What Video Game Storytelling Taught Me About Writing (And Why I Want to Create One Someday)

Video Game Storytelling

Where My Love for Video Game Storytelling Began

Video game storytelling was my first love of stories growing up. When most people talk about storytelling, they point to books or films. But for me, it started somewhere else, in front of a CRT TV with a controller in hand.

Growing up, my love for video games came naturally. My dad introduced me to the NES, then the SNES, and it wasn’t just the gameplay that drew me in, it was the connection. Video games, and especially video game storytelling or interactive storytelling, became a bonding tool between us. I’ll never forget playing Super Mario Bros. with him, my first video game ever, where we’d take turns, laugh, and try to beat each other’s high scores. What I didn’t realize then was that this was the beginning of my storytelling journey.

As consoles evolved, so did the depth of the games themselves. I remember getting the PlayStation for Christmas and unwrapping Army Men: Air Attack and Tomb Raider III. My dad, who was used to pixelated sprites, stared at the cutscenes in awe. “It’s like watching a movie,” he said, and he was right. The games were no longer just about reflexes or scores. They had scenes. Dialogue. Drama. Even characters with backstories and emotional arcs.

Even Super Mario Bros., as simple as it was, had a story: a kidnapped princess, an evil villain, and a plumber on a mission. It was minimal, sure, but it gave you purpose. You weren’t just running left to right, you were trying to rescue someone. That thread of narrative, however thin, pulled players forward. It made you care.

As I grew older, I started dreaming about making games myself. It became my first creative passion, even before writing stories or studying film. I researched schools that offered video game design programs. But in my household, pursuing a career in games or even film was… frowned upon. So I pivoted to creative writing instead, the one form of storytelling I could still chase without resistance.

But that early love for games never left me. And in many ways, it shaped the way I write stories today.

Contents

The Retro Influence

There were countless games that lit a spark in my imagination, a spark so intense it felt like thunder and lightning cracking in my brain. I used to draw characters, not for school, not for anyone else, just to get the ideas out of my head. The art was rough, but it was mine. A preview of the games I wished I could create.

One of my earliest obsessions was Pokémon Red, part of the original Gen 1 series on Game Boy. The idea of a turn-based RPG filled with mysterious creatures, evolving friendships, and adventure across regions. It was thrilling. I would imagine my own characters and creatures, envisioning new worlds and rules.

Then came Super Metroid on SNES. That game blew me away. The atmospheric world design, the sense of isolation, the haunting music, and all in a 16-bit package. It wasn’t linear, either. You had to backtrack, explore, and unlock your own path. That non-linear approach influenced how I thought about game structure, and later, plot twists in writing.

The Legend of Zelda: Link’s Awakening on Game Boy came next. A birthday gift I’ll never forget. And a year or so later, A Link to the Past for SNES became one of my favorite games of all time. Both with incredible storylines that laid the foundation for my love of video game storytelling.

These weren’t just fantasy quests, they were emotionally layered adventures. They showed me how story and gameplay could weave together into something bigger than either one alone.

But if I had to name the game that changed everything for me as a storyteller? It would be Metal Gear Solid on PlayStation. I got it for my 10th birthday, but it was my dad who ended up playing it first. We’d sit together for hours as he unraveled the story. I watched him battle enemies, uncover secrets, and wrestle with philosophical dilemmas. After he finished, I played it myself just to experience it again from the beginning. That’s how powerful it was.

Despite the limited graphics, games like Resident Evil and Silent Hill forced us to use our imagination, especially in horror. What you couldn’t see clearly made everything scarier. That use of suggestion and atmosphere? It’s something even books try to master.

And let’s not forget the game manuals. Yes, those booklets you’d get inside the box. They were like secret lore guides: character bios, backstory, tips, even mini-maps. They added world-building beyond what was in the game. I used to read them like they were sacred texts. That kind of immersion is rare these days, and I miss it.

What Games Taught Me About Narrative

Video games taught me the very building blocks of storytelling, pacing, stakes, choices, mystery, emotion.

I learned that horror hits harder when you’re in control. Watching a horror movie can be scary. But playing one? Your survival instincts kick in. You’re not just watching a character die, you’re trying not to die. You’re solving the puzzle, conserving ammo, fighting the panic. That active participation makes all the difference.

Games like Metal Gear Solid taught me that you could have multi-layered characters, long-winded conversations, and shocking twists, and still keep the player engaged. The reveal that Snake and Liquid are connected by blood? I didn’t see it coming. And the fact that your choices affected the ending? That was a revelation to me. Games weren’t just linear stories, they were flexible, reactive. A conversation option could change a relationship. A decision could define your ending. This kind of interactive video game storytelling actually relies on the player’s choices.

That kind of interactivity is unique to games. No book or movie lets you shape the outcome like that. And yet, games can still deliver the same emotional punch or more.

How It Fed My Passion for Writing

I’ve always been a visual learner. That’s why movies and video games spoke to me long before I became an avid reader. Don’t get me wrong, I love books. But in high school, I found myself writing more than reading. And in college, I started consuming books more seriously. Still, the stories I wrote were heavily influenced by games and film.

When I started working on 8-Bit, I knew I wanted to write something that blended the gaming world with a thriller narrative. A story that paid homage to the games I grew up with, but also served as a commentary on deeper issues like trauma, exploitation, and identity.

8-Bit is about a game engineer who receives a mysterious cartridge tied to a real-life murder. Each in-game mission must be replicated in the real world to prevent more deaths. It’s a murder mystery told through the lens of retro game mechanics and inspired by classic video game storytelling. Writing it was a way for me to merge my two creative worlds: gaming and literature.

I’ve met writers and readers who never really played video games, or didn’t take them seriously as an art form. But they’re missing out. Video games tell stories in ways no other medium can. If you’re not into playing, I suggest watching a full story playthrough like a movie. But honestly? Nothing beats the experience of holding the controller and living it yourself.

The Future – I Want to Write a Game Story

Despite everything else I’ve done, from writing fiction to soon launching my first mobile game, I still dream of writing a full narrative-driven video game.

These days, I find myself drawn to indie games that bring back that nostalgic feeling. The kind of games that feel like they were made for people who remember blowing on cartridges and reading game manuals like novels.

One genre I’m particularly drawn to is metroidvania, inspired by Super Metroid and Castlevania. These games are non-linear, filled with secrets, and often involve looping back to earlier parts of the map with new abilities. It’s like storytelling in layers, where discovery is just as important as progression. That’s the kind of game I want to write. A journey that rewards curiosity, punishes recklessness, and sticks with you long after the credits roll.

I have outlines. I have characters. And I have the hunger.

Someday, I’ll bring it to life.

My goal is to contribute something unforgettable to the world of video game storytelling, a story players won’t just play, but remember.

Final Thoughts

Storytelling didn’t begin for me with books or screenplays. It began with pixelated worlds, polygonal characters, and cartridges that sparked my imagination.

While I’m currently building arcade-style games like Ballz n’ Binz, my heart still beats for narrative. And one day, I’ll write a video game story that players don’t just play, they feel.

Because at the end of the day, stories aren’t just told. They’re lived.

If you’d like more information about my upcoming gaming, Ballz n’ Binz, check out my other website www.gamingdelights.com by clicking on the link. Also be sure to check out my post about Gaming Delights as well.

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