Richard Morgan has something of a reputation for being unafraid to slaughter sacred cows, be it within science fiction or without. In light of his announcement as lead writer for the forthcoming Crysis 2 computer game, Morgan’s giving interviews all over the place… and here he is upsetting the easily upset by pointing out that Halo (fun to play as it may have been) was a bit rubbish from the storytelling side of things, thanks to its archetypal characterisation [via The Wertz, which came via Niall Harrison]:
So how do you go about solving that problem?
Well, the first thing you do is you make it more complicated, you ensure that your characters have agendas which donāt line up with the playerās. So theyāre not necessarily deliberately antagonistic to you, theyāre not necessarily on your side, theyāre just there, and they have their goals and sometimes those goals will line up with yours, sometimes they wonāt. Itās a really basic technique, but itās one that seems to be sorely lacking in games for the most part. I donāt think thereās any problem with enforcing fictional values into a game. It doesnāt really matter if the principal function of that game is to shoot shit. In the same way that thereās, you know, good and bad AI, so thereās good and bad fiction and no one would argue that, well, look, weāre only shooting shit so we wonāt bother with complex AI. Well, no, because complex AI makes the game more kick-ass, so similarly, why should we bother with interesting characterisation?
So you donāt think thereās any conflict between gameplay and story as a hard and fast rule?
Thereās only a conflict if you come at it from that slightly autistic, you know āthere is nothing here but shootingā kind of an angle. In a nutshell, I mean I understand that there are player who are like that, but if thatās really all you want, crank up the PS1 and play Doom or whatever.
To pick you up on something you said before about videogame characters generally falling into the category of instantly recognisable archetypes, do you think that deviating from that approach ā giving gamers what they donāt expect ā might lead to confusion? There are surely pros and cons to each approach?
Two part answer; firstly I think you donāt have to step a long way from those archetypes. You can still have a big tough guy, but what you will do is you will search for additional hooks that will make them think āthis character feels real to meā. And Iāve put a couple of companion characters into the game where theyāre not too dissimilar to archetypes in other games, but what Iāve done is try to give them all little signatures which just fit. I mean, play Gears Of War; those characters, you canāt imagine them doing anything besides running around shooting monsters. So you look for these little motifs that give you some kind of creative realism. Thatās all it takes to move far enough away from the archetype. Like you say there are people who wonāt get it, but there are people out there who, all they want to do is race through the game in the shortest possible time, skipping all of the cut-scenes. But if thatās you, then I say again, just go play Doom.
Does it surprise you, though, that a lot of players donāt give two hoots about the story?
I canāt believe that there are players out there who rush through Dead Space, or BioShock, without taking any time to just look around or to take in any of the story strands. Why would you pay fifty bucks for a game, then ignore fifty per cent of its content? Itās like, āhey Iām reading this book, but itās a bit long, so Iām going to rip the last half outā. Itās like my books; my novels are written with a whole bunch of stuff in them ⦠if you choose to read them on fast-forward, youāre the poorer for it. Thereās loads of stuff in there that takes a more considered approach to understand. If you donāt want it, I canāt force you to take it. But, at the same time, itās there for people who do.
Interesting to see Morgan coming at the same set of issues that Jonathan has been addressing with Blasphemous Geometries in recent months, albeit from the consumer/critic perspective rather than that of creator. What about the gamers among you, though – do you want more story in your games, or more bang-boom-kill?
[ In the interests of full disclosure, Richard Morgan is a client of mine, but I was a fan of his fiction before that happened. ]