Games and novels both tell stories. Does the shape, or medium of the story matter? What motivates a reader or a gamer? How does a game world shape the story? Let’s explore these ideas.
Read more: Why we game: Shaping Your World with StoriesAges ago, I read this quote by EA games and it grabbed my attention. Successful games are tied to several “core motivations: inspiration, escape, social connection, competition, self-improvement, creation…. these things that bring us together as players of games…”
“The creation of worlds and the building of characters. And the telling of stories is really important in the fulfillment of some of those motivations.”
Let’s unpack this.
Why do we game?
ESCAPE
We play games to escape. The world is a tough place, the news is unbearable. Social media and the internet plays on our negative emotions. We get bigger reactions from a negative, harmful headline so we use that to fuel more interaction. So, escaping from all of that yuck into a game is a keep reason for playing. We have an Animal Crossing village to design and plan. It creates a beautiful space. There is kindness, sappy villagers and very little meanness. Its soothing and relaxing and I absorb those feelings as I play with my village. I get to immerse myself into a different role, a different world. The story within that world draws me in deeper.
CONNECT
We play games to connect with others. Whether that’s playing the same game together, or knowing you can talk to your roommate about the latest Zelda adventures, because you’re both playing the game. We tell stories about our experiences and connect even more.
Competition
E-sports is moving the world in a way, but it’s different from sports too. Because it’s tied into a game. What happens when that game is no longer popular. Do sports become less popular over time? Will esports as a whole or rather, will different games rise and then fall within the esports landscape? I don’t know, I don’t play many e-sport games. I prefer action and adventure with a puzzle feeling. The competition side of gaming isn’t as tied to storytelling as some of the others.
Self-Improvement
Gaming to improve yourself. Leveling up is a key mechanic in some games. There is a challenge in front of you, a hard boss or enemy. To defeat them you must plan a strategy within the game world, or else become skilled at the game’s actions, or find a stronger weapon. Often, in order to progress the story, you must overcome a boss or monster. You solve a puzzle and the game chimes. You receive a reward. Sometimes a movie plays. Sometimes it’s just the satisfaction of knowing you beat them. Hours and hours of hard work. You’re stronger. You improved.
Creation
Some games rely on the player to create something. They provide a sandbox, becoming a game within your game, like in Dreams or Roblox. Maybe you love building anything in Minecraft, or have your cozy mystery village in Animal Crossing, or make clothing patterns for your villagers. Or perhaps creating an alien base with all the bells and whistles and platforms in No Man’s Sky is more your thing. By creating these things, you’re telling your own story. You’re playing within a game world. It is a powerful motivation to play. You create and share.
Telling Stories, Games Vs Novels
Telling stories through a game is different than writing a novel, because of the element of gameplay. A game writer is often called the narrative designer. They are not only writing but designing an interactive narrative experience. Because eventually all these designers step back and hand over control of the storytelling to the player. Will they read the text in game? Or skip it? Will they listen to the dialogue and cutscenes? Or is their motivation to play the game as fast as humanly possible (glitches, skips and shenanigans allowed.) The player is in control of their experience.
As a storyteller, how much do you rely on your player/reader? Do you tell them each and every detail, lay out the laws and rules? This can make for a boring story. At heart, I believe readers want to figure out the story themselves. There is a mystery. Will they…? Won’t they…? The “empty spaces”, as Neil Gaiman calls them. (From a quote I have kept in my heart for a long time, but I don’t know where I found it. Now, I must go on a treasure hunt and reread all of his books. This might take a while, but I’ll come back later to let you know!)
So, when you shape your world in a story, whether that’s a game or a novel. The author is holding out pieces, parts of a whole and asking the reader. “You get it? Right? Exciting, amazing, epic things are going to happen. Do you want to know more?”
Why we game, why we write and why we read
Are the reasons we read similar to those core motivations? Do we read to escape the world and discover a new one (a new perspective, a new romance, or new information)? Yes
Do we read to connect? Yes, by sharing the books we love. Have you read this one yet? We readers ask each other.
Do we read to compete? No, usually not. But I see those reading challenges on Goodreads and Amazon. Summer reading programs are incentivized to get young readers to read. You want free ice cream? Read this book!
Do we read to improve ourselves? Yes. Books like the Artist Way. Self-improvement books, craft books. Learning about the world. History
Do we read to create? No, we write. We write the stories that no one else is telling. There are not enough rom-coms set in fantasy or sci-fi settings, this is detrimental to my wellbeing. I must have more rom-coms set in space! It’s one of my author’s goals to solve this problem. I have the Fairy Doctor series (Although it has comedic elements, it’s not much of a romcom. That’s because it went off the rails and became dramatic — since Lillia had to marry the ‘villain’ and become a villainess herself, until she realizes… look, if you want to know where it goes… read the book.)
Next up? We’ll see some dragon racing? Elves in a Romeo-Juliet love? Why yes! Yes, I think that’s a splendid idea.
So, why do you play games?