Tuesday, August 11, 2009

Storytelling is No Game...Or Is It?

A close friend sent me a recent and very well-reported article by Lauren Parker from gamespot.com, Once Upon a Time: Narrative in Video Games, was sent to me via a close friend with whom I have had discussions over the question of whether video games are a new medium for effective storytelling?

For the record, I still think that "Duck Tales" for NES is as good as video games get (of course, it was also the only one I ever beat). And at a close second is this Batman game from 1989... which was about the last time I seriously played a video game.

If my above choices are not enough evidence, I will go on record: I am not a "gamer." But I am increasingly fascinated by the medium and its growth in technology, influence, talent-pool, and, for our purposes here, its impact on storytelling.

I think the article's main idea worth exploring:
"...now, thanks to video games, we can interact with [stories]. When we play a game we are not merely passive observers; we become active participants in the story as it unfolds."

What are we to make of stories in which the "reader" becomes the an active participant in the storytelling? Or to phrase it as the article does,
"...some critics suggest that because games are interactive, their main focus should be gameplay, not story. Others believe that video games can, and do, successfully marry gameplay and story to become an effective storytelling medium. So who is right?"

In many ways, I have observed people connecting to game characters as deeply as many do the characters in film and literature. The more story-driven games seem to create a fantasy world that captures one's imagination (much like a well-written film or book). Players become attached to a character in that they empathize with the character, even feel sad when they "die."

But unlike a book or movie, the player of a game has say in who lives and who dies. The closest comparison is the nearly-defunct "Which Way" books in which readers would choose the fate of characters by turning to this page or another. And even then, the reader was only given the power of two, maybe three choices for a character's fate. Games provide numerous outcomes, especially the newer variety of Massive Multiplayer Games online. So does the observer/player's ability to affect the outcome of the story even make it a true story any more?

While the GameSpot article reports information displaying a split-down-the-middle opinion amongst gamers and game designers, my own conclusion is that the interactivity of video games does, at the end of the day, make them less about story and more about game play. Games may prove as escapist as a good movie or book, but I have yet seen a game survive decades because of the lessons it teaches.

The basis of great story is to provide a beginning, middle, and end that, while it may be entertaining (and really should be), provides an insight or lesson that leads to a new perspective or even a life change. Jesus Christ was the Master of story, in that He took an abstract concept such as "God is grace" and made it real with a story about a loving Father who took back a prodigal son. If many of us were telling the story of the Prodigal, it would have turned out much differently.

And that is the point. Stories exist to teach and present a point made by the author or storyteller. The greatest stories have endured because they have timeless themes, noble language, and call us to consider lofty ideas and ideals. As imaginative and captivating as some of them are, I've yet to see a video game that has stood the test of time to accomplish such a task. And if an 8-bit Scrooge McDuck can't do it, I don't know if anyone can.

-jsm-