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.
Good game play is always going to be more important than good stories in video games because game play is the bulk of what you're doing when youre engaging with the game, and game play is what leads you from point A to point Z of the story.
He is on point.
Game play is literally anything where you interact with the game. Be it walking, shooting, spinning a puzzle piece, it doesn't matter.Both are important. A great story can elevate a game with mediocre gameplay and a game with great gameplay can make up for a lack of story. That is why the tweet by Druckman makes the most sense. And since we are talking about gameplay what do you consider gameplay? IMO it's not just shooting things and running around. The simple act of walking is gameplay. Just looking around, opening a door or reading a note. These gameplay mechanics can be used to move a good story along. Conversely a good story can compel us to continue walking, looking, exploring to see more of the story.
Using your example that gameplay is what leads you from point a to point z of the story, The story is what is telling me why am I doing these things that is leading me to another point. If I don't know why I am doing what i am doing then why continue with it?
I grew up with arcade games of the 1980s and 1990s. Arcade games, both retro and modern, are still my favorite types of games.
I love gameplay, first and foremost. I don't need story to be there at all. But the article is wrong. As we all know, video gaming has grown into so much more since the late 1970s and early 1980s.
Doesn't change the fact that they're both experienced and informed individuals within their fields, and the guy who wrote this article isn't
Not that you have to be in a field to critique said field, but when you start making broad statements on the nature of a medium and its innerworkings, having hands-on experience and knowledge matters
If you think Inside doesn't have a story or narrative, you should play it again
But given that it's interactive, couldn't you just stand there like you normally would during a cutscene if you really wanted to?
Giving the player the ability to do something else doesn't mean that they have to use that ability.
INSIDE is a game with no story whatsoever.
Shit just happens as you go and its up to you to figure it out. As much as I love that game, having even just a little bit of story would have put my mind at ease as its so frustrating to be intrigued by this world Playdead created but there is no information as to what it is or what's going on.
I've played through it 3 times. Everything's left to the player's imagination.
Of course there are details in the background which help you piece stuff together (stuff like the pods in the forest at the beginning or the secret ending) but the game never outright tells you anything, ever.
What are the shockwaves?
What is that creature?
What the hell was that ending?
The game never answers these questions. It leaves just enough clues to piece together theories.
I guess it does have a story but one that's very minimalist.
To be fair, we had plenty of narrative driven games in mid 80's and the seeds were planted in late 70's already. In 1975 to be exact. It's almost like those have always been here.
Edit: Unless this is exactly what you ment by mentioning those time periods.
The bolded is exactly what I see as the problem. Making a cinematic experience does not play into the strengths of a video game or it's story telling. It takes the interactivity out and imitates another artistic medium. And many of those times its unnecessary.These are games made to feel like a more cinematic experience. Many of those scenes are very focused on the acting and cinematography, some times pre-rendered. They are made to play out the way the devs intended, scripted moments often motion captured where the playable character must interact with other characters or objects in a specific way to advance the story. Sure the devs could have the player doing whatever they want during those scenes, or just add a qte just because, I just don't see how that would make the more scripted cinematic moments better.
Just because you could doesn't mean you should, some things work better in some games while not in others. How would you for example handle scenes where the playable character is not even in the scene for example?
INSIDE is a game with no story whatsoever.
Shit just happens as you go and its up to you to figure it out. As much as I love that game, having even just a little bit of story would have put my mind at ease as its so frustrating to be intrigued by this world Playdead created but there is no information as to what it is or what's going on.
Mid 80s is when console RPGs and narrative-type things started to show up, yes. True, seeds had been planted, but there were few-to-zero narrative elements in most games out of the late 70s/early 80s. I don't really count things like "you good, them bad" or "aliens invading, shoot them" or "girl captured, save the girl."
Yea.. even in multiplayer, im more likely to choose objective based scenarios, than free for all.. it's not really a narrative, but it gives me a reason to kill the enemy😋Don't give me a story and I m out. I like to know why I m doing x and y. Heck even games like Mario would be boring. I mean why the fuck I m defeating Bowser ?
The bolded is exactly what I see as the problem. Making a cinematic experience does not play into the strengths of a video game or it's story telling. It takes the interactivity out and imitates another artistic medium. And many of those times its unnecessary.
As for your example, I would give the player control of the camera so they could move freely around whatever scene they're in. It doesn't take the interactivity out of the players hands, and even allows them to frame and direct the scene how they want or feel the scene should be conveyed. All while not losing out on whatever details would have been told to the player through the cutscene.
Video games shouldn't be striving for cinematic moments as the baseline for its storytelling. All it does is limit the medium. It would be like if you were reading a comic book and when you turned the page, there was no art. Just a bunch of paragraphs explaining what is happening. At that point, the person isn't playing into the visual aspect of comics, and instead of using those pages to let an artist convey the authors words, they decide to imitate novels and literature and just write a few paragraphs.
The bolded is exactly what I see as the problem. Making a cinematic experience does not play into the strengths of a video game or it's story telling. It takes the interactivity out and imitates another artistic medium. And many of those times its unnecessary.
As for your example, I would give the player control of the camera so they could move freely around whatever scene they're in. It doesn't take the interactivity out of the players hands, and even allows them to frame and direct the scene how they want or feel the scene should be conveyed. All while not losing out on whatever details would have been told to the player through the cutscene.
Video games shouldn't be striving for cinematic moments as the baseline for its storytelling. All it does is limit the medium. It would be like if you were reading a comic book and when you turned the page, there was no art. Just a bunch of paragraphs explaining what is happening. At that point, the person isn't playing into the visual aspect of comics, and instead of using those pages to let an artist convey the authors words, they decide to imitate novels and literature and just write a few paragraphs.
I'm not saying they shouldn't exist. I'm saying they shouldn't be the standard for storytelling in video games. Which is what they are.No saying games shouldn't do this, or shoulnd't do that is limiting the medium. Just because you don't like cinematic games doesn't mean they can't exist together with less cinematic games. Naughty dog for example is known for their cinematic storytelling, they make the games they want to make and their fans want to play. They don't need to change how they tell their story to please people that don't enjoy. There's plenty of games that doesn't use that kind of cinematic storytelling and would be worse if they took away too much player control. There is room for all kinds of storytelling in this medium
Maybe if I said this type of story telling shouldn't exist then I would. But I didn't.Actually, the best way to limit a medium is to make blanket decrees about what it can and can't do.
Surely you see the irony.
I am glad the writer of that article does not make games.
I'm not saying EVERY game needs a story, but if a game has a good story it only makes it a better experience. I love a good story and if a video game tells a good one then it makes a much bigger impact than a tv show or a movie.
Its better/easier to not play the kind of games you dont like or understand rather than questioning their existence.
What's that even supposed to mean? More popular? Who cares? It's not like the most popular movies right now tell the best stories.And most of all, are they better stories than the more popular and proven ones in the cinema, on television, and in books?
I'm not saying they shouldn't exist. I'm saying they shouldn't be the standard for storytelling in video games. Which is what they are.
It's really bad for an artistic medium when it's main means of expression of ideas is doing nothing but imitating the way other artistic mediums express their ideas. Video games have a very unique means to express ideas, but the industry standard is to ignore those means in favor of imitating movies and TV.
Maybe if I said this type of story telling shouldn't exist then I would. But I didn't.
Prove what? Nintendo games aren't objectively better than others. I'd much rather play a title like The Last of Us over anything Nintendo has put out over the last 20 years.Nintendo games prove this.
Nearly all their games story is hardly existent and just rolls into the sequel the same pretty much yet still sells and reviews well alot.
I disagree that there's no story in InsideINSIDE is a game with no story whatsoever.
Shit just happens as you go and its up to you to figure it out. As much as I love that game, having even just a little bit of story would have put my mind at ease as its so frustrating to be intrigued by this world Playdead created but there is no information as to what it is or what's going on.
Nope. Video games without story are intellectually boring.
Games are toys. They're better if they aren't trying to be "intellectual".
Again, because it limits the medium.Why is it bad that many games uses ideas from other mediums? Because you don't like it? The industry seems to be doing fine and there is more ways to experience stories in games today then before.
Games are toys. They're better if they aren't trying to be "intellectual".
If video games are toys, just fun stuff with no other merit, then so is every other mediumGames are toys. They're better if they aren't trying to be "intellectual".
That doesn't mean Inside doesn't have a story, it just doesn't have explicit explanations for everything. But plenty of that is discernible. There are whole Youtube videos analysing each aspect. There is a narrative going on. There is a natural progression from nature to industrial and then back to nature. The game is about the theme of control.
Just like there are plenty of arthouse films that don't explain everything but are still considered to have stories. It's all about leaving things to your interpretation. Letting you think about it and be an active participant in the discussion of the work.