"After all the incredible advances in their game engine, why does Rockstar insist on making its story an accessory -- a needless, comparatively inferior element? More to the point, how did narrative become such a side bar to the real point of gaming, i.e. our ability to play out our deepest fantasies in a virtual world?" (1)
Story has remained icing on a gameplay cake for sometime. While previous generations of games used story as a marketing device, due to technological constraints, there is no reason that games should continue to remain compulsion loop inducing click fests bent on force feeding players stale repetitive mechanics.
"I say stop writing high-minded stories. Start writing games. And let the stories grow from them." (1)Superficially a seemingly simple statement, but what Justin calls for here is something I've been protesting about for sometime. The fundamental models of game production need to restructured to create the environment for the development of these higher dramatic forms of game, or interactive narrative.
Mechanics, action, is the substance that we use to externally move through life, through reality. When video games developers stop mimicking old forms, and start actually creating sets of proactive story/play mechanics through which players can experience various forms of drama we will be upon a new form of game. It's not about better stories, but a well crafted balance of meaningful play and story. This new form will need a new name because many people are afraid of drama and games. Hell, some people just want to have Wii-bowl tournaments, know what I'm saying ese? For us seeking high-culture, we'll need to create a new form. The public is hungry for deep interactive stories, rest assured narrative will prevail.
1. Justin Marks. Is Gameplay As Narrative The Answer?. Gamasutra.com .2008




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