It’s been a while since
I’ve played a game that made me want to stay up all night. But lo and behold, P4A is just the game to make me want to do it. And not just because of the fighting game
arms race my brother and I ALWAYS have (though a fair portion of my time went
towards trying to learn some Yosuke combos); it’s the story that made me want
to swear off the sandman. Even with just
an hour or so of playtime, I can sense that my trust in Persona 4 -- which I consider to be a pillar of fine writing, video
game or otherwise, as well as one of
my Top 5 Favorite Games -- wasn’t misplaced.
In fact, I’d argue that even with a cursory glance, P4A’s story is even better. I’ll likely discuss the game in more detail
in the coming days, but for now I’ll just leave you with this image:
I’ll acknowledge that there’s still a lot of
time for P4A to go awry (and that I
need to take of the fanboy goggles to view things objectively), but I’m pleased
with the product so far. But that aside,
I want to focus on something a bit more to my speed.
And that subject? “What makes a good story?”
The answer to that is
as varied as it is unanswerable…which makes you wonder why I’d even bother
bringing up, but hear me out. The
ultimate answer to that question is only evasive because there are so many
possible answers. Everyone who writes
(or even enjoys) a story, regardless of medium, has a different set of
qualifiers that make up that answer.
Neil Gaiman likely has a different set of qualifiers than, say, Neal
Stephenson -- and they probably have differing opinions from Shaquille O’
Neal. Probably.
This movie was worth it just to get the special toys from Taco Bell.
The point is that as
long as there’s more than one person in the world, we’re never going to come to
an ironclad conclusion about the ultimate elements of a story. All we can do is offer our ideas and hope
they’re enough to provide a solid argument.
Proving a case, as Judge Mathis would say.
And I intend to prove
mine. Hold on to your butts.
4) Balance
In a Nutshell: A good story gives the right amount of time to each
of its elements.
Exposition. Flashbacks.
Backstory. Character
development. Fight Scenes. Words.
Those are words. And these are words. Consider
your mind blown.
This is the jpeg that keeps on giving.
But of course, how you
string those words together -- order-wise and number-wise -- determines what
shape your story takes. Obviously the
exact number of words you have to put in for your ideal product will vary depending
on the particulars of your story; Mary Shelley’s Frankenstein is an entirely different beast compared to
Shakespeare’s Richard III. There are elements that make a story, and
deserve to be given added emphasis to give it that flair. Or those elements can be a key, yet unique
method to convey information. But put
too much of that element into a story, and you make the scales of your story
crash. The biggest contemporary (i.e.
nerdy) example would be the Naruto anime,
whose preponderance of flashbacks, while sometimes
important and effective, more commonly drag the pace to a half-millimeter an
hour. Which is a shame, because it’s a
show about ninjas wizards duking it out.
A well-balanced story can make a story.
But of course, it goes
beyond just narrative elements. As I’ve mentioned in the past, I like stories with levity. And as I’ve mentioned well before that, I
like stories that balance action, comedy, and drama. It takes effort to work multiple tones and
types of events into a story; it’s very easy to misuse those tones as
well. But those who can successfully
pull off the balance -- those who can capture the essence of life, which in
itself is a mixture of highs and lows -- can put out a product worthy of a fair
amount of praise.
Let me be quick to say
that you can have a story that focuses heavily on one element -- like a crime
drama or an action movie --and still have it succeed, assuming that it’s
well-crafted. Even so, I’d argue that to
some, a story that’s too far-aligned in one direction can be alienating (which
is just another reason why I think dark and gritty stories need to back off for
a while). As lovers of fiction, and as
people, we’ve seen a broad spectrum of events in our lives. A good story can offer the same with ease.
Pictured: reality.
3) Frames
In a Nutshell: A good story maintains consistency and solidarity;
whatever it does, it must do it reasonably well.
This one should be
obvious. A story that’s full of plot
holes can hardly be called a story at all…or to put it in a different light, a
good story is to a mansion as a bad story is to termite-addled toothpicks glued
together. And then set on fire.
Termites sure are thorough these days...
As I’ve ranted about
before, you would think that ironing out the plot holes and issues would be the
first thing that movie-makers and
game developers would get down first…but in regards to the latter, I recently
learned something interesting. Thanks to the Extra Credits series (which you
should be watching if you love video games), I found out that in many cases,
the story is actually one of the later elements added into the game -- and
writers are brought in solely to provide a reason to string, say, a sinking
cruise liner level to a desert level. Or
why fuel that was mostly harmless for two games suddenly causes people to turn
into exploding zombies in the third. Not
exactly the best way to do things, obviously, as it can lead to a lot of
questioning and head-scratching. And
that’s what’s most important here: internal logic.
Logic forms a story’s
frame. It’s the foundation for a story,
and lets the rest of the tale build from there.
But there’s more to it than just being able to be virtually plot-hole
free. Each story’s universe functions
under a series of rules and conventions -- internal logic that dictates what
can and can’t be done. And, using that
frame helps create tools that a writer can use for his or her story. Let’s think about this in the context of the
One Ring from The Lord of the Rings. Essentially, there are three major things that it
does.
One: It can only be
destroyed in the fires of Mount Doom.
Two: It bestows immense power, but because of that it immensely corrupts
people, even with its presence alone.
Three: It draws danger to the heroes by virtue of dark forces out to
retrieve Sauron’s bling.
There is no greater priority in life than maintaining that dark lord swag.
What do all those do
for the story? One: It necessitates a
journey across the world, making the story possible in the first place. Two: Its corruptive appeal tempts a number of
characters -- the heroes included -- and makes you wonder who’s going to fall
prey to its dark allure. Three: It draws
baddies toward the heroes, applying pressure by way of conflict and compounding
until the odds are somewhere between impossible and “hell no, I’m outta here.” It’s not just a way to have your facts stack
up; it’s as powerful a weapon as your keyboard and your mind.
But the reason I say “frames”
instead of “frame” is that there’s more to it than just logic, be it the rules
of your universe or smart plotting. It’s
important to have…well, let’s call it an “emotional frame.” A lot of people put their characters in the
spotlight, which is fine -- but it’s vital to have said characters acting under
a frame of their own, ensuring that their actions are logical, consistent, and
fitting with their personalities (unless they’re being forced to act outside
their normal mindset by way of things like blackmail, corruption, or
misdirection -- basically, interference from a third party). If this frame falters -- if you have a hero
who suddenly changes course on a whim, or a loyal dog that suddenly abandons
its master -- people are going to notice, and your story will suffer
tremendously.
Again, good frames
should be an obvious part of any story -- so much so that I feel silly for even
mentioning it here and trying to pass it off as some kind of writing
commandment. But then again, it’s not
the stupidest thing I’ve ever done. That
honor goes to the time I tried to make my “famous BBQ sandwiches.”
None were spared.
2) Spirit
In a Nutshell: A good story exists for a reason -- it conveys its
essence with every creative measure taken.
You could also get away
with calling this one the “feel” of a story, but let’s go with “spirit” for
now, because it sounds cooler.
You’ve probably heard
the phrase “spirit of _______” in one form or another. A spirit of adventure! A spirit of wonder! The spirit of Massachusetts*! Each one brings with it colorful connotations
-- qualities that make a story unique and affecting. If you can sum up a story’s essence in one
word -- one adjective or noun that brings with it a plethora of feelings --
then chances are that the story’s not only pretty good, but also worthy of
being remembered by virtue of its character.
An obvious example
would be Harry Potter and its “magical”
spirit. J.K. Rowling’s story succeeded,
I think, because of the magic. Magic in
the obvious, spellcasting sense, but also because of the potential therein;
remember, Harry started out as a neophyte in the wizard world just like us; his
discoveries are our own, and with them (and his childish sensibilities at the
time) comes discoveries that help build a rich, imaginative, and unpredictable
world. Flying cars! Trees that smash you! Cerberus!
The Patronus! Neville M.F.
Longbottom!
You can likely guess what the M.F. stands for.
In many cases -- not
all, but many -- it’s a story’s job to provide something we don’t see every
day. The imagination required to craft
the Potterverse shows that it’s got its spirit down…and as you may have heard,
it’s seen a tiny bit of success. But a
story’s spirit is largely a matter of conveyance. Writers (or creators in general) have plenty
of tools available to them to show their story’s spirit, be it the characters,
the world, the events, the themes, and of course their minds. With the limitless canvases that fiction provides,
there’s no reason why any creator should go without giving their product some
much-appreciated flair.
1) Voltage
In a Nutshell: A good story gets its audience to have an emotional
reaction -- and a powerful one -- of any sort.
The most important
question a writer has to face is a simple one: “Why should I read this?” And while he/she works toward asking that
question, somebody else brings the question’s annoying little brother to the
party. “Why should I keep reading this?”
The precise answers, of
course, will always vary from story to story, depending on the points the
writer needs to convey. But even so,
there’s one thing we can all agree on: people need to have their needs
fulfilled. They may read a book or watch
a movie or play a game to pass the time, but they do so with the products
geared toward giving them a tasty offering.
It’s why I go all googly-eyed when I see this:
And hold up my arms in
rejection when I see this:
There’s something that
a good story gives us that a bad story doesn't -- a sort of energy that touches
one’s heart in one way or another. Maybe
it’s the ability to instill a wave of sheer excitement and joy, like The Avengers. Maybe it’s the cathartic power of tears
brought about by a playthrough of Katawa
Shoujo. Maybe it’s the
none-too-serious misadventures of Captain
Underpants. Or maybe it’s the
feeling of satisfaction made by watching the journey of marching penguins, and
learning something that changes your perspective. What’s important is that there’s something to latch onto. Basically, emotional torque.
Or you could think of
it as hype. People need stories that
have something “happening” going on -- something to anticipate for the sake of
their satisfaction. Something powerful
that’ll satisfy, or even exceed,
their expectations. If they’re out for a
comedy, then give them something that’ll have them rolling down the
aisles. If they need some action, give
them showdowns that’ll make them whoop and holler. And a tear-jerking moment? Give them something that will not only make
them cry, but take the entire week off while they cry alone and refuse to get
out of bed.
Be energetic. Be exciting.
Be like lightning -- make a story that can, and will, shock them to
their cores.
Like that, only with more explosions.
And that’s about
it. A lot of these “rules” are pretty
self-evident, and like I said, I feel a little silly for even mentioning
them. But I like to think of it this
way: these are the four virtues that I intend to take to heart in my quest to
become a writing hero. Maybe they’ll
serve me well. Maybe they won’t. Maybe I’ll end up adding something later…though
I sure hope I don’t, because I like the number four. But for now, these four elements should be
enough to serve me well.
Even so, they’re still
my elements. I don’t mean that in the “ORIGINAL
CONCEPTS -- DO NOT STEAL” sense. I mean
it in the sense that what works for me might not work for other creators. So take all this as you will -- and more
importantly, fair reader, use this as a basis for your own work. Whether you’re a reader, a writer, a
movie-goer, a gamer, comic fan, otaku, or otherwise, you have your own
particulars that decides what makes a good story. Seek them out. Realize them.
And then, you can tell me off with an even better list of qualifying
elements.
Well, that’ll do for
now. If you’ll excuse me, I have more Persona 4 Arena to play. Poor Yosuke and his nurses…
*Ugh, I just made a Family Guy reference. I feel so unclean.
I find that your element do work, except for 2 and 1 which are...undefined. I mean I get what you're trying to say but I also get that the points you were trying to say aren't that easily definable anyway.
ReplyDeleteBut I completely agree that a storymust have a purpose and move toward that purpose with a certainty and a reasnable pace. And I like how you EXPLODE all over the page then shrug and try to play humble Rhamy too at the end of every article.
Here's a tip: THIS IS THE INTERNET. IF YOU AREN'T A DICK, THN YOU SHOULDN'T BE HUMBLE. YOUR OPINIONS ARE GREAT AS THEY ARE.
I agree completely!
ReplyDeleteSpirit is a must!
But I think voltage is the most important to me! If you can creation some emotional connection for the reader, than you can create an epic explosion of emotional response!
What can I say? Humility is my greatest virtue; in my eyes, retaining one's modesty is what being a man is all about.
ReplyDeleteOr...something like that. I'd wager you could substitute "punching a tsunami" into that statement, but that seems a wee bit impractical.
Please never make your "famous BBQ sandwiches"
ReplyDeleteagain...
Seriously, though, I really enjoy reading your articles. Even though I'm not a writer myself, your analyses like this one are really helping me to
understand WHY certain stories are as good a they are, rather than just a vague
"it's just good".
Particularly with that last point, I find that stories that have this
"voltage" you speak of leave far more of an impact on me than those
that don't. Like with the aforementioned Katawa Shoujo, so many times I was
left an emotional wreck at what was happening, as all I could do was bawl my eyes out. Very tear-jerking stuff indeed. (Btw, glad you brought that back up, I remember you talking about it a few months back but no word on it afterward.)
Or,
to use another example, the sense of focus I feel when I play Skyward Sword, never before have I felt such a dire need to go after and save a childhood friend (and it also has some very tear-jerking parts, to boot).
Yeah, I kind of dropped the ball on Katawa Shoujo, mostly for two reasons: 1) I finished Lilly's route (cementing my love for the game), but the thought of resetting and trying to -- shall we say -- "conquer" a new girl made it feel like I was cheating on her. A testament to the developers' skill, to be sure, but I think they might have done TOO good a job. And 2) KS isn't exactly the type of game I want to be caught playing; can you imagine trying to explain the concept to someone? Not very pleasant, I'd wager.
ReplyDeleteThough I DID start up Emi's route not too long ago. I'm ready to love again, I think. Be still, my heart. And Hisao's heart, by extension; every time it starts beating rapidly in the game, I feel like I'm about to have a heart attack -- again, a testament of skill.
Also, Skyward Sword. I seriously need to write a blog post detailing why that game, in my opinion, is PHENOMENAL. It could easily be my favorite Zelda game...and considering that my favorite game ever right now is a Zelda game, that certainly speaks in volumes about its awesome power.
At any rate, thanks for dropping by my blog every now and then. I'm just doing what I can to try and prove my case (even if said case is why I hate Final Fantasy 13, more often than not). By the sound of things, I'm doing something right -- and I hope you keep coming by so I can keep entertaining yo-
Wait, what's that? Oh, right, my famous BBQ sandwiches are almost done. Let me just go warm up a bun and -- OH SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
Oh dear God why?! What have you done?!?!? The bodies, they're everywhere!!!!
ReplyDeleteBack to KS, I haven't met too many people, even online, who've played it, but from those who HAVE played it this is the general sentiment. It's really interesting to see a case of a game where people don't want to replay it, because they have gotten so attached to certain characters that they actually feel like real people and to go with someone else feels like cheating on them, not because it sucked or it was boring or what have you. I've gone on to all 5 routes myself, because 1) the writing is just so good and the presentation so spot-on I wanted to get to know and understand the other girls as well, and 2) I'm a completionist whore, so unless I see that 100% I can't stop.
And yes, it's extremely difficult to get across the main point of KS to those who aren't already familiar with it. I don't ever play it around other people for fear of them saying "Oh, you're playing a hentai dating sim, aren't you?!" and I'll never hear the end of it. Also, people really seem to be adverse to the idea of exploring disabilities in their characters for some reason. Everyone nowadays wants the people in their games to be like perfect models or something, and to see someone, say, without arms or legs or with half of their body severely burned really bothers them. At least that's the impression I'm getting.
Also, really looking forward to that Skyward Sword post, if you do it. It's my favorite game now as well, and I really like to hear what other people though of it.
"
ReplyDeleteAlso, people really seem to be adverse to the idea of exploring disabilities in their characters for some reason."
Is that right? Huh...I hadn't really thought of that. I guess disabilities in characters take people out of the experience, given that player characters are supposed to be (or eventually become) supreme badass demigods -- and of course, a stand-in power fantasy for the player. And disabilities ARE a touchy subject, so it's likely something not everyone wants to discuss -- which, again, goes to show the masterful skill of KS by being able to handle the subject(s) so well.
If you'll let me go off on a tangent, a part of me wonders if visual novels could "work" in a mainstream setting. Mass Effect and LA Noire have elements of a visual novel (and did fairly well in their own right), so it's not as if they're a completely alien concept to most gamers. I'd even argue that the gunplay in Mass Effect takes a backseat to the talky-talky bits.
Maybe someday...and who knows? Maybe a wave of well-crafted visual novels could give the industry a shot of legitimacy -- or at the very least, act as a counterbalance to the deluge of Knifin' and Shootin' Jamboree clones.
I sure do hope visual novels become more mainstream, now that I'm more familiar with them. I've seen friends go on and on about how great Mass Effect is, and while I'll say the conversation parts are interesting, the blasty-shooty bits seem bland to me. Perhaps if they stuck with the conversation choices more I'd be more inclined to get into it.
ReplyDeleteBut first the industry would have to get over this whole "good-vs-evil" choice system they've got, having us choose between saving the orphans or harvesting their organs and suck. These blatant black-and-white choices take the fun out of the experience for me, and really there's no thought to it. Just a matter of if you want to end up a good guy or a bad guy.
That's what I love about the way KS goes about their choices, you actually have to pay attention to what's happening in the story and how people react. I myself had to sit there and ponder the implications and possible consequences for each action, since you really have to understand the characters themselves to make the right decision. And there's no right-or-wrong choices either, just different paths to take that affect how characters interact with you.
I totally get that there's a place for shooter games, I mean I enjoy an occasional Halo match with friends myself. But they have been suffocating the industry these past few years. I'd like for other genres to become more prominent, and visual novels seem like the perfect one for the industry to expand into.