Too many games are still trying to be novels

by Pelican Press
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“Too many games are still trying to be novels”

Storytelling in gaming has changed over the years with developers often aiming for cinematic or literary experiences. But according to veteran writer Richard Dansky, best known for his work on Splinter Cell: Blacklist, this approach might be one of the main reasons modern games fall short.

A still from Splinter Cell: Blacklist
The Splinter Cell writer has a point. | Image Credit: Ubisoft

Dansky believes many developers fail to recognize the unique strengths of video games as a medium, attempting to make games that resemble novels or films rather than embracing their interactive nature. Instead of embracing the unique possibilities of video games, developers often constrain themselves with the limitations of traditional storytelling methods.

Richard Dansky’s Idea of How Stories Should Be Interactive in Games

Richard Dansky has been a central figure at Red Storm Entertainment and Ubisoft since the late 1990s, contributing to some of the most iconic Tom Clancy games. His extensive experience in game writing has given him unique insights into the pitfalls that developers often face when designing narratives.

One of the primary issues he mentioned in an interview with Game Developer is that many games try too hard to replicate the structure and storytelling techniques of novels or films, which undermines the unique strengths of the gaming medium. Rather than embracing interactivity, these games become rigid, restricting player choice in favor of predetermined storylines.

Too many games are still trying to be novels or movies or other forms when it comes to their narrative, instead of taking advantage of the things that games can do that nothing else can.

This interactive narrative is where games can excel and give players opportunities to engage with the world on their terms. When games try to impose a movie-like structure, it often clashes with interactivity, leading to immersion-breaking moments where players feel detached from the story or the characters they control.

The challenge, according to Dansky, extends to the writing of tutorials. He highlights that many games treat tutorials as an afterthought, resulting in clunky, immersion-breaking instructions that pull the player out of the experience just when they should be fully drawn in.

Video Games Offer So Much More Than Movies or Novels

Hush in Batman Arkham Knight
This isn’t to say that there haven’t been great games. | Image Credit: Rocksteady

The rise of narrative-driven games, such as The Last of Us and Red Dead Redemption 2, has shown how powerful stories can be when integrated into gameplay. However, even these successes highlight the tension between linear storytelling and player freedom.

According to Dansky, the ideal game gives players the tools to create their own narratives, rather than simply walking them through a pre-written script. This shift, he suggests, could revolutionize how we experience stories in games. Many games are sold on the promise of an “immersive story,” yet fail to deliver on that front.

When a game’s story forces the player to follow a predetermined path without any room for personal agency, it feels less like an interactive experience and more like watching a movie.

While borrowing elements from films and novels improves a game’s narrative, relying too heavily on these forms undermines what makes games so special. The interactivity of video games allows for a level of player engagement that no other medium can offer.

What do you think of video game stories right now? Let us know in the comments!




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