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I agree with him in the sense that video games shouldn't be telling stories like a film. The gameplay systems should be designed in a way where the story is created while you play. A recent example is Mordor where the nemesis system crafts a story based on how you play. FTL and XCOM:EU are also good examples where every play-through allows a new story and new characters that you start to care about.
teach me films if old
“I have never thought of games as a means of storytelling,” he says through a translator, “so while many people have approached me in the past and said ‘why don’t you make a movie?’, I had never been interested.”
These younger game creators, they want to be recognised,” he sighs. “They want to tell stories that will touch people’s hearts. And while I understand that desire, the trend worries me. It should be the experience, that is touching. What I strive for is to make the person playing the game the director. All I do is help them feel that, by playing, they’re creating something that only they could create.”
“When you play a game, one moment you’re just controlling it and then suddenly you feel you’re in its world,” he says. “And that’s something you cannot experience through film or literature. It’s a completely unique experience.”
“What the other companies are doing makes business sense,” he says. “But it’s boring. The same games appear on every system. At Nintendo we want an environment where game creators can collaborate and think of ideas for games that could have never happened before.”
I agree with him in the sense that video games shouldn't be telling stories like a film. The gameplay systems should be designed in a way where the story is created while you play. A recent example is Mordor where the nemesis system crafts a story based on how you play. FTL and XCOM:EU are also good examples where every play-through allows a new story and new characters that you start to care about.
teach me films if old