Saturday 5 April 2014

Getting into Immersion Pt 2. Interactive Storytelling.

Before looking at current examples let’s start by backing up through history for a better idea of when games and story began to mesh together. Early games from before the late 1970’s had little to no story. Games both lacked the graphics power to display large amounts of text and the memory to store it so what could be achieved was limited. One of the first examples of games coming into storytelling was ‘Colossal Cave Adventure’ in 1976. A text based adventure this was basically a book that being a game allowed for the interactive dimension, in which the player could interact and navigate with the text based environment with short commands such as ‘Get lamp’. (Ryan, 2014)

It would have been a different
movie if he'd had barrels to throw
Years later in 1981 Nintendo produces the first game to tell a complete story via cut scenes with the Donkey Kong arcade game (GWR, nd) but even with this, with only one monkey and no typewriter is wasn't going to be Shakespeare. The story was simply ‘Donkey Kong has kidnapped the princess you better go find her’ and while it’s not much it was a start and it got the message across just as well as cinema managed with its lady stealing giant ape except this time you got to be the one to knock it off its tower (when you say it like that it sounds awful but I’m sure you get what I’m saying). Also simple as it is, ‘save the princess’ has been the overall goal of almost every Mario game from then onward just with more to the story, more locations and a spikier ape like creature to do the kidnapping.  

Moving on from these, the world seems very undecided on what story telling in game constitutes and researching has left me somewhat more confused than before I started. It’s all well and good to come from these points such as Donkey Kong to where we are now but what I've found is the debate that just ‘a game with a story’ is not the same as ‘an interactive story’. This is a debate that actually made me question the point I was trying to make when starting this, was I looking for good storytelling in games or games that pull off an interactive story. This left me sat there stumped for a good long while of what I was actually looking for. Thinking it over interaction with the game and its story was what I originally wanted, to put the fact you have control and freedom within the story environment to use. This swiftly opened up many more debates surrounding it.
A story can’t be interactive if it linear. It’s not interactive if it’s scripted. Yet games that have this in abundance are receiving praise for their interactivity. Beyond two souls received a lot of praise, with the official PlayStation magazine calling it ‘an essential purchase for interactive-drama fans’ (Iwaniuk, 2013). Beyond received a lot of love, love I get the feeling in the result of Stockholm syndrome because to me it was essentially a film that held me hostage because it occasionally needed me to tap a button. If that was just to make me feel like I was actually of use to it or because the quick time events were all that stood in the way of it being shipped as a game rather than an animated film I don’t know but while it was different and I thought it was pretty good as a movie but having me tap a button at scripted points to check I’m still watching is far from an interactive player experience.

Games will always have a level of restraint, if the game doesn't have a dance option then there isn't going to be any dancing (modding community not included), you can’t get past the need for things to be programmed in but I don’t think that has to be a major hurdle. Despite my view of beyond two souls I disagree that a game can’t be linear and immersive, it’s more about how involved you get as you follow the story. I’m not talking get from A to B and shoot anything that moves but something that gives you a level of freedom within its story. Half-life achieved a nice in-between of the styles of Quake and Metal gear in terms of little story or dumping a large amount of information in your lap. Half-life began to allow you to decide your own level of involvement and immersion, you could be a man escaping from a secret base during an alien attack or you could look deeper and discover a bigger story full of conspiracy. (Hodgson, 2004)   

I found this again with Deus Ex: Human revolution, again you follow an overall linear story but talking to the right people, going off the map provides access to more information and gives the feeling off more story on a larger scale. Basically non-linear gameplay within a linear story.


To conclude this creating immersive, interactive environments in games doesn't seem easy, especially when the accepted view on what that is exactly seems so confused and cloudy. There doesn't seem to be one right way to do it and some do it better than others and to offer Beyond two souls some redemption even if I don’t think it worked it took a shot and tried something new, which is a good thing in an industry so uneasy about going off the beaten track.



Ryan, M. Emerson, L and Robertson B (eds) (2014) The John Hopkins guide to digital media. Baltimore. John Hopkins University Press.


Iwaniuk, P. (2013) Beyond: Two Souls review – an essential purchase for interactive-drama fans. (Online) PlayStation official magazine UK. Available from: http://www.officialplaystationmagazine.co.uk/review/beyond-two-souls-review-official-playstation-magazine/

Hodgson, D. (ed) (2004) Half-life 2: Raising the bar. Roseville CA.Prima Games.





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