Oxenfree: A Case Study of Theming

Themes in fiction. They’re one of those things that are easy for the authors to work in, easy for the readers to detect, and they make everyone feel smarter for their inclusion. Themes are great. Just latch onto one idea, bring it up in your story a few times in a few different ways, and bam, you have an easy way of making your story go just a bit below the surface level.

Ok, so maybe it’s a little more complicated than that, but not by all that much! Given that themes are all in the eye of the reader, it can be easy to just work some themes in there accidentally. Hell, I’d been finding themes in the Saints Row series, and you know, if they had the sort of creative minds to be deliberately carrying a solid idea through than maybe they’d be able to write an ending that doesn’t suck without overriding it the next game. Moreover, themes are fun! Try finding some consistent ideas in the next story you go through, and see for yourself!

Oftentimes you see a theme, at least one implemented deliberately, the work will have something to say about it. Not always. And really, the works that don’t impose anything on their themes aren’t necessarily any worse than those that do. But what you rarely see is a work that does make a conclusion about its theme, and fits it into the greater work, but that conclusion comes entirely from the consumer. That’s a way of handling a theme that is largely unique to videogames, and even then, it’s something you’ll see rather rarely. So when Oxenfree freakin’ rocked it, I felt compelled to take a moment to recognize it.

Now, you might notice Oxenfree was released relatively recently. So I’m going to be talking about a modern game here. On Lost to the Aether. That never happens. It’s like Christmas and your birthday all put together. And we’ll be talking about some plot stuff. But I’ll do my best to keep it spoiler light. For the most part.

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So, Oxenfree has a theme of guilt and blame. It’s not like a major thing in the game, so don’t expect it to be hammering you over the head with it, but it’s a concept they return to every now and again, enough for it to gain some mental real estate. It does some minor exploring of the concept. Or rather, it guides you through it. Sometimes, stuff happens. Bad stuff. People are unwittingly involved in the bad stuff happening. Whose fault is it?

For example, in the beginning of the game, you meet your dead brother’s ex-girlfriend. She blames you for his death. You get no other information as to the circumstances. How do you react to that?

You track down your stepbrother investigating some creepy stuff. You find something strange, he wants to push it further. You end up unknowingly doing a thing because of it that triggers the inciting incident. Who’s to blame there? You for actually doing it? Your stepbrother for putting you in that situation? Nobody, because seriously, who would expect that thing to be holding evil?

Even the backstory event that set things up happened because people were forced to act with insufficient information and there ended up being some grave consequences for it. Is it the executor’s fault for doing so? The person who held the limited information for putting it in the hands of those who had to act? Nobody’s, because everyone did the best they could with what they had? One background character spends her entire life blaming herself for it and trying to deal with it. Should she have done so?

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At every stage, the story poses the questions, then lets you put in the answer. What does the narrative have to say about this concept? Entirely up to you. And that alone ends up doing some interesting things with its treatment of the theme. It turns the story from your garden variety plot to something with elements of a thought experiment. It forces you to be more introspective about the plot, to reflect and conclude on happenings there. And that is a way of storytelling that is so uniquely videogames.

Laying Siege In Dark Souls

Wow, it’s been a while since I had myself some Dark Souls adventures. Well, last time on Oh My God How Long Can I Keep This Going, we had a bunch of trouble with some imaginary people in a fake world, then met a beautiful woman who didn’t want anything to do with us.  Because of this, we jumped off a cliff.  Somehow that led us back to the real world. So now, rather than barely being able to handle the Painted World of Ariamis, we’re up against the rest of the famed Anor Londo, city of the gods. Will we be barely able to handle this one, or are we doomed to a life of failure and hollowness? Read on to find out!

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Leaving from the entrance to the Painted World of Ariamis puts us pretty much exactly where we left off; at the foot of this chapel. I don’t get a really good screencap of it, but all this is built really high off of the ground. Good thing I’m not afraid of heights. I would be, but after the first couple hundred times you come back from the dead, the more pedestrian ways of dying kind of start losing their sting. Of particular note, you can see some bat-wing demons, those spindly little pale creatures, perched gargoyle-like to each side of the staircase. They’re the same creatures that brought me here from Sen’s Fortress, except these ones seem armed. I’m wary of them, but they don’t make a move as I head by. Either they’re as docile as the ones that served as my transport earlier, or I’m just not within their sphere of aggression.

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Interesting thing to note about these stairs, they come in two sizes. Suggests there’s two sizes of people that visited this place. One relatively human-sized, much like me, the other some sort of giant.

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Like these guys. Two sentinels guarding the entrance to this place. I got my practice in against them near the entrance to Anor Londo, so I don’t expect these guys to pose much challenge. Well, as long as I can keep the fight one-on-one. I’m still not crazy enough to be facing these guys en masse yet.

Fun thing I quickly discover, if you lure a sentinel far enough down the staircase, they’ll hit a point where they just start backing up to their original position, ignoring everything else up to and including the Best Chosen One slipping behind them and taking them on from their unguarded rears. If you don’t think I abuse this… well, you clearly haven’t read the earliest posts in this series.

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I spy one of the bat wing demons lurking behind this door, seemingly trying to get at me. I guess it was too much to hope that they wouldn’t hate me just because they took the time to bring me here. Don’t know why I’m surprised. This is Lordran, everything and everyone hates me. Comes part and parcel with the undead curse. The more you die, the more likely you are to go hollow, and those already hollow, well, they’d love to have more of their own. Given how much I’ve fallen in this pursuit of becoming the Best Chosen One, it’s a wonder I’ve stayed as sane as I have. Anyways, lending further credence to my ‘humans and giants coexist here’ theory, this gate is built to accommodate to size. As a whole, it opens large enough to fit beings of a grand stature through, but it also has a little doggie door for those of my height built in. Hmm… ‘doggie door’ seems exceptionally fitting, the way this is built. Makes one wonder how relation between the two races was shaped.

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In any case, this gate is locked from the other side, and my big beefy arms are just too large to reach to the lock through the bars.  The main doorway into the chapel is solidly locked as well. The gate to the right of the doorway is wide open, however, and it’s through that I venture forth.

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It’s through that path that I finally come face to face with those demons. They… well, they’re very different opponents. They’ve got some tricks in them. They’re quick and jumpy and somewhat hard to hit and they have a habit of sneaking around corners when they go aggro unbeknownst to me so I end up fighting groups when I was trying to take them on one by one. They have electric spears, too, meaning I can’t entirely block their damage. They also slide backwards when they’re hit, so I can’t get more than one blow in at a time unless I’ve got them cornered. All these tricks makes them incredibly difficult to fight. I swing my Black Knight Sword low, so they often fly right over my attacks before punishing me for them. They’re too fast to be using pyromancy efficiently. And with how much they move, it’s hard to find an opening. Once I learn they’re moves, though, they end up pretty much being cake. Spears don’t actually have a whole lot of flexibility to them; like an inexperienced jock on prom night, all they can do is thrust. When you know what to expect, it’s not too much trouble to slip past their attack and strike out with your own. My favorite thing to do is to fight them up against a ledge. Since they slide back when hit, it doesn’t take much to fill the abyss below with their corpses. Continue reading

Rules for Writing Death

Life is not fair, least so when it’s coming to an end. So much of human thought and culture focuses around death, it’s no wonder people get so emotionally invested in it, even in simulated form on the page. Character death can be one of the most powerful emotional experiences in a narrative, but because of the emotions involved, it’s also one that has to be handled well and placed appropriately, else you’ll have your readers/viewers rightfully crying foul.

I’ve mentioned this before on the blog; I’m currently working on a graphic novel/comic/whatever as my main creative project. I’ve got a lot of plans for it. One of my plans is to build our main group of heroes up to seventeen people, then have that group whittled around to about seven or eight as the work moves towards its denouement. So yeah, there’s going to be plenty of fallen heroes, and no Plot-Important Character Immunity.

However, as I’ve been planning this out, I’ve been thinking back to some of the other works I’ve gone through, with the characters in similar situations. Specifically, works like A Song of Ice and Fire and The Walking Dead. Works with an excessive amount of character death. Works where not only can anyone die, but most characters will die. And they’re both very strong works in their own right. However, all that death pushes the tone quite a bit darker than I’m wanting to go, and the sheer quantity of it makes most individual cases of characters dying lose a lot of the impact.

There’s a line there. With the story I’m wanting to tell, characters are going to die by necessity, but kill too many, or too darkly, and the work’s going to get dour, the death itself won’t be as strong at driving engagement, and any hypothetical readers are going to be a lot more hesitant to let themselves connect with my characters. I’m going to have to toe the line. Of course, I don’t have any firm idea of where it is.

I decided to put together guidelines for myself. As a mental exercise, and to make my work stronger as I progress, I’d set goals for how I’m going to be treating death in this work. Things that define the how, when, and where death is going to be applied in my narrative. Of course, as with everything in writing, these are flexible, but having them thought out in advance should make my story a lot better than it would be otherwise.

And, of course, if I’m putting in all the work anyways, I might as well make a post out of it, right? Here goes:

Only kill characters when it truly advances the story

If I just want to get a character or group of characters out of the way, there are a lot of ways to do so. Make them get pissed off and leave. Have them be too scared to get involved. Have them taking care of their own business in Timbuktu. Have them retire. Hell, if I need bad things to happen to them, it’s a simple matter to have them be grievously injured, kidnapped, or something of the like.

Death is the narrative equivalent of a big freakin’ sledgehammer. It’s there to shatter, to break down, and to drive spikes into aspects of your narrative. There’s definitely times when a sledgehammer is called for. However, you wouldn’t use a sledgehammer whenever you needed to drive in nails. Likewise, you don’t want to kill off characters every time the opportunity arises.

Knowing myself, I’m sure there’s going to be tempted to kill off characters as a means of managing my large primary cast. After all, the focus can only be on so many things without drawing the pace of the story to a crawl. This is a bad idea for a variety of reasons. For one, these side characters could still be useful. Killing them off removes all utility I could be getting from them in the future. Killing characters indiscriminately is also needlessly manipulating of any readers who may be honestly interested in them. If anyone’s grown attached to them, it’s downright disrespectful to kill those characters off in favor of new, unproven ones. It also wastes any emotional torque such death could bring, in properly designed death scenes.

And really, there’s going to be a lot of situations where it’s just not necessary. I’ve got a story to write about death, my work will be better off just removing them from the situation in a way that leaves them alive. For audiences to take death seriously, it has to be handled respectfully, and throwing it at the wall the first chance I get without properly exploring it is not a sign of respect. Most of the time, it’s going to be both far more appropriate and easier to adequately write to have characters be injured, but survive, to be off on their own quests, or something similar, than to kill them outright.

Death is a conclusion, and should be treated as such

A lot of works do shocking, completely out of nowhere character deaths. A lot of works do them very well. That’s not something I’m really wanting to explore in this piece. I’m going for something strongly character-driven here, and every major death is the end to one of my character’s stories. That means it should be written like an ending. It will need a proper foundation, solid build up, and significant resolution. Essentially, a death scene needs its own individual arc to be handled properly in this piece, one that plays out over much more time than just the scene itself.

This holds the risks of making deaths more predictable. If done write, with death used sparingly, and only when appropriate, I may be able to avoid that, but in any case, and predictable but well-written death is still worlds better than the opposite.

Plot-important deaths are about more than just the character dying

War sucks. People die. Their friend move on, because really, they have to. Everyone’s impacted by death, though. Some more than others. But everyone carries it with them.

I don’t want members of the main cast to just die and never be mentioned again. Deaths will impact the characters close to them for long after the initial event. Some will handle it better than others, some will show it more than others, but everyone is affected. Character death is a massive thing in a narrative, and one of the most commonly-seen mistakes in modern fiction is to kill a major character just for a quick emotional peak and not use it for anything else afterwards. This wastes a lot of the deaths potential, and is disrespectful both to the characters and any reader that’s connected with them. Death always needs to drive further action.

Nobody comes back

This is an idea I’m not entirely attached to yet, because I’ve got a setting where I could easily justify resurrection in certain circumstances, but I’m definitely leaning this way. If you ever want to ruin all emotional impact character death will have, forever, the quickest way is to bring a character back from the dead.

This is a problem that’s really endemic with superhero comics. We’ve had quite a few well-publicized character deaths already, this decade. Captain America, the Human Torch, Batman, just off the top of my head. All of them died. All of their deaths received major publication in mainstream media. All of their followers were totally nonplussed at their deaths. All of them are back now. Those last two things are related. After all, why should your readers take death as final when it’s obvious the writer doesn’t.

So yeah, I’m going to say that unless a death puts my story seriously off track, nobody’s coming back from the grave. I do reserve the right to have characters appear dead, but show up alive and well later, so long as nobody confirms their death and that’s foreshadowed at or around the time of killing.

No deaths purely for meta reasons

Sometimes, you can just feel the writer moving things around in the story. Nowhere is this more commonly apparent than in character death calculated to have an impact on the reader. This is the brand new villain killing the badass character just so the reader believes their super strong. This is the character dying with little build at the start of a new arc so the reader knows it’s a tragic story. This is the undeveloped girlfriend getting killed and shoved into the fridge so the audience audience is totally shocked and decides the hero has to go all grimdark now.

That’s not to say that everything that’s similar to the above is automatically bad. Just that most of the time, when the above situations are written, they’re written solely for their impact on the audience, with their storytelling utility held secondary. It’s outward facing rather than forward facing. Events can and should shock, sadden, instill joy, and otherwise emotionally effect the audience. However, you do need to give your audience some credit; they are absolutely ready and willing to connect with your characters and immerse themselves in your story. The best way to instill an emotional response is to direct events towards your characters, rather than the reader. It’s a subtle difference, but one your reader can easily pick up on. Deaths need to drive your story, not your audience; they’ll easily follow you where you’re going, if it’s well-written enough. But trying to manipulate a response out of them just makes them resist.

So it’s perfectly reasonable to expect readers to respond to my character’s death. But killing characters off just to make the reader respond is both ineffective, as the reader will know and fight against it, and short-sided, as it rarely is well-written enough to drive the story.

Proper Pacing of the Video Game Narrative, Part 1

I played my way through Bioshock Infinite recently, and was struck by a major similarity it had with the original Bioshock. One major common thread that crossed through the entirely different settings, the different narrative styles, the different gameplay engines, that really popped out at me, so much so that every time I looked back on the games, I just couldn’t seem to get my thoughts away from it. No, it’s not the shared themes. No, it’s not the dual magic/guns gameplay. Instead, it’s something much more basic, much more overarching, much more meta.

Namely, Ken Levine et al cannot pace their game’s narratives for beans.

One thing I’ve found when dealing with creating art, though, is that obvious problems in the work are rarely simple as they seem. That glaring problem in a story that seems like it should be so obvious where it comes from and how to fix it? The real issue is likely caused by something seemingly benign several layers down, and the obvious fix would cause several problems in the story to arise on their own. It’d be easy to say that the creative team behind Bioshock and Infinite just have a bad storytelling habit. The truth of the matter is, though, while it’s obvious that Irrational Games really don’t have a grasp on good storyline pacing in videogames, “You’re bad at writing!” is not really much of a diagnosis, and the two games have completely inconsistent and opposing pacing problems, pointing at completely different aspects of the work that got away from them. The first Bioshock had a very simple storyline that was waaaaay stretched out over the course of the game’s runtime, and didn’t seem to care about matching up gameplay climaxes with the emotional and narrative climaxes. Bioshock Infinite had a much more complex story but ended up crowding a lot of events and revelations together, and had several instances where the gameplay actively tore your attention away from the narrative, distracting you with fights while plot was still going on. Between the two games, it’s easy to say Irrational is weak at pacing, but the flaws are too inconsistent to point to any specific quirk, technique, or style that’s causing the weakness.

It’s not entirely surprising, though. After all, video games are an incredibly young medium, and the time they’ve been seriously used for storytelling is even briefer than that. There’s not nearly as much documented studies of video game storytelling as there are for things like movies and literature, little opportunities to become educated on the subject, and few people who have been in the industry long enough to have gotten good at it.

So, I figured, hey, I should take the opportunity to work out how video game pacing might work myself myself. After all, I got A’s in both my game-focused programming classes and in my creative writing classes in high school, so that obviously makes the country’s premier expert on the subject! I have a responsibility to use my big, sexy brain for the betterment of mankind, and what better way to do that by making a few people slightly more enlightened about interactive electronic entertainment? There is no better way, obviously. So here we go: a brief glimpse into the art of narrative pacing in video games.

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Letters Home from Camp NaNoWriMo

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I used to do NaNoWriMo whenever it came around.  It wasn’t easy getting 50,000 words down in a month, but knowing that thousands of other people are suffering along with me does wonders for my motivation.  Maybe I’m a sociopath or something.  Anyways, in spite of the fact that I have yet to pack up my action figures and I still combat invisible adversaries with a toy sword in my living room, I’ve somehow become a “mature adult,” or so people tell me.  And part of being a “mature adult” is that I don’t have the kind of time to be spending a couple hours a day writing.  I’ve tried a few times, but my word count has been so pathetically low that the comments of this post would be full of people laughing at me were I to mention it here, so I won’t.

Luckily, NaNoWriMo’s little brother is on the scene!  For the past couple years, there’s been Camp NaNoWriMo, where you set your own word count goals and work towards it during a month that’s not November.  As you may have gathered from my taking the time to write this post, I’m taking part in it, for their April session.  I’m going for 10,000 words over the course of the month, which should be a pretty modest goal.  Hell, I’ve written posts on this blog that are close to 10,000 words.  It started on the first of the month and I’ve written a grand total of… 0 words.  Yeah, I’ve been procrastinating a bit.  That’s what this post is all about, helping me procrastinate.  I am writing words here so I don’t have to be writing words there.  So by reading this, you are officially helping me screw around and not write anything.  Thanks for that.

With this writing exercise, I’m wanting to explore areas I’m not familiar with.  Normally, I like to write grand plots, where events therein change the course of nations or worlds.  With this story, I’m wanting something much more personal in scale.  I’m really comfortable with writing momentous fight scenes; this project will have to largely deliver conflict without direct violence.  In general, stuff like that.  I’m also wanting to keep this relatively short, wrapping things up shortly after the 10,000 word mark.  I usually write much more long form than that, and it’d be nice to try writing a more accelerated story.

First step of the process for me was coming up with a story concept.  Which I really should have done before the month started, but hey, procrastination.  I came up with a couple of concepts.  The first was to just write whatever ridiculous thing came to mind with absolutely no filter in a stream-of-consciousness type thing, but that feels dumb and cheaty.  The first real usable concept I came up with was inspired by someone unironically using the word “muggle.”  Sometimes, that’s all it takes.  Lifting the idea of a whole secret magical underworld from the Harry Potter series that inspired the term and putting my own spin on it, I came up with the concept of a mage’s police force, tasked with ensuring that magic remains an unseen, unknowable force in the world of mortals.  The idea would be to deliver an urban police beat/investigation story with plenty of fantastic elements.

Thing is, though, that would require some worldbuilding, and I think I’d want more than 10,000 words to work with to pull that off properly.  One way to avoid that would be to stick with elements that most of the audience is already familiar with.  So drop the magic, because that varies too much between fictional worlds, and stick with something where the rules are largely the same between portrayals.  So maybe like, vampire cops or something like that.  A lot of urban fantasy works have the whole Masquerade deal, where there’s the whole secret world beneath the normal one and everyone involved has to go to great lengths to keep it hidden.  I like the idea of a story where the masquerade falls, and the public is made aware of all the magic/weird creatures in their midst, and everyone has to deal with the fallout.  Thing is, I think I like that idea too much, and again, I’d want to devote more than just 10,000 words to exploring that.

So what if we played up the more personal tone I’m wanting to go for.  Make it just one person who reveals too much to another, and take it from there.  That’s the idea I ended up going with, although I’m pulling back a little from the whole ‘secret world’ thing.  Since we’ll just be dealing with a couple people in this story, it makes sense to have them more as independent operators rather than having to involve the shadow organizations and whatnot.  Still have to do a bit of world building to establish what’s going on, but since we’re only having one magic man it will be a lot simpler to do it through his actions rather than background narrative, dialog, or anything that doesn’t move the story as far.  As for what’s going to happen in this story… I dunno.  Usually I have at least a few major points planned out, but this time, I’m writing entirely by the seat of my pants.  Hey, I was wanting to explore new ground with this project, this is just one more area I get to do so.  Will this turn out the greatest short story of our generation?  Will it at least be good?  Probably not.  But it will be a learning experience, and that’s more what I’m looking for right now.

Now I just have to figure out how to start the blasted thing.

don’t take it personally babe, it just ain’t your story Review

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Heading back to the Christine Love visual novel well a second time, I recently made my way through the tangled romances of high school in don’t take it personally babe, it just ain’t your story.  Yes, that’s exactly what it’s called.  Capitalization and all.  My spelling is prefect, don’t question me.  dtipb,ijays is a spiritual successor to Christine Love’s earlier work,  Digital: a Love Story, which we reviewed here.  Like Digital, it can be downloaded for free here.  As a spiritual successor, it hits a lot of the same themes as Digital.  It’s about love, and the way the internet is used, and inter-character relationships drive most of the plot.  However, the way diptb,jiysa delivers on those themes is radically different than its predecessor, and in my opinion, a lot stronger.

In this game, you play the role of John Rook, a twice-divorced 38 year old man who lands a teaching role at Lake City Academy, a private American High School that apparently has only seven students enrolled.  Well, saying you “play the role” of Mr. Rook is stretching it a bit.  pdibt,ayisj‘s storyline is a bit more flexible than Digital’s completely linear plot was, offering you the chance to push a variety of characters down a few different paths and having three different endings, but you’ve actually got very little input over Rook’s actions.  Whereas the main character of Digital did nothing without you pressing a button for it, John Rook is his own man.  Your only affect on the game is occasionally choosing which of two or three conversation options to take.  It’s not a bad thing.  If you go into a visual novel expecting to be able to bend the plot to your whim, you’re going to be more disappointed than I was when I was 5 and I learned my “Mickey Mouse’s Underwear” joke wasn’t funny.

Anyways: you=John Rook, teaching english literature at Lake City Academy.  You have seven students in your one class.  Maybe there’s more, but they’re never relevant to the plot so the game doesn’t bother to mention them.  However, as the title mentions, this just ain’t your story.  The story’s really about your students and the various juvenile romantic entanglements and personal problems high school always involves.  Rook’s role is to take the bishop pawn and help the black queen put the white queen into checkmate within three moves.  Oh wait.  What were we talking about again?  Right.  btipd,jsayi takes place in a world were high school students actually talk to their teachers.  Voluntarily even!  So your role is to help your students work out their personal issues with love and… well, mostly love.  Or, you could use your power to make sure everyone dies friendless and alone.  If you’re a dick.

But you don’t go into your matchmaking services without help.  Oh no!  The school, in order to curb bullying, has given teachers full access to its students social media profiles and private messages!  So you get every opportunity to spy on your students and learn that Jake is so dreamy but Rebecca’s already got dibs on him so I think I might try to move on his best fried Zack but oh he does that weird thing with his knuckles that’s soooooooooooo gross I don’t think I can go through with it.  Obviously, there’d be some pretty big issues if the students found out that their worthless gossip spread outside their circle, so you have to keep your ability to read every private issue a complete secret.

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What Games Bring to the Table-the Downsides

Hey, do you remember this post and this post where we talked about the advantages video games had with storytelling?  Those were pretty awesome times, right?  Talking all about the ways narrative was improved within our favorite medium, and only getting a little distracted with me mentioning how good I look all the time.  Well, we weren’t finished with our discussion there.  Every medium has both advantages and disadvantages when presenting a story.  Video games are no different.  I know, I know, it’s hard to discuss and read bad stuff about stuff we all love and negativity sucks in general, but I think it’s worth discussing the challenges a lot of games face when presenting a story.  So, below the jump, lets talk a bit about the disadvantages video games have when telling their tales, and what developers are doing to overcome these challenges.

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