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Tomb Raider Shows Where Video Games Are Still Lacking In Narrative

Tomb Raider Shows Where Video Games Are Still Lacking In Narrative

I love the new Tomb Raider. I’ve been playing it recently and I’ve been pleasantly surprised by it in all the right ways. In fact, I’d go as far as to say that it’s the first truly great game of 2013 for me. The rest have been average (or in Aliens’s case far, far worse) to decent at best, with nothing really engaging me or amazing me in any remarkable way. That is, until Crystal Dynamics’ Tomb Raider reboot. However, as much as I’m enjoying it right now, early on I saw quite a big failing in the narrative, and it got me thinking about how video games in general battle with getting this particular aspect to be believable and well translated in the game. Before I babble too much, let me get into today’s topic.

As a writer myself, I value story and narrative exceptionally highly, and I know that these elements are the main reasons many play certain games. Video game narratives have truly progressed to amazing levels, but now isn’t the time to hold it back. We need to keep encouraging a higher standard and constructively criticizing so that writers can improve. And this in particular is an area where video games are still lacking. Perhaps the most evolved and powerful narrative in recent gaming has to come from The Walking Dead, and I believe video game writers need to take a careful look at it to get ideas on how to construct a story that is believable, progressive and character-focused. I would reference the spectacular narrative of Spec Ops: The Line, but it doesn’t fit in this context.

I’m sure you know which scene in Tomb Raider I’m referring to. Early on Lara is forced to kill a human for the first time, and it’s a pretty emotional scene that the narrative emphasizes. However, directly after the rather engaging cutscene, Lara is suddenly killing twenty guys in the gameplay like it’s nothing. Sure, later on the narrative does sort of address this when her companion mentions how hard it must have been to take lives, to which she replies “I’m surprised at how easy it was”, but this doesn’t change the fact that all that killing in the gameplay broke immersion, was hard to believe and honestly it was really jarring to experience directly after the emotional and compelling moment of making that first kill.

Lara_Croft_chibi_by_ZoeySanny

There’s a simple explanation as to why the developers have done this. It comes down to one fundamental problem in video game narrative. Developers often see gameplay and story as two separate entities, and as such don’t try to connect them cohesively. It’s sort of like, what happens in gameplay stays in gameplay, and the same applies to the story. Now, the upside of this is that it allows the developers to be uncompromising with the entertainment value and level of action and scale of set pieces in the campaign. However, the downside is that it breaks narrative immersion, engagement and belief, which I believe is a far more severe cost. And this is where video games are lacking when it comes to narrative. That is, connecting the gameplay to the story in a way that feels natural.

I’ve heard arguments from friends that you’ve got to keep the campaign entertaining, and going lengthy periods of time without action would damage the experience or lead to boredom. Valid and partly true, but my response is that many of the most iconic and compelling moments in gaming for me have had zero action in them. There were the nightmare sequences from the Max Payne series. The freaky and disturbing codec conversations from my favourite game series Metal Gear Solid, with specific reference to Sons of Liberty here. There was the grand reveal in BioShock. More recently, there was the final, beautiful section of the incredible Journey. And in Uncharted 3: Drake’s Deception, there was the amazing sequence in the desert after the epic plane crash set piece which was devoid of action and showed a struggling Drake wading through the vast desert slowly losing hope.

In Uncharted’s case, for many, it was jarring and severely damaging to the narrative that directly after witnessing an almost dead Nathan Drake, and after all you went through in the desert, you still easily fought an army of soldiers in a normal shootout. It utterly destroyed belief, immersion and connection to the narrative. I believe that it would have been far more epic if you were fighting a losing battle in that scene, and Drake was slowly weakening as the screen started fading to black, showing that he was passing out. And only as the soldiers closed in, did rescue finally come. That for me would have been the cherry on top of an absolutely remarkable section in the game. Instead it became meaningless, and you found yourself questioning how someone who had been trapped in the desert without shelter, food or water for days could suddenly take on dozens of trained soldiers with machine guns and even RPGs. I love Uncharted, it’s one of my favourite games and it really is an incredible achievement for the action adventure genre, but that was a dark spot on an otherwise wonderful narrative.

Uncharted-versus-Tomb-Raider-600x426

The truth is that any action game doesn’t have to involve frequent mass shootouts to be entertaining. I actually felt a little insulted in Tomb Raider when that happened, because it made me feel that the developers thought I wouldn’t be having fun if I wasn’t killing hundreds, or that build-up time was over and now it was time to just shoot-all-the-things. A narrative has to be progressive to be believable. I can sort of point to Far Cry 3, a game I completely adore. While it wasn’t perfect with its setup to making the orindary protagonist a killer, at least there was a small sense of progression to it. Your first kill was an accident during a frantic chase scene where your character was running from gunfire and an enemy jumps him from above. After that, you’re trained to use weapons and made to hunt animals so that killing is something you become more comfortable with. Then, your first actual human kills have you wiping out a small camp of few people with a group of your friends joining you to see it through. While it stretched the imagination a little, it was progressive and connected the gameplay to the narrative.

Going back to Tomb Raider, I’m not suggesting that the game should have been devoid of action or killing for the next few hours. Not at all, but there are many ways in which you can let the narrative and gameplay flow naturally together to create believable character development for the protagonist. For instance, Lara could be forced to kill someone who is trying to murder her friend. This already would create a believable second kill moment, and it would be the perfect time to introduce the theme that killing is not actually difficult, and that it becomes easier the more you do it. Instead, the game has you kill twenty soldiers directly after the emotional moment of having to kill one, and only after all of that does the theme of killing being easy get introduced, which is in no way progressive or natural. It’s like a forced explanation. For a game that spent a lot of time introducing Lara to pain, building her up to fend for herself, making her desperate and toughening her up mentally, it was puzzling as to why this important element of narrative was done so badly, especially in a game of such high quality.

Essentially, once you have appropriately built something up in the narrative and established it with your audience, then you can run rampant within those boundaries. For example, only once Lara has effectively progressed into an efficient killer should the game throw that many enemies at you. And by boundaries I mean that it wouldn’t make narrative sense to kill five enemies and then suddenly take on a tank and tear it to shreds moments after killing your first man. That doesn’t mean that the game needs to take hours and hours to craft a murderous Croft, but if the game is willing to devote ten minute cutscenes to side characters you don’t really care about or like, surely it can add the minutes to progress Lara’s character. It’s far better to have a build-up before a peak. Three of the best television shows around, The Walking Dead, Game of Thrones and Breaking Bad, are all about slow build-ups and brilliant, meticulously crafted narratives. There is nothing wrong with a slow build-up if it makes the narrative believable and progressive. I am not talking Assassin’s Creed III’s painful six hour tutorial version of slow, God no, but I am talking about the construction of a well-rounded and flowing narrative. Pacing is one of the most important aspects. It is gradual; you have to go from A to B. You don’t need a build-up for everything, but when it comes to character progression you most certainly do.

Tomb_raider_of_the_lost_ark_by_harrydarlington

The moment you sit back, raise your eyebrows and think to yourself something along the lines of, “what’s going on here?” or “that’s a bit of a stretch”, then the writer has lost you, and you’ve disconnected from the narrative. Questioning the narrative in that way is something the writers of it should be doing, and not the viewers you’re trying to engage. It of course doesn’t ruin everything, but it does defeat the build-up and in the moment break the engagement, connection and immersion you have with the story and protagonist. And the gameplay to story connection needs to work in other contexts as well. For instance, it makes no kind of sense if you easily take down armies of soldiers in the gameplay, only for your character to get outmatched by two grunts in the next cutscene. Effectively, the thought to process here is that what’s believable for the gameplay should also be believable for the narrative. They should follow the same rules and connect cohesively, not contradict each other. You can absolutely have all the explosive set pieces and mass shootouts that you want, as long as the narrative or game itself has set this as something you can believe when you’re actually playing it.

To elaborate on that, examples need to be used. The Uncharted series is packed with mass shootouts and over-the-top action set pieces, but there are many ways the game gets you comfortable with this and not questioning it. For instance, the game itself early on establishes itself as action-packed and explosive. Nathan Drake himself is made out to be a character who is almost immune to the fear of danger, and actually gets a kick out of it. And you also always have the sense that Drake is already more than equipped to deal with the dangers he’s facing. Going back to Tomb Raider, the character plot is all about a girl who has to toughen up and learn to fend for herself and ultimately become a survivor and warrior, so it’s obvious that this danger and violence is new to her and that she isn’t ready for it. It’s quite a stark contrast between the two games, and it emphasizes why Tomb Raider needed to take greater care with how it handled these themes when constructing a narrative you could accept. Again, it’s of course not something that ruins the game or makes Tomb Raider hate-worthy, but it is something that needs to be addressed in video game narrative and improved on in the future.

Bringing this lengthy write-up to a close, this is a time where video game narratives can be on par with movies and even books. In certain ways video games can transcend both mediums by virtue of the fact that they’re interactive and allow for powerful immersion. Often in narrative, the little things matter. The build-ups are often equally powerful, or in some cases more so, than the resolution or destination. The simple reason is because they make the destination matter and mean something. What this means it that video games should improve in this area, and focus on connecting the narrative to the gameplay, allowing for a greater engagement with it. Treating them as separate entities can have far more negative consequences, and in my opinion it isn’t worth it for that extra bit of action fun in the campaign. But a game where the story and gameplay are carefully interconnected makes for a far more engaging game that has the player gripped and immersed throughout. And it’s here, in this context of character progression and story to gameplay connection, that video games are still lacking in narrative.

Lara_Croft_Comic1__WIP_by_EvilNessCroft

If You Liked This, You Should Try These!

Name: Azhar Amien
Location: Cape Town
Position: Editor, Reviews

  • GJ Ram

    Yet another impressive article Azhar.. Exactly u touched upon the points that i felt is necessary about narration in games.. I did feel very comfortable with Far Cry 3′s narrative.. and awkward in Uncharted for the sequence u’ve written about…People are indeed looking for a story which is very strong and progresses in all believable logical manner but at the end of the day its a GAME that we are playing.. people ought to slay enemies.. that has been the ground formula in games since the gaming began.. But still games like Batman series, Far cry, bioshock all set examples of how a game should be.. Hope developers realize this truth everytime before they start making games.

    P.S – all the illustrations given in this article are really funny :) espeially the flowchart :) :)

    • http://egamer.co.za/ Azhar Amien

      Thanks a lot Ram :D Fully understandable that it’s a game, and that’s why I said once you’ve established these things in the narrative, you’re free to run rampant within boundaries in the game.

      Hahaha yeah I try to find nice and funny pictures whenever I write a feature :P

    • anon

      Just yesterday I was watching a program where these two girls recounted the tale of a boating accident where a friend and the girls’ father died. The eldest took charge of the situation and they ended up surviving. To say that it isn’t believable for her to go from her first kill to killing the rest really shows a limited understanding of what human beings are capable of. Some people like the girls I mentioned earlier are able to put aside emotions like grief or shock at least until they get to a safe place. Furthermore there are a wide variety of human reactions, some people develop a taste for killing. These people don’t even need to have killed anyone to plant that seed.

      If anything I think that games and other forms of fiction need to widen the range of reactions to events that protagonists in particular experience.

  • http://www.newgamenetwork.com nutcrackr

    This is the biggest flaw in Tomb Raider for me. Not just the transition from innocent to mass murderer. What about the hunting for food by firing on and skinning a deer? You don’t need to do that ever again, nor do you even need food or water. So why have it in the first place? Is it a bow tutorial? Is it merely just in there for variety? The initial parts of the game are really at odds with the core gameplay design.

    • http://egamer.co.za/ Azhar Amien

      Nice comment! =) I also noticed that, but I shrugged it off as A) a bow tutorial and B) to show that you can loot the corpses of animals.

      But I do agree with you that there was little point in making a game section out of it when hunting animals doesn’t really form part of the game in a meaningful way. At least, from what I’ve played so far.

  • http://twitter.com/deshni_naidoo Deshni Naidoo

    I loved Tomb Raider and I loved the narrative but as you say, it was disjointed at times with the gameplay. For example there are some parts in the game where Lara has done/is doing something strenuous and clutches her side in pain, but during other platforming sequences when she is doing something far more strenuous, nothing. This game is twenty steps in the right direction and it goes to show that developers are starting to appreciate that narrative and emotional buy in to a game and its characters is, if not more so than gameplay, critical to the success of the game. The era for us where a game was just immersion and meant shorting at something for hours, is long gone.

  • http://twitter.com/MK_Langley Adventurer of Hyrule

    I think this time around its the critics and journalists that are wrong in their approach and vision. Given all the work the game goes through, by scattering information, through Lara’s monologues by the camp fire and by the very dire situation of where she encounters herself and her loves ones… why would people even look at her behavior as something abnormal?

    The law of self preservation is one of the strongest human motivations, along side with the will to protect our loved ones. Lara has both on her side. So what reasons would she have to not pull the trigger the second, third, forth and 20th times? She is being brutally persecuted, she is pushed forward by her will to survive and to find her friends, she is angry, she is hurt, she is scared.

    Lara’s behavior is the same behavior any of us would have, the same behavior people in real life situations have gone, the lengths to protect themselves and the people they love. If anything this situation only shows me how naive and inexperienced people really are when it comes to human behavior.

    • http://egamer.co.za/ Azhar Amien

      Very good insight, but everything you’ve said works strongly when the narrative has progressed to that point. Keep in mind that I’m faulting the game design as well. In the Tomb Raider reboot, Lara hasn’t been near a combat scenario before. Her first kill is through a struggle. It wasn’t even a conscious or thought-out choice, she was desperate and struggling, and the gun went off.

      It’s not progressive or believable to go from that critical point, to suddenly picking up a gun and being ready to take down an army of trained soldiers with perfect composure.

      That is what I’m faulting. The analysis you’re doing of self-preservation and human behaviour is extremely valid (and as someone who has studied a course in psychology before I know a lot about the theory you’re talking about), but in the game it was far too jarring to go into a full, straight out combat scenario moments after this.

      That doesn’t mean you can’t have a combat scenario like that following. But it would have been much more believable to have her, for instance, try to escape that scenario. I’m not questioning her motive to kill again so much as I’m questioning how it was presented in the game, in a full out gunfight akin to most modern shooters.

  • esdacado

    Tomorrow is heart of the swarm. If you’re looking for a good story and narrative, there you go.

    • Ariez

      This comment! Heart of the Swarm campaign was great, there was a lot of elements I didn’t expect. Starcraft seems to be the only Blizz game that has a decent story line anymore.

  • larafan86

    Video games can try to be movies all they want but ultimately they are still just that, video games.

    • http://twitter.com/MatuMikey Michael Matusowsky

      And what do games have? A storyline!

    • larafan86

      Yes they have stories but their method of story telling is vastly different than a movie which is a passive experience. A video game is an interactive experience, thus making it harder to convey a true cinematic story with a cohesive plot that doesn’t interfere with the gameplay which is what video “games” are supposed to focus on first and foremost. Without gameplay you may as well just watch a movie.

    • http://twitter.com/deshni_naidoo Deshni Naidoo

      Uncharted was like a movie. When I played that first game, those were my precise thoughts. I thought I had just played through a movie.

  • http://twitter.com/MatuMikey Michael Matusowsky

    I only want to play the game because her boobs turn me on.

  • Guest

    But she is that kind of Croft!!! I just had to say that..

    I loved this game but i agree with you the transition from an aspiring archaeologist to a proficient killer was a tough pill to swallow it reminds me of the action movies where there is a hostage situation and one of those hostage who might look like a simple man turns out

    • Pea_Peralta

      Okay i posted as guest and now it wont delete..O.O

  • Pea_Peralta

    But she is that kind of Croft!!! I just had to say that..

    I loved this game but i agree with you the transition from an
    aspiring archaeologist to a proficient killer was a tough pill to
    swallow it reminds me of the action movies where there is a hostage
    situation and one of those hostages who might look like a simple man but
    turns out to be a former navy seal who is deadly with any form of weapon emerges to save the day.

    Was it only me who noticed that the other survivors looked like they just came from a hotel, no dirty clothing, no bruises or scars or nervous breakdowns except for Roth and Reyes at the end, it made no sense. With alll that said though i did feel pretty badass when sneaking up on the enemy and they would be talking about the amount of people Lara has killed and being surrounded by the dead bodies of the samurai’s i fought…very very badass..

    I have to say though they have laid a solid base for the sequel which i shall await with anticipation..

  • Paul van Wyngaardt

    ah i cant wait to play this

  • AchtungBaby_

    I didn’t read the article, but I do agree with the headline and the pictures 100% Will read it later and comment more effectively.

  • Ariez

    This game was great, one of the better action games of late. Reminded me of uncharted but better.