http://blogs.ign.com/DSU_DANIMAL/2009/09/06/128238/
The topic that has been most prominent in recent months has been the use of narrative in video games. Gaming has primarily been an outlet for people to relieve stress, socialize and have fun with an interactive medium. For the most part, video games have been viewed as a small distraction in the everyday lives of people. Games like Guitar Hero, Wii Sports Resort and Madden (or other sports games) have been great examples of games that can bring people together. But some gamers desire more in the narrative sense, and developers, as well as publishers, have been trying to find ways to expand the story telling quality of video games.
Video game characters are meant to be silent. Think of the most beloved characters of all time; now, realize that most of them are mute. Mario, Link and Samus are completely silent, yet there’s such a connection between them and the gamers. This is because the gamers actively own the role of the characters they play. When a game developer creates characters that have fully fleshed-out personalities, it’s tough to create a connection unless the player is in line with the character’s values.
The best story told in a game is the one where the player is almost completely detached from it. The player embodies the main character in a game, and if the main protagonist has a distinct personality, then that can create a rift between the player, the game and the narrative. Half-Life 2 is my favorite game because it ties together a narrative that has compelling characters, a silent protagonist and drama that never seems overly cheesy or over-the-top. If Gordon Freeman had his own personality and dialog, the game would have never made quite the impact that it produced.
At first it can be rather jarring to have a silent protagonist that is acknowledged by other characters, but this allows the player to formulate their own thoughts on the subject at hand. Half-Life 2 allows the player to become immersed in the world, create their own thoughts and truly own the character of Gordon Freeman. When the underground resistance begins helping Gordon through the dark corners and crevices of City 17, the player feels a sense that these people are working in tandem with each other to help the player progress.
Anthony Burch of Destructoid makes a case for this in his popular Rev Rant videos. The example that he uses is Cole from Infamous (PS3). Cole has a close friend and a girl friend that he cares about, so the onus is put on the player to care about these characters as well. The game expects you to understand the history between characters, and in turn, feel empathetic towards them. But what if the player finds Cole’s friend and girl friend to be absolutely annoying? Then the player is more apt to not care for the characters and then cease to care about Cole. Then Infamous becomes nothing more than a running, jumping kill-a-thon.
Developers have been trying to fit in a good narrative with polished gameplay, sound and visuals, but very little success. Writers are very comfortable with writing a linear story with a well-rounded protagonist, supporting cast, plot, themes etc. But the interactive medium has a completely different set of rules. The other obstacle for writers is that story driven games are not nearly as profitable as shallow, action-packed video games. Daniel Floyd explains that the astronomical costs of video games can often deter publishers from accepting new ideas, and opt for the safer, profitable franchises.
Despite the alarming rate at which shallow games are being released, some publishers are willing to take the plunge into experimental grounds. EA released Mirror’s Edge to extremely mixed reviews. While they fell short on several points of the game, they still were able to step outside the box and deliver something that resembled a breath of fresh air. Keep in mind that this was released by the monolithic EA, which should be seen as a small accomplishment and they should keep their current efforts of developement.
Games do not need every single character to be fleshed out. The player embodies the protagonist, guiding them through the trials and tribulations ahead. The silent protagonist with a great supporting cast has the potential to grab and hold a player through a long experience. The player is then free to feel a range of emotions between the characters presented in the supporting cast. Publishers should also not be afraid to step out into the unknown and create something that can make the argument for games as art legitimate. If they are afraid of the gigantic costs of developing an experimental title, then they should create teams with a more “indie” style of focus.













