io9.com recently ran a piece breaking down the story elements in the Mass Effect series, which got me thinking about the differences between storytelling mediums. I love Mass Effect because stories and characters matter. I love the little details, the sense of time-depth, and the relationships. Frankly, I feel like this form of storytelling is only going to get bigger and better, but that doesn’t mean novels and short stories (and everything in between) need to take a backseat.
Oh, no. On the contrary, we can step it up.
Where games like Mass Effect fall short is in the depth of the stories and arcs it can tell. If I’m romancing Tali’Zorah vas Normandy, as awesome as that is, it’s going to consist of 15, 20 minutes worth of dialogue and interaction. As I played through Star Wars: The Old Republic, an MMORPG also produced by BioWare, the story arcs for companions are longer–30 to 40 minutes.

Give her a hunk of scrap metal, a circuit board, and some element zero, and she’ll have it making precision jumps.
I still wanted more–more detail, more interaction, more backstory. Cultivating that sort of desire is good for a retention mechanism, but bad for customer glee.
When I wrote Antigone’s Fall, it was a test of my ability to tell a story within a confined space. However, as an introspective writer dude, I can admit that I wish I’d written more relationship stuff into the novel. I wish I’d played up a love triangle, particularly as there were several options for that. I wish I’d put more conflict and tension into the interpersonal stuff because that’s damned interesting. Obviously, I’m learning still, but as work continues on Stormcaller, I’m putting tons of focus on those kinds of details.
I want the reader’s trip through my world to be as immersive and intriguing as I can make it. I want them to feel like the know the characters, can relate to them–even develop feelings for them.
If writers working on video games can distill that kind of emotional power into 15 to 30 minutes of dialogue, why can’t I? More importantly, if I can concentrate that sort of narrative goodness, but increase the duration (95,000 words for the win!) and complexity, I’ve got a real shot at hooking people and building a series.
I hope.



