#14; Sit down and I’ll tell you a story…

Saturday 2 May 2009

Storytelling is an essential art form in the world of films. Even a film with the worst acting or cast can actually be mildly enjoyable if it has a truly sensational plot behind it, one that engrosses you and keeps you watching to see the outcome, whether it be a twist or a turn or an oxymoronically expected surprise. There are many films I have watched where the story can grip you to the point of tears – a prime example being that of Schindler’s List, which many will know is a horrifically tragic story and despite being 3 hours long constantly keeps you interested because its story is so compelling, so unbelievable and so tragic and yet it’s expressed in the most incredible fashion. Even with a film such as Cool Runnings  (I apologise for once again bringing this up in ANOTHER blog entry!), a film about a flippin’ bobsled team from Jamaica for god sake, it managed to have a story that can reduce you to tears because it’s so well done! But this is all with the manner of films – what if I were to ask you how much the story of a videogame would affect you?

Videogames have quite a negative connotation of nerdy guys sitting in their bedrooms for hours with no contact with anyone but their consoles. It’s an extremely unfair stereotype I would say to place this as video gaming within the past few years has become a lot more ‘mainstream’ with the audience it attracts – a lot more people have come into the world of gaming and Nintendo’s appeal to family gamers with the Nintendo Wii and DS have been a triumphant success for the company and as a brand name bringing in a whole new audience for gaming to work alongside. But this is not the point I plan to talk about here – there are games that can have the same effect on a human mind that a film could achieve and you could say perhaps that I feel it’s a bit unfair that videogames don’t get the same storytelling credit that a film or a book so easily achieve.

Let’s take a brief look into the world of Metal Gear Solid as an example of the absolute pinnacle of storytelling within a game. The MGS series dates way back over 20 years but really took the attention of many gamers around the world on the original Playstation, entitled ‘Metal Gear Solid’ funnily enough. The game was a classic – it introduced a firm main character in Solid Snake, but had brilliant underlying stories with other characters of the game not to mention being an absolute joy to play despite often being a pain in the arse at times. It was the brainwave of Hideo Kojima, at the time just a video game designer for Konami CEJ heading the production of MGS, but the game made not only him a huge name but the series too. Future installments came in with MGS2 and MGS3 on the Playstation 2 and MGS4 on the Playstation 3, but by every game, the story developed into an incredible, compelling and completely barmy but brilliant storyline. It would be criminal to go into great detail into the actual story because it is a huge, HUGE world to discover and look into but whether it be about the original storyline of nuclear threats or genetic conflicts, or of the wonder of democracy and philosophy, or any other crazy stuff that I can’t possible describe due to extreme spoiler warnings, it created such a high high standard for any other game to try and achieve with stories. Kojima himself has an interesting view on storytelling within games:

Storytelling is very difficult. But adding the flavour helps to relay the storytelling, meaning in a cut scene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh. This is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive - if you want multiple stories where you go one way or another - will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.

Hideo Kojima, 2008
http://news.spong.com/article/16088/Kojima_Regrets_MGS4_Cutscenes

There are a lot of critics that simply dismiss the Metal Gear Solid saga as an ‘interactive movie’ – not a game because of how epic and huge the cut-scenes are in content and length, but not a film due to the gameplay. But what makes this any difference to any game story or even any movie story? Should the control of a user be detrimental to the flow of the story, but at the same time still achieve the effect of playing a video game? For example, with Metal Gear Solid 4, some cut-scenes within the actual game can last over 20 minutes at times, with the final part of the film having you sit there watching for over an hour. I can totally understand the complaints people no doubt made at such an incredible amount of time simply watching the game unfold – you will want to be doing this yourself, damnit, it’s a videogame! But at the same time, at what cost does gameplay come when you’re able to carry out such an epic story and make it work? I will be brutally honest with you here – the endings in Metal Gear Solid 3 and 4 (MGS4 I completed yesterday after 9 months…!) both had me in tears, and as far as I’m concerned, whether it be in the medium of a video game, a book, a film or a programme, if the story has that much of an effect on you to bring you to tears then it’s done it’s job 100% in storytelling success. People may no doubt think ‘It’s a game, why the hell would it do that?’ but I just feel that the gap between storytelling in different forms of media is one that is a bit unnecessary really.

This is a bit of a strange blog entry really. A lot of people may be reading this with absolutely no interest in gaming, in the MGS game, or anything even related, but it’s just something I felt like talking about. Reading a story that really works is always a huge factor for me and it would just be nice if we saw more developers in the world of gaming take their time with the story to produce something that could rival literature classics. Another game that shoots to mind is the fantastic first person shooter Bioshock, developed by 2K Games in 2007 and combined a creepy but exciting shoot ‘em up in an underwater utopia being destroyed by a power mad owner who’s story absolutely blew me away at the time because it continued to take you along in this beautiful retro environment taken straight out of the 50’s and yet it’s story would be one that provided twists, turns and a HUGE change of events you don’t see coming – and this is what helped make this game so utterly brilliant.

Some of you may be able to imagine when you were growing up and sitting down in front of your television and watching television presenters rattle out some classic stories on Jackanory on the BBC and probably sitting there loving every second of what was happening both visually and aurally. For me video games can do the exact same thing but in a more grown up nature obviously, but get you involved; imagine sitting in a cinema and taking control of what was happening. Even back in the ‘old school’ days, as they say, you kind of got the sequel experiences with Super Mario Bros - “The princess is in another castle!” and off you’d run into the next area to find the next castle, rinse and repeat… the Spiderman franchise obviously took some kind of notice here. It does kind of amaze me now how we see games in the form of movies too – coming within the next year are Pac Man and The Sims movies… HOW?! But back to my point, gaming is there for people to relax, to enjoy, to take in the thrills and spills of an exciting movie-style experience and make it their own, so why not enjoy the story just as much as film I say! of course, what with the advances in technology, it is creepy just how close we’re getting between the gap of reality and CG graphics…

I’ll happily take me some Alex Kidd on the Master system with his cute blocky head and jolly 8 bit music!

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