Double Fine, BioWare, Silicon Knights, Bungie on storytelling

PAX 2009: Tim Schafer, Greg Zeschuk, Denis Dyack, Joseph Staten weigh in on the power of interactive narrative and the ways it can be delivered successfully.

Who Was There: The "Medium Is the Massage: Story Matters" panel at the 2009 Penny Arcade Expo featured a few names that might sound familiar, as well as a somewhat ambiguous intentional typo in its title. On hand were Double Fine's Tim Schafer, BioWare's Greg Zeschuk, Silicon Knights' Denis Dyack, and Bungie's Joseph Staten.

What They Talked About: Storytelling and the gaming industry have a love-hate relationship. On the one hand, the medium offers near-endless possibilities on the types and ways in which a story can be told. On the other, most players just want to get into the action and kill stuff. This and other topics were discussed in a story-driven panel lorded over by some of the biggest names in the gaming industry.

Leading off the proceedings, the moderator elicited opinions on what, exactly, interactive storytelling is. For BioWare cofounder Zeschuk, interactive storytelling entails in-game narrative, such as dialogue, choices, and environmental tells, as well as out-of-game experiences. He then gave the example of sharing "watercooler" stories, where players recount their experiences about what they did with others, outside the game.

Staten offered similar sentiments, saying that interactive storytelling involves giving players a sandbox so that they can tell their own stories that originate from the game. He gave the example of two brothers in a multiplayer match, one of whom sneaks up on the other and shoots him with a shotgun in the back. That's an experience that can be recounted, and will be recounted, for a long time to come, he said.

Dyack and Schafer offered similar opinions on interactive storytelling, saying that it involves all aspects of a game, from audio to art to technology to gameplay. Schafer went on to note that his studio's ultimate goal is to give players an experience where they become completely absorbed in the world they've created.

As for how story comes about, Zeschuk said that BioWare "spends an inordinate amount of time building the world." He said the writing team fleshes out the entire universe in which a game takes place, spending a year or so working on everything from political structure to the world's history.

The moderator then asked Schafer how the story for Double Fine's Brutal Legend came about. According to Schafer, the idea was an amalgam of wanting to create a game where a warrior leads a massive army into the field of battle and a "rip off" of Mark Twain's classic A Connecticut Yankee in King Arthur's Court," where a man from the future travels back in time wielding advanced technology.

The same question was asked of Silicon Knights' Too Human, to which Dyack responded that he wanted to comment on the effects of technology on society. He then offered a brief recounting on the history of black glass, saying that it can be formed, as far as anyone can tell, only by the intense heat generated by a nuclear explosion. Oddly, black glass was found in the tombs of ancient Egyptians. This gave him the idea of positing Norse mythology as fact, and the abuse of technology brought civilization to its knees.

With the Halo universe now spanning several games, books, and comics, Staten was asked if Bungie initially set out to create such a massive universe. Staten's response echoed Zeschuk's, in that he said the team from the beginning gave themselves head room by plotting out a reaching scope for the Halo universe that would allow the franchise to grow.

Schafer then discussed how much story is dictated by gameplay, and vice versa. For Brutal Legend, he said, the game involves a biker, so there obviously needed to be some kind of action. The story and the gameplay are woven together as a game is being developed, he said, and both often change to accommodate the other.

The next question was directed back at Dyack and involved the multiple characters that were interwoven into Silicon Knights' Eternal Darkness. According to Dyack, crafting that story was challenging on multiple fronts, not the least of which was selling Nintendo on the GameCube exclusive. "To say to Nintendo, we want to do a game with multiple characters, and then say we're going to kill most of them, was not easy," he said.

The discussion then turned to cutscenes and whether or not they play a detrimental role in telling an interactive story. Staten quite bluntly noted, "I think the main thing is just don't make the cutscenes suck." Immersion, he continued, can be broken by any number of things, including cutscenes. What cutscenes do well, he said, was anchor the pacing of the game by giving players a bit of a breather after an intense action sequence, a point which Zeschuk and Dyack both concurred.

Schafer noted that cutscenes can be problematic during dramatic moments, because, for example, players want to be the ones who deliver the final blow. Players do not want to watch the event unfold during a cutscene, he said.

The formal component of the panel closed with Zeschuk talking about how BioWare keeps all of the story elements and mythology built into the studio's games in order. "We use the power of technology," was Zeschuk's reply.

Quote: "Can you have a World War II tank, a mastodon, and Satan all together in the same place? The answer is yes!"--Tim Schafer, talking about...something.

Takeaway: While the role of storytelling within games is cause for debate throughout the industry, the fact remains that the potential to tell meaningful and impactful tales exists. As the industry continues to mature, the panel concurred that intricate and diverse stories will begin to thrive.

108 Comments

  • hector530

    Posted Sep 14, 2009 4:34 pm GMT

    halo doesnt have good dialogue or story telling. i love it when ppl say "halo has a GREAT story..... but you have to read the books first."

    im sorry but saying that is like saying "that Toyota is very fast... you just have put a bigger engine in it."

  • CloudY2J

    Posted Sep 11, 2009 10:09 am GMT

    That Schafer comment... "Can you have a World War II tank, a mastodon, and Satan all together in the same place? The answer is yes!" - he's talking about Scribblenauts.

  • cainetao11

    Posted Sep 10, 2009 1:45 pm GMT

    Yeah, tajirinere, dialouge is what story is about. That's why Wall E, the animated film was praised. because he had so much to say. That's why Holly Hunter won the Oscar for the PIano, even though she never spoke a word in it.

  • midnight8toker

    Posted Sep 10, 2009 2:02 am GMT

    not even a mention on silicon knights and the legacy of kain series? that game had story

  • SpiritOfFire117

    Posted Sep 9, 2009 11:24 pm GMT

    tajirnere, you obviously didn't even bother to read the Bungie portion.

  • joeborg14

    Posted Sep 9, 2009 7:21 pm GMT

    I didn't really gather much from this article. All it said to me was, "Storytelling is important." And I'm pretty sure I already knew that.

  • tajirinere

    Posted Sep 9, 2009 6:26 pm GMT

    the last person you want to talk to on story telling is bungie, especially when their main character utters about 20 lines in halo 3.

  • gr81matt

    Posted Sep 9, 2009 9:38 am GMT

    The title isn't a typo, it's a reference to the book by Marshall McLuhan which has to do with the impact that Media, Communication and Technology has on society and vice verse.

  • Joesocwork

    Posted Sep 8, 2009 7:51 pm GMT

    I enjoyed reading the panel and the ensuing conversation on the board. Story telling really does have the potential of a special relationship with gaming b/c, when done right, gaming, is the one media where the audience can potentially interact and affect the story, or at least give the illusion to doing so. And that plays a strong factor in leading to the magic of immersion that many of us hardcore/avid gamers crave.

  • lamprey263

    Posted Sep 8, 2009 6:16 pm GMT

    OMG, who cares about Silicon Knights, their games are terrible, they haven't made a good one since Blood Omen: Legacy of Kain, like 13 years ago

  • Cwagmire21

    Posted Sep 8, 2009 4:05 pm GMT

    @gamespotjulius I agree, I loved Eternal Darkness - Silicon Knights use to bring out the good stuff - haven't seen much from them in awhile though

  • Kentr_Wrolfsong

    Posted Sep 8, 2009 2:59 pm GMT

    Too bad Black Isle isn't around anymore. They could have said a thing or two about story in games (coughPlanscapeTormentcough).

  • drgrady

    Posted Sep 8, 2009 2:49 pm GMT

    I'm sure someone's already mentioned this, but talking about sneaking up on another player in versus mode does not constitute a story! And while I liked all three Halo games (not counting Halo Wars) and loved the story in Halo CE, the Halo universe as a whole is a mess of inconsistency and logic that is flawed at best. Don't get me wrong, Bungie does a great job of including lots of details, symbolism, and hidden messages, but the overall story developed by Staten (as well as the books by Eric Nylund) is a bit lacking for someone considered one of the best in the industry.

  • gamespotjulius

    Posted Sep 8, 2009 2:38 pm GMT

    Eternal Darkness is an oldie now, but has the best storytelling i've ever seen in a game. By comparison many of the recent RPGs such as Mass Effect and Oblivion should hang their heads in shame. It's the interlacing of multiple events that makes a good story in a game just as in a book

  • dlind70

    Posted Sep 8, 2009 2:02 pm GMT

    A more detailed feed of the panel is at G4
    http://g4tv.com/thefeed/blog/post/698993/PAX-2009-The-Message-Is-the-Medium-Story-Matters-Liveblog.html

  • lathan94

    Posted Sep 8, 2009 11:42 am GMT

    Silicon Knights isnt much of a developer anymore. Too Human took like 7 years to make and was bad. I have seen games made in 6 months that were 10 times better.

  • dashizy666

    Posted Sep 8, 2009 10:37 am GMT

    As a game, mass effect was good. It could have been much longer. any RPG that took 10 hours to beat is a major flaw.

  • chadchurchill

    Posted Sep 8, 2009 10:06 am GMT

    @xts 3

    "Mass effect was a nice ride but the story was hardly anything to write home about compared to what you would find on TV in the past 20 years."

    Are you high? The best thing about Mass Effect was the story. The gameplay (especially the driving) were the flawed parts. Have you watch the crap that's on TV lately. Mass Effect's story was an original and captivating science fiction tale. One of the best ever. You can find similarities with Star Trek but that's just because it was about Humans exploring space. Mass Effect was definitely flawed but the story was not the issue. If Mass Effect 2 can improve on some of the gameplay flaws, not repeat level designs and keep the same level of story telling then it's going to be one of the best RPG's to come out in awhile.

  • Intrakitt

    Posted Sep 8, 2009 9:28 am GMT

    Why are people upset that David Cage isn't on this panel, even though he's only written what, two published titles thus far? One of them (Indigo Prophecy) was boring beyond belief. Sheesh...From what I've seen, Heavy Rain is going to be another snooze fest, though it will of course garner critical acclaim because there aren't many other games like it. Is different always better, when different equals boring?

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