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In the early days of video gaming,
narrative A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travel literature, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller ...
elements were minimal due to technological constraints. Games like ''
Pong ''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
'' (1972) focused solely on gameplay mechanics without storytelling components. As technology advanced, developers began incorporating narratives to enhance player engagement. Text-based adventures such as ''
Colossal Cave Adventure ''Colossal Cave Adventure'' (also known as ''Adventure'' or ''ADVENT'') is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the ...
'' (1976) and ''
Zork ''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
'' (1980) introduced simple fantasy narratives, laying the groundwork for storytelling in games. The evolution continued with titles like ''
Half-Life Half-life is a mathematical and scientific description of exponential or gradual decay. Half-life, half life or halflife may also refer to: Film * Half-Life (film), ''Half-Life'' (film), a 2008 independent film by Jennifer Phang * ''Half Life: ...
'' (1998), which integrated storytelling seamlessly into gameplay without relying on traditional
cutscenes A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
, setting new standards for narrative in video games.


Overview

Stories in video games are delivered in a myriad of ways. While it is most common to deliver exposition through
cutscene A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
s, games have also delivered their stories through
environmental storytelling Since the origin of video games in the early 1970s, the video game industry, the gamer, players, and video game culture, surrounding culture have spawned a wide range of technical and slang terms. 0–9 ...
, such as in ''
Bioshock ''BioShock'' is a 2007 first-person shooter video game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 ...
''. It is also common to deliver narrative through other means, such as via in-game text entries presented as journal entries or correspondences, or in audio recordings. Narratives do not even need to be given through spoken or written word; the game ''
Inside Inside may refer to: Film * ''Inside'' (1996 film), an American television film directed by Arthur Penn and starring Eric Stoltz * ''Inside'' (2002 film), a Canadian prison drama film * ''Inside'' (2006 film), an American thriller film starri ...
'' tells its narrative through the scenery and events the player experiences as they progress through the game without any form of language. Narratives in games are of varying significance to the experience; while an increasing number of game stories are intended as the main focus, simple stories that are only intended to serve as a justification for the gameplay have been a common approach. Certain genres, such as
adventure games An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
and their various sub-genres, have narrative as an essential element, while others, such as
real-time strategy Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that does not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time." By contrast, in Turn-based strategy, tur ...
, do not require detailed stories as a feature. Some games feature a "story mode" (sometimes also called "narrative mode"), a mode that is designed to focus on the story. The application and use of the term varies; it is sometimes used to discern from other modes of gameplay that do not feature story as a significant element, such as its use to distinguish from the online multiplayer mode of ''
Grand Theft Auto V ''Grand Theft Auto V'' is a 2013 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the seventh main entry in the Grand Theft Auto, ''Grand Theft Auto'' series, following 2008's ''Grand Theft Auto IV'', and ...
'', or as an alternative difficulty setting which is intended to allow players to enjoy the narrative of a video game without encountering significant difficulty that may hinder their progression.


History

Video games were first popularized with ''
Pong ''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
''. ''Pong'' was a simple virtual game of
tennis Tennis is a List of racket sports, racket sport that is played either individually against a single opponent (singles (tennis), singles) or between two teams of two players each (doubles (tennis), doubles). Each player uses a tennis racket st ...
in which, developer
Nolan Bushnell Nolan Kay Bushnell (born February 5, 1943) is an American businessman and electrical engineer. He established Atari, Inc. and the Chuck E. Cheese's Pizza Time Theatre chain. He has been inducted into the Video Game Hall of Fame and the Consu ...
said, the primary goal was "fun." According to Bushnell, games in that era had been so technologically challenging to produce that "it was exhausting to get the game to play without worrying about story" and as such, story was not a concern for many developers. Text adventure games such as ''
Colossal Cave Adventure ''Colossal Cave Adventure'' (also known as ''Adventure'' or ''ADVENT'') is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the ...
'' and ''
Zork ''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
'' featured simple fantasy narratives which have been compared to ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
''. In later years, technological advances allowed developers greater options for expressing story in a video game, which led to more expansive and ambitious narratives. ''Half-Life'', released in 1998, made significant innovations in how it presented its narrative, such as its choice to tell its narrative without the use of cutscene cinematics or breaking up its world into levels, and is often credited with having codified many modern storytelling conventions within the medium.


Criticism

While video game stories have received praise, it has also been argued that video games are not an ideal medium for storytelling, and that the overall quality of narratives within video games is not equal to those in other forms. Writing for ''
The Atlantic ''The Atlantic'' is an American magazine and multi-platform publisher based in Washington, D.C. It features articles on politics, foreign affairs, business and the economy, culture and the arts, technology, and science. It was founded in 185 ...
'', Ian Bogost criticizes the
environmental storytelling Since the origin of video games in the early 1970s, the video game industry, the gamer, players, and video game culture, surrounding culture have spawned a wide range of technical and slang terms. 0–9 ...
approach to narrative used in first-person games with an
exploration Exploration is the process of exploring, an activity which has some Expectation (epistemic), expectation of Discovery (observation), discovery. Organised exploration is largely a human activity, but exploratory activity is common to most organis ...
focus, such as ''
BioShock ''BioShock'' is a 2007 first-person shooter video game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 ...
'', '' Gone Home'', and ''
What Remains of Edith Finch ''What Remains of Edith Finch'' is a First-person (video games), first-person adventure game, exploration video game developed by Giant Sparrow and published by Annapurna Interactive. The game was released in 2017 for PlayStation 4, Windows, and ...
'', opining that the structure of such games, which requires players to explore environments and piece together the story through observation and discovery, offers little advantage over other storytelling mediums such as an
animated film Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
or novel. Bogost argues that the appeal of video games lies in their technical achievements, and that a game which chooses to focus on telling a story is "unambitious" and has no appeal that cannot be found in a more traditional work. During a panel held at the
University of Southern California The University of Southern California (USC, SC, or Southern Cal) is a Private university, private research university in Los Angeles, California, United States. Founded in 1880 by Robert M. Widney, it is the oldest private research university in ...
,
Steven Spielberg Steven Allan Spielberg ( ; born December 18, 1946) is an American filmmaker. A major figure of the New Hollywood era and pioneer of the modern blockbuster, Spielberg is widely regarded as one of the greatest film directors of all time and is ...
and
George Lucas George Walton Lucas Jr. (born May 14, 1944) is an American filmmaker and philanthropist. He created the ''Star Wars'' and ''Indiana Jones'' franchises and founded Lucasfilm, LucasArts, Industrial Light & Magic and THX. He served as chairman ...
expressed skepticism about the quality of storytelling in video games, asserting that the interactive element of the medium infringed upon the potential impact of any story a game might try to tell, with Lucas commenting, "By its very nature there cannot be a plot in a game." In contrast, literary scholar Eric Hayot says that video games, while not directly comparable to novels or films, are an evolution of many long-enduring storytelling traditions that have been observed throughout human history. Hayot argues that interactivity "was a story mode for centuries, if not millennia, before the invention of the microprocessor." Hayot does qualify, however, that he believes the tradition of "winning" in a video game "provides an interesting brake" on the range of stories that can be told in the medium, though he cites ''
Undertale ''Undertale'' is a 2015 role-playing video game created by American indie developer Toby Fox. The player controls a child who has fallen into the Underground: a large, secluded region under the surface of the Earth, separated by a magical b ...
'' and ''
The Last of Us ''The Last of Us'' is a 2013 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. Players control Joel, a smuggler tasked with escorting a teenage girl, Ellie, across a post-apocalyptic United States ...
'' as two examples which subvert this tradition. Some video game stories have been criticized for being conveyed in
cutscenes A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
perceived as being of excessive length which takes time away from the gameplay. Other critics have supported the inclusion of lower difficulty options which favor story over difficulty of play; for instance writer Oktay Ege Kozak, who expressed in ''
Paste Magazine ''Paste'' is an American monthly music and entertainment digital magazine, headquartered in Atlanta, Georgia, with studios in Atlanta and Manhattan, and owned by Paste Media Group. The magazine began as a website in 1998. It ran as a print publi ...
'' that while they enjoy playing video games for their stories, "I also suck at them" and would prefer that gameplay difficulty was not mandated in order to access a game's story. Such options have been included in various titles, such as ''Hades'' (where it is called " God Mode") and '' Mass Effect: Andromeda''.
John Carmack John D. Carmack II (born August 21, 1970) is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games ''Commander Keen'', ''Wolfenstein 3D'', ''Do ...
, a developer of ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
'', is often quoted as having said that "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important," a quote which originated from the book ''Masters of Doom''. Carmack has since amended the quote to acknowledge the existence of games where story is a greater focus; however still maintained that he believes games which prioritize gameplay are the "most important".


See also

* Video game writing, an overview of the associated profession * Ludonarrative dissonance


References

{{reflist Narratology Video game design