Are games trying too hard to become movies?
Twenty minute long, gorgeous, breath taking animated cut scenes. Sweeping, academy-award worthy musical scores. Intensive, interpersonal character development. With elements like these becoming common features, it’s no secret that videogames have been becoming increasingly cinematic and story-driven in recent years. But are games trying too hard to become movies?
Games have had stories (however lean they may have been in the early days) since their inception, from the role a player took in defending Earth from Space Invaders to Mario’s first intrepid rescue of the princess in the original Donkey Kong. Now, gamers can expect massive Hollywood style narratives in their titles, complete with all the epic production values of a major motion picture. Nowhere is this more evident than in cut-scenes and ending sequences, the most story-intensive (and often least-interactive) portions of a game.
In the beginning, story was more of a suggestion, a premise from which the adventure or experience could be hooked on. Early titles like Pac-Man had elements of character, with each ghost having a name and a basic personality that affected how the game was played. Other games like the original Arcade Star Wars had a familiar story built in, though the narrative per se wasn’t integral to the gameplay.
Donkey Kong was one of the very first titles to have a logical narrative with a beginning, middle and end that continued throughout the game. A brief cut scene (with the classic tune) sets up the dastardly ape’s kidnapping of Pauline, the actual gameplay comprises Mario’s struggles to reach the top and save her, and the animation in the ending screen shows Donkey Kong falling and Mario and Pauline’s heartfelt reunion. Though it seems incredibly simple and primitive today, this was a breakthrough example of storytelling for its time.

With the advent of newer technology in the 8-bit era, the storytelling (and cinematic elements) became more pronounced. Ninja Gaiden on the NES was a prime example, and one of the first games that successfully employed cut scenes and stylized cinemas.

Another NES title that made waves for its original ending (even if the story wasn’t the true focus of the game) was Super Mario Brothers 2. Though the game was basically a palette swapped Doki Doki Panic, the ending revealed that the events of the game were all part of Mario’s dream. Admittedly, the “dream sequence” isn’t the most original of narrative devices, but it’s use in Mario 2 signified a sophistication befitting a film or TV show, implying that there were two levels of “reality’. Plus, many gamers at the time just thought it was a cool twist.

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