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Why I Probably Hate your Favorite Video Game's "Awesome Story" (an incomplete list)

Your favorite game's "awesome story" merely goes through the motions when portraying conflict

The protagonist mulls over destroying the food supply of an entire town to gain some strategic advantage. The team pipes in: "Are we really doing this?", Alice asks; "I guess there is no other way," Bob sighs, and that's that. Once the deed is done the town mayor's elite guard chases the team and shouts: "You will pay for this!". The chase sequence is over. Total casualties: twenty people, and seventy thousand more in a month or so. The incident is brought up exactly once later in the game, where Alice notes that "we maybe overdid it blowing up that food supply". The game is full of this kind of stuff, and is hailed as "exciting" and "eventful".

Your favorite game's "awesome story" is carried by an episodic plot

This is a flaw so old and so pervasive that Aristotle complained about it: just one thing after the other. Oh no, we've got to hit the road! Oh no, the chariot broke. Need to get spare parts. Oh no, the nearby village is full of killer robots... Oh no, the killer robot repellent stocks are in the next village over... Oh no, the people of the next village over are starving and hostile... Oh no, all the emergency food rations have been claimed by bandits, and the bandit leader refuses to negotiate on account of the roadblock to the southeast, etc, etc, etc...

Now of course this is less of a problem if the audience is at least forced to concede "wow, that was some experience dealing with the chariot breakage", "wow, that was some experience getting the spare parts", "wow, that was some experience dealing with the killer robots". But in practice stories are often built this way in a futile effort to achieve a magic gestalt effect where a sequence of forgettable episodes is somehow more than the sum of its parts.

Your favorite game's "awesome story" is one of those pieces of 'environmental storytelling'

Imagine a person who claims that in terms of pure gameplay mechanics, walking simulators are generally superior to soulslikes. They explain that it's exactly the fact that walking simulators do not involve strategic decision making, hair-trigger reaction times, or skill with controller input, that makes them typically such a master class in mechanical design. Because you see, these things are all crutches, and the superior philosophy is for the game mechanics to engage with the player without relying on these crutches, as the typical walking simulator does.

This is what it sounds like to me when someone extols the virtues of the "amazing story" in a game where none of the characters have friends, families, conversations, goals, fears, or first names. At that point you're way past "less is more", you're practicing narrative homeopathy. I'll grant maybe the game is a compelling piece of art, and that's something different.

Your favorite game's "awesome story" robs the player of a basic sense of agency

It is generally not awesome for the player character to join a cult, agree to assassinate their boss's boss, cheat on their life partner, pick a side in a major power struggle, voluntarily inject themselves with an experimental nano-fluid, etc, without the player's consent.

Your favorite game's "awesome story" is a 5-hour affair fit into 50 hours

Half a book page's worth of plot. 4 sidequests, 10 errands, 80 points of interest, 3 broken bridges, 2 days of real time. Half a book page's worth of plot. Repeat.

Your favorite game's "awesome story" falls apart the moment you try to put yourself in any character's shoes and consider their supposed motives and means

There isn't a dull moment: backup plans are revealed, friendships are made and ruined, alliances are brokered and broken, bold gambits are attempted and thwarted. But wait, didn't Alice swear to destroy her father's company? So why did she agree to call in a favor with that elite mercenary unit last mission, when we decided to run a crucial errand that helped stabilize the same company? And where were these mercenaries back in mission 1 the moment things went south and we were surrounded by 30 armed bad guys? Also, isn't this the third time already that Eve's changed her allegiance? At this point the Nutella conspiracy that she is orchestrating goes, what, four levels deep, and she has been able to act perfectly and maintain the deception for each level so far until revealing the next?... "We will bypass the front security using this special security-bypasser that I have assembled for this mission", says Qarxas the alien; this useful contraption has never been brought up before, and will never be brought up again. See also: mind control, parallel universes, get-out-of-death-free cards and time travel. Of this, H. G. Wells famously said: "If anything is possible, nothing is interesting".

Your favorite game's "awesome story" at its core has, let's be tactful and say a pathological fixation on things as opposed to people

The story's central conflict is fundamentally and entirely about the nuke and the facility and the energy field and the virus and the organization and the protocol etc etc. The people are set pieces; at best they get to momentarily be people while caught up in all the above, at worst not even that.

For some reason sequels are extra eager to walk into this trap, thinking the energy field and the virus are what made the original so compelling, so this time let's have the story revolve around 3 energy fields and 8 viruses. Actually what made the original so compelling was the distraught scientist who worked herself half to death on a vaccine and got all the players to root for her because hey this is just like that time they pulled 3 all nighters in a row on that project. Unfortunately the sequel kills her two minutes into the intro, so as to establish that virus #6 is not fucking around and everyone is in really serious danger this time.

Your favorite game's "awesome story" is just a bunch of jerks speaking in riddles over and over

Come, friend; it's time that all questions be finally answered, and all mice go back to their holes, and the mighty be brought low. Or were we ever friends at all? Are you going to surrender to these doubts or push through, like a mother pushes through when she gives the gift of life? Can we break free of the past? Can we forge a future? Have you stopped to consider whether we should? What price are you willing to pay to make that happen? Can you tell the difference between good and evil? Truth and fabrication? Competent prose and whatever the hell this is?

Edit: Christ almighty where's the "disable inbox replies" button on this thing

104 comments
  • I agree that video game narratives are, on average, way worse than in other media, but... This post is like a script for a CinemaSins video on an entire medium. There's a conversation to be had about the quality and originality of storytelling in video games and why gamers are so quick to praise mediocre narratives, but I dunno if glib one-paragraph summaries of "types" of video game stories (with no examples!) do much to advance that conversation.

  • I'm gonna have to hard disagree on environmental storytelling. Not every story needs to be about a set of characters. Some stories are all about worldbuilding and mystery and discovery and that's okay. It's also okay if you hate those kinds of stories, but calling it "narrative homeopathy" just because you hate it is dishonest and arrogant. Some of my favorite books take place over generations with characters coming and going all the time and none of them really having any kind of narrative arc at all, but the story still ends up being one I enjoy. Does that not count as a story at all to you?

  • What games are you talking about? I think this would make more sense if you used examples to illustrate your points here.

    Also, lots of these problems arent sounding like stuff I encounter in well-written games.

    • OP doesn't even acknowledge the existence of short, narratively fascinating games. Papers Please comes to mind as an incredible experience that could be summed up in a few well crafted pages but would utterly miss the sense of urgency that comes with each mundane shift at the Arstotzka border.

  • This post was way to broad and generalized to foster an actual discussion. Many assumptions are also made about interactive storytelling which bely OPs attitude towards an entire form of narrative media.

    • Agreed. I can get on board with the opinion that video game stories are generally sub par (when looked at from only the story perspective) and that it would be nice for a game to truly approach story telling on a level comparable to a decent novel, but the lack of any specifics makes the post come off as whiney and pretentious.

      • it would be nice for a game to truly approach story telling on a level comparable to a decent novel

        Possibly a hot take, but I don't think that's really possible. Whenever the reader has the option to interact with the story, concessions have to be made to the narrative structure, and someone's always going to take issue with those concessions, in one way or another.

        Frankly, I feel the medium of games is great for telling stories, but sucks for telling novel-like stories. By necessity, the closer a game gets to having a novel-like story, the less direct interaction the player gets to have with it. On the near end of the scale, you have sandbox games like Minecraft, with no story at all and an infinite number of ways the player can interact with and change the world. On the far end, you get things like the TellTale games, where your interaction with the story is strictly limited to a couple of button presses every few minutes, and the illusion that you have some say in how the story ends up is broken fairly quickly (all the jokes about "X will remember that" when they clearly won't).

        I personally hate the TellTale-style games, precisely because I feel like I'm just watching a movie that has occasional mandatory attention checks at random spots. But they're pretty popular, and their great, closer to novel-like, stories are a big reason for that popularity.

        The more events are scripted, and the more linear the gameplay, the tighter (and, therefore, more like a novel) the narrative structure can be. As events get more random and the world gets more open, the more the style of storytelling has to deviate from the novel format. The Witcher 3 is more like a collection of short stories with a central theme than it is a novel, and Elder Scrolls Online is more like a cineplex with 12 totally different movies playing all the time, and you're allowed to bounce from theater to theater just whenever. I don't think those differences are signs of bad writing, or whatever; I just think they're necessary concessions the storytelling medium of each game has to make for their genre.

        While the art of writing for video games is still maturing in a lot of ways, I don't think we're ever going to get a story that's on the level of a decent novel, just because the needs of the medium are entirely different. They can't, and shouldn't, be judged by that comparison; it's bad enough when movies are judged against their novel counterparts (outside of extreme examples, like World War Z).

  • I also feel similar to many other commenting folks: that if you have avoided the "hahaha look at me, i don't like things, that makes me so intellectually superior to you normies who enjoy anything" tone this could have been a good discussion. Also, we have tropes beacuse us humans share a couple of things in common, that we want to express and connect with. It's the human that shines through these tropes, and at the end of the day, they're tools that could be used well or poorly, but narration has tropes, just like wood is made of trees

  • Soooo... you're telling me there's a game whose story you really love that avoids all these tropes completely? Hmmm... How about Stardew Valley? The premise isn't entirely unrealistic (leaving a boring corporate job for a dream hobby farm), the story unfolds on its own, you get to decide who you side with, who you become close to and hang out with. Or perhaps you only enjoy franchises that have volumes and volumes of lore behind them to make up for game campaign plots that are too straightforward (Lord of the Rings, Starcraft for example).

    Or (like me) your favourite games have little to no story at all. American Truck Simulator, Bloons TD, Age of Empires, Satisfactory, Cities Skylines, Transport Fever are a bunch of my favourite games to play.

    If you believe everything you wrote in this post, you are quite hard to please. A game's plot can't be too straightforward, yet any surprise twist seems shoehorned in the game. Telling the story through the environment is walking simulator, telling the story through quests is MMORPG Simulator, telling it through Textboxes/Cutscenes is Reading Simulator. Someone hiding something about their character until later in the game is unrealistic, being taken for a ride in a fantasy world is "losing your basic sense of agency".

    Are you playing to try to have fun, escape real life for a bit, or are you playing just to tell people you beat the game? I like games over films and books because you are part of the action and the story, but it's also part of the game design how far your choices ultimately take you in the world, sometimes they affect everything, sometimes it has no bearing and you're doomed with what the game has in store.

  • In all honesty it seems you just hate stories and I mean thats ok because gameplay, ascetic, and community are all features that become reasons for people to love games and usually its a combo of multiple different features that cause that game to be a favorite but why are you being condesending about basic plot lines? A good story needs a template in order for it to grow into something more and i honestly cant think of a book that doesn't fall into these catagories even "House Of Leaves" falls into it IIRC

    Yes tropes exist and can be a sign of bad writing but, tropes can be done extremely well and create more then what was there before which is a sign of great writing.

  • your examples are so weirdly vague I think this post would get a proverbial "mega-boost" from some actual examples of video games.

    And I can agree with a few of these but some of them seem so weird. Like, assuming that an episodic story automatically means each episode is self-contained with 1 major conflict is a really archaic way of thinking about episodes. In television, that all but died out in like 2002. And a fixation on things as opposed to people is actually what makes a lot of dystopic writing great. The removal of the "self," can lead to a feeling of nihilism and can lead the viewer to appreciating how much of the world has lost its life.

    Also, jokes on you, you probably don't hate my favorite video game's story because it actually has no story ;)

  • the fact that its taken me more than 2 minutes to find out which one my favorite game is really doesnt do your point ANY favours

  • Whoa. It's like I'm seeing clearly for the first time in my life. You've opened my eyes and I will now immediately stop enjoying things because you, for some reason, feel so weirdly insecure about your own tastes that you felt the need to write, like, 25 paragraphs (that I absolutely did not read) seeking validation from internet strangers.

    Really though. What was the goal here?

  • This is a fair take. However, stories in games (for the most part) are no different than cheap pulp novels, romance fics, or the twenty billion christmas romance movies: you know what you're getting and it's not super in-depth. Sometimes I do want to turn my brain off for a story. I won't pretend it's good, but I still enjoy it.

    • #notallgames

      Seriously though, I know you said "for the most part," but I just want to emphasize that there are absolutely story-focused games out there. Games I'd even describe as downright literary, where the entire point is to tell a compelling story and explore some heady themes. One recent one I played like this was Pentiment, which explores some really interesting history and has a lot to say about religion, community, fallibility, family, etc...

      And, I mean, lots of other people have already mentioned Disco Elysium and I could write an essay about it but anyone who hasn't played it should just watch this Jacob Geller video instead.

  • The last pattern I hate so much. Dude is dieing and their last words are "whatever is not what it seems! It has been revealed to me by a powerful whatever - insert 20 minutes spiel about their relationship and possibly they fucked- that the true things...." dies. Can you fucking start with the thing and then talk about how many times you banged an AI witch?

104 comments