There are two main ways I come up with game ideas: story
first, or mechanics first.
When I come up with a new, interesting mechanic, I think
about what genre that mechanic will slide into most easily, and once I have
that, the rest of the game, from story to levels, arises naturally. Based on the mechanic, I might design a
shooter, a platformer, or even a board game.
When I come up with a story first, I always make RPGs.
This is kind of an unfair statement, since my process for
story is a little different than for mechanics.
When I design mechanics, I figure out which game genre it
fits best with. When I come up with
stories, I figure out which medium overall it best fits into, from short story
or novel to play, movie script, musical, song, poem, or game.
Once the story medium has been narrowed down to game, only
then does RPG seem the most obvious choice, and rarely do other genres come to
mind.
I think this is partly because RPGs are the most similar to
other mediums. They follow the hero's
journey, and allow for lots of dialogue, backstory, and complexity without
bogging down the game. In fact, those
things are typically expected by players of the genre. What is bad in one genre works great in an
RPG.
There is a reason traditional stories work best in the RPG
format, and it mostly has to do with the separation between story and
gameplay. Story takes place in
cutscenes, dialogue, scripted events, and artifacts (such as tomes which give
backstory). The gameplay itself involves
exploration and battle, mostly. Battle is no more than an
action scene in a movie, and what matters is whether you win or not, not how
you get there.
When I posted an article to Gamasutra about why Games Aren't a Storytelling Medium (Yet), I got a lot of comments and little bit of criticism of it. One comment in particular mentioned that
story in a game is not the same as story in any other medium. The story of a game is the minor actions, or the gameplay.
Take Half-Life, for example.
It's an example of the finest in linear first-person shooters that have
ever been made. Story-wise, nothing
changes. That is, if we are only looking
at the high story, the story that would matter in another medium. Accident at facility, aliens invade, military
comes in to stop it and kill scientists, Freeman saves the world.
But no two games of Half-Life are alike, because each set
piece action sequence can be played an infinite number of ways. Our silent protagonist's personality is
defined by player action, not by story.
Gordon Freeman is a frightened scientist, untrained in gun combat, and
unsure of his every move. Or Gordon
Freeman is cool under pressure, confident in his abilities, and is an
all-around action movie hero. He can be
either of these things, depending on how the player chooses to play the game.
The traditional story happens around Gordon Freeman, and
Gordon Freeman is You.
In the end, the story that matters in Half-Life is not about
an alien invasion, and it's not a strictly linear story. It's about how you, the player, construct the
personality of the blank slate we arbitrarily call Gordon Freeman. And in that way there are an infinite number
of stories. Maybe Gordon begins unsure
of himself, but his confidence grows as he gets used to the action. Maybe each new twist upsets him; maybe he
takes it in stride. Maybe he's afraid of
the aliens, but not of the soldiers; maybe the opposite is true.
In this way, games aren't
a storytelling medium--they're a story making
medium. The player creates the story
him/herself, and the traditional story of the game is just the wrapper the
developers made to allow you to experience new situations.
But not all games have blank slate heroes. Some have very clearly defined protagonists,
like RPGs, or God of War, or Metal Gear Solid.
You see the protagonist's personality in the cutscenes, and you are given
little wiggle room to put your own personality on top of it, and hence, control
the story.
Sure, in an RPG, when you enter battle, you get to decide
the proper tactic you want to use, and you get to decide what sub-quests to
take, and heck, in some games of many genres, you even get to decide which
ending you want to see.
But in most of these games--pretty much any game with a
clearly defined protagonist--the traditional story is front and center, and
what the player chooses to do is of little relevance. It no longer matters how the player wins a battle, only that the player wins the battle.
So when I come up with a story idea, I am by nature or habit
coming up with a traditional story, and therefore an RPG is a natural form to
follow. Other forms work as well, but an
RPG is the most obvious, and has me think least about how the game will
function.
Some games blend traditional story with player agency well,
balancing them in a way such that the player is being told a story and is making a story as s/he goes.
Take Silent Hill 2, for example. The traditional story is heavy, and the
protagonist appears to be clearly defined, but your style of play determines
the final boss battle and ending. You
don't consciously select A or B; instead, the actions you take, how you react
to a new monster, how you react to a new item, how you react to your health
falling, how you react to other characters; all are taken into account behind
the scenes, and then you are presented with an ending that best represents the
protagonist you created over the course of the game.
Older games, before story was a big deal, were entirely
about player agency, and the player created the story through gameplay, through
chosen action. The original Warcraft and
Wacraft II were about the player's actions, because the story was barebones,
and what mattered was how you
defeated your enemy, not that you
defeated your enemy.
As games as a medium grew, they tried to push in more
traditional story into the games.
Warcraft III is far more about the story of the characters, which you
have no control over. Arthas will become
evil because you played the game, not because you wanted him to become evil,
and not because you made him evil through your gameplay decisions. The story of Arthas is told to you through
scripted events, and you're just along for the ride.
Yet they have nearly the same gameplay: they're both RTS's, and Warcraft III is only
advanced in an evolutionary way that one would expect, but they are still
basically the same.
The difference between them is their emphasis on the
player's created story versus the writers' traditional story.
In an inarticulate way, I've always held this vague notion
of the difference between the two forms in games. I used to be content with either style of
story, and would gladly watch a cutscene that was twenty minutes long, or just
as gladly play a "storyless" game like Combat for the Atari 2600.
But as I get older, I have started to become old and
crotchety and want my games to allow me to control the story, and make me, the
player, matter. I tend to think "If
I want a traditional story, I'll read a book."
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And sometimes games get all up in my books. |
There are plenty of games that provide both kinds of story
at once and give equal time to them both (and, in the aforementioned example,
allow one to effect the other), and these have the best of both worlds.
But ultimately, as I get set in my ways, when I play a game
I want to play it, not watch it, so I
skip cutscenes, rush through dialogue, and just get on with the gameplay.
Maybe that is my fault, as I have said, or maybe story
writers need to think more carefully about what the best medium is for the
story they want to tell. After all, I
may be a game designer, but when I come up with a story idea, I don't shoehorn
it into a game if I don't have to. Maybe
it makes a better book.
Sometimes the opposite problem arises, I think: the
traditional story is an afterthought in the development, and anything will do,
as long as there are a few cutscenes in there, because there "must"
be a story these days.
If a traditional story is truly necessary (and I don't think
it is, but that's beside the point), then the story needs to be something that
either naturally arises as a consequence of the genre and mechanics that are
being used, or the story must at least be designed in tandem with the
mechanics, and more care must be taken to marry the two.
If the traditional story and gameplay don't flow together,
it becomes jarring when one interrupts the other, and flow is broken. I think that's the last thing a game
developer wants to do.