Video Games: The Movie Page #9
to defend the industry
until that evolution happens.
The campfire.
We've all been there,
whether an actual campfire
or just listening to someone
tell a great story.
the ability and desire
to suspend our disbelief.
If only for a few minutes a day
we want to escape
from the treadmill of life
and "give it up" to be immersed
in something outside ourselves.
We have this opportunity
to be storytellers,
to be able to give the consumer
the opportunity
to lose themself in a world
for as long or as little
as they want.
We have the realities
of life every day,
whether it's the economy
or whether it's a job
and earning money,
but we have a medium
that we can lose ourselves in.
Day-to-day life isn't always
that exciting,
and if at the end of the day
you can turn on a tablet,
a PC, a console,
and just kind of escape
into another world,
I think it's a wonderful thing
that essentially allows you
to kind of live the dream.
The storytelling in games
is just as good as movies.
It's just as good
as reading a book.
With the resurrection and
renaissance of the industry
coming into the '90s
and early 2000s,
games began another
evolutionary step forward.
Story.
This fundamentally changed
the audience's expectations
of what a "good game" really was
and raised the bar for game
designers everywhere.
Storytelling in games is
a tricky, tricky beast to tame.
As game makers,
we have to set up rules,
we have to set up universes
that make sense
and have their own sense of logic,
and once we've established
what that logic is,
then we let the player's mind
and imagination solve problems
and work their way
through those worlds.
I think one of the things
we've really learned
over the last maybe decade
is ways to tell stories
without a cut scene, without
stopping the interactivity,
to have the story be
something that emerges
from the play itself.
Video games are
a lean forward experience
whereas film and television
are a lean back experience.
of the game.
actually compared games to novels
in the fact that if you stop reading,
the novel doesn't keep going.
Video games are very much the same.
Telling a story in video games
can be a lot more difficult
because then you have to...
you have to anticipate
the actions of the player,
whereas in a movie, you decide
what both characters say
and then you write it down
and that's what they say.
Storytelling in games is
an interesting problem right now
because we don't fully
understand it.
The movie industry has been around
for a hundred years or whatever
and they have a really good idea
of what it means to tell a story
in that kind of visual medium,
and the game industry doesn't
Either reading a book or watching
a movie, it's completely passive.
You're letting the storyteller
give you their vision
of their world or whatever story
they want to tell you,
and you are...
you're listening to it,
it's unfolding for you.
You're not affecting that.
With a game,
the journey is the reward
more than, say,
the ending or the payoff.
This is our routine.
Day and night,
all we do is survive.
It never lets up.
The idea of spontaneity
within storytelling
is something that's unique
to video games.
You can't just change how
You can't just change
the end of a book
while you're reading it,
but in certain games,
your decisions
have a direct outcome
on the ultimate fate of characters,
and that's unique and sweet.
And I think that's what
people respond to.
Can you imagine if you were
redoing Star Wars,
and you get to Empire Strikes Back
and Vader says "Join me,"
and you, as Luke Skywalker,
go, "Okay."
And then the rest of the movie
and all of Jedi
are completely different
because you made that choice.
And that is where I think
video games
fundamentally and vastly differ
of nerd media that I love.
Who lives, who dies?
I get it. We're meant to choose.
Heads up, there he goes!
Guns down.
You don't have to get involved.
We must choose.
If you insist.
I do not see how I could save
I also lost someone I loved.
Whether the classic
Arthurian legends
or more modern translations,
one thing humanity
is the willing suspension
of our disbelief.
The earliest storytellers
saw the primal power
in writing, reading,
and telling stories,
true or fictional.
I think that once you show a player
and how a world functions,
they get into the world,
and then that is their reality.
And so I think
as modern game makers,
we have to keep remembering
that the suspension of disbelief
comes from the creation
of a universe
and the creation of a world,
and an immersive world
that has rules that are predictable
and that are logical,
and not from the visual eye
candy that we get, you know,
with all this horsepower.
And now that we have these consoles
that deliver mind-blowing graphics
and beautiful explosions
and immersive worlds,
there's something more to it.
We've taken our inspirations
from outside of games
with emotion and character
development and storytelling
in a way that we've tried
to break new ground
that you have an association
and an attachment
with a character in a game
that makes you want to feel
for that story,
makes you want to feel like
you're there
making the decisions
all along the way.
Good storytelling
is not just entertainment.
Good stories can help us grow.
They can teach us about the past
and challenge us to aspire
The story experience in
a video game is no different;
the campfire is just a bit
brighter and more colorful.
So many things have to perfectly
sync up for it to work.
You have art, you have writing,
you have music,
you have backgrounds,
you have timing,
you have the voice actors,
you have acting,
and then video games,
you have everything on top of that
it has to be an engaging
user experience as well,
I think is probably
If you want emotion,
you need the human face,
and in the world of film,
that is the cheapest thing
that you can get.
You point the camera at somebody
and you have it instantly.
But in the world of games,
you have a multi-million
investment in technology
before you see anything
I think the most exciting part
about this industry
is that we're constantly inventing
that challenge of invention.
And invention's difficult
because if you already knew
what it was going to be, you
wouldn't be inventing it.
It would already exist, right?
So whenever we invent,
whether it's a design idea
or a stylistic thing,
or, you know,
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"Video Games: The Movie" Scripts.com. STANDS4 LLC, 2024. Web. 19 Nov. 2024. <https://www.scripts.com/script/video_games:_the_movie_22828>.
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