From:
http://www.tomsgames.com/us/2008/03/24/ken_levine_on_story/Why Video Game Stories are "Stupid"
Rob Wright
March 24, 2008 11:11
"If you want people to follow your plot," Ken Levine told the audience, "it has to be really f---ing stupid."
His words weren't exactly eloquent, but the creative director and co-founder of BioShock developer 2K Boston got his point across: video games stories aren't valued very highly. "The bad news is, for storytellers, nobody cares about your stupid story," Levine said during a packed session at the recent Game Developer Conference in San Francisco.
Sadly, Levine learned this lesson the hard way with BioShock and admitted that most of the award-winning title's compelling, highly original script was left on the cutting room floor. The cut material included about a dozen characters as well as major plot points. In addition, the time frame of the narrative was shortened significantly - from decades to just a single day. For a game that was almost universally praised for its story, it was surprising to hear how much of it Levine and his development team were forced to cut.
Levine's presentation was ironically titled "Storytelling In BioShock: Empowering Players to Care About Your Stupid Story" Speaking in front of a large audience, he described the up-and-down process of crafting BioShock's complex narrative and offered some advice and lessons learned about writing stories for games. "The audience has no reason to be predisposed [to liking a story]," he said. "How do we seduce them to care about it?" Using some early gameplay footage and concept art, Levine took the audience behind the scenes of BioShock's creation to illustrate how the game's story evolved from early concepts and mammoth scripts that bear little resemblance to the best-selling game we know today.
Let Your Game World Do the Talking
Levine showed early gameplay footage of BioShock during his presentation, and it looked much like Rapture's dark, damp corridors that we see in the finished product. But something was missing - none of the art deco design or colorful utopian billboards and signage was on the screen. As a result, the demo's visuals were dull. "What is this world saying to us?" he asked. "Not very much." So Levine said the development team scrapped the build and started over to help make a more compelling environment that better illustrated the Objectivist-dystopian world. Levine's point was simple - since the environment is what the player spends most of his or her time looking at, developers need to make it say something. Having a rich game world to explore, he said, will reduce the need for cut scenes and plot details that could slow down the game.
The Devil is in the Details
One of the first lessons Levine offered was simple: details drag you down. Too much detail in a game's story will confuse players. Levine described how the original outline for BioShock's story spanned 60 to 70 years and included dozens of characters and major turning points like civil wars. "It's really painful to chip away," he said. "As time went on, we made our game simpler, simpler and simpler. In 2006, we basically took a knife and killed a bunch of major characters." In addition to eliminating characters, 2K Boston also removed crucial events from the narrative. For example, players never actually participate in the New Year's Eve riots in Rapture but instead see the aftermath and hear first-hand accounts of the disaster.
Appealing to the Masses
Levine explained how BioShock was constructed to appeal to the widest possible audience, which he outlined in the three types of gamers. The first, he said, was the kind of gamer who loves Halo and Madden NFL titles and doesn't care about the story at all - they just want to shoot and blow stuff up. The second type of gamer includes people that enjoy a good narrative for their shooters, but don't necessarily want to follow complex stories with tons of plot details and character. And the third type of gamer is the hardcore fan who wants to go as deep as he or she possibly can into the story, extracting every bit of information there is about the experience. The trick is, Levine said, you can't let the experience for the hardcore gamer get in the way of the Halo or Madden fan that just wants to blow stuff up. So how do you accommodate both?
One way that BioShock's development team achieved this was by making characters and plot points optional by way of the recorded messages. Players don't have to access the voice recordings littered throughout Rapture; they can choose to zip through the game focused on the action or they can stop to soak up the storyline and delve into the mysterious background of Rapture and its inhabitants. "We gave players the opportunity to opt out of a lot of our story," Levine told the audience.
Keep it Simple
While BioShock's game world and concepts (Objectivism, for example) are quite different than your average action first-person shooter games, the plot is fairly straightforward. Like a lot of games, the playable character is mostly anonymous and shrouded in mystery, and in the case of BioShock specifically, the main character has no memory of his past. The game's narrative is structured into three simple parts. The first act involves players searching for a way out of Rapture. The second act focuses on the player's mission to kill Rapture founder Andrew Ryan. And the final act deals with players confronting and defeating the treacherous Fontaine. There are some twists and turns along the way, but the basic approach is simple and, most importantly, comprehensible to the gamers that have no interest in the details of the story. Levine referenced "Raiders of the Lost Ark" to describe this approach. "If you stop Indiana Jones in any scene in "Raiders of the Lost Ark," and ask him what's he's doing, he'll say he's looking for the Ark," Levine said.
Let the Story Evolve
Levine showed a few slides during his presentation that provided some insight into how BioShock changed over time from the earliest sketches and storyboards to the final product. For example, the "Little Sisters" weren't originally genetically mutated girls running around with over-sized syringes. Instead, they were glowing, slimy sea slugs (which produce the super stem cells for genetic mutation known as "Adam"). But as Levin explained to the audience, the Big Daddy-Little Sister relationship made no sense. Why would the Big Daddy feel the need to protect a little sea slug? So the design team shifted gears and came up with a new Little Sister, which was a mutated dog with wheels for hind legs. The idea was to make the Little Sister types more sympathetic, but the early sketch of the mutant dog elicited laughter from the audience. "It is what it is," Levine joked. Fortunately, the development team for BioShock team finally settled on making the Little Sisters young girls, which helped simplify the relationship with the Big Daddies and also made the players' moral choices - harvest or save the Little Sisters? - much more difficult and emotionally affecting.
Don't Sacrifice Gameplay
Throughout the development process, Levine and the 2K Boston/2K Australia teams constantly revised and reduced BioShock's story to help the narrative and plot better fit the gameplay. In fact, Levine said the third act of BioShock failed on a story level; but on the other hand, the third act had some of the best gameplay of the entire experience (thanks to the player using a Big Daddy suit). Levine indicated part of the reason BioShock's story faltered at the end was because the twist regarding Fontaine, Ryan and the main character was revealed and the mystery was solved. At this point, Levine emphasized how presenting players with questions was more fun for them than forcing the players to answer them. "Think of "Lost"? What is their entire stock in trade? It's asking questions they don't answer," Levine said. "What is "Cloverfield"? It's Godzilla with less information."
The Story Should Come Late
Levine's final and perhaps most important point was that video game stories should come late into the development of the game. In the case of BioShock, Levine said the final story for the game didn't come together until about eight months before the title's launch last August. And part of the process involved letting the gameplay dictate the narrative. Levine said it was crucial to be open to new ideas and to let the game's design tell him how the story should go. "If you feel the narrative of BioShock is successful," he said, "then it's because we were able to make these changes so late in the game." Therefore, delivering a script for a game ahead of the game's development will cause problems because the two won't be integrated.
In the end, Levine said game narratives are a new medium and that writers need to be flexible in the way they approach the story. He left the audience with three points of advice. The first was respect the audience; don't force the story on all players and make the narrative in a way that can please a diverse crowd. The second was trust the mystery; not all questions have to be answered. And the third was to empower the gamer to experience the game and its story the way he or she wants. "[If] you give him that little bit of trust," Levine said, "he will give it back to you by engaging in your story, and engaging in your game world."