If you were trapped on a desert island and could bring only one game with you, which one would you bring?
It doesn't matter.
You don't need games. As much as they may seem like an integral part of your everyday life or even your thought process at this point, you could give them up if you really had to. And no matter how addicted you may be to the games you play, you'd have to admit that games are intended to be entertainment. They're just for fun.
Here's the real question: For a medium that's unnecessary and therefore all about excess, why is it that so many games seem to aim only for the bare minimum--to meet your expectations and call it a day? Shouldn't more of them aim to move you or otherwise surprise you?
I share the theory that the game industry is like a private eye who's so busy following the wrong lead that he lets his real target slip right through his fingers. Look at what games are doing: They're pushing more polygons and piling on more features. It's the equivalent of adding more explosions to an action movie; at some point, you start to get diminishing returns for your crazy budget even as the whole thing just turns dumb.
I think game designers should be pursuing a much more elusive objective: tapping into the true potential of this medium, using it to give the game player an eye-opening, virtually life-changing experience and turning the game player's world completely upside-down. And I believe the only way to accomplish this is through storytelling--using a game to tell a good story. This does not mean tacking a best-selling author onto a game as an afterthought; this means fundamentally constructing a game out of a story.
Of all the games I've played, nearly all the ones that gave me an eye-opening, virtually life-changing experience did so through their stories, and other game players I've heard from or spoken to suggest to me that I'm not alone in this. The games I'm referring to have stories to rival all the greatest stories I've ever seen or read. The chance of experiencing such stories is probably the main reason I love games.
It's a slim chance. Of the hundreds of games released each year, very few evidently bother to make storytelling a priority. And for certain genres of games--sports games, driving games, strategy games--it's expected that their games will be largely devoid of stories. While I think all this is unfortunate, I don't find it surprising. After all, games without any real plot development must be easier to make--the developers set up a situation and then run with it. It's you against them. Here are your abilities. Here are the levels. You'll find new weapons and health pickups as you go.
However, the key to a great story is that things happen. The situation changes, dramatically if not drastically. In development terms, I'm sure this means having to write a lot more code, design many more features, and so forth. It's extra work. So it's extra difficult to do and extra difficult to justify.
Some game developers are clearly willing to put in that extra work and take the necessary risk. I wanted to find out why. So here we are: I got in touch with five of gaming's most legendary storytellers--people responsible for some of the greatest games of all time, not to mention some of my personal favorites--to bring you their perspectives. What do these individuals know that other game designers don't? What drives them? You're about to find out.
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Name: Chris Avellone