Narrative in Video Games

booksEarly last week I wrote a piece on video games as an Artistic Medium. Continuing in that vein, I want to discuss the use of narrative in Video Games.  However, this time the discussion will revolve more around why the use of narrative is important in gaming, at least to me.

What is Narrative?

To properly start out this conversation we should define what narrative is.  Once again I return to my good friend Webster:

“The representation in art of an event or story.”

I just discussed my views that Video Games are a legitimate art medium, so that part of the definition is covered.  But what is a story?  Again, according to Webster:

“An account of incidents or events…The intrigue or plot of a narrative or dramatic work.”

Before I go any further I feel the need to make a distinction.  In this article when referring to video games, I am specifically referring to those games that have a story component.  I do not consider games that are nothing but mini-games (Wii Sports, etc…), most fighting games (sorry Street Fighter and Virtua Fighter fans), racing games, most arcade games, or puzzle games to contain any story or narrative.  I have not played many of these game types mentioned simply because I want a story.  So, if you have any examples that have a worthy story, please share them.

Why is Narrative Important?

To me, there is nothing more important in games then the story.  I was raised in a family of book worms, and as such rate my enjoyment of other entertainment mediums based the story content provided.  For example, I enjoy playing survival horror games but have been unable to play a non-story driven game such as Left 4 Dead, over the more traditional campaigns of Resident Evil or Dead Space.  For me the reason is simple, L4D is primarily for multiplayer, Resident Evil is not.

Another example of my story-first mentality is the films I enjoy. To me, The Matrix is as close to a literary masterpiece as a movie can get.  With the myriad of symbological references in the movie, it is the perfect place for a scholar of literature to strive to piece them all together.  On the flip side, I find most comedies boring and droll because there is no real substance there.

How has Narrative been Implemented?

In the last couple years only one game comes to mind in which the narrative was exemplary and became more than a story, Bioshock.  I will be using this game to showcase my views on the importance of the narrative.  Warning, I will be discussing plot points, so be prepared for MASSIVE SPOILERS.

The rise and subsequent fall of a society has almost become a clichéd plot point in modern video games. Despite all of that, somehow Ken Levine manages to use this as an incredible centerpiece for the plot of Bioshock. Part of this is due to the spectacular way he brings Randian Objectivist philosophy into the mix of an egotistical man drunk with power, and a ruthless mobster obsessed with making more money and controlling everything.  For those who have no idea what Objectivism is I will define it, but highly suggest reading more here – Objectivism.

“My philosophy [Objectivism], in essence, is the concept of man as a heroic being, with his own happiness as the moral purpose of his life, with productive achievement as his noblest activity, and reason as his only absolute.”  —Ayn Rand, Atlas Shrugged 35th anniversary edition

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I could dedicate an entire post to objectivism in Bioshock, but suffice to say it is there, especially in the banner pictured.  The narrative goes far beyond the portrayal of a culture disintegrating, to the more personal viewing of key individuals and their thoughts during the period before the game.  In most other games the meat of the narrative is in the gameplay, not so in Bioshock.

Unlike in Halo where you play out the primary narrative from the perspective of one character (Master Chief); in Bioshock there are no fewer than seven primary narratives intertwining to paint a somber picture of a group of people in the process of self-destruction.  To take it one step further, most of these primary narratives were told through audio diaries and short face-to-face encounters, instead of the more conventional cutscenes.  If that wasn’t enough, we as gamers got the wake-up call of a lifetime with one simple phrase: “Would you kindly…”

How does this all create a compelling narrative?  The reinterpretation of goals in gaming combined with the intertwining of individual character’s stories told in a nontraditional manner conspired together to create a more haunting story path.  Speaking for myself, I can truthfully say that the desire to know what happened next in the story of the Fall of Rapture is what compelled me to complete the game, not an overwhelming desire to complete the game.  The haunting degeneration of humanity through the insanity inducing Plasmids, paints a picture of humanity at its very lowest.

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One particularly poignant moment for me was near the beginning of the game.  Listening to the diaries left by Dr. Steinman, seeing all of his graffiti, and finally seeing firsthand the mental degradation of a brilliant physician was a jarring introduction to Rapture.  Before you arrive, his ultimate undoing was the subsequent irrational desire for achieving the impossible.  The finality of your encounter, where he has clearly lost his humanity and become a psychotic killer, was a brilliant stroke. The player is forced to view his deprivation first hand and are unable to progress further without exacting justice.

This justice further showcases the fall of Rapture because the very act of judging another person and exacting punishment is in direct opposition to Objectivist philosophy.  That moment was the first in a long series where we as gamers became the third-party onlookers of a society destroying itself from the inside out.

What Causes Narrative to be More than a Story?

Ray Muzyka, CEO & GM of BioWare, addresses this question quite well in this interview with GameDaily:

“It’s not narrative in the game that’s the thing. I think it’s the emotion, that whatever play experience you’re having… it’s the emotion you’re feeling that makes you feel connected to it. That’s why art resonates…”  –  Ray Muzyka, Interview: BioWare On Narrative & More, GameDaily.com

The definition of narrative that Ray uses is that of a story, but his point is valid.  A narrative is nothing more than a story until it evokes an emotional response.  Think back on the storylines in games that were the most memorable. They all evoked some sort of emotional response.  Bioshock took the direct approach by using depravity and loss of humanity to invoke disgust and revulsion, while at the same time instilling a curiosity as to what was the cause.  Mass Effect used empathy for characters. I know it took me several minutes to decide whether to save Ashley or Kaidan during my first playthrough.

Personally, the most poignant story moment in gaming in recent memory was during the final cut scenes of Metal Gear Solid 4.  When Sunny asked Otocon where Snake was and if they would ever see him again, I felt sorry for them because of the loss that they were experiencing.  Does a great narrative require such an emotional response?  I would say no, but the stories that stick in a gamers mind years later are those that cause them to examine themselves.

Final Thoughts

The use of narrative in video games is not a new phenomenon, but as the medium matures so do the stories.  Looking back over the years, video game narratives went from the clichéd (save the Princess Mario!)  to the complex (save the galaxy Shepard!).  In between there have been many stories and many games, but I will forever be looking for those that engage me on an emotional level.  If you have any examples of games touching you emotionally or games that you feel had exemplary narrative components, please share in the comments.

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