Ken Levine at GDC: "Nobody cares about your stupid story"
Wednesday, February 20th, 2008 - 3:51pm
He definitely has a good point there.
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This seems pretty narrowly focused on FPS and the methods they employ for storytelling. I'm having a hard time tying his statements to the type of storytelling and gameplay present in an RPG like Planescape: Torment for example. Which is one of those games I believe qualifies as art, precisely because of it's storytelling.
We could always ask him next time he's on the show.
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Trust me Ken Levine is not Elysium if that's what you were implying.
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He's right. However, 90% of the sh*t they try to pass off as a story in the gaming industry is, well, sh*t. So it's easy to see how gamers have developed a stone wall to any sort of deep literary connection. However, I say usher in the new era of storytelling Ken, for the few of us that do appreciate a good tale in our games, we tip our hats to you.
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Frankly, the only reason I can think of that will keep people from being interested in a good story is it being told in a way that removes the player from his favored kinds of interaction for the time of narrative exposition. If you create a FPS and force the players to sit still and do nothing while you tell your story, they will justifiedly feel and react as though you just wanked off in their faces.
There are two solutions: Either, you cut your story to the bone so it can be told at the fringes of a constant violence spree, or you try to introduce more verastile engaging ways of gameplay that give you more opportunities to transport story during the actual player interaction. The question shouldn't be how to save as much story as possible from the cutter, it should be how to present the whole of the story in an immersive way integral to the gameplay experience.
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id made this claim very strongly, once upon a time. It was in that same timeframe that their sales went into real decline.
I think a lot of the reason Halo has done so well is the strong story.
I'm kind of with him no what he's saying. About 4 hours roughly into Lost Odyssey and I'm already getting antsy. I have a really good book I'm reading right now by Ursual Le Guin. I have another really good book on deck. It's getting hard to play this game, knowing that I'm reading a story that's much worse than the story sitting on my coffee table.
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One day Levine's sound filter will malfunction and then you'll all realize that his last name is Murdoch.
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Ken make's some good points. However i'm playing through Bioshock right now and his environment as story philosophy doesn't really seem to gel with me. There have been several times where i've killed key people and not realized they were key people until after they were dead and the text popped up telling me i'd finished a quest. I think Bioshock could use a few more HalfLife-esque cutscenes to flesh out the characters and story. The audio dialogue just isn't cutting it for me and frankly never has.
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...seriously?
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Seconded.
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I wouldn't dismiss what he's saying out of hand. If you follow Ken Levine's definition of what a story is, Halo isn't terrible, IMHO. It's not Half Life 2, but it's not awful. The atmosphere, the various levels, the game itself tells the story. I remember when I first started playing through the Halo series (Halo 1 being my favorite) there was this level where I was piloting a Banshee during this giant battle around this tower. There was no story being told explicitly at that moment. The narrative was just me moving point to point.
However, there was a story happening. There was most certainly a story happening and it's to this day ingrained into my brain with much higher fidelity than most RPGs I've played. Only in this story I was Master Chief, I flew around on a snowy part of the Halo and battled the Covenant. It was a story. And it was being told with graphics, sound and gameplay.
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Maybe if I didn't pay attention, I would've got it more. When I tried to follow it, all I got was a bunch of abstract nonsense that didn't tie together in any meaningful way and which at least to me, seemed to have the depth of a Michael Bay film. My opinion of Halo games is pretty much what Yahtzee's is but obviously I'm in the minority.
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The interesting thing about Halo is that there is a lot of narrative and backstory to dive into, but if all you do is play through the three Halo games once, it will be nothing but a disjointed blur.
I'm not one of them, but the people who take the time to read the novels appear to have the information to understand the context in which the Halo games' events unfold. As someone who only played the games, I could tell that there was plenty of narrative there, but the games themselves don't provide sufficient explanation to understand why things are happening and what they mean. All I knew as a player was that I was being herded from one enemy encounter to the next.
I understand why people praise Halo's story. They're the ones that take the time to read, figure out what's happening, and play through the campaigns more than once. I also understand why some people don't get a single thing out of Halo's narrative. It doesn't do a good job of telling the story in a single play-through without any additional storytelling material.
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I don't think it's true that you have to go outside the games to understand the story, but I do agree that it is unlikely for someone to follow it completely in one go. It's distributed too evenly across cutscenes, controllable action sequences, Cortana talking into your head, and other background noise. Also, it's a huge mistake to lump the qualities of the stories of the three games together. They vary wildly.
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As someone who has read "Fall of Reach", I can say it has made me appreciate the story in Halo 1 (the only one I've played) far more than I previously did. However, even before I read the book (5 years before, actually) I played Halo 1, and it was definitely the story that kept me going. I could tell there was something going on there, and I wanted to know how it played out.
I seriously recommend "Fall of Reach" to anyone who appreciates paper-back sci-fi.
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Honestly I'd recommend all of the Halo books over the games. I'm sure I'm also in the minority here, but to me the backstory for Halo is so vastly superior to the in-game story (especially Halo 3's) that I don't really consider them on the same plane. Basically think of the stories as the live-action H3 war memorial commercials and the games themselves as that annoying as sh*t racist kiddie rapper you always meet when you play in Halo multiplayer. One's great - the other you'd rather beat with a lead pipe.
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I thought Halo's story was good, and not really that hard to follow. It got annoying during the Library, but that was more due to the level design at that time. I'm not sure where the hate on Halo's story comes from. I never read any of the books.
I thought Halo 2's story felt more phoned in, but it still was not bad.
That reminds me, I really need to sit down and play through Halo 3.
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Yeah. All this talk of how bad Halo is has me thinking of playing it again. But then I think that and remember I want to finish Bioshock someday.
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"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." - John Carmack
I played the games and understood the story, how everything fit together, etc. I was appeased by the story in the 1, but then 2 made me roll my eyes to the point that I didn't really care by the time I was in 3. I was only in it for the challenge, messing around in co-op, and the occasional pretty picture. I wasn't sure if the experience was more a lesson in what it's like to be a "theirs not to reason why" military grunt or, rather, the average adolescent gamer.
OK, I was still hoping for something deep and meaningful to come of all the religious references, but every time I let that part of my brain speak, it just got itself hurt.
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I enjoyed the storyline in Halo 2 as much or more than Halo 1. Halo 3 felt a bit sterile.
Story for me, is a key ingredient that raises a game above its mechanics into an experience that can draw me in. When the story or setting doesnt gel, I tend to lose interest. It's like I see the game as a naked set of programmed functions and code without that layer of storyline to clothe it. When I was a younger gamer, even Doom's simple enough background (1 page in the manual!) was enough for me, which makes me laugh in hindsight. But it was an evolutionary period in gaming. I'd never experienced a first person game that put me in the role of taking down a game world full of hellspawn. Now I need more. I look at Doom and yes, despite its aged tech, it's setting no longer justifies it's simple game mechanics. I see the game for what it is, just a game, there is no sense of immersion. I'm always aware that the ai is going through simple algorithms and that I can shoot, strafe or run around the environment. It's a barren experience.
Gears of War, though not a great narrative, was still a fun narrative. I had enough story in it that I dont mind revisiting the co-op campaign six times now. It's enough that it justifies the world, gives context to the mechanics, and explains the characters relations. Dom is not a 3d character model, he is Dom, etc. The story and its setting allow me to suspend disbelief, envelope myself in a gamer's moment of immersion and experience the game world for what it is.
Oblivion, all mechanic debates aside, drew me in with all the little quest lines. I found that is what kept me coming back to the game, not the mechanics themselves of how I fight or cast spells.
So I disagree with Ken. Besides, I dont think the Madden player is the prime example of a target audience interested or not interested in story, they just want to enjoy their sport in a very visceral simulated way with solid mechanics.
But then again, maybe I'm the one, upon looking in the mirror, who must realize I'm not the prime example of where the profit lies with the modern gamer.
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Well, what would you expect one of the main guys behind Doom and Quake to say?
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