Editorial: Schafer Makes Games 30 Dec, 2009 / Comments: 21
A few months ago a real games journalist suggested that Tim Schafer was wasted on games and should be a novelist or film director instead.
"Not wasted!" say we. Jason has more (article discovered scrawled onto a cave wall in Iceland... the search for the body continues).
I thought the best part about Grim Fandango was exploring Rubacava. No book or movie could give the same sense of exploration.
I mean, we tend to think of the guy as a giant of industry--and rightfully so--but the situation with Psychonauts and Brutal Legend is akin to a masterful music video director putting together his first full-length film. With Adventure Games, an immersive, methodical means of storytelling is completely merited; you soak in every line of dialogue, pick up everything you can, and linger about within the "diegetic" world at leisure.
Suddenly having to counterbalance that design aesthetic with platforming, sandbox exploration, RTS elements and other "traditional" gaming components HAS to be a learning experience, and the fact that Tim is very much in the Suda 51/ICO vein of trying to mesh his staggering storytelling abilities with an intuitive "now go here; blow this thing up... oh, and don't forget to go grab that item, before we get to the next such-and-such" is really just sort of... unavoidable.
He'll continue to refine the balance, or he'll likely back off a bit from the design mechanics and distill his ideas into someone else's area of expertise.
Or he'll join Telltale. Or something. Signs point to nothing in particular.
Portal is a supreme example of this and so is Left 4 Dead. You need to know that you're up against a bunch of zombies and trying to get from point a to point B with your 3 companions. But if you pay attention to the surroundings, or comments that the characters make occasionally interesting bits of backstory are revealed, and you gradually develop an idea of the world beyond what it is that you're actually doing from moment to moment, and what the characters are like. I'm not saying it's the greatest story ever told - but what's there uses the medium to maximum effect to tell it.
By contrast, Brutal Legend develops all of its characters in cutscenes (with a couple of exceptions) and all the backstory is delivered in convenient little statues scattered around that tell of the history of the world. That's the difference as I see it.
Otherwise, great article, I agree with it every bit.
There's also something to be said about fads and everyone jumping on a critical bandwagon. Like the article says, why now after 20 years?
It's not a big deal, but it'd be nice to see.
It all comes back to that troubling, implicit suggestion that having an exceptionally strong story/universe is a liability rather than a bonus when they're found in games. Why is that? It's as though people are trying to say that there's a point where the writing can get too good for a mere video game and that really bothers me. If Brutal Legend had exclusively been the multiplayer stage battles (which, again, is the game's core idea) people would have appreciated it perfectly for what it was, yet because Double Fine went ahead and constructed this giant world and full-fledged storyline for it, it's not seen as the epic bonus it should be and instead makes it a great novel or movie trying to be something it's not.
I'm just saying that I'd like to see more elements where he does things that make the whole thing work as a game and a game only. I can't see anyone doing a good job adapting Shadow of the Colossus into a movie, but Psychonauts would kick ass as an animated series. Know what I mean?
I get your point; I agree with it. But - I think Erik Wolpaw summed that up best when he said he'd tried as hard as he could, with Portal, to reduce the "gameplay delta" and the "story delta" as much as he could and make them the same thing.
What I'm trying to say is that, roaming and exploration aside, Schafer tends to translate whatever emotional resonance or story he wants using techniques already inherent in movies or books, whereas Team Ico go for something that you actually can't adapt, like how your sixaxis rumbles with Yorda's bending hand muscles as you drag her along.
Many of the fundamental ideas in Psychonauts' concept, such as presenting people's psychic landscapes as playable levels, personal demons as boss fights, etc. are hardly "inherent in movies or books," and are in fact tied pretty heavily into the fact that Psychonauts is a video game.
I can't explain my point without you having played Team Ico's games. Have you tried them? The controller rumbling when Raz takes a hit isn't my point at all.
I'm having a hard time imagining it not sucking.