Rethinking Game Storytelling for Virtual Reality

Interacting with virtual reality is a distinctly different experience from traditional gaming. Even in conventional first-person games, elements like interfaces, voice-overs, and camera movements remind players of the separation between themselves and the game world. However, in VR, this separation is bridged in a paradoxical way, making players feel more immersed in the world but not necessarily in the character they're portraying. For instance, playing Resident Evil 7 in VR made the experience feel more personal, as if the events were happening to the player, not the character. This shift in perspective poses unique challenges for storytelling in VR. After nearly a decade of writing for Coatsink, a UK-based game developer with extensive VR experience, some key insights have been gained. At the heart of any story is a character's decision-making process, which typically leads to character development. But in VR, where the player controls the protagonist, imposing this growth or forcing specific decisions isn't feasible. This isn't unique to VR, as interactive stories present a new narrative form. Conventionally, stories happen to characters, but in VR, the main character's face isn't even visible. A potential solution involves externalizing the protagonist, separating the player (gameplay agent) from the story's protagonist (story agent). In games like Augmented Empire and Shadow Point, this approach allows for character development independent of the player's actions. Voice acting for the player-character adds another layer of complexity. To address this, ensuring a direct connection between the player's actions and the character's dialogue is crucial, such as through specific prompts or actions before hearing the character speak. Narrative delivery is also a significant factor, with text being cost-effective but less optimal in VR. Recorded dialogue offers better immersion but at a higher cost, and rendering characters for dialogue can significantly increase development scope. Different approaches can be taken, such as using 2D portraits with expressions in Augmented Empire or fully rendered, lip-synced characters in Shadow Point, each with its own developmental cost. In Jurassic World Aftermath, the focus was placed on the dinosaurs, with the story agent's arc conveyed through voice-over, allowing the art and animation teams to prioritize the game's central elements. Character interactions are crucial for drama, but cutscenes in VR introduce several challenges, including ensuring the player is looking in the right direction, managing player movement, and framing the action. There are no one-size-fits-all answers; each situation requires a tailored approach. However, a key contradiction in VR storytelling is that spectacle is often cheaper than drama. Displaying explosions or set pieces can be relatively straightforward, but conveying emotion through character dialogue and expression in front of the player can be extremely difficult. One solution is to define the scope of cutscenes early, determining their length and importance, and reserving them for critical story beats. Environmental storytelling is a powerful tool in VR, where environments are immediate and tactile. Players can examine objects from any distance, and these objects can carry significant narrative weight. Providing detailed notes to artists about the narrative significance and emotional impact of locations and objects can enhance this aspect. The key takeaway is to respect the player's time and attention. Unlike movies, which are passive, games and especially VR games require active engagement and input. Once the initial novelty of VR wears off, narrative fulfillment becomes a driving force. Writing for established IPs requires balancing expectation and innovation, meeting fan expectations while introducing new elements. Tone is crucial and can be influenced by music, art style, gameplay pace, and dialogue rhythm. While audiences expect familiarity, they also crave something new, whether it's a fresh spin on mechanics, an original story, or the exploration of a particular theme. Every IP has thematic parameters that can be examined, and choosing a theme appropriate to the franchise can guide the storytelling process.