Thoughts on modernizing Metroid: The storytelling aspect

I wanted to bounce not actual implementations off you guys, but rather your opinions on updating some of the core philosophies (not mechanics!) of the game series and how they can be updated.


Storytelling

One of the amazing things Metroid did in earlier titles was subtle storytelling. No exposition at all beyond an introduction, no plot points that are hit in any order, pretty much all the stories are told by the environment and gameplay itself.

Metroid Prime took a step forward by adding expository text gained through scanning and gameplay, telling more complex stories, some of which are purely for world building and interest, and some of which are for foreshadowing.

Metroid Prime 3: Corruption, Metroid Fusion and Metroid: Other M, however, took a much more traditional approach to storytelling, making it hit a specific set of plot points that are reached in order. Corruption's story seemed fairly average, but Fusion hit it out of the park -- not nearly as much with the story itself, but with the storytelling elements that are blended between the narrative and the gameplay itself (i.e. environmental cues foreshadowing what's coming next), along with the constant surprises. Other M, on the other hand, completely flopped on its face with regards to storytelling, with very few good storytelling elements, no interesting characters, characters that you just hate (not "love to hate," like the best villains in great stories, I mean actually hate), and worst of all, an emphasis on story over gameplay.

So on the "tell a progressing story," we have a hit, a miss and a meh on titles that tried it.

Metroid fans love that most of the Metroid games can be made nonlinear with some out-of-the-box thinking and sweet moves. Most gamers, on the other hand, love games that tell stories and will strongly dislike games that don't have decent stories. Is there a decent way to reconcile the two? Here are my thoughts on the subject.

  • The Disconnected Past method. This was Breath of the Wild's approach to telling a linear story in a nonlinear method. The story doesn't take place concurrently with the game. It doesn't drive the game forward. In Breath of the Wild's implementation, it's a mechanic to motivate you to explore the world, as piecing together story components together is a reward for exploring.

The advantage of that is that it makes it possible to have everything be completely nonlinear. There is no requirement to do anything in a particular order in this method. The downside to it is that often the story is what motivates the player's actions -- the player feels a sense of urgency to complete the next task, to move the story forward by playing.

Could this work for Metroid? Yes -- and it sort of already has, in the form of Chozo, Luminoth and other fallen civilizations' lore. But it suffers from exactly the same problem that BotW's storytelling suffered -- that the story is disconnected from what's happening right now, and nothing that happens to you really depends on that story.

  • The Choke Point method. This method tells a linear story, with plot points coming in linear order. Between those plot points, though, the player has freedom to choose a sequence of a certain number of events -- i.e. complete these three dungeons in any order you want, kill these 6 bosses in any order, collect these MacGuffins in any order, and when you do all of those things then you can move on to the next plot point, after which you'll have another set of things to do in whatever order.

The advantage is that the player maintains freedom of choice while the story still drives the player forward. Another Zelda comparison, but that's essentially how A Link to the Past works (although some linearity is semi-enforced by the need to get certain items in order, though you don't need to complete the dungeon to get the item to get through a different dungeon). The disadvantage is that you're trading off between story complexity, player agency and game length. You can have a complex story and a lot of player freedom, but it's going to get really long. You can have a lot of freedom and a perfect-length game, but the story is limited to two, maybe three phases. Trading off.

Metroid Prime kind of showed something like that -- it had a choke point that depended on a MacGuffin hunt to move past.

  • The Parallel Stories method. Rather than tell a single story, have each different path you take move you along in a different storyline. This is how a lot of open-world games approach it -- there's a story in each region, and the different stories don't depend on each other.

The advantage of it is having a story in the present to motivate the player to move forward. The disadvantage is that it can feel disconnected, like it should really be separate games.

Could this be done in a Metroid game? One of the major themes of Metroid is isolation, but the parallel storylines method depends on having multiple characters to tell stories through.

  • The Investigator's Jigsaw Puzzle method. This is by far the hardest method, mostly because it's hard to separate a key story into independent points that don't depend on each other, but fit together in a way to tell a larger story. But I think it could be / would be the most awesome method. I have an example of such a story for Metroid but it's beyond the scope and purpose of the post, which is to prompt discussion about what story structures could be appropriate.

What kind of stories have you thought about for Metroid, and how might any of these structures be used to tell them?

Posted Jun 1, 2017, 8:27 PM UTC

2612
Struncel•

Yap, I think Prime 1 and Prime 2 did a great job. I love the lore scanning. They should keep that style of storytelling. Like dark souls but with more actual lore

14
fluffernutterxxx•

Yes! I loved how dark souls' story was only important and readily available to anyone who actually gave a crap about it, same with prime 1 and 2. I think keeping the scanning is a good idea. I also think prime 1 and 2 kind of had a small bit of dark souls-esque gameplay. Maybe implement that just a little bit more. Make it more challenging and make samus actually feel mortal against whatever threat she's facing.

2
QuantumElectronicsDuOP•

What do you think about also including some other form of storytelling that happens in the present? Piecing together something that's happening right now?

1
dogman_35•

Prime 2 did that, a bit. Prime 3 tried to go a bit further, but it was too far. Prime 3's NPCs showed there was a larger world out there with a lot more characters than just Samus, but they kind of took away from the game a bit. You were supposed to care about characters you got less than 10 minutes to interact with and didn't even really get to talk to like you might in an RPG.

Prime 2's one sole NPC served only to accentuate the lonely and hopeless feeling of the game. And you can feel for his character a bit more. U-Mos is just a tired old man trying his best to protect the last of his kind and the last light of Aether.

2
Struncel•

Yes of course, would work as well. A good story to motivate the player and then the scanning for the indepth lore including easter eggs. Combine that with dark souls like atmosphere and I am happy

1
odaiba_memorial•

One thing I've noticed about Metroid storytelling is that Nintendo seems to have a hard time drawing a bead on Samus' personality, a problem it doesn't appear to have with its other popular characters. Link's a quiet hero, Mario's a steadfast everyman, and Luigi's a well-meaning coward – but Samus has been pulled in every direction.

I understand what Sakamoto was going for with his half-helpless depiction of Samus in Other M. The early-2000s manga illustrates Samus' childhood, including the death of her parents at the claws of Ridley, and her tutelage under Adam. Part of the manga is dedicated to her suffering and overcoming the post-traumatic stress her parents' death inflicted on her. Sakamoto likely wanted to distill some of that drama into Other M, but unfortunately, the delicate story points that had time to grow in the manga wound up a half-baked mess in the game.

Maybe that's not so bad; it means Samus has a lot of potential as a complex hero. I'd like to see a melding of Samus' confident and "damaged" personality traits: A towering woman who doesn't hesitate to do what must be done, but also reflects on her past and confronts her demons (i.e. Ridley) when it's necessary.

Yeah, Other M's dialogue, story, and acting left a lot to be desired, but I don't think that means that Samus should keep her mouth shut like in the Prime games. The major problem I have with the Prime trilogy is that they completely gutted her personality. If they are working on a new Metroid game, I hope they've figured out a way to make her more of a fleshed-out character than a blank slate, which she was never intended to be.

6
QuantumElectronicsDuOP•

I personally greatly enjoyed Samus's personality in Fusion. It told a linear story and had linear progression, yet still knocked it out of the park for a Metroid game.

There's the obvious distaste for following orders. (Actually, Fusion is much more interesting from a story standpoint from this perspective -- whereas she had complete freedom in the previous numbered title, she's now bound to obey the orders of a commanding officer, and her arch-nemesis has all the freedom and power that Samus used to have. SA-X gets to "break the game," wander wherever she wants without having to go through elevators, etc.) The dislike of following orders isn't just put forward in text, the gameplay itself actually lends to this personality by forcing you down routes where you're "not supposed to be."

The strong morality playing tug-of-war against a strong sense of duty -- the fight between doing something she knows is wrong versus her obligation to do it, and at the end of the story not only does the moral side win, it pulls the duty side over with it.

It's also interesting to see playing off her strong sense of duty against her dislike for taking orders. The result is that giving her orders is can be like making a wish on a Monkey's Paw -- the results are what you asked for, but the consequences aren't what you hoped.

Deep thoughtfulness in reflecting on past events. Deep sense of fear and dread in contemplating what's to come, not so much out of concern for herself but out of concern for everyone else that will never know what she's doing.

Fusion showed that Samus can have an awesome personality. I'd hope the next game can take those character traits and add even further depth. (I personally hope they retcon out Other M as canon, and if they're going to give her ghosts of her past, then the Ridley part of the narrative has to be that he did a lot more than just kill her parents when she was a child).

The harder, deeper part, though, is figuring out how to strike a balance between narrative and freedom. Fusion had narrative, Super Metroid had freedom. Both were amazing, but in different ways.

7
PikpikTurnip•

Samus also has a sense of humor, if I'm to believe what I've read about the scan logs being written by her.

2
dogman_35•

Wasn't this already posted here...? Or was it just a similar post by someone else?

1
QuantumElectronicsDuOP•

I don't remember seeing even a similar post.

I have seen (and some time ago, have posted) story concepts posted, but that's very different from this post.

1
dogman_35•

I was thinking of this post here when I said that, sorry.

My thoughts there pretty much remain the same, though. The Prime trilogy, Prime 2 especially, did a more involved story perfectly without breaking the feeling of immersion of isolation.

3
PikpikTurnip•

Dude, Dark Souls 1 did what Metroid Prime did but on a larger scale, and it's basically a 3D Metroidvania. Just do that.

1