7 Myths About Stories In Video Games That You Should Not Believe

Posted By | On 16th, Oct. 2011

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Games take themselves too seriously

Granted, some games need to be more self aware. Far too many shooters (without wishing to name names) need to accept that their stories really aren’t quite as good as they make out. That said, there are plenty of games that revel in humorous self-deprecation. The previously mentioned Portal games have a fantastic sense of humour, and some of the classic Lucas Arts titles like Sam and Max, Monkey Island and Grim Fandango are entirely sold off the back of their witty dialogue. Some games need to turn their frowns upside down, but there are plenty around that do a great job of being easy going and straight up entertainment.

Multiplayer games don’t have stories

Some see multiplayer games as the purest form of gaming. With no story or narrative to get in the way, it is the purest form of digital competition. I disagree though, thinking that multiplayer games create their own narratives. It might not rely on characters and traditional narrative techniques, but epic battles over power weapons and choke points, the constant struggle between your rivals and those moments when your buddies bail you out of a sticky situation in the nick of time are stories in and of themselves. Some multiplayer games even include traditional narratives on top of this, notably the MMORPGs that attempt to tell stories via the game’s quests.

Games can only convey story through non-interactive cut-scenes

Most people seem to see games as a deeply divided medium, alternating between the two modes of interactive challenge and non-interactive cut scenes that further narrative. Whilst some games adhere to this principle, there are so many that are more fluid with their plot exposition. The Half-Life series is a prime example, with all the story being conveyed through interactive scenes rather than static dialogue. You can still move and explore the game world freely, with any story and dialogue working around the player as opposed to vice versa. Many non-linear and free roaming games like Fallout 3 and Mass Effect further muddy this old wives tale, with players being frequently called upon to make important decisions regarding how the game’s plot will unfold.


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