Tag Archives: plot

The state of: Narrative

dark-sector-wallpapers_18826_1600x1200One of the most important facets of a game is how it presents its narrative.

A narrative is not  only  the  basic  plotline,  but  also  the  experience  of  going  through  a  story.

The primary tools used are the plot and characters.

A game’s plot is the medium through which the general  impression  of  what  the  game  is ‘actually  about’  is  conveyed  to  the  player.  If  the protagonist  is  a  Special  Forces  soldier  and the plot  revolves  around  defeating terrorists,  then  this  tells  the  player  that  it  is  a  military narrative.

 Plot  cannot  convey  an  entire  narrative  on  its  own,  however,  and  is  itself affected  by  other elements  of any given game.

It’s easy  to  see  this when  you look at gameplay itself.

Even basic elements of how we play the game convey a sense of narrative, affecting  the  overall  ‘mood’  of  the  story.

If a game is a  straightforward  FPS,  the main  point  of  interaction  between  the  player  and  the  surrounding  environment  is through the gun. This shows that the game is primarily action orientated,  obstacles are overcome through combat, also  affecting  how  the  story  pans  out.

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Imagine,  however,  if  the gameplay  was orientated  around  stealth.  If  the  protagonist  had  to  sneak  past  his  foes  rather  than running in guns blazing.

The entire mood of the game would be different. Gameplay affects narrative just as much as plot. We can see this with two other aspects – the game environment  and  the  enemies in it.

An environment tells us what sort of story is being told and, when used effectively, is a perfect medium for conveying the story itself.

The hellish otherworld in the Silent-Hill-series conveyed  that  this was a horror narrative, whilst the design of the city of Rapture helped tell the player about Andrew Ryan’s  vision  of  the  future.

Of  course,  the  environment  needs  a  story  to  work  with otherwise games seem less than their potential. The environment in Dark-Sector oozed character  and  atmosphere,  but the  story  was minimal  and  the  whole  effect  fell  flat.

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Enemies  also  convey  narrative.  The  splicers  of  Bioshock  helped  convey  the tragedy of a fallen utopia, whilst the infected peasants of Resident Evil 4 helped show the effects of a sinister parasite overtaking a peaceful town.

The best games are ones that  weave  all  these  elements  –  plot,  gameplay,  environment  and  NPCs  together  to deliver  a  strong narrative.

If  used  correctly,  these elements can  go  a  long  way  in covering  up  a game’s  weaknesses.

James Dyson