I had an interesting chat over cake with a few friends
recently (because that’s just how we roll), and the topic of cutscenes in games
came up. Opinion was split over whether they were a ‘reward’ that enhanced
gameplay, or a nuisance that got in the way of the whole experience.
This got me thinking; do we care about the story in the
games we play?
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| This cake is not a lie. (Source: bbcgoodfood.co.uk) |
Some of the most popular games have no story at all; there’s
a reason you can’t recall the epic story arc of ‘Tetris’. At the other end of
the spectrum, popular and critically acclaimed franchise ‘Metal Gear’ has been
going for twenty-five years, and all of the ‘Solid’ titles have more cinematic
footage than your average feature-length film.
A game needs an objective, a goal that gives structure to
your playing time. This can be as simple as ‘get all of your coloured counters
home before the other players’ or as epic as ‘Escape from a POW camp without
being caught by Nazis’. I remember playing ‘Frustration’ with my gran as a
child, but ‘Escape from Colditz’ is the game that sticks in my memory. Hiding
in the safe house, obtaining corned beef rations, hoping to get the jeep card
that multiplied your dice score by six…
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| Sunday afternoons with my dad. (Source: cookdandbombd.co.uk) |
Really, the gameplay itself is quite
simple; move around the board to collect items and reach ‘home’ while avoiding
your opponent. What sticks with you is the story that the board game conveyed
of Allied POWs working together to escape their prison and fight on another day
(Interestingly, the designer – Pat Reid – was an escapee from Colditz himself).
So, it stands to reason that a game with little story would
be boring and unmemorable, right?
Tell that to Nintendo. Their biggest franchise is Mario;
he’s their mascot and their biggest earner, having sold over 240 million games
to date featuring the moustachioed plumber. What’s the compelling story that
players are swept into as they run, jump and grab coins throughout every game?
The princess has been kidnapped; find her.
That’s it. That’s the whole premise for every single game. People
can’t get enough of Mario and his adventures, be they 3D or 2D, and the story
is thinner than a catwalk model.
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| 'Surprise! Now we're going to unleash our dastardly plan to-' 'I know, dude. I know.' (Source: Hooked Gamers) |
Think back to Tetris. The game designed by Alexey Pajitnov
in his days off from working at the Dorodnitsyn Computing Centre has sold over
125 million copies. His colleagues loved it and, to cut a long story short, it
became a worldwide phenomenon. I bet you’re humming the in-game music right
now. I also bet you can’t tell me what the story is, chiefly because there
isn’t one. There are blocks, you need to tessellate them before they fill up
the screen. End of.
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| Possibly the greatest marketing slogan in the history of mankind, not counting 'Don't push me, push a Push-Pop!' (Source: Wikipedia.com) |
All of this surely means that we don’t want story in our games.
Story gets in the way; keep stories out of our gameplay!
Yeah. Tell that to the fans of the ‘Metal Gear Solid’ saga,
the twenty-five year old franchise (if you include the first two ‘Metal Gear’
games) comprising twelve games, with the exclusion of the myriad of remakes,
online missions and portable instalments. The complex, overarching storyline of
the entire series spans a fifty year timeline and covers the morality of war,
loss of humanity, PTSD, bioethics, the paranormal, the control of social zeitgeists, deception, broken hearts, homosexuality and sacrifice; and that’s just
for starters. The epic cinematic cutscenes that run through every game have a
length that would put most films to shame. In fact, the games often
feel like frustrated films; when you find yourself being interrupted every ten
minutes of gameplay in order to be shown a cutscene of equal length, you start
to wonder if director and franchise creator Konami really just wanted to make a
series of films, and is sitting at home feeling increasingly frustrated that
you’re ruining his experience because you keep accidentally making Snake climb
out of his hiding place and alerting the guards.
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| 'Damn it, player! You're destroying my vision!' 'Umm... Oops?' (Source: IGN.com) |
Perhaps you’re thinking, ‘I would never want to play a game
where I spend so much time just watching cutscenes; I go to the cinema for
that!’ Well, given the franchise has sold over thirty million games, I’d wager
plenty of people disagree with you. A quick search on Google will turn up
hundreds of websites where people spend plenty of time debating the story, the
characters; or even write fanfiction and produce fan art around the many
characters and storylines of the ‘Metal Gear’ franchise. Clearly the huge
complicated story has touched people in many ways, which seems odd when you
think about those popular games that don’t even bother.
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| 'Ah, that's better. You can't spoil my story; just sit there and don't touch anything.' (Source: IGN.com) |
Story can be a great way to make people remember a game, but
there seems to be two major risks if you want to do this:
Not Another Cutscene – Let Me Hit Every Button Until I Find
One That Skips This…
Some players love to watch those long, lovingly animated
cutscenes with clever dialogue and interesting plot points. Others feel such
events are disingenuous; they came to play a game, not watch a film. So, how
can you create a compelling narrative that makes a game stick in the players
mind without running the risk of them avoiding your efforts by skipping it?
Story doesn’t have to involve hours of epic cutscenes; you
can convey a strong narrative in a game using very few non-playable moments. I
distinctly remember playing ‘Sonic 3 and Knuckles’, the game SEGA made in 1993
that was too big for one cartridge, so they developed lock-on cartridge
technology in order split it into two. That had a truly compelling story for
the time and genre; Sonic and Tails find themselves on a mysterious floating
island in the sky where lone inhabitant Knuckles the Echidna seems hellbent on
destroying them. As the game progresses, you discover that the evil Dr Robotnik
(AKA Eggman) has been playing you all off against each other in order to steal
the island’s precious Master Emerald – which keeps the whole island afloat – in
order to use it as a power source for his copyright unfriendly Death Egg.
Sonic, Tails and Knuckles team up to stop him and save the day. This whole
story is conveyed in – at most – around three minutes of silent animated
in-game sequences, all of which allow you to control your character.
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| Knuckles has been betrayed by evil Dr Robotnik? Le gasp! He's mad as hell, and he's not going to take it... (Source: own) |
A more modern example of this is in ‘Donkey Kong Country
Returns’. Here, Donkey Kong’s island friends are hypnotised by bad guys and are
used to steal all of Donkey Kong’s precious bananas. When the Tiki villains try
to hypnotise Donkey Kong in the same way, they are met with a rude awakening
that the player is able to deliver themselves. The cutscenes are not in-game,
but they are silent and economical. These tell a humorous tale with an element
of threat, and do so with limited interruption of your gameplay experience.
‘Show, Don’t Tell’ Versus ‘Do, Don’t Show’
Games are meant to be a completely interactive experience,
whereas stories are generally a rather passive medium; you control the progress
of a game, whereas your progress is controlled by the pacing of a book or film.
As these two notions seem at odds with each other, surely the story runs a risk
of impeding the gameplay?
A pivotal moment in ‘Metal Gear Solid’ involves a brutal
torture sequence where you can control the game’s ending; if you submit to the
torture, then rookie soldier and potential love interest Meryl will be killed.
If you resist it, she will be spared and your character can sled off into the
sunset with her. Which is great; as the player I am controlling the story by my
actions.
However, this is seriously negated during the major twist in the game. Your character Snake has been instructed to deactivate the nuclear capabilities of Metal Gear REX by use of a very poorly designed emergency shutdown. This system works on a toggle mechanism and can only be set once; if the nuclear missile has been activated, use of your PAL key will deactivate it. If it is dormant, use of the PAL key will activate it. Either way, there’s no going back.
At this point in the game, it’s fairly obvious that your character is being duped into arming Metal Gear REX’s nuclear missile, but there’s not a damn thing you can do about it. If you want to finish the game, you have to go along with it, even though you know it’s stupid. Suddenly, the story is actively pulling you out of the gameplay.
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| Quick! Press 'A' to resist! The startlingly accurate recreation of surviving interrogation in 'Metal Gear Solid: The Twin Snakes' (Source: IGN.com) |
However, this is seriously negated during the major twist in the game. Your character Snake has been instructed to deactivate the nuclear capabilities of Metal Gear REX by use of a very poorly designed emergency shutdown. This system works on a toggle mechanism and can only be set once; if the nuclear missile has been activated, use of your PAL key will deactivate it. If it is dormant, use of the PAL key will activate it. Either way, there’s no going back.
At this point in the game, it’s fairly obvious that your character is being duped into arming Metal Gear REX’s nuclear missile, but there’s not a damn thing you can do about it. If you want to finish the game, you have to go along with it, even though you know it’s stupid. Suddenly, the story is actively pulling you out of the gameplay.
What if you want to create a compelling narrative, but
without breaking up the gameplay in any way? This is where utilising the
gameplay itself to convey the story comes into play. Can you allow the player
to uncover the story by doing?
‘Metroid Prime’ seemingly drops you into the middle of
gameplay with relatively little set up; after a brief tutorial level, your
character Samus crash lands on an alien planet. However, most of the backstory
and plot is revealed through scanning various artefacts and log files. The more
interested you are in the story, the more effort you can make in scanning your
surroundings and reading tales of Phazon madness as recorded by the Chozo who
once inhabited the planet. The game is set up so that you need to scan certain
items, so the chances are that your curiosity will be piqued enough to keep
searching. Another interesting aspect of this is how the various log files and
diaries that are available to you will often forewarn you of specific hazards,
adding an element of dread to proceedings as you travel through the areas.
Fighting a huge boss is all well and good, but when you’ve spent the past five
rooms reading records of how it has killed several of its Space Pirate handlers,
you’re really left feeling a little nervous.
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| Metroid Prime - a game with biology field notes! (Source: Metroid.retropixel.net) |
This mechanism is used throughout the Metroid Prime Trilogy,
and isn’t restricted to simply providing exposition or hyping up enemies. In
‘Metroid Prime 2: Corruption’, there are a number of diary entries you can
access from the helmets of the dead crew of the GFS Tyr. As you can access them
at random they seem relatively unimportant; especially the amusement of one of
the crew when a rookie had regaled them with tales of your character’s derring
do, and the grousing of one trooper fed up with not getting to do anything
useful and voicing the opinion that Samus wouldn’t have to put up with being
sidelined. When you put the pieces together, you realise you’ve read the story
of an eager young female rookie who, inspired by your example as a
Galaxy-famous bounty hunter, joined the Galactic Federation to make her mark on
the world and was killed on her first mission. Makes you feel proud to be
alive, huh?
There are also moments of black humour in ‘Metroid Prime’;
there are Space Pirate log files that wearily remind the crew that ‘Metroids
are not pets; Metroids are not to be used for target practice’. I personally
found the useful files pertaining to successful attempts by the Space Pirates
to reverse-engineer your weapon technology (thus creating enemies that can only
be hurt with specific weapons) very funny when they dispassionately chronicled
the failed attempts to recreate Samus’ morph ball technology:
Speaking of black humour, ‘Portal’ also builds a compelling
narrative without using cutscenes. In this game, your character Chell wakes up
in a laboratory testing facility; there’s no backstory and no clue what you are
doing there, except for the computer which introduces itself as GLaDOS and instructs
you to complete the tests laid out in the environment. As you keep playing and working
out how to get through each puzzle room, GLaDOS makes increasingly darkly
humorous comments regarding the perils of going outside, as well as the
callousness of the Aperture Science facility you are currently in. As well as
being written in a blackly comic style, these messages are pertinent to the game.
You swiftly realise that GLaDOS is also clearly a little damaged, given some of
the nonsensical things the computer spews out over the intercom. As a result,
the twist ending does not come out of left field, as you have received several
hints of just how much danger you are in at the hands of the nefarious
operating system.
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| The moment that launched a thousands memes... (Source: Gameinfomer.com) |
There are many compelling reasons to include story elements
in any game where this will enhance the experience; most notably the fact that,
when done well, it will create a memorable experience that will stay with
players long after they’ve switched off their consoles or PCs. There are also
pitfalls, as it is equally easy to put players off with overly complex stories
and cutscenes.
Having said all of that, for every player that doesn’t want
even a five second animation to get in the way of their gameplay, there are
those who eagerly watch film-style cutscenes every time they replay a game. The
trick is presumably to find a happy balance that works with the game you’re
trying to create, and to realise that sometimes it’s okay to break the rules.













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