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Video game stories are terrible
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Cossix
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Joined: 21 Dec 2006
Location: San Jose

PostPosted: Wed Apr 23, 2008 4:53 pm    Post subject: Video game stories are terrible    Reply with quote

At least that's what some people keep saying in posts here (and elsewhere, I'd imagine).

I've never figured out where this argument comes from. If every video game tells a terrible story, then what's a good story? I spend a decent amount of time reading and watching movies and television and I'm not sure what the qualifier for a story to be "good" or not is.

Is the problem that a lot of video games are kind of obsessed with the Hero's Quest? I don't think the Hero's Quest is necessarily juvenile.
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fairy godmilf


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PostPosted: Wed Apr 23, 2008 5:10 pm        Reply with quote

"why are videogame stories terrible?" is actually a really good question.

i'm working as we speak on a review of bioshock that will address this question!
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Cossix
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PostPosted: Wed Apr 23, 2008 5:12 pm        Reply with quote

That's not my question at all, really. My question is if video game stories are terrible, then what's a good story? And why is that a good story, and what aspect of video game stories make them terrible?

EDIT: "Video game stories are terrible" is the assumption I am questioning here. I'm not asking why they are terrible, I'm asking why people qualify their stories as terrible.


Last edited by Cossix on Wed Apr 23, 2008 5:14 pm; edited 1 time in total
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Rya.Reisender
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PostPosted: Wed Apr 23, 2008 5:13 pm        Reply with quote

Video game stories aren't always terrible. Only the stories of RPGs and some other games are terrible. I was pretty pissed by the stories in RPGs eventually. It made me switch to Horror genre. Although I hate to see blood I still switched to Horror genre because story is so superior there (at least in Silent Hill and Project Zero). Some Point 'n Click adventures have good stories as well, so I played some of those too.

Of course I also play games that don't need any story.

Some games don't really have much of a story but I consider the story still pretty awesome. If a game makes me feel like I want to survive because people depend on me or something similar that's a good story to me.
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Lick Meth



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PostPosted: Wed Apr 23, 2008 5:34 pm        Reply with quote

I imagine that the stigma comes from the titles which attempt to ape Hollywood cinema, but come off amateurish at best. Obviously not all are terrible (Uncharted), but some are pretty embarressing (Gears of War).

Not to say that Hollywood is the only source to copy.

EDIT: reminded of many game story cliches that crop up time and time again and never get questioned (at least not by the people who write the fucking things), like amnesia.
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Rya.Reisender
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PostPosted: Wed Apr 23, 2008 5:44 pm        Reply with quote

Making up an original story is always best.
Or at least copy from a good books. Books leave much more room for imagination.

Quote:
My question is if video game stories are terrible, then what's a good story?

A good story is one that doesn't tell the player everything. If you can already 'guess' how a game ends the story is automatically terrible. Also the player doesn't need to know EVERYTHING, even after he finished the game it doesn't mean he needs to know everything at that point. However the story should still make sense (meaning: the game creators knows the complete story with details, just doesn't tell them the players, but players can still guess them).

In short, a good story in a game is a story that makes you play a game just because you want to know how the story continues.
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BIGJ420COOLDUDE



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PostPosted: Wed Apr 23, 2008 6:07 pm        Reply with quote

they're mostly acceptable but just told really poorly i guess?
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Mr. Brooks



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PostPosted: Wed Apr 23, 2008 6:17 pm        Reply with quote

Personally, I've tended to suspect the having-to-push-buttons bit mutes any impact they might have or have had on me.
Something akin to trying to listen to a passenger's account of their run in with the law yesterday while also trying to drive, or perhaps fly a helicopter.

I regularly find it more thrilling to read someone else's account of a videogame and its 'story' than experience it myself (depending on the scribe.)


Last edited by Mr. Brooks on Wed Apr 23, 2008 6:18 pm; edited 1 time in total
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gooktime



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PostPosted: Wed Apr 23, 2008 6:18 pm        Reply with quote

They aren't universally terrible, just some people say so to make themselves sound cultured.
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Talbain



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PostPosted: Wed Apr 23, 2008 6:20 pm        Reply with quote

BIGJ420COOLDUDE wrote:
they're mostly acceptable but just told really poorly i guess?

This is pretty much it. The problem with most video game stories is that they really kill most of the ambiguity. Then they stab it some more to make sure it's dead. One of the most interesting things about movies, music, and books is the unknown, and videogames seem to take away much of this mysterious feeling, particularly by establishing a character's mission from the very outset, and making that mission irrevocable (which 99.99% of all games are guilty of on some level). In other words, there's generally not a lot of buildup as to the motivations of the characters in the story. Some of the best books I've read have no apparent direction, and even the conclusion can be ambiguous or unsatisfying. This is essentially the biggest problem with games I think, is that they have developed a need to satisfy the player's interests, rather than the game's interests (i.e. the developer's).
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vision
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PostPosted: Wed Apr 23, 2008 6:24 pm        Reply with quote

Are we talking about stories told passively—through cutscenes or instruction manual backstory—or narrative experienced through interactivity?

I ask because I feel that any story told passively through an (inter)active form of media is inherently undesired. However, a poor (or non-existent) story told through compelling gameplay can be more easily forgiven.

There are games that nail both sides of the active/passive narrative equation, such as the Metal Gear Solid series, of which the compelling cinematics and interactivity of each installment add up to more than the sum of both parts. And the Marathon series apparently lines up its own shining examples of this. But most games poison themselves alongside other passive art forms when "pausing" their strong suit, interactivity, to relate pure story.

If a great story feels shoehorned into a videogame, it loses value in the process. And what's a great story if it's not worth telling?
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Sushi K



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PostPosted: Wed Apr 23, 2008 6:26 pm        Reply with quote

Well let's ask the question what is a story at all? (which I think you did.)

A STORY is a CHARACTER is a SITUATION.

For example: "I woke up late this morning." Is a story, a very bad one but a story none the less.

NOW; what makes that story bad and, for example, War and Peace good?
CONFLICT, which has two forms, INTERNAL and EXTERNAL.
Internal conflicts are what make something literature, external conflicts are what make a summer blockbuster. For a story to be considered 'good' usually there must be internal conflict.
A story becomes good when because a character, who is not you, resolves an internal conflict in a manor that you may or may not resolve it because he is a different person then you, but that you can sympathize with because you are in their head.
HERE IS THE POINT: Video games almost always consist of solely external conflict. "Hey, kill those monsters."/"Hey, get all the money." Any character in that situation would do the exact same thing. It doesn't matter if it's you, or your neighbor or Link, drop any of these people into a fantasy setting with superhuman sword wielding powers and tell them that the world will end if these monsters aren't killed and they will all do the same thing. Until video games become advanced enough for the internal conflict in that characters to be expressed (like advanced facial emotion being shown to create a sympathetic reaction in the player) or for the player's internal conflict to be expressed in the game world (by allowing free choice in the game to a new unseen level).

All the games that are considered great for their story take one of these two approaches in their first baby steps. Final Fantasy locks you into a very linear story that has a large amount of characters doing their roles while pained emotionally for one reason or another or in Earthbound where the player's choices don't change the story but your own emotions are so carefully manipulated that they line up with what is going on (especialy the final boss).
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fairy godmilf


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PostPosted: Wed Apr 23, 2008 6:30 pm        Reply with quote

Cossix wrote:
"Video game stories are terrible" is the assumption I am questioning here. I'm not asking why they are terrible, I'm asking why people qualify their stories as terrible.


well, by "why" i kind of mean "how"; why as in "in what way". so hmm.

yeah, put simply, they're "told poorly".

and there are reasons why they're told poorly, et cetera
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Talbain



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PostPosted: Wed Apr 23, 2008 6:30 pm        Reply with quote

vision wrote:
Are we talking about stories told passively—through cutscenes or instruction manual backstory—or narrative experienced through interactivity?

Explain this a little more? Would talking/listening to people in the game be considered interactive or passive, since you're just listening to what they say?

Quote:
I ask because I feel that any story told passively through an (inter)active form of media is inherently undesired. However, a poor (or non-existent) story told through compelling gameplay can be more easily forgiven.

There are games that nail both sides of the active/passive narrative equation, such as the Metal Gear Solid series, of which the compelling cinematics and interactivity of each installment add up to more than the sum of both parts. And the Marathon series apparently lines up its own shining examples of this. But most games poison themselves alongside other passive art forms when "pausing" their strong suit, interactivity, to relate pure story.

If a great story feels shoehorned into a videogame, it loses value in the process.

It might feel shoehorned in, but usually it's better than no story at all for most people. A story compels people to continue, simply because they are curious.

Quote:
And what's a great story if it's not worth telling?

Wha? Please explain what you mean by this? If it's a great story, isn't there an assumption that it's worth telling? Unless you mean the difference between telling the story poorly and telling it well, this statement doesn't make sense.
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Sushi K



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PostPosted: Wed Apr 23, 2008 6:33 pm        Reply with quote

Rya.Reisender wrote:


Quote:
My question is if video game stories are terrible, then what's a good story?

A good story is one that doesn't tell the player everything. If you can already 'guess' how a game ends the story is automatically terrible. Also the player doesn't need to know EVERYTHING, even after he finished the game it doesn't mean he needs to know everything at that point. However the story should still make sense (meaning: the game creators knows the complete story with details, just doesn't tell them the players, but players can still guess them).

In short, a good story in a game is a story that makes you play a game just because you want to know how the story continues.


I don't think so, look at the Greek tragedy, like Oedipus. Everyone knows the story, they tell you at the beginning whats going to happen at the end. So a good story is not about the unknown.

For video games though a certain amount of unknown is required to drive the player through by his curiosity. So you are partially right for all stories that require participation by the consumer. (Like books [you have to chose to turn the pages] or games [you need to push the buttons] but not plays, TV, or movies)
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Lick Meth



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PostPosted: Wed Apr 23, 2008 6:34 pm        Reply with quote

If a game's entire appeal hinges on the story, then it'd better be fucking phenomonal, otherwise I wouldn't be able to get through it with a straight face. Or any face at all.

KOTOR was like that for me. Oh, you've got amnesia. Oh, we all speak in awkward stilted phases. Oh, it took me 15 hours to do 3 pissy tasks, fuck this off. From the same publisher, years before, was Grim Fandango. What the hell happened? No I don't care if it was Bioware.
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Schwere Viper



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PostPosted: Wed Apr 23, 2008 6:37 pm        Reply with quote

I don't think that stories in games are considered bad just because they're in games; hell, that could explode into a discussion of how people still consider all video games as toys for children. It's just that now, more than ever, people seem to take a great pleasure in ripping apart stories in general. That's compounded by the fact that the internet is one gigantic soapbox. Shit, most of my early years on the internet were spent tearing apart horrible fan-fiction with a group of people.

In short, it's not that stories in games are inherently bad. There are quite a few good ones! It's just that everyone's a fucking critic.

In terms of using a game as a method of storytelling though, most games seem to just emulate other media. I'm not sure whether this is because games as a media are a mish-mash of other media, or if the majority of developers just aren't able to think of an original way that a "game" could tell a story. I can think of a couple that have done something fairly interesting (Breakdown for Xbox comes to mind), but a lot of the time it's like watching a film, or maybe reading a novel, except with those sound effect buttons on a side panel.
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SuperWes



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PostPosted: Wed Apr 23, 2008 6:41 pm        Reply with quote

The problem with a thread like this is that it's something a lot of us don't agree on.

Some believe that the role of story in a game is to give the player a reason to keep playing. If it does this, it's a successful story. Unfortunately, often this can still work well even when the plot is, "go kill your deadbeat dad who is a giant flying whale who represents 'evil'." So even when a game story is successful, it isn't necessarily good. Then there's games with great stories that try their hardest to get you to stop playing. Metal Gear is a good example of this. It tells a great, emotional story, and the game's pretty great as well, but if you're not ready to sit back and watch a bunch of movies you're probably going to turn the game off.

Then there's a third line of thinking that says any game where killing stuff is more important that plot intrinsically has a bad story. These people are looking for games to become something "more" and want games where you can be a barber or a politician. This is a great idea, but it ignores the "game" factor of games. IF people could maybe be lumped in here, but honestly I don't know enough about it.

Now this isn't a value judgment toward Final Fantasy, Metal Gear, or IF, but it just points out that this question isn't simple to answer. I'm part of the first group btw!

-Weş
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Mr. Brooks



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PostPosted: Wed Apr 23, 2008 6:46 pm        Reply with quote

As a general thought, a decent script and vocal-work that isn't fucking cringeworthy make some pretty foul medicines go down rather well.
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Schwere Viper



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PostPosted: Wed Apr 23, 2008 6:54 pm        Reply with quote

Then again I think Fantasy Zone had a great story so my opinion might be null and void.
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Felix



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PostPosted: Wed Apr 23, 2008 7:14 pm        Reply with quote

i mean - there's kind of a lot of easy parallels to literature.

an acceptable "videogame" is kind of limited in terms of the kind of conflict it can present; from there we've got the expertly-crafted schlock (read: art for art's sake), versus the handful of attempts at "literature," which, games being game, invariably lean toward postmodernism, and -- dare i say "the medium is the message" ?
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Sushi K



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PostPosted: Wed Apr 23, 2008 7:22 pm        Reply with quote

Felix wrote:

an acceptable "videogame" is kind of limited in terms of the kind of conflict it can present; from there we've got the expertly-crafted schlock (read: art for art's sake), versus the handful of attempts at "literature," which, games being game, invariably lean toward postmodernism, and -- dare i say "the medium is the message" ?


Like those really stupid art made from human excrement or that person who starved a dog to death as art. (I know she didn't actually do it.)
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spinach



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PostPosted: Wed Apr 23, 2008 7:48 pm        Reply with quote

The Hero's Quest is not trite.

Saving the world is.

A Hero's Quest could mean finding a spot to eat when your vegetarian friend comes to visit. Could mean getting tea and medicine for your sick mom. Could mean finding a good neighborhood you can afford to live in when you've got a baby on the way, or finding your way out of a bad one when the baby's already come. Personal shit.

We've been killing aliens and demons and demon aliens for over thirty years, now. We've saved the world so often it barely gets a rise out of us anymore. Videogame stories are bad because of this.

Ulysses just wanted to go home.
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Mr. Brooks



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PostPosted: Wed Apr 23, 2008 8:11 pm        Reply with quote

Aye, it is a little bizarre and depressing how often a videogame's tale's overall plot goal is so ramped up. That kind of powertripping's pretty ugly, as a steady feed, and often best consumed with its tongue in its cheek.
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Dark Age Iron Savior



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PostPosted: Wed Apr 23, 2008 8:19 pm        Reply with quote

Does it count as saving the world if it's the only world you know of during the game?

(Saving the city the game takes place in, saving the country, etcetera)
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CubaLibre



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PostPosted: Wed Apr 23, 2008 8:20 pm        Reply with quote

spinach wrote:
The Hero's Quest is not trite.

Saving the world is.

A Hero's Quest could mean finding a spot to eat when your vegetarian friend comes to visit. Could mean getting tea and medicine for your sick mom. Could mean finding a good neighborhood you can afford to live in when you've got a baby on the way, or finding your way out of a bad one when the baby's already come. Personal shit.

We've been killing aliens and demons and demon aliens for over thirty years, now. We've saved the world so often it barely gets a rise out of us anymore. Videogame stories are bad because of this.

Ulysses just wanted to go home.

This.

Additionally, story != plot. Plot is but an element of story. I said this exact same thing in the other thread. Amazing plots are pretty much the province of novels. Videogames need to look elsewhere for their inspiration.
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vision
warning: the following post is canon


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PostPosted: Wed Apr 23, 2008 8:21 pm        Reply with quote

Talbain wrote:
vision wrote:
Are we talking about stories told passively—through cutscenes or instruction manual backstory—or narrative experienced through interactivity?

Explain this a little more? Would talking/listening to people in the game be considered interactive or passive, since you're just listening to what they say?


If the player is "just listening," that's passive storytelling. On the other hand, were the player so much as running around while listening, the narrative then includes their active input.

That's mostly semantics, though. My broader point is that when passive storytelling and interactivity are combined, often one or both (can be seen to) suffer the other's presence. It's not just passivity in videogames. Some film directors think interactivity perverts their craft; cringing even that home video remotes can pause a motion picture.

Quote:
Quote:
And what's a great story if it's not worth telling?

Wha? Please explain what you mean by this? If it's a great story, isn't there an assumption that it's worth telling? Unless you mean the difference between telling the story poorly and telling it well, this statement doesn't make sense.


That's what I was getting at, yes. In a sense, there can be no great story poorly told, since the story exists in the telling.
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CubaLibre



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PostPosted: Wed Apr 23, 2008 8:24 pm        Reply with quote

vision wrote:
That's what I was getting at, yes. In a sense, there can be no great story poorly told, since the story exists in the telling.

I'd just like to point out that this is what I mean when I say story != plot. It's my impression that what people are saying when they say "it's a good story, but poorly told," is that it's a good plot, but a bad story.
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Sushi K



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PostPosted: Wed Apr 23, 2008 8:40 pm        Reply with quote

Kinda further on story isn't plot: people say that a picture can tell a story, but as a static medium with no change over time it's impossible for a picture to contain a plot.

This relates back to my previous statement that story is simply a character in a situation.
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haze



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PostPosted: Wed Apr 23, 2008 8:53 pm        Reply with quote

MAN VS MAN
MAN VS WORLD
MAN VS HIMSELF
MAN VS FATE
MAN VS MACHINE
MAN VS COCK
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dark steve
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PostPosted: Wed Apr 23, 2008 8:58 pm        Reply with quote

You're on the wrong track.

It's not about the kinds of stories that they can tell. At least not that way.
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SuperWes



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PostPosted: Wed Apr 23, 2008 9:16 pm        Reply with quote

spinach wrote:
The Hero's Quest is not trite.

Saving the world is.

A Hero's Quest could mean finding a spot to eat when your vegetarian friend comes to visit. Could mean getting tea and medicine for your sick mom. Could mean finding a good neighborhood you can afford to live in when you've got a baby on the way, or finding your way out of a bad one when the baby's already come. Personal shit.

We've been killing aliens and demons and demon aliens for over thirty years, now. We've saved the world so often it barely gets a rise out of us anymore. Videogame stories are bad because of this.

Ulysses just wanted to go home.


And this. This is what makes no sense to me. You can make a videogame out of this, but it ends up being Cooking Mama with cutscenes. How is that better than what we've got right now?

-Weş
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CubaLibre



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PostPosted: Wed Apr 23, 2008 9:21 pm        Reply with quote

Well I think the Odyssey is a good example. It's got adventure and cunning and monsters and fighting and fucking and whatever else, but in the end, Odysseus just wants to get home. Not SAVE THE WORLD. Videogames could do with a little humility.
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Gironika



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PostPosted: Wed Apr 23, 2008 9:26 pm        Reply with quote

Dark Age Iron Savior wrote:
Does it count as saving the world if it's the only world you know of during the game?

(Saving the city the game takes place in, saving the country, etcetera)

Totally reminds me of "the world ends with you", being set in Shibuya only.




Talbain wrote:

This is pretty much it. The problem with most video game stories is that they really kill most of the ambiguity. Then they stab it some more to make sure it's dead. One of the most interesting things about movies, music, and books is the unknown, and videogames seem to take away much of this mysterious feeling, particularly by establishing a character's mission from the very outset, and making that mission irrevocable (which 99.99% of all games are guilty of on some level). In other words, there's generally not a lot of buildup as to the motivations of the characters in the story. Some of the best books I've read have no apparent direction, and even the conclusion can be ambiguous or unsatisfying. This is essentially the biggest problem with games I think, is that they have developed a need to satisfy the player's interests, rather than the game's interests (i.e. the developer's).

A point I haven't seen here is that whatever kind of medium you take, your enjoyment of it is often over in, say, 2,3 or 5 hours at best, whereas some games take 5-50 or even up to 100+ hours.

The longer the game, the harder it gets to have a compelling story that manages to be more than just "watch person X going to A because there is something happening". Especially RPGs tend to become a list of locations you visit because something happened and you have to do something now. If you are lucky you visit some places twice but except for some minigames/sidequests you rarely revisit any places again.

And it's not just the problem of spanning 40 hours, the player expects the game to entertain him all the time - however, how would you do that? If it were this easy to write a story that develops constantly over 20 hours while not being cliche-ridden and/or a simple hero-quest, refraining from being repetitive or just stupid, more than a handful games would have a "better story".


You might know a/some games that keep the player in the dark for, say, 20-40 hours and then suddenly introduce the "real" villain, Zeromus-like - and did you actually dig the late plot-twist-effort? Probably not, and, to be fair, it's not only the bad execution of the idea but rather a feeling of being deceived by the game, is it?
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glitch
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PostPosted: Wed Apr 23, 2008 9:27 pm        Reply with quote

Lick Meth wrote:
reminded of many game story cliches that crop up time and time again and never get questioned (at least not by the people who write the fucking things), like amnesia.


Most games drop the player in a world initially unfamiliar to him. If you’re want to work that unfamiliarity into the story then it’s either amnesia or alien planet. Either that or one of them horrible avatars that think unnaturally loud to bring the player up to date. Or buckets of NPCs telling you stuff they wouldn’t ever say if they weren’t tacitly assuming amnesia anyway. Comes with the interactivity. Discrepancy between the audience’s and the protagonist’s knowledge is only jarring when the audience controls the protagonist. Since there’s so few devices to make the player’s unfamiliarity with the game environment plausible, those few are rampantly prevalent in games.

So I easily forgive games for pulling the amnesia card and especially the alien planet card, but actually I prefer when games just ignore the problem altogether and leave me confused instead. I guess most people don’t enjoy confusion like I do though.

Rya.Reisender wrote:
A good story is one that doesn't tell the player everything.

Talbain wrote:
The problem with most video game stories is that they really kill most of the ambiguity.


Speaking of confusion. Works mighty well in books and movies. But books and movies just go on after confusing you silly. Inducing a lot of confusion in a game is problematic. Either progress depends on the player understanding what’s going on, in which case confusion equals stagnation, or progress does not depend on the player understanding what’s going on, but then the story loses gameplay relevance.

Still thinking games should take music and abstract art as examples rather than movies or books.

caps in this post courtesy of microsoft word, dammit.
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Talbain



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PostPosted: Wed Apr 23, 2008 9:36 pm        Reply with quote

glitch wrote:
Still thinking games should take music and abstract art as examples rather than movies or books.

For the purposes of stories? Why? Or are you saying games shouldn't have stories at all, or make them completely ambiguous?

Gironika, I couldn't agree more. Games today and in the past have had a lot of problems with length. Mostly in that they're trying to stretch a story that could be told in an hour or two into a giant epic tale that lasts two weeks. Essentially, I think that games could be really large at some point, but their own form is so limited right now that I don't think it's possible to do in any respectable manner. Games that are long right now are arbitrarily made as such. My opinion is that this approach really started with Final Fantasy VII. The games that I've found able to do the long stories best, thus far, are probably SRPGs.
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spinach



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

PostPosted: Wed Apr 23, 2008 9:55 pm        Reply with quote

SuperWes wrote:
spinach wrote:
The Hero's Quest is not trite.

Saving the world is.

A Hero's Quest could mean finding a spot to eat when your vegetarian friend comes to visit. Could mean getting tea and medicine for your sick mom. Could mean finding a good neighborhood you can afford to live in when you've got a baby on the way, or finding your way out of a bad one when the baby's already come. Personal shit.

We've been killing aliens and demons and demon aliens for over thirty years, now. We've saved the world so often it barely gets a rise out of us anymore. Videogame stories are bad because of this.

Ulysses just wanted to go home.


And this. This is what makes no sense to me. You can make a videogame out of this, but it ends up being Cooking Mama with cutscenes. How is that better than what we've got right now?

-Weş

I don't understand what you are getting at here. Illustrate for me how finding a restaurant that serves good food you do not eat, finding medicine for your sick mother, and making a good home for your unborn or newborn child would seem anything like reading recipes and making food for strangers you do not care about.
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spinach



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

PostPosted: Wed Apr 23, 2008 9:57 pm        Reply with quote

CubaLibre wrote:
Well I think the Odyssey is a good example. It's got adventure and cunning and monsters and fighting and fucking and whatever else, but in the end, Odysseus just wants to get home. Not SAVE THE WORLD. Videogames could do with a little humility.

The Odyssey is among my favorite stories for just that reason. All this shit to get home, and once he does get there he's still got work to do before he is welcome again.
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PianoMap



Joined: 05 Dec 2006
Location: kelowna, british columbia

PostPosted: Wed Apr 23, 2008 10:01 pm        Reply with quote

two words: Inferiority Complex
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spinach



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

PostPosted: Wed Apr 23, 2008 10:07 pm        Reply with quote

digi wrote:
two words: Inferiority Complex

So you think you're better than us.
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BEIGE



Joined: 04 Dec 2006

PostPosted: Wed Apr 23, 2008 10:20 pm        Reply with quote

Maybe some of this has to do with the immaturity of video games as a medium. As a method of storytelling, games really haven't been around that long. Interactivity throws a considerable wrench in the works.

We're still learning to do it right, and we're getting better as time goes on, I think! See the other thread in this forum marked video game stories for examples.
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