Complicated Games: Always a Happy Ending
I just spent the weekend immersed in one of the best videogame stories I’ve ever watched: Dreamfall, the continuation of a three-part epic that began with 2000’s The Longest Journey. It had romance and tension, dumb jokes and mature drama, and quiet, tragic deaths—plus not one but several knuckle-chewing cliffhangers. And I was in awe of how well it told its story: Alongside the main plot, you learn about protagonist Zoë Castillo by clicking around her bedroom and talking to her friends; and peripheral storylines pass by without waiting for you to catch their significance.
At the same time, Dreamfall has a flaw: It isn’t much of a game. Unlike its predecessor, which was fiendishly complicated and took me weeks to beat (OK, cheat my way through), Dreamfall aims to keep players moving from scene to scene, and this means stripping away almost every puzzle until you’re left with a few tricky sequences surrounded by hours of dialogue and cut-scenes. By the end, I might as well have put down my Xbox controller and grabbed the popcorn and beer as I sat riveted through the story’s last scenes. But is that how an “interactive” game should work?
There’s a debate raging right now over how games should incorporate stories—and, specifically, how to balance the linear needs of plot and character with the changing, limitless worlds games promise. It crops up in the fight over Roger Ebert’s recent statement that games will never be art. (If a game can tell a story or “make you cry,” one argument goes, that’ll bring it closer to art; though Ebert, dude, didn’t you give a thumb-up to The Da Vinci Code?) The argument rages in academia, where opposing camps with wacky names like “ludologists” and “narratologists” battle over whether games are primarily a set of rules for the player to explore, or a story shaped by your actions. And the debate is going on in every game-design shop in the world, because even the people who make the games don’t know the answer.