KNOW MORE HEROES
Why do we need narrative to help us engage with games? Isn’t the interaction of players controlling pieces enough to provide engagement? Apparently not. The key is in the business already mentioned of ‘players controlling pieces’. Whether those pieces are on a chess board or in a science fiction online game, the key to it all is the player’s interaction with a symbol system. In the moment, symbols are not viewed as pieces of wood or collections of pixels — they are emblematic of ourselves, and our identification with them is what leads people to have real emotional experiences while engaged in play.
It’s the same when people follow football clubs. They get caught up in the action on the pitch, and off — newspapers are full of tales of footballers and even their partners, boardroom coups and bids for foreign players. Again, the whole experience is of immersion in a narrative, and even though the supporters are spectators than participants the emotional engagement is all-encompassing.
Sometimes, a game’s narrative can spill over into other areas of the lives of players. There was a case the other year of a German man who travelled all the way to Britain to kill another participant in an online game. And real world fortunes change hands for virtual artefacts in World of Warcraft.
None of this should be surprising, really. Babies respond positively to a balloon with an upturned line drawn on it, interpreting it as a smile. Our relationship with story is hardwired. So, for those of us engaged with creating games, how do we take advantage of that tendency?
Fortunately, there are plenty of tools in the writer’s arsenal to provide assistance for this kind of thinking. One classic example is The Hero’s Journey — I know of a writer who gained a position with a computer games company based primarily on his knowledge of this story template, popularised by Chris Vogler in his book The Writer’s Journey and derived from the pioneering work of Joseph Campbell.
The Hero’s Journey is a valuable skeleton that can be built up in all sorts of ways according to your intentions. The basic idea of a protagonist who is called to act against an enemy, but can’t tackle that antagonist until they’ve found their inner hero, and then returns to their community changed, is a powerful archetype. And no wonder: it’s distilled from the study of hundreds, maybe thousands, of mythical tales from cultures worldwide.
It’s all about execution. The Hero’s Journey is too often applied clunkily, with stereotypically ‘wise’ mentors imparting wisdom to their youthful charges. But it doesn’t have to be like that. As with any tool, it can be used to create work of quality — or crassness. That said, how about exploring alternative ways of creating story for your game? Vladimir Propp studied Russian folklore and came up with a list of 31 elements that a story could contain. It doesn’t have to use all of them, but the typology is worth looking at, and imaginatively applied could bring fresh life to a concept that you’re tiring of.
Given that gaming is bigger than film these days, it makes sense for developers to pay more attention to story than has traditionally been the case. People complain that Hollywood films are more like games, and at the same time games increasingly resemble films. It’s already the case in terms of design — now narrative has to catch up. And that’s nothing to do with technology and investment, and all to do with attitude and willingness to think in new ways — while making the most of age-old paradigms too. Sure, there are issues to do with interactivity that make games and film fundamentally different, but there’s every reason to believe that games can work with our innate desire to be excited by and involved with story.
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