In the interactive fiction game 80 Days, inspired by Jules Verne’s 1873 novel, , you don’t just watch an adventure unfold across the globe … you get to take one. What cities will you visit? What lamplit streets will you wander? What revolutions will you foment? It’s all up to you. Full of vivid storytelling and richly described locales that open into countless branching adventures at your touch, 80 Days crackles with possibility and feels more like inhabiting a piece of literature than simply consuming one.
It’s the sort of interactive, narrative-driven experience that more and more videogames are starting to provide, and one that the medium is uniquely well suited to deliver. “We’re only just starting to explore the different kinds of experiences, effects, and stories that [games] can tell,” says Meg Jayanth, the author of 80 Days. “It’s a young medium. We’re still working out the rules — and all the ways we can break them, too.”
Although the gaming medium is perhaps best known to the public for hyperviolent fare like Grand Theft Auto or Call of Duty, it’s also increasingly home to sophisticated storytelling and emotionally affecting experiences that rival those found in film, television, and novels — and sometimes even surpass them.
“For a long time, people believed that movies were the best storytelling medium when it came to acting and entertainment,” says Rich Sommer, an actor on the AMC series Mad Men who also voices the protagonist of the hit independent game Firewatch. “Then shows like The Shieldand The Sopranos and The Wire started happening on television, and people realized you can tell amazing stories in a slightly different way on TV. Now I think we’re starting to see that move toward video games as well.”
Although big-budget games are now far more likely to dish out money for Hollywood screenwriters, they still tend to put action ahead of character and story, which are often treated as bonus content rather than the heart of the game. It’s the midsize and smaller studios that are expanding both the types of stories that games tell and the people they tell them about. Firewatch, for example, is an often-melancholy tale that focuses on a 40-year-old man who takes a job as a fire lookout in a Wyoming forest after he loses his wife to early onset Alzheimer’s. Life is Strange, an episodic drama released last year, revolves around the complex relationship between a teenage girl with supernatural powers and her best friend.
“I think there’s been a huge shift in the very basic approach to storytelling,” says Sam Barlow, a game designer who worked at Climax Studios () before setting out in 2014 to make games on his own. “Now we have this huge number of independent developers, like the people making , peeling off from the traditional developers, starting up smaller new teams, and finding ways to explore smaller, more story-driven games.”