Interactive Storytelling for Video Games Chapter 12: The Argument for the Supremacy of Player- Driven Storytelling Josiah Lebowitz Chris Klug
The Great Argument Which of the previously covered types of game storytelling is the best? Do players prefer more traditional stories with clearly defined characters and well crafted plots? Or do they prefer highly player-driven stories which give them a large degree of control and freedom? Many notable game industry veterans can be found on both sides of the debate. The argument needs to be looked at from both sides.
The Four Key Points Supporters of player-driven storytelling primarily base their arguments on four key points. (Opposing arguments will be covered in the next chapter.) The Evolution of the Art Form Giving the Writer Greater Freedom Strengthening the Player – Character Bond Giving the Player What He Wants
The Evolution of the Art Form Traditional storytelling has existed since the dawn of recorded history. Many stories from hundreds and even thousands of years ago are still considered to be among the best ever written. Therefor, traditional storytelling reached its peak long ago and can no longer advance as an art form. To push storytelling to new heights, its necessary to put aside the old methods and focus on player-driven stories so the art form can continue to grow and evolve.
Giving the Writer Greater Freedom Player-driven stories free writers from having to follow a single plot progression and outcome in their stories. Writers can use player-driven storytelling to fully explore all possible angles and outcomes of their stories. Backstory can be spread across multiple branches and optional sections, improving the story’s pacing.
Strengthening the Player – Character Bond Players become much more engaged by and emotionally invested in stories when they truly care about the hero. Interactivity can help strengthen the bond between the player and hero. Therefor, allowing the player to create a custom hero and giving him a significant degree of control over the hero’s personality and actions should allow him to easily form a very close bond with that hero.
Giving the Player What He Wants Games need to make money and, to do that, they must appeal to a large number of players. Stories are an important part of what attracts players to games (at least in some game genres). Many things, such as poor pacing or a bad ending, can easily detract from or ruin a story. Giving the player control over a story’s progression and outcome should, in theory, allow him to ensure that the story follows the path he’ll enjoy most. Therefor, what the player wants and enjoys most isn’t to watch a story unfold, but to become a part of and help shape the story. Assuming this is correct no further argument should be needed. But is that really the case?
Things to Consider Do you think that highly player-driven stories are superior to more traditional stories? Why or why not? Briefly summarize your own thoughts on the four key points. Can you think of any additional arguments that could be used to support the supremacy of player-driven stories? Do you believe that most players want to be given more control and freedom in video game stories? Why or why not?