Some members of the game studies community would
love to tear me a new one for saying as much, but I think stories are an
important part of games. That’s not to say that I think games are “just” stories,
that I can necessarily apply the traditional conventions of narrative to
understanding games in their entirety, or even that I think all games have or
must have a narrative. I am simply arguing that I enjoy a good story in a game
and I think they represent one of many useful points of criticism when
analyzing some games. Unfortunately, really good stories in games are hard to
come by. In my quest to find good ones, I recently decided to play the 2013 Tomb Raider reboot by Square Enix. I
know, I am way behind and this game is old news by industry standards, but I
find it increasingly hard to stay on top of all of the games produced so
forgive me for arriving late to the party.
The storyline has a natural appeal for those of that
enjoy narrative-centric games. You get an opportunity to play as a much younger
Lara Croft who becomes shipwrecked on a mysterious island and forced to survive
against cut-throat mercenaries, a hostile environment, and her own
insecurities. The story centers on Lara’s becoming
the Tomb Raider, and consequently, she doesn't yet possess her trademark brash
zeal or combat proficiency. As the
player, we are aware of her destiny. We know what she is to become but the
thrill is in taking part in the story of how she gets there.
This “origins” trend has recently gained a great
deal of traction across entertainment media including movies and television. Productions
such as the Gotham, Hannibal, X-Men: First Class, Maleficent,
and Dawn of the Planet of the Apes seek
to explore the origins of beloved stories and characters. George Lucas’ Star Wars prequel trilogy perhaps best
represents the archetype of origin story as it explored how Darth Vader came to
be the quintessential galactic villain. Despite the significant criticism of
the work, telling the story fulfilled a need and desire to understand how Vader
gave into the dark side of the force. It gave him depth as a character that was
lacking in the shortened original trilogy.
The appeal and popularity of the origin genre (for
lack of a better term) suggests a great deal about our culture’s increasing
demand for in-depth, sophisticated, and complex storytelling. We are no longer
satisfied with clean stories that begin and end within the span of sixty
minutes or even two hours. We want the story to go on. We want complications.
In short, we appreciate the journey as much or more than the destination. The
emergence of video games as a mainstream form of entertainment is at least in
part responsible for this shift (Jenkins, 2006). Most contemporary video games require anywhere
from 40 to 100 hours to complete not including side quests or other play modes.
Moreover, many games have begun adopting an “open world” concept to increase player
autonomy. These open worlds are modeled after the virtual worlds of MMOs such
as World of Warcraft where there games
never truly end and the storylines are emergent. The depth that video games offer
players has increased consumers’ expectations, forcing television and movie
producers to follow suit in order to remain competitive (Jenkins, 2004). The effect
is an increased focus on character development and extended storylines that
span multiple seasons or movies.
Tomb Raider
would seem to have a similar goal. Up until the most recent incarnation, Lara
has been a static, albeit beloved character with little depth (Jansz &
Martis, 2007). Earlier Tomb Raider stories were shallow, focusing on Lara’s
pursuit of an artifact or uncovering some grand conspiracy. Lara herself never
evolved or grew as a character. She was never angry, afraid, depressed, or
frustrated. In that sense, Angelina Jolie’s depiction of her in the film
version of the franchise was dead-on. Jolie played the character with the same
flat, uninteresting dimensionality of the video game character. That version of
Lara perfectly represents the mythic character who, while powerful and
realized, is also too idealized to be relatable (Campbell, 2008; Frye, 1971). The
rebooted version of Lara, on the other hand, sought to show a more vulnerable,
human character that has flaws and is constantly at odds with her insecurities.
Unfortunately, the gameplay of Tomb Raider fails
to live up to the ambitiousness of the narrative goal. The player’s role in the
game is reduced to retracing the designer’s storyline by solving puzzles, defeating
key enemies, or safely arriving at predetermined locations. The important parts
of the story only occur during the cutscenes, which means that gameplay is
really just a diversion in between the scenes of a movie. It reveals how little
influence the player actually has on the storyline. One might argue that in a
game that is about the evolution of a character into a predetermined, fixed
destination, it is impossible to allow the player to direct the story. That
argument assumes that there is only one “correct” path to arrive at a
destination. That is to say, there is only one story about how Lara became the
Tomb Raider and the designer’s job is to tell that story. That’s fine if you
are making a movie or writing a novel but when you develop a video game,
especially one with the cultural capital of Tomb
Raider, the player expects to engage in the story in a more meaningful and
substantial way
Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York, NY: New York University Press.
Jenkins, H. (2004). The cultural logic of media convergence. International Journal of Cultural Studies, 7(1), 33-43.
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