Video Game Storytellers: The Behind The Scene Battle for Supremacy

Posted Aug 5, 2006 at 7:19AM by QJ Staff Listed in: PS3, Wii, Xbox 360 Tags: Clans, Ernest Adams, Game Design
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ernest adamsMost gamers care about only the action they see on their gaming consoles. Little do they know that the real battle starts before any game hits the store shelves.

Ernest Adams, author of Game Design and game industry guru, identified the four major groups, clans if you will, behind the battle of the video gaming storytelling styles. They are:
  • The anti-storytelling developers and gamers: They absolutely don't want any story in their game (eg. Doom). For them, playing a video game is about meeting challenges, period.
  • The pro-storytelling developers and gamers: They want to sell storytelling engines with deep characters, intricate plots, and dramatic scenery. They want to feel as if theyÂ’re inside a story.
  • The narratologists: Academic theoreticians of narrative. Their stories are interesting and important if only gamers can figure them out.
  • The wanna-be film directors: They make games with tons of narrative and not enough gameplay.
While all four groups of storytellers think that they are doing it right, Adams thinks all of them got it wrong. First, Adams says. they put too much emphasis on structure - inside the software - where players never see it. "Whether interactive storytelling does or does not work has nothing to do with the structure of the plots, but with how the player perceives it in the end - and what the player wants in the first place."

Second, video game developers assume thereÂ’s one right way to do it. "Different players want different things, and games include stories for different reasons. There is no one kind of storytelling good enough for all the kinds of games in the world, or, more importantly, all the kinds of players in the world."

Adams believes the key factor to a great video game story is how players feel about the experience. They should feel like they are contributing actions to the story as if they are interacting with the game. The bottom line: ThereÂ’s no one right way to tell a story. That depends on the game, the story, and the market. Video game developers should consider all their storytelling options and how important they are to the players.

That means you.

 
 
 

Comments

by - 2006-08-05 09:08:57
kool

kool
by - 2006-08-05 10:59:42
stupid

what does the guy want ? not every novel is a masterpiece, not every film is a classic . game makers approach the game trying to tell the best story they can using the equipment and time they have got , eventually you will get classic games , masterpieces and stuff. this guy is trashing the whole industry because he's been in the industry and he's on his way out. he's old and he's going to die soon so suddenly he becomes a critic. i'm glad thegame industry is being criticised but if this guy was talking about writing it would be like him saying that evryone whos writing books is writing them wrong , thats just dumb .
by - 2006-08-05 12:14:43
Woot

Doom was good, but story > no story. Period. That's why I love Prey so much
by - 2006-08-05 16:37:17
stupid

no story = piece of cr.. he said: too much narrative and not enough action WHAT? king king, the game, was really good and had a LOT of action! and anyway I prefer JRPG like ff, dragon quest, shadow hearts ( even if I dislike tales of.. games, too similar )
by - 2006-08-05 17:39:26
Ummm

Who the fu*k was talking about this "King King"? And yea story > no story

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