Mon 10 Nov 2008
Game Analysis 11: Understanding Story Driven Games
Posted by camisuke under Game Analysis, Games
No Comments
I’ve always been fascinated why it is that I so enjoy games like Dreamfall: The Longest Journey and Shenmue. Another game in the same genre, which failed to capture my interest, was Indigo Prophecy. In this piece, we explore what makes this type of game attractive, where the enjoyment comes from, and where the other games might fail in this genre.
Before we get into details, we should be clearer exactly what genre we are referring to. The games that fall into this category are typically third person, adventure based games with the primary driver of the action being the storyline. The characters are important and develop throughout the storyline. Usually, the plot unfolds to the player in the same way it would to the reader of a book. Games in this category are often referred to as adventure titles, and understandably so, while games like Indigo Prophecy prefer the term interactive film.
Regardless of the category, there are a few elements that appear common throughout all of the story driven adventure titles:
1. Presentation and graphical quality are important. Background scenery, the setting and the player character all have to look great, if not state of the art. Action takes second chair to the storyline so the fine details in the presentation have to make up for it.
2. The attention to detail plays a special part of these games. Shenmue for example goes to the extreme making every drawer in desk open, and every item on a shelf moveable. Ryo, the main character in Shenmue can keep a collection keepsakes from your travels including photos, key chains, lighters, maps, and scrolls of kung fu moves. Soda and candy machines work in the game, every person walking down the street has voice-acted dialogue, and all doors can be knocked on even if no one answers. It’s these details, which bring a sense that anything is possible within the world the gamer is immersed, even if in reality the size of the fantasy world setting is small. Dreamfall adds small details in the extensive voice acted dialogue and narration as well as the background scenery. I’ve found myself staring out into the skyline of Capetown as Zöe observing the little spaceships flying slowly in commuter traffic in the distant sky. Dreamfall took great care in dressing their fantasy world with special touches, which make the world believable. Action titles can omit detail like this as the player’s attention is primarily focused on the action, fighting mechanics, short-term goals, or grinding.
3. The player character is almost always an everyman type character. The story often opens with the action coming to the player character, not the other way around. Ryo’s father was killed, leaving him to unravel the mystery surrounding his death. Zöe’s ex-boyfriend suddenly disappears after asking her for a simple favour. She embarks on a quest to search for him. Indigo Prophecy puts you in many player character’s shoes, slowly revealing the storyline through overlapping perspectives, but the beginning action, a murder, is initiated on your behalf.
4. Time is typically unlimited. The player is not often challenged in fast paced stressful situations. For this reason the anxiety found in action titles, which require instinctive action is often replaced with puzzles and brain teasers which require clever tactics, pattern analysis, and thinking outside of the box. The challenge certainly exists, but in a different form – one which is not demanding of haste. This can lead to a sense of relaxation which caters to the casual gamer, who many want a challenge, but without the anxiety of PvP or fast paced action titles.
Photo: Dreamfall has wonderfully immersive settings
5. There are short, medium and long-term goals. The medium goals advance the storyline and the long-term goal is to conclude the story and learn the ending. The goal becomes the story. This requires that the story be enjoyable. If the story fails to catch the player’s interest, the game has failed the player.
6. The player has to care about the characters, or at least some of them. For this reason, the characters, like the story, have to be interesting, believable, the player must identify with them in some way. This was discussed earlier as Fantasy, Fiction and Narrative and the pleasure found from character identification.
Photo: The romantic element of Shenmue we can all identify with.
7. It has been commented that since Gone With the Wind, romance has taken front seat in the movie industry because romance is universally admired and allows filmmakers to market to larger audiences internationally. This trend is often leverage in games as well, often involving romantic themes to help players identify with the characters.
Just as the focus and strength of the story based game involve what was discussed above, there are ways to ruin the experience of the story-based game. Indigo Prophecy, unfortunately, ruined the experience of the adventure for me. Many action scenes requiring spontaneous action were laced within the storyline. For example, you wake up within the story from bed, to a knock on your apartment door and find it is a police officer. You are tasked with hiding all the evidence of a murder you committed (bloody shirt, etc) before answering the door, and a timer is started. I failed this task multiple times searching helplessly for what tasks needed to be completed before opening the door. The only method I found worked was that each failure identified one item I had missed – the cop would see the blood on the towel, so put the towel in the hamper next time, etc. Another timed event placed you in a cover-up where you needed to save a boy and provide “mouth to mouth” playing some sort of mini-game with the buttons. The anxiety of these tasks ruined the experience as the failures resulted from not understanding controls, and relying on trial and error rather than problem solving skills. Just like in tabletop RPGs, if the player is going to fail, or die, it better be based on a poor decision, not on lack of understanding of the options, controls, camera, or situation.
Many adventure games involve mini-games within the regular game. Shenmue literally includes the previous Suzuki titles, Afterburner 2, Super Hang-On, and others, Dreamfall has mini-games for hacking with your cell phone, but Indigo Prophecy relied too heavily on these games rather than the story. It was enough to ruin my “flow” and pull me back to the surface and discontinue the game.
Story based adventure games have come into their own since the mid-1990’s when audio technology opened the door for deep narration, character dialogue and other immersive elements such as moving background music. The genre will likely evolve toward the interactive fiction realm in the future, as Indigo Prophecy suggests, perhaps becoming the paperback of the next generation.
References:
Neal Stephenson comments on romance in movies:
http://fora.tv/2008/05/08/Neal_Stephenson_Science_Fiction_as_a_Literary_Genre
Stumble it!












