it's too bad he's dead.Lijik said:I would have loved to hear Ancel's take on this.
it's too bad he's dead.Lijik said:I would have loved to hear Ancel's take on this.
Fumito Ueda said:I don't think storytelling in video games has matured so much in the last decade. Currently there are two techniques of storytelling. The first is to communicate story to the audience in an organic way (text -> voice -> visual information such as acting). The second is to restrict the amount of information you provide to the audience like Japanese Haiku, and leave the rest to the audience's imagination. Both of these techniques were used in ICO and Shadow of the Colossus that I produced.
AniHawk said:now that's not to say something that's designed can't have artful things about it, but i think approaching video games as a medium for storytelling first is an inherently wrong way to go about it.
kinoki said:Also, I don't think Valve pioneers the way in storytelling in games. The only two games I think actually do are ICO and SotC since the producer actually spent some time trying to understand the medium.
kinoki said:And only one person of the bunch "gets it".
The story structure of a game is more like a poem than a book or movie. A book or a movie that conveys a story must be structured in a certain way. Poems and games have an interactivity quality that is lacking in movies and books. So, either you use one or you use the other. No real maturity here. It's just become a bit more seamless with modern technology. I like both of them and they complement eachother really well.
Also, I don't think Valve pioneers the way in storytelling in games. The only two games I think actually do are ICO and SotC since the producer actually spent some time trying to understand the medium.
Zoramon089 said:Ugh, didn't start hearing that term till this gen and that's when I knew...movies were starting to influence games to a dangerous level
Mortrialus said:Books, I agree. Performance arts like movies and theaters are interactive in a very similar way as video games. As I mentioned before, video games have always felt like movie or theater except where the player is simultaneously the lead actor and the audience. Think about a screenplay for a movie or play. The person who wrote it doesn't have authoritative control. The actors are interacting with the movie or play and it will change depending on what actor they have playing. Heck, the actors will not always give the same performance on any take. Ever.
Night_Trekker said:That is quite a claim. I could point out several games that indicate the developers have thought deeply about the medium. Ueda is one of those developers, I think, but he's not the only one, and I'm not even sure he's the best example I could come up with.
Cutscenes are a storytelling tool, no more and no less. Like any tool, they should be used in the most effective manner to tell the story you want to tell and deliver the experience you want to deliver. Sometimes keeping things interactive will be a better choice and sometimes it's better to go for passive cut-scenes.
John said:well, yeah, as a fish-out-of-water character he makes the other characters elucidate. standard technique.
choodi said:This speaks for itself.
The act of killing and shooting things appeals to a small market; namely angry young men. Why can't we have other means of resolving conflict? Phoenix Wright games are not adversely affected by the lack of guns and combat! Give me more of that, please.
choodi said:This seems to be the most controversial point, but I don't understand why.
The video game industry is obsessively concerned with technology and its application to playing games (graphics, polygons, frame-rates, 200-button controllers). If we are serious about improving the narrative in our games, then we need to concentrate on creating a narrative as the core of our products and applying the technology to realise that creative vision.
Yes, we are playing games, and gameplay is king, but when was the last time you played a game that seemed to be crafted around its story? Instead, games seem to be crafted around the gameplay mechanics, which limits the creative expression of the storyteller. Games seem to have storyline elements shoehorned into the plot to justify the "cool" tech that the developer has created.
I want to be compelled to continue the game by its interesting story, not just because I might get a bigger kill-stick just around the corner. I can honestly say that I have never sympathised with a game protagonist (good or bad) in my life. Their fate has never concerned me at all. On the other hand, I can say that I have sympathised very closely with countless movie, television and literary characters.
Why? Because at their core, films, television and books are not about the technology, but they are about the characters and their individual stories.
I could also talk ad nauseum about how it is stupid that every game seems to reinvent the mechanics of the gameplay, but that is another issue entirely.
etiolate said:But what happens to a passive viewing experience when it is surrounded by interactive events? Can a cut-scene be used properly and not seem weaker by comparison to actually doing? Can it be used and not jar the player out of their fiction?
etiolate said:Also, maybe we should clarify what we mean by cut-scenes. Some games will take over control of their character or the character's viewpoint for a story purpose, but I have not considered those cut-scenes.
Fimbulvetr said:That still doesn't explain why violence is suddenly an inherent flaw in storytelling.
I dont want to only focus on this point, because you have got some really good points that I would like to address further, but I am on my phone so just a quick note.Fimbulvetr said:That still doesn't explain why violence is suddenly an inherent flaw in storytelling.
Team Fortress 2 and Portal are genius because their characters, setting, and story are a perfect match for the gameplay (and in TF2's case, the community experience that develops around a multiplayer game.) I think it's a huge mistake to design your game the other way around, like a Read Dead Redemption or Grand Theft Auto IV, where the player is going to be noticing all the problems in the execution of the open world inherent to the type of stories they want to tell with today's technology.Night_Trekker said:But, once again, the big issue here is that big developers (hell, most developers) are trying to craft fun experiences (which are similar to earlier fun experiences) in order to entertain a large number of people... and they're trying to shoehorn storytelling into that after the fact. In other words, narrative in service of gameplay, not the other way around. Big surprise that that doesn't often turn into gold. (Though I think it sometimes has resulted in great games with great stories.)
HamPster PamPster said:Why do all these developers hate cutscenes? So sadNot that every game needs them but to see nearly an entire industry dismiss them really limits what could be done. Someone must have been the opinion leader on this! I demand to know who!
HamPster PamPster said:Why do all these developers hate cutscenes? So sadNot that every game needs them but to see nearly an entire industry dismiss them really limits what could be done. Someone must have been the opinion leader on this! I demand to know who!
King of the Potato People said:I don't want storytelling to advance if it's going to take hundreds of big-budget failures.
If anything it'll be smaller budget games that would be more willing to take risks, generally.Fimbulvetr said:What makes you think massive budgets are needed to advance stories in videogames?
timetokill said:If you ask me, cutscenes represent a failure on the part of the developer. It's better to let the player do rather than to make the player watch.
Then don't portray them.Fimbulvetr said:Also some ideas are too complex to portray through action alone.
Fimbulvetr said:Doing is not always possible due to basic limitation in control and gameplay (not unless you want QTEs for every thing up to and including exposition).
Also some ideas are too complex to portray through action alone.
beastmode said:Then don't portray them.
timetokill said:Eh, I think QTEs are often a failure, too. They're often used extremely poorly.
What was great about a game like Shadow of the Colossus is it took something that a lot of games would make into a cutscene (climbing atop various giant monsters) and made it part of the gameplay.
The point is, it sucks when you're playing a game and the coolest stuff your character does is completely out of your control because it's in a cutscene.
I don't mind cutscenes much at the beginning/end of things, as setting or whatever. But I think that game designers should be thinking of new, interactive ways to convey ideas rather than aping cinema. Cinema had to start somewhere too, and so did photography. Let games develop their own language.
Fimbulvetr said:Also, by your logic movies should portray every facet of their story through visuals. No dialogue, that shit is for books.
timetokill said:Eh, I think QTEs are often a failure, too. They're often used extremely poorly.
What was great about a game like Shadow of the Colossus is it took something that a lot of games would make into a cutscene (climbing atop various giant monsters) and made it part of the gameplay.
The point is, it sucks when you're playing a game and the coolest stuff your character does is completely out of your control because it's in a cutscene.
I don't mind cutscenes much at the beginning/end of things, as setting or whatever. But I think that game designers should be thinking of new, interactive ways to convey ideas rather than aping cinema. Cinema had to start somewhere too, and so did photography. Let games develop their own language.
Ookami-kun said:Eh, I don't really call it a masterful storytelling if it all revolves around a villain sue/boring invincible villain, as Valve does it (though I commend them for).making Chel escape the facility with GlaDOS actually letting here escape
zoukka said:Once videogames achieve certain quality in writing/directing, the cut-scenes will get more tolerable.
AniHawk said:let's just hope and pray scientists make some serious advances in skip button technology then.
bjaelke said:
Game design teams and story design teams are gradually figuring out how to work together much more closely. At Ubisoft, we're taking significant steps toward this. I think Assassin's Creed II is a good example, but there's still a lot of work to do.
/thread?AniHawk said:there's a story a professor told me about one of his first days in graphic design class. the first assignment was to bring something to help explain something about themselves. it was him, about 20 other art majors, and an econ major. over the next week, he made this badass image with all his favorite things on it. he was proud of it too (he considered himself a good artist).
so everyone puts up their images. everyone had done something like he had except for the econ major. instead, she took a push pin and put her varsity swim team goggles on the wall. the art majors kinda snickered at the thought. she either didn't get the assignment, or she wasn't capable of pulling it off.
so his professor goes around the room, asking people to explain their works. when it got to him, his professor asked the same question. he told her that the image had a surfboard because he liked surfing, a smiley face because he was usually a pretty happy guy, and a bunch of other things that were on the page. she thanked him for explaining it and moved on.
then she finally got to the end of the wall, looked at the goggles, and turned to the econ major.
'so you're on the swim team?'
'yeah'
'varsity, huh?'
'yeah'
and that's all the professor had to say. the goggles told her everything she needed to know. the econ major, who was only taking the class for the art credit, had understood the problem assigned better than any of the art majors- because design isn't art. it's about finding the right answer to solve the problem. and if you think design is art, you'll find yourself needing to explain yourself when your work should speak for itself.
now that's not to say something that's designed can't have artful things about it, but i think approaching video games as a medium for storytelling first is an inherently wrong way to go about it.
AniHawk said:there's a story a professor told me about one of his first days in graphic design class. the first assignment was to bring something to help explain something about themselves. it was him, about 20 other art majors, and an econ major. over the next week, he made this badass image with all his favorite things on it. he was proud of it too (he considered himself a good artist).
so everyone puts up their images. everyone had done something like he had except for the econ major. instead, she took a push pin and put her varsity swim team goggles on the wall. the art majors kinda snickered at the thought. she either didn't get the assignment, or she wasn't capable of pulling it off.
so his professor goes around the room, asking people to explain their works. when it got to him, his professor asked the same question. he told her that the image had a surfboard because he liked surfing, a smiley face because he was usually a pretty happy guy, and a bunch of other things that were on the page. she thanked him for explaining it and moved on.
then she finally got to the end of the wall, looked at the goggles, and turned to the econ major.
'so you're on the swim team?'
'yeah'
'varsity, huh?'
'yeah'
and that's all the professor had to say. the goggles told her everything she needed to know. the econ major, who was only taking the class for the art credit, had understood the problem assigned better than any of the art majors- because design isn't art. it's about finding the right answer to solve the problem. and if you think design is art, you'll find yourself needing to explain yourself when your work should speak for itself.
now that's not to say something that's designed can't have artful things about it, but i think approaching video games as a medium for storytelling first is an inherently wrong way to go about it.
But then they won't be on the list of interactive story pioneers.AniHawk said:and it's already sold a bajillion copies. he can go ahead and admit it was an example of what not to do.
I saw him first, tramp.AniHawk said:edit: also, i think i may be in love with fumito ueda.
Mael said:/thread?
Fimbulvetr said:I saw him first, tramp.
mescalineeyes said:Also, everyone who bought Heavy Rain.
Ookami-kun said:If there's one thing games have over movies or books though, is that in a single package, you can pretty much develop everyone.
For instance, in Kung Fu Panda, the main character and those that revolved him are the only ones who developed. They had to release a supplementary Secrets of the Furious Five to show more about the side characters. For video games, you can pretty much have that info in the game as a sidequest or optional stuff. That way, they do not hinder much of the storytelling.
Ookami-kun said:Yeah books can do that, but usually enough they end up feeling like filler, so they tend to be supplementaries.
HK-47 said:Since books can focus on more detail, you often get a better picture of secondary characters. Or you can switch POV. Being in a character's head in a book is so far beyond the understanding any other medium can hope to impart about said person. You cant even know people in real life like that.
Radogol said:Of course not, because the point of a forum is to present different viewpoints that don't have to be mutually exclusive. Although personally, I share AniHawk's approach.
Yes, I want to be an actor while playing a game, not a spectator.Fimbulvetr said:So you either want to limit the type of stories that can be told or any gameplay system that does not eliminate cutscenes as a device?
Good luck with that.
This assumes games need exposition, and even if a game does, it can do it in other ways than cutscenes (e.g. another character in the world, by radio (Cortana & Codec calls.)Fimbulvetr said:Cutscenes exist as more than excuses to have choreographed action scenes, you know that right?
Why do you think I mentioned exposition?
Depends on what you see movies as, I see them as a way of capturing real life, so the only big complaint about the medium I have is music, I don't want to be hearing a score. So yeah, <3 The Wire.Fimbulvetr said:Also, by your logic movies should portray every facet of their story through visuals. No dialogue, that shit is for books.