Storytelling in Games: “What’s it all about?” Or, the importance of gameplay mechanics 28 October, 2010
Posted by Peter in Features, Games, PC Games, PS3 Games, RPGs, Storytelling, Strategy Games.Tags: features, gameplay mechanics as a storytelling device, games, storytelling in games, what's the story all about
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“What’s the story all about?”
At its heart, every story or creative work comes down to that deceptively simple question. Deceptively, because “what a story is about” encompasses many things:
- It includes the capsule summary: “Star Wars is a space opera about a dreamy kid who turns out to be the saviour of the galaxy.” “Yes, Minister is about a British politician who’s constantly thwarted by his chief civil servant.”
- It includes the general feel of the work: “Band of Brothers is about what it would be like to be a US paratrooper in World War 2.” “The Black Company is about what it would be like to be a foot soldier in a world dominated by immortal wizards.”
- And it includes theme, the central ideas that underpin the story: “Fallout 3 is a game about sacrifice.” “Lord of the Rings is about the ability of power to corrupt; and the fading of beauty from the world; and that even after the defeat of evil, the world will never be the same again.” Or, to return to an earlier example, “Yes, Minister is about the grubby little compromises needed in order to stay in power; and what a weak thing human nature is.”
Ultimately, “what it’s about” is what the reader, viewer or player takes away from the experience once it’s all over. It is the sum of plot and characterisation and worldbuilding and prose, motifs and messages – and, relevantly, gameplay mechanics. And this is the big strength of games as a storytelling medium: it adds a new layer to the experience.
To be sure, gameplay can’t provide plot or dialogue. And it’s not a panacea: sometimes it works at cross-purposes to other aspects of the storytelling experience. In his two–part series, “Theme is Not Meaning”, Soren Johnson gives some examples: while Civilization is ostensibly a game about history, its mechanics are as far removed from history as you can get. Civilisations can instigate a neat revolution on command to shake up their social systems; while rise and fall are replaced by static borders that only change in response to external invasion. The net effect, to quote Soren: “… the games mechanics tell us less about world history than they do about what it would be like to be part of a league of ancient gods, who pit their subjects against each other for fun.”
But consider what gameplay can do, when it does work together with the rest of the game’s narrative elements:
- Gameplay can be used to flesh out characters: in Valkyria Chronicles, Marina the loner sniper will sometimes take a penalty if she’s too close to fellow squaddies, while ladies’ man Salinas can receive bonuses from being near female comrades. How well would I have remembered those two minor characters had their personality quirks not had in-game effects?
- Gameplay excels at worldbuilding: Mad Max 2: The Road Warrior showed us what a post-apocalyptic world would look like, but it’s even more effective to discover that world for ourselves by wandering around in Fallout 3, being poisoned by radiation with each gulp of water we drink; and reading the journal of a nurse dying from radiation sickness after the bombs fell, or the notes of a man who resorted to slave labour in his hunger to rebuild civilisation.
- Gameplay is, I think, second to none at creating a “feel” or “mood”: we may read epic, high-magic fantasy novels, but to get the experience of being a warlord in one of their worlds, nothing beats playing Dominions 3. Star Control 2 (aka The Ur-Quan Masters) captures the experience of being an space captain, boldly going where no explorer has gone before, in a way that a book or a TV series or a movie can’t.
- Gameplay can even bring across theme: UFO: Enemy Unknown/X-Com: UFO Defense is a game about sacrifice and struggle in the face of an overwhelming foe.
In short, gameplay is one of the most powerful storytelling tools around. In response to the original question, “So, what’s the story all about?”, for any other medium, we would point to the experience created by words and images and sounds. When the mechanics of a game are at their best, we should point to the experience created by words and images and sounds… and to what we actually did.
To quickly find this, or other posts in my Storytelling in Games series, click the “features” tab at the top of this page.
Valkyria Chronicles and unintended consequences 15 September, 2010
Posted by Peter in Games, PS3 Games, PSP Games, RPGs, TRPGs.Tags: character death, games, perma death, ps3 games, psp games, rpgs, tactical rpgs, trpgs, valkyria chronicles
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Famitsu magazine has confirmed we’ll see a Valkyria Chronicles 3, apparently for the PSP. On the one hand, I’m glad: the world can always use more TRPGs, and I love the hands-on unit control that is the selling point of the VC series. Running a soldier out of harm’s way or lining up a shot with the joystick adds so much to the experience, compared to the “click on square to move, click on rifle, click on target” of other games in the genre.
But on the other hand, I do wonder if they’ll address two of the glaring gameplay issues with the original game. (Note: I have not played VC2 beyond the demo, so I only have word of mouth to rely on with regard to that game, and I can’t testify as to whether these issues have already been fixed.) First are the balance issues, :an overpowered class, scouts, and such as overpowered unit buffs. Second, and linked to the first, is the game’s scoring system, which is dominated by the speed taken to finish a level. The combined effect of the two is that, while the first game gave us so many tactical tools to play with – five classes, two tanks that could be customised, support weapons ranging from flamethrowers to rifle-grenades – it rewarded a madcap dash by your scouts for the other side’s flag.
Now, this was not a game-breaker for me. I really enjoyed VC nonetheless; I could regularly post decent (if unspectacular) scores by playing a methodical, combined-arms game; and I treated the speed-driven scoring system as a fun way to challenge myself when I replayed levels in skirmish mode. But a flaw is a flaw, and anecdotally there were people who were bothered far more than I.
However, the interesting thing is the development team’s rationale for focusing on speed. You can see it on page 3 of this Gamasutra interview. My interpretation is, the developers wanted you to take a ruthless, damn-the-casualties approach to promptly achieving your objectives. This is a good, or at least an interesting, idea on paper. In practice, it falls flat for the reasons discussed above.
But there’s one more design feature which obviates the need to even be ruthless in the first place. Similarly to Final Fantasy Tactics, VC gives you a three-turn grace period to call in a medic for a fallen party member before he or she is killed off for good. Story characters escape even more lightly – they’re simply immune to perma-death. There are exceptions – if an enemy soldier reaches your fallen squaddie first, that will also lead to perma-death*. But by and large, this is no X-Com, a game where horrific casualty rates were the price that had to be paid for defending Earth against a technologically superior, vastly powerful foe. And while I certainly appreciate the fact that VC is a pretty forgiving game, it does undermine what appears to have been a goal of the designers.
* Which gives me the rather chilling mental image of enemy soldiers finishing off wounded PCs with a bullet to the head…