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Animation is a Storyteller in its Own Right

Today, when we think about telling a story in a game, we often think of voices. Characters talking with each other and in doing pushing the story toward its inevitable end. Then, we might consider text, some stories have no voices, simply words that tell us the current state of the story. They to move along a story. Some games incorporate both, but no matter the way, they all have the common goal of telling a story. Stories these days aren't as important to publishers when compared to multiplayer. The reasoning behind this is that multiplayer holds the gamer longer than the singleplayer does. So the chances of primarily profit seeking publishers taking risks with the singleplayer is low when they'd prefer to focus on the multiplayer. Also, they often don't like to take risks because they're normally dealing with investments worth many millions of dollars.

How often, however, do we think of animation as the storyteller? The thought didn't even occur to me until a few weeks ago. I didn't think of it because I was so comfortable with the traditional method of video game story telling. But consider actors for a moment, when they want to sell a character to the audience, they don't simply stand in place and recite lines. They move about. They cry, they laugh, they get angry. These things require movement, and in gaming terms, animation. But actors over-act, they dramatize the character they're playing so as to beat that characters disposition into the audience's mind. It's much more complicated to rely on the audience, or even gamers, to search for small details in a character. It's much more reliable to make these details obvious to the audience. Now, an obvious detail isn't much of an interesting detail, if a detail at all. Details should take a little effort to find, so there is a balance to how easily these animations should present details.

It's interesting to think of animation as a storyteller, and it could work with minimalist stories in games. But to use it in stories that require major events to be told to the gamer, it would be too difficult. There would be too many hints in the animations that the audience, the gamers, would never pick up. I'm sure that some things, such as character archetypes, could be told solely using animations, and I think this is where animation could excel relative to storytelling. So for an indie developer writing a minimalist story. it would be wise to use animation as the sole storyteller, possibly accompanied by text. Although, the less text and the more animation the better. It's more cohesive to stick to one method of storytelling than to use many different types. Consider a voice-acted RPG. What if it suddenly switched to a text-adventure? It's too inconsistent to remain believable.

A story told entirely through animation would presumably suffer from a lack of depth. How do you tell the player what country they're in, what their character's age is, what the main character's parent's names are? I'm sure there are ways, but they might be too ineffective to get the message across. It creates a barrier that is hard to break through comfortably. But, animation could be used to tell the emotions of a character. Should they be sad, they would cry and drop to their knees. Angry? Punch the ground. Content? Pick a flower and smell it. It's the details that the animations could get across to the player. The small details often add up to make the experience even more desirable. The more animations that contain details, the more the story is built for the player. Think of it as laying the foundation for a building. The building itself is this major story that involves saving the world. Now, the foundation is the characters of the story. If the characters aren't believable, aren't relatable, or aren't likeable, then the building will fall. Who cares if the world is destroyed when we don't care for the characters. Telling a story partly through animation, however, is just one way to do so (in theory), there are other ways, such as good voice acting. Generally, though, starting with good writing is best.

I'd like to see game developers use animation to its full potential. Not that they don't, per say, I'm sure some do, but it's not often that they use it to tell an important bit of the story. It would work especially well in a game like Limbo (which I'm sure used some small aspect of animation to tell us about the main character). The atmosphere built up this level of emotion, while the story was near non-existent. Imagine the possibilities that detail-oriented animations could make, the character touching the tall-grass as he walks through it, perhaps plucking some out for fun. The connection to the main character could be improved drastically. Developers have got to keep in mind that animation can be used to show us the details, but so that the details themselves aren't shoved in our faces. It's a much more rewarding experience if we can derive the details on our own. That's how attachments are made to our beloved games. We, on our own, learn what's going on.

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LostDjinn5040d ago

You raise some valid points. Animation does indeed contribute to story telling.

Hell. Look at the earliest form of film. Silent films relied heavily on the movement, facial expressions and interaction of characters to convey story elements.

The problem is that a lot of Devs take the view that their audience is stupid and unable to grasp subtlety. As such we usually get a simple story that we're hit over the head with at every turn and purely utilitarian animations.

We'll (gamers collectively) get there. It's just a matter of funding. ;)

SeekDev5040d ago

Good catch with the silent films, didn't even think of that. The funding will be better come next generation because the new engines are focusing on more efficient development. So it'll overall cost less to develop a game, as well as take less time. Hopefully then niche ideas like this will make it into a game.

Devs should at least add a little complexity in the story for those looking for it. I'm alright with subtlety.

s45gr325040d ago

Yes I agree with you animation is a major key to enhancing the story of say game. Sadly its too expensive at the moment for game developers and publishers to utilize say animations in say games. Alan Wake is a great game but it lacks facial animations a shame really because the story is pretty good you get to feel for the characters through excellent voice acting but ugh the faces of say characters is so robotic that it throws you off say game experience. Have the creators took the time to add facial expressions to their characters it would of made Alan Wake a masterpiece. I don't want better visuals next gen only but also better facial, body animations in say games.

rezzah5040d ago

What makes it more entertaining than being told what is going on is the fact that we naturally look for clues in others to understand them.

I think that through animation we are mostly at home with being our true nature than siting down and just thinking of something.

Animation alone brings things to life, whereas with words you just have your imagination, thus it appears to be less real. The less real a story presents itself as the smaller the connection between the person and the story.

SeekDev5039d ago

Well written words can make what you imagine seem very real. Think of books, some manage to do this successfully. But when you're dealing with a visual form of entertainment (games), you can't rely on words to create the experience because it has to be presented. Leaving a little to the imagination is best, however, because (I believe) it creates a sense of attachment when we derive things on our own from games.

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George Saros rigged the election!

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Better him than George Santos.

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Clair Obscur: Expedition 33 Has Reached 8 Million Copies Sold

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got_dam1h ago

That's impressive. 1 million more than REm4ke.

CrashMania57m ago

Very impressive and fully deserved, my joint favourite game this gen probably.