The headline this past week was: nobody cares about your stupid story. When Ken Levine wrote down these words for his GDC discussion on telling stories in video game, I wonder if he was already picturing the headlines and aftermath. Certainly we can expect that he knew such a statement would be, for those with short attention spans, the penny on the rails that causes the trainwreck, and any attempt at justifying and clarifying the position would be the background noise after the bump that nobody ever actually gets around to reading. After all, you have the name behind Bioshock, arguably the most literary infused action game with its Objectivist overtones – and how many of us actually even know what the hell that means? – telling us all apparently that story telling in video games is an exercise in futility, which is, of course, a dramatic over-simplification on what proved to be a more complicated talk. But, Levine Describes Complicated Layered Approach to In-Game Storytelling, doesn't exactly make for good headline material.
It is interesting that in the roiling wake of 2007, which offered up some of the best video game storytelling done since the hey-days of Sierra and Infocom, that I so strongly believe that the story in games is secondary or even tertiary to the mechanics of the game itself. It was not Levine's "nobody cares about your stupid story" statement that got my head nodding like a Brett Favre bobblehead in an earthquake, but rather when he talked about a development style that allowed the evolving game to inform the story rather than trying to force a square peg into another square peg. Don't start with the story, start with a framework, then a game and find a story that works into it. Simple. Revolutionary.
And, at the end of the day, he's right. It is always story that should be sacrificed for the sake of gameplay.