Live data from Hacker News

Ask HN: Non-violent video games with great stories?

news.ycombinator.com

211–220 of 452 posts

Re: Ask HN: Non-violent video games with great stories?

#211

Shadow of the Colossus?

The point of the game is to brutally murder the colossi.

and the story is also mediocre, although I liked it a lot

I was thinking that the tranquil nature of the game the majority of the time and ambience would help

It is basically a great combination while only partially fitting the bill on any prong

Re: Ask HN: Non-violent video games with great stories?

#213
One potentially useful search term is “cozy games”. Alternatively, “wholesome games”. [0][1]

With that said, this thread has been a treasure trove for me because my friend group often defaults to co-op FPS games so it’ll be nice to have some alternatives to mix things up a bit.

[0] https://www.reddit.com/r/gamedesign/comments/tmlmp8/what_are... [1] https://store.steampowered.com/curator/35411526-Wholesome-Ga...

Re: Ask HN: Non-violent video games with great stories?

#214
post #99

It may not meet your criteria for non-violent, or I suspect your kids requirement for interest but... you never know. "Return of the Obra Dinn" has some of the finest game story telling I have ever experienced, the story it told was ok, a good serviceable story, but nothing exceptional. However the way it was told was amazing, I found it a highly satisfying experience. Made by Lucus Pope who also made "Papers Please"

Obra Dinn is fantastic! I've not encounter anything similar to its mechanic elsewhere and I totally agree on the storytelling. It is definitely a bit gruesome at parts (although in a lofi way), but in service of unraveling a mystery in retrospect rather than enacting any sort of violence.

Re: Ask HN: Non-violent video games with great stories?

#215

Earlier quoted context omitted.

Does Portal really count as “non-violent”? You commit murder at least once.

Well you never kill biological things, just an artificially intelligent machine at the end. But also one thing you can do is play the two player co-op mode on Portal 2, which as far as I know is pure puzzle solving. The stories in Portal are great though, especially Portal 2 which is rich and funny. You could just skip the end of the game and I think that would be pretty non violent? I don’t know if destroying a mach…

I mean, I’m trying to avoid spoilers, but even counting machines in the main story, evidence would seem to indicate the body count was zero.

(I originally thought GP was making a Companion Cube joke, but now I’m not sure.)

Re: Ask HN: Non-violent video games with great stories?

#216
Cities: Skylines! Really great game; totally stomped SimCity flat, but I must admit that EA did a lot of the work for them. On the other hand, I guess there’s not much of a narrative there.

Hack N’ Slash was great. Not a very long game, but a charming setting and a fun story. It starts out looking like a standard swords–and–sorcery adventure game, but it is actually about programming. Instead of killing monsters, you reprogram everything, and use debug tools to delve into the source code of the game itself. I don’t want to give too many spoilers, but the final boss attacks you by randomly deleting bits of source code from the game. Don’t take too long to fight him, or you might really regret it!

Re: Ask HN: Non-violent video games with great stories?

#217

Animal Crossing, Stardew Valley have a lot of great game mechanics and are also about discovery, trade, and building relationships. Factorio is probably a bit more advanced, but meets your criteria (except for story, maybe). There is a rabbit hole of games like that to go down. Assassins Creed Origins and Odyssey have “education” modes that are about exploring the world and not murder. The Mario-plus games (Tennis, R…

> Stardew Valley

Excerpt from Ultralearning by Scott H. Young[0]:

Eric Barone had just graduated from the University of Washington Tacoma with a degree in computer science when he thought, Now’s my chance. He had decided that he wanted to make his own video games and that now, before he got comfortable in a salaried programming job, was his opportunity to do something about it. He already had his inspiration. He wanted his game to pay homage to Harvest Moon, a charming Japanese series of games in which the player must build a successful farm: grow crops, raise animals, explore the countryside, and form relationships with other villagers. “I loved that game,” he said about his childhood experience with the title. “But it could have been so much better.” He knew that if he didn’t follow through with his own vision, that improved version would never be a reality. Developing a commercially successful video game isn’t easy. AAA game companies budget hundreds of millions of dollars and employ thousands of people on their top titles. The talent required is similarly broad. Game development requires programming, visual art, musical composition, story writing, game design, and dozens more skills, depending on the genre and style of game developed. The breadth of skills required makes game development much harder for smaller teams than other art forms such as music, writing, or visual arts. Even highly talented independent game developers generally have to collaborate with a few people to span all the skills required. Eric Barone, however, decided to work on his game entirely alone.

Deciding to work alone came from a personal commitment to his vision and an indefatigable self-confidence that he could finish the game. “I like to have complete control over my own vision,” he explained, saying that it might have been “impossible to find people who were on the same page” regarding the design. However, that choice meant that he would need to become proficient in game programming, music composition, pixel art, sound design, and story writing. More than just a game design project, Barone’s odyssey would entail mastering each aspect of game design itself.

Pixel art was Barone’s biggest weakness. This style of art harkens back to the earlier era of video games when rendering graphics was difficult to do on slow computers. Pixel art is not done with fluid lines or photorealistic textures. Instead, a compelling image must be created by placing pixels, the colored dots that make up computer graphics, one at a time—painstaking and difficult work. A pixel artist must convey movement, emotion, and life from a grid of colored squares. Barone liked to doodle and draw, but that didn’t prepare him for the difficulty. He had to learn this skill “completely from scratch.” Getting his art skills to a commercial level wasn’t easy. “I must have done most of the artwork three to five times over,” he said. “For the character portraits, I did those at least ten times.” Barone’s strategy was simple but effective. He practiced by working directly on the graphics he wanted to use in his game. He critiqued his own work and compared it to art he admired. “I tried to break it down scientifically,” he explained. “I would ask myself, ‘Why do I like this? Why don’t I like that?’” when looking at other artists’ work. He supplemented his own practice by reading about pixel art theory and finding tutorials that could fill gaps in his knowledge. When he encountered a difficulty in his art, he broke it down: “I asked, ‘What goal do I want to reach?’ and then ‘How might I get there?’” At some point in his work on the game, he felt his colors were too dull and boring. “I wanted the colors to pop,” he said. So he researched color theory and intensively studied other artists to see how they used colors to make things visually interesting.

Pixel art was just a single aspect Barone had to learn. He also composed all of the music for his game, redoing it from scratch more than once to make sure it met his high expectations. Whole sections of the game mechanics were developed and scrapped when they failed to meet his rigorous standards. This process of practicing directly and redoing things allowed him to get steadily better at all of the aspects of game design. Although it lengthened the time it took to complete the game, it also enabled his finished product to compete with games created by an army of specialized artists, programmers, and composers.

Throughout the five-year development process, Barone avoided seeking employment as a computer programmer. “I didn’t want to get involved in something substantial,” he said. “I wouldn’t have had the time, and I wanted to give game development my best shot.” Instead, he worked as a theater usher, earning minimum wage so that he wouldn’t get distracted. His meager earnings from his job, combined with support from his girlfriend, allowed Barone to get by as he focused on his passion.

That passion and dedication to mastery paid off. Barone released Stardew Valley in February 2016. The game quickly became a surprise hit, outselling many of the big-studio titles offered on the computer game platform Steam. Across multiple platforms, Barone estimates that within the first year of its release, Stardew Valley had sold well over 3 million copies. In months, he went from an unknown designer earning minimum wage to a millionaire named one of Forbes’ “30 Under 30” stars within game development. His dedication to mastering the skills involved played no small part in that success. Destructoid, in its review of Stardew Valley, described the artwork as “incredibly endearing and beautiful.”6 Barone’s commitment to his vision and aggressive self-education had paid off handsomely.

[0] https://www.goodreads.com/book/show/44770129-ultralearning

Re: Ask HN: Non-violent video games with great stories?

#218

Portal and Portal 2 are absolute classics which I cannot recommend highly enough. The story in the second game is fairly detailed, and the way that it tells that story through gameplay is absolutely phenomenal. Life Is Strange is a well-done adventure game. It's not quite *zero* violence in that the story takes some turns, but you're fundamentally a high schooler in a relatively normal setting, I wouldn't expect you…

Does Portal really count as “non-violent”? You commit murder at least once.

Portal 1/2 has a lot of non-violent levels, but a demented AI is passive-aggressively trying to murder you throughout the game. You may also end up under a laser, a press machine, an oven, at the bottom of an abyss, melt in acid or get riddled with bullets. What really is violence anyway?

Re: Ask HN: Non-violent video games with great stories?

#219

Animal Crossing, Stardew Valley have a lot of great game mechanics and are also about discovery, trade, and building relationships. Factorio is probably a bit more advanced, but meets your criteria (except for story, maybe). There is a rabbit hole of games like that to go down. Assassins Creed Origins and Odyssey have “education” modes that are about exploring the world and not murder. The Mario-plus games (Tennis, R…

I don't think Factorio counts as non-violent. You might be able to make it so via some settings but that would remove a big part of the gameplay and challenge.
Post reply on HN