When thinking of spatial storytelling, the games that immediately spring to mind are those that have been termed 'Walking Simulators', such as Dear Esther, or Everybody's Gone to the Rapture, both games from The Chinese Room. However, spatial storytelling exists in a wide variety of games. The two games that I will be focusing on in this report are Dishonored 2, from Arkane Studios, and LA Noire, from Team Bondi.
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| Dishonored 2 has brilliantly designed levels, full of rich detail |
Dishonored 2 is a stealth action game that gives the player complete freedom to choose how they approach their objectives. The game can be completed by killing every enemy in the game, by killing none of the enemies, or anything in between. The 'Chaos System' is central to the story of the game, and will have a physical effect on the world around you as you move through levels. Throughout the game you come across areas that have been condemned, victims of the Bloodfly plague. These buildings are infested with vicious, blood sucking insects that will attack you if you get to close, and pose questions about how to approach the level. The more lives you take throughout the game the worse the Bloodfly plague will become, and more of these condemned buildings will surface as you progress. From a game play perspective, this creates different situations to navigate. From a narrative perspective however, this adds incredible weight to your decisions.
Whilst it may be easy to justify killing 'bad guys', the repercussions of your blood-lust result in a darker world, where hundreds of people are losing their lives to the plague, and those lucky enough to escape the infestation of Bloodflies spreading through their homes are destined for a life of famine and poverty. This adds a level of morality to the mechanics of the game, where your actions can be directly linked to the dead bodies you find strewn throughout these condemned buildings. I think that this method of spatial storytelling is particularly interesting, and takes full advantage of the medium of games. Where most games use spatial storytelling in a passive way, for the player to experience different stories of the world, Dishonored 2 puts you right in the center of the spatial storytelling, and develops it around you and your actions.
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| The bloodfly infestation that spreads across Karnaca can be directly traced back to the tip of your sword |
The other game I am going to talk about is LA Noire, an open world detective game. The player arrives at a crime scene, and must explore in order to find clues to solve the case. If ever a game was tailor made for spatial storytelling, then it is surely LA Noire. The job of the player in this role of detective is to assess a situation, and using all the clues at their disposal, come to conclusions about what happened. For the developer, spatial storytelling is about giving the player visual cues that answer some questions whilst posing others, and giving just the right amount of guidance to let the player come to their own conclusions. A match made in heaven.
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| LA Noire captures the feeling of Hollywood crime dramas, placing you in the starring role |
Environmental storytelling is the main mechanic in LA Noire. The game has driving, shooting, conversations, all those natural open world tropes that it seems so hard for AAA games to deviate from (even when it is a complete juxtaposition with the tone of the rest of the game), however the standout sections of the game is when you enter a crime scene, and have to explore to find the various clues, piecing them together to sleuth your way to a victory. You really feel like a Hollywood detective, and this feeling is based upon the strength of the spatial storytelling. My one gripe with this is that I feel it slightly lets itself down with some very 'gamey' systems, such as audio cues when you're near a clue, which can result in players just jogging around until they hear a sound, rather than searching in a natural way. However, whilst I find this mildly annoying, I appreciate that it's a necessary contrivance to keep up the pacing of the game, and not have it become frustrating,
Both games are great examples of spatial storytelling, but in very different ways. Dishonored 2 sees the landscape of the world shift around your actions; the spatial storytelling follows the mechanics.In LA Noire however, the spatial storytelling
is the
mechanic, and the game play is centered around using this to immerse you into your detective character. I think that the LA Noire method of spatial storytelling is more akin to those titles I mentioned in the opening of the report, the 'walking simulators', but framed in this guise of being a detective gives it a unique perspective and lifts it from feeling like a passive experience, to being right in the thick of it. As a result, this is a unique example, and whilst I think studying the techniques that the developers use has it's merits, it would be hard to take any direct influences for my own project. Dishonored 2 however, and the idea of your actions influencing the world, is a surefire way of giving the player agency in the world. This is an idea I will explore in future projects, a more subtle method of environmental storytelling that means the game isn't based on spatial storytelling, but rather the technique enhances the experience as a whole.