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Truths about video game stories

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Re: Truths about video game stories

#151
You have to remember that money is the only thing that exists.

Stories do not need to be good for a video game to sell. These days, the game doesn't even need to be original, you can just sell a remake or a remaster and print more money.

Stories aren't even a substantial factor for maximising sales. Paid DLCs are often self-contained and not necessarily even based on the story.

There is a reason why every game released now is a "cinematic" title with a generic bad story and most likely with online multiplayer (co-op and/or PvP) and microtransactions for player customisations.

These games have the "breathtaking cutscenes" and "next-gen visuals" to give game review websites their headlines (game review sites are basically as crooked as financial ratings agencies) and then the game prints money with initial cost, cost of paid DLC, and the cost to give your character flashier armor than the other guy.

In the beginning, people developed games with passion. They focused on make the game fun to play, rewarding to play. We didn't know the best ways to do things but we tried.

Games were difficult because overcoming a thumb shredding fight is satisfying, figuring out an obscure puzzle is satisfying.

But when video game publishers etc got big enough, they were able to cherrypick what they published, so naturally they go for whatever will generate the most revenue with the least risk.

This means games are easier, so more people will play them and fewer people will give up on them.

Games don't have puzzles that aren't solvable in seconds because this represents a distraction from the combat which some research has likely shown to give the general population more pleasure than anything else.

And games don't try very hard at stories because it probably costs a lot to come up with a good story and a good story will likely involve game segments that are a little harder to put together than the generic linear levels the publishers had in mind.

Publishers probably also figure it's safer to keep things basic in terms of story because they have data to show that people bought into and/or enjoyed a story 85% similar in the past.

And they can just add DLC and remake/remaster the game down the line and flesh the lore out. Hell, they can just rely on the community to maintain the game on a long enough time scale.

Stories in video games are bad for the same reason most movies these days are bad and samey. Money dictates everything on a large corporate level and video game production has reached that scale.

You still get indie devs who can go off the beaten path, but I feel like 70% of these indie endeavours result in a 2D platforming/metroidvania game because it's easy to make. Which is fine but one could argue that this results in some samey stories.

There are obviously other indie games that are good and different but it's still rare to see a great story -- the dev may not care much about the story, they have less time to write a good or original story because the game is likely their side-project, or hell maybe they just suck at stories.

ultimately the story isn't super important to whether a game is enjoyable to play. it is a factor to whether the game is fondly remembered, and to whether it moves/touches people.

what matters is passion, artistry, soul. hard to define, but basically if something is made with every effort to be perfect, to realise a vision, and to be made enjoyable and fun to play, regardless of cost-efficiency to some corporate timeline, it has a chance of being a great game. if it has a great story, even better, it can have 10/10.

I don't care what the graphics are like, I don't need to see the pores on a characters face or their nostril hairs. far too much time is put into this aspect of games.

I care about whether the game is fun, whether it's all but addictive to play again. is it challenging? do I feel good when I become skilful enough to overcome challenges? how the hell do I get out of this room? did I seriously just have to read through books I luckily coincidentally own to find the solution to this problem?

then comes the story -- and to be honest, this is mostly because there's par for the course. if it's really bad, like horror channel b-movie bad, then there it makes a game struggle to stick. but things like good execution and quality voice acting can help recover a mediocre or unoriginal story.

I value originality, I think I am just a little bit too jaded to expect it from games or indeed any media at this point -- it's nice when it happens, but if it doesn't, as long as it's done well and there's passion, as long as the game tries and is fun to play, well made, I'm not gonna hate on it for having not-shakespeare story.

but there's a threshold, like I said. Halo is a good example of a shooter with a story that is pretty familiar prima facie, but it earned a pass by being fun to play and the story has more interesting features than immediately meet the eye.

metal gear solid, the PSX gsme -- a very familiar plot, certainly for a while into the game anyway, but the execution and storytelling was so good you didn't care.

Re: Truths about video game stories

#153
post #116
post #5

I remember all the press praising the original Half Life for its story. I was really surprised - it was the same story as all first person shooters going back to Doom: Bad guys spawn across an inter-dimensional portal and start wreaking havoc. Protagonist has to kill them all, crossing the portal in the process to go destroy the alien leader. There were some cool extra details - the G Man, the marines entering as a t…

I find it really weird to judge a story on what it boils down to instead of on how it's delivered. Imagine you have two versions of a game. The first delivers its story by long cutscenes and a omniscient narrator. The second delivers its story with the environement and dialogues with the characters, with the playing having to piece everything together. Even if the "story" is the same, the second game has a better sto…

What the story is, and how it's told, are both important aspects to varying degrees to different people. This is the case with novels, too. For example, I love a good mindbending plot, and barely care how it's told. I can tolerate / enjoy hard scifi or fantasy with detailed magic systems, even if the writing is considered not great. To me, the Ciuxin Liu Three Body Problem series is one of the greatest of all time because it has some absolutely wild ideas, even though it was translated from Chinese by different translators, and some people say not well.

On the other hand, a lot of people enjoy the art of literary composition. Grand scenes with precisely chosen words, "show don't tell" (which has little bearing on the underlying plot ideas, to me), and lots of rich description. I don't care for that sort of stuff, probably because I don't visualize things in my head much while reading, but I know a lot of people who judge books and authors on it.

Re: Truths about video game stories

#154

How exactly are Raiders of the Lost Ark or Breaking Bad storylines better than those of the first Mafia, The Witcher 3, Uncharted 4, Metro Exodus, Kingdom Come: Deliverance or Half-Life 2 + episodes? And I'm not even mentioning artistic pieces like What Remains of Edith Finch or Life is Strange. There are quests in The Witcher 3 you could make a movie from (Bloody Baron).

To me the witcher 3 had the feature of collectible women cards from sex as a game mechanic, which really takes away from the notion of a deep or compelling story.

That was only in The Witcher 1. They didn't have them in 2 or 3.

And it wasn't really well received at the time either, but it was a way of handling romance without the awkward cut-scenes that existed at the time. They only briefly showed on screen and IIRC weren't accessible later. It wasn't really collectable in the sense of collect-a-thon games like Mario Odyssey, either. Out of context it sounds horrible, in context it's a bit of a nonsensical addition.

They were going after a "french postcard" feel and it just didn't work that way. Possibly because people aren't as familiar with what they were referencing.

Re: Truths about video game stories

#155

How exactly are Raiders of the Lost Ark or Breaking Bad storylines better than those of the first Mafia, The Witcher 3, Uncharted 4, Metro Exodus, Kingdom Come: Deliverance or Half-Life 2 + episodes? And I'm not even mentioning artistic pieces like What Remains of Edith Finch or Life is Strange. There are quests in The Witcher 3 you could make a movie from (Bloody Baron).

To me the witcher 3 had the feature of collectible women cards from sex as a game mechanic, which really takes away from the notion of a deep or compelling story.

If it's the Gwent mini game you are talking about afaik you have to defeat certain NPCs in a card game to get the cards that you are talking about. Also there are a lot of charecter cards not just women. Not to mention the fact that playing Gwent is completely optional in the game

Re: Truths about video game stories

#156

If I was, I'd be writing books nobody buys because nobody buys books anymore Sales of printed books have been increasing every year since 2012. Last year alone saw a jump of over eight percent.

Thanks for posting this comment, I searched for sources on this topic after reading it and was very surprised to see corroboration. Here’s a quote and few links for those interested: In the US in 2019, a high % of adults reported reading a book recently https://www.markinblog.com/book-sales-statistics/ …who is reading in the US? In October of 2019, over 80% of adults, age 18 to 29, have read at least one book in the…

Books sales are sales of anything with an ISBN. This includes adult colouring books, which I’ve heard is responsible for possibly all the sales increases in the past few years.

Re: Truths about video game stories

#157
On one hand, the author is spot on about smug ironic dialogue being a plague. Am I too old for this kind of stuff? Nowadays, I feel very lucky when I find a game that is not smug and/or ironic, even if it's bad. On the other hand, the author is smug and ironic in his text. :(

Re: Truths about video game stories

#158
post #5

I remember all the press praising the original Half Life for its story. I was really surprised - it was the same story as all first person shooters going back to Doom: Bad guys spawn across an inter-dimensional portal and start wreaking havoc. Protagonist has to kill them all, crossing the portal in the process to go destroy the alien leader. There were some cool extra details - the G Man, the marines entering as a t…

And now that lame video game storytelling style is bleeding into cinema

I feel that's been present in cinema for as long as it's been around. B movies, cheap horror, serials for example.

Re: Truths about video game stories

#159
post #126
post #113

Earlier quoted context omitted.

To be clear, I did played the game back then. I did not perceived it as subtle or indirect or needing to figure out. Back then years ago, that in the moment game moment was "ah, OK, soldiers are supposed to be bad guys and I am supposed to kill them". Back then, half life was one of the games that made me think about how linear games are evolving to be. At one place, you could decide to go left or right and it joined…

Games have always been pretty linear, though. The ones that had a notable degree of "freedom" found that freedom in a) Choosing which enemies to go and kill with your chosen color of pixel burst. or b) Choosing which set of text and vaguely representational spritework the game would expose to you. Many "linear" games offer tactical rather than strategic freedom. There is a sort of conservation of experiential depth,…

> Many "linear" games offer tactical rather than strategic freedom.

This is a good way to put it IMO. Command and Conquer is an interesting exception in the action genre because it had some meta strategy in branching missions of the over world.

Re: Truths about video game stories

#160
That's why I mostly play point&click adventure/rpg games and text adventures, because that genre can't really survive without a good story. I'm rarely disappointed and the games cost a fraction of what you would pay for a AAA title. Not that I don't like AAA, but every time I watch a gameplay video I get bored fairly quickly because I don't feel drawn to the game, it seems "same old, same old". Perhaps it's just me.

I think "Life is strange" is a good example of what can happen when the writing is strong combined with a nice, easygoing gameplay that takes you through the story. The only AAA game that I bought was "The Witcher 3" precisely for the back story, but after 5-10h of playing it just felt so repetitive that I gave up on it. I am likely in a minority but I'd take strong writing over graphics, physics and other elements of a game any day.

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