That sounds like a great idea. Wait, we're making games here. you know, games. Where the defining aspect is the gameplay?choodi said:- start with the script and then build the gameplay
This won't happen until the player base matures and expects more from their games.- get rid of the juvenile themes (and people)
Resources are limited. That sounds vague and unrealistic/unfeasible.- let the player decide what sort of story they want to experience, but give enough options to satisfy more people
And I thought I was the only one. I also enjoy hitting people in the face with crowbars. They don't seem to mind.Y2Kev said:Half Life 2 by definition doesn't have cutscenes (there is no "cut"). However, it does have scenes and they are awful. But I like to try and jump on people's heads while they express my greatness.
My favorite part about this type of storytelling is that I can avoid it.Metal B said:One videogame-storytelling-technique. that really worked great so far, is archaeology-storytelling. I mean that stories, were the important parts already happened and leaved clues over the past behind. So its mostly an optional and interactive mission to find this clues and set the pieces together to understand what is going on in the gameworld. This clues can be items, architecture, monsters, characters, hidden texts, other information's and even gameplay. Two great games. which are using this technique, are the Metroid-Series and Zelda: Majoras Mask. Of course this is just one possibly, but i really liked the story to be told in this way and the games gave me the feeling, that i was finding something special.
I agree, just look at Portal and Portal 2, the player was much more isolated in Portal 1 and I thought that made the atmosphere and overall story stronger, and the shock of GLaDOS trying to kill the player was one of the most shocking turns for me in gaming, Portal 2 introduced a lot more characters but having a talking metal sphere screaming unfunny jokes at you the entire time ruined the experience for me.tiff said:I thought the introduction of characters like Alyx was a detriment. Valve's method of storytelling works best when the player is relatively isolated, observing the events around them. It doesn't work as well when they add in important characters that you're supposed to form emotional attachments to, despite being unable to interact with them in any way.
beastmode said:no Mission 1 *briefing* Mission 2, etc. It's just *You're in City 17, go."
Basileus777 said:I think HL2's bigger problem is that the silent protagonist gimmick really limits what kind of stories you can pull off effectively. At a certain point, relationships cease to remain believable and immersion ends up compromised.
Advancement of Storytelling in Games
Pimpbaa said:I'm more interested in the advancement of gameplay, since that is far more important.
Because these are video games.NotTheGuyYouKill said:Why can't they be on equal footing?
Ideally I guess story could be intertwined with gameplay to the point of being inseparable but beggars can't be choosers.CoffeeJanitor said:Because these are video games.
The thing that differentiates gaming from other mediums is the interactivity. In other words, the gameplay.
It's no surprise that the most of the most influential games of all time were influential because of their different gameplay innovations.
Story, as a whole in gaming, should always play second fiddle to gameplay.
CoffeeJanitor said:Because these are video games.
The thing that differentiates gaming from other mediums is the interactivity. In other words, the gameplay.
It's no surprise that the most of the most influential games of all time were influential because of their different gameplay innovations.
Story, as a whole in gaming, should always play second fiddle to gameplay.
CoffeeJanitor said:Because these are video games.
The thing that differentiates gaming from other mediums is the interactivity. In other words, the gameplay.
It's no surprise that the most of the most influential games of all time were influential because of their different gameplay innovations.
Story, as a whole in gaming, should always play second fiddle to gameplay.
Pimpbaa said:I'm more interested in the advancement of gameplay, since that is far more important.
CoffeeJanitor said:Story, as a whole in gaming, should always play second fiddle to gameplay.
Cool. It's just that, to me, the gameplay is the central aspect that makes games games.GhaleonQ said:People thought the same about animation and opera, but development proved that even 1 person can do both.
The choice turned out not to be between abstract animation that pushes boundaries and story-driven comedic shorts that lack in-depth animation.
The choice turned out not to be between telling the story of Eurydike and Orpheus for the 1,000th time with groundbreaking music or a completely novel story with mediocre tunes.
I don't see why video games are special in that regard. Edit: I should add that neither is strictly necessary to be good or even great. I just mean that the ideal, a totally achievable ideal, is the development of both.
That's why I said on the whole. Of course there are exceptions.Enduin said:Why? For no reason at all you are drastically limiting what games can do for no good reason other than that being your personal preference. Games are meant to provide the player with a unique experience, their key attribute over books and movies is interactivity but that shouldnt negate or diminish the importance of a storyline or narrative within the game, in many cases that enhances the need and possibilities that stories provide.
In a lot of games the story and connections players have made with the character and events in the game have been the focal point and highlight of their experience with the gameplay being the afterthought, in other cases those story elements have greatly enhanced the overall experience even when gameplay was bulk of the experience. There is no absolute here, depending on the game and depending on the player one part can take precedent over the other, ideally both would compliment the other perfectly, but sadly that cant always be the case.
I find it extremely closeminded and foolish for people to dismiss the importance of story elements in games and act like they should always be an after thought in the development of a title. Some games can and should emphasize and explore the role of story telling in games. This doesnt always mean a heavy handed narrative or copious amounts of dialogue. Story telling goes far beyond simply writing dialogue and making cutscenes but rather permeates into every facet of game development. From the setting and atmosphere to the lighting and sound, to the art and animation and even the players abilities and how they interact with the game's world.
CoffeeJanitor said:That's why I said on the whole. Of course there are exceptions.
The reason I view the importance of gameplay over storytelling elements is not only because of my personal preference, but also because the industry thrives on gameplay innovations. I don't see well told stories happening any time soon in high selling titles, so i would see a game like that as much less important in the spectrum of things than a game that changes the industry landscape with its gameplay. Call me ignorant on that but it's just my view.
CoffeeJanitor said:That's why I said on the whole. Of course there are exceptions.
The reason I view the importance of gameplay over storytelling elements is not only because of my personal preference, but also because the industry thrives on gameplay innovations. I don't see well told stories happening any time soon in high selling titles, so i would see a game like that as much less important in the spectrum of things than a game that changes the industry landscape with its gameplay. Call me ignorant on that but it's just my view.
I can understand the love for RDR's plot (not agree with it, but understand it), but I never got why people cite Uncharted and Portal as examples of great stories.NotTheGuyYouKill said:Uncharted, Assassin's Creed, Dead Space, RDR, Portal 2, these are high-sellers that have great stories...
tiff said:I can understand the love for RDR's plot (not agree with it, but understand it), but I never got why people cite Uncharted and Portal as examples of great stories.
I've never played Assassin's Creed. All I know about it is that is that I guess there's two factions who have been opposed to each other throughout all history and every major historical figure who ever lived is a member of one of the two factions which sounds delightfully horrendous.Fimbulvetr said:You get offended by those but not Assassin's Creed?
Ookami-kun said:In any case, devs and writers should always follow: put a story that is more sensible and satisfying first over something that is "epic", "deep" and complex, because you might end up making something shallow.
*cough MGS series*
tiff said:I can understand the love for RDR's plot (not agree with it, but understand it), but I never got why people cite Uncharted and Portal as examples of great stories.
tiff said:I've never played Assassin's Creed. All I know about it is that is that I guess there's two factions who have been opposed to each other throughout all history and every major historical figure who ever lived is a member of one of the two factions which sounds delightfully horrendous.
tiff said:I can understand the love for RDR's plot (not agree with it, but understand it), but I never got why people cite Uncharted and Portal as examples of great stories.
Fimbulvetr said:The main character has no personality and exists only as a vehicle to experience the lives of his infinitely more interesting, yet still extremely shallow, ancestors.
Blatant cliffhanger twists.
Ludo-narrative dissonance up the butt.
Fimbulvetr said:It isn't shallow.
It's just filled with layers, upon layers, of needless convolution.
NotTheGuyYouKill said:Though it does seem to me that as the games progress, so does Desmond's character. He's developing a personality as we go...
NotTheGuyYouKill said:True Blood does the same shit with the cliffhangers, but I keep coming back for more!
Though TB may not be the best comparison.
Fimbulvetr said:That's... not at all a good thing. Characters should start with a personality, not suddenly get one after hours and hours of being super bland.
The entire point is that you keep coming back for more.
*MEGA TWIST INTRODUCES NEW CONFLICT INTO THE SERIES!!!*
"OMG I have to see how they resolve this dire situation!"
*next iteration resolves nothing and only introduces a new MEGA TWIST along with a new conflict*
So did the entire Laidlaw family just decide to get into videogame writing or what?azentium said:He is referring to Marc Laidlaw, the writer for the Half-Life series. You might have him confused with Mike Laidlaw.
WrikaWrek said:Uncharted 2 has compelling characters, villains, performances, locations, love interests, action set pieces etc
Everything you need to make a good action adventure story. It's better than most summer action blockblusters coming from hollywood.
if we're only talking about the first game, i don't see a problem there. characters don't have to be personalities; they can serve other purposes.Fimbulvetr said:The main character has no personality and exists only as a vehicle to experience the lives of his infinitely more interesting, yet still extremely shallow, ancestors.
It would be crazy if movies and books started out with locations or shots etc, before coming up with the story. If we want video games to stand up to movies or books in terms of their stories we absolutely have to do the story first then the gameplay.CoffeeJanitor said:That sounds like a great idea. Wait, we're making games here. you know, games. Where the defining aspect is the gameplay?
If games go the way of storytelling I hope they don't take after Heavy Rain or LA Noire. Just my opinion, though.Liquid Helium said:It would be crazy if movies and books started out with locations or shots etc, before coming up with the story. If we want video games to stand up to movies or books in terms of their stories we absolutely have to do the story first then the gameplay.
I think videogames will split into 2 different things in the future, one were storytelling is everything, these games will be like Heavy Rain and L.A. Noir. And games were gameplay is everything, games like Demons Souls, Plants vs. Zombies.
CoffeeJanitor said:If games go the way of storytelling I hope they don't take after Heavy Rain of LA Noire. Just my opinion, though.
CoffeeJanitor said:If games go the way of storytelling I hope they don't take after Heavy Rain or LA Noire. Just my opinion, though.
And I doubt that's going to happen. Again, just my opinion.
I'm not saying that Heavy Rain had a great story. The story in Heavy Rain is awful. I'm talking only about the way the story is presented and told. If you took the Heavy Rain and gave it a really well written story it would be amazing. Videogames have the ability to tell stories that other mediums can not, in video games actions can have consequences, enviorments and worlds can be fleshed out in more detail, tension is a far easier thing to present, etc. If we had a game that was story based and took advantage of these things without falling into the traps that video game stories are hindered by (having the main character kill hundreds of people, hiding the story behind repetitive actions, etc.) it would be incredible.Ookami-kun said:This. People are forgetting that outside of the method of storytelling, it is still important that the story itself should be good.
John said:if we're only talking about the first game, i don't see a problem there. characters don't have to be personalities; they can serve other purposes.
well, yeah, as a fish-out-of-water character he makes the other characters elucidate. standard technique.Fimbulvetr said:Like being completely bland and going "WOAH! Now I'm confused." every time something weird/dumb happens?
What a vital resource that the plot would suffer without.
tiff said:I can understand the love for RDR's plot (not agree with it, but understand it), but I never got why people cite Uncharted and Portal as examples of great stories.
Metal B said:One videogame-storytelling-technique. that really worked great so far, is archaeology-storytelling. I mean that stories, were the important parts already happened and leaved clues over the past behind. So its mostly an optional and interactive mission to find this clues and set the pieces together to understand what is going on in the gameworld. This clues can be items, architecture, monsters, characters, hidden texts, other information's and even gameplay. Two great games. which are using this technique, are the Metroid-Series and Zelda: Majoras Mask. Of course this is just one possibly, but i really liked the story to be told in this way and the games gave me the feeling, that i was finding something special.
MYE said:Soooo
No one asked Climax, huh?
Mortrialus said:I think games are interesting because they're the only media where the player is simultaneously the Lead Actor and the audience. I'd very much like to see them move forward.
shorten the length of games, but increase choices for how to proceed in resolving it (more replayability)
stop making everything about combat and killing
start with the script and then build the gameplay
The development industry is mostly populated by man-children. Hence, all our games are aimed at man-children.get rid of the juvenile themes (and people)
Relates to the first and second points above.let the player decide what sort of story they want to experience, but give enough options to satisfy more people
Pretty self explanatory this one...hire real script writers and pay them properly