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Gameplay Over Narrative: Placing Story On The Back Burner

Video games have become host to some of the most in-depth universes created in recent years, sporting fully fleshed out histories, detailed lore, and famous characters to boot. Major franchises use these elements in an attempt to create cohesive stories, tying separate installments together. Undoubtedly, the medium has its own unique advantages for telling stories. But is a strong narrative always necessary?

Story As An Afterthought

I’m no stranger to becoming obsessed with video game lore. Half of my enjoyment from playing extensive franchises is seeing how the story evolves from one entry to the next; I read books in Elder Scrolls games, research character relationships in the Resident Evil series, and I fully embrace the split timeline theory of the Zelda titles.

In the end though, my love for most of Link’s adventures boils down to the gameplay, not the transparent story that tries to make sense of the games. Don’t get me wrong; I labored day and night to connect each title in a chronological timeline (only to find that my attempts were inaccurate and unnecessary), but my love for each entry was born from the gameplay. 

I’m always excited to meet new reincarnations of Zelda and the accompanying characters of new installments, but I get far more excited imagining the potential dungeons and scenarios that will pervade Link’s next quest. Sure, the story provides a reason for why you’re attempting to wake up the Wind Fish or fetch soup for a yeti, but it doesn’t do much past these immediate explanations.

Games based around exploration and looting, such as Borderlands 2 or Diablo III, also have their fair share of problems implementing a unifying story. As with Zelda, the experience of both games has never been much about the background information thrown at you, rather the exploration and gameplay therein. The story becomes even more superfluous in new-game-plus playthroughs, which could easily be the reason why Borderland 2’s cutscenes are incredibly short or Diablo III’s are entirely optional. 

Both of these loot fests have an overarching story, and it definitely helps glue things together, but there aren’t astounding story elements that you’ll remember long after playthroughs; the narrative feels tacked on to supplement already-stellar gameplay.

Even Zelda director and producer Eiji Aonuma, in Game Informer’s October 2011 cover story, said that focusing more on storyline and gaps in games is a backwards way of thinking. “When we create a new game, we don’t start with a preset notion of what the story is going to be,” he said. “We start by focusing in on what the core gameplay element is going to be and then develop from that.”

Although the narratives of the aforementioned games resonate with hardcore fans, most water cooler conversations I’ve ever been a part of regarding them have involved cool new weapons or heart piece locations. That is to say, if gameplay and exploration are the cake of those games, the narratives are just the icing on top.

In an interview with Nintendo president Satoru Iwata, The Legend of Zelda creator Shigeru Miyamoto echoed Aonuma’s sentiments, saying that he would rather spend his energy making game elements than story.

“It would make things a lot easier if players said, ‘Oh, [story] doesn’t really matter,’” Miyamoto said. “Even though the setting was different each time, the characters you knew and loved would come out and perform. It would be much easier if we could use any setting in The Legend of Zelda while preserving the essential relationship between Zelda, Link, and Ganon.”

While avid fans of those respective series will inevitably stay absorbed in the lore and narrative, the back story used to explain the gameplay has undoubtedly taken a backseat to pitch perfect level design and tight mechanics – instances where story isn’t front and center. 



Avoiding Story Altogether

To hearken back to the days of arcade cabinets, where dying meant returning to the very beginning of the game despite your score, story barely existed in any form. Beyond a cursory explanation of why you were eating ghosts or climbing toward a hulking ape, gameplay was king.

To make games more accessible, developers have allowed infinite respawns to guide players through their imposed narratives. This shift has given birth to numerous well-written stories, but some games still  shrug off any notion of a strong narrative.

Recent strategy title XCOM: Enemy Unknown uses permadeath to create an engaging experience where deceased characters don’t return. Unlike other titles like Mass Effect or The Walking Dead, there is no centralized character that respawns once they die. When my Brazilian sniper went down in a hail of plasma fire, the game continued, indifferent to my regret over what had happened. 

Jake Solomon, lead designer of Enemy Unknown, believes the lack of a strong narrative is central to that intense experience. In an interview with Wired.com, he said that narrative could be a “clue to the player that the game’s hero will never be in mortal danger.”

Placing a hero character at the center of a story implies that they’re there to stay, until the end at least. “Unfortunately, the player knows that too,” Solomon said. “So the environment you’ve created is not authentic…They know they’re not going to die.”

To use Diablo III again, the minimal – and almost absent – story would only hinder the effects of a hardcore playthrough, in which players can permanently die at any minute. Including too much of a plot line wouldn’t allow the death of the main character. Blizzard allowed the gameplay to take center stage, permitting a focus on loot and minute-to-minute survival.

Much like Zelda and the previously mentioned loot fests, Enemy Unknown focuses much less on story than it does gameplay and the experience resulting from it. Similar to the other games, Enemy Unknown even avoids a strong story. This allows a more intense gameplay experience until the very end, absent of disengaging checkpoints and restarts, letting gameplay take the wheel. Placing all control over the situation in the player’s hands removed the sense that they were safely being guided by the developer.

Video games will undoubtedly continue to develop new ways of storytelling. With a strongly written narrative and engaging universe, a series can make its mark on forums and message boards as gamers discuss the connection between separate installments and story elements alike. However, it’s still worth noting that gameplay can be just as effective an experience as storytelling, and it is exciting to see how that will evolve as well. 

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Comments
  • While gameplay always is the deciding factor for me most of the time, I do enjoy a game that can keep me coming back for more with a strong and cohesive story. Recently, Halo 4 and Assassin's Creed 3 have done a great job of addressing that.
  • You can't have a single player game, or an mmo without a story. You can however with a multiplayer game. Sometimes i think you guys just get really high and write some nonsense.
  • All of this is true. While I want a game with a good story, the gameplay should come first when developing one.
  • Each individual has their own preference as to what they value most in a game. As for me, I'll always put an enthralling story ahead of everything else (although that doesn't stop me from enjoying games without one). For this reason, my outlook on games like Dragon Age 2 and Mass Effect 3 stays positive, while some others choose to focus on recycled environments and endings that may not meet their standard. Those people are completely entitled to their own opinion, but I choose to take the entire journey into account, not just a small percentage of my experience.
  • I loved the Assassins Creed, Halo, Mass Effect, Bioshock, Deadspace for there gameplay and stories. Soon, I will add Far Cry 3 to this as well probably. But I can see as well that you know there all the main characters that you play as are going to be alive throughout the narrative and will never truly fear death.

    Good read.

  • I disagree to a certain extent. Story is one of the things I look forwward to the most in a game. Sure, gameplay is important, but I don't think that many of the games I love, including my #1 game of all-time (Fallout 3), wouldn't be all that great to me without a luscious story. That said, I wouldn't love some others games that I do if their gameplay wasn't great, like the aforementioned Borderlands series. I still haven't finished the original Borderlands, though. I wrote a blog about it back in September (Which you can check on my profile), and it basically said that the lack of story in the game was such a turnoff to me that I did not finish the game.
  • I often find myself more lenient towards games with solid stories. Games feel pointless to me if there's no purpose or connection to what I'm doing.
  • While we are on the topic of game storytelling, I would like to say that I think it would be interesting to see a game take on a completely non-linear, Slaughterhouse-5 styled narrative.
    While a game's story is important, gameplay should come first in most cases. Gameplay is what makes games unique forms of story-telling. There are good games that have terrible stories, but there are never any good games that have sub-par gameplay.
  • On the contrary, I think games should be MORE story focused.

  • The games I consider to be the best I've ever played, I wouldn't really be able to tell you the story....so yes absolutely. Dead Space, Shadow Complex, Skyrim, Bulletstorm, Punchout, Xcom, Starcraft, Diablo, Counter Strike, insert random other brilliant game here. Off the top of my head only a couple games come to mind who's story sticks with me like Final Fantasy X and the Tell Tale Walking Dead game.
  • If I play a game and the gameplay is awesome but the story is rubbish then chances are I'm not going to play to the end.

  • I have played too many games this gen that guide players through what is essentially an interactive video. They give us endless hints on where to go, what to do and (often) no real challenge to overcome; all to make absolutely sure we see the entire tale they are trying to tell.

    It is an interesting thing, and sometimes it works out great. There is a big problem though. Not all of us are in the 'movie/book/Tv' show mindset when we want to play video games. We don't want a passive experience, we want control. I guess this is the fundamental thing that separates people who loves games like Minecraft, from people who can't find the point (because it lacks obvious direction or story).

    I think there is a place for narrative driven games in this world, and a place for games that are just games. The only problem I see right now is there is a distinct lack of the latter on consoles at this moment. I would really like to see 'The Arcade' experience once again return in fuller form one of these days. Things like Castlevania Rebirth, Contra Rebith, Castle Crashers, Mega Man 10 etc. are all a very good start, but they shouldn't be so far and in between.
  • Well said. Some of the coolest 'stories' I've experienced in any game came from mucking around with random friends and foes in DayZ.
  • There are some fantastic games out there without a story, XCOM is one of my recent favorites for example.  However I think its wrong to judge these things with broad brush strokes, as you have done here.

    If a great game can be made without a story, that is awesome and I totally appreciate that.

    But.  All of my MOST favorite games, have incredibly strong and well told story elements.  The narrative is the thing that will keep me coming back, that will keep me replaying the game, keep me talking excitedly about it.

    These game developers can talk all they want about wanting to make stellar gameplay and tacking on a story later, but that is simply because they are game developers. Making games (gameplay!!!) is what they do.  Most of them couldn't write a good story to save their lives.

    Thats all well and good but dont try to downplay the importance of a good narrative arc in a game, because that is what will make the game resonate with you for years to come, and make it a classic.

  • As Designers we focus on mechanics first. Then dynamics. Then astehtics. This means story while important, doesn't get a lot of focus until later on. This isn't always the case, some games parts of the story are central to co-existing with gameplay and thus see attention in the dynamic or even mechanics stage. But building a good story first isn't the way games are approached, we end up writing screenplays when we do that. They may be fantastic stories... but they are no longer games.
  • I enjoyed very much Dragon's Dogma, and although the story was 'okay,' the gameplay is what kept me going back to play it. I believe a good game should start with very strong gameplay and story telling optional. After that, if the game really took off because of its gameplay, then they should create a great storyline to compliment what is already an addictive gameplay.
  • This was an interesting and insightful article, though I don't agree 100%. I think it largely depends on what kind of game you're going for; some games can outright sacrifice all story for gameplay, but that doesn't work for everything.

    I can think of dozens of RPG's I wouldn't play without a great story, and likewise, a dozen more action platformers that would have been better without an excuse-plot.

    It's a tool, the sooner game developers learn to use it, the better our games are going to be.

  • agree, but not that 100% I always want a game with strong story line.

  • I cannot agree at all. I want good gameplay, but as a lover of stories in all their forms, the story is the most important part.
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