New Directions in Videogame Storytelling: The Mysteries of Dear Esther and Journey
Videogames have always told stories. Pac-Man is a Serling-esque grotesquerie about an insatiable glutton whose hunger directly imperils his life but also acts as his salvation. Missile Command and Defender are bleak, apocalyptic warnings of a future undone by technology. Of course those stories were either subtext or limited to whatever words would fit on an arcade cabinet’s artwork or attract mode.
A debate has long raged within the gaming community about whether the medium is suitable for storytelling. After all, these are rule-based competitions first and foremost, built by large teams of creators, and lacking the singular authorial intent of a novel or a movie from an auteur director. Why should we evaluate them all like a comp lit assignment? Others point to games like the just-released Mass Effect 3 as examples of how the interactive nature of the medium can make stories more meaningful and personal than movies or television. Everybody tries to minimize the significance of the debate, talking about how tired they are of having the same circular conversation, even while regularly and stridently voicing their strongly held beliefs.
Mass Effect 3 has reignited the issue. It’s the current standard-bearer for the sort of heavily cinematic storytelling that dominates mainstream blockbusters, with copious cut-scenes and dialogue broken up by brief bursts of gunplay. It’s a movie where you control the action scenes and gently nudge the story in various directions via dialogue choices. You directly influence the story, but are largely a passive observer outside of several key moments.
Two other recent games that take a more interesting approach to narrative had already fanned the “game vs. story” flames in certain gaming corners. Both Dear Esther, an independent PC game, and Journey, an exclusive downloadable game for the PlayStation 3, try to elegantly unite play and story while also leaving an indelible emotional imprint upon us. They can be seen as reactions to the type of sprawling, patchwork storytelling found in games like Mass Effect 3. They reach different conclusions, though, with one largely avoiding standard game mechanics while embracing traditional narrative techniques, and the other streamlining both into an elemental twist on the standard heroic adventure.
“[Dear Esther] is the right story for this particular medium, used in this particular way,” says Dan Pinchbeck, writer and co-designer of Dear Esther. “It takes advantage of the inherent isolation you find in many first-person shooter [FPS] games, it plays with the normal process of discovering the answers, it co-opts the player’s expectations of what they will find, which helps build that dawning sense of dread. Really, it’s following-up the long design history of FPS games and just pushing them in a slightly different direction.”
Dear Esther is a game without the play. It takes place in the first-person, but you can’t pick up any objects or shoot any aliens. You don’t solve any puzzles. You can’t perform improbably high standing jumps whenever you’d like. All you can do is walk around a desolate island and let the story slowly unravel.
Dear Esther is a ghost story told by an unreliable narrator. It uses the immediacy of the first-person perspective commonly employed by shooters to minimize the distance between player and story. As you explore the island, walking through caves, empty shacks and a shipwreck-strewn shore as if you’re prowling a barren battlefield in a nonviolent Modern Warfare, always inching closer to the radio tower that flickers in the distance, you’ll hear occasional bits of narration that obliquely fills in the history of this island and your character. At certain moments you’ll notice brief glimmers of figures in the distance, ghostly memories of the lost ones mentioned in the narration. It’s a sad elegy for your character but a novel new direction for first-person games.