The greatest stories ever played

Can video games combine strong narratives with actual play? Phil Hartup examines the contenders.

When Spec Ops: The Line appeared to a somewhat muted fanfare it didn’t look like much more than another Call of Duty wannabe in a third person view. At first it all feels like Gears of War reborn in a ruined Dubai, our hero dutifully shooting Islamic insurgents, presumably to stop them constructing some kind of Muslamic Ray Gun, shrugging off multiple gunshot wounds and exchanging cheerful banter with generic macho sidekicks. It is only once you get into the belly of the game that you start to realise that this is no ordinary story of good guys and bad rather that it is a subversive work of art not merely in terms of its content and narrative, but in how that narrative is delivered.

To summarise the plot of Spec Ops: The Line is not easy without spoiling it, and it really should not be spoiled, it should be experienced. Suffice it to say that it turns a run and gun action game into a painful descent into guilt and madness, at the same time examining the very nature of linear gaming. Spec Ops: The Line shatters the gaming trope that if you meekly kill everybody you are told to kill you can make everything right.

But here we come to the problem of Spec Ops: The Line, and it is one shared by almost every other game that has ever attempted to take a mature approach to storytelling: it is a game. When you choose to tell a traditionally structured story through a video game you need to make it, well, gamey. Games need something to do to stop them simply being a movie and this activity tends to be violent, which in turn can undermine the human elements. Max Payne 3 for example could have been a great story but for the body count. Heavy Rain tried to go in a different direction by turning elements of the story that were not violent into gameplay and this largely succeeded, but it hasn’t caught on. Too often a developer will reach for the small army of goons and have you shoot your way through them for no better reason than to delay the ending.

This problem is writ large in Spec Ops: The Line, where the very real emotional and psychological foundations of the tale are played out alongside cartoonish violence. There is a case to be made that Spec Ops: The Line is aware of that dichotomy and is toying with it, a satire of the Call of Duty military war-porn genre. But taking things to that level of analysis does little to mitigate the fact that while you are playing it and shooting your way through an entire US Army battalion, you get bored. You want the gunfire to stop and the story to start again. Challenge becomes chore and from a game design perspective this is a serious problem.

This flaw is inherent to linear gaming narratives. If the story is already set in stone then two symptoms develop in the game, firstly the actual act of playing the game becomes simply filler, busy work, to increase the run time of the game and secondly the story itself has to somehow acknowledge your actions during play in a credible sense. It is this last symptom that so cripples the story of Max Payne 3. Anything the plot has to say feels a bit like a footnote after you’ve cut a swathe through Sao Paulo like Godzilla on roller skates.

Thankfully not all games suffer this flaw. Skyrim benefits from the fact that not only does it have an open world; it also has an open story. There are linear quest chains in the game with pre-planned narratives but the degree of control in how you approach them is so complete that you can choose to not approach them at all. Don’t want to save the world? No biggie. Get married and build a little house in the mountains.

This ability to write your own story has been around almost as long as video games themselves. Elite for instance gave the player a spaceship, a laser, the ability to buy and sell goods and a populated galaxy to fly around in. It is also telling that The Sims has become one of the most popular game series in history by providing what basically amounts to a digital Lego set. Likewise, the phenomenon of Minecraft saw millions of eager gamers eschew a predetermined narrative for the simple joys of digging holes, building houses and getting chased around a procedurally generated world by exploding cacti. Every time you start a new game the story turns out differently.

If there is ever to be a truly great story in a video game perhaps this is where it will be born, in a dynamic sandbox environment, birthed out of the consequences and creativity of player actions rather than on the storyboard of a studio developer.

A screenshot from Spec Ops: The Line. Photograph: ryjek.net

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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"We repealed, then forgot": the long shadow of Section 28 homophobia

Why are deeply conservative views about the "promotion" of homosexuality still being reiterated to Scottish school pupils? 

Grim stories of LGBTI children being bullied in school are all too common. But one which emerged over the weekend garnered particular attention - because of the echoes of the infamous Section 28, nearly two decades after it was scrapped.

A 16-year-old pupil of a West Lothian school, who does not wish to be named, told Pink News that staff asked him to remove his small rainbow pride badge because, though they had "no problem" with his sexuality, it was not appropriate to "promote it" in school. It's a blast from the past - the rules against "promoting" homosexuality were repealed in 2000 in Scotland, but the long legacy of Section 28 seems hard to shake off. 

The local authority responsible said in a statement that non-school related badges are not permitted on uniforms, and says it is "committed to equal rights for LGBT people". 

The small badge depicted a rainbow-striped heart, which the pupil said he had brought back from the Edinburgh Pride march the previous weekend. He reportedly "no longer feels comfortable going to school", and said homophobia from staff members felt "much more scar[y] than when I encountered the same from other pupils". 

At a time when four Scottish party leaders are gay, and the new Westminster parliament included a record number of LGBTQ MPs, the political world is making progress in promoting equality. But education, it seems, has not kept up. According to research from LGBT rights campaigners Stonewall, 40 per cent of LGBT pupils across the UK reported being taught nothing about LGBT issues at school. Among trans students, 44 per cent said school staff didn’t know what "trans" even means.

The need for teacher training and curriculum reform is at the top of campaigners' agendas. "We're disappointed but not surprised by this example," says Jordan Daly, the co-founder of Time for Inclusive Education [TIE]. His grassroots campaign focuses on making politicians and wider society aware of the reality LGBTI school students in Scotland face. "We're in schools on a monthly basis, so we know this is by no means an isolated incident." 

Studies have repeatedly shown a startling level of self-harm and mental illness reported by LGBTI school students. Trans students are particularly at risk. In 2015, Daly and colleagues began a tour of schools. Shocking stories included one in which a teacher singled out a trans pupils for ridicule in front of the class. More commonly, though, staff told them the same story: we just don't know what we're allowed to say about gay relationships. 

This is the point, according to Daly - retraining, or rather the lack of it. For some of those teachers trained during the 1980s and 1990s, when Section 28 prevented local authorities from "promoting homosexuality", confusion still reigns about what they can and cannot teach - or even mention in front of their pupils. 

The infamous clause was specific in its homophobia: the "acceptability of homosexuality as a pretended family relationship" could not be mentioned in schools. But it's been 17 years since the clause was repealed in Scotland - indeed, it was one of the very first acts of the new Scottish Parliament (the rest of the UK followed suit three years later). Why are we still hearing this archaic language? 

"We repealed, we clapped and cheered, and then we just forgot," Daly says. After the bitter campaign in Scotland, in which an alliance of churches led by millionaire businessman Brian Souter poured money into "Keeping the Clause", the government was pleased with its victory, which seemed to establish Holyrood as a progressive political space early on in the life of the parliament. But without updating the curriculum or retraining teaching staff, Daly argues, it left a "massive vacuum" of uncertainty. 

The Stonewall research suggests a similar confusion is likely across the UK. Daly doesn't believe the situation in Scotland is notably worse than in England, and disputes the oft-cited allegation that the issue is somehow worse in Scotland's denominational schools. Homophobia may be "wrapped up in the language of religious belief" in certain schools, he says, but it's "just as much of a problem elsewhere. The TIE campaign doesn't have different strategies for different schools." 

After initial disappointments - their thousands-strong petition to change the curriculum was thrown out by parliament in 2016 - the campaign has won the support of leaders such as Nicola Sturgeon and Kezia Dugdale, and recently, the backing of a majority of MSPs. The Scottish government has set up a working group, and promised a national strategy. 

But for Daly, who himself struggled at a young age with his sexuality and society's failure to accept it, the matter remains an urgent one.  At just 21, he can reel off countless painful stories of young LGBTI students - some of which end in tragedy. One of the saddest elements of the story from St Kentigern's is that the pupil claimed his school was the safest place he had to express his identity, because he was not out at home. Perhaps for a gay pupil in ten years time, that will be a guarantee. 

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