This weekend I went to GEEK (Game Expo East Kent) which took place in Dreamland, Margate. While I was there I encountered three forms of storytelling – two that work well and one that does not.
The Story of GEEK
The first form of storytelling was the story of GEEK and Dreamland. On day two I met the storyteller in residence. His job was to record and tell the story of GEEK.
One of the ways he did that was to ask people to place stickers on boards. One board (shown), gave an impression of where people had come from. People, it turns out, have come from all parts of the country and other countries too, just to visit the game expo in Thanet. There were four stickers from people who had come from Romania to visit Thanet for GEEK.
While every one of the many thousands of people that came to GEEK has their story to tell, GEEK itself has a story. When it comes to writing that is something worth remembering – no matter who you are telling the story for, the place the story is set has it’s own march larger story. Or, to put it another way, individual characters have a story that is just a part of a richer tapestry of story.
I am glad that GEEK are tapping into the wider story and I am looking forward to reading the story of GEEK.
The story form that does not work
I got to talk to a whole bunch of games developers at GEEK. With some of them, I spoke, at length, about story.
One of the interesting topics to come out of those discussions was how games get pitched. More and more often there are games pitches which start and stop on the story the game will tell. More than one developer has wondered if these people are frustrated film producers.
Games are fundamentally things you play with. They can have story or not. A good story can lift a good game to new heights but a great story can do nothing for a poor game.
Between us, we listed several games where we would pay good money to see a film based on the plot but the game itself was not the least bit fun to play.
At the end of the day, games are a medium with priorities that do not always include storytelling. Yet, with the right foundations of play and mechanics, a good story adds a dimension to a game that can be created no other way.
It was, we agreed, best to start with the game first and follow up with the story.
Then we found an exception that proved us wrong.
Late in the day on Saturday, I got talking to John William Evelyn, an artist, who had stripped back the mechanics of gameplay to the bare minimum in order to convert the medium of game into a medium for story telling.
I sat and played an utterly compelling demo of The Collage Atlas which is an exceptionally beautiful and novel “game”.
You know me, I love story telling. It should not be a surprise to anyone that I was somewhat captivated by this relaxing game. I anticipate that The Collage Atlas will be a must have game for me when it comes out.
The lesson for us as writers here is this: Whatever form you tell your story in, make sure the story is allowed to shine.