By Jamaal Ryan
GDC in some ways is a more valuable conference than say your
E3es and PAXes. While there might not be much in the light of new game
announcements (though this year, we got a chance to see games like Framed, Double Fine’s Hack n’ Slash, Monument Valley, and Among the Sleep), GDC gives developers a
platform to address all things game design, game development culture, along
with tools and platforms that will become integral parts of the industry’s
future.
STORYTELLING
Easily one of the most talked about topics at GDC this year
revolved around different methods on how to deliver story in games. There has
been much criticism in the way of storytelling at this year’s GDC from the
traditional 3 act structure, to how narrative delivery is often separate from
the game itself.
Fictional Games’ creative director Thomas Grip highlighted
the importance of designing games along the writing of the narrative itself. Far
too many games we’ve seen are designed where the game mechanics and sequencing are
built prior to the story itself, or at least the two facets are built separately.
For those familiar with Fictional’s previous games: Amnesia and Penumbra, the
actions in which the player engages in are directly related to the narrative
itself. Some games go in the completely opposite direction of gameplay vs.
narrative such as Liz Ryerson’s Dys4ia,
an autobiographical game that narrates her hormonal replacement therapy that
has the player engage in metaphorical mechanics that represent the message that’s
being conveyed.
Microsoft Game Studios designer Richard Rouse III discussed
how games such as Uncharted 2, while
well received, adhered to a beginning, a heavy middle, and an end, other titles
such as The Walking Dead, and even The Last of Us benefit from piecemeal
style storytelling. Whereas TWD was
delivered episodically, The Last of Us was
segmented into seasons, making the story more digestible.
This common trend of a 3 act structure might explain why gamers
tend not to remember story as much as they do characters. In the same talk, they explained how players typically are more
capable of describing in detail the characters and the gameplay than they are able
to describe the story’s plot. This is likely due to both the traditionalized
story structure as well as being overshadowed by what’s holding the gamer’s
attention the most, the avatar (character) and the gameplay.
Tracey Fullerton, director of UGC Game Lab, highlights this
concept of narrative focus when discussing what happened when she was presented
with early builds of Cloud before that
team went off to form thatgamecompany.
Fullerton described her reaction after looking at the original concept of the
game which attempted to tell a story about a boy from Jupiter, “It was much more detailed than this and
when it was presented I kind of rolled my eyes at all of this and said, ‘Why
don't we forget about this and focus on the mechanics.’”
While there was
great emphasis on pulling back from bloated, traditional storytelling, others
focused on how crucial NPC dialogue with players is in driving a story forward,
and the potential on how NPCs can shape narrative organically. Zombie Cat
Studios’ Sheri Graner Ray stated that, “Conversations are a hallmark of
story-driven game and adventure games. They are there to keep the player
involved, to keep the story moving." Though that’s a given, she
also emphasized that only a single piece of information should will prompt the
player to move forward.
Bioshock’s Ken
Levine described the concept of “narrative legos” before, but at GDC, he added
more to the idea. Levine fits his description within the context of an RPG
where players will interact with different NPCs that have different preferences,
allegiances, and emotional investments. A character might help you if you murder
a particular creed, or they might murder you if you befriend one among them.
To be quite
frank, this concept has little difference than from what’s demonstrated in
modern games such as Dragon Age, Fallout,
and even non-RPGs such as Infamous. Linear
narratives realize this more naturally than most like Telltale’s The Walking Dead and Quantic Dream’s
(better game this gen) Heavy Rain. However
Ken’s idea seems to include compelling and meaningful interactions with even
the most pedestrian NPCs we typically run into in games.
Thanks Polygon
Writer’s Note: I’ve decided that this
piece will be broken up into multiple parts being that plenty of topics were
discussed at this year’s GDC. Look forward to reactions to other GDC topics
within the week.
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