Trends

How storytelling has grabbed hold of videogames

Historically, the focus of videogames has never been on telling engrossing tales, rather to showcase their hopefully addictive gameplay mechanics. This could now be changing.

By John Morris, Keele University

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While most games feature some form of ‘story mode’, few breach tried-and-tested formulas such as rescuing the princess or saving the world. The mode often exists purely to place some shallow meaning into the game’s proceedings.

However, during the last couple of generations, we have seen studios develop a certain maturity towards storytelling, venturing away from poorly written soulless narratives. Scripts have emerged that push boundaries such as Quantic Dream’s Heavy Rain which successfully tells a dark story about a child serial killer.

While many scenes contain brutal, violent and disturbing events none feel included purely to enflame controversy. The project maintains its integrity throughout due to a script that weaves these horrific scenes into a suspense filled journey populated with characters that the audience can connect to, and who harbour real motives.

The storytelling potential of games has previously been hindered by graphical and console capabilities – games were limited to endeavours such as Pac-Man and Tetris. However, recent generations have advanced the technology to a point where few things remain impossible.

Team Bondi were able to employ film and television actors to play the cast in LA Noire through the use of MotionScan technology. They were able to record the actors and map their expressions onto detailed character models; a far cry from the ability of 32-bit consoles of yesteryear.

One of the greatest strengths of games, and something several developers have made full use of, is their ability to be player controlled. A movie will always be the same, but everyone plays games slightly differently.

Some games take this a step further and allow the player to manipulate the story such as Bioware’s Mass Effect trilogy. Choices made throughout the trilogy have consequences. If a character dies they remain dead, unavailable in future instalments even though they may remain for other gamers. It is this interaction that allows the audience to engage with videogames in a way they can’t with books or films. 

Storytelling in videogames has come a long way since the arcade era. Developers have proven they are capable of telling tales that can match and beat Hollywood: Uncharted, Skyrim and Arkham City to name but a few.

With any luck, more unique and creative stories will emerge which will help gaming become more than button-mashing, bird-flinging, ring collecting fun, and perhaps earn the respect of more than just the gaming elite.