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       #Post#: 57--------------------------------------------------
       The Importance of Story
   DIR By: Pam
       Date: May 23, 2021, 11:23 am
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       John Campbell
       Adventure Developers
  HTML http://web.archive.org/web/20130121122827/http://adventuredevelopers.com/features.php?start=15
       I asked a gamer friend of mine to answer a pretty simple
       question. “Tell me something about one of the characters in a
       video game you’ve played recently.” He looked up from darning
       his socks (or whatever he was doing), and told me to clarify.
       “Not anything external, like appearance or the way they talk. I
       mean that character as a person. The kind of thing you know
       about someone after reading a good book.” He seemed a little
       surprised by the question, so I told him it was for an article I
       was writing.
       This guy isn’t stupid, and knew what I was getting at. He
       thought for a little while, and eventually told me, “You know,
       games don’t usually do that.”
       The general lack of story-telling in video games is pretty
       pervasive (though not without exception). It is also, in my
       opinion, a big waste. If there is any medium with which a story
       could be conveyed powerfully, it’s video games for one simple
       reason: interaction. The player must take part in the reality
       the game creates, so they are already that much closer to things
       like suspension of disbelief, immersion, and identification with
       the characters.
       There is a reason, of course, for the lack of stories. First and
       foremost in my mind is capitalism. Perhaps I should explain.
       Behind video games there is a pretty intense industry. Game
       designing needs man-power, money, and distribution. What that
       means is game designers need a decent company to back them, and
       what that means is game designers need to know how to appeal to
       business-minded individuals. Business-minded individuals know
       that a game is not going to do well unless it is concretely
       marketable, and what marketing needs is a few simple sentences
       like, “The first game to _____” or, “By the makers of _____” or,
       “If you like _____, you’ll like this game!”
       This usually results in either a game that’s almost entirely
       derivative, or in a frenzied battle for technological supremacy,
       which requires inventive coders and original artists. Both these
       options can leave story out in the cold to die. You simply can’t
       put story on a box.
       This doesn’t happen all the time. The gamer friend I was talking
       to knocked on my door a few hours later and told me, “Max Payne.
       That was developed. Just so you know.” Max Payne is the most
       recent game I currently own, and it sees a decent amount of
       playing time. The guys on my floor gather around and watch me
       play it, but not because of its story.
       There is an extremely elusive and magical thing called “fun”
       that game developers want you to experience. This, I think, is
       entirely legitimate. Video games are very much games, and as
       such, game mechanics can trump storyline when there’s that
       “fun-ness” involved. Some games, like board games, just don’t
       need a story. I don’t know why, but the game ”flow" that came
       out of the indie game jam last year still sits on my desktop,
       and I’ll play it for a quick diversion just because it hits me
       right. It’s different, and for what it’s worth, it’s fun for me.
       I think this is legitimate as well.
       The problem lies in the fact that games can do so much more, and
       very few people are doing it. Games have been able to do much
       more since the days of Zork. The economy we’re in (jeez, I
       didn’t think this was going to be economical until I wrote it)
       prevents people from doing something for a living unless it can
       make people buy things constantly. Technology increases, so buy
       a new computer, and new video games. They get old so throw them
       away, keep buying. Old things don’t make sense to a lot of
       people because we’re told otherwise. Surprisingly, no one needs
       a 2 gig. machine to check e-mail.
       It seems to have been forgotten that it’s okay for a video game
       to not be “fun” in the “whee!” sense of the word—specifically
       the “whee” that comes from ground-breaking visuals, but even the
       general “whee” of being entertained. It has also been forgotten
       that story, real substantial story, is an integral part of
       “fun.”
       I get to the point
       This is where, finally, I get to amateur adventure games. Sorry
       for the wait.
       The two things that stop stories in the video game industry,
       business and game-mechanic innovation, are absent here. We have
       no one to sell these games to, no one we really have to please.
       Most importantly, I think, the game mechanics are almost
       entirely set for adventure games. We’re working with
       puzzle-solving through inventory, dialogue, and basic
       interactions with the environment. This means point-and-click
       adventures have very little impact on gaming as far as
       nitty-gritty technological advancements and the development of
       new genres go. What we can do, however, is further the video
       game as a story-telling device.
       I’ve been lurking about the amateur adventure community off and
       on for about (good gosh) five years now. So far, few games from
       the amateur community have affected me by their stories. That
       most definitely isn’t an insult. A couple games are really just
       lots of fun. The Larry Vales series stands out in my memory the
       most vividly, because Phil Reed is really freaking hilarious. It
       also probably has one of the largest fan bases outside the AGS
       community (from what I can gather), though it was made with AGS.
       I bring this up because Phil has written a novel.
       Comedy is chosen by a significant portion of adventure designers
       because, I think, it can hold a player’s interest easily. No one
       really cared about concluding the story in Sam & Max, but it was
       pretty fun to do the next insane crap and hear lines like, “Aw,
       it’s a cute little hypercephalic kitten.” A really great written
       sense of humor is rare, and it’s even rarer for that to transfer
       well into an adventure game. Comedies still require the basic
       elements of a story, which makes Larry Vales work well.
       There are two things I see stopping this community from creating
       really wonderful story-centered games. The first is simply the
       goal of the designer.
       A large number of people go into the development of an adventure
       game with this simple motivation: “I liked the old adventure
       games; I want to make something like that.”
       This was quite explicitly Yahtzee’s motivation for The Trials of
       Odysseus Kent. It is what it says it is: an attempt at returning
       to the old days. We should take it for what it is, but I hope
       from all the drivel I was talking about earlier you can
       understand that we as a community might have a chance to be
       about more than nostalgia. We can seriously do something that’s
       not really new as much as missing from current gaming trends.
       We’re in a pretty special position, I think, to advance the
       game-as-art, or at least as something more substantive. If we
       can get it going, we will have created the market research
       necessary for this type of thing to be mainstream.
       It’s also very hard, I think, to maintain the motivation, “I
       want to make a game” for the duration of a game’s development.
       Let me tell you what took a significant portion of my life to
       realize. Since qbasic came with ms-dos, I have been making all
       sorts of games that I’ve never finished. Some of you may have
       done the same thing. At some point during each game’s creation,
       I have lost interest. Perhaps you have experienced this as well.
       Hopefully, you can learn from my mistakes.
       Let’s make this general. Suppose you’re designing an
       adventure—let’s even suppose you’ve done a good job planning and
       are slowly developing the graphics along with implementing them
       in the engine. Next, let’s suppose you play what’s taken you the
       past few weeks or months (or more) to finish. You get the
       spaceman out of his crashed spaceship, the average teenager his
       homework back, or the pirate the map to the treasure. The game
       exits out because that’s as far as you’ve designed. This part
       here is key: you ask yourself, perhaps not even very
       consciously, “I’m sorry, why do I care again?” And it’s a great
       question.
       Who really cares about the spaceman? I know I don’t, not really.
       If you are out to make a game, you’re going to lose interest
       unless you are just out-of-your-mind-obsessed with the idea of
       making one. An extremely good question to ask yourself is: would
       I care about this if it was just written down? Let me tell you,
       I would sit down and read Grim Fandango. That’s probably not
       something you should hope for this instant—I guess ask yourself
       if you would listen to someone who was simply telling your game,
       step by step.
       So story writing could further the genre we’re working with and
       increase people’s interest in it. It could also give
       significance to something you’re working on. Instead of
       thinking, “I want to make a game,” you could be thinking, “I
       want to tell a story I’m so attached to and/or affected by that
       I want other people to experience it.”
       Here’s the second reason behind the general (hopefully I’m being
       clear that this is not without exception) shallowness of amateur
       adventures: The designers, you and I, don’t really know how to
       write. We know what we like, and that we like some games that
       seem to be, vaguely put, “developed.” We don’t know how that
       works. Not really. I hope, in the next few articles, I can help.
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