Cinema in Video Games

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Bioshock is an upcoming title that features these qualities, showcasing a dystopian world gone awry with traditional cinemas and voice, and newer, subtler techniques. The entire world of the game is rife with story details, from graffiti on walls to the in-game tutorials made in the style of 50’s how-to cartoons. Every detail fits in with the story’s world and gives subtle clues about what happened in the city of “Rapture”.

Bioshock’s story plays out in the production design – sometimes the writing is literally on the wall.

Trends within the industry give clues as to what the future holds for storytelling within games. Decision-branches dictating how gameplay unfolds (such as the dark side/light side branches of KOTOR on the original XBOX, the moral decisions in Morrowind and the upcoming Bioshock, etc.) are becoming more and more prominent and sophisticated, often dictating the flow of the story. On the whole, we’re seeing more open-endedness, and storytelling that is becoming more context-sensitive and fluid.

Also on the rise is user-created content; letting gamers create levels and affect their own storylines (especially in upcoming titles like Spore and Little Big Planet) indicate a growing away from traditional linear game/movie narratives, and s a focus on creating one’s own experience. As Will Wright, creator of The Sims and Spore, has said of his latest endeavor, “I didn't want to make players feel like Luke Skywalker or Frodo Baggins. I wanted them to be like George Lucas or J.R.R. Tolkien.”

Spore: taking the god-game to the next generation.

As gaming has evolved, so have its storytelling devices and priorities. And though the current model in the industry is, in fact mimicking Hollywood in several important ways, Gaming is it’s own medium, and it always will be. The storytelling possibilities that have emerged with new technology and new concepts over the last 30 odd years are nothing short of revolutionary. And the future promises a branching away from traditional storytelling into newer, more interactive paradigms befitting the medium. As the player’s role continues to evolve from character to creator, the possibilities approach the infinite.



Article by Danielle Riendeau.

Jun 19, 2007
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