Game Story, Six Gilled Sharks and The Quest For the Narrative Fix-A-Flat

Apr 17, 2014 22:39

Every couple of years, we get one of these. And by “these”, I mean “some distinguished gentleman from outside the game industry announces that games aren’t/can’t be art”, and everyone goes nuts as a result. A couple of years ago it was the late Roger Ebert, whose argument could largely be summed up that games weren’t art because they were terrible movies (part of which, by and large, is true - most games are terrible movies, and most games that also make for good movies are terrible games because you’re watching them instead of playing them - thought the underlying assumption that form dictates artfulness is, I think, a faulty one. But I digress).

This time around, it’s noted screenplay seminar guru Robert McKee, who posted a video a couple of days ago wherein he declares that games aren’t and can’t be art because, among other things, art has to be received passively. He also makes a few unsupported statements and pulls out the usual Shakespeare appeal to authority (incorrectly, I might add - does not the prologue to Henry V explicitly invite the audience to on some level participate in the transformation of the stage?) and generally draws a line in the sand that the tides of history have already washed away.

But that’s not important, really. I mean, yes, I think McKee’s arguments are pretty weak, but I’m not interested in using them as a springboard into the “can games be Art with a capital A” argument. Let’s be honest here: if you do think that games can be Art, you’ve almost certainly already drafted a 750 word response referencing some combination of Gone Home, Papers Please, Monument Valley and (if you’re really old school) the death of Floyd the Robot in Planetfall. If you don’t think games can be art, you’ve no doubt already written something of equal and equally indignant length calling out Modern Warfare deathmatch gameplay, hookers in GTA, and the alien sexytime morning talk shows warned you against in Mass Effect.

Which gets us precisely nowhere. And I confess, I’m not particularly interested in the debate as it currently stands. I’d much rather make games, and if somebody taps me on the shoulder and informs me that the work I collaborated on was “Art”, well, my mother will probably be very happy.

What I am interested in, though, is the argument underneath this argument, particularly as it pertains to McKee’s approach. And that’s talking about “solving the problem” of narrative in games.

By “solving the problem”, I think, most people are thinking of an out of the box solution for narrative in interactive entertainment. Story as it stands is sorta-kinda-in-theory broken (depending on which game you’re talking about and who you’re asking), and there’s a desire from all quarters to fix it, in the same way we’ve fixed animation systems and particle physics and so forth.

Which, I think misses the point. Because games, at this point, are such a wide category of experiences that thinking a single narrative approach covers them all, from soup to nuts, is pure folly. Functionally, dialog-heavy extended gameplay monsters like Mass Effect bear the same relationship to visual storytelling games like Journey that a rhesus monkey does to a six-gilled shark: They’re related, if you go back far enough, and they share a few design basics, but their practical needs are very different.

Which is not to privilege one type of game above any other in terms of the narrative experience it offers, but rather just to say there are so many types of games with so many different ways they approach storytelling that the notion of liberally applying Narrative Fix-a-Flat and then saying “done” is a pipe dream. Mass Effect, which incorporates dialog choice into gameplay and encourages open world exploration, needs a different approach than Journey. Journey, done almost entirely through visual storytelling, needs a different approach than Burgertime. Burgertime, where the narrative is almost completely implied by the character design and props, needs a different approach than The Last of Us. The Last of Us, with its linear narrative, needs a different approach than Papers, Please. I could go on for hours. The variety - with fundamental differences right down to the core of player interaction and experience - is that wide.

So what am I saying here? That improving narrative elements in games is impossible and we shouldn’t try? No. But it is time to abandon the quest for the narrative equivalent of the Philosopher’s Stone (or the Sorceror’s Stone, if you read Harry Potter in the US) that will magically transform all it touches. Stop using the reductio ad absurdum announcements about GAME NARRATIVE (singular) that are really just lame clickbait. Instead, revel in the variety, and find ways to improve the narrative elements in the types of games you’re working on.

Because my game ain’t your game ain’t the game the three guys are making in a small office downtown. There is no universal panacea or descriptor for this stuff, and there never will be.

And that’s OK. Or it will be, as soon as everyone stops Insisting otherwise.

#gamewriting

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