Your Story Sucks: A Rebuttal
Recently, my colleague and friend, Jason Schreier, honored me with a smackdown (in essay form, as all the best smackdowns are) of an idea I’d posted on Twitter the day before. Today I’d like to offer an official rebuttal.
“It’s always baffling that so many people place so much importance on the story of a video game when game stories are near universally shit,” I wrote.
I still stand by that statement. I didn’t make it lightly. It’s been something I’ve considered for many years. What I regret is the truncated Tweet-form of my argument.
I’m a loud arguer and often a boisterous voice. So sometimes, to retain the impact of a statement that’s being chopped down to 25 words I subconsciously resort to generalizing more than I’d like. Though “near universally” isn’t far from what I believe is the real truth.
In his article, Jason points out a number of games which conflict with my statement. He writes (and quite accurately, I think) that storytelling is a deeply personal experience. He says it’s impossible to judge a story’s objective quality because it’s a personal judgment by each player. What fails to resonate with one player, may strike a chord with another.
“To call those stories “shit” is to belittle the people who can empathize with love or revenge or betrayal, no matter the trappings,” Jason wrote. “Sometimes, even the most ridiculous plot can make you feel something real. And who among us has never fallen in love with a silly story?”
What I think this argument ignores is that the average video game has no story at all. And a significant portion of the games that do have a story are like Super Mario Bros: you’re not really supposed to be paying attention (not counting Super Mario Sunshine.)
Certainly some game stories have resonated with people. Lots of people. Anybody who says otherwise is a fool. However, just because a story resonates with somebody does not make it high quality. What makes a high quality story, to me, is one that makes those players who are not intrigued, be intrigued. I’m not interested in a story that can make someone who empathizes with the lust for revenge…empathize with the lust for revenge. That’s neither interesting nor significant. I’m interested in stories that transport people who can’t understand revenge into the shoes of a character that does, and helps them understand the mind and life of that character.
With respect, I think the argument that a story can’t be judged because it’s relative to each player is confusing “quality” with “value.” Any story can have value to a person, but that doesn’t make it well-told or engaging to an audience of millions.
The gaming industry’s characters (again, by-and-large) are designed to be blank faces or lowest-common-denominator heroes specifically to (corporate executives think) appeal to everyone and turn-off no one. They’re cardboard cutouts at a carnival designed so you can put your face on top of a muscular body and pretend you’re fabulously ripped. This works great on teenagers, but as the audience for gaming matures, so must their portrayals of people and life. Most of the game characters I can think of don’t even act like actual people. Because they’re not. Most of them are action figures.
Video games have a tremendous potential to bring the player into the life of a character. Perhaps more potential than any other storytelling medium. Heavy Rain proved that to me with its abysmally bumbling tale that still managed to keep me emotionally engaged. But in the games industry that is a very rare thing.
I said in the original tweet that somebody who is passionate about quality stories would do better to follow film or literature. Because in those mediums, the focus is almost always on the story first. Even the most rudimentary film stories and releases (say…1990s Adam Sandler films) contain characters that evolve and grow, which is exceedingly rare in even the best stories this medium currently has to offer. At this point, most games have more in common with sit-coms than literature or film: the same characters doing essentially the same things over and over because (coprorate executives think) that’s all the customer wants. Never growing or changing because (corporate executives think) that would alienate newly arriving players. Hopefully one day we’ll have a revolution in video game storytelling similar to television’s at the turn of the millenium when The Sopranos introduced the casual audience to long-form narrative, and as a result, began to share the airwaves with Ray Romano and the Kardashians.
Furthermore, (getting back on topic) the selection of games that are discussed in Jason’s essay is selective to the point of being ridiculous. I wouldn’t criticize the stories of Dragon Age 2 or To the Moon. However, I would criticize the story of Turok (2008) which takes place on a terraformed planet filled with dinosaurs (for reasons I don’t think they even bothered to try to explain.) DA2 or TtM may have stories with emotions like love and revenge, but the only emotion I can find in a game like Turok is something I like to call Angry-Flex, which I think is self-explanatory. Turok’s story exists as an excuse to blow up dinosaurs. No more.
Turok also illustrates the long-standing outline of lazy video game storytelling: “Hero with mysterious past arrives to combat a bad situation or villain, only to find out villain/threat wasn’t the real enemy after all! There was a bigger villain the whole time and now we’ve got to kill everything on our way to go blow up his/her/their base!” That’s the basic plot of Final Fantasy 7 (and some of the other FF’s if I remember correctly), Half-Life, Metal Gear Solid, Halo, Resident Evil, Mass Effect 1, Call of Duty 4, and many many more. Most of those deviate from the path a small bit (e.g. Half-Life does most of it except the “mysterious hero” part) but by-and-large that’s how it goes. And those are some of our best tales.
And some of the narratively-focused games that do manage to break away from that trap fall into other problems as well. Take Bioshock for example. Long has it been lavished with praise as a masterwork of storytelling. And it is. But its story has nothing to do with it being a video game. The important story of Bioshock takes place years before you even arrive. The part you actually play is a kinda-cool, kinda-mindless shooter with awesome horror elements and great atmosphere. The story of your play is no more than a series of fetch quests on your route from Point A to Point B followed by a quip about how they tricked you into doing so many fetch quests. I think this is significant, because even some of our best stories have zero ideas on how to bridge the achingly large chasm between story and gameplay. The best Bioshock could do was to pretend you were “discovering” the story in podcast form randomly strewn about the world. Make no mistake: this is no less random and silly than a full turkey popping out of a dead enemy in Streets of Rage 2.
I don’t mean to suggest that video games have no capacity for good storytelling. I really don’t mean to suggest that, because I believe the exact opposite. Interactivity is a tool of immense power. And to back that up, I present you with Metal Gear Solid: a fascinating plot and universe presented in what may be one of the most poorly told stories I’ve ever seen. I have never once met a person (remember, I work with some of the biggest video game geeks alive) who could describe to me anything more than the most basic outline of MGS. Most people who have played it only once probably couldn’t even do that much. I’m a fan of the series as well as the story and even I’m not fully sure what happens.
But I still love it. I feel the same way about many of the Final Fantasy games. In my opinion, these stories manage to still be great despite their failings because of interactivity, not because they’re competently told.
I would like to thank Jason for writing the original essay, and would also like to give a shoutout to Richard Goodness, the author of this very good piece on the same topic. Substantive debate is always good, and I very much respect their opinions and writings in the industry.