Your favorite game’s “awesome story” merely goes through the motions when portraying conflict

The protagonist mulls over destroying the food supply of an entire town to gain some strategic advantage. The team pipes in: “Are we really doing this?”, Alice asks; “I guess there is no other way,” Bob sighs, and that’s that. Once the deed is done the town mayor’s elite guard chases the team and shouts: “You will pay for this!”. The chase sequence is over. Total casualties: twenty people, and seventy thousand more in a month or so. The incident is brought up exactly once later in the game, where Alice notes that “we maybe overdid it blowing up that food supply”. The game is full of this kind of stuff, and is hailed as “exciting” and “eventful”.

Your favorite game’s “awesome story” is carried by an episodic plot

This is a flaw so old and so pervasive that Aristotle complained about it: just one thing after the other. Oh no, we’ve got to hit the road! Oh no, the chariot broke. Need to get spare parts. Oh no, the nearby village is full of killer robots… Oh no, the killer robot repellent stocks are in the next village over… Oh no, the people of the next village over are starving and hostile… Oh no, all the emergency food rations have been claimed by bandits, and the bandit leader refuses to negotiate on account of the roadblock to the southeast, etc, etc, etc…

Now of course this is less of a problem if the audience is at least forced to concede “wow, that was some experience dealing with the chariot breakage”, “wow, that was some experience getting the spare parts”, “wow, that was some experience dealing with the killer robots”. But in practice stories are often built this way in a futile effort to achieve a magic gestalt effect where a sequence of forgettable episodes is somehow more than the sum of its parts.

Your favorite game’s “awesome story” is one of those pieces of ‘environmental storytelling’

Imagine a person who claims that in terms of pure gameplay mechanics, walking simulators are generally superior to soulslikes. They explain that it’s exactly the fact that walking simulators do not involve strategic decision making, hair-trigger reaction times, or skill with controller input, that makes them typically such a master class in mechanical design. Because you see, these things are all crutches, and the superior philosophy is for the game mechanics to engage with the player without relying on these crutches, as the typical walking simulator does.

This is what it sounds like to me when someone extols the virtues of the “amazing story” in a game where none of the characters have friends, families, conversations, goals, fears, or first names. At that point you’re way past “less is more”, you’re practicing narrative homeopathy. I’ll grant maybe the game is a compelling piece of art, and that’s something different.

Your favorite game’s “awesome story” robs the player of a basic sense of agency

It is generally not awesome for the player character to join a cult, agree to assassinate their boss’s boss, cheat on their life partner, pick a side in a major power struggle, voluntarily inject themselves with an experimental nano-fluid, etc, without the player’s consent.

Your favorite game’s “awesome story” is a 5-hour affair fit into 50 hours

Half a book page’s worth of plot. 4 sidequests, 10 errands, 80 points of interest, 3 broken bridges, 2 days of real time. Half a book page’s worth of plot. Repeat.

Your favorite game’s “awesome story” falls apart the moment you try to put yourself in any character’s shoes and consider their supposed motives and means

There isn’t a dull moment: backup plans are revealed, friendships are made and ruined, alliances are brokered and broken, bold gambits are attempted and thwarted. But wait, didn’t Alice swear to destroy her father’s company? So why did she agree to call in a favor with that elite mercenary unit last mission, when we decided to run a crucial errand that helped stabilize the same company? And where were these mercenaries back in mission 1 the moment things went south and we were surrounded by 30 armed bad guys? Also, isn’t this the third time already that Eve’s changed her allegiance? At this point the Nutella conspiracy that she is orchestrating goes, what, four levels deep, and she has been able to act perfectly and maintain the deception for each level so far until revealing the next?.. “We will bypass the front security using this special security-bypasser that I have assembled for this mission”, says Qarxas the alien; this useful contraption has never been brought up before, and will never be brought up again. See also: mind control, parallel universes, get-out-of-death-free cards and time travel. Of this, H. G. Wells famously said: “If anything is possible, nothing is interesting”.

Your favorite game’s “awesome story” at its core has, let’s be tactful and say a pathological fixation on things as opposed to people

The story’s central conflict is fundamentally and entirely about the nuke and the facility and the energy field and the virus and the organization and the protocol etc etc. The people are set pieces; at best they get to momentarily be people while caught up in all the above, at worst not even that.

For some reason sequels are extra eager to walk into this trap, thinking the energy field and the virus are what made the original so compelling, so this time let’s have the story revolve around 3 energy fields and 8 viruses. Actually what made the original so compelling was the distraught scientist who worked herself half to death on a vaccine and got all the players to root for her because hey this is just like that time they pulled 3 all nighters in a row on that project. Unfortunately the sequel kills her two minutes into the intro, so as to establish that virus #6 is not fucking around and everyone is in really serious danger this time.

Your favorite game’s “awesome story” is just a bunch of jerks speaking in riddles over and over

Come, friend; it’s time that all questions be finally answered, and all mice go back to their holes, and the mighty be brought low. Or were we ever friends at all? Are you going to surrender to these doubts or push through, like a mother pushes through when she gives the gift of life? Can we break free of the past? Can we forge a future? Have you stopped to consider whether we should? What price are you willing to pay to make that happen? Can you tell the difference between good and evil? Truth and fabrication? Competent prose and whatever the hell this is?

Edit: Christ almighty where’s the “disable inbox replies” button on this thing

  • I feel like it would’ve made sense to include some real examples. Otherwise this just reads very… made up? :'D

    Not sure how to explain, but the simplistic nature of the stories you use as examples make the whole text feel a bit like an angry strawman argument even though it probably makes some good points.

    • yeah it’s kind of a weird post with the way it’s all worded. framing it in a “why what you like is wrong” way probably hurts it more than anything. it doesn’t invite discussion and is more or less just a ranting if you’re not giving examples.

      it’s not like anyone here is trying to force someone to like the same games they do and the first thought I had after reading was “okay…”

      Personally I like all sorts of storytelling as long as it’s involving topics/genres I’m interested. Lovecraftian setting? inject it into my veins. stories about realistic depictions of depression and suicide - sign me up. There’s not a singular formula that all my favorite games need to adhere to - why would anyone want all their story structures to be so rigid and similar?

      Anyways one of my favorite games, probably my overall favorite, is Control. It does a lot of ‘show, don’t tell’ while also having an incredible amount of world building there for you to engage with if you’re interested. The setting is like they tailor-made this for my interests. So pumped for the other games coming out in that universe

        • if you ever try it out, let me know what you think! if you’re looking to enjoy the story more without focusing on the gameplay mechanics, they have a ton of modifiers you can use that give you more/infinite health, energy, and damage. I also recommend the Ultimate Edition that comes with the DLC since the DLC is pretty substantial and adds a lot of really cool settings. There’s also some secret mods you can get there for you weapons that make them so much more fun. Plus with the Ultimate Edition on console it runs at 60fps which makes the game feel waaaay better

    •  nlm   ( @nlm@beehaw.org ) 
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      121 year ago

      Yeah… I kind of… don’t get the point of this post.

      Ok, so… you don’t like a bunch of stuff. Examples?

      And what do you like? No game stories at all?

      • The point is “I’m better than you” and if you don’t agree then you’re wrong for liking the things that you do.

        It’s like if the protagonist of this post went to a village and proclaimed that the way they were farming was wrong because they’re following a simple formula of planting seeds, watering them, watching them grow and then, see? I made up this weird scenario to explain why they’re wrong and I’m right. Why don’t you get it?

    •  bh11235   ( @bh11235@infosec.pub ) OP
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      21 year ago

      I can name my top 5 favorite examples for each of these, but my experience is that naming a specific game and lobbing criticism at it never leads to a productive conversation. Yeah I have to hear your criticism that the post is worded in this way that makes people suspect I’m literally talking about their favorite game, but you haven’t seen people being literally told that I am talking about their favorite game and reacting accordingly to that. Give me the former any time.

      This isn’t a post about “why what you like is bad”, it is a post about the ease of showering superlatives, and how this turns these superlatives meaningless – especially for people reading a review and trying to understand what quality of experience they can expect. Personally I’ve just stopped giving the claim “game X has an amazing story” any credibility. I filter it out like it wasn’t there and continue reading.