![]() |
Storytelling in games.
I'm with this guy:
http://arstechnica.com/gaming/news/2…gful-story.ars Basically he's arguing that game developers should stop trying to tell meaningful stories and instead focus their energies on making the game-play fun. That's not appropriate for all genres obviously, but I wish there were some modern shooters that stuck to the DOOM formula - no story, no cut scenes, small but intelligently designed levels which provide non-stop action with a simple yet fun game mechanic. I don't wanna sit through 20 mins of cinematic which explain to me why I should care about saving yet another 2 dimensional 3D world, I just wanna shoot aliens with a shotgun already! |
Somewhere in the dark of time, there was a thread that identified a few RPG axes, one was the gameist axis and another was the narrativist axis, and I think another was the simulationist axis. Maybe it was on the codex. We should do a 3-d survey of people's preferences. 0-1 on each axis and then plot it. ;)
|
I think they both have their place. The degree to which one is prioritized over the other, however, is wholly dependent on the respective genre. The confusion starts when you run into hybrid games; Bioshock, for instance, had a great story that greatly added to the game.
|
But are there modern shooters which cut the crap and just make with the shoot shoot? I haven't been taking much notice of shooters lately but not even Doom3, Duke Forever, etc managed to come close to the originals game-play-wise.
|
Quote:
On a side note: I'm really looking forward to Doom 4. The guys at id have said that they're "returning to their roots" with it in regards to gameplay. |
Quote:
The main problem is, however, that there are different definitions of "fun". Whereas shooter fans might be well satisfied with an "RPG light" like the ME series, others who have ephasis on social interaction interaction in games - like me - are left behind unsatisfied. |
Personally, I think the ideal way to tell stories in games is to let the players decide for themselves when and how they want it to be told. As in, let them ask NPCs or read books when they're in the mood for story exposition. Beyond that, I want stories to be SHOWN - rather than rigidly told through a voice-over narrative or endless text.
The way games stand out is through interaction, and as such - I want stories to be interactive as much as possible. Nothing wrong with a nice introduction to set the mood, but for pity's sake - don't drown the player in dialogue or text without asking for it. Don't make NPC interaction "mandatory" - and let the motivation to progress be more about expanding gameplay - than merely the conclusion to the story. |
Quote:
EDit : Interesting comment (is it from one from here ?) Quote:
|
| All times are GMT +2. The time now is 10:43. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by
DragonByte Security (Pro) -
vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by
Advanced User Tagging (Lite) -
vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch