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Truths about video game stories

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Re: Truths about video game stories

#331
There are many things to say (and I do agree with the author) but unfortunately that conversation is going to bring out people who think Doom is scarier than Silent Hill because there are more jump scares in Doom and too much reading and personal trauma in Silent Hill.

It's like when you are under 15 and watching a movie where a character gets raped or another has an abortion. The reality will only hit you later in life and that story won't be as easy to watch.

It's like that episode from DS9 where Captain Sisko tells his son his writing is dull because his son doesn't know what he is writing about and Siskok encourages him to write about matters he knows.

Or in Good will Hunting, when the psychotherapist explains to Will something along the line of "you can deconstruct my psyche and analyze it but you don't know jack about it".

Likewise some games that were recently acclaimed for their approach to the subject (Celeste, Old man's journey, Sea of solitude) really fell dull to me.

Re: Truths about video game stories

#332
post #34

This author seems to have never played a game with an actual good story. You can tell from his comparison of game stories to movies. How can you compare a 2 hour narrative with a 10-100 hour narrative? This article grossly overgeneralizes stories in games and ignores the unique storytelling device that is a "game". A good book doesn't necessarily make for a good movie and a good movie doesn't necessarily make for a g…

[deleted]

Re: Truths about video game stories

#333
post #292

Earlier quoted context omitted.

> not sure that video games are actually good vehicles for plots. Video games are interactive, but all good plots require careful pacing and timing in order to be successful. Video games are a great medium for plots! You just have to allow the plot to fail, and let the player take it on tangents. Games that go "uhh you died that's not canon let's rewind" are just shitty games.

> Games that go "uhh you died that's not canon let's rewind" are just shitty games. That would be overwhelming majority of them. And overwhelming majority of players don't mind this aspect or even actively like it.

M'yes, we are at an "Earth is still flat" phase of ludonarrative development in video game history.

I remember how mind-blown I was when as a kid I played Warioland 2 and you could't die in it!

Re: Truths about video game stories

#334
post #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.…

> 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 went through the same thing with Witcher 3, but I tried again and once I got past the initial Baron storyline the game really hit its stride. That game has so many mini-stories that you can play for 100 hours and still have some interesting stories to engage…

Interesting; I got fed up after finishing Baron's story too.

Re: Truths about video game stories

#335

Earlier quoted context omitted.

You don't get to be the character, you get to control it within very narrow constraints...

This is all up to the player. In SSX, they broke that wall by referring to the characters as riders we identify with, explicitly challenging the idea of them being characters we pretend to become. Other titles do that, but that was the first one I noticed the distinction made in an overt way. People are all over the place on this too.

Can you command the character in this game to give up snowboarding and become an accountant?

Re: Truths about video game stories

#336

Earlier quoted context omitted.

This is all up to the player. In SSX, they broke that wall by referring to the characters as riders we identify with, explicitly challenging the idea of them being characters we pretend to become. Other titles do that, but that was the first one I noticed the distinction made in an overt way. People are all over the place on this too.

Can you command the character in this game to give up snowboarding and become an accountant?

Of course not, and that is taking the distinction the wrong direction anyway, lol

Re: Truths about video game stories

#337

Earlier quoted context omitted.

Can you command the character in this game to give up snowboarding and become an accountant?

Of course not, and that is taking the distinction the wrong direction anyway, lol

It'd be cool game though.
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