Obvious spoilers for The Legend of Zelda: Breath of the WildVideo games are now a narrative-driven form of entertainment. Even sports games like NBA 2K17 feature a narrative-driven mode, where players can create a digital version of themselves and live out entire NBA seasons. Big budget, triple-A titles which lack narrative modes (such as Street Fighter V and Star Wars Battlefront) are criticized by professional reviewers and consumers alike for leaving out what many consider to be a core feature of modern gaming. Meanwhile, prestigious awards are often reserved for games with particularly strong narratives — think The Last of Us, Uncharted, Grand Theft Auto and similar titles. [quote_right]Why do fans and consumers demand a narrative structure?[/quote_right] I’ve often felt torn about the necessity of narrative* in video games. Video games have given me some of my favorite characters and been home to some of the best writing there is. Yet the medium is accurately named video games, not video narratives. There has been no truly successful fusion of gameplay and narrative in triple-A titles thus far. Narrative progression is usually discreetly separated from actual gameplay in cut scenes, and while we’ve seen an increase in “walk and talk” scenes in recent games, the most important narrative moments still require little more from players than to press a button to advance dialogue. In those scenes, games become movies, and the player is constantly switching between the two settings. Games still can’t deliver narrative as games. *For the purposes of this article, I’m drawing a distinction between “story” and “narrative.” Almost all games have a story. 1984’s Super Mario Bros. story is that the princess was kidnapped prior to the start of the game, which explains why Mario is traveling across the world to save her. Super Mario Bros. lacks a narrative, a chronological telling of the story, in game, that drives the action of the game forward. Super Mario RPG has a narrative, a changing set of plot points and characters which move Mario. If it’s impossible for a game to truly integrate narrative (that is, for a game to simultaneously advance its narrative and allow the player to play), then why do developers include narrative in games at all? Why do fans and consumers demand a narrative structure? I think that Breath of the Wild answers this question with its major shortcoming: narrative, even imperfectly implemented, is as important as gameplay. Breath of the Wild leaves behind several of the series’ well-established gameplay conventions. As important, it also sheds the driving narrative structure which has been a key element of the franchise since Ocarina of Time in 1998. Before OoT, there was only the flimsiest backstory to set Link off on his quest to defeat Ganon and save Princess Zelda. OoT introduced a narrative to the series, and characters that the player cared about and interacted with as more than single-phrase-spouting NPCs. We began to understand the ruthless and ambitious Ganondorf; Zelda was a mischievous child and an adult full of regrets; Hyrule was populated with personalities that would reveal their importance to the narrative, such as Darunia, Saria, and Nabooru. Destiny pushed the characters forward, culminating in the epic battle between the Hero of Time and the Great King of Evil Ganon. Subsequent Zelda games built on this narrative foundation, creating a more complicated lore. Majora’s Mask and Wind Waker served as direct sequels, the former following the adventures of the Hero of Time to a new land, and the latter exploring the consequences of the Hero’s absence in Hyrule. [quote_left]Subsequent Zelda games built on this narrative foundation, creating a more complicated lore.[/quote_left] Twilight Princess, while not a direct sequel, borrowed heavily from OoT in terms of themes and narrative beats. Minish Cap gave us the origins of Link’s cap, and Skyward Sword explained the beginnings of the Master Sword and Hyrule. Narrative became increasingly important to the Zelda franchise, in some cases to the detriment of the actual gameplay experience. The introductory segments of Twilight Princess and Skyward Sword were panned for their plodding narrative and hand-holding. Fi, the partner character in SS, became infamous as the pinnacle of poor narrative and game design in 3D Zelda games. These games were placing gameplay second to narrative. Players were interrupted constantly with cut scenes, unnecessary dialogue, and character interactions that slowed the game’s pacing to a crawl at times, preventing the player from actually playing the game.
Breath of the Wild undid all of these sins by swinging hard in the opposite direction. Gameplay is essentially the only focus…BotW undid all of these sins by swinging hard in the opposite direction. Gameplay is essentially the only focus. There is no narrative introduction, no partner character to get to know, and very little happening in Hyrule in the present tense of the game. Everything is back story, delivered quickly by two characters in the opening hours of the game. The rest of Breath of the Wild’s story is told through a handful of semi-mandatory cut scenes and twelve hidden scenes. I call these “semi-mandatory” because even most of these can be avoided by skipping large parts of the map. If the player completes the entire story of BotW, they will see under two hours of cut scenes. To put that number in perspective, The Last of Us, a much shorter game, has over three hours of narrative scenes. Even after uncovering the entire story, Calamity Ganon has no personal history or even spoken dialogue. Zelda is physically incognito in the game’s present tense until the literal end of the game. Many of the game’s characters, while sporting big personalities and expressive animation, revert back to the one-line NPC model from earlier games. Link can’t interact with the most interesting characters in the game — Daruk, Mipha, Revali and Urbosa — because they’re dead.


The drive to explore beyond Hyrule Castle is not created through narrative progression, but a reliance on the player’s curiosity and desire for completion.The last six months have seen Neir: Automata, Horizon: Zero Dawn, Final Fantasy XV, Mass Effect Andromeda, Persona 5, Breath of the Wild and other games. Maybe no one has the time to replay a game anymore. As someone who enjoys narrative though, the true mark of a masterpiece is not the feeling a work of art gives me the first time, but the feeling it gives me the second time I experience it. After the surprise and novelty wear off, do I want to return to a narrative I’m familiar with? I’ll never be able to recreate the feeling I had the first time, but that’s not my goal. My second playthrough should feel different than the first, yet it needs to feel just as good in its own way. That crucial quality is what made Crash the worst movie to win a Best Picture Oscar — it’s contrivances blow you away the first time you watch it, then become obvious and trite the second time. It’s why I can watch reruns of Star Trek every day, but I have yet to rewatch Battlestar Galactica — enjoyment of the latter is too contingent upon the constant surprises the show throws at you, which are no longer surprises the second time. And it’s why Breath of the Wild is an amazing, wonderful title that I loved playing, but will almost certainly be traded in by the end of the summer.
If you enjoyed this guest post, please check out more of writer Jamil Ragland’s blog The Nutmegger Daily or on Twitter


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