Stories In Games – Where Should They Come From?
Storytelling in games has always been a difficult beast to tackle. Oftentimes the story simply feels grafted onto the gameplay or vice versa instead of both being a homogeneous entity. In the wait for Bioware’s new MMO The Old Republic, discussions seem to flare up from time to time on the topic of making story an integral part of MMO gameplay. Tobold, for example, recently said that development time should go into gameplay elements rather than story and Chris at Game by Night claims that story as an integral part of the MMO experience will cut it once at most.
Instead of going directly on topic I find it necessary to understand a couple of things about stories first. What is a story and, maybe more importantly, where does it come from?
You will probably have learned about the basic elements of a story in school at some point. Interestingly there are various, slightly different definitions to be found depending on where you look, but they all go something like this. A story needs characters that act in it, a plot that describes the sequence of events that happen, a place in which those events happen, a point of view from which it is told, and a meaning.
Whichever way you want to create a story, these elements somehow need to be produced. Us humans are relatively good at making them up as we go along, but there are clearly differences in just how good we are at that. The quality of a story essentially depends on the quality of each of the elements, although it is quite subjective which of the elements is most important to us. In my youth I tended to like books mostly for their plot and setting, not so much for characterization or perspective. I wanted my stories to be filled with exciting action in fantastic new places and didn’t really care if the characters were one-dimensional and rhetorical devices non-existent.
These days I still like good plot and setting, but the other elements have become much more important. I now understand that a good story needs much more than constant dramatic twists and action in a world that can only be imagined but never be.
Handcrafted Stories
But let us move on to stories in games. If we accept that stories get better the better the individual elements mentioned above are, then we need to make sure that our games do well in those categories if we want them to succeed as storytelling devices. The most intuitive way of creating story for a game is clearly to craft that story by hand. Design a plot for players to move through (with some branches if you want) that’s full of interesting action and surprising twists. Fill it with well-designed, deep characters that the player can identify or antagonize with and place it in a very detailed world. With all that in place you can then use a combination of literary and visual techniques to convey your meaning in an appealing way. In essence you don’t treat a game’s story much differently than the story of a movie or a book.
Most games tell their stories this way and it can make for very good gaming indeed. The problem, as Tobold correctly identified, occurs when you need to fill much more hours with story than you can possibly craft by hand. I’ve mentioned this particular issue before and noted that it is often solved by filling the gaps with repetitive gameplay that is not actually related to the story. This is less than satisfactory of course – maybe we can find a better solution?
Make The Computer Do It
Getting a computer to tell stories is notoriously difficult. Just go and ask Chris Crawford who has spent a lot of time researching interactive storytelling. Last time I checked, he hadn’t yet succeeded – though I must admit that my knowledge is a couple of years old. Maybe his new Storytron is the bees knees, but on a first look it still seems to require a lot of handcrafting for mediocre results.
This doesn’t mean that the computer is useless as a tool for telling stories, maybe it just isn’t good at all the elements but can perform well at some? Plot, for example, is something that computers should be able to create relatively easily. Looking at Campbell’s hero’s journey it is quite obvious that most plots can be broken down into very simple structural elements. Creating a computer program that mixes and matches these elements while still creating a plausible and interesting plot is not a huge challenge. Even stepping away from traditional narrative and on to computer RPG terrain we can see the possibilities. A quest needs a final goal to achieve, a couple of obstacles on the way, and a reason for the player to go on the quest in the first place. Computers could easily create an unlimited variety of quests from this structure. The problem is, of course, that computers are notoriously bad at setting and perspective.
“Collect ten bear asses, go!” might be a fitting description for most quests in MMORPGs these days, but players want more in order to feel as if they are part of a story. The world, the characters, and the bears must be visually appealing and interesting for one. Computers are really bad at creating those visuals, but are quite good at presenting them once they have been created. Computer game designers will not be able to avoid creating a setting for their game both in concept and visually, but they can use the computer to expand it. Terrain, for example, can be computer-generated if all the art assets are in place and enough general guidelines for the look and feel of the terrain exist. Characters, monsters, and other obstacles can be placed procedurally as well.
Plausible characterization on the other hand is extremely tough to do automatically. Sure, you can set up rules on how NPC characters interact with each other but getting those interactions to the point where they feel real seems almost impossible. Once again I could imagine using handcrafted chunks of characterization to flesh out a computer generated story.
What About The Players?
Modern content generation seems to rely more and more on the user instead of the developer of a piece of software. If computers have a hard time telling stories and humans excel at it, why shouldn’t we use all those humans that are playing our games anyway to tell the stories? What seems like a good idea in theory completely fails in practice for two reasons. For one, most players of computer role-playing games don’t actually like to play roles. Oh sure, they might enjoy playing the renegade space hero in Mass Effect, but only because their choices are already pre-written for them and all they have to do is to decide. Most players, if left to their own, will simply do whatever they like in the game without any regards for creating an interesting story.
A player going out to hunt bears won’t come up with an interesting story describing why she’s doing what she’s doing. Instead she’ll go out and hunt bears because she wants their asses. Plain, simple, and extremely boring. Sure, putting humans in a world of infinite possibilities could in theory generate interesting stories, but the matter of fact is that we already live in such a world and most stories written by the real life are really really boring. Why do you think we invented fiction in the first place? “I got up this morning, had breakfast and a shower, read up on Kotaku and various blogs, and then proceeded to write a post for my blog.” does not make for much of a story, does it? Well, neither does “I needed a new rug, so I went out hunting bears, killed some, came back and made a rug.”
Even pen and paper role-playing groups need a dungeon master of sorts to guide them into interesting adventures. The players might flesh out the story with their role-playing if they are good at it (which most computer RPG players are not) but the story needs to exist already and needs to be guided by the dungeon master. Putting players into a sandbox usually doesn’t make for interesting stories at all.
Even if you went ahead and added the equivalent of dungeon masters to your MMORPG – allowing interested players to assume a position of power in which they create story according to their own designs in which others can then play – you will still get confronted with one of the fundamental rules of user generated content: Most of it is crap! For every good dungeon master you will have tons of terrible ones, your game will become the YouTube of MMOs. Sure there’s good stuff on there if you know where to look, but most of it is really just plain awful.
No, one might be able to use players to guide storytelling into a certain direction but the real storytelling needs to come from elsewhere. Players as a whole are just not equipped to do it right.
Possibly related posts (automatically generated):
- Telling Stories Spinks posted an article yesterday dealing with player rewards vs...
- Are Story and Exploration Really Mutually Exclusive? I have a hard time coming up with proper ways...
- When Everybody Is a Hero… Here’s a little quote for those of you that don’t...
- The Illusion of Choice It’s no secret among people interested in game design that...


Chris
2 Jun, 2010
Ah, maybe I was being a bit pessimistic. If the story is good enough, or, even better, changes when you change race/class, it will have more replayability. The thing that got me about the comment had more to do with them claiming every quest will have some great story. I don’t believe that for a second. I’m sure there will be lots of it, but MMOs focus on story in only certain parts because it’s necessary to build a long lasting game.
Anyways, thanks for the link back. I don’t know how I missed this blog. Excellent read, added to the blog roll
.-= Chris´s last blog ..First Days in EQ2 =-.
Masith
4 Jun, 2010
In terms of story one of the greatest games I ever played was Deus Ex. Admittedly it was 10 years ago so maybe it wouldn’t be as good now im older but at the time I remember being so immersed in the story that I read every scrap of newspaper and watched every TV in the game wondering what was going on.
The interesting thing about Deus Ex is that there was minimal characterisation and in fact if you had taken all the story items from the game and put them into a book it would of made a pretty bad one.
The reason I think Deus Ex grabbed me was because succeeded in immersing me in the story such that I provided the characterisation myself. Effectively “becoming the hero” to use some classic video game marketing.
This becomes very difficult in the modern MMORPG market due to the inclusion of other players. I’m pretty sure I wouldnt of been immersed in Deus Ex’s story if I kept coming across players saying “Can I have 5g? LOL” and there was a global channel full of people spamming such wit as anal[Dirge].
This leads to something that was brought up in the blogosphere a few months ago. I believe it was started by someone else but I only came into it when Tobold and Larissa posted on it. That is the lack of heroes or rather the lack of potential to become a hero in a MMORPG. This means that game designers can’t rely on the player being the hero and so providing the characterisation for the main chracter.
Many of the games which have managed to immerse me required you to seek out the story as part of the gameplay. So when you finally managed to find it you had to follow the story to determine what to do next. To use wow as an example say they removed the big yellow signs above the quest givers and instead upon entering a new village by listening to the npc you gathered that there were strange noises coming from the forest to the north and people were disappearing. You therefore go north to explore and find a cave upon exploration of the cave you find a villager half alive being attacked by some sort of monster. Upon saving the villager he asks you to take him back to the village where the villagers are so grateful they give you a reward.
This involves all the essential elements of a warcraft quest chain.
-Some npc’s inform you of the location of the quest
-Upon arriving you kill the quest npc
-You then have an escort quest back to the village.
-Upon arriving back to the village you receive your quest reward.
Whilst obviously the story isn’t the best in my quest I feel it illustrates the point. Just by having to listen to the local npc’s to determine where to go you are instantly immersed in the storyline and so the previously boring task of killing the monster has meaning. The introduction of phasing in WotLK notably in icecrown shows how this sort of thing could be done
Now I need to stop typing and go to work but interesting post as ever kerri
scrusi
5 Jun, 2010
@Chris: Thanks for the kind words. And don’t worry, not many people know this thing even exists
@Masith: I’m glad you like my posts Mas
Making players in an MMO feel special when they are so quite obviously not is indeed a big problem of storytelling.
I’m not sure, however, if hiding the quest information really is the way to go to make the game more fun. I don’t care about quests in WoW because I find the stories behind them uninteresting and badly presented. Taking away the yellow exclamation mark and quest summaries would only force me to actually read what the NPCs have to say but not make those texts any better.
There are many (older) RPGs which require you to talk to pretty much every NPC extensively in order to find out what needs to be done and I usually resent that.
I honestly don’t mind games being a bit immersion breaking in that they put the relevant information right where I can see it. Dragon Age for example puts most information in plain sight too – conversations will start automatically or it will be very obvious who you are supposed to talk to. Unlike WoW I actually followed the storyline in Dragon Age because the designers managed to make the narration itself interesting.
.-= scrusi´s last blog ..Interactivity in Board Games =-.