Video Games Are the Future of Storytelling
Words by Mika Hervel (he/him)
Video games are an incredibly popular form of media which will shape the future of storytelling. In 2016, the video game industry made twice as much profit as the film industry, and this is only expected to grow. Think of Mario and Sonic the Hedgehog, who are both as iconic as Mickey Mouse. Many actors are engaging more in the industry, such as Inception star Joseph Gordon-Levitt, who noted: “the future of storytelling is gonna be video games […] [games] feel[] like the most ground-breaking storytelling.” Video games will be instrumental in shaping the future of storytelling. But what does this look like, and how will it change the way we experience stories?
When we think of storytelling, we typically think of reading a book or watching a movie. Good stories provoke strong emotional responses and prompt us to reflect on our reality. Through narratives we can learn more about our world and ourselves by identifying with characters on an emotional level. The same is true for video games, but in a much more intimate way. Experiencing a story vicariously through the protagonist allows for a more immersive experience. Hamish Cameron is a Classics lecturer and digital historian at the Victoria University of Wellington (VUW) who has designed several board games and roleplaying games. He explains how the way we experience a narrative changes through the medium of video games:
“[...] when you get to identify yourself with a person to the extent that you control their actions […] that’s pretty powerful for forging a connection between not just the player and that character but also the player and that medium.”
In films and books, you have no control over the protagonist. In games, however, a world of opportunity opens up as the reins are handed to you. Areito Echevarria is a senior Design Innovation lecturer at VUW, the former head of Weta Digital’s FX department, with an Academy Award to his name. He says conventional film principles are subverted in video games; instead of ‘show don’t tell’ it’s ‘do don’t tell.’
“Films are primarily passive, and you live primarily through the protagonist. But games can be a lot more visceral, you are an active protagonist, somehow simultaneously watching a protagonist and controlling them.”
Different players can experience different storylines in the same game. Even in games with more linear storylines, the player’s agency allows them to make decisions which change the way they experience the overall narrative.
Video games have historically been dismissed as a thing for nerds or seen as dangerous ploys to ingrain violence in children. Not only are these cultural attitudes draconic and false, they fail to acknowledge that video games are a medium for experiencing meaningful stories. Today approximately 73% of kiwis play video games, and that number rises every year. Both kids and adults play video games—they’re intergenerational. Hamish says:
“[...] thinking about it in generational terms runs the risk of [excluding] people who are older and are also engaging in games.” Assuming that video games are childish devalues the experiences of older people and writes off the medium of video games as a storytelling tool.
This idea that video games lead to violence is a ridiculous relic of a moral panic which began when games first started to rise in popularity. Multitude of studies have found no correlation between video games and violence. Yet this idea is still pervasive. Video games can use narrative to comment on contemporary socio-political issues, just as well as films and books can. However, a problem arises when game developers fail to acknowledge that that's what they’re doing, which Hamish says allows people to “disclaim engagement” with particular socio-political perspectives.
“There’s an argument that’s happening and if you as a player are not aware of it then it can be easy to internalise it and not criticise it as it goes on […] Games make arguments, and as a game designer you need to be in control of what those arguments are and be honest about them [...] As a consumer, keep an eye out for them and be aware of what you’re consuming.”
Video games are a new and exciting medium that poses several challenges to the film industry. The industry has become increasingly stale and repetitive, with sequels forming a cornerstone of the modern film industry. This repetitive cycle creates dissatisfaction and leads people to explore other ways to experience stories. “It used to be you could go to the movies and see some cool new thing you haven’t seen before and now you go and see Iron Man for the 100th time.” Since video games are still a new industry, there is a lot of potential still to explore in terms of the stories that can be told, and the ways in which we can experience them. However, video games need to be careful not to fall into the same repetitive trap and instead keep innovating and broadening the horizons of storytelling.
The continued development of technology is another key factor which will shape the future of video games. Innovation in this area is leading to a host of new ways to experience stories which we would never get to experience otherwise. The improvement of video game graphics means more cinematic and lifelike stories. Games have also become easier to produce and publish, and with virtual reality becoming cheaper and more accessible, the idea of players’ narrative will be taken to new heights.
Areito used to think developments in video games would lead to the end of cinema, but now believes “[…] television has saved that with all these new streaming services which have created a huge demand for new content.” However, all the exciting innovations in how we tell and experience stories are happening with video games, not the film industry. Areito says there is potential for crossover between films and movies, “[...] but there hasn’t been a major product which has caught the zeitgeist.”
We need to accept that video games are a powerful and dominant storytelling medium, and start having honest conversations about what arguments games are making and how we engage with them. But there is also reason to be excited. Video games as a storytelling medium present a world of possibilities for how we experience stories, and as new innovations make these more accessible to us all, who knows what untold stories the future holds?