News | Forum | People | FAQ | Links | Search | Register | Log in
Stories And Their Proper Place In Games
This has been discussed a little bit before now, but I'll bring it up formally. Here's an article at Slate about stories in games:

http://slate.com/id/2112744/

Summed up: Stories interfere with non-linear gameplay. Stories limit the life of a game and thus encourage you to buy new games. Stories cover up the gameplay--or lack thereof. Stories are bad.

Thoughts?
First | Previous | Next | Last
Meh 
<czgSux> please repost/edit it so it includes more sexual innuedo

lol czg is gay.

Pah editing now is stupid.

P.S. there's you're innuendo, silly Norwegian. 
I Agree. 
I had read a similar article recently, about how cutscenes (and the storylines they enforce) not only interrupt the play of a game, but inhibit the possibilities of said game as well. I think games should be treated more like environments than stories, settings with short-term goals and missions based on the environment rather than a overall goal (infiltrating a building to allow access across a bridge, that sort of thing). Of course when speaking of a shooter-type game (which I'm assuming, here), the basics must be observed, -- i.e., the Bad Guys Who Threaten The Peace, the Bad Monsters Of The Wild, the Heavily Guarded Ancient Power That Must Be Accessed -- in order to have something to shoot at and/or avoid, or else it turns into something like Myst, which sucks. 
Let's Get This Topic Started 
I thought the topic would be fairly controversial because the quality of a game's story is a sticking point for players, and it's important to set a context for most types of games. (E.G. Pacman compared with Undying.) Or do you people think that you can do away with stories altogether?

Questions for discussion:

* Would Half-Life 2 be just as good without the story?

* What about Quake, or Warcraft 3?

* Or a Final Fantasy game? 
Well Whatever. 
Once you read the fucking article, you'll notice the guy is annoyed with cutscenes as a way of taking the interactivity inherent in a game away from the player. This I agree with. This is (one of the reasons, besides sex) that HL2 succeeds, they never take control away from the player. (Except when the player is physically confined.)
His argument that the story is just a way to sell the same fps over and over again with different story is kinda void imho, as the story provides a setting, which is a trillion times more important than the backstory, right up there with the actual gameplay which is (in most cases) not related to the story at all.

What am I trying to say? Nothing really. I don't like cutscenes but I can like a story if it's there.


I'm also a really bad writer.

P.S. RPG isn't even one fifth as sexy as Barney is. 
Eh What Was The Story Of Undying Again? 
Some guy goes to an island and there's ghosts and you for some reason have to trek around the entire place and then fight a giant vagina on a tiny isle? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.