What Too Many Game Developers Know About Story
Gamasutra has an article up entitled What Every Game Developer Needs to Know About Story. It's by Microsoft Game Studios' John Sutherland, who has written for such games as Dungeon Siege II, MechAssault 2, and Jade Empire. He begins with the point that stories in games have yet to fully take advantage of their medium, just as in its early days the storytelling in film was typically just borrowing from theatre. I agree wholeheartedly that the full form of games, and of storytelling in games, has yet to be defined or even explored. However, the author's following points seem to lapse into the sort of often-overstated narrative dogma so often preached by those who have taken Film Scripting 101: "story is conflict", "classical story structure works", three act-structure, the necessity of reversals in story, and so on. Certainly most game stories have a long way to go when it comes to craftsmanship, but Aristotelian conventions and Campbell's Hero's Journey are by no means underrepresented in games. As video game designer and theorist Ernest Adams has noted, "Campbell's work is descriptive and not prescriptive." While writers like Sutherland have the right idea for a certain kind of storytelling, I don't believe it is the only one of which games are capable of portraying, nor should it be.
(Gamasutra claims that unlike most of their content, free registration is not required for this article, so don't blame me if you end up having to fill out forms.)