showka
Joined: 04 Dec 2006
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Posted: Sat Jan 20, 2007 12:02 am |
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| Joe wrote: |
| I can't think of anything from the 8/16-bit era that holds up today as an example of how to express a compelling narrative via gaming. |
As a kid and today, I find Final Fantasy VI's narrative uniquelly compelling, especially the incredible plot twist half way through the game. I tape recorded that point and made people in my family watch, convinced such an incredible climactic thing would make them understand my obsession with this game and gaming in general. How could anyone not be compelled to finish the game after what Kefka had done?
Before that, I would say Link's Awakening's central plot twist "compelled" me to finish it. Even before that the characters and story of Ninja Gaiden 1 & 2 were as compelling to my Grade School self as Batman.
The main way of telling stories in games hasn't changed since Ninja Gaiden either. You play the game, then read / watch some story, play the game, then read / watch some story. Games like Half-Life change this by making the gameplay non-stop, but I still prefer the old method, which games like Killer 7 and Metal Gear continue to adopt. |
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