Video games, in my experience, exist on a spectrum. The far
left of this line will be labeled ‘Story Telling’ while the other may read
‘Pure gaming experience’. Now, that’s not to say that these are mutually
exclusive, but every program is some type of amalgam along this line. When one
wants to display a story, gameplay elements that are in the player’s control
must be sacrificed. If the player is in complete control, on the other hand,
the story must suffer. This is the conundrum that I always find myself in, is a
hot-button in game discussion, and rears its ugly head in Planescape. I love
the game as a role playing exercise where you can really write your own story,
but am disappointed with the jarring disconnects lots of the more ‘gamey’ parts
caused.
In a less gameplay focused post, I would also like to point
attention to an interview Matt Barton, author of Dungeons & Desktops,
did with the creator of Planescape: Torment. Chris Avellone discusses his writing of the game and other interesting stories.
Check it out and be sure to look at his other interviews, they are very
interesting and informative.
Spectrum
Video game technology is developing at a lightening pace. I
remember playing the Nintendo I got for Christmas way back when and thinking
“It can’t get any better than this.” Well, it did. Super Nintendo followed,
N64, Playstation, Xbox, PS3 (I grew up a Nintendo kid). Each generation
produced unfathomable advancement and the same sentiment of reaching the zenith
of graphics and function. We are still there today. My ideas begin at the start
of this cycle.
Games have always been played to test ones competitiveness,
skill, or luck. Basketball, baseball, soccer, and golf are all examples of
physical games we play. Mental games like chess, backgammon, and Monopoly also
qualify. Video games continued this trend with limited technology and are seen
in the early days with Pong, Space Invaders, Pac Man, Nethack, and Donkey Kong.
All of these games have almost no story and exist purely as skill and pattern
recognition machines. The player’s sole goal is to reach the highest score or
the next level. It doesn’t matter if you are playing against yourself or others;
you are still competing by using your skill to manipulate the programmed
system.
Another line of games came out that pushed in a different
direction: story. Programs like Zork, graphic adventures, and, reaching
forward, the current subject of this blog (Planescape: Torment). These programs
tell a story through descriptions using words, graphics, or a combination of
both. The “player’s” goal is to complete this story while passing through
various gateways required for progression. These tasks required thinking,
reasoning, some measure of skill, but not purely based on manipulation of the
system. I would say that these are the only parts that resemble a game. The
rest is simply a choose your own adventure book in another medium.
I’m not trying to start an argument here. This is purely a
mental exercise for me that is ludicrous, needlessly heady, and unimportant
when I think about it. As technology exists, games are becoming more and more
like a combination of their skill-based forefathers, movies, and novels rolled
into one medium. Visual art is also a part of this, but it really depends on
which game you are talking about. As we continue to progress, games will also
keep bouncing around in this triangle. I doubt that it will ever find a
settling point and also have a problem seeing it as a good device for pure
storytelling as Planescape is attempting.
Pace is the Trick
The main barrier to effective storytelling is pacing. A
master filmmaker, writer, or even musician must become a master at pacing and
manipulating the feelings of the viewer or audience to make a successful piece.
This is more difficult for writers as the reader is turning the pages, but
there are ways to accomplish it such as sentence clustering, paragraph
structure, and other techniques. These can make you feel as if you are reading
faster during action scenes or dreading a page turn in a good scary story. As a
game designer, pacing becomes even more difficult. I would even say almost
impossible.
Time progresses linearly for people watching a film or
listening to a piece of music making this aspect easy to measure. For books,
people can turn the pages or even read at different speeds, but the
aforementioned techniques can simulate these changes. In a game, all sense of
pacing is completely stolen from the author/designer and placed in the hands of
the player. The avatar in the program can move anywhere in the defined game
space at any time. Any action can be taken, even if it is needless or tedious.
This is the major disconnect that leads to all sorts of problems. In a skill
based game, these pacing issues are ignored and put on the player to reach a
high score. If you don’t play, you won’t get there. Restarting and replaying
same scenes or solving problems is just expected for this situation.
When reading or watching a movie, you don’t need to go back
and re-read or review parts to progress through the medium. Games can introduce
death, roadblocks, or other similar situations. When a designer is trying to
tell a heavy story in a video game, actions must be taken to overcome this lack
of progress before frustrating the player to the point of quitting. Writers and
filmmakers don’t want you to quit taking in the material, so why should these
game designers? This leads to ‘cheating’ the medium to prevent this
frustration. ‘Cheating’ is illustrated in Planescape through the mechanic of
never dying permanently and allowing the infinite resurrection of your party
members. This keeps the pacing going, but effectively eliminates the
skill based portion of the game. Therefore, it ceases to be a game by
definition. It just becomes a story with some interactive elements.
What’s this muddy,
hastily written argument all about?
Planescape: Torment does an amazing job of telling a story
as a video game. It is well written, heady, evocative, and, most importantly,
interesting. The major flaws come in during the ‘gamey’ parts where the
characters are forced to fight, even though most experience comes from
conversation. These can be thrown out, in my opinion. It also comes through in
its pacing of fetch quests and dungeons padded with combat. The point of the
game is to tell you a story about this tragic man who can’t remember anything
and is desperately seeking his forgotten past. Couldn’t these parts be
streamlined a little? Most RPGs contain these to send you on a quest through
dungeons where combat is the means of progressing. This is not that kind of
game.
To end this muddled exercise in pontification, I guess I am
saying I would rather read this story as a novel or a more streamlined experience
falling on the side of ‘Story Telling’ in the spectrum. There is a novel
included with your GOG.com purchase, but you miss out on beautiful artwork of
the game. It was also not the intention to put it out in this medium. I love
Planescape, but I think its biggest flaws shine when it attempts to be a
computer game.
I look forward to comments... maybe?