For this project, I seriously considered three games: Planescape: Torment, Bioshock, and Deus Ex: Human Revolution. I feel that all three of these games would be good choices for the purposes of examining story in video games. All three games have detailed, well-developed stories, all three have strong thematic elements, and all three are personal favorites of mine. So, as to the pros and cons of each game:
Planescape: Torment is a traditional RPG (role-playing game) with tactical combat played from a top-down perspective. This game, in my opinion, has the best story out of the three. The story is relatively unique in that it does not deal with grand events or saving the world (a common theme in RPGs), but rather is only concerned with the story of the game’s main character, The Nameless One. The Nameless One is immortal and has no memory of his past, and the entire purpose of the game is to discover who he is and why he can’t die. The story is well-written and deals with complex issues and problems that don’t have easy answers—issues of life and death, of forgiveness and redemption. The game features over a million words of dialogue, so the level of detail in the story is unparalleled,
Ultimately, I chose not to analyze this game for one simple reason: It’s old. It was released in December of 1999 and while it was well-received at the time (critically if not commercially), it’s not talked about much today. Also, the presentation of the story is an artifact of the technical limitations of the time—there’s a small amount of voice acting, but most of the story is communicated via text. Most modern video games have moved on from text presentations into scripts that are fully voice-acted, and there is a significant difference in the presentation styles. If I am to analyze the literary potential of video games, I feel it would be better to analyze the medium as it currently stands.
Bioshock is an action-RPG hybrid played from a first-person perspective. It involves one person’s exploration of Rapture, an underwater city constructed by a billionaire so that he could escape from government regulation. It was released in December of 2007, so it is still relatively modern, and this can be seen in the presentation of the story—the story is communicated through fully voice-acted “audio diaries” that the player finds at various points in the game. There are strong thematic elements in this game, as well—what does it mean to have true freedom? Also, it has one of the most memorable plot twists I’ve ever experienced in a video game.
I chose not to analyze this game for two reasons. First, I don’t feel that the thematic elements were as well-realized as they could have been. The first two-thirds of the game is excellent, but in my opinion, the last third represents a missed opportunity from both a story and a thematic point of view. And second, the level of engagement with other characters is minimal. Rapture is an isolated and depopulated place, and there are only a handful of characters that the player has any interaction with. Character is an important part of story, and this game would not give me as much of an opportunity to examine it as other games would.
Finally, there is the game I chose to analyze: Deus Ex: Human Revolution. This is also an action-RPG hybrid played from a first-person perspective. This game was just released in August, so it is an excellent vehicle to analyze contemporary storytelling in video games. The story involves a global conspiracy surrounding the use of “augmentations”—cybernetic replacements for limbs and organs. The game is centered around the player’s attempts to unravel the conspiracy. Like Bioshock, the story is presented through dialogue that is fully voice-acted, but unlike Bioshock, there is a significant amount of interaction with other characters; the player has conversations with other people that include dialogue options for what to say.
I chose this game not because I believe it has the best story of any game I’ve ever played (that honor goes to Planescape: Torment), but because it offers a contemporary example of storytelling in video games that is ripe for analysis. There are many elements of the story that can be analyzed, both interactive and non-interactive, and I believe that the game will be a useful illustration of the current state of video game storytelling, as well as the merits of video games as a literary genre.