since everyone else focused on the rest of your post, I'm going to focus on this.
Short Answer: Because the effect is lost.
Long Answer: Video Games have become my favorite medium for telling a story by a large margin. This is not only because of games ability to tell unique stories that are only possible due to the interactive nature (non linear storytelling, mechanical storytelling etc), but because of the interactive nature itself. By being an active participant in the story, I can actually be drawn in and truly care about the events in a way that just doesn't happen when I read a book or watch a movie. Sure I could watch a youtube lets play of the game and know the story, but the enjoyment of it would be greatly diminished. The effect is lost.
Struggling to crawl through the microwave corridor in MGS4 just isnt the same if you arent holding the controller.
The lack of a strong story in Breath of the Wild made it far less motivating for me to explore around the world, so my anecdote is that this is wrong.
He is on point.
You forgot the context. I said that if your game is bad, then why should i trudge through the bad game just for the story?
I didnt forget the context at all. I can still play a bad game if the story is good just because the sheer fact of it being interactive adds enough value to the story.You forgot the context. I said that if your game is bad, then why should i trudge through the bad game just for the story? I said this many times. But you can have the best story in the world, but if the gameplay is bad and lacking, then why play it? Again a good story is nice, but for me to get through it, the game needs to be up to snuff.
Games are like a table. Diminish one leg and the structure may still stand albeit lopsided. Gameplay isn't everything; the overall experience can still be enjoyable if some aspects are lackingYou forgot the context. I said that if your game is bad, then why should i trudge through the bad game just for the story? I said this many times. But you can have the best story in the world, but if the gameplay is bad and lacking, then why play it?
I think his point is that you wouldn't do that in the first place. Which is why gameplay ultimately comes out as more important than story in video games.Why should I trudge through a bad game just for the gameplay?
This analogy only really works if all aspects of something are equal in the first place. Which isn't really the case for video games.Games are like a table. Diminish one leg and the structure may still stand albeit lopsided. Gameplay isn't everything; the overall experience can still be enjoyable if some aspects are lacking
The thing is what you're are saying is strictly personal, unless you think that your idea of a good game is all that should matter to the world.
Games are like a table. Diminish one leg and the structure may still stand albeit lopsided. Gameplay isn't everything; the overall experience can still be enjoyable if some aspects are lacking
Why should I trudge through a bad game just for the gameplay?
He is on point.
You can even have two legs completely blotched and still have a great experience/game.Games are like a table. Diminish one leg and the structure may still stand albeit lopsided. Gameplay isn't everything; the overall experience can still be enjoyable if some aspects are lacking
Gameplay is merely the means of interaction. It's as important as the game needs it to be. Clicking on the screen to progress an adventure game is as valid as gameplay as shooting enemies in an FPSI think his point is that you wouldn't do that in the first place. Which is why gameplay ultimately comes out as more important than story in video games.
Video games make more sense when they don't have stories.
I didn't say it did. But even simple game play has to be enganging and responsive.Gameplay is merely the means of interaction. It's as important as the game needs it to be. Clicking on the screen to progress an adventure game is as valid as gameplay as shooting enemies in an FPS
Simple/easy/basic/etc gameplay doesn't equal bad gameplay
I didn't say it did. But even simple game play has to be enganging and responsive.
If you play an adventure game that has very small item click boxes, to the point where you have to click multiple times just to examine an item you need to progress, you're probably going to quit playing the game no matter how good the story is. Because the game play isn't responsive enough to make you want to progress without getting frustrated that the game is not responding to what you're attempting to make the game do.
You know what videogames are better without? Generalizations.
I didn't say it did. But even simple game play has to be enganging and responsive.
If you play an adventure game that has very small item click boxes, to the point where you have to click multiple times just to examine an item you need to progress, you're probably going to quit playing the game no matter how good the story is. Because the game play isn't responsive enough to make you want to progress without getting frustrated that the game is not responding to what you're attempting to make the game do.
You're shifting it to technical stuff. Then yeah, it doesn't matter if it's the boom mic and wires appearing in a movie scene or a rampant editing errors in a book. That is objectively bad across all mediumsI didn't say it did. But even simple game play has to be enganging and responsive.
If you play an adventure game that has very small item click boxes, to the point where you have to click multiple times just to examine an item you need to progress, you're probably going to quit playing the game no matter how good the story is. Because the game play isn't responsive enough to make you want to progress without getting frustrated that the game is not responding to what you're attempting to make the game do.
By bad, I literally mean unresponsive. Generally it was a hypothetical of extremes to highlight why aspect (Gameplay) is ultimately more important than the other.I think it says a lot about a game that can push players to enjoy it for the story even if the gameplay is lack luster. I don't see it this way myself but many feel The Last Guardian has poor gameplay elements but many still consider it one of the best games they ever played. I guess it depends on what you're looking for and what you consider "bad" gameplay.
Whilst I definitely agree with Druckmann, putting video games into these tiny "one-size-fits-all" boxes is always terrible, it's funny to me that the image underneath comes from Everybody's Gone to the Rapture.
That game, to me, felt like the embodiment of a game that did not care for me as a player and valued itself and its rather mediocre story above all else. Something like Deadly Premonition has crap gameplay, sure, but unlike Rapture its gameplay is serviceable enough that it facilitates the player's continuation of the great story. In Rapture the snails-pace you move at (even with the most liberal example of a "run" button ever put in a game) and the terrible player guidance the game gives you made finishing less something I wanted to do and more something I felt I should do. Despite not having played the former, Gone Home and Firewatch are much better examples of so-called "walking simulators" than Dear Esther or Rapture.
That game's the worst well-known example I can think off, but there are other examples. I felt that the pacing in Uncharted 4 due its higher frequency of lengthy climbing sections made the game worse in some respects to its predecessors. The lengthy walk-and-talk sections of Metal Gear Rising are blemishes on an otherwise amazing game.
Though, we can go for days as to what constitutes "bad gameplay", but I find that, personally, when the developer's desire to tell a set story overrides respect for the player's agency to such an extent where playing your game feels like a score, it's bad storytelling and should simply be a cutscene instead.
What really sets games apart are their ability to create unique stories for everyone who plays them. Emergent gameplay, as a term, is kind of beaten to death, but it's probably the easiest one to use to identify what makes games special.
Well I agree that the bolded is a pretty silly opinion to have. But at the same time, at least to me, most "Walking simulators" kind of fail on both sides.You're shifting it to technical stuff. Then yeah, it doesn't matter if it's the boom mic and wires appearing in a movie scene or a rampant editing errors in a book. That is objectively bad across all mediums
But in this particular discussion of good and bad gameplay, I don't think most people were talking on a technical level, like unresponsive controls, but on a "Gone Home isn't really a game"-esque level, about the design philosophy and importance of gameplay, and what makes gameplay good and bad in the context of a game
100% correct article. Game stories are almost universally garbage and the few that are slightly better can't even remotely be compared to the best of film/television/literature. Enjoying or praising them is pretty much a marker of complete lack of taste to me. They're something I put up with because I enjoy the game part of video games.
He is on point.
Did you actually read the article? He makes a lot of irroneous claims that he doesn't back up, and doesn't even discuss 2D games at all when making his point, which hinges a lot on the supposed 'emptiness' of 3D environmentsIan Bogost is correct.
The problem is that video games don't have their equivalent to The Wire.I love posts like this as they act like movies, books,tv or any entertainment medium arent full of tripe more often than not. For every show like The Wire we get a dozen like The Big Bang Theory.
I feel like people put words in his mouth. He hasn't said that games with stories are bad, just that they are better without them. There is a difference.
Whilst I definitely agree with Druckmann, putting video games into these tiny "one-size-fits-all" boxes is always terrible, it's funny to me that the image underneath comes from Everybody's Gone to the Rapture.