Ready… Be fought against!
Previously on Spectre Collie, I got alarmed at what I saw as the rising sentiment against storytelling in videogames. The people on the message boards and blog comments kept saying that storytelling and interactivity are mutually exclusive, that story-based games aren’t games at all! And notable people like Will Wright were making proclamations that the old ways are dead, and sandbox games are the future.
I did the most sensible thing in response: I made a game that proves storytelling and gameplay can not only co-exist peacefully, but can support and enhance each other, turning videogames into the most engaging storytelling medium there is.
Wait, hang on — I didn’t do that, because really, who has that kind of time? Instead, I started writing a series of lengthy posts on a low-traffic weblog about it. And as it turns out, I was being a little reactionary. It’s never a good idea to interpret postings on message boards and comments on weblogs as being accurate, objective indicators of public opinion. And Will Wright’s championing sandbox games is about as alarming as Frank Miller advocating stories about whores.
Three of last year’s biggest releases — The Orange Box, Mass Effect, and BioShock — were mostly story-driven, and the two that I’ve played found ways to start innovating with storytelling in a big-budget high-profile title. And if you look at the schedule for this year’s Game Developers’ Conference, you’ll see dozens of seminars about how you approach videogame storytelling. So either the field is still wide open for story-based games, or game developers will say anything to get a free pass to a conference.
Still, I know where my paychecks are coming from, and I do like to pontificate, so I’m going to keep on trying to debunk the Myths of Interactive Storytelling, responding to actual statements I have read on the internet.
Myth 3: Storytelling is inherently passive.
This one usually comes up whenever a Hollywood type announces plans to get into the videogame industry. They’re all doomed to fail, apparently, because movies and TV shows have nothing in common with games, and there’s nothing to be learned from passive, old-school media. Every time you try to apply the techniques of cinematic storytelling to a game, you’re killing the interactivity and stabbing a dagger into Mario’s heart.
The reason this is bunk is pretty simple: it assumes that communication between an artist and audience can only go in one direction at a time. In a movie, you shut up and watch while the filmmakers tell you a story. In a game, you’d like to get to playing at killing bad guys and saving the world, but the designers refuse to shut up and instead keep trying to tell you a story.









