6 Storytelling Problems Video Games Still Can't Fix
#3. Lore Spiraling Out of Control
One of the great strengths of video games is that they can tell a story that unfolds over 20 hours instead of two. Unfortunately, many games don't take advantage of this, while others exploit it like people who try to get an entire meal out of grocery-store samples. Metal Gear Solid is the classic example -- you need CliffsNotes to understand each game's plot, and most of them assume you have some knowledge of their predecessors. It makes jumping into the middle of a plot-driven series like starting Game of Thrones in the middle of Season 2 and figuring out why every conversation is about characters who are no longer alive.
But the bigger problem is that more and more games are trying to deliver their stories through in-game databases.
You've probably played a modern game that has a codex, archive, grimoire, or some other fancy term for what's basically a wiki. It combines all the fun of shooting monsters with the raw thrills of reading an encyclopedia.
When used correctly, a codex is a great way to flesh out a game's world. Mass Effect delivers all the important parts through dialogue and gameplay but offers a database of background info for hardcore fans who want to know the technical specs of their weapons or why having an entire race of hot, pansexual lady aliens has a sound scientific basis and isn't just a weird, masturbatory fantasy. Nerds can dig into the lore while most gamers can ignore it and be happy with the story.
But
some developers just cram the entire plot into a database. That way they don't have to go through the effort of telling a coherent story, and gamers can engage in their favorite pastime: putting their controller down to squint at swathes of tiny text.
Dragon Age: Origins is guilty of this. It's a fantasy game about a group of warriors stopping the "Darkspawn," a name that should tell you how nuanced and subtle they are. It's full of so many cliches it should have been called Hacky Tolkien Derivative: Darker and Edgier Edition. But fans have told me that if I go and read pages and pages of background information the story is actually really interesting.
OK, great. But if I wanted to read a story I would have bought a goddamn book. There's a reason classic novels don't make you complete quick-time events before you can access the next chapter -- it plays against the strengths of the medium. But games are relying more and more on your willingness to stop playing the game in order to enjoy the game.
Destiny is the latest offender. The game boils down to "shoot aliens because Peter Dinklage told you to," which makes Halo look like Chaucer. You can't even access the "What the Hell Is Going On?" database from the game. You have to go to the official website and read the blurry backs of a bunch of virtual trading cards, which is a lot of hassle considering I just want to understand what the hell it is I'm shooting at. For those who haven't played the game, that sounds like a rejected premise from The Onion, but I assure you, it's quite real: