MGS4 Storyline Is A Measuring Stick, Not A Detriment
As both my resume and my closest friends will tell you, I'm a writer first and a gamer second. Granted, I will always love the hobby in question and I consider my current position at PSX Extreme as a grand combination of two deep-set passions. Therefore, it should go without saying that I've watched the advancement of writing in the video game industry with attentive eyes and an encouraged heart.
Some of our loyal readers will remember an editorial I did last year, addressing the storyline of Metal Gear Solid 4: Guns of the Patriots. You will notice that I don't make any ill-founded (and ill-advised) comparisons to the finest pieces of literature ever written, or the best movie scripts in history. I'm no literary genius but I can easily recognize that video games aren't quite up to snuff in regards to top-notch writing talent. In no way will I place MGS4 in one hand and Thomas Mann's "The Magic Mountain" in the other and say to myself, "hmm, now let's examine the contrasts." But at the same time, it would be equally foolhardy to discount the strides we have taken in this industry, and even more so to place the Metal Gear Solid franchise in the cross-hairs when we call for the need of "better writing" in video games. While accepting the current limitations and looking forth to future advancements, one should use the best examples at the ready disposal in order to remain optimistic. Doing the opposite is...well, backwards.
As it has gained plenty of attention, you may notice this article, asking Konami and Kojima to provide gamers with less "long-winded" and "convoluted" storylines and, as far as I can interpret, simplify the intended plot (potentially for Metal Gear Solid: Rising). There are several problems with this, the biggest of which I have just alluded to; as MGS4 remains one of the best examples of relatively impressive writing, it shouldn't be used as a scapegoat to call for better formulated stories and keener character development. To those schooled in the art of writing, they will notice several glaring errors in the construction of the MGS4 script: the author really doesn't know when to end a scene (there's a distinct difference between drama and melodrama), and even more importantly, the reader - or in this case, the player - deserves more respect. The cardinal sin of fiction is to "tell" rather than "show," and there's a great deal too much "telling" going on in MGS4. In this way, it stumbles a bit and falls from the ranks of "professional" to "amateur with raw talent." That's how I see it.
But to call down the cut-scenes for taking too long and going after the complexity of the script isn't doing the game justice. I will freely admit that one needs to be a little too acquainted with the overall MGS storyline to understand every last facet of the plot in MGS4, but you really shouldn't hide behind a mostly transparent veil of, "I didn't get all of it so it's the author's fault." This rarely flies in book clubs. Again, I don't want to make the poor comparison mentioned earlier; I'm merely making a point. If you want to ask for better writing, talk about games that should've had good writing but failed in their attempt. There are plenty. But don't make it sound as if MGS4 is an example of what not to do in the realm of video game writing. That, my friends, is a mistake.
Related Game(s): Metal Gear Solid 4: Guns of the Patriots
6/17/2009 Ben Dutka
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Comments (60 posts)
Fane1024
Thursday, June 18, 2009 @ 6:44:37 PM
Jalex
Wednesday, June 17, 2009 @ 9:49:17 PM
Reply
I hear a lot of people complaining about the story in 'Guns of the Patriots', but these complaints rarely deviate from 'too much information', if I may simplify it so.
And in the world of video games, where most characters go undeveloped and certain plot points (even if minor in most cases) are left hanging by the end of it all, I would definitely take too much over too little.
And that's just speaking to the quantity. I think my comment has gone on too long already to address quality.
Lord carlos
Wednesday, June 17, 2009 @ 10:26:32 PM
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When lucas made Star wars in '77 he didn't bother explaining every last little detail to the audience,he just told the story as if everyone already knew the world he created & it worked!
CrazyIrishBoy
Thursday, June 18, 2009 @ 7:14:18 AM
Lord carlos
Thursday, June 18, 2009 @ 2:27:08 PM
Video games seam to be on the middle ground where you can get away with either less or more info depending on the core user base.
Last edited by Lord carlos on 6/18/2009 2:31:08 PM
bigrailer19
Wednesday, June 17, 2009 @ 11:22:20 PM
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The cut scenes although a little long did not bother me at all, but it's not the story or telling of the story i hear complaints about. it's always the length of the cut-scenes, people refer to it as a movie over a video game...
I didnt even know this was a concern and frankly it shouldnt be. If we look at the big picture though i would definately say, that yes the video game industry is lacking when it comes to stories. but for the most part i am more intrigued by games like Uncharted, MGS, GOW, and even Prince of Persia than most movies. maybe because i get to play out the story rather than follow it but either way.
Last edited by bigrailer19 on 6/17/2009 11:25:24 PM
jmo_INDY_Repub
Wednesday, June 17, 2009 @ 11:25:01 PM
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Highlander
Wednesday, June 17, 2009 @ 11:45:06 PM
oldmike
Thursday, June 18, 2009 @ 12:38:13 AM
jmo_INDY_Repub
Wednesday, June 17, 2009 @ 11:43:01 PM
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Highlander
Wednesday, June 17, 2009 @ 11:49:52 PM
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It's the exact opposite of where I think games need to go. Games should be telling stories and creating memorable characters that we can empathize with. Novels create worlds and characters that can move us to tears. Movies create worlds and characters that can move us to tears. Even TV can create worlds and characters that move us to tears. So, why not games?
Fane1024
Thursday, June 18, 2009 @ 6:48:30 PM
jmo_INDY_Repub
Thursday, June 18, 2009 @ 12:02:44 AM
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Scarecrow
Thursday, June 18, 2009 @ 12:21:07 AM
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^That's the sad truth.
The more educated, open-minded, and understanding of any one subject you are, the more you'll get/take away from games with deep stories.
Final Fantasy XII is another great example of a game with a deep and dynamic storyline which was mature and down to the point most of the time.
And what did you get? Gamers whining 'bout how they wanted kissing in the game and how they didn't understand it.
Final Fantasy X-2 is another one. Because if it's a female-based storyline with deep plots and exploration in it, it's too much for them.
-----------------------------------------------
By the way Ben, I disagree with you. I know you love books and all, but I find the overall(visual) + storytelling of games more ENGAGING than any book will ever be.
While games let me see, hear, and explore the storyline at hand. Books put me to sleep while I try to visualize what the heck the author's talking 'bout.
-------------------------
Also, this is what you get when 360 fans get a MGS, a lot of teenagers whining 'bout the wrong thing.
Funny
oldmike
Thursday, June 18, 2009 @ 12:50:18 AM
Scarecrow
Thursday, June 18, 2009 @ 1:03:59 AM
First of all, it's not a pop star story. It on two occassions presents you with two events in which Yuna sings. It became her escape/calling of sorts.
But in no way did the story revolve around that.
This alone proves my point. Gamers are too superficial. They just look at what's at the surface and aren't capable most of the time to fully understand what they're playing(when playing story driven games).
---
On FFXII. Dry how? I could say the same thing 'bout Kingdom Hearts. I didn't find its story engaging, but I'd be utterly out of line if I said that it was dry, it had a good storyline and interesting plots/subplots.
Furthermore I advise you to read up FFXII's and FFX-2's reviews on the following websites:
psxextreme.com
IGN.com
GameInformer.com
LimitedVertigo
Thursday, June 18, 2009 @ 1:30:43 AM
oldmike
Thursday, June 18, 2009 @ 1:35:21 AM
Mr Bitey
Thursday, June 18, 2009 @ 8:59:34 AM
SarahPalinMILF
Thursday, June 18, 2009 @ 12:22:41 AM
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556pineapple
Thursday, June 18, 2009 @ 1:25:25 AM
bearbobby
Thursday, June 18, 2009 @ 4:16:06 PM
Scarecrow
Thursday, June 18, 2009 @ 12:23:44 AM
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Man when it all becomes 'bout money and "omg we gotta target the games for these groups(the West)"
^That's when devs start to limit themselves
Seems like limitations was never the goal in past generations
It was first 'bout pushing games to their limits.
oldmike
Thursday, June 18, 2009 @ 12:53:42 AM
Scarecrow
Thursday, June 18, 2009 @ 1:05:12 AM
LimitedVertigo
Thursday, June 18, 2009 @ 1:28:46 AM
NonProphet
Thursday, June 18, 2009 @ 12:26:53 AM
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LimitedVertigo
Thursday, June 18, 2009 @ 7:11:15 PM
556pineapple
Thursday, June 18, 2009 @ 1:18:26 AM
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LimitedVertigo
Thursday, June 18, 2009 @ 1:27:25 AM
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The CEO
Thursday, June 18, 2009 @ 3:42:21 AM
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reryan
Thursday, June 18, 2009 @ 5:02:49 AM
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Now, I don't think that many games that I play are either mindless or gratuitous, but I can accept this statement as a symptom of an older generation that doesn't understand games in general. I do agree with the sentiments later in the article, which suggest that character development is a weak spot in video game writing.
I think that the reason we gamers connect so well with games like MGS, Zelda and Final Fantasy is that games are superb storytellers; we are immersed in a virtual world and the storyline of a game closely affects our interaction. But good storytelling isn't necessarily good writing, and in terms of character development it is difficult for me to think of a truly dynamic character in a game I have played (dynamic meaning that the character begins a certain way and develops through the actions of the story, vs a static character that doesn't develop). Link from Legend of Zelda is one of my most favorite characters ever, but he is the opposite of a dynamic character.
Anyways, I think writing in games is definitely on the right track, as Ben suggested in his article. I think we'll start to see more skilled writing in games as they gain legitimacy as an art form.
Link to the Newsweek article:
http://www.newsweek.com/id/200861
Turbey
Thursday, June 18, 2009 @ 5:49:00 AM
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People have a choice, if you don`t like games with long and entertaining cutscenes, then don`t buy them.
I for one LOVE the story and cutscenes in MGS( MGS 1 , 2, 3 and 4). Have absolutley nothing against it, MGS wouldn`t be MGS if it didn`t have those cutscenes.
Now that MG:Rising is also coming to the Xbox360, xbox fans start complaining about it. And this really makes me angry. This is the reason MGS franchise should stay exclusive to the PS3.
Last edited by Ben Dutka PSXE on 6/18/2009 10:25:21 AM
karneli lll
Thursday, June 18, 2009 @ 6:07:56 AM
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A kid will always choose a coloring book over a well written piece of literature.
Last edited by karneli lll on 6/18/2009 6:08:18 AM
Lotusflow3r
Thursday, June 18, 2009 @ 7:05:33 AM
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It aint Kojimas fault if shallow people want everything spelt out for them!
All stories are better when they require a lot of thought and analysis. Take David Lynch for example, does one dare to criticise him for his story writing just because they may or may not understand it? Or for video games, Silent Hill 2? The greatest story EVER put to video game, will people complain just because the story is not spelled out to the player and asks for interpretation and deeper analysis?
I say to those that complain of a story for these reasons, go back to a COD :)
LunaticFringe
Thursday, June 18, 2009 @ 8:06:35 AM
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Jawknee
Thursday, June 18, 2009 @ 9:52:08 AM
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Turbey
Thursday, June 18, 2009 @ 10:11:09 AM
I really must admit I was a bit disapointed when Kojima announced MGS:Peace Walker for the PSP. I have nothing against PSP, have just resently bought one, but having the "real" sequel to MGS on the PSP is a bit disapointing for me. Not saying I won`t buy it, problably a day 1 buy for me:P
It would be awesome to see MGS:Peace Walker on the PS3!
Jawknee
Thursday, June 18, 2009 @ 10:32:13 AM
Turbey
Thursday, June 18, 2009 @ 11:17:34 AM
And yeah, I agree that Konami would problably pressure him to realese MGS:PW multiplat if it came out on current next gen consoles. But we would never know, if it`s know thing i know about Konami it`s that they really care about their fans. Their nothing like SE or Bethesda.
Rising probably gonna be awesome. I`m actually looking forward to it...
Not to mention how xbox fans will selebrate that Rising is a litte "better" like having 5 more pixels than the PS3 version. Not to mention the sales....oh god!
mastiffchild
Thursday, June 18, 2009 @ 10:06:20 AM
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Point is this: what works well for novels, films or even TV serials doesn't work for games and while I agree that Koj and his dialogue can get a bit ripe he's still far closer to uncovering the perect method of aiding interaction between the real and game universe. The plain fact that people care so much about a gruff monosyllabic grunt like Snake is testament to this.
The Cnet article is crap, simple as that. Whether people enjoy the cutscenes is a matter of taste but the games wouldn't have the emotional impact if you skip them, would they?
To criticise Koj, when the gameplay is also unique and multi faceted(not to mention how well he innovates with content, controllers and interaction)as well as the surprise in MGS4 being about the best veiled and revealed in gaming ever is harsh beyond belief.
As for melodrama Vs drama or not knowing where to stop-I don't think even they're the problem. Kojima's one of the few who really looks for ways for games to do disposition in ways other than those we find in other medias-and especially at different levels. What he does would pall in an actual movie I'm sure-or a novel-but in a game where he ties together 20 years of story it's highly impressive.
He's no Dostoyevsky, I know, but he shouldn't be and when, in years to come, people talk of the fathers of narrative within gaming(after the form has really grown into art)the way he's opening up both methods of doing this AND lines of debate around the subject people will realise just what Kojima has tried, and largely succeeded in doing. A form as young as ours is still finding it's feet in many artistic respects and Koj, at least, manages to rise above the banal while trying to do more than his peers.
He should be lauded even more than he is now, imo. The games are amazing, interesting and, above all, totally playable and the story makes this even better, imo.
Last edited by mastiffchild on 6/18/2009 10:10:39 AM
Scarecrow
Thursday, June 18, 2009 @ 7:02:54 PM
phudge_supreemz
Thursday, June 18, 2009 @ 1:17:42 PM
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jmo_INDY_Repub
Thursday, June 18, 2009 @ 2:29:31 PM
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BikerSaint
Thursday, June 18, 2009 @ 10:20:18 PM
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There'a very interestingg view of a female gamer's 1st run-through in all of the MGS series, and a pretty good read.....
How the Metal Gear Solid series changed my life
http://www.destructoid.com/how-the-metal-gear-solid-series-changed-my-life-132684.phtml
el_rika
Friday, June 19, 2009 @ 10:51:49 AM
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"To those schooled in the art of writing, they will notice several glaring errors in the construction of the MGS4 script: the author really doesn't know when to end a scene (there's a distinct difference between drama and melodrama), and even more importantly, the reader - or in this case, the player - deserves more respect. The cardinal sin of fiction is to "tell" rather than "show," and there's a great deal too much "telling" going on in MGS4. In this way, it stumbles a bit and falls from the ranks of "professional" to "amateur with raw talent." That's how I see it"
It is neither an error, nor an "amateur" way of handling the specific scene. It is text book film & animation school 'melodramatic structuration' which apart from many japanese animation and live action movies, is used by some famous american movies as well, like The Matrix series, V for Vendetta or Lord of the Rings, not to mention every play ever written. It is meant to be intriquing by it's very nature, but at the same time overwhelming and confusing. Inherently, the effect greately varies from person to person but in my opinion it is ultimatelly more rewarding than simply cutting down the script and consequently altering the auteur's vision just for lenght reasons, especially when lenght is not an issue. Consider it an out of the box Director's Cut version, which it's exactly what it is.
I must confess that i felt many, many scenes in Lord of the Rings(s) to be overlong, but then again the unrelenting vision of the auteur is exactly why some will love a certain piece.
It is ultimatelly all about choice, but there's certainly nothing amateur about it.
SubjectiveTruth
Saturday, June 20, 2009 @ 6:49:28 PM
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Metal Gear Solid 4: Guns of the Patriots









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Wednesday, June 17, 2009 @ 9:46:52 PM
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