My column this week is a list of ways in which games are failing in their attempts to be movies. Last week sort of descended into an argument over whether games should be trying to tell a fixed narrative at all, so this time I thought I sidestep that by coming at it from a different angle: If you’re going to make a game-movie, then you at least need to get the movie parts right.
Some people have mistaken my story-nitpicking for a position that story is paramount. That’s not really the case. I just strongly believe that whatever story we do get should be serviceable. This is actually kind of challenging for a lot of reasons. You just can’t get away with things in a ten hour game the way you can in an hour and a half. Movies are usually consumed in a single sitting. But if a story-driven game can be consumed in a single session it’s considered a huge failure, or at least a bad valueAssuming we’re talking about full-price AAA games, here.. Games are consumed over the course of days, with long breaks between sessions. That gives the audience a lot of time to think about, replay, and discuss the plot. Details that might be glossed over in a movie will become major sticking points in a game.
Worse, we’re a little more picky about character actions when we’re the ones driving. If Commander Shepard works with Cerberus in a movie, I might argue that it’s out of character or dumb, but it’s not nearly as infuriating as being forced to push the buttons to work with Cerberus even though I can see it’s clearly a stupid idea. It’s the difference between seeing someone else fall for a prank, and being the unwilling victim of an obvious prank that I saw coming a mile away.
But game developers seem to be going out of their way to give us the worst of both worlds. They insist on ramming movie-like structures down our throats, but then they slap the story together all half-assed like it doesn’t matter.
Further note: I think it’s time for another mailbag column, so if you have a question for the column then askshamus@gmail.com.
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.