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Gaming Stories
John Scott Tynes
Redmond Digital Arts Festival 2011
What is a game?
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
A Dead French Philosopher
Defined Games As
That sounds pretty good
Games
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
Map This to Stories
Stories
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
But Wait
What About
Uncertain
Governed by Rules
No.
We’d be here all day
What media tell stories
and when did they start?
Prose Fiction
Epic of Gilgamesh (1900 B.C., Sumer)
Theatre
Myth of Osiris and Isis (2500 B.C., Egypt)
Comics
Histoire de M. Vieux Bois (1833, France)
Film & Television
The Great Train Robbery (1903, U.S.A.)
Videogames
?
When did videogames
start trying to tell stories?
TITLE
DATE DESIGNER
1958 WILLIAM HIGINBOTHAM
Tennis for two
Oscilloscope Game
Does that videogame
try to tell a story?
TITLE
DATE DESIGNER
1958 WILLIAM HIGINBOTHAM
Tennis for two
Oscilloscope Game
TITLE
DATE DESIGNERS
1975 TOMOHIRO NISHIKADO
AND DAVE NUTTING
Gun Fight
Arcade Game
Does that videogame
try to tell a story?
TITLE
DATE DESIGNERS
1975 TOMOHIRO NISHIKADO
AND DAVE NUTTING
Gun Fight
Arcade Game
TITLE
DATE DESIGNER
1981 SHIGERU MIYAMOTO
Donkey Kong
Arcade Game
Does that videogame
try to tell a story?
Yes. Look closer.
TITLE
DATE DESIGNER
1981 SHIGERU MIYAMOTO
Donkey Kong
Arcade Game
Behold the
Revolution
How do videogames
try to tell stories today?
Cutscenes
WHEN THE GAMEPLAY STOPS, THE STORY STARTS
Half-Life 2 Gameplay Cutscenes
NOT ACTUALLY GAMEPLAY BUT YOU CAN STARE AT THE FLOOR IF YOU FEEL LIKE IT
Dialogue Trees
SEPARATE MODE FROM MAIN GAMEPLAY
Interactive Fiction
NAVIGATING A STORY THROUGH CONVERSATION AND ACTIONS
Gameplay as Metaphor
ACTION EXPRESSES THEMATICS
That Was Great,
I Guess We’re
Totally
Awesome!
High five, bobcat!
Except that
we mostly suck
lol wut
These are not the stories of a new medium
Games
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
Remember the Dead
French Philosopher?
Stories
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
Each medium tells the stories it’s best at
Moving stories across mediums requires adaptation
What is wrong with this picture?
Games
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
Games Are Not An
Intrinsically Narrative Medium
Stories
Voluntary
Separate
Uncertain
Unproductive
Governed by rules
Make-believe
What is wrong right with this picture?
What is the story
of football?
Is this the story?
Is this the story?
Is this the story?
Is this the story?
Is this the story?
Yes, yes, yes, yes, yes.
Why is football
so awesome?
Games create experiential narratives
True gaming stories are about how we play games
It is our stories as players that most resonate
One game + many players = unique stories
There is more to story than this
There’s you
Stop
making this
Start over
Gaming Stories: How Games Succeed and Fail at Storytelling

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Gaming Stories: How Games Succeed and Fail at Storytelling

Editor's Notes

  1. Roger Caillois in his book Man, Play, and Games examined the role of games in human society.
  2. They aren’t the same. Games have very uncertain outcomes and are rules-based activities.
  3. Not going down every narrow-exception rabbithole.
  4. Brookfield National Laboratories Push button to hit ball, turn knob to change angle of hit No scoring or ending but implicit in the design
  5. Not recognizable as a story
  6. American version was first microprocessor-based videogame First videogame where you controlled a human character
  7. No more of a story than Monopoly Gameplay metaphor is not sufficient
  8. Does Donkey Kong tell any more of a story than Gun Fight does?
  9. What’s in this image that is different from anything that came before?
  10. She is a character with dialogue who is present in gameplay but whose only purpose is to communicate story.
  11. Similar: Gears of War’s “attention moments”
  12. Classic Bioware style. X-Files game was an interesting road not taken: choose a dialogue line, or an emotional response, or a clue to prompt a response
  13. Galatea: Very rich conversation with a statue Zork: typing as gameplay Planetfall: Floyd the Robot, AI sidekick traveled with you, died memorably Bad Day on the Midway: stream of consciousness thoughts, click on one to explore/share/react
  14. Braid uses gameplay to explore the irrevocable nature of decisions and our desire for the wish-fulfillment of turning back time. Bioshock uses gameplay to explore objectivist themes of free will and the apparatus of control.
  15. We must be doing story games right with all those examples!
  16. This is us defining games by how they resemble stories in other media.
  17. That’s why when we move a story from one medium to another, we call it ADAPTATION. So what stories are games best at telling? Film: human drama, spectacle Comics: dialogue, pacing Prose: subjectivity, language Theatre: human drama, language
  18. We’ve got Star Wars comics, Star Wars novels, Star Wars TV series — it’s the perfect example of how a narrative can be adapted into all kinds of media. And there are plenty of Star Wars games, right? So games by their nature are just another medium and we can freely adapt Star Wars into games, right?
  19. There are tons of games that don’t adapt narratives at all well. Football is one of them. You’d never use football to tell a story, would you?
  20. We need to define stories by how games tell them, not define games by how they tell the stories we already know
  21. Let’s go back to that example. Football makes no sense as a narrative adaptation. But it is a game, an immensely popular game. Maybe we should look a little closer.
  22. The player on the field, each hard-fought yard, each desperate pass and tackle. That’s a pretty good story.
  23. The narrators doing play by play and offering insights and color commentary, shaping a game’s worth of discrete actions into a larger context and conveying the action with all the drama and human emotion that storytellers can muster. That’s a pretty good story.
  24. An entire season of play: Cinderella stories, underdogs, surprise upsets, unstoppable champions. A season of football is a vast narrative followed as avidly as any soap opera by an audience of millions. That’s a pretty good story.
  25. A single team across decades of life. Kids going to see the team with their dads, growing up fans, taking their kids one day. Memories and nostalgia, hope for the future, drama and betrayal, dreams and tragedies. That’s a pretty good story.
  26. Michael Vick, a single player. Promising early success, a personal vice that undoes his life, crime and punishment, then a controversial absolution and redemption. That’s a pretty good story.
  27. In fact, football is PACKED FULL of truly awesome stories that captivate millions.
  28. The real story of a game is what happens when you play through it.
  29. What you did, what went wrong. The play by play. Not the narrative told by the designers.
  30. Stories about players playing games are the ones we all talk about.
  31. And games enable a vast canvas of such player stories.
  32. Adaptations across media are just people reselling us a story they've already told.
  33. Because the truth is that Tennis For Two *was* a story. The story of two players, two knobs, and a bouncing ball. Who won, who lost, who surprised who. All games are stories and all players make stories. That doesn’t mean that designers do.