When we talk about video games we often talk about the same things: gameplay, length, graphics, difficulty, multiplayer and online capabilities, how well it will sell, and who will buy it. But how often do we talk about the game’s story? How often do we discuss the effectiveness and purpose of its narrative?

In this GameSpot AU feature we look at game narratives, and ask the question: are video games an effective storytelling medium? To find out we talk to game theorists, scriptwriters, and developers from studios including Remedy, Quantic Dream and 2K Games, as well as the leading man of adventure games, Tim Schafer.

How do you tell a good story? If you’re human, it comes naturally. The innate ability to recount our experiences and use imagination to experiment without taking risks is an evolutionary trait that humanity shares across all cultures as a way to educate, entertain, and preserve ourselves for future generations. We tell stories through words, music, art, and dance; we record them on paper, paint them on canvas, and capture them on film. And now, thanks to video games, we can interact with them. When we play a game we are not merely passive observers; we become active participants in the story as it unfolds.

But while there’s no doubt video games tell stories, the nature of their interactivity raises the question of their potential to do this effectively. Comparisons to other storytelling media like film and literature are inevitable but essentially useless--each medium has its own advantage over others, and can do what no other can in accordance with its abilities. But some critics suggest that because games are interactive, their main focus should be gameplay, not story. Others believe that video games can, and do, successfully marry gameplay and story to become an effective storytelling medium. So who is right?

Thanks to video games we are no longer passive observers in the stories we encounter.

The interactivity hurdle

Earlier this year producer of Square Enix's Star Ocean: The Last Hope Yoshinori Yamagishi told Computer and Video Games Magazine that video games could only advance as a storytelling medium by overcoming the challenges of interactivity.

“It is more of a challenge to produce a game in order to tell a story. In TV, film and theatre, the creator has control over how he gives the story to the viewer--it's easier to control the emotions and feelings expected from the viewer,” Yamagishi told CVG.

“In [a game developer's] case we always have to think about how players might react to each depiction of a character or storyline, and that's the part we can't predict. But if we manage to get over this hurdle, then I regard video games as a greater medium to provide people with deep emotional and exciting experiences.”

Star Ocean: The Last Hope producer Yoshinori Yamagishi thinks interactivity is standing in the way of video games becoming an effective storytelling medium.

Yamagishi is not alone in his view. Many video game theorists now believe that the interactivity of games stop them from being an effective storytelling medium. Much of the theory surrounding this topic explores how well video games master the relationship between story and the interactive element in games--gameplay. Denis Dutton, professor of philosophy at the University of Canterbury in Christchurch, New Zealand and co-founder of the renowned website Arts & Letters Daily, spent some time with Grand Theft Auto and BioShock to get a sense of how stories in games develop and work alongside gameplay.

“There’s a deep division between the concept of a story as it has come down through tradition and the concept of a story as it is in video games,” Dutton said. “Games do not have the story structure we see in Greek plays, Shakespearean tragedies, or even soap operas on afternoon TV. They are, at their very heart, games and not stories.”

According to Dutton, all stories have predetermined outcomes, whether it be Homer’s Odyssey, Orwell’s Nineteen Eighty Four or a joke told over a beer. When it comes to video games, however, the story element is little more than “window dressing”; the narrative is built around the characters and gameplay.

“The interactivity of games is both an advantage and a disadvantage. Of course it is fun to get your hands into a storyline and move it around as you would like. But what would happen if you could enter into your favourite film and do the same? That’s not how traditional narratives work.”

Dutton believes the story element in video games is little more than "window dressing".

Video games may not work as traditional narratives, but they incorporate all the basic elements of storytelling, including the eternal human interests that are played over and over again in all stories across all media and cultures: love, family life, threats and dangers, exploration and adventure, mortality and death. Like other stories, video game narratives are a powerful expression of the human imagination--witty, entertaining, and complex stories.

“The difference is, of course, that video games combine these traditional elements with interactivity,” Dutton said. “I continue to resist the idea that this can be done easily or effectively. Video games are a new form of make-believe, that’s for certain, but I don’t think I’m ready to call them a new form of storytelling, and beyond that, an effective medium to tell stories. It’s clear to me that Grand Theft Auto and BioShock have more in common with a tea party for teddy bears than they do with the plays of Shakespeare.”

According to Dutton, the only way for video games to overcome the challenges of interactivity and become an effective storytelling medium is to successfully marry both story and gameplay in their development.

“Other storytelling mediums draw us into the inner lives of other people. Video games must learn to do the same. We as players must become completely absorbed in the fate and lives of the fictional characters on screen. It remains to be seen whether game developers can achieve this.”

For video games to be effective at telling stories they must draw gamers into the inner lives of the characters they play.

The question of whether video games can be an effective storytelling medium has also interested academics, who have been debating the topic for years. Two schools of thought currently exist on the matter: ludology and narratology. The former argues that the focus of video games is, and should be, gameplay; the latter argues that video games can, and should be, a storytelling medium, and should be studied in the same way as other storytelling mediums.

Jesper Juul is a video game researcher at the Singapore-MIT Game Lab in Massachusetts, USA. He has been studying video games for the past 10 years, dedicating a large chunk of his early work to video games and narratives. Although his theories fit into the ludology school of thought, Juul also argues that video games can be both narratives and a set of rules at the same time.

“The game versus story problem really comes down to the obvious: stories don’t let users do things (only interpret) while games let users do things. Stories are fixed, designed experiences; games let players change things,” Juul said.

“I used to think that gameplay was necessarily more important than story, but I have come to accept that some gamers see things differently. When we play games we often switch between seeing the game as a set of rules, like collecting 10 stars to complete the level, and seeing the game as fiction, like recognising that Mario’s girlfriend has been kidnapped.” Click on the Next Page link to see the rest of the feature!

645 Comments

  • Minsk_bg

    Posted Oct 2, 2009 9:20 am PT

    For me it's probably the most interesting article I've read on Gamespot.. Probably because I always look for a game that tells a good story and has entertaining gameplay. Thank you.

  • boondocksaint2k

    Posted Sep 27, 2009 12:52 am PT

    I'm currently writing a story about a character and while the player decides how the story unfolds by controlling her, this job becomes exponentially harder when you're dealing with a tabula rasa type of character (that is, a blank slate) that the player creates from his/her experience of playing the game.

    Thanks to technology, we are slowly catching up the level of dynamism of tabletop games. That is, the reactivity of the world in response to player character's actions and relationships with NPCs. In video games, you create a world but you set up all kinds of restrictions on that world, you limit the PC to a set of allowed behavior because there are only so many responses you could program to each element in that set. Whereas with something like Dungeons and Dragons, the computational and creative power of the GM's mind (with help from the rulebook) opens up an infinite amount of choice to the players at the table.

    Therefore as we progress in our technology: game engines, disk capacity, etc. nonlinear narrative in games will reach greater heights. When you have a finite (and at this time a rather tiny) set of allowed actions, the designers are pretty limited when it comes to writing the consequences to all the different permutations of those actions.

    Also, my response to David Cage's remarks in this feature: "i think quantic dream's david cage needs to stfu" http://blog.bearloga.net/post/198120668/david-cage-please-stfu

  • budosam

    Posted Sep 17, 2009 2:09 pm PT

    I think a distinction needs to be made between games which aim for an aesthetic experience and those that don't. There's one for literature (high lit / pop lit) to indicate the books that should be read by those looking for artistic oomph and those for shallow entertainement. High games can be your max paynes, beyond good and evils, ico etc., pop games can be your madden, need for speed etc. I recently played through psychonauts and the way the interactive environment represents the psychology of the character made for an extremely aesthetic experience.

  • quimmorales2

    Posted Aug 29, 2009 8:05 am PT

    Thanks for a wonderfully refreshing article. It's nice to stop between reviews now and then, and think what makes videogames all they are, why do we like them, how we can improve them, or even if we should. Nice selection of contributors, also!

  • Powerwalk

    Posted Aug 29, 2009 5:29 am PT

    MGS4 is all i can say

  • LoveHexagon

    Posted Aug 28, 2009 3:29 am PT

    3)The industry is slowly picking up that it's audience is maturing, but it seems the case of too little too late. Now instead of the most fin plots i.e. Mario's girlfriend is kidnapped (sex and death once again) we now get retitled Tolkien, Lucas, Spielberg and Philip k Dick. This is because they are going to sell (hell i enjoyed uncharted despite being such an obvious indie clone) unlike the visual arts, literature, theatre, dance and film, video games have never had their own creative movements, with maybe the exception of the rise and fall of the point and click as well as the advent of the FPS. Without a cohesion of minds it's hard for any medium to grow creatively. It's a big topic and I really can't condense the entire concept to fit this post, but as it stands society has to change before the industry will and intern the quality of the stories that are produced. Also putting sex scenes in video games (looking at you mass effect) does not make them mature unless they have some context other than pleasing the male fanbase in fact it does quite the opposite and certainly doesn't improve the percetion of video games in the public forum... sorry just a pet hate

  • LoveHexagon

    Posted Aug 28, 2009 3:28 am PT

    2) Sex and death despite being so crucial to the human condition are some of the most taboo subjects in a society so rooted in Christian dogma (once again speaking largely of the western world, also I'd like add that I am Christian myself so don't accuse me of anti Christian bias or something silly like that). This coupled with the broader perception that games are solely ''play'' so from a public perception a game that depicts the human and mortal side of say a heroine junkie is completely outrageous, and from an industry standpoint a subject matter that would surpass the intellect of its audience. It is sad what misconceptions can produce.

  • LoveHexagon

    Posted Aug 28, 2009 3:25 am PT

    I think a part of the problem and one that is often overlooked, is that to for a medium of story telling to ever move forward it needs to be pushed my both the the creators and consumers. This has been an incredible stalling point in the development of in game narrative. 1) The first being that the two most prominent and important themes within western art (this also applies to other cultures, but art theory generally subscribes to a western paradigm mostly that which comes out of Europe) and there by inclusive of story telling, are sex and death. Now when you simplify it is evident that stories as derivative as Duke Nukem contain both of these themes. So it's clear that games can tackle big issues, but for the most part their execution has been exactly that, derivative.

  • Cricket_Sloat

    Posted Aug 27, 2009 5:30 pm PT

    though that comment about not needing zombies anymore was dumb. while videogames CAN tell complex and moving storys, who says they HAVE to? why cant some games be deep and others just be plain fun man?

  • Cricket_Sloat

    Posted Aug 27, 2009 5:16 pm PT

    i think a video game CAN be a great medium for storytelling (not that it always is), but like both books and movies it has its + and -. ill list a plus and minus for each:

    videogames:+you play as the hero and can to at least to some degree "live" the story. the - is really a double edged sword, it takes game play. which is fun but often puts the story in the background

    film:+ you see the action and get a story that you can either sit back and enjoy or get wrapped up in.
    - all you do with a film is watch, for example you cant really get in the characters heads and understand them as with vg and books which is partly do to with the alotted time (i know thats two - but who cares)

    books:+ books can be as looooooong as they like and gives by far the best UNDERSTANDING of the story characters and action
    - is that its hard to convey action sequences like would you rather read watch or play out a fight scene.

    so in my opinion its really a matter of the storytellers choice as to which medium they choose, any one of these can be made to work. (P.S. i know that there are waaaay more +s and -s to each choice but i just didnt feel like writing an essay(sue me))

  • 10below

    Posted Aug 27, 2009 3:01 pm PT

    Part 3:
    But back to storylines. If you add a little action to a really amazing drama like the kind I described...then perhaps you can make a SUPERB video game. Because the story is still there, you're emotionally involved in the story, but yet there's action so there's a reason to hit buttons, and that action are also a part of the storyline, helping to move the story along. Sure, alot of those would have to be FPS.

    But, there's nothing saying you couldn't do something other than a FPS. For example, imagine a boxing game kinda like 'Raging Bull'...the story of a man on a path of self-destruction, or 'Hoosiers' the total underdog story...if you could tie the emotions of either storyline into a sports game, it would be way better than today's sports games where you fight/play a match, earn money, buy outfits, move up in the ranks, complete your season, etc, but no story.

  • 10below

    Posted Aug 27, 2009 3:01 pm PT

    Part 2:
    I don't play video game to get a "more real" sense of reality...what I mean by that is a story or reality you know exists in real life but that you just haven't personally been affected by...the reality of well-developed real-life human characters reacting with other well-developed real-life human characters and the human drama that unfolds...the kind of reality you get with some of the great movie dramas and great books. But those wouldn't make good video games because although you appreciate a great drama for the emotions you feel as a result, you still are observing the events unfold. It would ruin the story if you're supposed to pause and then choose between hitting X for cry, Y for laugh, and triangle for 'Play it again, Sam'.

  • 10below

    Posted Aug 27, 2009 3:00 pm PT

    Part 1:
    When it comes to video game stories, I thnk you're pretty limited to a story that could be portrayed in a great action movie. It can still have alot of drama and emotion - like 'The Godfather' movie, 'Chinatown' or 'The Manchurian Candidate.' But it's not like they're going to turn 'Citizen Cane', 'Dr Zhivago' or 'Gone with the Wind' into video games any time soon. And hopefully they don't try to with Heavy Rain (I mean, what ARE those commands in that picture? withdrawal, cold, sh?) Looks boring if they're trying to make the experience somehow "more real."

    Personally, I play video games for the unreal moments...I play war games vs participating in a real life war...or driving an expensive race car and drifting through corners...or horror/alien game vs, um, dying horribly in very abnormal circumstances.

  • Hobbitslayer18

    Posted Aug 27, 2009 7:41 am PT

    One of the best stories I ever saw in video games has to be God of War.

  • karan_coolboy07

    Posted Aug 27, 2009 3:55 am PT

    very very very good graphics and features in this game looking cool,nice,mind blowing game ever lol of to this game

  • LiquidClear

    Posted Aug 25, 2009 2:34 pm PT

    There are exceptions to just about every rule, but I find the story to be a very important element. It is often the driving force that makes me obsessively play until I complete the game. I call shenanigans on the guy who said that it's easy to balance story and gameplay; if it was easy, you'd see a lot better stories in games than you do now. It takes quality designers and also a commitment by the team as a whole to the story-telling aspect, as opposed to cutting the story all over the place. I almost wish that gaming wasn't growing as much as it is; games cater to the masses who aren't quite as "into" their games as those of us who could be considered more "hardcore". It's a smart business move to make flashy first person shooters, but it takes time/money/talent to focus on the story, and as a business often times it's just not a smart move for the company that's making the game.

  • dzimm

    Posted Aug 25, 2009 7:01 am PT

    I think Valve has done the most to advance storytelling in video games with their facial animation technology and the way the entire story is played out from the player's perspective, never once taking the player out of the game but allowing him to simply experience the story as it unfolds before his eyes. There is more that can be and needs to be done so that gaming can find its unique storytelling voice, but Valve is definitely on the right track.

  • KingDingo72676

    Posted Aug 25, 2009 6:29 am PT

    I have a friend who is all about the graphics of V.G.'s. He could care less if the story was good or not, I on the other hand have to have a great story line for the game to even become apart of my V.G. library! Graphics are important, but a great story line with characters you can fall in love with is WAY more impotant to me!!

  • td_tempest

    Posted Aug 24, 2009 11:03 pm PT

    Story is important to me. I love having a game with an excellent story. But story with no gameplay makes it more of a visual novel than a game.

    Likewise, if the gameplay is engaging enough, the story might become secondary. Perimeter, for example. I found the gameplay to be fun and intersting, but its story was so convulted I just skipped it all. I think its best for good games to strike a balance between the two. Games like that are far and few between, but when they do appear, they are to be remembered.

  • DP1130

    Posted Aug 24, 2009 9:00 pm PT

    Storytelling to me is the most important factor when I pick a game. I love GOOD gameplay, but if there is no story, I find gameplay alone gets repetitive. I dunno if this is because I have been gaming sence the mid 80's? Maybe it's because I have seen everything redone 50 billion times? Could just be that, I'm getting older and prefere games that tug with my emotions as much as my reflexes. Either way, nothing beats a game that takes ya for a ride.

  • The_Game_Jr

    Posted Aug 24, 2009 2:34 pm PT

    They use the VG as a story medium because it always sells especially by amateur developers. I think they only started doing it because only at this time now that graphics has improved. Think back in those retro days when story isn't taken into account (i.e Donkey Kong, Mario, Street Fighter and the ever so addictive Tetris). Like Ratatoskr321 said developers these days now has to fit in with the people's taste that is why they make VGs as a story medium because people now like stories more than enjoyment.

    Also, I'd rather spend more money on VGs than watch movies these days because stories in VGs are far more interesting.

  • ColonelX24

    Posted Aug 23, 2009 11:50 pm PT

    Natal would make an amazing storytelling tool with the Milo demo...we could have complex characters that we want and we could interact with them. Say instead we take on the role of a certain man or woman; we'd be addressed as that character and should be given a list of words that that character would say and the NPC would be able to get an understanding of what you're saying. (not everyone can be Milo at first, too expensive). One of my favorite story moments is from my video game Kigndom Hearts II where Sora is leaving the town his nobody (half of him), Roxas had spent and was leaving Roxas' friends. So Sora finds himself shedding a tear and says to his companions seriously, "Guys...I'm sad." He confused as Sora, but sad as Roxas a complex character(s) right there on screen. Also throughout the game Sora's personality shines through into humor, smiling moments, and respect.

    Aw man, now that I have three paragraphs my comments probably gonna be skipped over lol, oh well. Wonderful article, its gotten me thinking. Thank, you.

  • Shinkada

    Posted Aug 23, 2009 9:21 am PT

    Most games' stories are constructed of a series of archetypical characters and predictable plotlines. I think the main problem is that, depending on which characters and plots are used, these derivative stories are often praised as the best the medium has to offer. *COUGH HALO, COUGH FINAL FANTASY.*

    Tales of the Abyss is a great example of a game shunned for ridiculous reasons. The main characters had genuine, HUMAN flaws, which sprung about because of believable, HUMAN events, rather than a flaw created merely to make them amiable, or no flaw at all. All characters, regardless of 'faction', had real motivations, and real reasoning. But, because the base plot concept was similar to another much more popular (and much inferior) game, it was shunned.

    Humanity in characters, and unpredictability in plots, are the two main things that games (and movies, and books) need to pull them out of the storytelling hell they're in. But more important than that are that people need to stop clinging to the already established conventions - the black-guy-who's-gunna-die who's been in horror movies for 50 odd years, the wants-to-purify-the-world arch villain, etc - long enough to appreciate it if and when these titles actually come along. Instead of letting another Shadow Hearts: Covenant pass by without the recognition it deserves.

  • RenaudB90

    Posted Aug 22, 2009 5:20 am PT

    I find that not only is it possible games to be an effective storytelling medium, but that it's becoming the standard rule to have an involving story rather than the exception, like it used to be in the earlier days of gaming. Case in point: The last two Persona games work so well beacause they tell a deep involving story and the great gameplay, in my opinion, felt like it's main role was to allow the players better experience it. Heck, both P3 and P4 managed to make me cry, more than once, during the main quest and even during a social-link or two, and that's something that movies and books haven't done to me in a long time. Speaking of movies, The Force Unleashed had better storytelling, whether through character development, actual plot, or heck, even ACTING, as far as I'm concerned, than the entire prequel trilogy itself. Was it a GOOD game? No. Was the story epic? Yes. Take that, those who say games can never be considered a good storytelling medium since they're not litterature, movies or plays!

  • Timmeus

    Posted Aug 21, 2009 8:51 pm PT

    I like where they're going with Heavy Rain but David Cage makes it sound like he thinks every dev should go in the same direction and no game should have a focus on fun, which is just stupid.

  • Ratatoskr321

    Posted Aug 21, 2009 5:54 pm PT

    Anyone who says that video games are not proper narratives because they do not match with the typical ideas of narratives are completely showing their own inability to adapt to a shifting world. They say, with no subtlety at all, that narratives are solely locked in the realm of literature, film and plays and nothing can ever change that.
    Just look at Role-Playing Games. I sincerely doubt people play games like Final Fantasy or KOTOR entirely for the gameplay. Without the stories, those games are nothing. I, personally, find the most enjoyment from the stories in games. I often feel what my characters are feeling. An example of this is when I played Infinite Undiscovery, there comes a point where you must rush to a town to help the people there. There's no set time limit in the game yet I felt compelled to drop everything I was doing and run to the town.
    Stories are the future of gaming and developers need to see this. I am sick of playing games that tack on worthless storylines to give mild context to why I'm shooting up a city. I want to feel tied to my main character. I want his/her success to be my success not only because I won a level but because I helped save that city or disarmed that bomb.

  • jsublimeg

    Posted Aug 21, 2009 3:56 pm PT

    I think that Salvatore has the correct idea, that in effect, the major responsibility of the writer has to be the enviroment of the character, and making it a fully realized world, especially in situations where the character has been "created" by the player. If one is creating an open world game, where the characters roam almost endlessy without a sense of a linear story, the world has to seem as if its operating as you are, in a sense, randomly.

  • bernytheman2

    Posted Aug 21, 2009 2:25 pm PT

    it's a mix... stories are important, but not always. When the story is important for the experience, make it interesting. But some games are all about the fun. In those cases, drop the story and don't worry about it, like Left 4 Dead. Everybody is a zombie. It's a virus, 4 guys survived. Period. Why would you care about some conspiracy or evil corporation? Kill zombies and have a good time. I also liked Bioshock, which in fact had a good story hat complemented the game. Great. But video games are versatile and it's a combo. Mix the elements you think necessary and do it. But if you're gonna rely on the story, make it a good one.

  • AnelZukic

    Posted Aug 21, 2009 1:37 pm PT

    I was someone who always thought that games should always have great stories, and that we don't have to compare them to anything then to other games. I agree with Lake and Schafer that combining Story and GamePlay is a hard thing but it's possible. Schafer is a legend and he knows what he is doing. Lake did an excellnt job with Max Payne. David Cage should better not dissapoint us, but I think that's impossible. Heavy Rain looks great, feels great, plays great, etc.

    I never was a fan of shooting as much as possible, I rather stay at one point and looks at the scenery and thing what everything happend in the story till now and that the stroy takes me to the next goal.

    Heavy Rain, you have to do something big and you better succed at that

  • CobaltJewel1

    Posted Aug 21, 2009 1:05 pm PT

    Dear David Cage: I am very excited about Heavy Rain. Now, please shut up about how amazing and brilliant you are and FINISH YOUR GAME.

  • MrEnormous52

    Posted Aug 21, 2009 12:37 pm PT

    I think one of the problems that we are facing in story-driven games is that the demand and appreciation isn't quite as good as those that are more gameplay-driven. It seems that the population of gamers who expect well-conceived story-gameplay integration are in the minority. Most gamers are just looking for games that offer a simple yet enjoyable experience. This is why two of the most anticipated titles this year are first-person shooters. However, I do think that over the next five years or so we'll be seeing a much higher demand on balanced story-gameplay experiences.

  • drgrady

    Posted Aug 21, 2009 12:00 pm PT

    I don't fully agree with any of these guys, even though they all have very good points. The balance is difficult, or we would see more games that actually had interactive stories. And based on what I've seen of Heavy Rain and on Indigo Prophesy, I doubt I would really like Heavy Rain as a game, but we definitely need that kind of development incorporated into other games to bring out more emotion.

  • gnr90

    Posted Aug 21, 2009 11:59 am PT

    I'm surprised BioWare wasn't mentioned. They seem to be the best, or at least one of the best, at creating engrossing, personal stories. I mean, there's Neverwinter Nights, a story based entirely on your personal choices, and Mass Effect, which at it's heart acted as a deep character story. And who here can honestly say that the plot twist in KotOR wasn't one of the greatest twists in storytelling history? It's made more so by the fact that it directly involves your character, whom you create and assume the role of. Darth Vader being Luke's father was a powerful and completely unexpected twist, but imagine if Darth Vader was YOUR father. Think about it.

  • GabrielOnuris

    Posted Aug 21, 2009 11:53 am PT

    "Publishers and developers can get away with this if the gameplay is great; gamers will often forgive poor storytelling, as will many reviewers." I disagree; it isn't what I see here at GS for example; when a game has a very poor story, it loses it replay value, it becomes only one more game at the shelves. It's more like a drug effect, it lasts only a little, and leaves nothing but a poor memory. I think in the other way around, i.e., a game poor in gameplay and graphic design, with a very good story, is forgivable; look at the LoK: Defiance reviews, it has nothing that another game like Devil May Cry hasn't presented related to gameplay and graphics, apart from it's absolutely intriguing story. Every time I go in a forum from this game, it's always the same subject: the story, and not "how the hell you can mod the game to make the main character inflict more damage with his sword". That works to LoK Series, GTA series, Tomb Raider series, Resident Evil series, Vampire Redemption and Bloodlines, Fallout series, Star Wars - The Force Unleashed, and so on, and these titles claim the credits to themselves.

  • jasondesante

    Posted Aug 21, 2009 11:04 am PT

    I dont like this Cage guy......
    who the hell disses first person shooters, especially when its about storytelling in videogames. FIRST PERSON is the most direct and personal way to experience story. THE TWO BEST GAMES OF ALL TIME ARE FIRST PERSON(half life1/2, bioshock) . ALSO the thing both games do similar is they give you a story and only give you a bit of the story and tell you it from the perspective of one person, so you have to play the game many times to fully understand and it lets you interpret things a lot, which helps to make the story PERSONAL. Is it fair to say that the people making Heavy Rain are stupid or just full of themselves?

  • AlexTT_spb

    Posted Aug 21, 2009 10:45 am PT

    @paullam15

    "Gameplay first and story second"(c) You think it's a bad thing? Not everyone would prefer a game with a crappy story and good gameplay to an opposite one

  • petrosdaw

    Posted Aug 21, 2009 10:33 am PT

    mgs all the way best story

  • Ryguy4738

    Posted Aug 21, 2009 9:29 am PT

    TWEWY did wonderful when it came to stroy telling, but movies usually have better stories

  • paullam15

    Posted Aug 21, 2009 9:04 am PT

    One of the problems I feel that wasn't addressed in this feature is how a majority gamers just don't care or expect a good story and in my view if gamers don't care neither will developers. If we gamers don't demand better storytelling in our games I feel we won't progress any further then where we are now. If gamers, reviewers knocked games for poor storytelling publishers would be more keen on giving developers more time and resources to devote to the story from the very beginning of development, but unfortunately this isn't the case. A gamers mentality and expectations is gameplay first and story second and for storytelling in video games to move forward will either be by the demands of gamers for better storytelling or developers realizing how important storytelling can be to their games to really work on it.

    I really enjoyed reading this feature as it has been a topic I have been thinking about for quite some time.

  • The_Wii_Lover

    Posted Aug 21, 2009 7:57 am PT

    I think that The Legend of Zelda: Twilight Princess did get the storytelling element right

  • handsomeboy1996

    Posted Aug 21, 2009 7:43 am PT

    heavy rain= movie that you are the star
    i don't know what you guys think but in my opinion, heavy rain impressed me with its "unique" gameplay.
    it's like watching a movie, reading a book and it isn't dull.

  • SquareEnixFan13

    Posted Aug 21, 2009 7:38 am PT

    Heavy Rain is going to be good!

  • btaylor2404 Site moderator

    Posted Aug 21, 2009 7:23 am PT

    Great feature, but I think games are just getting the "balance" right. When I cared what happened to Snake at the end of MGS4, I knew after all of these years of gaming that there had been a change. And I'm sure there are other games that have stories and or characters just as meaningful to others.

  • Quinzark

    Posted Aug 21, 2009 6:55 am PT

    balance is crucial

  • AlexTT_spb

    Posted Aug 21, 2009 6:07 am PT

    Scalici is so wrong. Making a game with satisfying gameplay and an interesting plot is difficult (lots of other game developers already confessed to that). Now I understand why Mafia was so boring. Lots of story, but repeatetive and tedious gameplay (especially the driving parts) - another wrong path to follow. Learn from Illusion's mistakes, developers
    Would be nice to see what David Cage means with his "special emotional approach", Heavy Rain is gonna be smth special

  • NFD

    Posted Aug 21, 2009 4:27 am PT

    Games can be as good a story-telling device as any. Some of the most memorable stories I can think of originate from games. I do believe that the best games are those that combine good gameplay with good stories. Having said that, I don't like it when game developers just put in a bad story as an afterthought; I'd rather there be a good story or none at all. I don't mind there not being a story if the gameplay makes up for it.

  • NoLifeGamin

    Posted Aug 21, 2009 1:50 am PT

    anyone interested in heavy rain should play indigo prophecy...which happened to be also developed by Quantum Dreams and is VERY story-heavy but the gameplay itself is also very fun as every action you make directly affects how the story goes...meaning there are a lot of possibilities of a different story for each person that plays the game...which is why it makes it so FUN! and Heavy Rain will definitely deliver a story better than most movies made these days (District 9 is awesome by the way)

  • Goalie8

    Posted Aug 21, 2009 12:19 am PT

    David Cage is so right about the lack of serious games... Please let Heavy Rain be the best game of the century!

  • Indiscrimi

    Posted Aug 20, 2009 10:26 pm PT

    @ MaZz-Da-mAsTeR

    Final Fantasy is beyond the JRPG genre? What is this? CoD: Modern Warfare isn't "beyond" the FPS genre just because it's awesome. Command and Conquer isn't "beyond" the RTS genre just because it's incredibly complex. The Legend of Zelda isn't "beyond" the Action-Adventure genre just because it's famous. And Mario isn't "beyond" platforming just because it's been around for a long time. If a game is an RPG and it comes from Japan, it's a JRPG. That's how genres work. End of story.