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something beautiful. Perhaps I shouldn’t have
laughed in 2015 when a business development
executive asked why I hadn’t implemented
a stamina mechanic in Her Story.
So where can we go from here? It’s easy.
First, we have the world’s trendiest tech giant
agree and proselytise that games are
worthwhile entertainment for adults. The
majority of people who buy phones are
grownups, so let’s tell them stories about
their lives. If Scorsese’s R-rated The Irishman
and its CGI is worth $160 million of Netflix’s
money, let’s see Silicon Valley get behind
a narrative medium that is even more alignedwith the software and hardware that
underpins its empire. If its tech can bring us
closer together, help us find a mate, capture
our memories, improve our mental and
physical health, surely it can also help us tell
each other our stories? Next: Apple starts
in-house game development. Just as Sony
spends big bucks for the bragging rights and
system-selling prestige of the Last Of Us Part
II, we see the hardware manufacturer set the
pace. This has always been the way – it’s the
in-house teams that have broken the ground
and set the quality bar whether it’s Nintendo,
Sega, Xbox or PlayStation.
At this point, Apple’s reading the room
and it’s time to turn off the golden faucet and
take a stand against the uncapped money suck
of the free-to-play economy. Games should
not be everlasting gobstoppers. This is a hard
one, but imagine a road-to-Damascus
conversion moment that comes from
someone very important thinking about what
happened to the tobacco industry. During
their regular morning meditation they ask,
“What if we’re the bad guys?” They know
they make their money from selling hardware,
so do they really need to rip off their loyal
customers by selling access to their wallets to
hucksters? Now we hit the tipping point. The
world is ready for the next step in interactive
storytelling. The streaming services and
generic set-top boxes are scrambling to get
there, but are held back by legacy hardware
and platforms. Apple though? It’s ready to
deliver. It has the hardware, the software and
the dev teams! It drops something new to its
1.5 billion users. A game that uses the power
and nuance of touch to drive a story,
interactive and dynamic in ways that melds it
to every player’s heart. It connects the global
community in a way we’ve never seen before.
Every phone screen becomes a magical
window into the soul. Humanity levels up.
Daydreaming to get through a global
pandemic? Guilty as charged.T
his year has been like wading through
a tsunami of sewer levels. Even so, last
month a couple of events in particular
left a bad taste in my mouth – if only because
they underscored the tightrope walked by
narrative game developers. First was the news
that Apple, having corralled ‘premium’ mobile
games into the family-friendly walled-garden-
within-a-walled-garden of Apple Arcade, was
turning away from (read: cancelling) self-
contained games to focus on those that hooked
subscribers with maximal engagement and
infinite replayability. Soon after this came
word that the developer of the free-to-play
narrative app Lovestruck was dumping its
freelance writing staff after they organised to
improve their pay and working conditions.
Both of these cases highlighted that our most
usefully ubiquitous and accessible videogame
machine suffers under a marketplace that all
but makes it impossible to tell a story.
Why do I care? I care because I love the
idea of people using the devices that never
leave their sides, the devices that they use to
call, message and mail their friends and
family, the devices that wake them up in the
morning, to play narrative games. In 2007,
when I worked on the unnecessary prequel
Silent Hill: Origins for the PSP, the biggest
question we had to answer was: could you
have an atmospheric horror game on mobile?
On a small screen? On the go? You could. I’d
sit and play the game in bed with headphones
and scare the bejeezus out of myself. I was
intoxicated by playing a game like that so
intimately. It was like curling up with a book.
I evangelised that mobile gaming was the
future. It didn’t need to be casual and
disposable, it could be personal and immersive.
The golden age of iPhone gaming would bear
this out. I held the world in my hand and
explored its endless stories in 80 Days. I
crunched my way through snow and folklore
in Year Walk, then explored a story whose text
was its own map in Device 6. In Blackbar, I
uncensored my way through an epistolary
story. I thought this was the beginning ofIf tech can bring us closer
together, help us find a mate,
surely it can also help us tell
each other our stories?
DISPATCHES
PERSPECTIVEUnreliable Narrator
SAM BARLOW
Exploring stories in games and the art of telling tales
Sam Barlow is the founder of NYC-based Half Mermaid
Productions. He can be found on Twitter at @mrsambarlow