Batman: Arkham Asylum is one of the few games to create a richer story in order to have longer gameplay.
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When it comes to video games, how long is too long?

Should a game provide “value for money” and pad out its story with as many tedious hours of fetching things as possible, or is there merit in a short, sharp ending?

Fetch quests, you’ve got to love them. Well you haven’t got to love them, but if you love video games you’re probably going to have to learn to at least tolerate them. Play any game for any length of time and sooner or later one of the characters is going to ask you to go to a place, get an object for them and bring it back to them. There’s a reason that this character has asked you to do that and usually that reason is because the people who made the game ran out of story yet felt that the game needed to be longer.

This kind of problem is par for the course with video games stories, torn as they are between three competing priorities.

The first of these is the need for a game to provide value for money to its players and this is typically defined in terms of hours of content. Games pride themselves on their run time in the same way that a restaurant might take pride in doling out oversized portions. In the simple marketing speak of games marketing more is more. Hours of content up for grabs, is it good? Is it important? Who cares, look how much time it takes. No game ever took pride in being short. This can vary wildly of course from action games or rogue-likes where a single run through might take less than an hour to sagas like Wasteland 2 or Dragon Age: Origins that can take around 80 hours.

The second factor is how the story accommodates the chief gameplay mechanics. So for example if your game is built around shooting people in the face, as a lot of games are, then you have to tell a story about that. This poses problems, because there are only so many situations in life where shooting everybody in the face will resolve the problems. You can see this problem manifest itself in the Mass Effect series. As the series went on the diminishing returns of such a game being built on a foundation of hiding behind low walls and shooting people took their toll. As highly regarded as the Mass Effect series was it boasted a completion rate only around 50 per cent, which means as good as it was, most people didn’t see the game to the end. What your game is built to be on a mechanical level limits your scope for the length of time you can expect players to hang in there. An RPG can last tens of hours, while a corridor shooter will often struggle to find fun ways to fill six.

The third factor is the nature of the story itself – the story that the developer wanted to tell when they made the game. So we might look at the recent Tomb Raider for example, a game which is designed to tell the story of how a young Lara Croft goes from bedraggled victim to implacable heroine. That’s the way the story was planned to go, but because of how the game plays, as a third person shooter with a few platform elements, young Lara hasn’t gone more than an hour before she’s creeping up on men and strangling them with her bow or shrugging off gunshot wounds in pitched battles. To compound matters, because the game has to last a decent amount of time she’s murdering these guys and failing to escape from the island for what feels like an age, to the point where she’s killed so many men that you wonder why the rest don’t just down tools and run for the hills.

We can also see these problems in Alien: Isolation. Without wanting to spoil anything, Alien: Isolation has a story that can best be described as dragging quite badly. By the end of the game, from a purely story point of view, it has outstayed its welcome. The designers erred on the side of padding the game out for longer play time rather than going for a neater ending and so the story suffered, which is disappointing given the quality of the design and attention to detail of the setting.

Of course there is a flipside to this: when the game is good you want more and you don’t want it to end. So what is to be done? One solution that Alien: Isolation employs to an extent, and which the early Call Of Duty games also used to good effect, is to augment the main story with additional content. In Alien: Isolation this means missions and side stories based around the mechanics of the main game but set outside it. In the first Call of Duty games this meant that the story of each of the main characters was unrelated to any main narrative and quite short. This solution means that you’re getting more of the game if you want it, but in smaller, more manageable chunks.

In some games, such as Watch_Dogs or GTA V, the padding takes the form of open world malarkey that can be avoided. Usually these take the form of mini-games, side quests and random acts of violence. You can make a straight shot for the end of the story and it won’t take too long, or you can wander about to your heart’s content in the sandbox. This is a good compromise.

Another alternative is to offer more than one way to play through the game, important divergent choices that mean you can play the game again and everything will be a little different. To its credit this is something Wolfenstein: The New Order does.

Of course the somewhat obvious solution is to just make fuller, stronger stories, but this is harder to do than it looks. One game that managed it with aplomb is Batman: Arkham Asylum, but in order to do it the game had to draw upon the large supporting cast from the Batman comics. For a team of developers without all that background to call on and with hours of space on a storyboard to fill, the temptation to just have a character send the protagonist off to retrieve a McGuffin from wherever must be strong.

The idea that games should be shorter in general is one that has been going around a lot in recent years, with games like Limbo and The Walking Dead being cited as examples of a punchier narrative delivered in a cheaper, more manageable form. There is merit to this approach but there is a risk in short games with a narrative focus that the elements of the game as a challenge and test of skill become sidelined and a game becomes a thing that you experience rather than play. A short game lacks the time to teach you how to play and nobody likes a game that slaps you round the head with the end sequence just as you were hitting your stride.

A long story does not have to be a bad thing, of course. Some games that take ages to complete still manage to have few problems keeping a gripping narrative going. Series like Final Fantasy, Neverwinter Nights and individual games like Vampire: Bloodlines and Planescape: Torment all boast great stories that take days to unfold. If we look at games that don’t even have defined storylines but write their stories on the fly, such as the Civilisation, Football Manager or Total War series we see games that create drama as they go and which can hold players spellbound for hours at a time for as many sessions as it takes to reach the end, where for many players they’ll just start again. The capacity of these games to ravenously consume time in the tens, even hundreds of hours, would seem to indicate that they have locked onto something that mainstream games are missing.

Perhaps the problem for mainstream games lies in the way that they are seen as a visual medium rather than a cerebral one. It is easy to make a comparison between games and movies when perhaps in terms of form and structure games are more closely tied to literature. Movies are rolling entertainment, but literature, like a game, demands the attention of the audience in order to proceed. We can pick up and put down a book, and we can do so with a game too, but it would be unusual to do this with a movie. Games also naturally fit into the chapter structure of books, albeit having arrived at this structure on their own in the form of levels. Cinematic isn’t something that games should see as an aspiration, it is just one approach among many, and designers should be aware that there are all sorts of reasons you don’t make eight hour long movies.

For games to develop as a storytelling medium something has to change. We are seeing progress in short-form indie games and in the long-form RPGs and strategy games, but in the middle, in the land of the ten hour mass-market action games that make up so much of mainstream gaming, we’re still waiting on something better than Half Life 2.

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

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Don’t worry, Old Etonian Damian Lewis calls claims of privilege in acting “nonsense!”

The actor says over-representation of the privately educated at the top of acting is nothing to worry about – and his many, many privately educated peers agree.

In the last few years, fears have grown over the lack of working class British actors. “People like me wouldn’t have been able to go to college today,” said Dame Julie Walters. “I could because I got a full grant. I don’t know how you get into it now.”

Last year, a report revealed that half of Britain’s most successful actors were privately educated. The Sutton Trust found that 42 per cent of Bafta winners over all time were educated independently. 67 per cent of British winners in the best leading actor, actress and director categories at the Oscars attended fee-paying schools – and just seven per cent of British Oscar winners were state educated.

“That’s a frightening world to live in,” said James McAvoy, “because as soon as you get one tiny pocket of society creating all the arts, or culture starts to become representative not of everybody but of one tiny part. That’s not fair to begin with, but it’s also damaging for society.”

But have no fear! Old Etonian Damian Lewis is here to reassure us. Comfortingly, the privately-educated successful actor sees no problem with the proliferation of privately-educated successful actors. Speaking to the Evening Standard in February, he said that one thing that really makes him angry is “the flaring up recently of this idea that it was unfair that people from private schools were getting acting jobs.” Such concerns are, simply, “a nonsense!”

He elaborated in April, during a Guardian web chat. "As an actor educated at Eton, I'm still always in a minority," he wrote. "What is true and always rewarding about the acting profession is that everyone has a similar story about them being in a minority."

Lewis’s fellow alumni actors include Hugh Laurie, Tom Hiddleston, Eddie Redmayne – a happy coincidence, then, and nothing to do with the fact that Etonians have drama facilities including a designer, carpenter, manager, and wardrobe mistress. It is equally serendipitous that Laurie, Hiddleston and Tom Hollander – all stars of last year’s The Night Manager – attended the same posh prep school, The Dragon School in Oxford, alongside Emma Watson, Jack Davenport, Hugh Dancy, Dom Joly and Jack Whitehall. “Old Dragons (ODs) are absolutely everywhere,” said one former pupil, “and there’s a great sense of ‘looking after our own’." Tom Hollander said the Dragon School, which has a focus on creativity, is the reason for his love of acting, but that’s neither here nor there.

Damian Lewis’s wife, fellow actor Helen McCrory, first studied at her local state school before switching to the independent boarding school Queenswood Girls’ School in Hertfordshire (“I’m just as happy to eat foie gras as a baked potato,” the Telegraph quote her as saying on the subject). But she says she didn’t develop an interest in acting until she moved schools, thanks to her drama teacher, former actor Thane Bettany (father of Paul). Of course, private school has had literally no impact on her career either.

In fact, it could have had an adverse affect – as Benedict Cumberbatch’s old drama teacher at Harrow, Martin Tyrell, has explained: “I feel that [Cumberbatch and co] are being limited [from playing certain parts] by critics and audiences as a result of what their parents did for them at the age of 13. And that seems to me very unfair.”

He added: “I don’t think anyone ever bought an education at Harrow in order for their son to become an actor. Going to a major independent school is of no importance or value or help at all.” That clears that up.

The words of Michael Gambon should also put fears to rest. “The more Old Etonians the better, I think!” he said. “The two or three who are playing at the moment are geniuses, aren’t they? The more geniuses you get, the better. It’s to do with being actors and wanting to do it; it’s nothing to do with where they come from.”

So we should rejoice, and not feel worried when we read a list of privately educated Bafta and Oscar winners as long as this: Chiwetel Ejiofor (Dulwich College), Emilia Clarke (St Edward’s), Carey Mulligan (Woldingham School), Kate Winslet (Redroofs Theatre School), Daniel Day-Lewis (Sevenoaks School, Bedales), Jeremy Irons (Sherborne School), Rosamund Pike (Badminton), Tom Hardy (Reed), Kate Beckinsale (Godolphin and Latymer), Matthew Goode (Exeter), Rebecca Hall (Roedean), Emily Blunt (Hurtwood House) and Dan Stevens (Tonbridge).

Life is a meritocracy, and these guys were simply always the best. I guess the working classes just aren’t as talented.

Anna Leszkiewicz is a pop culture writer at the New Statesman.

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