Image Credit: Bethesda
Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Game Storytelling Should Look to Music, Not Film

This article is over 14 years old and may contain outdated information
image

Why do games try to be like movies when they’re arguably more like music in the first place?

It’s no secret that many games aspire to be like movies in their storytelling – grand, elaborate cutscenes, visually stunning tableaus – and indeed, “cinematic” is right up there with “compelling” in terms of generic review praise. But videogames are an inherently interactive medium – you watch a movie, you read a book, but you play a game. As Ollie Barder argues in Issue 229 of The Escapist, games should take cues from another medium that is meant to be played: Music.

At their heart, the way games guide players through their inner workings is a lot like how a musician reads a piece of sheet music. Musical notation is purely causal, as it directs the musician how the piece should be performed. Full of differing instructions like repeats and codas, you very rarely progress straight through a piece of music the way you would a novel or film. Time signatures, keys, rhythms, dynamics – sheet music contains incredibly precise directions on how to perform the piece. Not everyone can read it, either; musical notation must be parsed by a trained musician before a listener can interpret it.

In the same way, a gamer also has to follow very detailed instructions in terms of timing inputs, coordinating button presses and dealing with graded elements of control input intensity. You can’t hand the controller over to anyone, either – complex games require the specific skillset of an experienced gamer in order to be successfully parsed.

To read more about how games could take a few pointers from the sound of music (and that would be the actual sound, not the film), read “Symphony of Play” by Ollie Barder in Issue 229 of The Escapist.

Recommended Videos

The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission.Ā Learn more about our Affiliate Policy
Author