There has been a lot of talk of how to tell great stories in games. To me, there is something really special in story but even more with interactivity in stories, which is why I went into game design instead of film.
I think the main problem with story in games is that we can't empathize with the characters like in other mediums. Why? Because when we play we only see his/her back and in the cases of FPS not even that. There is such a detachment in games that it's really hard to get a emotional response from players. Games that have done this have had to rely a lot on cinematics and the already established ways of visual storytelling.
In games we can compose incredible narrative that is unique and dynamic but we can't do it, in my opinion, without some form of narrative linearity and authored control of the characters and their fates in the world. That is unless we find a way to dynamically alter authored content in a way that outcomes are coherent to the story and the player's actions. Is it impossible to do it all dynamically like it's supposed to be? No, but right now it's very hard because there isn't enough time to make every possible option a reality.
In order to make a completely dynamic narrative with relatable characters, the game needs to learn to adapt to the player and right now, with the technology that we have, it's impossible. How do we make an interesting situation emerge from every possible player interaction that flows with the story and makes it entertaining and coherent? There are a lot of variables to consider. How do you plan for something like that? No matter how dynamic something is, once the player finds something he can't do or that react the wrong way the suspension of disbelief will be broken. It would take something really surprising to bring him back. I believe the player needs a narrative guide that will place the him in the most interesting of the possible situations in order to better experience it.
There's a problem between the designer's wishes and the player's. Games are all about interactivity and choice. But then how do we try to incorporate interactive storytelling into something that is pure to the medium? How do we do something that is authored and doesn't rely on techniques from other media? Half-Life 2 has a good approach to this but the player is still forced to be in the narrartive even if he can ignore it and start jumping around. When I play games that are story-driven I usually do a lot of role play. I actually play the game's narrative sequences as if I was an actor playing the role of the character I'm playing; I don't play as myself. I'm playing this character and this is what I think this character does, this is how I think the character responds to things. I try my hardest not to play out of character; that's how I like to play. But some games force you to be out of character in order to satisfy some gameplay mechanic. So either we do it one way or the other? Do we just pick, or is there a way to have both a mechanic and narrative driven game?
I think games right now are very selfish in terms of story. All of the focus is on the player and his task--the game part--leaving little to no room for the game to adapt to the story. For example, a first-person shooter will always have first person shooter mechanics regardless to what is happening in the story. Games right now are too restricted in their genres. In a movie, or books, everything is written in service of story. Even horror flicks have funny moments or action sequences--it's not stuck in it's genre. Yeah, there are some games that have some variation of mechanics that takes it out of the genre but it's not in service of anything except variety. I'm not saying that every game out there needs to have a solid narrative foundation cause not all games are the same but the ones that have it should take it more seriously, in my opinion. It would not only benefit the experience but it would also add depth.
I am not saying that gameplay is not important, that is what sets it apart from the other narrative media. What I am saying is that it's how we approach those mechanics to both satisfy the narrative (if it's a narrative-driven game) and the player's enjoyment.
So how do we deal with this today? I don't know. That's the beauty about being a designer--you can explore every possible avenue and see what works and what doesn't; there are still things to experiment and explore. Should the narrative's main character be an NPC? That way there's a balance between telling a character's story and being able to have fun in that world without worrying about breaking the narrative coherence. It's something worth trying. It wouldn't be dynamic as certain things need to happen in order to move the story along but it may be a step forward. It's a delicate balancing act between player (influencing the story through interaction) and designer (creating a entertaining authored experience).
The cool part of video games is that there is no wrong way to do anything. What's fun is fun no matter how it looks, behaves, or functions. Some people like the way stories are told in games right now but I, obviously, think they can be so much more. It is possible and it's one of my goals, as a designer, to try and do it.
-Arnaldo