Racing games with stories? Why? Here’s why… | I’m Not Doctor Who

Posted: March 7, 2013 in Plot, Video game
Tags: , , , , , , , , , ,

☞ Should racing games have stories? Why? Shouldn’t they be storyless and plotless instead? As this blogger explains, there are advantages to having narratives in racing games… not merely narratives, one should add, but well-told (or well-designed?) ones.

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“Why are there no racing games with stories? No, wait, scratch that, why are there no racing games with good stories? Or at the very least well-told stories?

It is surely not a difficult thing to do. You take the basic game structure from Wing Commander and replace all the space combat with racing cars around tracks and/or city streets. Then you profit. Why has no-one done this?

The few racing games out there that do have storylines of sort are generally half-assed efforts where all the plot is delivered through badly-written text put into the game as an afterthought, or they simply don’t carry their potential through far enough.

I can think of a few recent examples. Motorstorm Apocalypse, though I didn’t play it, reportedly had a plot of sorts, but it fell into the former category above. Motorstorm Apocalypse, lest you’re unfamiliar, had you racing around a city that was blowing up and falling to pieces — surely an ideal situation for a rudimentary Michael Bay-style plot with some characters and shouting. It wouldn’t have to be a complex plot, just something to break up the racing with some motivational scenes that gave it some meaning.”

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