Valve's Faliszek: Not All Game Stories Need 'Evil Masterminds'
September 15, 2008 8:00 AM | Simon Carless
[I believe our own Chris Remo has chatted to the Left 4 Dead folks a couple of times recently, and this is just one of the fruits - evil weathermen to the fore! On this front, I'd just like to point out that the Avengers movie also has evil weathermen - specifically Sean Connery - in it, btw.]
Chet Faliszek, writer on Valve's upcoming zombie co-op shooter Left 4 Dead, has been talking about why he wanted to avoid pinning its zombie invasion on an "evil mastermind," instead honing in on the actual effect the invasion has on the game's characters and world.
"The evil mastermind at the end is never as good as whatever you had in your head when you were coming up with it," Faliszek says, arguing that trying to over-explain the cause of a disaster often detracts from its more tangible impact.
He cited Jan de Bont's 1996 disaster film Twister. "They had evil weathermen to justify their plot," he said. "Evil weathermen."
"What the hell? There's no evil weather men!" Faliszek exclaimed. In Left 4 Dead, "we don't make evil scientists that have created a zombie infection to stomp out the USA -- the evil Russian scientists or whatever post-Cold War enemy you want to use."
Instead, Faliszek says, it is more effective to create resonant gameplay experiences that players will remember, particularly if the setting in question, such as a zombie invasion (or a tornado outbreak, for that matter) is already familiar.
That is even more applicable in a cooperative game such as Left 4 Dead, when players have the same moment-to-moment experience.
"I think everyone knows what the zombie apocalypse is," he says. "They register what it is and they, playing it, make the story, because, since you're so close to each other when you play, you see the same things. You have the same experience. You can talk about it afterwards, and it's not like, 'You missed this. When this crazy thing happened, we were over here.' Instead it's, 'We were all right there, and we all saw that.' That's much better writing than I could ever do."
Still, Faliszek notes, it was important to craft dialogue that heightens the experience and gives each of the four protagonists unique voices, even by way of the sporadic dialogue cues heard during combat encounters.
It's a process that the writer has been honing during his work on Half-Life 2: Episode One and Episode Two -- for which he wrote battle chatter -- as well as on the multiplayer-only Team Fortress 2.
"I'm really excited," he said. "How, in a multiplayer game, do you leak a little story, give a little about a character? [TF2] was a great testbed there. I wanted to add some of the things that I had learned."
Left 4 Dead's characters have slightly different reactions to the traumatic events that unfold. For example, some of the characters are familiar with the undead, having seen countless horror films, but some are not. "We have one character, Frances, who gets confused between infected being zombies or vampires," says Faliszek, "because he's not of the world of zombie movies."
But defining elements like that shouldn't become belabored, he pointed out, or they become tiresome: "You don't hear that every time. You're going to hear that one in every ten or twenty times."
In the end, the writing focus for this type of game was clear. "You can't have the story get in the way. People don't want cut scenes. I think too many of the zombie games get caught up in [that]," Faliszek said. "People don't want this heavy handed story. They want the zombie apocalypse."
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9 Comments
I couldn't agree more. Why clutter a good game with so much boring storyline.
T. Kistler | September 15, 2008 8:20 AM
i think that for a game to be successful, reguardless of its nature, there has to be some sort of story line. the player needs to know what they are playing for, or what the objective of the game is. with out the story line i think its harder to really get into the game and become the character you are playing. i think there has to be a setting and plot backed up by detail to the story line as you go through beating levels and advancing in the game. personally i dont play video games all the time, but when i do play them, i think the story line makes it easier to get through the levels and know the task at hand for the next one.
nicole | September 15, 2008 9:14 AM
Well, uh, yeah. Not all game stories need evil masterminds, or a Battle for the Fate of the World, or a tough-talking hero with a gun, or a simple farm boy who is set on a path to destiny when his village is razed. There are stories which depend on cliches, and there are stories which do not depend on cliches. This really shouldn't be a revelation.
Unfortunately, too many writers seem to skip straight to cliches without considering any other possibilities, most egregiously in the video game industry. Then when the game is a huge hit and the generic, half-assed, throwaway storyline gets separated from the possibly very interesting gameplay and turned into a generic, half-assed, throwaway film, Roger Ebert gets to wonder what all those braindead teenagers see in those stupid video games. Sure, there have been many glorious exceptions... But I wish they weren't exceptions.
Shih Tzu | September 15, 2008 11:08 AM
@nicole:
I'm pretty sure not all games, regardless of their nature, need storylines. Probably not even games you may like yourself: Chess, Poker, Soccer, and Tetris all get by just fine without anyone asking "Why do I want to get the ball in that guy's goal," or "why do I want to win this hand?"
Multiplayer games, like Counterstrike or Halo may seem like they have some story elements but for most players this melts away very quickly and those games probably more resemble stuff like Soccer or Basketball than Bioshock, Final Fantasy, or Citizen Kane.
I think what is interesting here is Chet's attempt to squeeze some light story stuff into this multiplayer environment, where things do often tend to be more abstract and depend more on the stories we create for ourselves. Left 4 Dead's gameplay would probably be just as good without it, but the ability to weave texture like this into the game experience is something that I'd like to see more of.
Kevin Cancienne | September 15, 2008 12:07 PM
Kudos to Valve, the unveiling of the evil plot is the worst part of any horror film. The media fascination with zombie survival horror is never about the cause, but rather how regular people react and adapt.
Matthew Gallant | September 15, 2008 1:31 PM
I only partially agree with this idea. While I agree that the main focus of a video game should not fully revolve around its story line, I also think that every video game should have some kind of narrative. There needs to be some sort of story line so that the player knows what the game is about, what their overall goal is, and what their current objective is. There should also be dialogue so that the player can figure out what their next objective will be and so that they will understand what is happening and for what reason. I think that a lot of today’s video games get caught up in their story lines and cut scenes and they become more like movies than actual games. I played the game Mass Effect and I felt like the only thing I ever did was watch the different cut scenes and listen to the extensive dialogue. I feel that having too much of either of those two things overwhelms the player and overpowers the game, but I also feel that a video game would not be successful without a good story line and plot; though I do think that it is a good idea to let the player interpret some of the game for his or herself.
A Stephenson | September 15, 2008 2:48 PM
You can have good evil masterminds. It is just that most aren't.
And there is that desire to shove a mastermind and/or explanation into every story, even if the story doesn't really *need* one. A story about people trying to survive a zombie outbreak doesn't really need the revelation that the zombies are the product of some terrorist releasing some Cold War biological weapon. It doesn't add anything to the "people trying to survive" story.
Baines | September 15, 2008 4:35 PM
I believe that when playing a video game it doesn’t matter what the ending of the video game is, as long as it remains a mystery until you get closer to the end. When you play a video game, there is usually a plot that gets you started on the right track. Therefore, most video games will challenge you at different levels to get your prepared for certain tasks that you will have to accomplish before “conquering” the video game itself. It is also a plus when you can play with or against multiple people and yet still see what everyone else is doing at the same time. It gives you a nice view of what is really going on in the game. Although this game deals with Zombies and I’m not a big fan of them or of video games like these, I believe this game would be interesting to play.
Hilary | September 15, 2008 4:37 PM
i think that all video games should have a plot or story line. Its hard to play a video game with out a plot or some kind of beginning and end. i have to say personaly i kind of like when games have a story line because personally its easier for me to understand. But i also understand why it would be annoying, especially for more experienced game players. Not all games need to have an evil mastermind behind it but it probably needs to have an ending to the plot.
Lizzie | September 15, 2008 5:35 PM