03.06.2024

The impact of game consoles on the advancement of interactive storytelling

A unique feature that sets video games apart from other entertainment forms is player involvement. Unlike books, TV, or films where the narrative is pre-determined, video games empower players to influence outcomes.

This engagement frequently impacts characters' success in battles or puzzles. However, developers are exploring new ways to offer players narrative control. One such example is Interior Night's As Dusk Falls. Ahead of her address at Develop:Brighton, CEO Caroline Marchal discusses the uncharted possibilities of interactive storytelling.

Marchal highlights how the gaming industry can borrow storytelling techniques from TV and film. As Dusk Falls employs many such cinematic tools, simplifying player immersion due to their familiarity with these forms of narrative.

"We use familiar storytelling methods, but we enhance them with interactivity, enriching the player experience."

Interior Night showcased this in 2022 with As Dusk Falls, an interactive crime drama spanning 30 years and two families. The game received praise from reviewers and players on platforms like Steam and PlayStation. A physical PlayStation edition will hit stores tomorrow, including extra items like a poster and an in-game sheriff's black book replica. "Creating that was really enjoyable," says Marchal.

Marchal believes As Dusk Falls showcases the collaborative and participatory potential of interactive narrative games. Players commonly engage with the game alongside partners, relatives, or friends, using phones or controllers to vote on decisions. Marchal herself played with her 73-year-old mother.

As Dusk Falls centers players in a crime narrative, allowing them to influence the story direction.

However, Marchal notes that As Dusk Falls is just one type of interactive narrative.

"The genre is wider than that," she says. "Games like Unpacking, Norco, Venba, and Papers, Please each offer unique takes on interactive narratives, and they all hold their own value. The key is accessibility. For instance, Venba could attract a broader audience if available on Netflix."

"Requiring a console to play Venba limits its reach"

Mobile might seem like a viable platform due to its widespread use, but Marchal points out challenges there too. The dominance of free-to-play models hampers the premium narrative experience, often disrupting the story with monetary interruptions.

"Mobile's free-to-play structure doesn't lend itself well to narrative experiences. Titles like Unpacking would suffer if players had to pay continually."

Accustomed to crafting premium PC and console games, developers often struggle with the shift to mobile's free-to-play environment, as it diversely affects game design and business models.

According to Marchal, smart TVs could present another solution. These devices support Android games, yet user engagement on smart TV platforms remains unclear. Another possibility is streaming, with Netflix experimenting in this space.

Caroline Marchal, Interior Night CEO

"Streaming could bridge the gap, bringing these experiences to a vast TV audience."

However, Netflix’s games streaming, still in beta, attracts only a small portion of its subscriber base.

Marchal is hopeful for innovative solutions to broaden the reach of interactive narratives. Ideas like game rentals or ad-supported chapters could emerge, driven by growing collaborations between the gaming industry and other entertainment sectors.

"Hollywood and the gaming industry are learning from each other. With more meaningful narratives and strong character designs, we're seeing valuable partnerships forming."

Netflix and Amazon already have strong positions in the market. Apple certainly has the financial resources if they decide to enter the sector. Ultimately, it depends on the vision of their executives. The financial capability is undoubtedly there."

Interactive storytelling can take diverse forms, as evidenced by games like Unpacking, which breaks new ground in narrative structure

Upcoming narrative games aiming for widespread appeal must consider more than just platforms and business models; according to Marchal, they must also be highly accessible. Interior Night has addressed this with As Dusk Falls.

One significant step in attracting non-gamers is eliminating 3D navigation. Games like Life is Strange offer compelling stories, but navigating a 3D space can be a challenge. Marchal notes that even seasoned gamers had to learn to maneuver a character with the left stick and control the camera with the right.

"Do you remember how long it took to get used to that? We eliminated it immediately, which allows us to control pacing and engagement. Without 3D navigation, you can guide the audience more effectively through the emotional highs and lows."

"While As Dusk Falls might be easy to control using the left stick and the A button, you still need to know what those are. With a smartphone, there's no barrier – everyone knows how to swipe and tap. No instructions needed."

"Count your memorable experiences in games compared to TV shows. These experiences shape you and impact your life."

Marchal also emphasizes that making these games accessible includes multiplayer features, ensuring each participant is actively involved.

"At Quantic Dream, we had many feedback instances about Heavy Rain like 'Oh, my girlfriend watched me play.' I would prefer they play together. Watching is not the same as participating, just like watching a football game from the stands. Ensuring everyone can participate equally is crucial."

Furthermore, removing the 'video game' label allows a broader audience to engage without needing to understand gaming jargon like UI, health systems, or inventories.

The physical version of As Dusk Falls includes items that reveal more about the storyline

"It's essential to focus on characters and their actions. Everyone intuitively understands personalities and motivations. Our story is intricate, filled with secrets, and portrays characters neither as purely good nor bad – they're complex, just like in real life, making it relatable for players."

"Accessibility isn't just about easy controls. It's also about relatable content. When the game touches on real-life issues, it becomes more inclusive, allowing anyone to become involved on an equal footing."

Even minimal barriers cannot change the active nature of interactive narratives. Unlike TV or movies, which are more passive, these experiences require engagement, often described as a 'lean in' approach by Marchal. While such stories may not replace high-quality TV shows, Interior Night is committed to offering them as viable options for entertainment.

"It may not be a daily activity, but knowing that a chapter is roughly the length of a TV episode makes it manageable. If you decide to play one chapter tonight, you know you're committing to about an hour."

"It's not something you'd do every night. However, I don't want to spend my time watching average TV shows when I can choose between playing Baldur's Gate 3 or watching a show. I'd rather play BG3."

She concludes: "Video games offer incredible experiences. I want everyone to enjoy them. While reading a book or watching a great show is fulfilling, playing a fantastic game with someone you love is unparalleled. Reflect on your great moments in gaming compared to TV – these experiences often shape and influence your life."

gamesindustry.biz
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