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Tell Me a Story

Making Better Use of Framed Narrative in Games

15 May 2012 by David Hughes

Framed narratives have been in existence for thousands of years; in the art of video games, they’ve seen infrequent use but seem to be coming more into style of late. The concept is simple: a story within a story, like The Canterbury Tales or The Princess Bride. BioWare devoted a large part of their marketing campaign to the fact that Dragon Age 2 would rely on a framed narrative, which ended up being a failed experiment. Revisiting the Enhanced Edition of The Witcher 2 however, got me thinking about how to do framed narratives correctly in games, how to avoid overly cinematic presentations, and use the interactivity of this medium to great effect.

It’s such a jarring transition that even the main character asks why the hell the interrogators asked about her.I bit hard on the marketing of Dragon Age 2. To me, “framed narrative” was something fresh in the contemporary gaming landscape, even more so because they promised that the narrator wouldn’t be entirely reliable. The idea that what I played may not be what actually happened blew my mind. Since then, however, it’s become clear to me that framing devices have to be used judiciously when translated into an interactive medium. Many games already have a pseudo-framed structure in the dichotomy between game levels and (typically) non-interactive cutscenes. Adding an explicit narrator to the mix complicates the story, so there has to be a payoff, otherwise the transition from level to level can be more jarring than a traditional cutscene.

Hawke’s story starts ten years in the past, as told to a Templar Inquisitor by a former companion of hers. It’s an interesting premise but it quickly becomes clear BioWare arrived at this idea to justify the scope of the game rather than needing it to actually tell the story. One of the transitions skips right over a section of Hawke’s life I would have loved to play through: when she has to work for a mercenary to establish herself in Kirkwall. I resented the narrator skipping over this tale. The closest the “unreliable” narrator gets to affecting the story is at the beginning, when the player is forced to play a section over because he misremembered it. Conceptually this was a fantastic idea but the poorly tuned gameplay makes the sequence a slog to get through. The framing device didn’t help Dragon Age 2 tell a different kind of story; instead, it was just another RPG – and a middling one at that.

An even worse example of a framed narrative is Battlefield 3. People laugh when I try criticizing the game’s campaign, citing the multiplayer as the only reason to play it, but Bad Company 2 had a great one. In Battlefield 3, the main player character is being interrogated by two CIA agents as if he’s the enemy. Is he? It’s a premise Treyarch used to great effect in Call of Duty: Black Ops because the interrogation subject was pretty much insane, so the story didn’t need to make sense. The story here is just as confusing but by using a serious, even solemn, tone the plot holes become glaring. The framing device completely collapses when the interrogators ask about a jet pilot, I’m thrown into a bad rendition of Modern Warfare’s AC-130 level, and then I’m back to the main game. It’s such a jarring transition that even the main character asks why the hell the interrogators asked about her. DICE had to have an aerial level and that was the way they’d force it into the game.

If Battlefield 3 had been told from the present tense, I could have accepted the jet level as an interesting diversion. Told from a framed narrative, levels that don’t make sense or feel unnecessary collapse the entire story. The reverse was the case in Dragon Age 2. I resented the game for skipping over sequences that sounded quite interesting – more interesting, in fact, than the game I actually played.

The Witcher 2: Assassins of Kings starts its story with a framing device. Geralt has been captured and is being interrogated about the events of the day that has just now ended. Over the course of the conversation, players complete the day in three separate gameplay sections. The framing element is filled with dialogue choices that add flavor to each subsequent playthrough but a more important difference between this and Dragon Age 2 and Battlefield 3 is that the three sections of the day can be played in any order. Play the last section and your interrogator will subtly turn the conversation back to the previous part of the day. There’s a particularly huge choice in the first section; the result of which comes up in conversation and makes a rather large impact once the interrogation finishes and the game proper starts. It’s a short experience, about two hours, but I’ve played it four times now and each time feels like I’m getting a slightly different story, not sitting through a bunch of passive cutscenes.

It’s still a traditional approach to framed narrative, just gameified. Sitting through cutscenes, even interactive ones, is not why I play games. But can the framing device be completely interactive? Yes.

Halo 3: ODST tells a very different kind of story compared to traditional game narratives. You start as the Rookie, waking up at night in a city overrun by the Covenant, but you dropped during the day. What the hell happened? You move around a mostly deserted city, skirting around Covenant patrols, trying to find clues concerning the fate of your squad members. As you find each clue, the game puts you in that squad member’s shoes during the critical events of the day.

It’s a premise Treyarch used to great effect in Call of Duty: Black Ops because the interrogation subject was pretty much insane, so the story didn’t need to make sense.The night and day levels of New Mombasa are quite different in tone and pacing. The story of the Rookie by himself at night frames the events of the day. Because the night levels aren’t cutscenes, it’s not obviously a framed narrative, but that’s precisely why it works so well. It also works to great effect as a pacing device, alternating between a somber night with solo combat and frenetic daytime with squad-intensive combat. Not everyone cared for the pacing but as a longtime fan of the franchise I loved how it told a different kind of story.

If developers want to use framed narrative, at least give me something akin to Witcher 2’s prologue. If they want to be daring, tell me a story like ODST. Games aren’t cinema and they shouldn’t use framed narrative the way movies do.

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This topic contains 4 replies, has 3 voices, and was last updated by  Aaron Phokal 1 year ago.

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May 15, 2012 at 3:50 pm #10555

David Hughes

If developers want to use framed narrative, at least give me something akin to Witcher 2’s prologue. If they want to be daring, tell me a story like ODST. Games aren’t cinema and they shouldn’t use framed narrative the way movies do.

[See the full post at: Tell Me a Story]


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May 16, 2012 at 6:40 pm #10572

Mason Worrell

I think part of the reason why many games tend to have issues with framed narrative, or other such storytelling devices is that they all try to open with a bang. They try to get to the action quickly, in order to keep the player engaged, and then from there you have to ramp up, so the game is a constant upward slide of pure action.

This is why so many games go for In Medias Res storytelling. The problem with this is that the developer tends to want the player to identify with and BE the character. If you start in the middle of something, then the character has knowledge that the player doesn’t, creating a disconnect that breaks the illusion that the player is the character. This is why you get so many amnesiacs as gaming characters. Personally, I’m fine with such a disconnect, I think the idea that the player HAS to identify as the character is what leads to such a small pool of character archetypes.

Honestly, I find In Medias Res to be most commonly terribly done, no matter the medium. There’s been a couple of movies that have done it OK, a decent number of books, a couple anime/manga, and one webcomic that have done it well. And of all of those, only the Webcomic (Gunnerkrigg Court) did it in a way that made me think it was a good storytelling device.


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May 17, 2012 at 8:32 am #10581

David Hughes

Another reason for in media res storytelling is an attempt to avoid front-loaded exposition. Sure, the first few minutes/pages might be slightly confusing but when I write fiction I try to use those first pages to work explanation into, say, a conversation, rather than starting the book with a shit-ton of description.


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May 17, 2012 at 8:43 am #10582

Mason Worrell

David Hughes:
Another reason for in media res storytelling is an attempt to avoid front-loaded exposition. Sure, the first few minutes/pages might be slightly confusing but when I write fiction I try to use those first pages to work explanation into, say, a conversation, rather than starting the book with a shit-ton of description.

Oh, aye, not saying it can’t be done well, or that it doesn’t have its reasons for existing. I find books/novels/short stories/written word manage to get it right more often than the other medium. I just find that it is used poorly more often than not. And one could argue that most stories start with some form of in medias res due to not following the characters and plot from the VERY beginning (ie: from birth, etc) so I’m specifically referring to where you start in the middle of the story intended to be told.


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May 18, 2012 at 3:42 pm #10633

Aaron Phokal

ODST had, by far, the best campaign experience, characters, and plot of a Halo game. I enjoyed it thoroughly. It didn’t hurt you were basically hanging out with the cast of Firefly and Nolan North.


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