Not everybody plays games for story. And as a result, ludology vs narratology is one of the hottest debates in gaming. And to be fair, a lot of games tell some pretty crappy and/or cliched stories, and sadly a lot of them are actually trying. However, there have been some legitimately great stories that have come from the interactive entertainment medium and in many ways their impact is best felt as a video game.
These games were chosen on the basis, of not only the quality of the narrative, but how well the story utilizes the mechanics of the interactive medium. I think it goes without saying that massive story-ruining spoilers follow. Here are the Top 10 stories in video games.
Portal's narrative begins simply enough. You awaken inside your room in the Aperture Science labs, and are instructed to begin testing by the soft, robotic voice of GLaDOS. Like the character we inhabit, we follow the instructions without question. The player has no concept of what is going on outside of the casually comedic tone, the task that is laid out before us and that there's cake at the end (Yum!). This setup allows us to effortlessly step into the shoes of Chell, the Aperture lab rat. But as the player progresses, we quickly find out that "The Cake" is a lie.
Portal is especially good at tying dialogue into in game accomplishments. As the player masters more and more puzzles, GLaDOS in turn becomes more and more talkative and goes from being mockingly hilarious to being mockingly cold and murderous (while still being hilarious). It is this dark comedy that really helps make Portal stand out on its own from the Half-life series in terms of its tone.
Sometimes the best stories in video games aren't directly told to you, but rather the story you tell yourself. Minecraft accomplishes just that with the personalization, tools and authentic sense of discovery that lies at the heart of the experience. Imagination is the name of the game, and Minecraft's formula is built to appeal to ours.
There are so many different ways to play the game, and it all depends on what kind of character the player wants to role play as. Are you a survivor that washed up on a mysterious land? Are you a farmer that wants to herd the land's animals? What about the threats that befall the land? Do you hide from them at night while planning for the next day? Do you brave the night to slay the monsters for their resources? How do you deal with hunger?
Minecraft is the poster child for individual story telling, spawning a whole host of survival adventures that permeate Steam's Early Access page that have evolved on Minecraft's principles.
Before Mass Effect and Dragon Age's enormous impact on the Western Role Playing game market, Star Wars: Knights of the Old Republic was BioWare's flagship role-playing franchise. KOTOR, as it is known, released back in 2003 during the early days of the original Xbox and took place 4,000 years before the Original Star Wars trilogy where a Sith Lord, Darth Malak, the former apprentice of the feared Darth Revan, has commenced a fierce attack on the Jedi Knights with a large armada, forcing them to scatter across the galaxy.
Its narrative formula would build the foundation that both the Mass Effect and Dragon Age franchises would come to lean heavily on. KOTOR featured teams of three allies in combat and had the player travel from planet to planet, finding new allies on each one that represented a different class or class combination.
Arguably the biggest reason that KOTOR's narrative is so fondly remembered is the big twist around the halfway point in the game that takes its inspiration from Darth Vader's infamous "I am your father" reveal. YOU are the villain, Darth Revan. Before the big reveal, Revan's role is little more than a reference to give context to present events, much like Luke Skywalker's references to his father were. But once the cat's out of the bag, it revolutionizes the way the player views the entire story in the same way Vader being Luke's father did in Empire Strikes Back.
Metal Gear Solid on the original PlayStation is widely recognized as one of the greatest games of all time and for good reason. Despite its relatively short length of 12 hours, it has great story pacing and tight gameplay. At the time, Metal Gear Solid was renowned for being one of the most cinematic experiences and it was obvious that a lot of care went into trying to be accurate with smaller details, which is a bit ironic considering how super natural many elements of the game are.
David Hayter's performance as Solid Snake was revolutionary at the time for how good it was, and his voice has since become arguably the most iconic in the industry. The story humanized a couple of the supposed villains in the game like Sniper Wolf and Psycho Mantis upon their deaths which effectively blurred the lines between the player's side and the antagonist's.
Despite the fact that the series has become quite convoluted in its logic over the years, Metal Gear Solid's emphasis and delivery on story telling is in in some ways unmatched even today. With Hideo Kojima's tenure at Konami looking like it's end is near, it's important to appreciate the impact that the Metal Gear series has had on interactive narrative.
It wouldn't be a list of narratively focused games if the semi-divisive Final Fantasy VII wasn't on the list.
Of course, this entry is more or less on the "it's cool to hate" spectrum by a lot of Final Fantasy purists. However, its impact both as a game and as a narrative cannot be denied in terms of its ever lasting legacy. A lot of that has to do with "the death." On the outside, it seems kind of silly that one event could make an entire narrative that famous, however it has done just that. That death of course is everyone's favorite flower girl, Aeris.
Never have I seen so many gamers live in such denial about one death in a video game. Even now, coming up on 20 years after the game's initial release, there is a sect of players that are still convinced that there is a legitimate way to bring her back from the dead. *Spoilers* there isn't. As much as I love this game and its story, I admit Aeris' death is a bit illogical given the fact that Cloud and Co. should have had at least one Phoenix Down in their back pocket. Bah, details.
Yes, in many ways, BioShock is basically System Shock 2, but that doesn't stop it from being one of the most compelling and hotly debated stories in the history of interactive narrative. I mean, would you kindly take a look at that insane timeline of BioShock Infinite.
The original BioShock was a master class of its own in balancing functional level design, with a believably lived in space and the events that lead to Rapture's undoing let the combat mechanics fit the story like a glove. It can be debated that despite its critical appeal, BioShock Infinite never quite achieved the same heights as the original, but it doesn't exclude the fact that the series as a whole tells one of the best stories that video games have ever seen.
The Witcher series can be tough to get into if you haven't read the books and/or choose to skip the first game. The series' second entry, Assassin's of Kings more or less assumes you know what is going on from the start and is unapologetic about it. However, it doesn't take too long to realize that you are dealing with one of the most unique video game narratives around. Most stories clearly state who is good and who is bad at every turn, but in this universe, it's not that simple.
It's said that there are two sides to every story and that ideal is the foundation of The Witcher's narrative. Almost nothing follows the path of "this side is good, this side is bad". In fact almost all of it is bad on some level. The world operates in shades of grey rather than light versus dark. Villains are not representations of the Evil Railway Baron trope, instead having legitimate goals that you, yourself might be trying to accomplish had things been different.
In fact, Assassin's of Kings offers up a choice between following two different leaders, a murderer fighting for the rights of non-humans and a human trying to uphold the peace, but whose actions are perceived as racist by some. Neither are good, neither are evil, it all just depends on the player's perspective, much like the world we live in now. The result is a very believable and grounded story in a high fantasy world.
Telltale Games has made an entire business around being able to tell quality stories. But they really didn't take off until they released their first season of their episodic Walking Dead series. Its popularity isn't derived from the AMC blockbuster series, but employs a style that is closer to the comic books.
The journey of Lee Everett and Clementine is one of the most compelling arcs ever crafted in interactive narratives. Despite the fact that there isn't much of a challenge (or game depending on who you talk to), the narrative drives a satisfying set of in game prompts that mean the difference between life and death. In this zombie apocalypse, death rears its head around every corner and isn't afraid to take your heart strings, rip them out, and throw them in the dirt before stomping them into submission.
The driving force behind the entire experience of The Last of Us is its narrative. The game is a character-driven narrative that is quite a linear affair but the all of the extra nooks and crannies keep it from feeling too straight forward. When the player uncovers these hidden places, the game provides some poignant moments between Joel and Ellie that provide context and insight of the state of the world that really drive the generational differences between someone who lived in the world before (Joel) and one who grew up in the current state of affairs (Ellie).
Speaking of Joel and Ellie, they are the very foundation of the game itself, both narratively and mechanically. The loneliness of the journey, the forced cooperation, and the ugliness of the people and the world around you helps to create an authentic sense of protectiveness over Ellie. It is very much a journey of you against the world, and every time Ellie is forced to leave the safety of your side for the sake of cooperation, it is an authentically uneasy feeling.
While the post-apocalyptic zombie-esque world isn't particularly unique when factoring in The Walking Dead's immense popularity, it is the journey and the interactive delivery of Joel and Ellie's journey across the country that helps set it apart. The Last of Us is an ever lasting example of the evolution of interactive story telling and will always hold a significant place in gaming history.
There isn't a game in the world that more people are clamoring for than Half-Life 3. A lot of that has to do with just how good the world and its narrative are. One of the most fascinating aspects about the story is how much of a passive rider the player character, Gordon Freeman is. The entire video game medium is centered around the idea of control, and most of the time, game characters are in control and/or the center of attention. Gordon Freeman is the exact opposite of those things, and the result is refreshing. In fact, the story isn't even about Gordon Freeman, but rather about the world around him, and he is simply the vessel that the player experiences the world through.
What is also compelling about the Half-life experience is how naturally everything unfolds. There are no interruptions for cut scenes as the story unfolds in front of the player, and Half-life was the one of the first games to really let the player have the freedom to move about the environment as the story unfolded in front of the player.
Subtle audio cues also helped to enhance parts of the narrative as well and the biggest example of this is the Combine Soldiers. The game frequently let the player hear their enemy before seeing them, which worked to further imprint the enemy's importance both in terms gameplay mechanics and what they meant to the world. Because the game was challenging in its combat, the player became conditioned to feel a sense of dread every time one of these audio cues played.
What do you think? What are your favorite examples of narrative in games?