Wednesday, May 27, 2009

Storytelling and Video Games

Yes, the title of this post is correct. I am, for better or for worse, an avid video gamer. While I don't game as much as I used to in previous years (I wasted the better part of my youth on the computer) I do still enjoy a good gaming fix every now and then. Besides the obvious fix generated from blasting baddies and buddies alike, as a storyteller, one of my favorite parts of playing video games is the incredible opportunity to not only spectate and experience fantastic narratives, but to have the chance to participate in them too. One of the huge advantages computer games have over their other media counterparts is their interactivity. Now, instead of reading or watching Superman save Lois Lane for the umpteenth time, you can actually do it. Needless to say, the potential for immersive storytelling in video games is incredibly rich, and experiencing story and plot is nothing like it is in a book or a movie.

Despite all this, the standard for storytelling in video games is still horribly low. A common (and frequently accurate) stereotype is that video games pander to graphical ability, violence, and sex with little to no regard to story or narrative in order to sell copies. If there is a story, it is often a cliched one, the most common being the hero's journey, a tale usually involving a busty female in need of saving from the clutches of a villain by a protagonist of superhero (or superhero-like) ability. But the industry is still relatively immature, and at almost thirty years old, the medium of video games is extremely new and has a long way to go. With this, I present to you my own personal top seven list of outstanding examples of story and storytelling in video games. This is by no means a complete list -- there are many other worthy candidates that I have not played that should grace this list -- but I hope to outline what the video game industry has to offer in terms of not only creating and developing moving narratives, but also forging new ground in what the medium can offer in the realm of interactive storytelling.


7. Chrono Trigger (SNES, 1995)



Chrono Trigger is an old school Super Nintendo Japanese console RPG. In it you control Crono, a silent protagonist, and his band of adventurers whom you pick up along the way throughout the course of game, a cast which includes a princess tomboy, a robot, an evil wizard, and Glenn, the sword wielding frog, to save the world from a creature named Lavos (a gigantic lava-like oval monster?) by jumping through various periods in time. Hence the time-themed title of the game, Chrono Trigger. If you've never played a video game (especially a Japanese-made console RPG), this may seem all very strange, but for the initiated, it's very much par for the course. And yes, Glenn is the frog displayed on the cover of the game above.

Despite of, and perhaps because of the story's obvious wackiness, there's a certain zeal and charm to Chrono Trigger's world and its characters. For example, in the game's future time period, the land you explore is drab and gray, with little to no human or animal life, instead populated with rocks, steel, and worn down machines. Yet this same world, except in the prehistoric time period, is conversely dominated by jungles of overgrowth and green. Animals are everywhere -- including dinosaurs -- and humans are the minority, struggling to survive in a land where they are prey to nearly everything. Chrono Tigger's ability to immerse you in a half a dozen deep and interesting worlds through its art and design is remarkable.

But what's most unique about Chrono Trigger is that it was one of the first of its kind to feature multiple endings (thirteen). Depending on what you do in the game, and how you did it, what happens when the credits start rolling will be wildly different. While the way you can acquire these different endings are somewhat arbitrary, depending mostly on when you decide to engage the end boss and with which characters, the idea behind "customizing" the way you can experience the close of the story was a remarkable idea for its time. That you deeply care for the characters and their situations made the ending that you finished with all the more important and, interestingly, it encouraged the gamer to play and replay the game to see all the possible endings. This kind of experience is really only something that can be found in the medium of video games, and as we'll see in my later picks, the ability to "choose" and carve out your character's unique story and ending is something that the industry had barely begun to scratch with Chrono Trigger.


6. Grim Fandango (PC, 1998)


Grim Fandango is what you could call one of the last "old school" adventure games, which mushroomed in popularity during the eighties and nineties. A game under the Adventure genre is one typically defined by perspective and action, where the character controlled by the player is on-screen at all times, interacting with the environment and other characters through dialogue and manipulation. An adventure game is rarely violent (by today's standards), and is one part puzzle game, one part movie. Dialogue is perhaps one of the most important features of an adventure game, and one of the unique mechanics the adventure game pioneered for the industry was the invention of the "dialogue tree." When interacting with another character, players are given choices on how they might want to respond or say, and thus makes subsequent choices until the conversation ends. Back in the day, this essentially meant choosing option "A," "B," or "C" to get a slightly emotionally varied, but essentially same informational response from Random Character D, but at the time, this choice typified the kind of freedom a video game offered to players. Want to be serious? Choose the straight-forward dialogue option. Want to be snarky? Tell the character to go suck a lemon. Even though dialogue trees were (and to a certain degree, still are) a very stripped down version of those "Choose Your Own Adventure" books, I really loved the unique opportunity to forward story, dialogue, and character development through non-violent means based on my own choices.

Out of all the adventure games I've played in my life, Grim Fandango is bar none, one of the finest games in terms of story, plot, and character that I've ever played. Grim Fandango takes place in The Land of the Dead, a world, heavily influenced by Mexico's "Day of the Dead" holiday, where recently deceased souls undergo a four year journey to their final resting place, the Ninth Underworld. It's all outlined in the game's starting intro below:



You play Manuel "Manny" Calavera (in the video above) who, through situations in the game, goes on his own four year journey to the Ninth Underworld while trying to save the soul of another character he falls in love with, Mercedes "Meche" Colomar (yes, it's the damsel in distress), and simultaneously foiling the plot of a crime syndicate. If it sounds like the game has heavy film noir influences, you'd be right. The art, the style, the story, and especially the music are all lifted from movies such as The Maltese Falcon and Casablanca. Simply, the game oozes personality with its unique blend of film noir and Mexican-influenced style, from the high-ceilinged and beautiful architecture to the calaca-inspired characters.

What does this have to do with story? Everything. Atmosphere is the video game's long paragraphs of description, music and dialogue its sense of pace and rhythm. A game is nothing without place, art, and style, which Grim Fandango has in the spades, and simply, it's easy to get absorbed in a narrative that provides a ready-made world rich with history. But my hands down favorite aspect of Grim Fandango are the characters and their personalities. The voice acting is Pixar-quality, and every main character -- Manny, Meche, and Glottis (an huge orange demon) -- is a fully fleshed "person." I fell in love with these characters while playing, and when the game ended and the credits started to roll, I felt a kind of loss that's so familiar to me when finishing a great book. I didn't want it to end, having journeyed so long and experiencing so much with Manny and Meche; I wanted to follow with those characters forever, which is, really, all you could ever ask of a great story.


I think I'll stop here. I still have another five games to go, but if I continued, this post would go on forever. Check in later, where I'll wax endlessly about more titles you've probably never heard of!

4 comments:

David said...

Junot Diaz wrote a piece for the Wall Street Journal a few months ago about the most recent GTA. Seems related to your post.

http://online.wsj.com/article/SB121460385251911957.html

Eric said...

Great read David, thanks for the reference. I hope you won't mind if I use your link and credit you in my next "Video Game" post. It's required reading if you care about narrative in video games, I think.

wahida said...

wow, definitely going to check out that Diaz article!

Eric, this is SUCH a cool post. i'm a recovering video game addict myself. since starting college i've toned it down, but i definitely grew up on books and video games. i've always been most drawn to RPGS, specifically because of the story aspect. i never played grim fandango or chrono trigger (i played chrono cross and loved that!) and now i feel like i missed out : ) we're going to see some final fantasy titles here, right? did you ever play any of the suikoden games?

looking forward to the rest of the list!

Eric said...

Thanks Wahida! Sadly I have not played any of the FF or Suikoden games, I somehow managed to miss it in my childhood. I was hoping Chrono Trigger's FF-like qualities would be enough to balance out the lack of a Final Fantasy game on the list.