So I wanted to end the decade with a list of all my big ideas and brainstorms for where the game biz should go next. You know, some kind of list, mixing big, heavy suggestions with stuff like "more flames on my Rock Band axe, please". But the more I thought about it, the more I gravitated to a nagging problem that’s stuck in my and my critic pals’ craws.
It’s about storytelling. And if you’re a game maker, you’re already sick of hearing from us about it. We tell you your stories are long and laughable. Your cut scenes suck. Your denouements are convenient and your branching narratives are clunky. You hand us a game like Fallout 3, full of amazing surprises and hidden pleasures, and we just gripe about the ending. We sit around comparing film to games and crying about why our medium doesn’t measure up.
Narrative design ain’t easy, and we’re too quick to jump on the flops instead of recognising the successes. But still, storytelling has many pieces, and some are more natural videogames than others. So when we get to the next decade, let’s back away from the stuff games keep struggling with - like plot. Instead, let’s focus on something they do really well: characters.

There’s an old debate about which is more important - the plot or the characters. But look across the pop mediasphere, and you’ll see that characters are winning. Television shows, comic books, movie franchises, and even lines of toys depend on characters as the hook that keeps the audience coming back, while storylines are just a fleeting way to give them something to do. If you have characters that people love, they will stick around while you flog the property years past its sell date. And if you don’t have good characters, the most radical plot twists in history will not save you.
Video games fit this model of pop culture rather neatly, because they often fit into larger franchises – how many Zelda games are we up to? And they’re open-ended in ways that other media can’t offer: mods, expansions, online role-playing and user-generated content. And yet we spent the last decade making games more "cinematic", and cultivating carefully constructed, stand-alone linear stories told through hours of cutscenes. This stuff has its place, and sure, I bawl my share when a story ends badly. But even then, we care about an ending because it affects characters we care about. We all know that Sephiroth killed Aeris, and it was a major bummer. But in 10 seconds or less, can you explain his master plan? Do you really even care?
Half-Life 2’s Alyx is one of gaming’s greatest achievements. Fans of Dragon Age: Origin may appreciate the lore, but it’s the characters who are getting all the fan art and slash fic. And Valkyria Chronicles gives you dozens of squadmates who are little more than a profile, a set of traits and a catchphrase – and yet they're often the most compelling thing about the game, to the point where I’ll throw away an hour of progress because I will not let Hannes die.
Where plots often fit awkwardly in an interactive experience, characters are crucial to the journey. For one thing, they’re useful. They are a flesh and blood version of resources, as Ubisoft’s Ben Mattes has explained about Prince Of Persia’s Elika. They’re a weapon that talks, a first aid kit that stays by your side, and a lifeline you can flirt with. And characters are more flexible than plots. Write a carefully crafted, linear story, and you’ll expect your players to follow it. But characters can come and go as you need them, lending more replay value and unexpected surprises.
I know all you industry types understand that characters are important. But here’s the thing: all of us game critics who have been berating you for your stories regularly let you off the hook on them. We treat great character design as a plus, not a must-have. Odds are, some of our favourite games became favourites because of the friends we made in them - and yet when we criticise a movie tie-in or a snoozer-shooter or a merely average action-adventure, we never pin the blame on the absence of memorable characters. But that omission is a big reason games so many mediocre games feel lifeless.
Let’s see where we can take characters in the next decade. Invest in better voice acting, better-crafted dialogue, and more interesting physical interactions. (Think of how hard it is just to get them to hold hands.) Give us people we care about, and we can fill in the rest of the story ourselves.
Chris Dahlen writes about games, music, pop, and tech. You can find him online at @savetherobot, or drop him a line at chris [at] savetherobot.com.
Great article. I would like to add that I think one area where games do a decent job is in creating a "back story". Even games that have been criticized for their poor storytelling often do a credible job of creating an interesting, vibrant world.
Left4Dead is one example, and Gears of War would be another. While the story in the first Gears was about as thin as one could imagine, they did create a compelling world with references to the characters backgrounds and the world's history - enough so that two decent novels could be written in the Gears universe.
I think the gaming medium lends itself more to strong characters and back stories, rather than strong story telling itself, since only the most linear of games can actually conform to the standard story-telling mechanics we have become accustomed to from non-interactive mediums (novels, plays, movies, etc.).
My pal and Paste colleague Jason Killingsworth wrote a great response to this in his own column, Start Press, that explores the extremes of relying on characters - where your character becomes so general that it turns into branding and essentially, a logo:
http://www.pastemagazine.com/articles/2009/12/start-press-the-emperor-is...
Left 4 Dead is a prime example of this, Chris. The characters live and breathe, and are essentially movie actors in film after film (stage after stage). The reason, besides how fun it is to kill zombies, the game is so compelling is the characters. Well-defined characters with consistent personalities. The grumpy old guy with military background, the young urban professional, the biker guy with a shotgun, and the tough as nails but soft at heart female. All cliche, yes, but all consistently drawn across the games. No cut scenes of character development, no long flashback to explain their motivation. Just them, wisecracking and talking to each other, throughout the whole horrifying game. Brilliant design - no plot.
Thanks for the article, Chris, I loved it.
Roblef, I totally agree- the characters in L4D were just perfect. They felt real but they weren't so fleshed out that you couldn't bring your own perspective to them.
Heh, I find it funny that Jackie Brown is mentioned here, as it's now the one Tarantino film I've yet to see now. I suppose Reservoir Dogs being my favorite of the ones I've seen so far goes to help your point that the plots themselves just aren't as important. The fact that the heist was totally removed was just the best part of the movie. A bunch of good characters running around will always serve as a sort of narrative centrifugal force for the audience.
Moving away from that however, doesn't it take a standard?
If so --- should we raise them, lower them, or as you imply, sidestep them for the time being? I think it’s fair to say that games aren’t the guiltiest of the bunch when letting their plots go a tad --- awry. However, taking that a bit further --- when held against their peers, games still remain fairly young (trite but true, I know). They’ve been imprinted from movies, television, and various other faucets of nerd culture since their conception. Their defining trait remains something we glorify to the most insulting levels as well, and lost in that ocean of ‘interactivity’, we stringently tie that filter to games as too. This deeply affects how games utilize their own characterization --- which I’d go as far to say, is just on par with the stories they tend to tell.
Not that I particularly disagree with your sentiments on someone like Alyx, but if you step back to really analyze what makes her special, what exactly is that?
[I’m genuinely asking too; perhaps you’ve posted your thoughts on that somewhere? I’m curious.]
Either way, I’m more willing to tolerate ‘spaghetti being thrown at the wall’ than I am with extracting/exahalting/fine-tuning the characters themselves. Most of the special ones --- mine anyway, are contingent on surrounding factors which the world and silly narratives nurture anyway.
Also, how many periphery characters gather such lauding? There’s still a lot to be said for how the player’s own avatar is meant to mesh with whom they’re controlling (as opposed to their supporting ‘cast’). I’ve seen the only solution around in various interviews that would inspire hope in me and that is the degree and integration writers have in the process. People are responding to (a rather deserved) craving for literary craft, not just the technical accomplishments video games represent by default.
Perhaps your suggestion will be something proven valid, I just don’t want to see video games organically formulating their own sense of narratives (and characters) compromised.
~sLs~
You bring up a lot of good points, especially about peripheral characters - typically they're pretty predictable and one-note, even in a game like Half-Life 2. I don't think games have solved the problem of characters. I just think they've come a lot farther than they have with plots, and the return on investment is far greater - so as gamemakers continue to innovate, I won't complain if they stick to hackneyed plots, so long as the characters get better and better.
As for Alyx: well, for one thing, they spent a lot of time actually working on her role, getting good voice talent, and so forth. But beyond that, I think the things that make her great are also the things that make Half-Life 2 work so well. The game gives you clues and artifacts to explain what happened to its world, what life is like for the survivors, and who's behind it all. They never give you pages and pages of lore or background: they just show you a glimpse of a big green alien, or a peek of the G-Man, or some graffiti on the wall. In the same way, Alyx's life becomes clear in just a few key moments. She's upbeat and supportive, but once in a while the facade cracks - for example, early in Episode 1, when you're escaping by train and she takes a moment to talk about the stalkers, and their miserable fate. Next thing you know, the train flips on its side, the stalker comes after her, and she freaks out - for about 10 seconds, and then she's back to normal and cracking bad jokes with you. You realize what a shitty deal she's had her entire life, and how many people she's lost along the way - and then she bounces right back, which tells you how ordinary all this misery is, and how well she's adapted to it.
Also, it's hilarious that you can shine your flashlight in her eyes and she'll put her hand in front of the face and basically go, "WTF? Stop that." My real friends do the same thing!
I think it's like a join the dots picture - too many dots and the picture is easy to see too early, too few and it ends up an unintelligible mess (anything recent by Michael Bay springs to mind).
Check out Jackie Brown though - by no means Tarantino's best work, but worth a watch all the same.
I still want to hear about gamings 'The Good, The Bad and The Ugly' over it's 'Citizen Kane' though.
Give me a spaghetti western ideology in a game, and as long as the gaming mechanics deliver (even without needing innovative gameplay) it will be a good enough start.
Randy Smiths amazing piece about a year ago, the one that was basically a hundred ideas for games (man has interview while suffering extremely itchy foot, you are a dog and have to fit in while surrounded by cats, and suchlike) hit the nail on the head for me - we can all empathise with characters when we strike a cord with them, so let's run with that, keep the characters interesting and trust the game and story a little more to write itself.
I read Watchmen last year and Alan Moore says in his notes that, after creating the character Rorscach, taking him through his situation and that of his fellow characters, when he came near to the end of the story he knew exactly what Rorschachs fate would be, and that it could only be in that particular fashion. It became clearer to him as he went along - surely if this logic was applied more in gaming, we may have a lot of poor attempts, but done by a serious group of talent, just like Watchmen, it could revolutionise the medium.
I would not go as far as to suggest removing all plot in favor of better characters. There is only one type of plot that proved to be annoying: SAVE THE WORLD. You may have the coolest character design of all times, put a hero down that path and you condemn him to causing boreout syndrome in a lot of consumers.
I have yet to see an evergreen game about saving the entire world. Saving the world requires a hero that is both super-powerful and altruistic. Some time ago developers noticed that this was a recipe for character development disaster and tried their best to cover it up. The result were games with binary moral choices. As if being a super-dick was the solution to being bored with a super-just heroe.
I found that the really good games make you identify with the hero and his struggle to stay alive more than with saving the planet. That is enough, staying alive. Not saving the world, not defeating Satan (or God depending on your moral choices). The stakes should remain realistic. While doing so these heroes have the benefit of doing ludicrous stunts, but at least they do not have to ascent to god-hood.
Hence Uncharted and Sands of Time were so appealing. Saving your own life was so much more of a goal than saving the world. The more iterations of established action series dwelled on the "save whole planet" aspect, the worse the plot of these games got. Until the point where people argue that story of the latest CoD iteration should not be taken into consideration for the perception of the game. For a series that once prided itself in that department above anything else, this must be considered a declaration of bankruptcy; actual revenue not withstanding. Remember Resident Evil when it was good? When running for your life was your only option. Not unraveling a global conspiracy and bringing it down, but simple survival as in survival horror game?
Sure there are weird hybrids, such as Nariko from Heavenly Sword. Her mixture of reluctance to becoming a godess while pursuing the simple goal of saving her tribe makes her story worth-while. She stays grounded. Which is in contrast to a mute Physicist who is about to bring down an alien empire enslaving all humanity. Please, spare me the details on that.
In my opinion you can look to Chronicles of Riddick: Assualt on Dark Athena for the best-acted and directed characters in a game. I wanted to smash Jaylor's face in so much that I pulled a gun on him in the fist fight. He asked for it.
Characters really are crucial, as is the engagement we feel with any character that we play as. Gordon Freeman is caught in an interstellar clash and then has to deal with military silencing. Difficult not to react to that. Similarly, a character like Fontane in BioShock is quite powerful because the evidence of his intentions is all around you: he's not just some synthetic response to the player's condition, as mentioned earlier.
I'm a big fan of the first Mafia game, and can't wait for the second. Reason being, I completely understood the scenario Tommy Angello found himself in, first detesting, then condoning, crime. His predicament made me want to see where he could go, and his fellow characters all had different agendas, which you witnessed first hand. Niko Bellic, however, is too distant a character: we can't relate to his major traumas, because they happened at another time. To me, witnessing characters in a film will never be as engaging as interacting with them in-game, not even if they're as well written as Quentin Tarantino's frequently are, because we're still just watching them. We need to be able to influence them, enforce our personal agendas on them. It's something that games really need, and something that only they can give us.
I watched Inglourious Basterds the other night, and I swear to god, it's as if Tarantinto comes up with the amazing characters first, their situation next and the plot just comes together out of necessity.
This film more than any other is memorable for it's characters quirks and how they behave in their situation, I mean, it's WW2 so we all know the plot - just as we do Killzone/Halo or 99% of FPS's. Destroy the ultimate enemy.
I'm sick to death of shooting Nazi's or watching it in film, but Inglourious shows how characters command any storyline or backplot, simply because it is they that are driving it.
The only game I've played recently that comes anywhere near close to this (without resorting to speechless hero tactics) was Unchartered 2 - I should hate Nathan Drake, but really enjoyed playing out his story. Before that, MGS4, which totally blew me away. Cinematic games have already been achieved in AAA titles, but sacrifice a lot of spontoneity - so be it, if they can enthrall us for a decent nine hours plus and give replay value.
Many times recently it has been debated which game should be hailed as our Citizen Kane, when there can be no clear answer. Perhaps we should be asking which game is our Taxi Driver or Infernal Affairs. Character vs situation can mean an unexpected yet controlled plot.
Re: your comment on Tarantino, I remember reading an interview (maybe in The New Yorker) where he called Jackie Brown a "hangout movie," because the viewer's enjoyment lies in simply hanging out with all the characters he's created. Probably why the big caper at the end is the part I liked the least.
The characters in Jackie Brown are his most believable, and the ending is the most realistic, yet it does seem more suited to daytime Tv.
Jackie Brown seemed a little lazy, but at least it took time to establish some rapport between character and viewer - something that still isn't done well in most movies, yet absoltely required in any story driven game requiring many hours of play.
Very interested to see how Heavy Rain attempts this without resorting to tedium. Context controlled emotional moments other than scares or tension really have to deliver to prevent boredom - not to mention the pacing. I genuinely believe it could take gaming to a new genre though, respected by non-gamers. It's a tall ask, but David Cage at least talks the talk.
It's an interesting idea... Videogames are just as guilty of doing dumb characters as they are of doing dumb plots, though - maybe precisely because they're seen as an extra, or maybe because they're about market-focussing as opposed to good design. In any case, whether it's gruff, surly cyphers, spikey-haired protagonists, or space marines, they're just as common as 'only you can save the world' interactive-movie yawn-fests. Perhaps if the same effort were put into interesting plotting as into deeper characterisation, there could be two strands of better storytelling?
Also, some of the best characters are the blank ones - Gordon Freeman, for example. Never speaks, never see him, simply see through him. So the gameplay develops the character, rather than vice-versa, which is a very immersive method. No cut scenes, but still plotted well enough to avoid the lazy cop out of 'emergent gameplay' (i.e. mistake 'something happened' for a 'story'). In fact, since the introduction of voice acting there's almost a greater divide between player and character every time you experience their voice - another difference between movies and games
I'm all for a way of moving videogame stories beyond their constant desire to be movies. And better characters do improve terrible narratives. Take Uncharted 2 - the plot's pure hokum, but it's enjoyable and motivates the player because of the character - even if the character stands out simply because he's a less common kind of cliche at present. It's a shame it's so rare, though, and a great example of characters and acting making traditional structures feel fresh.
Now to watch the slides...
Should mention that I owe a big debt to Margaret Robertson's talk on "tiny stories" for making me think about how to pare back or get rid of plot. Her slide deck is here, and her examples are fantastic - for example, noting that a game like "Space Invaders" tells you the whole story right in the title.