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Not Every Game Needs a Story

Written by on Feb 26, 2011
Not Every Game Needs a Story

Can you imagine if Tetris had a story to it? That’d be ridiculous! There doesn’t need to be a reason why blocks are falling from the sky and why it’s important to stack them into rows. Any kind of narrative would just be out of place, as it is in so many other puzzle games that attempt to give meaning to the experience. A recent example that comes to mind is Raskulls, whose cutscenes tried too hard to be funny and broke up what I was ultimately wanting to accomplish: to play a game and have fun.

Back in the NES days, a lot of games just plopped you right into the adventure and said, “You’re smart. You’ll figure out what’s going on.” Super Mario Bros., Metroid, and The Legend of Zelda are all good examples of this, and they didn’t suffer any from not setting up the story beforehand or making you periodically sit through cutscenes. Of course, later additions to these franchises have since beefed up their stories considerably, but who, honestly, cares about the story in a Nintendo game?

Running through a platformer or gunning through a shooter are their own reward. I don’t need a story to justify my actions, because my actions (assuming that the game is good) are already fun. If I’m playing a game purely for the story, then I’m doing it wrong. I could spend two hours watching a movie or reading a book and get a much better story than I could by investing twenty hours into a game. I can’t think of a single game whose story was so good, it eclipsed everything I’ve seen from other mediums.

You could argue that, because video games are interactive, the story is more personalized. I don’t see it that way. Unless it is a very dynamic story with a lot of possible outcomes, all I’ve done is a bunch of busywork so the game can continue telling me the story it wants to tell. That doesn’t mean I don’t get attached to any of the characters along the way, though. Whenever I play a Final Fantasy game, I’m always sad to see someone leave my party. But it’s not the cutscenes that make me care about the people. If anything, Final Fantasy cutscenes make me hate them. It’s tweaking their skills and watching them kick ass in battle that forms this bond.

The thought of a story-less RPG is probably rather unappealing, though (unless you’re a fan of traditional Western RPGs, but then who is anymore?). While a solid battle system can compensate for a weak story, an RPG still needs a purpose. I’m not suggesting stories should be taken out of games completely, but there are definitely some genres that warrant them more than others. And it would be nice if game designers would stop wasting their efforts on putting in stories where they’re not needed, if they’d use that time to make the game more fun instead of trying to win an Oscar for best screenplay.

Responses to Not Every Game Needs a Story
  1. avatar
    Joe on Mar 7, 2011
    I tend to disagree with this, while I think there are many times that stories in video games are stupid, like in Swords and Soldiers, I live for single player campaigns. Campaigns with no story barely hold my attention.

    I just read an article from the GDC, it was a speech given to developers to step up the interactivity and purpose of the games to better immerse people into story. The speech was by the guy behind Heavy Rain. From that stand point I would have to say that I think that is a great idea. Heavy Rain is one of the most intense games I've ever played, but I think it should be stated, and was likely implied, that not all games can afford to be Heavy Rain. I mean it was great,but too draining to want to play through again any time soon. The thing that is coolest about Heavy Rain is the multiple outcomes and dynamic effect your choices have on the game.

    I totally miss the days when you just dropped into things and just went for it. Super Metroid and Metroid Prime are my favorite example of games that just let you go at it. No real story, use your imagination to figure out what is going on. Good article.
  2. avatar
    Clark on Mar 7, 2011
    Your comment about Metroid is exactly what I was getting at. You learned all you needed to know just by exploring the levels. The Metroid Prime games did have a lot of history and backstory, though, but it was optional. You didn't have to scan the environment to learn more about the world if you didn't want to.

    I do think it's cool that games like Heavy Rain or any of the BioWare RPGs allow you to change what will happen, where your actions actually have consequences. That's true interactive storytelling. But I wouldn't want every game to follow suit, because not every game needs a rich, complicated story.

    I think we can all agree that Mario games would be better off without the Bowser/Peach/Mario drama, am I right?
  3. avatar
    Ned on Mar 7, 2011
    Personally, I'm all for games with a story. A solid story at that.

    I didn't even game seriously until I played Prince of Persia: The sands of time (not to say I didn't play games before then). I was blown away by how much a game could feel like a story being told. I love to be immersed into my games that way.
  4. avatar
    Todd on Apr 6, 2011
    Mostly, I agree with you. There are way too many games that awkwardly add a story where there isn't, and doesn't, need to be one - at least not in the form of action-hindering cutscenes. Telling the story during load screens can be an effective way to add depth for those who want it, but spare those who just want the character to shut up so they can play, already.

    Voice acting has had a big impact on storyline; bad voice acting or annoying characters can absolutely ruin, and actually has ruined, many games for a lot of people. Blue Dragon, anyone? But old-school Final Fantasy's such as FF6J/FF3US did not suffer from such problems and, in my opinion, were definitely bolstered by their stories.

    If you want to check out a BioWare RPG that does story telling exactly right, check out Planescape: Torment on the PC. It's pretty old, and somehow slipped through the cracks, but remains one of the best games I have ever played. What makes it unique is how your character's stats and alignment affect the story and gameplay in VERY significant ways, to the extent that a character with high intelligence, wisdom, and charisma can go through the entire game and not fight more than a handful of battles, choosing instead to use dialog and wit as his weapons. I know that most RPGs promise fully interactive worlds where your actions have real consequences, but while even in titles like Fable and Morrowind this promise seems mostly empty, Planescape: Torment really delivers. And back to the original point of the article, this ties the story and gameplay together seamlessly, making one rely on the other and providing a feeling of immersion rarely experienced during a video game. I've never played a game like it before or since; it's truly one of a kind.
  5. avatar
    Ned on May 27, 2011
    Clark, Your editorials and comments about games not being like movies, hating on musical scores, happy with no stories, and lack of boss battles all lead me to believe that you are one of the many that are pushing for the end of console gaming as a whole and excited for the "new era" of pure casual gaming. Am I right in that assumption?
  6. avatar
    Clark on May 27, 2011
    Hardcore gaming doesn't equal epic musical scores, elaborate stories, and movie-like experiences. If it does, then just about everything that came out before the N64/PS1 would be considered "casual." Of course, you won't find anyone who would agree with that statement.

    The point of my editorials and comments hasn't been to welcome the arrival of a casual gaming takeover. Rather, I'm pining for the days when video games were video games, and movies were movies. I remember you saying the first console you really liked was the PS1, but the first "console" I really liked was the TI-99/4A. I grew up on story-less, straightforward (and hard as hell) games. Back then, we played those games, because we just liked playing them, not because we were trying to get anything deeper out of the experience.

    I'm all for the downloadable marketplaces like the XBLA and PSN becoming the norm, because they offer arcade-like experiences that are easy to get into and easy to put down. Does that make it casual? I think it's a different kind of casual, as nobody would ever confuse Peggle with something like Monday Night Combat, but you don't have to invest a lot of time into either. I'm older, and I have a lot of things to do. If I need a rich story, I'll find a 90-minute movie. I can't do 30-hour video games anymore.
  7. avatar
    SebastianWillows on Oct 6, 2011
    I have to disagree here. Honestly, a game doesn't NEED a story, but that doesn't mean that it shouldn't have one just because someone assumes that no one will play it for a story. Sure you could read a book or watch a movie, but the purpose of the modern video game is to immerse the player in a world where they themselves have to overcome the obstacles in place. Take Heavy Rain for example, the game plays like a 10 hour movie. Would you actually even consider watching it? no, of course not, its 10 hours! However, when you play it, you are the characters, you choose what they do, it's the options that set video games apart from books or movies and without a story, what motivation is there to make those choices? Furthermore, there is a very good reason why nes and arcade games had little of no story: they were either too short, used atmosphere to tell the story, or were for the arcade and therefore were mini-games as opposed to actual, full fledged games. You could argue that these games were considered modern at the time and were counted as full games because of this, but that is where the concept of progress comes in. Games change, they get better, more diverse, they get longer and more annoying loading screens that everyone hates, it's all (apart from my last point) too make the game feel more real to the player. If games had not changed, we'd still be playing pong, watching that little white pixel lazily making its way across the empty field of black... So in conclusion, games don't need a story, but it's the story that sets them apart from mindless, brain-dead shooters that are the same thing, again and again with little or no variation between them. Is that what you want the future of video gaming to look like?
  8. avatar
    Clark on Oct 6, 2011
    I love how everyone jumps to the conclusion that I hate modern video games. Yes, Sebastian, I wish game design had stopped at Pong.
  9. avatar
    Joe on Oct 6, 2011
    The point is that too often developers force a story one a game mechanic that is utterly storyless. For example, Echochrome and Flower are very interactive games that focus around a single game mechanic with no story, yet they still pushes gaming into new areas. A game like Zuma or Peggle are other games focused on mechanics that add retarded stories about breaking a curse/discovering yourself or some dumb shit like that. There the game's stories add little and, IMHO, actually detract from the fun of the game. Heavy rain on the other hand could be argued that it is so much story that it is hardly a game at all, more of an interactive movie.

    Having a cool game doesn't mean we need a story. Dr. Mario didn't need a story, but if they made it today, I bet we'd all know the names of the red, blue, yellow viruses...and what good would it do if we did?
  10. avatar
    Captain Joel on Oct 7, 2011
    I personally believe that stories are the most important things in games. I'm actually hard pressed to remember the last time I even played a game without a story, I do agree it doesn't fit into puzzle games like Tetris, but I did love the cutscenes in Raskulls.

    As for what good it would do if the Dr. Mario viruses had names? There's so much potential openened up by just giving them names that it's room for nearly infinite good. Well, as long as the marketing and storytellers are up to using it for good that is.
  11. avatar
    Clark on Oct 7, 2011
    But of the games you've played, how many of their stories were actually necessary? Does the protagonist in Orcs Must Die need a rich backstory for the orc-killing to be rewarding? Do you need to know where the characters in Street Fighter grew up in order for the game to be exciting? Do the cars in QuadSmash need a reason to kick a ball into a goal for the multiplayer to be fun? Certainly, a story can add more depth to the experience, but it is hardly the most important aspect.

    As for giving the Dr. Mario viruses names... that's almost as bad as naming every Tetris piece and saying they are little animals that like to mate but can only mate in complete rows. Hmmmmm... I take it back. I like where this is going.
  12. avatar
    Captain Joel on Oct 7, 2011
    Okay, I actually have really differing views on a couple of these so I'll tackle them one by one! No, the protagonist in OMD! doesn't really need a backstory, but it would certainly keep me interested in the game longer if he did (as it is, I'm pretending he's a young farmhand in the Fable universe that was taken in and trained to be who he is). I actually was interested in the Street Fighter characters enough to buy the comics and play all the games and learn all the silly little details of their lives and it does make the game quite a bit more exciting for me. I completely agree about Quadsmash, though.

    You're right about it not being the most important aspect, but it certainly is one of the most important. I know that story has a very real ability to pull me in or completely turn me off of a game, something which bad gameplay or poor graphics never really do. This actually just made me realize that besides story, I think the only other thing that can absolutely make or break a game for me is a game's art style.
  13. avatar
    JR on Oct 7, 2011
    Clark, that idea... is excellent! And the pieces would look like animals that were all bent out of shape. I'm picturing little fuzzy pieces with goofy faces... man think of the possibilities.

    The more I play games the more I'm annoyed by the story. Gears 3 for example has a horrible story. It's poorly written, badly "acted," and uninteresting. It gets in the way more than anything. Every time the action feels like it's about to hit its stride, another cut-scene breaks things up. I like the idea of classic games where the story, if there was one, was usually a page or two in the manual. If you wanted the back story, you could read it. If not, you just played the game for fun. Story kind of ruins the replay value of a game because I don't want to sit through all of the cut scenes again.

    And just to clarify, I'm not saying the NES/SNES was the pinnacle of gaming, I just like games that favor gameplay/fun over story.
  14. avatar
    Ned on Oct 7, 2011
    Tacked-on stories can make a game worse, and wonderful story telling can make a game better.
  15. avatar
    Clark on Oct 7, 2011
    Ned, that is absolutely true. Unfortunately for most games, the story really is a tacked-on, predictable piece of drivel. I'd rather have no story at all than a half-assed one.

    Joel, if Street Fighter was a straight-up fighting game with absolutely no backstory, would you still like it? Or would you personify the characters in your own way like you did with OMD's hero? Wouldn't that actually be more meaningful? I think that's why characters like Samus (before she talked) and Link resonate so strongly with gamers, because they are who we make them.
  16. avatar
    Captain Joel on Oct 7, 2011
    I would definitely still like it since fighting games are a genre that I love, but the characters would have definitely meant a lot less to me and I defintiely would have used my imagination to characterize all the fighters like I did with OMD's hero. It's funny that you're bringing up Link and Samus, because I've never really thought of them as characters that we make (since they have clear beginnings and destinies), I guess that's just me though.

    Also, JR the story in Gears 3 was awesome! Not badly acted (especially not the big surprise bit) or uninteresting at all, you just have to been into the series to like it.
  17. avatar
    LDicker on Jan 3, 2012
    "...but the purpose of the modern video game is to immerse the player in a world where they themselves have to overcome the obstacles in place."

    Says who? Why can't a game simply be a game? For example, I'm currently developing a zombie survival game. It's just a game. You shoot zombies. You pick up loot. You shoot more zombies. Who the hell cares where the zombies came from? I just want to blow everything up and watch blood and guts splatter everywhere. You hardly need story for that.

    What about games like Doom and Tetris? Neither of them have stories at all. Sure you say that Doom had a story but who played it for the story? Nobody. You played Doom for the pure thrill of running around blowing up everything that got in your way.

    I'd rather play an awesome game with no story at all than a crappy game with the best story ever written.
  18. avatar
    Clark on Jan 3, 2012
    Thank you!
  19. avatar
    Ned on Apr 12, 2012
    I find it interesting that this site has taken a fairly large turn towards apps and casual games that have no story. I hope it's just a temporary fad, because it really saddens me.
  20. avatar
    Clark on Apr 13, 2012
    No apps. All games. But why is that a problem, anyway? Any good reviewer/player should be open to trying anything. Even IGN reviews mobile games among their other reviews. Mobile games are just easier to burn through, so we tend to cover a lot of them in between the more "hardcore" games that happen to be a bigger time commitment. Mobile gaming didn't replace my console gaming. I usually only play a mobile game when I'm traveling, hanging out at Starbucks, or waiting for my wife to get ready for bed.
  21. avatar
    Ned on Apr 13, 2012
    It's not bad. I was just worried that this site was going to drop big budget games completely. I'm glad mobile gaming isn't replacing your console gaming time.
  22. avatar
    Joe on Apr 13, 2012
    Having played dozens of PS minis and dozens of iOS games, I can say, without a doubt that Minis for the most part suck hard, but I personally have never considered them mobile, as I never play them anywhere but at home, since my PSP is on my nightstand...next to my iPhone. I wish I had time (just started school again) to sit down and play any one of the ten unplayed full retail discs I have sitting on the shelf downstairs next to the PS3, but I don't want to start a game I won't be able to finish. I go through phases with my media and I have been playing a lot of games on my phone lately. I just purchased a new gaming PC, so I'll probably put more of those out in the next coming months. The only PS3 game I'm really looking forward to this year is Borderlands 2, which based on most of this community's opinion of the first game, I'll be the only one who plays.
    I'm not "going mobile," but merely reviewing the games I've been playing in my spare time. Besides, "mobile gaming" isn't the end of consoles and I don't see it as a war between casual and hardcore. It's not a dirty word. It's merely another venue to provide a surprisingly large amount of genuinely good, unique games (along with some absolutely terrible ones as well.)
  23. avatar
    Joe on Apr 13, 2012
    Edit from above: not that you were saying all that about mobile games, but that's how I perceived them before I bought one of these new fangled smart devices. The only thing that is really replacing my console gaming time is respond to discussion boards for school...
  24. avatar
    Ned on May 9, 2012
    I've put a lot of thought into this, and I do feel like story-free and casual games ARE at war with deeply driven story games. The main argument for me is actually COD and any other game with a gun for a main character. These games generally have a ridiculously short campaign, and then it's all about spending several months of multiplayer while snagging casual ios games to kill the time when your not shooting people. I've watched several friends fall into this gap, and judging by their gaming budgets, there's less and less room for games with a solid story to succeed. Multiplayer and casual games are gradually stealing the market, even from veteran gamers.
  25. avatar
    JR on May 9, 2012
    Mobile apps and story-driven console games have completely different markets. They aren't at war with each other. I play cut the rope for entirely different reasons than I play Mass Effect. I think the reason people tend to play more "casual" games is that there just isn't a lot of time to play through multiple, lengthy narratives. There will always be people willing to shell out cash for both kinds of games, and if not.. is that such a bad thing? Why are multiplayer and casual games the enemies?
  26. avatar
    Ned on May 9, 2012
    Well, of course I realize that it's just my opinion and definitely not statistics speaking here, but if you make story driven games the enemy, it's taking a big step backwards in time.

    I wish I could agree that they are two completely different audiences that won't change, but America's general love for all things quick and easy to access, leads me to believe otherwise. Most of my gaming friends play almost exclusively on phones now. It's not black and white or wrong and right, but as I see it, we gamers are on a ship, and a ship is ALWAYS moving in a direction.
  27. avatar
    Joe on May 9, 2012
    If you are including me in that group of "always playing on a phone" there a lot more factors than just casual vs deep story. I love deep story driven games with long campaigns. There are times where I eat and breathe that stuff. The problem I run into is that I am unable to always commit that kind of time. I have to save the long nights and hours of gaming for the one's I'm really interested in. I play a lot of casual games now, because I only have a few minutes here or there. Even if I do find myself with 3-4 hours of free time, I struggle starting a 25-40 hour game. In those stretches of time I am more likely to play Hoard, Fat Princess, a PixelJunk game or something less involved.

    While I can see why it seems they are at war, try this: Pretend that technology and game are all where they are right now, but imagine that phones and tablets are still only phones. All of a sudden a lot of your gamer friends would likely be playing no games, or focusing more on DS, Vita stuff, which isn't necessarily considered casual. For me, these casual games are a lifeline to keep me entertained until I am in a place where I can really get into a story again.

    It may seem like the casual games are stealing the market, but I think it is more likely that people's gaming habits are changing to reflect the changes in their lives and gaming time loses to more important things. Once again, for me, it's often a choice between something simple or nothing. I don't want blame casual games for seeing a need and filling it.
  28. avatar
    Ned on May 9, 2012
    It comes down to money and time. At the end of the day, where did the majority of our gaming money and time go? The answer to this questions is where developers are going to focus - deciding if our future is more story based or not.
  29. avatar
    Joe on May 9, 2012
    Good point. Part of the reason casual games are so popular is because it is incredibly easy to sell a game for $.99 to several million people while selling a $60 story-driven game to several hundred thousand won;t make even close to as much money. It's also incredibly easy to throw one's gaming money away $.99 at a time.
  30. avatar
    Clark on May 10, 2012
    Blockbuster games won't die off, because 1) people still enjoy making them, and 2) people still enjoy playing them. Some of us may lose our free time as we get older and can't get invested in a big game like we used to, but then we're replaced by other people who do have lots of free time.

    It's a little annoying, though, how you keep insinuating that we are "inferior gamers" for enjoying casual and multiplayer games. I feel like we're still trying to make "casual" a dirty word when there are different degrees of casual. In the past week, I've put more time into Awesomenauts than I have Where's My Water. Very different games that require very different skill sets. But because they both lack a complicated story, then they're one and the same?
  31. avatar
    Ned on May 12, 2012
    Multiplayer and casual games obviously are not the same thing, as each category covers a huge collection of hundreds of inner genres.

    I realize I used the phrase "falling into a gap," to describe how many of my friends are drifting away from what they used to love. I didn't mean it as an insult to them personally. No one is an inferior gamer for playing what they enjoy, and no one said that blockbuster games will completely die. I'm just saying that there is an immanent threat to story driven games being a norm, and multiplayer and casual taking over that slot, leaving story lovers behind with fewer choices.

    Last gen, I had a dozen options facing me as I selected one or two story driven games a month. This was largely due to the fact that few people connected their consoles to the internet. This year I'm lucky if I get three choices a month. It's business progression, like Little Ceasars taking over Pizza Hut's market. The majority of people's wants and needs are being met, but there's far less pizza restaurants for those who have time and money for that kind of experience.
  32. avatar
    JR on May 12, 2012
    That analogy is still suggesting that "casual" games are inferior to story-driven games. It seems that you are saying that people only play "casual" games because they can't afford (the time and money) to play a "real" game. I continue to quote "casual" because I have no idea what this term means any more. I think most of what I enjoy playing would be considered "casual" as it has been defined above. But I don't play those games simply because I can't afford to play something better, I play those games because that's actually what I want to be playing.
  33. avatar
    Ned on May 12, 2012
    Oh, definitely play what you want to. It doesn't make you less of a gamer, it just makes a dent in MY favorite genres.

    As Joe said "Part of the reason casual games are so popular is because it is incredibly easy to sell a game for $.99 to several million people while selling a $60 story-driven game to several hundred thousand won't make even close to as much money."

    Obviously, the big money is in the more accessible and lower budget games, and, of course, the $60 multiplayer driven games, (COD), which last longer, and halt sales of other genres. It doesn't make casual and multiplayer games inferior by any means, it just makes new and old developers want to focus on that larger target audience, and leave the story games behind.

    Where gamers time and money goes has a direct effect on the future of gaming as a whole, for better or worse. There's no reason to take offense to that statement.
  34. avatar
    Clark on May 12, 2012
    Whether mobile gaming became the phenomenon it is now or not, I think this generation would still have seen fewer blockbuster games. They just cost too much damn money to make. Yes, the Gamecube/PS2/Xbox era did have a surge of blockbusters, but even then, they weren't always lucrative. Lots of good games flopped, and lots of good companies went out of business. Maybe story-driven games were never meant to be the norm?

    Gaming to me has always been a social and arcade-like experience. In high school, though, I had a lot of free time, so I played a lot of the bigger games that were coming out at the time. They were fun. I liked both kinds of games. But now that I'm older, married, working eight hours a day, I'd rather play what I've always preferred: games that can be enjoyed in smaller increments (and with other people).

    But, again, let's not make this as black and white as $1 games and $60 games, because there's so much more in between. I may not play a lot of retail games, but does that mean I rush home every day to jump into Cut the Rope? No, but I do rush home to play Awesomenauts online or Dungeon Defenders with my wife. These games don't have deep stories. I don't have to invest several hours at a time into them (although I easily could). In a sense, they are "casual," but they also embody what the spirit of gaming has been about from the very start.
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