Glaiel-Gamer
One Epic Motherfucker
Level 10
Stoleurface!
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« Reply #30 on: May 12, 2009, 05:32:31 PM » |
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In order to discover the best way to use games as a unique device to tell a story, look at what makes it unique compared to other mediums.
Books: Without a story, you get a textbook. A rather boring textbook at that. Other than that, most books are just stories in their most pure form.
Music: Without a story, you don't lose much meaning, yet most of the meaning and story of music, due to their concise nature, is generated by the mind of the person listening, not built in to the song itself, with a few exceptions (bohemian rhapsody, most rap songs). Good songwriters (beatles, queen) take advantage of this by using the music to invoke an emotion, and the words to place the shell of a story in the mind of the listener, in an effort to let the listener fill in the blanks, guided by the invoked emotion.
Movies: As a storytelling mechanism, movies are the most detailed because you can accomplish everything books and music can, with the added advantage of visuals. People enjoy them because in general the popular ones are only skin deep and require little imagination and conscious thought to "get". On the other hand, some films manage to dig deep in a way only films can. The first part of wall-e springs to mind, they manage to tell a story with only 3 or 4 words of dialog.
Games: Games and interactivity go hand in hand, so naturally it seems like the way to be unique in storytelling is through interactive or dynamic stories. The problem is, this isn't necessarily the only way, and a linear story where you play through it has the issues such as it is essentially the same as a movie, but with an extra entertainment-focused layer above it, and it also restricts player decision making. The other end is procedurally generated (dynamic) stories, which have the main side effect that it is no longer a work written by the creator, but a work written by the computer, and as such it is not a method of human communication anymore, but a form of entertainment. The designer can circumvent this by taken a spot in the middle of this line and having the dynamic story branch off into multiple pre-written linear paths. However, rather than providing an ideal solution, this just takes the problems associated with both and magnifies them.
And yet, it is not a stretch to say that game storytelling can have artistic value, unique to the medium. How so though, if both ends of the line and the middle result in less than ideal and non-unique methods of storytelling?
The answer is, there is another variable involved and a new way to think.
In terms of the other mediums, the entertaining and popular forms of each build upon what the less encompassing forms of communication give. It's sort of an "additive synthesis" of other forms of communication. Popular movies have a good story, witty dialog, fast action scenes, and intense memorable music.
However the artistically valuable forms of the type of media are closer to a "subtractive synthesis" of the previous forms. Take what makes each form unique and cut out the rest, yet still tell a story. This is difficult, and often results in a boring product because most people fine super fine pure art rather boring, hard to comprehend, abstract, or seemingly incomplete.
There are midpoints along this line, and by far the most effective are somewhere in the middle.
Also music is a little bit of an oddball here, because I think music is the most important part of setting a mood. Yet, when used to supplement the mood, the song alone generally doesn't try to tell a story, it's just part of the background.
So what's the other variable then? On one end we have the writer (linear), on the other we have the computer (procedural). The answer is the player. The player is capable for thinking for himself, we don't need to force feed him a story in order to force him to "get" it. The human brain has a natural and instinctual ability to "fill in the blanks"; this ability is called "closure" (notice anything?). We all recognize it, yet it seems to not even be considered when writing a story or designing a game. You can tell a story with this concept in mind and let the player fill in the blanks naturally and subconsciously. (This does not mean do a mad libs game, although imagine it... do a mad libs and have the game generate itself based on what you fill in for the words? haha but I digress). Artistically valuable songs, movies, and books take advantage of this. Think about it, if the player's own subconscious mind is generating the details of the story for him, he will be naturally satisfied with it, I mean after all it becomes him. Does this mean that you no longer have control over what the story is? Absolutely not. This is what setting the mood does, you control the player's mind to fill in the blanks as you see fit. Convoluted and confusing I know, but it works and is fairly simple to actually execute!
One of the things I did in closure the game was keep the ending purposely ambiguous. The character could have lived or died at the end, it was entirely up to the player to interpret it as he or she thought. Looking at the responses, it was a fairly even split of people who thought she lived and people who thought she died. Only a few were dissatisfied with the end however, after all they chose their own ending.
it's interactivity, but not computer based.
Hopefully something in this convoluted web of thoughts made sense.
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