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Ken Levine: The game world tells the story

Category: Industry, Posted: 02/28/2008 at 08:03PM CST by Eddie Inzauto, Senior Editor

BioshockKen Levine obviously knows what he's talking about when it comes to storytelling in videogames. He and his team at 2K Boston have managed to deliver one of the best experiences in recent memory to the gaming community with their hit title, Bioshock.  A big part of that experience (besides the visuals, audio, gameplay, and everything else) happens to be the game's story.

At this year's Game Developers Conference, Ken hosted a session entitled, "Storytelling in BioShock: Empowering Players to Care about Your Stupid Story," where he clued designers in on how to actually get players interested in the tales they have to tell.

In an interview with GamesIndustry.biz, he addressed the topic again, describing the differences between story and narrative:

"Story is the stuff you tell the player. It's the same experience for everybody in the sense that even if it is a branching story...there is a limited amount of space.

Narrative is sort of the story the player is able to construct on his own initiative. That's why so much of the story with BioShock is in the world and everybody experiences it differently. We tried to put as much of it in things that a player could either opt in or opt out of - see or not see, listen to or not listen to - rather than 'Watch this cut scene. Watch this cut scene. Watch this cut scene.'"

He went on to explain what he thought was the best way to convey the story to the gamer - and that is to let the game world tell it:

"And I think it is an excellent place for games to go. What is our best space for storytelling? Cut scenes? Characters? No. It is the world around you. What do we render really well? What is the player looking at most of the time? It is the world around you.

In BioShock, most of the story fits in the world around you. The whole world was a metaphor for the story. You have this beautiful dream that is literally falling apart by the seams - with the water coming in. The crushing weight of reality, you know?

That's a visual metaphor for the story, and I that games do this better than anybody else because we have all these resources."

Well, I couldn't agree more. What do you guys have to say about Mr. Levine's stance on storytelling in games?

Posted by Quasar on 02/29/2008 at 12:13AM

I really like what Levine said because I've been a longtime supporter of strong stories, when and if possible, in games. He really hit it on the head when he said it was not about spelling everything out for the gamer necessarily, and leaving the interpretation open for the player as he/she experiences the environment and game world.

Obviously, he achieved his goals with Bioshock. What a great game.

Posted by The Hylden on 02/29/2008 at 02:34AM

See, this is better explained than the other article I saw on the same subject. I don't disagree, then, with what he's saying. When he starts on about making the story a simple as possible, that something complex won't fly, that's when I have a problem with what he's saying. And, it should be noted, there are a ton of complexities in Bioshock, so it didn't make much sense him saying that... Ah well, maybe that one commenter was right and he was simply trying to stave off the competition by giving them false advice:p Or, one simply needed to hear it in context with the rest of his seminar thing.

Posted by Brother None on 02/29/2008 at 08:15AM

I couldn't agree less.

Not that the basic idea is wrong, but BioShock is the worst example of it. Great game, BioShock, mostly thanks to its setting, graphics and atmosphere. But the story is shit, and the narrative balls-out terrible. The reactivity of the world? Zero. Consequences to your actions? Zero. He's preaching something he completely fails to do himself.

Posted by rtanger on 02/29/2008 at 10:44AM

I disagree, I thought Bioshock had a wonderfrul narrative. The overarching game-driving plot fell rather weak towards the end of the game, but the story that was Rapture itself was wonderfully constructed, and the relationships between the characters spelled out through the audio logs and their location in the environment pulled both together.

One of the most powerful scenes in that game, to me, wasn't even a scene at all. There was a charred corpse tied to a fence, electrodes from its "shock therapy" still stuck into his skin. While this was gruesome enough, the nearby audio log brought an emotion and a background to the scene that made it more than just "ew that's gross," and made a single shocking set-piece into something even more, er, shocking. (it's hard to make that sound like I want to when stepping over spoilers) Rapture is full of moments like this, relation between the environment and the audiologs that, for the patient and observant, brings both together and makes each more powerful than they stand on their own. A random couple of corpses on a bed suddenly have a story, and that makes them more than just a couple corpses on a bed. You suddenly CARE for the corpses in this seemingly random set-piece.

And that's where I think Levine hits the nail on the head. A good story should provide different levels of reward to anyone who plays, and every individual person can come away with a basic understanding of the story, but those that take the time to be invested into the world, and learn about the world, well, make the payoffs tremendous.

And I agree, Metroid Prime did this really well itself.

Posted by The Hylden on 02/29/2008 at 12:33PM

Wow, someone actually hated the story in Bioshock? Ok... To each their own... I do agree, though with rtanger that "The overarching game-driving plot fell rather weak towards the end of the game..." And yet, even so, the ending cut-scenes were also very carefully crafted and tied things up in profoundly rewarding emotional ways, for me. But, yeah, when it started becoming almost a cliche by the end, it was a bit of a shame, considering the careful craftsmanship of the rest of the game's story.

And yeah, Metroid Prime and the sequels have this down pretty wonderfully. Well, the last one, from what I can tell, anyway, since I don't have a Wii to actually play it on. Most a pity...

Posted by Brother None on 02/29/2008 at 08:37PM

Regardless, rtanger, that is still a one-way information feeding street. It's a bad example of the reactivity you can get in games.

The good/evil endings are another good example: extreme results to meaningless choices you made. I'm surprised any could feel any emotional tie to that.

If you ask me, BioShock draws curtains over your eyes on many points, and it does so efficiently because it does so really well, having a great setting and backstory, but as a game, including in the sense of the player "constructing his own narrative", it is a real failure.

Still can't believe how much the media fell over one another trying to praise it. But hey...gaming media.

Posted by ninjalegend on 03/01/2008 at 07:26AM

I too thought that he made some contradicting remarks, Hylden. The example rtanger gave is one example of a more complex story telling method. When you see said corpse, you may think about how it died. Or maybe why. When I think of simple stories in games, I think of mario. Princess captured, let's platform jump-end story. There are other great examples of shallow stories, but bioshock is not it.

Posted by rtanger on 03/01/2008 at 11:55AM

"including in the sense of the player "constructing his own narrative", it is a real failure."

This is where I disagree, and it comes back to my point on the set-piece design and the related audiologs. In my mind, it succeeds here in its mystery and allowing the observant player a chance to build the story and WHY Rapture is what its become, for the same reason that Half-Life 2 succeeds at the same ploy.


THE FOLLOWING WILL CONTAIN BIOSHOCK SPOILERS READ AT YOUR OWN RISK IF YOU STILL CARE
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One person may blow through Bioshock and at the end say "Well, I killed this guy, I don't know exactly why I had to, but he was big and bad and he kept saying bad things about my mother." And what he takes from the story is only what he was given-- Fontaine is apparently a bad guy and needs to die. WHY he's in this underwater city and WHY he's so bad may elude this player.

Then, there's the player who examines the environment and takes time to slow down and listen to each audiolog in context. He learns important history on what Rapture is, why it's here, exactly what started to go wrong, WHY Fontaine is so damn evil, WHERE those damn little girls came from, WHY there's large, dangerous guys in diving suits, and all points in between. Not only is the important backstory unveiled in its entirety, the observant player has a broad understanding of Rapture and the moral stake at hand in deciding "Harvest" or "Rescue," much more clearly spelled out than the run 'n gun player who may only see these girls as obstacles, and will not wrestle with the moral choice at all.

Taken altogether, I completely agree with Levine that two different players could play the game and come away with two entirely different impressions of everything they saw.

Granted, the original promises that Levine made in regards to Bioshocks story being a branching narrative fell incredibly short, but that does not immediately qualify it as "shit," in my opinion. Whether it's a one-way street to one of the two endings aside, what occupies that street on the way to the end is wonderfully crafted, superbly told, and, in the world of "good guy gets gun, shoots bad guy" "me-too" derivative FPS games, Bioshock still stands as a paragon of superb storytelling in the genre, whether you agree with it or not.

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