As this article, weirdly on LiveScience shows, some people seem to think that video games are a new form of story telling. They are not. They do not "free" story telling from the shackles, because story telling is inherently a one-way street. If the person listening to the story becomes involved, they must be involved within limits else it turns into role-playing... which is why role-playing games are called role-playing games. If the ending changes, it is not the same story.
World of Warcraft is not a story. Yes, there is an overarching story that drives many of the major events, but millions of players have nothing to do with that. They spend all of their time wandering around the open world, "writing" their own story. Yes, there is a narrative to it, but a story must have a purpose; it must have some end. And in games, that some end must be pre-determined. And even with games where there are multiple endings, there is always one ending that is counted as the true ending, which is usually the one that takes the longest to achieve and must match a set number of variables in the game. Unless you count Silent Hill's "dog" ending.
For example, if we wanted a game to be a real interactive story, there would never be something like a "game over" state. All endings would be a true ending. But in many games, you can die within the first thirty seconds of game time. To call that a legitimate ending would be absurd. There must be limits. In a real story, there are no limits, only a creative vision. It is obvious why this is so: a player can easily exceed the limits of a created world, because any created world must necessarily be finite.
Games will never be pure stories because they must be within the limits of game rules. For example, I love Halo. I read the Halo novels like Fall of Reach. While far from sci-fi genius, they were decent fluff. The problem is that the stories didn't make ANY sense in relation the game. The description of the super-soldiers (of which you play one in the game) is so beyond anything, that they would have been an unstoppable juggernaut. Strong enough to lift cars. Can run at 60mph.
Perhaps a more famous example, at least in the world of video games, is that of Final Fantasy VII. This was an era-defining game. It is frequently held up as the first truly cinematic attempt at making a video game. It also includes one of the most famous deaths in all of video-gamedom: Aeris. Only, according to the rules set out by the game, it doesn't make sense. On any given play-through, Aeris could have died dozens of times; you could always resurrect her with a spell.
Why should her scripted death be any different? Because it was required by the story. There are some games that try to get around this, by making in-game deaths permanent, one that sticks in my mind is the (old) game Gain Ground. But that was part of the game. Everyone understood the rules because they were communicated explicitly to the player. In a narrative game, if deaths are always made permanent, the player is left in a state of confusion. Should they restart? Is this death avoidable? Is a death at this point necessary?
You'd have crazed players replaying the same part of a game over and over in an attempt to save everyone's life. Conversely, you can have players who charge through a game with reckless abandon, and are left with no one alive, crippling the possible story in that way.
No, I'm sorry. Games are and always will be an imperfect story medium. They are no more liberating from the shackles of story requirements than Choose Your Own Adventure books.
Granted, there are advantages to this. A game should not be seen as a story. It should be seen as a game with rules where certain narrative bits are essentially rewards for completing tasks. To go back to the Silent Hill example, that dog ending doesn't make any sense. It's absurd beyond reason. And that's great! In a real story, it would be bound by the limitation of having only a single ending, which in the terms of a story isn't much a limitation, but it's still a limitation as regards entertainment. In a Choose Your Own Adventure sort of concept, the author can write tons of endings, some of which make no sense, simply because it's funny.
Working toward surprises, hidden rewards, undiscovered narrative elements, it's all part of experiencing a set narrative more fully. For example, people love to discover unfinished versions of books or movies. Deleted scenes, unfinished scripts, all of them are gobbled up by dedicated fans of something. They do this because it is the exact same process as going through a game and finding hidden bits of the story. It is a narrative that isn't simply delivered. It is a narrative discovered. That is what makes games both less and more than a book or a movie.
Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts
Friday, March 30, 2012
Sunday, September 18, 2011
X-Men First Class And My Issues With Comic Book Movies
I just saw X-Men First Class. I liked it. It was well-directed, stylish, and some truly excellent performances. But I would never watch it again.
A great review of a movie explains perfectly why the critic did or didn't like said movie. For example, Roger Ebert's review of Dark City made me go back and watch it again, and it is now one of my favorite sci-fi's. My partner, Danielle, ruined the movie Aladdin for me by asking where the hell the narrator/salesman from the beginning of the film went.
Likewise, a great review, by whom I've forgotten, for the first X-Men ruined the film for me and further drove home the importance of keeping comic book worlds and the real world separated. Basically, the whole use of mutation as an analogy for racial undertones and bigotry is just amazingly stupid. Fear and hatred of black or Asian people is wrong because they're just people, they just look slightly different. Fear and hatred of someone who can level whole cities with their mind is very, very legitimate. Even mutants should be terrified of other mutants.
As it is with X-Men First Class. They place the movie during the early 1960's and have the X-Men stop World War III by being the actual reason the Cuban Missile Crisis didn't come to guns. First problem, this opens up a metric-crap-ton of historical inconsistencies, but disregarding those, there are issues on the story's own terms.
For example, people don't know about mutants? How did WWII even happen? You're telling me that not ONE of the people that the Nazi's massacred wasn't a mature mutant? There are just now, spontaneously, millions of mutants? And ALL of them are in hiding? No. I'm sorry. Some of them would turn into superheroes and some into supervillains. And that logical requirement works just fine in comic books, because that's what comic books are: heroes and villains.
It is impossible to shoehorn in comic book logic (I refer to as a cause-&-effect system) into real-world logic. It was the reason why I found both new Batman films insufferable. Batman Begins took itself gravely seriously, and its climax centered around a microwave gun that magically doesn't effect the 80% of the human body that is water. It was stupid.
First Class isn't that stupid, but every second of the movie has logical issues with its setup, logical issues that I just couldn't get past to fully enjoy the film.
I think the reason why my favorite recent comic book film is Iron Man is that the director, Jon Favreau, understands the nature of comic book movies perfectly. When interviewed about the upcoming Avengers film, he said he didn't envy the producers of that film since they had to try to merge the technological world of Iron Man with the magical world of Thor. He said that comic book movies have to operate in their own worlds, disconnected from others, for them to work. Why so few directors understand this is beyond me.
It's not just comic book films, though. It's all of Hollywood. When critics refer to jarring shifts in tone, usually in a derogatory sense, they're frequently referring to shifts in cause & effect. For example, a movie that was borderline unwatchable for me at times was the 2008 film Hamlet 2. There were scenes of slapstick C&E, scenes of real-world C&E, scenes of uplifting teen drama, Saturday Night Live, and genuine attempts at pathos. None of these can live together in a film.
As a filmmaker, you must know precisely in which universe of cause & effect your movie is going to live. All characters must then follow that system. You can't decide that you want some drama, and suddenly have everything shift to a dramatic system in hopes of wringing out a tear or two. You'll end up like Family Guy, which, regardless of its quite genuine humor and inventiveness, is horribly written.
As a writer, this is difficult, which is probably why so few do it. You must think out the complex network of effects that any event in your story would have within the world that you've chosen. This is the reason why so many super-dramas are very tightly scripted. They only write a few characters, and what they do, who they are, and where they live is highly limited. It allows the writer freedom to concentrate on the characters about which they actually care, and not have to worry about potential inconsistencies and plot holes involving hypothetical outside variables.
Unfortunately for those lazy writers that don't want to do go through the trouble, this is what makes good writing. Without it, you may as well not bother. Stop clogging up the gears of movie production with your shitty scripts and make room for story tellers who have something worthwhile to say.
A great review of a movie explains perfectly why the critic did or didn't like said movie. For example, Roger Ebert's review of Dark City made me go back and watch it again, and it is now one of my favorite sci-fi's. My partner, Danielle, ruined the movie Aladdin for me by asking where the hell the narrator/salesman from the beginning of the film went.
Likewise, a great review, by whom I've forgotten, for the first X-Men ruined the film for me and further drove home the importance of keeping comic book worlds and the real world separated. Basically, the whole use of mutation as an analogy for racial undertones and bigotry is just amazingly stupid. Fear and hatred of black or Asian people is wrong because they're just people, they just look slightly different. Fear and hatred of someone who can level whole cities with their mind is very, very legitimate. Even mutants should be terrified of other mutants.
As it is with X-Men First Class. They place the movie during the early 1960's and have the X-Men stop World War III by being the actual reason the Cuban Missile Crisis didn't come to guns. First problem, this opens up a metric-crap-ton of historical inconsistencies, but disregarding those, there are issues on the story's own terms.
For example, people don't know about mutants? How did WWII even happen? You're telling me that not ONE of the people that the Nazi's massacred wasn't a mature mutant? There are just now, spontaneously, millions of mutants? And ALL of them are in hiding? No. I'm sorry. Some of them would turn into superheroes and some into supervillains. And that logical requirement works just fine in comic books, because that's what comic books are: heroes and villains.
It is impossible to shoehorn in comic book logic (I refer to as a cause-&-effect system) into real-world logic. It was the reason why I found both new Batman films insufferable. Batman Begins took itself gravely seriously, and its climax centered around a microwave gun that magically doesn't effect the 80% of the human body that is water. It was stupid.
First Class isn't that stupid, but every second of the movie has logical issues with its setup, logical issues that I just couldn't get past to fully enjoy the film.
I think the reason why my favorite recent comic book film is Iron Man is that the director, Jon Favreau, understands the nature of comic book movies perfectly. When interviewed about the upcoming Avengers film, he said he didn't envy the producers of that film since they had to try to merge the technological world of Iron Man with the magical world of Thor. He said that comic book movies have to operate in their own worlds, disconnected from others, for them to work. Why so few directors understand this is beyond me.
It's not just comic book films, though. It's all of Hollywood. When critics refer to jarring shifts in tone, usually in a derogatory sense, they're frequently referring to shifts in cause & effect. For example, a movie that was borderline unwatchable for me at times was the 2008 film Hamlet 2. There were scenes of slapstick C&E, scenes of real-world C&E, scenes of uplifting teen drama, Saturday Night Live, and genuine attempts at pathos. None of these can live together in a film.
As a filmmaker, you must know precisely in which universe of cause & effect your movie is going to live. All characters must then follow that system. You can't decide that you want some drama, and suddenly have everything shift to a dramatic system in hopes of wringing out a tear or two. You'll end up like Family Guy, which, regardless of its quite genuine humor and inventiveness, is horribly written.
As a writer, this is difficult, which is probably why so few do it. You must think out the complex network of effects that any event in your story would have within the world that you've chosen. This is the reason why so many super-dramas are very tightly scripted. They only write a few characters, and what they do, who they are, and where they live is highly limited. It allows the writer freedom to concentrate on the characters about which they actually care, and not have to worry about potential inconsistencies and plot holes involving hypothetical outside variables.
Unfortunately for those lazy writers that don't want to do go through the trouble, this is what makes good writing. Without it, you may as well not bother. Stop clogging up the gears of movie production with your shitty scripts and make room for story tellers who have something worthwhile to say.
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