GTA IV & Interactive Storytelling

May 19th, 2008

Grand Theft Auto IV rocks. It deserves every bit of critical praise. To me, the most compelling parts of game the are the ways it lets you interact with the story. Many techniques have been explored in previous installments and other games, but never before have they all worked so well together under one package. It’s a big step forward for sophisticated gaming experiences. These are some of the elements that stand out:

Friendships.
As you progress through Liberty City, you begin to meet colorful characters that occasionally call you up and want to hang out. Some are business partners, such as the steroid-pumped jock Brucie, while others are potential love interests, like your friend’s sister Kate. You can play darts, go drinking at a bar, catch a comedy show, and more. Each friendship has a likeness percentage that goes up or down depending on how you treat everyone, and high percentages unlock perks based on that character’s background (such as access to your cousin’s taxi service to help get around town quicker). It’s the best in-game relationship system that I’ve ever experienced, and helps all the characters break free from being one-dimensional pieces of cardboard.

Non-Cutscene Dialogue.
The cutscenes in GTA IV are fantastic, but I think the best conversations take place when you’re in control. They often happen seamlessly, such as when you’re driving with a friend and they randomly begin chatting with you for a good 3 minutes about what’s going on in their life. Or when you’re walking down a sidewalk, pick up your cell phone, and learn about a new job without ever breaking stride. Niko’s frequent outbursts really help to shape his character as well. The fact that these conversations feel like they occur organically, rather than a script that triggers when you reach a certain point, give a compelling sense of life to everyone.

Moral Choices.
GTA IV throws some interesting moral choices tangled into the storyline. There are quite a few times where you reach a target with a gun drawn, only to have them plead for their life. Do you follow through with the job, or have mercy and trust that your employer will never find out? One of the more difficult decisions happens when you’re forced to kill one of two main characters, each who you identify with in different ways. I definitely felt bad about the choice I made, especially when I came across a late email from my victim thanking me for being a good friend. A game has never made me feel regret in that way before.

Sandbox Gameplay.
Like its predecessors and the genre they defined, the open-world sandbox gameplay - that is, being able to do whatever you want in this giant playground of a city - allows the story to move along at your own pace. The idea of “levels” seems archaic in a free-roaming game like this. In one particular warehouse mission, I parked my stolen police car below the catwalk of an adjacent building, climbed on the hood, jumped, and pulled myself up the stairs. When I got to the higher vantage point of the roof, I started lobbing grenades and sniping the bad guys one by one. My plan worked beautifully, and I was happy that the game never held my hand and told me what to do - I figured out the best initial attack myself.

I don’t want to argue that all interactive stories should emulate what’s happening in Liberty City. Linear, more scripted games still deserve your shelf space, but GTA IV’s non-linear slant is an excellent example of what makes video games such an engaging and growing storytelling medium. It’s the digital equivalent of a page-turner or a summer blockbuster.

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2 Responses to “GTA IV & Interactive Storytelling”


  1. smick Says:
    May 19th, 2008 at 11:09 am

    Wish I had a PS3 or 360 to play that game. Maybe the PC version will have some perks when it releases, making it worth the wait.

    Free-roaming games might just work better in a city setting. I have this game STALKER where you can go around devastated Cherynobl and it just doesn’t seem worth playing to me because of all the grass land and the lack of constant interaction. I think free roaming is more fun when you can explore various parts of your psyche via the medium as well. I think most people have all types of emotions where a game can allow for the manifestation of them like no other medium. We can be stupid and experimental, (what if I attain an extremely high speed and jump of this ledge) and conniving and mean, (maybe I’ll run this guy over or shoot that drug dealer) and many others. We even occasionally like to follow the rules and see what’s in store for us there too, letting the creator guide us. And then later go back and see what happens if we didn’t follow the rules. We test reactions, just like we are curious whether that live wire might or might not shock us.

    GTA has some advantages of surprise in a big way, just being the nature of the series. Without having played the latest game, I’ll say this…

    Everyone has expectations of this game, both players and people criticizing it. Mostly we expect it to live up to the title. Robbery, crime etc. 99.999 of us just like performing crime in the game and it’s an escape for us, we’d never do it for real. Knowing this, the developers can insert successful mind tricks where true human morality, at least slivers of it have even more of an effect because of that surprise. “Hey, I feel regret, I’m not supposed to regret or feel guilty. This game is supposed to be mindless crime and killing right?” Just like Bioshock probably affected a few people who may not have known some of the background or just didn’t consider a new type of thinking.

    I just now considered that the movies and games that might affect me more would be the ones where I had to get through everything alive, but then at the end have to sacrifice myself, my life to save others. COD4 was strong in its ending along those lines for me, for that reason I gather. Your death doesn’t physically hurt you the player any more than the other 500 times you died reaching every objective, and yet now a new unexpected dimension of having to let go of your self-importance.

    That idea is probably sprinkled throughout our hero mythology. I don’t know all of them brought forth by our human stories, but I do know that games can not only explore and perpetuate these internal hero myths, they have the advantage of letting us explore and create multiple outcomes better than books and movies can at present. We mess with our ‘hero as a good person’ perception, twist it around both as the developer and as the player. Some outcomes can be and are coded in and sort of expected, other outcomes unexpected and random. Kind of like how life contains a considerable amount of both.


  2. sean Says:
    June 6th, 2008 at 7:48 am

    man, you guys have been busy! i finally got the podcasts caught up yesterday. quite awesome sir. thanks for going into detail about my question, i’m even more excited about atmosphir now.

    can’t wait to get my hands on it. hope all is well in san fran!

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