Wednesday, March 6, 2013

Video Games and Story-Telling

L.A. Noire came out a couple of years ago to well-deserved good reviews. After running out of Uncanny Valley jokes, the player discovers that the graphics of L.A. Noire are as mesmerizing as they are groundbreaking (how many games can produce gag reels?). And the experience of roaming through post-war Los Angeles is intoxicating--almost enough to guise the fact that the driving seems interminable. And the tone; my God, the tone. Unhelpful though this phrase often is, L.A. Noire is a unique experience.

I like Raymond Chandler novels and a host of other noir-related and -inspired works, so it may seem as though I'm gushing about something I was bound to love (that co-developer Rockstar Games was then coming off Red Dead Redemption was just sweet, sweet frosting). Except... I didn't love it. The above praise runs right alongside my apprehensions about the game, the things that make me hesitant to pop the disk back into my X-Box (and then the second disk... and then the third).

L.A.P.D. Detective Cole Phelps is a miserably dull antagonist, easily out-shown by insurance fraud investigator Jack Kelso. The cases, particularly on the homicide desk, quickly prove frustrating as it becomes obvious that Phelps is being strong-armed by his superiors against the player's will (more on that later). I also don't care for procedurals, which L.A. Noire unapologetically is; this is partly a personal thing, but the best noir-ish pulp fiction is as much about quirky character moments and shaggy dog yarns as it is about the mystery.

This is not a review of L.A. Noire. No one's interested in that in 2013, including me (though I'd probably give it a B/B+). My point is that every so often I play or remember a game that gets me thinking: what makes video games work, from a storytelling perspective? More importantly, what makes the cinematic ambitions of the medium fall flat? And I'm talking specifically about the story-driven games. The Angry Birds and the Fruit Ninjas, for all their addictive properties, can't be properly judged on the same metric.

Literature (novels, short stories... you know what literature is) excels at intimate character-building: motivation, psychology, thoughts. The best novels dig deep into an idea and use slowly-developed details to create a textured whole. Other storytelling mediums can do this, but not as comprehensively. Where a story on the page may relatively lack for immediacy and clear character dynamics, it still reigns as the best medium for case study-type stories.

Television, at its best, takes the long-form format of the novel and uses it to deliver detailed character relationships and paced, intricate plotting. The really good ones explore characters and themes at length and in depth over one or more seasons (Game of Thrones comes to mind, of course, but remember that David Simon conceived The Wire as a kind of "novel for television").

Film combines all of these into a condensed run-time and go to work with rarely subtle manipulation. It rewards spectacle and sweeping scope. Some will moan about the bullying nature of the medium, but when done successfully, it's hard to complain. If the first ten minutes of Up don't devastate you, I'm not totally sure you're human. And while the last 45 minutes of Argo seemed to count off every suspense cliche in the book (yes, there is a book of suspense cliches), damned if it wasn't effective.

Video games can perform elements of all of these but they tend to lack the strong narrative thrust. There is no Dickens or Kubrick to take the player from point A to point B exactly when and how he wants to.

Roger Ebert suffered a rare lapse into ill-informed shooting off at the hip a few years back when he said that video games could never be art. To his credit, he walked the statement back (kind of). And though the original statement was short-sighted, there's some truth there. Games require a certain degree of player agency. Too little agency and the player might as well be watching a movie. Too much and there's little to no room for the developer to tell the story he wants. The developer can add music, but has little guarantee that the cues will sync up as perfectly as they do in film. He can add interior monologue, but the player may choose to skip it (and will complain if she doesn't have that option). He can create a complex, engaging lead character, but at some point the player must be allowed to put her own stamp on that character.

And he can try to force a story in a given direction, but as games have evolved into sandboxes and as they've engineered morality systems, it becomes harder and harder to tell a story honestly. If the developer's desired story needs a character to be a good, upstanding person, it falls apart if the player decides to be an immoral monster, whose only aim was to "dominate the game." To end a story in this fashion, you have to supply a series of potential good-evil-medium alternate endings and every player can tell that that was all you did.

Take the aforementioned frustration in L.A. Noire: when a developer tries to take a gamer for a ride--the sort of emotional rollercoaster ride that might be praised in a good film or book--the gamer may resent it. Not least because she expects to be able to win the game. As far as we've come, we're still limited in our ability to explore the human experience in video games the way we do with other art forms.

Red Dead Redemption gets that compromise mostly right, by killing the main character in a cut scene mere seconds after the player is forced into an ambush (yes, L.A. Noire pulls a similar character sacrifice, and if Cole Phelps were as interesting as John Marston, I'd be talking about that). While we're on the subject of genuinely artful games, Bioshock, another personal favorite, is renowned for it's eye-sexingly gorgeous environments, a surprisingly deep examination of philosophy and human nature, and a creepy atmosphere that relies on the player's imagination to fully reveal itself. It's a refreshing example of show-don't-tell that neatly covers up the fact that 80% of the plot is killing objectivist zombies.

I'm sure every developer has Earth-shattering ideas for great, cinematic games. Hell, every gamer likely has, as well: this Cracked article showcases seven decent game ideas and explains, with an empathetic quivering infecting the prose, why those games can't happen for various reasons of mechanics and logistics. I also recommend Cracked's take on ominous trends in video games, which ends up focusing mostly on the economics of the industry. Turns out that when you expensively produce distraction-oriented entertainment that'll go to market at $60 a pop, you tend to get stingy about creativity in favor of more a stable model, helping further hinder the role of "art" in the development process.

This isn't to say there isn't art in modern gaming, but there is something eating away at me as I play games that come so close to real art and just miss it.

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