Showing posts with label Bungie. Show all posts
Showing posts with label Bungie. Show all posts

Thursday, October 25, 2012

"PICK UP THAT CAN!" Storytelling in Half-Life 2



The divorce between storytelling and gameplay has plagued video games since birth. Gameplay seems to get the games during the week, and maybe storytelling gets to see them on weekends. While never perfect, this upbringing seemed serviceable through games’ Reagan-era infancy. But games are finally reaching a twenty-first-century adolescence, and they’re developing an identity of their own. And now they ask for not just gameplay, or storytelling! They ask for both! They’ll have their cake and eat it too! They want to bring the parents back together into holy matrimony! But like any awkward teenager, this transformation is rife with missteps. There’s a hope, though, that one day games will inherit the best traits of both storytelling and gameplay to become something greater. Something that no other medium for art can create. Something that matters.
Valve’s Half-Life 2 is the final product of this drawn-out metaphor. I know it's been played to death in game academia circles, but there's a reason for that. It exorcises all of gaming’s storytelling vs. gameplay demons, and creates an art experience that could not be accomplished in any other medium—and isn’t that what all games should strive to do? Its storytelling and gameplay are married beautifully, without sacrifice on either end of the spectrum. First-person shooters have been done before, but none of them perfects this balance the way Half-Life 2 does. Valve’s storytelling immerses the player in the gameplay, and the gameplay immerses the player in the story. How does Half-Life 2 do it?
Raph Koster writes in his book A Theory of Fun for Game Design that all games, no matter how little storytelling is involved, require some sort of surrounding fiction. From chess to BioShock, “designers put artwork on [game systems] that is suggestive of some real-world context.” Even in chess, the gameplay is infinitely deep, yet it’s all underneath a fiction of medieval warfare, with queens, pawns, and knights. Early video games featured superficial fictions like this as well, whether it was staving off space invaders or a plumber saving a princess. But at the end of the day, people didn’t play Donkey Kong to get insight into a fat Italian man’s hopes and fears. They played Donkey Kong because the gameplay was fun.