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what is a good videogame story?
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somes



Joined: 25 Jun 2008

PostPosted: Mon Aug 11, 2008 2:05 am        Reply with quote

i think that strip malls are way better than cathedrals.

also: braid probably has the best story ever!
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Kilroy{ZTC}



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PostPosted: Mon Aug 11, 2008 2:18 am        Reply with quote

I used to think the MGS series represented some sort of pinnacle of storytelling, but I've sort of been turned off of it over time. So maybe I'm not the expert on stories. Just wanted to start with that.

There's a lot of talk about gameplay synchronizing with both narrative form and content, and it seems like a good enough starting place. I think the interplay here is much more dynamic than has been stressed. It should be understood that it varies based on things like genre in addition to the particular game in question. I mean, people always complained that MGS felt like an interactive movie. RPGs and point and click adventure games always felt to me like an interactive book. I mean, books have always been a less passive medium than movies. They also will always have more potential for depth, simply because of the form. Gameplay is extremely active, but has very limited room for story, so we need tools like cutscenes and RPG style dialogue if we want to infuse all too much into the game.

That doesn't mean Shining Force has a better story than MGS2, it just means the tools available for storytelling are very different between the two, and so the overall feeling of any particular genre of game will always have the bottleneck of its mechanics to deal with, and that will always factor into the overall aesthetic.

So if there's genius in storytelling in games, its in the devices games use to merge its storytelling and game attributes. MGS3 used the a simple button press prompt to impose a feeling of determinism. Half life arguably did something similar with its transition from the first games ending to the second game. Startropics broke the fourth wall to make you complete a mission disconnected from the games hardware or software, Shining Force made you get a random person to turn you into a chicken in order to progress through a town map, etc.

There's more modest stuff too. MGS and Half Life 2 both use the villain's dialogue to question the players propensity to kill and destroy in the game. Action oriented games are traditionally more restrictive and linear so it's actually easier for certain of these devices to be used. I mean, let me talk about an actual game now so that maybe this all makes sense as opposed to just being talk.

I really liked Dead Risings story and overall aesthetic, but only when I played it trying to save everyone and getting every scoop. Which is weird, because most people I know treated it like a sandbox game, failed the actual 72 hour mode immediately and thus didn't bother about the story at all. So the gameplay allowed players to run off and miss out on half the experience, which is precisely what many proceeded to do.

But it was more than half the game they missed out on, because outside of just missing the story, they also missed the parts where the story influence the feeling of the gameplay, and vice versa. In a good game story this is very present; otherwise it just feels like a story transplanted amidst some arbitrary tasks.

So in many ways I feel the more options a player has to avoid story aspects of the game, the less able a game is to express any sort of storytelling genius. Linear gameplay is an easy narrative tool. To many it feels restrictive, limits replay value, or whatever. Really, it seems like the spectrum is between the control given to the player over the story, and the control given to the story over the player. So the sort of anarchy of sandbox games, or even just the complexity of potential rule based strategies, playstyles, or whatever in any particular game, can drown out the subtlety or nuances of a story, of even just the story outright.


So I think really, there are games where the focus is just on gameplay. I mean, games have traditionally been this way, and if they are rich enough in this capacity a story isn't needed. Chess doesn't need a story. Poker doesn't need a story. DDR doesn't need a story. Conversely, there are games where the story has to be the draw, because the gameplay is limited in order to keep the narrative strictly coherent. Sure, there are choose-your-own-adventure book style branching stories. When is the last time a choose-your-own-adventure book won a Pulitzer, though?

Ah well, I'm probably wrong about a thing or ten. I won't know until you tell me though, so I look forward to responses to this. Hopefully it all made sense, at least, I kinda wrote it frantically in the few minutes I had prior to work.
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CubaLibre



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PostPosted: Mon Aug 11, 2008 5:35 am        Reply with quote

Is this a lame narratologist vs. ludologist thing, in disguise? If so, I think that was pretty effectively dismantled in that other thread about game narrative.

Architecture as a metaphor for game design is, I think, an incredibly fruitful one. It seems to have been in vogue lately, which is a positive development.

In that vein, I vote: Out of This World.
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negativedge
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PostPosted: Mon Aug 11, 2008 5:51 am        Reply with quote

CubaLibre wrote:
Is this a lame narratologist vs. ludologist thing


It's certainly veering in that direction, yes. I think it's a shallow debate.
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Rya.Reisender
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PostPosted: Mon Aug 11, 2008 6:36 am        Reply with quote

I don't think there are certain criterias to identify a good video game story. If I continue playing a game just to know how the story continues, it has a good story. If I only play it for the gameplay or quit it altogether, it has a bad story.
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haze



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PostPosted: Mon Aug 11, 2008 6:52 am        Reply with quote

let's talk about more things like James's excellent Sonic example

though I think comparing Sonic to MGS is apples to oranges, I'd say it's objectively a better story than Mario games. which never even try anything on a similar level. to transition between levels in Super Mario World, you got an animation of Mario blowing up a castle, then a paragraph of text. TEXT, I TELL YOU.
and they did that in SMB3 too.
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Kipple



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PostPosted: Mon Aug 11, 2008 8:03 am        Reply with quote

I just realized that a lot of my favorite games seem to include negative self-commentary.

Somes pointed out that one of the messages of Braid seems to be that playing Braid is a tragedy in itself. I agree. And I think that's a great story. I mean, it seems to work! I like these following games, but there's a negative undercurrent in each of them that tells me "this game is bad for you."

Half-Life 2:
You're not in control. You're traveling along a pre-planned line, and when you've gone through the correct route, the G-man will scoop you up and put you in cold storage and you will wait a few years for Valve to put out the next installment. You submit willingly to your brand of slavery. Breen makes some good points about this during the endgame.

Shadow of the Colossus:
The mythological Hero's Quest is a bad idea, but you're going through with it anyway, to the bitter end. You're killing some beautiful things and turning them into piles of dirt and rocks.

Portal:
You're a lab rat in a digital maze. And when you think you've gotten out of the maze, you haven't. They've thought of everything already, and you're going where the powers-that-be want you to go. Also notice that Chell's apparent freedom is literally the end of the game. The game is a prison.

Braid:
Spoiler tagged to be extra-careful!
Obsessive quests are bad and can turn you into a villain in the eyes of those you love. And you're on an obsessive quest—you're spending some time that you'll never get back solving extremely difficult puzzles instead of building any relationships.


Hell, even Bioshock has that "you're a dupe and a slave" theme to it.

So maybe this is the primal "good videogame story" of these modern times of ours. I'm not saying that this is the central theme or story in each of these games; I'm just saying that it's a thematic undercurrent that keeps reappearing over and over again.

So... The tragedy of the gamer, man.
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negativedge
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PostPosted: Mon Aug 11, 2008 9:14 am        Reply with quote

MGS2 is sort of the prototype for that.
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somes



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PostPosted: Mon Aug 11, 2008 9:18 am        Reply with quote

dude cuba would you mind explaining some of those terms for people like me who don't know anything about this stuff?

edit -

im thinking:

narratologist vs ludologist and "architecture as metaphor for game design".
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loempiavreter



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PostPosted: Mon Aug 11, 2008 11:15 am        Reply with quote

What about Maken X/Maken Shao Demon Sword?

I think that's pretty effective storytelling, from the viewpoint from a just created artificial god learning about us strange humans and eventually deciding what path/side you take.
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Dracko
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PostPosted: Mon Aug 11, 2008 2:00 pm        Reply with quote

Kipple wrote:
I just realized that a lot of my favorite games seem to include negative self-commentary.

Play Marathon.
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Kilroy{ZTC}



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PostPosted: Mon Aug 11, 2008 2:41 pm        Reply with quote

Man shoot, I wrote a big long thing and no one responded to it, but then someone said something about a pre-existing debate and how its stupid.
Did I make that I happen? I dunno. Could someone clarify? Apparently I walked in on something or other that was already in progress and need to be filled in.

MGS2 had negative self commentary, in the sense that it negated every narrative element in the game. I mean, the bad guys tell us that everything is just a matter of perception and that our perception is invalid, and then Snake tells us that everything is just a matter of perception and that our perception is valid. Meanwhile it becomes clear all the crazier shit in the game was just there as some sort of ridiculous device to make our perception seem unreasonable, so it ceases to have any meaning in the context of the game.

I mean, that was my perception of it anyways, and Snake said it was ok. I mean, what's the point of something when its only message tells you to ignore it? I really just don't get it.


Half Life 2, alternatively, made sense to me. When Breen asked me his stupid rhetorical question it didn't actually phase me, because I didn't see any problem with the actions I had taken in the game. The Gman, meanwhile, remained both mysterious and in the background. His motivations, whatever they may be, ultimately didn't matter to me because it felt like no matter what they were I was still doing the right thing in the game. So the circumstances that put me in my position, though beyond my control and completely unknown to me, also seemed irrelevent, and I was able to just play the damn game.

It would have pissed me off if the Gman had constantly said "hey, you wouldn't be acting this way if you knew my secret" and then at the end of the game had said "nah, just kidding".
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Kipple



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PostPosted: Mon Aug 11, 2008 4:31 pm        Reply with quote

Dracko wrote:
Kipple wrote:
I just realized that a lot of my favorite games seem to include negative self-commentary.

Play Marathon.

Can I start with the Live Arcade port of Durandal? Or will I be missing too much story, or suffering a shitty port?
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Dracko
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PostPosted: Mon Aug 11, 2008 4:59 pm        Reply with quote

Durandal is a good place to start as Bungie were a lot more confident about what they were doing. Follow through with Infinity.

You may be missing out on a few little tidbits of backstory by dodging the first one, but you can always revisit it once the universe feels grounded enough to you.

You can get all of them here: http://trilogyrelease.bungie.org/
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CubaLibre



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PostPosted: Mon Aug 11, 2008 6:30 pm        Reply with quote

somes wrote:
narratologist vs ludologist and "architecture as metaphor for game design".

1. "Narratology" and "ludology" are the two vying forms of videogame analysis/criticsm that echo in the hallowed halls of academia, when all the real academics (who are ridiculous enough themselves) aren't busy snickering at people. Basically, narratologists believe that the pinnacle of game design is one that allows the player to intimately influence the narrative (think IF or Crawford's Storytron); meanwhile, ludologists think the value of games lies in the pleasure of interacting with layered rulesets. Narratologists think games are a wonderful new artistic medium, like movies or novels except with the unique element of interactivity. They tend to describe games in terms of the devices that arouse narrative evocation (Zelda made me feel like x). Ludologists think videogames are a wonderful new evolution of small-g games, an outgrowth of football and poker and chess. They tend to describe games in terms of how successfully the interactive elements interface with the ruleset (MGS2 is bad because there's too many buttons and not enough verbs).

While they seem locked in a sort of deathmatch, we reasonable people who do not depend on constant long-form debate to draw paychecks see that this distinction isn't binary. If anything, it's polar (that is, games lie somewhere on a spectrum between them), or even synthetic, merely describing two different and necessary aspects of every game. This kind of thing was covered more extensively in the recent Videogame Narrative thread which I'm too lazy to find and link.

2. Well, when I said it's "in vogue" I just mean I've seen it here and there in the channels of videogame discourse over the past few months. It's not as if it describes a new movement of criticism, or anything. It's just, the fallback for analogies with other media always seems to be movies, or perhaps novels, but I've seen much fruit borne from comparions of videogames with architecture (and sculpture). It allows you to see the game as a coherent, isolated structure and frees you from traditional, temporal notions of flow. A ludologist would just say, here, that what I've advocated is a ludogical rather than narratological way of looking at games, but that would be because he was advancing his own little agenda instead of mining these concepts for all they're worth.

EDIT

okay so I got unlazy http://forums.selectbutton.net/viewtopic.php?t=14978
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tacotaskforce



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PostPosted: Mon Aug 11, 2008 7:47 pm        Reply with quote

Don't give Kojima too much credit. Gungrave did the same ending as MGS3, and two years earlier. In fact it might have even done it better since the only purpose the button you press ever had was to fire your gun.
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Dracko
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PostPosted: Mon Aug 11, 2008 8:05 pm        Reply with quote

Yes.
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negativedge
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PostPosted: Mon Aug 11, 2008 8:42 pm        Reply with quote

Kilroy{ZTC} wrote:
Man shoot, I wrote a big long thing and no one responded to it, but then someone said something about a pre-existing debate and how its stupid.
Did I make that I happen?


Nah, it ain't on you, though I did find your assertion that cutscenes and dialogue boxes are necessary to create narrative depth a little curious. It's just that the narratologist/ludologist thing is so spectacularly ridiculous, in tha t it takes your cutscene statement and runs with it to the extreme. Games are either full of text and cinema or they're modern boardgames, and there is zero room meaningful crossover or open ended design. It's the things that people that don't play video games spend their time arguing over.

MGS2 makes it very clear that we were playing a Video Game Sequel to the events that unfold in the first game, and ridicules us to an extent by forcing us to play as the whiny rookie being coached by his girlfriend. He's us. People complain that MGS2 wasn't like the original--and Kojima anticipated this, egged it on even--but the narrative is based around the game as a "reenactment" of the original, and the player as a pawn in a social experiment. This works inside the game, but it also extends to the outside, playing off the players expectations and the media's hype.

Then Kojima gave up and made MGS4 which is a lazy reenactment of MGS1 in itself, only this time instead of questioning the player's motives it gives him a handjob.
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extrabastardformula
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PostPosted: Mon Aug 11, 2008 8:46 pm        Reply with quote

The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the President?

You've got a defined theme for enemy design, a decent enough macguffin to take you through a variety of levels and a direct challenge of the player's skill. It's pretty much golden.
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Lurky



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PostPosted: Mon Aug 11, 2008 9:36 pm        Reply with quote

Bad Dudes has a helicopter at the end. :)
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SuperWes



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PostPosted: Mon Aug 11, 2008 9:58 pm        Reply with quote

tacotaskforce wrote:
Don't give Kojima too much credit. Gungrave did the same ending as MGS3, and two years earlier. In fact it might have even done it better since the only purpose the button you press ever had was to fire your gun.


Are we talking about the same thing Devil May Cry did 3 years before MGS3? Just checkin'.

-Weş
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tacotaskforce



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PostPosted: Mon Aug 11, 2008 10:17 pm        Reply with quote

SuperWes wrote:
tacotaskforce wrote:
Don't give Kojima too much credit. Gungrave did the same ending as MGS3, and two years earlier. In fact it might have even done it better since the only purpose the button you press ever had was to fire your gun.


Are we talking about the same thing Devil May Cry did 3 years before MGS3? Just checkin'.


DMC did that too? All I remember about the ending was the inappropriate Star Fox section, escaping the underwater caverns on a [strike]jetski[/strike] plane, and LIIIIIIIIIIIIIIIIIIIIIIIIIGHT.

Youtube to the rescue. It's not quite the same. DMC makes the final attack needed to kill the boss into a cinematic, which seems to be pretty common. Gungrave and MGS3 drop you on a static screen that won't progress until you press the right button.

EDIT: Actually, come to think of it, the final action in D2 is also similar to this. And it followed a final boss that was about the player's inability to enact change through their own decisions like MGS3 (Gungrave's followed a fight with a giant floating skull because Gungrave is a game about character design, not story.)
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LandRoverAttack



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PostPosted: Mon Aug 11, 2008 10:26 pm        Reply with quote

If you wait to long, Snake does it for you. I kinda wish the game would have just stayed there until you did. And maybe if you took to long, you'd get blown up and game over.
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Toptube
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PostPosted: Mon Aug 11, 2008 11:52 pm        Reply with quote

Oh hey, Uncharted has a helicopter in the end :)
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PostPosted: Tue Aug 12, 2008 12:05 am        Reply with quote

I tend to like games that build a pretty tangible world around you. Mostly by this I mean the mythology and history for the game world actually matters: Its effect and shaping of this world can be seen all around you, echoed in the words of its people, and probably used for some minor plot devices.

A couple of easy examples: Morrowind, Xenogears

Mythology can be replaced or intertwined with politics for similar effect:

Examples: Front Mission 3, FFXII, Xenogears



I'd argue that a game can still be ultimately good if these things are in place, even if what you are literally doing isn't necessarily always so interesting.
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SuperWes



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PostPosted: Tue Aug 12, 2008 12:12 am        Reply with quote

tacotaskforce wrote:
Youtube to the rescue. It's not quite the same. DMC makes the final attack needed to kill the boss into a cinematic, which seems to be pretty common. Gungrave and MGS3 drop you on a static screen that won't progress until you press the right button.

Uhh, dude. It's a cutscene that won't progress to let you kill the boss until you press the right button. Which is the same as the others. And (much like the rest of DMC) it's totally more badass than either of those other games. Youtube won't tell you this, but I will.

-Weş
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bloody heartland
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PostPosted: Tue Aug 12, 2008 12:33 am        Reply with quote

I'm reading internet reaction to Braid's plot at the moment, and god, it sounds terrible.

SPOILERS FOR BRAID

Deeply fraught male-sided tales of perspective obsession are usually painful enough, but shoehorned into what looked like an agreeable little platformer? I no longer understand the the appeal of romanticisng skeevy behaviour like stalking, or clinging on to unrequited love (and man, I did a lot of the latter before proper socialisation etc). "Big themes" are not really a necessary part of a good videogame, and braid seems to have a strong enough hook to support a game (whereas something like the first two Metal Gear Solids would be like a budget Simple Series release without the exposition, and a poor one at that).

Interesting that what I've seen so far from the internet is the perception of the protagonist as a really obsessive dude, which was denied on the author's blog. I'm anxious to play the game now because I have a suspicion that authorial intent must bow before a wider social perception of this sort of thing: it sounds like the author may have issues he's not fully aware of. I'll need to look see.


WHICH IS ALSO TO SAY

Stories and allegories are vital to cinema in its mainstream form because otherwise you've got not much beyond wallpaper. A game with good systems and design will never have this need because as an ungarnished object it engages. I think what's needed is for a good old backlash against "arty" plots in games - not a counterintellectual bludgeonfest, but a needed refocusing on what can be done with the gears on next gen platforms.
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PostPosted: Tue Aug 12, 2008 12:48 am        Reply with quote

will you email him his diagnosis
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Dracko
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PostPosted: Tue Aug 12, 2008 12:51 am        Reply with quote

James, play Marathon.

Also: Some films or books have basic plots, but they can told in excellent fashion.
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Kilroy{ZTC}



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PostPosted: Tue Aug 12, 2008 1:43 am        Reply with quote

CubaLibre wrote:
A ludologist would just say, here, that what I've advocated is a ludogical rather than narratological way of looking at games, but that would be because he was advancing his own little agenda instead of mining these concepts for all they're worth.


Are you sure? I mean, it is true that I only just read your explanation about this stuff and didn't really know about it before, but it kinda seems like that's exactly what it does.

negativedge wrote:
Nah, it ain't on you, though I did find your assertion that cutscenes and dialogue boxes are necessary to create narrative depth a little curious.


How so? Run me into the ground man, it's the only way I'm gonna learn.

Quote:
It's just that the narratologist/ludologist thing is so spectacularly ridiculous, in tha t it takes your cutscene statement and runs with it to the extreme. Games are either full of text and cinema or they're modern boardgames, and there is zero room meaningful crossover or open ended design. It's the things that people that don't play video games spend their time arguing over.


Well of course it would be absurd to say there aren't any synergies between the various elements of a game. At the same time though I think a meaningful discussion of a game should start by identifying those core elements and then explaining what happens from the interplay between them, rather than just randomly throwing out some sort of final impression, which seems like something a lot of people do. That's sort of my method for discussing anything though.


Quote:
MGS2 makes it very clear that we were playing a Video Game Sequel to the events that unfold in the first game, and ridicules us to an extent by forcing us to play as the whiny rookie being coached by his girlfriend. He's us. People complain that MGS2 wasn't like the original--and Kojima anticipated this, egged it on even--but the narrative is based around the game as a "reenactment" of the original, and the player as a pawn in a social experiment.


I guess so. I mean, the character drama and such stays intact in the game in spite of everything else. I just found much of the ending of the game, and Snakes ending monologue in particular to be extremely offensive and redundant. I don't need a story to tell me "hey I'm a story!", which is exactly what all that felt like.

Quote:
This works inside the game, but it also extends to the outside, playing off the players expectations and the media's hype.


Well yeah, but do we really evaluate a game based on the chatter it causes on GameFAQs or IGN boards? How significant or relevant is this external stuff to the actual game?

And holy hell Dracko is shilling for Marathon. Is it really that good of a game? I guess I should look into it then. I would also like to agree that a very basic plot can be better than a fancy over the top one. In fact I would actually take it a step further and say I don't even care about novelty in any medium, really. I know that's going to make a lot of people go "what?", but I honestly feel that way. If it happens and the result is pleasant, then great, but it's not something consider a criteria for greatness.
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Dracko
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PostPosted: Tue Aug 12, 2008 1:51 am        Reply with quote

Kilroy{ZTC} wrote:
And holy hell Dracko is shilling for Marathon. Is it really that good of a game?

Whenever someone creates this sort of topic, and brings up all the issues that come along with it, it's a sure-fire bet the Marathon series has already addressed.

As far as these forums are concerned, they should be essential gaming.
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Cycle
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PostPosted: Tue Aug 12, 2008 1:53 am        Reply with quote

Really, you all need to play Marathon. It did many things you praise other games for doing, but like, TEN YEARS EARLIER. Oh, also BETTER.
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Dracko
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Joined: 06 Dec 2006

PostPosted: Tue Aug 12, 2008 1:55 am        Reply with quote

It's a solid game with the elegance and depth of the best works of IF out there, in essence.

We don't nearly talk enough about those in these debates either.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, MO

PostPosted: Tue Aug 12, 2008 2:47 am        Reply with quote

Kilroy{ZTC} wrote:
How so? Run me into the ground man, it's the only way I'm gonna learn.

Play one of the Half-Lifes and/or Portal then get back to us. Or The Darkness. One of those should explain some stuff.

-Weş
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Kipple



Joined: 05 Dec 2006

PostPosted: Tue Aug 12, 2008 5:21 am        Reply with quote

bloody heartland wrote:
Interesting that what I've seen so far from the internet is the perception of the protagonist as a really obsessive dude, which was denied on the author's blog. I'm anxious to play the game now because I have a suspicion that authorial intent must bow before a wider social perception of this sort of thing: it sounds like the author may have issues he's not fully aware of. I'll need to look see.


Well authorial intent never really has much to do with anything in my opinion. I don't generally care what the author or developer intended to do. I care what he/she actually does. Authors get to complete a finished text, but after it's done and released, they don't have any more claim on defining it than anybody else. In fact in some respects they have less. The author and the text are separated at birth, as the saying goes.

It goes both ways too: Braid doesn't say anything about Jonathan Blow as a person, except that he's an amazing game designer and a brilliant respectable guy who deserves every bit of success he gets. It's not a peek inside the guy's mind. It doesn't tell us anything about his biography, just as his biography doesn't tell us anything about the game.

This was a big deal earlier in the 20th century, with New Criticism in the 40's and 50's and later with Roland Barthes' The Death of the Author.

I think we're starting to slip back towards revering the author rather than the text though. We humor film auteurs on a regular basis, shelling out extra money for Director's Cut versions that purport to be more true to the creator's original vision. George Lucas butchers his own 30 year old pop masterpiece, in the interests of staying true to his own personal dream, and then scribbles in the margins for a few years more.

More importantly though, it seems like most authors and creators these days have their own blog or do video interviews, and become prolific sources of information about their own texts, and regular ol' Joe gets to interact with them through comments and forums. Plus for most people, there is now one immediately accessible, unified source of truth and that is Wikipedia. These are new developments. The former starts muddling the line between authorial intent and textual analysis, and the latter is having a homogenizing effect on culture by codifying a lot that is subtle or up for debate.
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somes



Joined: 25 Jun 2008

PostPosted: Tue Aug 12, 2008 5:52 am        Reply with quote

CubaLibre wrote:

2. Well, when I said it's "in vogue" I just mean I've seen it here and there in the channels of videogame discourse over the past few months. It's not as if it describes a new movement of criticism, or anything. It's just, the fallback for analogies with other media always seems to be movies, or perhaps novels, but I've seen much fruit borne from comparions of videogames with architecture (and sculpture). It allows you to see the game as a coherent, isolated structure and frees you from traditional, temporal notions of flow. A ludologist would just say, here, that what I've advocated is a ludogical rather than narratological way of looking at games, but that would be because he was advancing his own little agenda instead of mining these concepts for all they're worth.


oh, this is intriguing.

my mind is aflame with delight!
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zombieman000



Joined: 03 Nov 2007
Location: A.D. 2219

PostPosted: Tue Aug 12, 2008 6:01 am        Reply with quote

loempiavreter wrote:
What about Maken X/Maken Shao Demon Sword?

I think that's pretty effective storytelling, from the viewpoint from a just created artificial god learning about us strange humans and eventually deciding what path/side you take.

Hey, this reminds me of that DC game Seventh Cross Evolution. I don't want to get off-topic/on-a-tangent but was that any good? Doesn't it have a story/themes in the same vein as Maken X? (never played either game, just curious)
Sorry, /post.


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somes



Joined: 25 Jun 2008

PostPosted: Tue Aug 12, 2008 6:01 am        Reply with quote

bloody heartland wrote:
counterintellectual bludgeonfest


lol great works.
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parkbench



Joined: 12 Dec 2006

PostPosted: Tue Aug 12, 2008 6:30 am        Reply with quote

Quote:
Well authorial intent never really has much to do with anything in my opinion. I don't generally care what the author or developer intended to do. I care what he/she actually does. Authors get to complete a finished text, but after it's done and released, they don't have any more claim on defining it than anybody else. In fact in some respects they have less. The author and the text are separated at birth, as the saying goes.


So The Wizard of Oz really is about the gold/silver standard?
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negativedge
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Joined: 04 Dec 2006
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PostPosted: Tue Aug 12, 2008 6:35 am        Reply with quote

everything is actually about loving or hating the Jews, parkbench.
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spinach



Joined: 04 Mar 2008
Location: San Jose, CA, USA!

PostPosted: Tue Aug 12, 2008 7:06 am        Reply with quote

zombieman000 wrote:
loempiavreter wrote:
What about Maken X/Maken Shao Demon Sword?

I think that's pretty effective storytelling, from the viewpoint from a just created artificial god learning about us strange humans and eventually deciding what path/side you take.

Hey, this reminds me of that DC game Seventh Cross Evolution. I don't want to get off-topic/on-a-tangent but was that any good? Doesn't it have a story/themes in the same vein as Maken X? (never played either game, just curious)
Sorry, /post.

Seventh Cross is pretty great for being awful. The story is barebones in execution while also being convoluted - odd mix, but I find myself jonesing for another playthrough for the non-human ending.

Its endgame bears some resemblance to Maken X, but for the most part it's a fairly mute, desolate game.
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