Too long; didn't read: Video games have two major obstacles when telling a story. It's not an organic/natural story telling medium and quite often game developers ignore that gameplay is part of the story. So my question to you is, how can games work around doing this stuff better?
That out of the way
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No surprisingly this is not completely a Champ shits on video game stories the thread. So if you were mildly excited for the day I type up "My First Sex Teacher has more artistic merit than video game stories" thread, today's not the day. I'd actually have to put effort into that thread, I mean come on.
But lets pretend for one second that your narrative of "Champ hates everything" isn't true, and I actually like video games. I even like a few video game stories. I know crazy talk though it maybe, but pretend with me, imagine a world where "Champ likes thing". That Champ, hypothetically speaking of course: wouldn't have a problem with the fact that games try to tell stories, or that they are story driven, or dare I say: use a cutscene. All champs hate cinematic walking, that's non-negotiable.
All that stuff is fine and dandy, no the bigger problem is what gaming always has to work around to convey a lot of its stories. Even generic, derivative, trope driven stories found in the likes of the Uncharted games, Mafia, anything Rockstar, take your pick.
1. Gaming isn't an organic story telling medium
Old dated Carmack quote of gaming stories are like porn stories, while flawed, have a reasonable amount of merit. The general gist is that game stories are just bridges between the players actual conflict ie, the gameplay. A lot of times it's just set up for what's about to happen or window dressing in between shit actually happening in the game.
Film and literature, while have their own limitations, can go the natural course. If the natural next scene/scenario in the story is some boring talking segment, that's what those mediums will go with if the writer isn't a dimwit. Gaming? There is only so much walking and talking you can force the player to sit through, before you need to actually give them a game.
And that's always going to be a problem, your gameplay must always be a part of the story. It can't be separated or abstracted. Which brings us to
2. The gameplay working with the story
Not one to ever use the ludonarrative dissonance line, but there is an artificiality to games that more or less ruins entire set ups for games. A lot of it just makes some of these action games, that try super fucking hard to present their story as this deeply compelling thing as intellectually dishonest. Red Dead is often cited as this great game largely due to how it immortalizes John Marston, but you're supposed to accept in a game where your kill count is going to be like 500 dudes or something, you've already had a scenario where the dudes couldn't shoot the broadest side of the broadest barn, but now we're going to act like there is impact and value to this one life?
Yes you built up the character to be likable, but presenting said character's payoff in a game where the gameplay does very little to value human life? Eh doesn't really work. It's in that deep contrast where games like Spec Ops The Line and The Last of Us actually work better. There is no pretense to those games in that regard, they are stories about a savage.
It's certainly an aspect that has gotten better (The Last of Us isn't nearly as absurdly disconnected as say Uncharted as from its story), but you still have things like failure states. We've accepted this as "video game" logic, because without said states, things stops being a game to a lot of people. But like understand that gameplay still is this mediums major tool of story telling, and we hand wave a central thing that makes games, games; a failure state.
Some games have played around with it, there is a great gaming brit video on it, but that's just that some games. And I'm not saying all games should, The Last of Us doesn't really gain anything if they messed with failure states, but more experimentation isn't a bad thing. It's why I don't have problems with what Gone Home, Firewatch, or That Dragon, Cancer try to do (and usually fail at, sans Dragon Cancer). Because they try to tell that story in an interactive manner, that probably only works as a walking sim. Because point and click puzzles would make no fucking sense in those stories, much less shoot shoot bang bang, feels?
And
Resolution: All in all gaming needs to experiment a bit more, and make more of an effort to get the gameplay involved in the story. Maybe don't make an action game all the fucking time, LA Noire probably should have had less shooting for instance. Don't drop cutscenes for the sake of it, and don't just rely on them because it's easy thing to do. Relying on another medium's strengths to mask your own medium's strengths.
Remember that your gameplay is actually part of story. Games don't have stakes because of some cutscenes, the stakes come in the gameplay. It's usually that conflict you are struggling with in gameplay that makes for some of the more memorable moments. It's how Dark Souls has stakes.
Maybe it's time to realize that you shouldn't be telling the stories that movies and books tell? Maybe you need to think more like music, in that medium they tell stories that very specifically work through melody & 3-5 minutes of lyrics. Games should probably work closer to that model.
And finally, if you actually made it this far to the end. Super Metroid is perfect. Champ is correct 100% of the time. And you all have bad taste when it comes to stories (well lets be real, everything) and would be lost in this world without me.
Sidenote: you know what I could go for? A Jethrovegas thread.
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