No Need For Story

By: Paul Millen

Published: June 2, 2010 Posted in: PC Gaming Nonsense

This started as a counter to Patrick’s article on Monday but I think I really agree with what he’s saying in a broad sense.  This is more a mutated arm growing from his piece then, holding in its gnarled fist my thoughts on stories and their place in computer games.

Story - Once


Narratives are hugely important.  They engross us, make gaming experiences unique, compelling and memorable.  Which is why developers need to stop being so heavy handed with their stories.

I’m going to draw a distinction between the two at this point: narratives are what we generate when we play a game; a round of TF2, for example, buzzes with narratives but there’s no real story other than Red vs Blu.  Stories are things the developer has created, stories belong to the developers.  A heavily story-driven game can work wonderfully, but even the slightest weakness can spoil the plot and any enjoyment present in the mechanics – a bad story can easily isolate you from the thing you’re playing; Fahrenheit, for example, ‘was a brilliant game until it became the Matrix, but without the awesomeness.’  In short, relying on story is risky.

How many games tell amazing stories; brilliantly constructed plots that actually mean something like the trilateral structure of a Pinter play, the rationalistic experimentation of Crime and Punishment or the novelistic arcs in The Wire?  Few, very few – mostly games that end in ‘shock’ or are called Deus Ex.  Certainly there are plenty of high concept yarns, but aren’t these simply cheap devices to drip feed morsels of tasty plot, tempting us through (often) dull and repetitive mechanics?  Modern Warfare 2 offers little in the way of gaming innovation, but a salty storycore runs through it, and you pretty much have to nibble to the end.  I want developers to question why they think their games should include a controlling story.  If there’s no valid, dare I say artistic, reason – then don’t include one.  If you have an exciting setting, innovative design or mechanics then surely there’s no real need.

Stalker: Call of Pripyat goes some way to getting it right.  It includes a delicate story, not a be-all-end-all plot that twists your gaming activities to fit its outcome – it’s more of a background thing.  You are in the Zone to investigate the disappearance of military helicopters; pursuing the plot will lead to some things happening and the end of the game, unless you want to stay in the zone and continue playing.  GSC include such a beautifully, daringly, hands-off story that its events don’t dismantle the game world as they occur.  Some may see it as anti-climactic but that’s basically the point; from beginning to end you’re encouraged to explore and develop your own narrative.

Conversely, there’s Fallout 3.  What made Bethesda think its story, as stale as two century old InstaMash, was more important and interesting than the vast open world they had created and the hundreds of possible narratives available to the player.  This seems to be a case of misplaced priorities.  So something happens to make your character exit the Vault, why not leave it there?  Fallout 3′s story was an untidy hanging thread anyway, forgotten as I continued to explore the wasteland for hours after its supposedly significant conclusion should have taken place.  It becomes an awkward appendix – an irrelevant, dangling thing that could be sliced off without being missed.

Am I just describing emergent narrative, a characteristic of sand-box gaming?  Surely stories have to exist to substantiate more linear gaming structures?  Well, yes but there’s no need to ram anything down our throats.  Too often, stories in computer games lack any real depth anyway, they are the aforementioned ‘high concept yarns’; where’s the subtlety, the subtext – the substance that’ll keep us thinking about the game when we’ve finished playing it?  Sometimes it seems developers believe a complex plot or reams and reams of lore perform this function but they don’t; I’m talking about ambiguity, grey areas, leaving stuff open for interpretation; allow us, the gamer, to bond with the game and create our own narratives in this way.  It’s not complex, it doesn’t have to be Deus Ex.  Look at Canabalt.  You’re a guy running along rooftops while a load of dramatic shit kicks off, it’s not clarified by plot, you fill in the blanks or you simply exist in the gaming moment and enjoy its abstractness.

There’s another reason why story should take a back seat.  There are occasions when it’s actually more interesting than the game.  I found this with Silent Hill 4, I was intrigued by the plot but didn’t find the game entertaining enough to sustain my attention.  It also explains my blast-through of Mass Effect; screw all these planets and inventory distractions, I want to find out what happens.  Something’s up when you’d rather watch a game on YouTube than play it, or when the gaming itself is something that gets in the way.  Pare down the story and developers can ensure they have something worth playing first, before incorporating plot in a meaningful, useful, way.

Games will become so much more interesting when developers realise their message, their story, is unimportant.  It’s our interactions, our narratives that are.  Death of the Developer – in every sense the game is incomplete until someone plays it; when they do, interesting and unique narratives begin.  I want developers to facilitate this relationship, give us uncertainty, encourage us to explore.  Present us with gaps to fill not illusions of choice, masses of lore or inconsequential morality systems.  And if you are going to burden us with a story you’d better have a damn good reason.

Paul Millen
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