From
the present day and dating right back to the beginning of time we can see
evidence of storytelling all around us, there are many different styles and
approaches whether it be oral traditions, film, theatre, television, text or
even cave paintings. Thought this article I will explore the essential features
of modern day story telling in game and explain the many different factors to
consider and the different approaches that can be taken. I will explain all of
these in detail giving my opinion and many examples along the way.
One of
the first games to have every been made was Pong, this was a competitive game
of virtual tennis played between one person and the computer, the story of this
game is very simple, the ball gets faster the longer the game goes on until one
player loses therefore meaning the other player wins, this game was released in
1972. 9 years later in 1981 Donkey Kong was released, this game has a more complex
story as the player is the protagonist, you are trying to rescue Pauline who is
being held hostage by Kong the villain, while working your way up the ladders
Kong is throwing barrels down which you must jump over in order to work your
way up to save the princess. As you can see in 9 years’ story telling in game
had advanced to give the player characters and a story the can relate to and
get involved with, little did they know just 15 years on in 1996 Tomb Raider
was released, in this game the user is playing as Lara Croft, an adventurous
architect who rummages through caves and unseen land in the search for
treasure. The main difference between Tomb Raider and Donkey Kong is that the
story line is more complex due to the fact there are multiple sub stories that
lead/help Lara (the user) to the main objective, this is not seen in Donkey
Kong as the player must simply get a high score repeating the same level as it
gets more difficult therefore meaning Tomb Raider is more complex and arguable
more fun and interesting to play. In 2004 Rockstar Games released Grand Theft
Auto San Andreas (GTA). This is where the user plays as Carl Johnson aka CJ
through a series of illegal jobs and heists in order to run the streets of San
Andreas much like Tomb Raider there are many sub stories with the main
objective in sight meaning in the 8 years between the two games the story
telling side of games has not changed that much however in this time things
like graphics and render speed has increase enhancing the game play. Finally
Call of Duty: Black Ops 3 (COD) release in 2015 has a different story line
compared to the last three games due to the fact you can play as 9 different
characters each with two different weapons or skills which will benefit your
game in different ways, the main objective of the game is to earn the dark
matter camo for all the weapons by accomplishing different milestones set for
each weapon earning different camos as you complete each one. In this sense COD
is similar to the Tomb Raider and GTA however unlike these two the player plays
the same maps randomly selected over and over where as in Tomb Raider the
player passes through many different settings when working towards the final
goal however in GTA the player is free to roam in one giant map in which the
sub stories are set. Since 1972 to the present day story telling in games has
become more complex and now more than ever do the players feel more emotionally
involved in the game and feel they are on a path with/as the characters due to
the exciting story’s and objectives. The journey the players go on while
playing games leads to passionate fan bases enabling events such as EGX to take
place this is where companies come to preview their latest technology and games
at one large convention.
Today’s
gaming market is worth approximately $4.2bn, there’s thousands of different
games of all genres meaning there’s a video game available to suit the majority
of people in the world. Action-platform games such as Mario Bros (released in
1985) include a lot of adventure, interaction and conflict with other
characters in this case Mario travels through many different maps as the player
climbs the levels encountering with enemies such as Bowser who he has to fight
in order to save the princess. First Person Shooter (FPS) games such as Call of
Duty first released in 2003 is where the player is in conflict with other
players or other beings in which they have to shoot at, in COD the player has a
selection of weapons which they can use to either kill other players online in
a series of different maps and games or they can shoot zombies either online or
offline. A Third Person Shooter (TPS) games such as GTA V (released in 2013) is
much like a FPS games from a different perspective or camera angle. In GTA V
the player has a series of objectives and missions some in which they will have
to shoot others while in conflict with them, Trevor (one of the main characters)
has a mission where he must hunt deer with Cletus, this is from a third person
view. Another genre of game available is
racing; an example of this would be Forza Motorsport 6 released in 2015, some
characteristics of this genre include friendly competition while trying to beat
others lap times or other players to the finish line. In Forza 6 the first race
in career mode enabled the player to drive the 2017 Ford GT among other super
cars. Fighting is genre in which people compete in conflict most commonly with
the aim to win money, respect or rankings; Street Fighter was a game in which
the player must compete against other characters such as Scorpion in order to
become the world’s best in martial arts. Tomb Raider is an example of an
adventure game, released in 1996 Lara Croft, an archaeologist, ventures into
the unknown escaping traps and overcoming obstacles in search of treasure. A
puzzle game such as Tetris gives the player a choice and makes them think about
their actions. Released in 1984 Tetris is a game where the player must
carefully align different shapes into place as they fall down, the aim is to
achieve the highest score. Role-Play-Simulation games such as Sims released in
2000 puts the player in a situation in which their actions make the game. In
Sims the player must build a thriving community, this game is very much like
real life however you can get other games such as Zoo Tycoon where they player
must build a zoo and ensure all the animals and visitors stay happy. There are
also other Role-Play genres such as sport. Fifa released in 1993 enables the
player to play football against other player or a computer generated team, the
player can also build up their own football team who they can play against
others with. Turn Based Strategy (TBS) games work by giving the player a choice
in what happens in the game, often there will be multiple choices each with
their own benefits in which the player must choose between, this will affect
the game. Hearthstone is a TBS game released in 2014, the aim of the game is to
beat the opponents, it is a virtual card game however the player can choose the
cards they take into the game beforehand. Finally, there are Real Time Strategy
(RTS) games such as Age of Empires first released in 1997. What makes a game a
RTS games is that time passes by in the game as time passes by in real life. In
Age of Empires the aim is to gather resources to survive and explore the map
available. Some people argue that a genre is limiting for the audience and
producers, in some respects I agree as some dedicated gamers who like specific
genres may be put off by a game with multiple or even no specific genres. I can
see how one specific genre could limit the capabilities within the game and
multiple genres may also confuse the players but on the other hand, multiple
genres may ensure that players stay occupied in the game and continue to play
it although this could lead to addiction in addition, if the game company has
already released a game and then releases a game with multiple genres they
could cross path resulting in a loss of sales for the other games to the
company.
Another approach that can be taken is the Hero’s Journey, this is a 12-part structure, the first section is the ordinary word, this is where the character will be living their normal life in their home environment, this can be seen in the Legend of Zelda “Twilight Princess” when the monsters break down his town and the door opens, he is called to adventure. The second section is the call to adventure, here the character will be given the opportunity to fulfil the adventure provided. The third section is the refusal; the character will turn down the opportunity of adventure weather that be they are comfortable with their current life or they have built up a family since last time so there is more too loose etc, Ezio from Assassins Creed II turned down the offer to fight unlike his fellow brothers. The fourth section is the Mentor/Helper, this would be where a being real or imaginary comes down to them and provides the support and encouragement to take the adventure much like when Otacon gave the Sneaking Snake aid through the codec in Metal Gear Solid. The fifth is the character crossing the threshold, this is the characters journey out of the ordinary, this could be going through a portal, going through a cave etc, in Fallout 3 the character travels through vault 101 to get to the post apocalyptic Washington DC. Sixth is the test/Allies and/or enemies, this is a smaller fight maybe as a warning for example they send a gang to beat you up sent by a more powerful character leaving the player a hint knowing a big event is coming up, this leads onto number 7, an example of this is a game would be the mini fights Luigi has to battle before he fights the spirit of the mansion in Luigi’s Mansion. Number 7 is the approach to the ordeal, here the player must prepare for what is going to happen weather that be gather recourses such as weapons or train harder so they can beat a stronger character. Following from number 7 is the ordeal at number 8, a fight or event such as a heist usually takes place here, it is a big even with a lot of risk involved as usually the character has built up relationships and status through the game leading up to this point meaning there is a lot to play for so to speak much like the fight between the living and the dead in Demon’s Souls. After the ordeal the player usually has to win to progress in the game comes a reward which is number 9, this could come in many different ways but it usually benefits the character majorly, things such as power, money or a loved one. Step 10 is the road back, here the player is returning to the ordinary world they started from in step one, they will re cross the threshold and return home. Step 11 is the atonement; this is where the character comes to terms with what they have done, their actions may have cost the life of someone near to them, the ordeal may have left them scared etc. Finally the last stage in the heroic journey is return, the character has made it and is now home and safe this is where they game usually ends. The Heroic Journey can be seen in not only games, the Lord Of The Rings trilogy very prominently follows the journey however it can also be seen in the Legend of Zelda video game, Link (the main character) wakes up in the ordinary world where he lives his day to day life, a mysterious voice tells him how a kingdom has been ruined, left with little information this is steps 1-3. Steps 4-5 are covered when he bumps into an old man who tells him how Calamity Ganon (Links’ enemy) was the one who destroyed the kingdom, Calamity stays in a castle where Link much get to in order to restore peace. Steps 6-7 is upon Links arrival at the castle, he finds it has been ravished by nature meaning he has to grow in strength and power in order to enter the castle and defeat Calamity Ganon before he breaks out and causes more disruption. Step 8 is Links fight with Calamity, which he wins, Peace is restored (step 9) and now the people can live their lives no longer in fear and start to rebuild the kingdom and their lives (steps 10-12).
Characterisation is one of the most important features of storytelling in game, it is creating a character that fits the story, this means the genre or actions that happen within the story have a massive impact on how the character turns out. There is a wide variety of options that the character could be however these are usually dependent on the location and actions carried out in the game. The character could be rich, poor, confident, shy, young, old, intelligent, dumb, well-armed, no experience, strong, weak and many many more. A very well-known example of characterisation is Lara Croft, she is a very sexualised character with big breasts, tight clothes, a good fighter, very experienced/skilled and sexy woman adventurer/archaeologist. Over the years in the more recent games, Lara Croft is dressed more like an adventurer, she appears to be more dirty as if she has been adventuring though caves and dirty places, in my opinion she is dressed more appropriate for the type of adventures she goes on. The development of representation of women in the gaming industry is mainly focusing on the storyline and genres of the game rather than the actual characters, this could be due to the increased growth of franchises who release games yearly, shorter or longer, people who liked the game before are likely to buy the next one without even looking at what it entails, I feel this takes away from the nature/original intention of gaming. Call of Duty: Blackops 3, The main characters in this are very strong masculine, well equipped with a spectrum of weapons both old and new, finally they are very confident and dominant. Comparing this to another character such as Evie the female protagonist seen in Assassins Creed Syndicate. Her clothes cover-up most of her body, she is not sexualised, this is very untypical for a female character in gams. Finally, she has abilities that out he at an advantage over the male character Jacob which is uncommon in games, overall Assassins Creed has gone for a more stealthy look where as Blackops has gone for a more prominent look. If I were to create my own character it would be an intelligent office worker who is not physically fit to be in the field therefore his variety of high tech gadgets make up for his lack of physical skill, I would make my character like this as he would be an unsuspecting hero and untypical.
Emotion in Game is one of the main reasons a player would connect with the character or story. In GTA there are many emotions felt by the character that leads him to take the actions he does, Loyalty, Family, Vengeance, Fear and Anger. There are many other feeling of emotion that is felt within games, mostly specific feelings are felt in different genres of game for example, Competiveness is felt within Forza 7, in this game you must race against others with the goal of winning. Hope can be seen within the Walking Dead when Clementine tries to reach the camp to get to safety. In Mario persistence is shown when they get to the castle and they find out she is in another castle. When Michael makes Franklin drive through the car showroom window in GTA Anger is shown. Finally, in the game Fear Effect Hana, Deke or Glas fight some non-human entities, within this fear is shown.
Within a game there can be an interactive storyline, this is where it is not as obvious as a story that univalves as the game progresses. An embedded storyline is there the main story is embedded within the game meaning the player must find clues or objectives to progress this can be seen in Fallout and Mario. Emergent storylines narrate as the player is going therefore the story is dependent on their actions, an example of this is Minecraft and Sims. Cinematics and Cut scenes have little sequences more like a film, this is called a cut scene, these often occur before a mission or after showing why the character is going on the mission or what the result of the mission was, these are used in GTA V story mode and Heavy Rain. Triggered evens are events that are impacted by the player or their choice much like the Walking Dead. COD Black Ops 3 shows player control as their actions impact the storyline, this is seen in COD and the routes, strategies or weapons you choose impact the result of the game. Character customisation is where you can change the appearance of the character, this can also be seen in COD and also GTA V.
Overall over time story telling has massively evolved over time looking back and playing some of the very first ever games such as Pong and seeing/playing the games currently on the market such as Mirrors Edge you can really see the evolution of storytelling. Genre is one of many features that was not around at the beginning of storytelling however is a key role in it now, genre defines the style of story/game as a result, it is easier for people to find games they like without having to buy them first and then realise they don’t like them, storytelling and genre work hand in hand and allow people to enjoy stories they love without thinking too far into it before hand, it has made the market simpler. To conclude the evolution of storytelling has led to a massive growth in the market worth over $1Bn meaning there if there’s a person there’s a game with a story for them.
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