With the results now in, we present the third Quantum Leap Award, as voted by the readership of game industry professionals, awarded to the game throughout the industry's history that represented the biggest 'quantum leap' in storytelling.
In
October 2006, the editors of Gamasutra asked its readership of
game industry professionals to chime in and vote for which game
brought storytelling forward in
the biggest way, from any genre (text adventure
through action title to RPG or sim and beyond), and from
the early days of video gaming right through to the present day.
We were looking for any game which in some way moved, astounded,
or engrossed the player through its plot and the way the game evolves
through it - and has specifically advanced game storytelling in
the largest way. Specifically, we asked:
"Which video game has made the biggest 'quantum leap'
in terms of storytelling, and why?"
On the following pages, we'll first present the "honorable
mentions" - games that, while certainly innovative and important,
did not receive enough votes to make it into the top echelon.
Following this, we'll present the top five best storytellers
voted for by our readers, in reverse order, ending with the overall
recipient of Gamasutra's third Quantum Leap Award, which received
the largest amount of votes from game professionals.
Honorable Mention: The Sims
No other game before The Sims had taken as many options
and choices and made it so friendly to all all ages, sexes, and
social groups in order for them to create their own families, lives,
and neighborhoods in which to tell their own stories. User-centric
storytelling is the most powerful form that we have long after
the initial narrative dies away. People always love telling fellow
game players what they did here or what they accomplished differently
over there. Pure narrative and plot only goes so far, but The
Sims took the extra step and delivered the story-making
tools to the players.
Ben Wari, Hot Thoth Productions
Honorable Mention: System Shock (series)
Forcing the user to build the story piecemeal through
personal logs and snippets of information throughout the game
created a varied experience for each user. This drove
the player to fill the holes in the story with the next log and
their own assumptions and imagination. I remember playing System
Shock 2 years after playing it for the first time and had a markedly
different reaction due to changes in my own perspective. Phenomenal.
Matt Knowles, EA Chicago
Honorable Mention: Marathon
The integration of (often quite long) monologues with recognizable
characterizations into gameplay through computer terminals was
a brilliant way of keeping the story engaging during gameplay--you
never knew whether you'd get smacked in the back of the head while
reading your new mission objectives. What's worse, you were more
often than not being insulted by some snarky AI. You got
the depth of story you wanted--you could play through it without
scratching the surface, or you could seek out hidden terminals
and try to decipher the bizarre and often garbled stories contained
therein, and post with other pale obsessives to the Marathon's
Story Page, which still exists at marathon.bungie.org/story. Finally,
consider that this game was going up against Doom. Same
genre, same era, profoundly different attitude towards story. 'Nuff
said.
Max Lieberman
Honorable Mention: Baldur's Gate 2
Even the smallest of quests in Baldur's Gate II seemed
to have a huge impact on the inhabitants of the world around
you. You don't just clear trolls out of a castle, you go into
the castle and rebuild an heirloom artifact, rescue hiding servants,
discover some of the castle's hidden treasures and ally with
the castle's young heiress. And after that's done, you can inhabit
the castle and help manage its assets, all with the aid of those
whom you rescued in the process. Rarely in this game
do you go clear out a dungeon, then go back to town and sell
your loot and forget it ever happened. This game has done a fantastic
job of making each of the player's actions have a lasting impact
on the game's characters.
If there's one thing that makes a story great, it's the characters. Baldur's
Gate II had tons of unique characters, all with very fleshed
out personalities. But one thing that made it a "Quantum Leap" was
the integration of these personalities into different situations.
Your stoic Paladin buddy may react differently to the horrors
of a sinister cult compared to your brooding Drow cleric. And
better yet, they may just react to one another, leaving it up
to the player to settle their dispute. On the other hand, the
game also offers the player a chance to romance with certain
characters in the game, a relationship that grows over the course
of the adventure, so subtly that the player may not even notice
he's in that character's "romance" string.
In a game where the player can choose to be any race, to be good,
neutral or evil, and to be any class he wishes, Baldur's Gate
II does an amazing job of making the player feel like the
story was built just for his character, and that the party he chooses
to travel with was hand-picked just for him. Games like Grim
Fandango and System Shock 2 have characters, plotlines
and deliveries that have really stuck with me, but the fantastic
dynamic aspect to Baldur's Gate II give it my vote for
the biggest quantum leap in storytelling.
Josiah Colborn, Novo Interactive
Honorable Mention: Jade Empire
Jade Empire had absolutely gorgeous art direction, an
incredible original score, and amazing character development. The
game had a great plot and excellent pacing. It perfected
what Knights of the Old Republic had prototyped with the
good/evil character schema, something which was copied by virtually
the entire industry. Achieving meaningful play through
dramatic decisions and creating situations requiring sacrifices
and compromise made the game truly a game and not simply interactive
fiction. Few games have ever brought tears to my eyes because of
genuine emotion.
Kale Menges, The Guildhall at SMU
Honorable Mention: Gabriel Knight (series)
What I like about Gabriel Knight is that the
characters’own views aren’t forced on you, like in
a lot of story driven games. Also, a point that stands
out is how Jane Jensen actually gives you the background story
in the game if you are interested in it. Overall, the writing
in the series is consistent and characters act as you’d
expect them to act when they take up their reoccurring roles
in the later games. I really believe that the Gabriel Knight series was a quantum leap in terms of story telling.
Anonymous
Honorable Mention: A Mind Forever Voyaging
Simply put, [A Mind Forever Voyaging] was one of, if
not the, first games with a serious plot. Instead of fantasy (Zork,
Ultima) or sci-fi (Star Raiders, Starcross) the story was about
politics and modern society. Instead of rescuing the damsel
in distress, the goal of the game was to discover if a social policy
would result in a better future for mankind. Your "character" was
a computer that could simulate the future and you would "live" in
that future to see what it would be like. This computer simulation
had existed as a mere simulation, living as a man with a wife and
child, for years and suddenly found out that it was a computer
and that everything it had known was fake. In addition to having
one of the best gotcha moments in gaming (anyone remember typing "Ryder" and
the way the senator totally freaked out?) it also had one of the
greatest endings in the history of videogames. Not only do you
find out that the future would have been a disaster under this
new policy, your reward is to be put back into the original simulation
to be reunited with your "family" to live out the remainder of
your life. I was in my early teens when I played this game
and I still remember the tears in my eyes at the final paragraphs.
Anonymous
Honorable Mention: Zelda II: The Adventures of Link
Trying to choose one game that has ushered in a new age of unprecedented
storytelling is like trying to pick one book amongst all books
for the same award. It seems almost impossible. However, after
much deliberation with myself, I have settled on Zelda II: The
Adventure of Link. While there were NPC's in the first Zelda, and
in other games, Zelda II was one of the first games that
really sought to breathe life into their townsfolk. NPC's walked
around and seemingly had their own agendas. It gave the world a
life of its own, instead of being a simple stage for Link's story
to unfold upon. Now, this is a standard. Games rarely
revert back to the days when NPC's were lifeless - standing in
a cave waiting to give you a wooden sword with no personality or
reason for their existence.
Fernando De La Cruz, 1st Playable Productions
Honorable Mention: Xenogears
Xenogears re-defined the term 'scope' as it applies to video game
story telling. With a story that spanned thousands of years, and
took on topics such as religion and the origin of man, Xenogears
went where other games were afraid to tread. Lasting well over
80 hours, nearly every plot point and character was fleshed
out completely, creating an epic and dynamic story that stands
today as one of the greatest examples of video game storytelling.
Chris Gaub, Excell Data Corp.
Xenogears had such an intricate plot, with split personality and
reincarnation leading to the best climax ending I have ever seen.
And Yasunori Mitsuda's music plunged you deep into the story. I
have yet to find another RPG that equals it
Mel Saint Marceaux, BNP Paribas
Honorable Mention: Planescape: Torment
Planescape: Torment had the same emotional effect (which
is not to say that it's entirely on the same aesthetic level) on
me that The Brothers Karamazov did, a kind of feverish struggling
with oneself that I very rarely experience through any medium,
be it book, film or game. Furthermore, Planescape:
Torment used an unusual approach in that it wasn't about saving
the world, nor even was it character driven, but rather it seemed
to be question driven, as if the whole game was a riddle.
Essentially, it posed profound metaphysical questions with sublime
eloquence.
Anonymous
Honorable Mention: Fallout
Black Isle's 'Fallout' was one of the first games with a cinema
caliber story, sharp dialogue, and true story-driven objectives.
You had a reason to act that was intensely personal. The whole
world may have been in danger, but your first priority was always
your own friends and family. That you are then rejected
and cast out into the wastes, even as their savior, remains one
of the most poignant moments in gaming history. Even when
you "beat" the game, your character loses that which is most dear
to him.
Jamison Moore, USC/ISI
Honorable Mention: Façade
Façade - It's the first game ever to combine truly non-linear
plot, natural language input, and drama management.
Anonymous
Honorable Mention: Dreamfall: The Longest Journey
[Dreamfall's story] really relates the real world we live in to
the non-fiction world of Arcadia indirectly. Playing the game was
like reading a novel; indeed, a novel that has come to life through
the game. What amazed me was also how each characters' emotions
affected me, the player.
Vincent Goh
Dreamfall comes closest, in games of the past five years, to realizing
the dream of interactive storytelling.
Anonymous
Honorable Mention: Indigo Prophecy
Indigo Prophecy (aka Fahrenheit) was immediately
engaging and allowed for intuitive multi-path storytelling. The
first two acts
where actions and inactions had game-affecting consequences were
particularly effective storytelling. The use of different player
characters, whose actions were directly contrary to the actions
of the main character, were great touches and helped highlight
the
depths of the game's story. Indigo Prophecy took adventure gaming
and its focus on storytelling to new heights. Overall, it was an
amazing, enthralling, and revolutionary video game.
Jason Blair, Human Head Studios
I believe that Quantic Dream's Indigo Prophecy (Fahrenheit outside
North America) is so far the video game that has, in many aspects,
pushed the bar highest in terms of interactive narration. It is
the very first game were you actually play the story, with player's
actions having real consequences on the scenario and outcome of
the journey. The quality of the story, that sucks you in from the
first second until the end, the way it was structured, character's
back stories and personalities and the way you could actually switch
characters to always follow the main protagonist (or not) in a
particular scene - like in a movie, the inspiring music (Angelo
Badalamenti!) etc..were truly unique. What is also of particular
interest is the fact that you really feel the game designers have
put a lot of thought into interface and control, for these to be
at the service of story and immersion.
Anonymous
5.
Grim Fandango
Look, I know everyone's obsessed with non-linear,
interactive storytelling in video games, and games like KotoR really
made that leap. But we are forgetting that a good story is just
a good story - real characters, real plot. The player can never
truly be a character in the truest sense of the world. A game like
Grim Fandango got it all right. The story was so good
and the dialog so lean and fresh that it was a perfectly suitable
reward for completing
gameplay obstacles. Also, the story and gameplay were not exclusive
of each other a la Final Fantasy - every puzzle was derived
from the story. Brilliant.
Adam Nash, Ithaca College
Grim Fandango. Simply put, it's the greatest story ever
told by a game.
Anonymous
4.
StarCraft
StarCraft was a game that had surprising emotional power,
given its somewhat detached in-game perspective. It was
the active participation of the player in the unfolding events
that made it work so well. When Arcturus Mengsk left Kerrigan
to die at the hands of the Zerg, the sense of betrayal was so much
stronger for having truly been the one who was betrayed along
with Jim and Sarah. Then beginning the Zerg campaign, guilt as
the contents of the 'chrysalis' I had been tasked to protect was
revealed. Guilt and disgust for having helped to destroy a friend
and create the "Queen of Blades."
Christiaan Moleman
Starcraft told us the story before the gameplay, completely separating
both concepts. Blizzard's design team needed to tell a story with
small animations inside little frames and text, simulating strategic
communications between races. The result was a perfect
excuse for the gameplay. Each mission had an excuse to
be, not only "destroy your enemy" but dressed like "we need to
conquer this area in order to avoid the Zerg arriving with reinforcements".
Ricardo Carretero, Tragnarion Studios
3.
Final Fantasy VII
Final Fantasy VII is the first game I can remember that had a
main character die as part of the unavoidable main story path,
and the first game that truly moved me to think of games as a medium
for creative expression in terms of the storyline's divergence
from a linear path. Wonderful, simple storyline that manages
to develop the nine characters available to the player to such
a degree that you are truly able to describe individual and subtle
nuances of their personalities. Side-quests and exploration
leading to advances in characters' backstory, highly developed
emotional attachment through narrative alone and the ability to
really immerse a player deeply in every aspect of the world were
features that I really hadn't seen before.
This was the first game that managed to envelop me as thoroughly
as a novel could, and has made a lasting impact on me. To this
day it is one of the only games that will provoke an emotional
response when I hear music from the game (Aeris' theme) - an unmistakable
sign of a wonderfully engaging storyline and full, attaching
character development that has yet to be matched in my mind.
Ben Keen, Electronic Arts
Final Fantasy VII represented the greatest narrative
jump forward for its time, both in terms of scope and depth. From
the game's
opening sequences, it was apparent that the steam enshrouded cityscape
of Midgar was not only a breathtaking vista in and of itself, but
provided a dark and brooding atmospheric setting for introducing
the story's protagonists. As the dramatic elements unfolded, there
were subtleties to the emotional tone of the characters that drew
the player into the complex plot, and often elicited a deeply sympathetic
response to their struggles. In a medium where a character dying
is a customary occurrence, the death of Aeris was both unexpected
and unexpectedly moving. These elements set new standards for the
difficult process of incorporating compelling storytelling into
an interactive world.
Anonymous
2.
Half-Life
Half-Life is the obvious answer, not because it used movie-level
production values or deep philosophical conundrums (those would
be Metal Gear Solid 2 and Deus Ex, respectively), but because it
chose to integrate the storytelling entirely into the gameplay.
By eschewing dialogue trees and non-interactive cutscenes, Half-Life cut right to the meat of a FPS, and gave us a peek at what video
games can be capable of.
Andrew Swan, Snow Goose Productions
Half-Life introduced a new high bar in immersing the player in
a world where he is the hero.
Javier Heredia, DukWorld
Half-Life was the first FPS that used the strengths of
the first person view to tell a decent story. The train
ride intro was brilliant.
Corey Navage, Day 1 Studios
1.
Deus Ex
Not only did Deus Ex include the feel of a branching
story line, it also makes an attempt at changing the way
your character acts and reacts based on previous actions. Everything
from how many people you kill to whether or not you wander around
in the women’s bathroom have an affect on other characters’dialog,
and yours as well. The game achieved a sense of agency
unmatched in any game previous and (in my opinion) every game since,
including its own sequel. Just the fact that the plot never felt
forced and that there were so many options available to the player
throughout the game makes it certainly worth recognition as a quantum
leap in game driven storytelling.
Deus Ex made the biggest quantum leap in story telling
because it gave the player freedom to choose the method of playing
through
the story-line, whether the method is violent, sneaky, or skillful.
Vitas Povilaitis, Graceful Boot
Anonymous
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