think the best way to tell a story in a game is to try REALLY HARD to write about teh epikz plouts. Then tieing the gameplay down tightly to their fan fiction.
The sad thing is that if you go down that path people are fucking retarded and will inform yu that Gears of War has no story.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-24 05:38am
by Dooey Jo
CaptHawkeye wrote:To be honest, games would probably be better off holding to the rule of "show don't tell" more often. The biggest issue most narrative heavy games have to me is that they talk too much. Ideally the game should allow the narrative to flow from the gameplay. But nah, most guys think the best way to tell a story in a game is to try REALLY HARD to write about teh epikz plouts. Then tieing the gameplay down tightly to their fan fiction.
That really is because most game writers simply can't write. Just compare the dialogue in your average game to even the most terrible of Hollywood films. The signal-to-way-too-many-words ratio almost approaches Tarantino levels. I think what's missing from game development is editors, and not the tools, but the people that say "you know, this owl here is talking for ten fucking minutes straight and it happens five millions times during the course of the game. I know you think it adds atmosphere, but people are just going to be annoyed as hell when they are assaulted by that asshole. Cut back on that shit, or at least add an option: 'Can I tell you something? Y/N'".

Re: All Gaming Narrative is Wrong

Posted: 2009-08-24 08:09am
by Bounty
The whole article makes a bit more sense when you define "communicative" as "non-interactive" and "casual" as "interactive". There. A mere change of words would have made this damn thing make a whole lot of sense.
Only if you're on idiot who doesn't speak English. I'm not really seeing anything in the article that's difficult to understand, unless words with more than five letters scare you.

The difference between communicative and causal is that something can be "interactive" (ie, your action moves the plot) without being causal. Theoretically a game can be "interactive" by virtue of relying on the player to perform an action, as in the (very much relevant) example of Metroid, while still having a 100% linear plot that will either continue on if you succeed or stop dead when you fail. There's no causal link between the actions you take and the way the plot unfolds; it's the same as reading a book but having to stop and do a quiz before you can go to the next chapter. The game and the narrative exist side-by-side and don't feed into each other.

That's his point: games are rarely designed in a way where it actually matters what decisions you make, or if it does matter, it only matters insofar as how hard it is to get through the linear story. There are very few, if any, games where the decisions you as the player make are in any way relevant to what happens in the game world on a grander scale. The only example I can really think of off the top of my head would be something like Galactic Civilizations, where there's no set "outcome" you are working towards and a new plot unfolds organically based on the choices of the player and the AI; and even that's constricted by what the game offers you in the way of tools.

And this is why most games right now take a barebones plot and bolt it onto an unrelated game as a means of getting the player from location A to location B. That's not a bad thing when you value gameplay first and see the story and atmosphere as a bonus. It just means there are very few games right now that take advantage of the medium to tell a story that couldn't be told in some other manner.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-24 09:03am
by Zixinus
Only if you're on idiot who doesn't speak English. I'm not really seeing anything in the article that's difficult to understand, unless words with more than five letters scare you.

The difference between communicative and causal is that something can be "interactive" (ie, your action moves the plot) without being causal.
I'm sorry, English is only my second language, its just merely that the word "communicative" means "willing to communicate" and "casual" means "in an informal manner" and at first glance refers nothing to interactivity.

Perhaps dictonary.com may help me:
com⋅mu⋅ni⋅ca⋅tive
  /kəˈmyunɪˌkeɪtɪv, -kətɪv/ Show Spelled Pronunciation [kuh-myoo-ni-key-tiv, -kuh-tiv]
–adjective
1. inclined to communicate or impart; talkative: He isn't feeling very communicative today.
2. of or pertaining to communication.
And causal:
cas⋅u⋅al
  /ˈkæʒuəl/ Show Spelled Pronunciation [kazh-oo-uhl] Show IPA
Use casual in a Sentence
–adjective
1. happening by chance; fortuitous: a casual meeting.
2. without definite or serious intention; careless or offhand; passing: a casual remark.
3. seeming or tending to be indifferent to what is happening; apathetic; unconcerned: a casual, nonchalant air.
4. appropriate for wear or use on informal occasions; not dressy: casual clothes; casual wear.
5. irregular; occasional: a casual visitor.
6. accidental: a casual mishap.
7. Obsolete. uncertain.
Hmm, perhaps I am an idiot who is frightened of words like "pretentious" or "features", who clearly can't speak Eng... haj, mi ez a fenti bizbaz? Ezt hogyan írtam? Mit csinálok itt?

Or perhaps, just perhaps, the definition you given me is not readily understandable to an outsider?

Re: All Gaming Narrative is Wrong

Posted: 2009-08-24 09:04am
by Shroom Man 777
I for one very much enjoy the innumerable cutscenes and infodumps of the MGS games. I think the way they deliver it, like how they have profound dialogue with (or about) a minigun-totting inuit or a man who is covered in bees, is totally awesome. Oh, and the recurrent scenes in which charaters end up urinating on themselves. Yeah.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-24 09:25am
by Vendetta
Zixinus wrote: I'm sorry, English is only my second language, its just merely that the word "communicative" means "willing to communicate" and "casual" means "in an informal manner" and at first glance refers nothing to interactivity.
The article says causal, not casual.
Bounty wrote:It just means there are very few games right now that take advantage of the medium to tell a story that couldn't be told in some other manner.
The problem with having a truly nonlinear story which changes depending on the player's interactions is that it reaches combinatorial explosion if you have too many branchpoints, and it turns out that every attempt so far has had few enough branchpoints that they are obvious to the player, and so it feels artificial. Quantic Dream say they're going to finally do it with Heavy Rain, but we'll see if they succeed.

I think a better way to take advantage of the interactive nature of games is to have a fixed story, but have the level of depth and involvement presented to the player be varied depedning on how much they explore outside of the critical gameplay path. There's room in most games to add details to the gameworld that show effects of the events of the story that would not be shown in a movie, novel, or other communicatively presented story because they would break the flow of the narrative, but which in a videogame where the player is free to explore and investigate things as much as they like can be left for the player to discover or not as they see fit. (Though currently most of these things that currently exist are in the form of expository infodumping by NPCs in RPGs, whereas more showing and less telling would be preferred).

Re: All Gaming Narrative is Wrong

Posted: 2009-08-24 12:42pm
by Dooey Jo
It would be fun to do a "nonlinear" version of Oedipus. You can do whatever you want, but it will always lead to the fulfilment of the prophecy. How's that for interactive storytelling? All your choices matter, but only in so far to determine your way to the inevitable.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 07:13am
by Zixinus
The article says causal, not casual.
Well.... damn.

Ok, I conceed that bit, but I still say that the article is still in need of some re-thinking for the sake of clarity.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 11:04am
by 2000AD
Zixinus wrote:What would be a good example then? Half-Life 2, where the cotrol is rarely taken away form the player, while still stopping you so precious exposition is delivered to you?
Personally I'd say Bioshock, where the linear nature of the game is explained by the plot twist.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 11:22am
by General Zod
2000AD wrote:
Zixinus wrote:What would be a good example then? Half-Life 2, where the cotrol is rarely taken away form the player, while still stopping you so precious exposition is delivered to you?
Personally I'd say Bioshock, where the linear nature of the game is explained by the plot twist.
The twist? LOL. I'd say it was more the nature of the audio logs (and occasionally ghostly images) explaining the history rather than force-feeding it to you. The twist wasn't so interesting.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 02:50pm
by Starglider
The essay is pretentious and written in the postmodernist babble now typical of art criticism, but the basic points are in fact correct. It's pretty obvious that there's a fundamental conflict between a wide open, simulator-like game world (Fallout 3, GTA etc) and a linear, scripted narrative. A traditional narrative is fine in a constrained game like a traditional FPS or RPG, where the objectives are well defined and rigid, the player can't customise their character and there isn't the expectation of sandbox gameplay. However the more dynamic and interactive the world becomes, the more the unchangeable rigid plot sticks out and ultimately frustrates. Having some predefined choices and different plotlines alleviates the problem a little, but that approach is very limited because it's so content intensive, in an era where content production (models, dialog, scripting) is already the overwhelming development cost.

The real problem with that essay is that it doesn't mention the real solution - you can probably guess what I'm going to say - better character AI. Ideally we'd like characters in computer RPGs to be like characters in a Star Trek holodeck; strongly tending towards a particular overall narrative, but almost completely flexible in how to get there, responding realistically to any reasonable action the player takes. Pretty much like a good GM in a tabletop roleplaying game in fact. Of course the technology isn't there yet, and on top of the technical challenge there's the problem of getting writers to trust it and relax their death grip on 'control of the player experience'. This essay fails badly in that it seems to claim that writers can magically make compelling non-linear games without the technical tools to do it properly. Most gamers are not art critics desperate to find 'implicit narrative' in everything (fortunately), and it is not reasonable to expect game developers to pattern mainstream titles after a few quirky 'implied plot' releases.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 07:47pm
by Nephtys
Explain to me how a movie is really that much different in narrative than a game that basically plays out the same way? Like Dead Space, for all of it's faults of storyline, establishes atmosphere and conveys a narrative, with visual and audio cues to grab the audience at precise moments in a manner the developers intend (IE, something to make your eye turn left right when a monster busts out of the right).

It doesn't change the narrative at all if your character fires five shots to kill a monster instead of three. All that matters is the result.

For example, Wing Commander IV, if it didn't have those thousands of excellent plot branches, would it be any different than a movie? All that matters is our pilot hero, instead of having a scene of him flying a fighter around, firing missiles, it'd be the player doing that. It doesn't matter if the Hero kills five nobody henchmen, or ten. All that matters is at the end, he hits the critical plot points.

The criticism fails due to lack of actually even saying anything, aside from 'Metroid has bad narrative'.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 07:53pm
by Stark
You don't need 'good AI' to generate dynamic content if the game is designed well; you can hide or depreciate the vast majority of potential responses. Saying the only good 'causal narrative' is an AI-driven infinitely variable one is totally absurd.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 08:29pm
by Starglider
Nephtys wrote:Explain to me how a movie is really that much different in narrative than a game that basically plays out the same way? Like Dead Space, for all of it's faults of storyline, establishes atmosphere and conveys a narrative, with visual and audio cues to grab the audience at precise moments in a manner the developers intend (IE, something to make your eye turn left right when a monster busts out of the right).
Dead Space works fine because you're never, ever allowed to interact with a human being. You spend the vast majority of game exploring a ship filled with mindless zombine monsters. When you do see other characters, they're usually behind glass, or on the other side of a canyon. On the very few occasions where you are in the same room as live humans, you can't affect them in any way. This doesn't detract from the atmosphere because your objectives are clear cut and you never really have any options. You have no dialog so no dialog choices either.

As I said, there is nothing wrong with this sort of game. Problems come when players are given general objectives that they might reasonably want to use widely varying strategies to tackle, and particularly when they also share a game world with human characters that they're supposed to interact with in a natural manner.
It doesn't change the narrative at all if your character fires five shots to kill a monster instead of three. All that matters is the result.
So? How are combat mechanics in any way relevant? The fact is that combat is a relatively small part of a movie. Even in a typical action movie, the characters spend at least as much time talking to each other as shooting at each other. Games can provide exploration and problem solving challenges without too much difficultly, and recently we've been making good progress on tactical combat, with realistic and useful friendly AI. Dialog and overall strategy are real sticking points though; we just have no way to make characters to react naturally to arbitrary player behaviour, either in verbal responses or actions, much less arbitrary player dialog. When the state of the art in game technology was Zelda, or even Doom, this wasn't really an issue. Now that it's up approaching the level where you can start to believe that the game world is real, the same way you might believe a good movie is a recording of real events, it is starting to be an issue.
For example, Wing Commander IV, if it didn't have those thousands of excellent plot branches, would it be any different than a movie?
Wing Commander is also fine, just like Ace Combat and every other game where you're stuck in a vehicle with very clear objectives handed down by superiors, no real option other than to execute them, and no expectation of chatting with the enemy or delivering anything more than the most basic tactical commands to your allies. Those games are not the issue, essentially because we expect the narrative to occur in packaged chunks between the action, and it's natural to switch between passive cutscene watching and active play. The plot merely provides context.

The problem is games like Oblivion, Fallout 3, GTA and so on, where it feels like you should have more options. These games do not have a natural plot/story segregation; the cutscenes are either intrusive, or absent, in which case you are watching NPCs perform a play for you, unable to do anything other than maybe kill them and fail the mission.

Maybe I am mentally transforming this person's complaints from something unreasonable to something reasonable, and crediting him with a degree of discrimination that he does not deserve, but that is how I read the argument.
Stark wrote:You don't need 'good AI' to generate dynamic content if the game is designed well; you can hide or depreciate the vast majority of potential responses.
Existing technology is not capable of generating generating interesting problems and situations for the player, expect in ultra-sandbox games where 'interesting problems and situations' fall naturally out of something as simple as random landscape generation. In particular, I have never seen NPC dialog implemented as dynamic content. Random names and faces sure, random selection from the quip library, yep, dynamic generation of missions in a GTA-style game as interesting and varied as even a second-rate expansion pack, no. That's a lofty goal though. It's difficult enough getting basic dynamic environment/level geometry creation accepted as a mainstream technique, instead of letting an army of modellers design every last location.

Re: All Gaming Narrative is Wrong

Posted: 2009-08-25 08:39pm
by Stark
That's why you use game design to limit, depreciate or hide options that aren't covered by the static content. Thus, the actions have 'causal' effects on the 'narrative' without any space moonbat AI being involved.

NPC dialog sucks because fantasy writing sucks, not because of 'technology' or lack of AI.

In short, conflating 'super open yet dynamic, detailed and responsive' with 'causal narrative' is totally bullshit. You can have a 'causal narrative' WITHOUT trying to be super open and GTA mega awesome simulated universe. 'Causal' doesn't mean '100% everything you do changes the world omg emergent story'.