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Sam Lake on Video Game Storytelling

loladeutsch writes "What makes for a great story in a video game? Sometimes, with all the innovative development and cool graphics the actual story a game has to tell can get lost in the shuffle, or at least can seem to be an afterthought. When a game arrives on the shelves that presents one of the more engrossing stories we've seen in awhile, it's worth noting. Max Payne 2: The Fall of Max Payne has been recognized by many people with their heads screwed on straight as a benchmark in video-game storytelling. "

314 comments

  1. Context by mfh · · Score: 5, Insightful

    I see the problem with video game stories as a systemic one, and Sam Lake touches on this when he identifies novels as a singular effort, and video games as a team effort. When you have a bunch of people with different backgrounds working on a project, quite a bit of infighting can occur. Plus there is the aspects of how stories affect the gameplay, and the scaling of the combat in games. The story may call for particular systems to be in place that are impossible, so it is critical for authors to fully understand the game design process to interpret these events into a literary context.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Context by Cr3d3nd0 · · Score: 2, Interesting

      The real solution to this problem wont be seen until the tools to develop graphical games are as easy to use as the tools for IF (interactive fiction) Many of the stories in IF are recognized as truly intriguing worthwile reads because its possible to create IF with just one person. Once the tools are in place for anyone to make a game creative storytelling will be much simpler.

      --
      This is not a sig
    2. Re:Context by BagOBones · · Score: 1

      I guess by your reasoning that special effect movies are impossible as well.

      --
      EA David Gardner -"... but the consumers have proven that actually what they want is fun."
    3. Re:Context by Anonymous Coward · · Score: 0

      It hurts oh so good!

    4. Re:Context by shut_up_man · · Score: 3, Insightful

      Most development teams these days have a Project Lead, who effectively is the "author" for the game. There's plenty of room for collaberation and individual expression, but that person is the one with the vision and the company clout to say stuff like "No, Gordon Freeman does NOT have nipple rings. Redo this whole thing."

    5. Re:Context by Anonymous Coward · · Score: 0

      Yeah, because we all know that having one singular borglike corporate vision leads to all sorts of creative innovation. So, maybe it's not a systemic problem. But if use the word systemic will the slashdot mods mark me insightful ? How about that paradigm ?

      Whatever.

  2. halflife, final fantasy, doom... by imthatguy · · Score: 2, Funny

    ok maybe not that last one...but it had a big fscking gun!

    --
    Did you know you can be apathetic to apathy? Not that I give a shit...
    1. Re:halflife, final fantasy, doom... by Anonymous Coward · · Score: 0



      It's ok, you don't have to substitute "fscking" for "fucking." Most people mentally fill in "fucking" anyway so you may as well just say it. Not like you're really shielding us from anything. You stupid fucking bleeding shit-packed cunt.



    2. Re:halflife, final fantasy, doom... by I_Love_Pocky! · · Score: 2, Funny

      No it actually was a file system checking gun. It totally ruled!

  3. agreed by Chuck+Bucket · · Score: 3, Interesting

    games like Tomb Raider held my attention much longer than some basic arcade style game. In fact, that's what made consoles diff from the arcades back in the day, a multi-level story, not some 2d game that offers no change upon repeated plays.

    super mario? thanks, but our princess is in another castle! ARRRGGG!

    PCB

    1. Re:agreed by Raunch · · Score: 1

      > games like Tomb Raider held my attention much longer than some basic arcade style game.
      > ...
      > not some 2d game that offers no change upon repeated plays.
      (emphasis mine)

      Hmm...

      Couldn't possibly been becuase of the bump maps now could it have?
      (shamelessly stolen from PA)

      --
      George II -- Spreading Freedom and American values, one bomb at a time.
    2. Re:agreed by Chuck+Bucket · · Score: 1

      nice! I hadn't even thought of that, but I'll bet that did have something to do with it...

      (o)(o)

      CVS

    3. Re:agreed by Anonymous Coward · · Score: 0

      If you want to touch some real boobies just give your mom $2.

    4. Re:agreed by Chuck+Bucket · · Score: 1

      It sounds like you've met my mom! ;)

      CBsd

    5. Re:agreed by Watts+Martin · · Score: 1

      games like Tomb Raider held my attention much longer than some basic arcade style game.

      Be honest. Was that really because of the compelling, witty story, or because Lara Croft had amazingly well-developed polygons?

    6. Re:agreed by rufo · · Score: 1

      Come one, the first one? With triangular boobs that look like they could cut someone? I dunno, maybe it's some kinda fetish..

      Actually, I find it very amusing how in each successive Tomb Raider game the boobs become less angular and more curvy. Kind of an inverse to the kids playing it...

      --
      My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
  4. An observation... by Anonymous Coward · · Score: 2, Interesting

    It seems to me that it isn't always necessary for a game to have a well-written story to be enjoyable, but as technology advances, the possibilities for immersion in the world you see on screen increase also.

    1. Re:An observation... by Anonymous Coward · · Score: 0




      Why the fuck is this interesting? It's dumb. Could you possibly come up with something anymore obvious and trite? How about "As games get better they'll probably get better as they get better." You fucking idiot pussy drip.



  5. We've come a long way from... by MalaclypseTheYounger · · Score: 3, Funny

    In A.D. 2101
    War was beginning.

    Captain: What happen ?
    Mechanic: Somebody set up us the bomb.
    spoken in the Flash animation as Someone set up us the bomb
    Operator: We get signal.
    Captain: What !
    Operator: Main screen turn on.
    Captain: It's you !!
    Cats: How are you gentlemen !!
    Cats: All your base are belong to us.
    Cats: You are on the way to destruction.
    Captain: What you say !!
    Cats: You have no chance to survive make your time.
    Cats: Ha Ha Ha Ha ....
    Operator: Captain !!*
    Captain: Take off every 'Zig'!!
    Captain: You know what you doing.
    Captain: Move 'Zig'.
    Captain: For great justice.

    --
    Check out the best P2P sharing website: MEDIACHEST.COM
    1. Re:We've come a long way from... by hambonewilkins · · Score: 1, Funny
      Ha ha ha! Oh gosh that's funny! That's really funny! Do you write your own material? Do you? Because that is so fresh. "All your base are belong to us." You know, I've, I've never heard anyone make that joke before. Hmm. You're the first. I've never heard anyone reference, reference that outside the game before. Because that's what it says in the game, right? Isn't it? "All your base are belong to us." And, and yet you've taken that and used it out of context to use in this everyday situation. God what a clever, smart person you must be, to come up with a joke like that all by yourself. That's so fresh too. Any, any Titanic jokes you want to throw at me too as long as we're hitting these phenomena at the height of their popularity. God, you're so funny!

      Adapted Family Guy.

      --

      God Bless America. Why? Did it sneeze?
    2. Re:We've come a long way from... by Anonymous Coward · · Score: 0

      Yeah, it was pretty lame in Family Guy, too. I bet you thought that was funny.

  6. I play plenty of games with good stories by Lane.exe · · Score: 4, Insightful
    I call them RPGs. It may be noteworthy when an FPS-type game like Max Payne has a good story line (beyond something like: evil monsters have wiped out pretty much everyone but you. Kill them all!), but storytelling in video games is far from dead.

    --
    IAALS.
    1. Re:I play plenty of games with good stories by SphericalCrusher · · Score: 1

      Max Payne isn't an FPS. ;)

      But yes, when it comes down to wanting the storyline, RPGs are where it's at. Games like Final Fantasy, Legend of Dragoon, Chrono Trigger, and Neverwinter Nights really drag me into it and give me goosebumps.

      --
      "Instant gratification takes too long." - Carrie Fisher
    2. Re:I play plenty of games with good stories by Gizzmonic · · Score: 2, Funny

      This is really, really fucking funny. And it makes a great point...what's so great about the stories in RPGs? Almost all of them are grade-F "reluctant messiah" stories, with all the worst aspects of Sweet Valley High novels thrown in for extra pizzazz. Seriously, either they sound like they were written by a Japanese schoolgirl on ecstasy, or a basement-dwelling dwarfartard whose best work is faint echoes of Star Trek fanfic.

      Honestly, why look to games for great storytelling? You may as well proclaim the fucking operating manual for your TV set as great literature because you love watching TV.

      --
      (-1, Raw and Uncut is the only way to read)
    3. Re:I play plenty of games with good stories by Anonymous Coward · · Score: 0

      Role Playing Gays!

      TadGarth for Hellcock has been kidnapped by the Bondagarians who are allied with the Gayterrians. The queen Neinaman has ordered the entire Crapteria [Crapteria is priceless! --Ed] army to invade and secure the precious smegma mines. We must protect our smegma mines!!

    4. Re:I play plenty of games with good stories by Deraj+DeZine · · Score: 1

      Something else that bothers me is that every single RPG from Square (and most from Enix) seems to end with the characters saving the world. It was exciting the first time, but I've done it so many times, it feels like a job; back to the ol' saving the world grind...

      --
      True story.
    5. Re:I play plenty of games with good stories by lactose99 · · Score: 4, Insightful

      Fallout and Fallout II, some of the best RPG material I ever had the good fortune to purchase (and on the cheap). While the graphics don't really add-up to much in today's market, the story and depth of choices in the game made it an incredible experience.

      Besides, what other games allow your character to completely forget his main quest and become a drug-addicted sex-fiend extortionist?

      --
      Fully licensed blockchain psychiatrist
    6. Re:I play plenty of games with good stories by Anonymous Coward · · Score: 0

      Not all of them, just the Japanese ones.

      For contrast, check out "Planescape: Torment", or adventure games like "Grim Fandango" or "Full Throttle". Those told great stories.

      It's telling about consumer tastes that they also all sold pretty poorly. I would conclude, most people don't WANT great stories.

    7. Re:I play plenty of games with good stories by vantango · · Score: 1

      I really liked Metal Gear Solid (for PS). I'd never seen a game where you can catch a cold from a guard and sneeze when you're trying to be stealthy. Cool sniper wobble too. Snake!

    8. Re:I play plenty of games with good stories by Anonymous Coward · · Score: 0

      then call it TPS (third person shooter)

  7. Integrating the narrative by darth_MALL · · Score: 2, Insightful

    Managing to intergrate the narration into the gameplay (as seamlessly as possible) is a huge key to effective storytelling and immersion in games. A few of the good ones would be Half-Life and MOH:AA.

  8. Story? by Bobdoer · · Score: 4, Funny

    Since when did a good game need one of those? Back in the good old days, all we had were little pixels that roamed the screen, and if they actually did something, we were amazed. Story, heh. Those young'ens today are spoiled, I tell ya.

    1. Re:Story? by funny-jack · · Score: 1, Funny

      Your pixels roamed the screen? Lucky bastard. Ours just sat there. We had to imagine them moving. And they were all one color, too.

      --
      You probably shouldn't click this.
    2. Re:Story? by Grey+Ninja · · Score: 1

      Back in the day, we didn't need all those shiny graphics that we have today. We had text, a good story, and that's the way we liked it. You can keep your mindless shoot em ups. These young pups don't have any respect for the old ways.

    3. Re:Story? by happyfrogcow · · Score: 1

      Those aren't pixels, they're rocks, and they're being thrown at you for starting another "back in the good old days..." thread.

      and back in the good old day, you were lucky if they threw rocks at you. most of the time it was manure, and you were being thrown into it! Ah, Soviet Russia... those were the days.

    4. Re:Story? by Anonymous Coward · · Score: 0

      ince when did a good game need one of those? Back in the good old days, all we had were little pixels that roamed the screen, and if they actually did something, we were amazed. Story, heh. Those young'ens today are spoiled, I tell ya.

      But seriously, wasn't the whole reason we liked moving those pixels around was because of the great story behind it that let us use our imagination. Hmm no... I guess it was the fancy box art and the outline of a concept. Damn were we desperate back then.

    5. Re:Story? by ahem · · Score: 1

      Screen? Luxury! Try parchment and ink. The latency caused by drying time was a real hair-puller, that was....

      --
      Not A Sig
    6. Re:Story? by Anonymous Coward · · Score: 0

      exactly, we actually had to develop an imagination for our games to be fun "what the hell is that blip" the kids say today, we used to say "WOOOOOOO A MOTHERSHIP WITH 15 LASERCANNONS AND A PHASEDISRUPTING THINGYMAJIG!"

  9. You mean... by canfirman · · Score: 4, Funny

    ...Grand Theft Auto: Vice City doesn't qualify as a good story? Awww....

    --
    It is not our abilities that show what we truly are... it is our choices.
  10. Max Payne 2? Ugh by Anonymous Coward · · Score: 0

    Yeah, that was a great story ... that lasted me an afternoon. I finished the entire game in like 4 hours. It was ridiculous.

    Now, a game like Knights of the Old Republic, that was great. 30+ hours (and easily replayable), somewhat open story with interesting characters, and fun game play!

  11. great stories in a game by Anonymous Coward · · Score: 2, Interesting

    "Deus Ex" (NOT #2)

    "System Shock 2" (Discovering Dr. Polito still sends shivers)

    any of the "Thief" series.

    "Half Life"

    1. Re:great stories in a game by LEgregius · · Score: 2

      And don't forget Star Control II. The story in the manual reads like a brief history of the world and the game plot twists and turns all over the place in multiple parallel paths that, even giving the player wide latitude in how to accomplish certain goals. That is the best game story ever IMHO.

    2. Re:great stories in a game by BorgCopyeditor · · Score: 1
      Good ones. But nothing beats the chilling psychodrama of...
      • Sinistar
      And its story is a universal triumph of the human spirit. In the end, aren't we all ultimately collecting crystals in an asteroid field, in a vain effort to stop a giant self-assembling head from coming to life? "Run ... RUN!" indeed.
      --
      Shop as usual. And avoid panic buying.
    3. Re:great stories in a game by C0rinthian · · Score: 1

      Homeworld is another good example. Well developed backstory in the manual, and a suprisingly involving plot for a RTS.

      Also, if you read some of the backstory provided in the novels, the Myst series actually has a very deep plot. It's just that the actual games only give you a glimpse of what lies beneath the surface. Read the books and then play Riven. Theres alot more to be appreciated if you do.

    4. Re:great stories in a game by psiphre · · Score: 1
      homeworld is the best game series ever. (or at least in the top 10)

      When i picked up my first copy in the store and said to myself, "that's an interesting design for a spaceship", i knew i was hooked. even before the tagline ("Your past is a lie. Your future is uncertain. And you're 10,000 light years from home") reeled me in, i knew i was going to buy it.

      even the multitude of bugs and lousy support by sierra/relic couldn't turn me off.

      Cataclysm was more of the awesome, but suffered somewhat from a couple of bad actors, repetition and cliches, and bad writers. (how many times does that matron of a fleet command say, "it's like nothing we've ever seen before!"?)
      on the other hand, the way the captain says "burn!" when you fire the siege cannon gives me goose bumps.

      homeworld 2 blew me away in terms of gameplay, but i didn't like the religious overtones. i didn't like the way they handled the hyperspace cores -- almost like religious artifacts. plus, Karan S'jet is fucking hot.

      even though it had those few downfalls, i definitely think that the homeworld series is among the best ever in any genre. its story hits very close to home with the psychological need for home, shelter, belonging, history, etc.

      all around, awesome series.

  12. Max Payne 2 the benchmark for... by Anonymous Coward · · Score: 0

    ...minimum game for maximum dollar. I'm done with that franchise, though I was able to thief $25 from an unsuspecting soul on eBay and thus halve the damage to my wallet.

    Nice looking game. Story present. Over at T-plus two hours from purchase.

  13. Agreed, story telling is important.. by wookyhoo · · Score: 5, Insightful

    So long as it compliments gameplay. I love playing a game that I feel a part of, but at the same time, I'm not going to continue playing it just because of a cool story.

    One has to compliment the other, and I think most of us would prefer the games that are better to *play*, rather than those we feel a part of because of an excellent storyline.

    I still play Quake 1 ;)

  14. This couldn't be more right by Zorak+Man · · Score: 4, Interesting

    I think that the story is by far the most important thing in a game. I still go back and play games from '99 and before and enjoy them alot. I play the half-life single player at least once a year. Also I just recently played the first Home-world and it was the story that kept me so rivited to it. So what if the graphics aren't top notch, people are not going to pay 50 dollars for their hard earned cash for nothing more then an interactive tech demo. I also just found Multi User Dungeons online, such as nannymud, its all text, but the stoies in these gamaes are deeper then morst comercial games right now, and I'm am hooked on those.

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    404 .sig not found
    1. Re:This couldn't be more right by Anonymous Coward · · Score: 0

      If you're interested in MUDding, you should try http://mume.pvv.org/ - One of the most immersive MUDs I've ever seen! (You can even fish in a lake (if you have a fishing rod and tackle, and the weather is warm enough that the lake isn't frozen) and catch a fish, fillet it with your knife, start a fire with some wood you collected, cook the fish in your frypan, and eat it. The entire game has this much attention to detail.

    2. Re:This couldn't be more right by tukkayoot · · Score: 1
      Story is just one element (though sometimes a very importatn one) of a game's immersiveness, I can't see how it would be the most important element of a game

      The way a game plays (control, core gameplay) and is designed (the way specific challenges are tailored) are the most important things in a game. If I want to enjoy a good story, I can read a mediocre novel and appreciate better plot and character development than the better stories found in video games. If I want to be wow'd by cool visual effects, I can watch a big budget action or sci-fi movie.

      Don't get me wrong, I love it when a game has a good story, and I'm not totally unfamiliar with MUDs myself (used to play GemStone IV among others, and was an active member of that game's role-playing community when I did play) but if the actual process of playing the game isn't great, the game's story isn't going to work as a saving grace.

      Graphics (but really I should say "style", as a game can be very technically advanced graphically, but still lack style, which is what's important), storyline, music, sound effects collectively work together to give the game polish and immersiveness. Games that don't have polish and immersiveness may be fun to play (which is what's most important), but a game that's fun and immersive is a gaming masterpiece.

      Games like Deus Ex, the Ocarina of Time, Star Control 2, Grand Theft Auto III, Metroid Prime and Yoshi's Island are a few games that I'd consider masterpieces for their time. Some of them have a greater emphasis on story than others, but the key is, each of them is built first on a solid foundation of fun and compelling gameplay, and thestoryline and/or other elements intergrate with the game near-perfectly and enhances the overall gameplay experience so it starts to feel like something greater than a mere game.

      Some of the early arcade games like Asteroids, Ms. Pac-Man, Missle Command, ect. can still be pretty fun to play, despite the fact that the plot and storylines are as primitive as the graphics. Also a lot of games (simulators, sports games) don't have a plot either, they just have a premise. I'd rather play those types of games than an RPG or FPS with a first-rate story but poorly designed gameplay, maps, levels, encounters, ect.

      That's just me though.

  15. Excessive story can kill a game, too. by Chiasmus_ · · Score: 4, Insightful

    The article noted that the script to this installation of "Max Payne" is four times longer than a movie script.

    Now, I haven't played the game, but if that means it's an eight-hour movie with a little "Okay, move from point A to point B now" thrown in.. no thanks.

    I feel that way about some of the Final Fantasy games. I remember thinking "Wow... 90 minutes in... wonder when I'll, you know, fight a battle."

    That stuff was great when I was 14 and on summer vacation. At 25, I want something I can *play* in 2 hours.. not "get all set up to start playing."

    --
    "Beware he who would deny you access to information, for in his heart he deems himself your master."
    1. Re:Excessive story can kill a game, too. by Zorak+Man · · Score: 2, Insightful

      A 2 hour game would be great, if it cost $7.50 like a movie ticket, not $50. I like to get my moneys worth out of a game.

      --

      404 .sig not found
    2. Re:Excessive story can kill a game, too. by mr.capaneus · · Score: 3, Insightful

      I think (I hope) he meant. If he has a 2 hour block of time, he would like to be able to get some playing done in that time, rather than watch a CG, fight one battle and then look for a save point because he needs to go somewhere. If that is what he was saying, I agree whole-heartedly.

      This is off on a tangent but I also think ALL games should allow you to save at ANY time. Maybe they should allow you to save and only restore that save game once, but it really sucks when I am playing some game and have to go somewhere only to not be able to find a save point. Final Fantasy is one of the most irritating games in that regard.

    3. Re:Excessive story can kill a game, too. by jawtheshark · · Score: 1
      Well, I kind of agree with you, but I really rarely shell out 50Euro for a game. I only did once, and only because it was a sequel of a game that I got cheap and I absolutely wanted the sequel.

      I just wait until they are in Platinum or until they are at least 20Euro cheaper. That said, I buy more games than I have time to play ;-) Even though my girlfriend majorly kicked my butt in Soul Calibur II (got it for 30Euro) yesterday. Ouch... I didn't know I sucked that bad at fighting games.

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    4. Re:Excessive story can kill a game, too. by shadowcabbit · · Score: 1

      Unlimited saving for console titles kills a game's difficulty. Cheaters will simply restart from their last save when they find themselves in an unfavorable position (like death, or once they waste all their potions but figure out the boss' strategy). Unlimited saving should, however, be present on all portable games. In fact, it is on most titles, in the capacity you describe.

      Final Fantasy is getting a lot better at the "get you into the action right away", though there have to be some allowances for the beginning of the game and at certain dramatic moments. Tactical games such as Final Fantasy Tactics, however, follow the "CG, one fight, then save" formula because that's the way the game is paced. The story is told between the battles. I hated FFT for the longest time because a single random battle could completely kill one of my gaming sessions. I think that's what the original poster was talking about.

      --
      "Why Subscribe?" Good question...
    5. Re:Excessive story can kill a game, too. by GMFTatsujin · · Score: 1

      Wing Commander III and IV were like that -- lots of good story... lots and lots and LOTS of story...

      Ooh! Flying! powpowpowpowpowpowpowpow

      Oh. Story.

      Story story story....

      Flying! DEATH.

      Urgh.... intro to story....

    6. Re:Excessive story can kill a game, too. by ajlitt · · Score: 1

      There was a game called Burn:Cycle that was pretty entertaining back in the day. It could be finished in about 2 hours. In fact, the whole premise is that your character had to solve the game in under two hours of wall time or he'd die. Meaning that you had only about four hours of gameplay if you count returning from savegames because you got killed in some other way. Too bad it sold for about $40.

    7. Re:Excessive story can kill a game, too. by kfg · · Score: 1

      You were never much a fan of Avalon Hill board games, were you?

      KFG

    8. Re:Excessive story can kill a game, too. by Wehesheit · · Score: 1

      Sounds like you're just old and are trying to play games not for your demographic. No more FF for you!

      --
      This P.I.G. will walk on the water, This P.I.G. will walk on the sea, This P.I.G. will walk whereever he wants.
    9. Re:Excessive story can kill a game, too. by Minna+Kirai · · Score: 1

      At 25, I want something I can *play* in 2 hours.. not "get all set up to start playing."

      Congrats! You can now get 2 hours worth of playtime for almost any major PC game for free! Just download what's called a demo, and enjoy.

    10. Re:Excessive story can kill a game, too. by SedentaryZ · · Score: 1

      Fixed point saving can also make games *really* frustrating. It's frustating to work through a long stretch of game-play, often which is fairly routine and easy, then come to a tough boss section that kills you. It may take several attempts to learn the best strategy to kill the boss, or complete the task, but having to play through the same redundant stretch just to reach the boss, over and over, has killed the fun of playing some games.

    11. Re:Excessive story can kill a game, too. by bonch · · Score: 2, Interesting

      Now, I haven't played the game, but if that means it's an eight-hour movie with a little "Okay, move from point A to point B now" thrown in.. no thanks.

      It doesn't. You're pre-judging.

      A lot of narration happens as you're playing. It's neat and very noir. Go up to a locked door, and suddenly it narrates, "The door was locked when I tried it." It feels like you're playing a noir flashback.

      At least check it out. I thought it was a neat and different game, and as an aside, the first game I played with actual realistic physics (having just come from Invisible War).

    12. Re:Excessive story can kill a game, too. by Dun+Malg · · Score: 1
      You were never much a fan of Avalon Hill board games, were you?

      Heh. It used to take us two hours just to get all the chits straight for Third Reich. I tried to get my "nintendo generation" brother to play Squad Leader with me and he was horrified by the very idea of chits. Kids nowadays!

      --
      If a job's not worth doing, it's not worth doing right.
    13. Re:Excessive story can kill a game, too. by jumpingfred · · Score: 1

      Cheaters? you are worried about cheaters in a single player game? Do you wory about people peaking at the end of the book also?

    14. Re:Excessive story can kill a game, too. by kfg · · Score: 1

      I was a 1914 man myself. Once spent about 4 hours setting up the chits and then had the cat walk across them. I let her live, but it was a close call. I think it was the fact that she didn't destroy a game a week of play into it that swayed the deal.

      I've got an old war gaming buddy who I still ocassionally have a round of Blitzkrieg with and I might still have Afrika Corps around someplace, which was always good for a "quicky."

      The shelf beside me also contains Richthofen's War and Le Mans, but computer sims have really kinda put paid to those.

      KFG

    15. Re:Excessive story can kill a game, too. by aardvarkjoe · · Score: 1

      The way to circumvent this is to allow players to save their games at any time, but delete savefile when you reload. (Like in Nethack, of course.) That way, you can't cheat by saving/reloading, but you can save your game at any point and come back to it later, rather than having to spend fifteen minutes to trudge to the nearest save point.

      The original reason for fixed-point saves is a technical one: if you can only save at checkpoints, then there's less data you need to save. With consoles getting more and more savegame memory, that's no longer such a big deal.

      --

      How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
    16. Re:Excessive story can kill a game, too. by Anonymous Coward · · Score: 0

      You forgot to put "Insert Next CD" somewhere in there.

    17. Re:Excessive story can kill a game, too. by gid-goo · · Score: 1

      How is it cheating to use a save feature that the game developer put in the game? Unlimited saves or save points like Sly Cooper (unlimited but only at certain places, the thing takes a snapshot whenever you're near it) are the way of the future. Crap like the monstrosity that is the oddworld series is dead. I refuse to play a game which supports try and die. If I have to run through the whole fucking level and redo everything every time I die that game can kiss my ass (you hear that oddworld).

    18. Re:Excessive story can kill a game, too. by Colazar · · Score: 1
      Heh. I would always "encourage" my cat to sleep on one of my SPI boardgames if we broke for the night and I was too far behind.

      --
      He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson
    19. Re:Excessive story can kill a game, too. by Chemical · · Score: 1

      You really wouldn't like Metal Gear Sold 2. Just as an example, there is over an hour of cutscenes and dialog between the second to last boss and the last boss.

    20. Re:Excessive story can kill a game, too. by fikx · · Score: 1

      Then again, do like we did in our college days: hit pause, turn off the TV, go to class, come back and turnt he tv back on and go some more. Works pretty good :) We kept a game of Sinistar going on the TG16 for 3 days that way....

      --
      AB HOC POSSUM VIDERE DOMUM TUUM
    21. Re:Excessive story can kill a game, too. by m4ik · · Score: 1

      Like in any good designed game, you can skip the moviestyle parts and go straight to the action.

      --
      Quod in aeternum cubet mortuum non est,
      Et saeculis miris actis etiam Mors perierit
    22. Re:Excessive story can kill a game, too. by mr.capaneus · · Score: 1

      The way to circumvent this is to allow players to save their games at any time, but delete savefile when you reload. (Like in Nethack, of course.)

      Maybe I didn't express myself clearly enough but this is EXACTLY what I was talking about. Why in the name of God can't developers implement this in their games? I just don't get it.

    23. Re:Excessive story can kill a game, too. by aardvarkjoe · · Score: 1
      Why in the name of God can't developers implement this in their games? I just don't get it.

      Because it's easier to only do fixed-point saves. On consoles, people expect it, so the developers get away with it. PC games, on the other hand, are a different story, and most of them allow unlimited saves. (However, they don't erase old saves, making them rather boring to those of us who don't think that hitting the quicksave button every ten seconds makes a game challenging.)

      I'm actually (slowly) working on an open-source RPG, and this was one of the topics that I've considered. My plans are to have checkpoints, but allow the player to save/reload the game at any time. If you die, however, you will return to the last checkpoint.
      --

      How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
  16. Even better by bravehamster · · Score: 4, Insightful

    Max Payne 2's storyline was pretty good, but it got downright pretentious at moments, trying for an emotional depth that the characters just didn't deserve. And you can forget about subtlety.

    No, the best storyline I've ever seen in a game is the Marathon series from Bungie. They've been out for over 9 years, and people are still discovering new depths to the story after all this time.

    --
    ---- El diablo esta en mis pantalones! Mire, mire!
    1. Re:Even better by GMFTatsujin · · Score: 3, Interesting

      Huh. At first glance, the game reminds me of a little-known Activision title called Portal.

      The concept was that you had just arrived on Earth to find everyone had disappeared. A single AI, designed for story-telling, remained online, but its memory had been damaged and it needed prodding to help reconstruct its understanding of events. The memery of the AI was divided into different sections, and by exploring around the sections, you would trigger blocked memories to be revealed.

      There was no shooting, no zapping, no movement, actually. Just hopping from section to section, uncovering clues and having the AI synthesize them into story nuggets. Pretty cool actually. It was like finding an encycleopedia torn to shreds and reconstructing it into a categorical history of the Earth.

      I've often wondered if there were any functional C64 ROMS out there of this game - it was unique, moody, creepy at times, and intellegent.

      "A Mind Forever Voyaging" is another great example of fragmented storytelling -- look for it from Infocom.

    2. Re:Even better by LqqkOut · · Score: 2, Interesting
      Was I really just visitor #7777777 to the marathon site?! That immediately made me think of FF3 (FFVI Japan) where you'd do massive 7777hp attacks when your character was reduced to 7777hp

      I'd have to say the best video game stories are the ones you can talk to other people about. Who cares if I say "Damn, one time I killed a bunch of flood with my shotgun, blah blah" - but when you start talking about getting off that last spell right after Kefka smacked you with "fallen angel" to beat the game with a party total of 4hp, now we're talking!

      I think that the same things that keep people playing tabletop RPG's are what make good video games as well: immersing storyline with character development along with the flexibility to let the players creatively interact with the environment. Throw in some opportunities for exploration that provide worthwhile bonuses and develop the story, and you've got a solid starting point. I'd say the Final Fantasy series and GTA 3/VC are good examples of "hit games" that fall squarely into that description.

      How does that compare to the Simpsons / TMNT / X-Men / D&D Tower of Doom / Golden Axe games found on classic arcade machines? Amazingly repetitive gaming with uncreative story lines and large fan-bases. What made them so successful?

      --

      -- In Soviet Russia, radio listens to YOU!

    3. Re:Even better by CaptMonkeyDLuffy · · Score: 1

      Well, knowing Marathon, from your description I'm not certain there's much similarity to Portal, outside of the fact that both stories center on a single AI character communicating with the character as the medium for the story... Marathon was, at surface level, a fairly standard action in a SF setting plot. Aliens attack a colony ship, you(with guidance by the ships AI) help fight off the attackers. The story was well put together for the time(instead of a single page of text before the game and at the end and nothing in the middle, you get multiple updates per level), but if you didn't try and dig deeper and just accepted it at face value, it was a well done for the time but nothing fancy(particularly by totdays standards) story. The trick is, if you try to analyze what the various terminals in Marathon say, and answer some unanswered questions you realize that there was a lot more going on than just the surface level story implies. Unless you've played the game, and gone to the previously linked Marathon Story page, it's hard to convey just how significant this 'hidden story' aspect is. Just about every terminal in the game has some hidden meaning in it... and there are a lot of terminals. The one sad thing is, the terminal driven plot really helped facilitate this 'story by misdirection,' and I'm not certain the same impressive web could be achieved with cut scenes, voice overs and the like...

    4. Re:Even better by cafeman · · Score: 1

      Don't know about Commodore roms, but there's definitely an Apple disk image of it on the Apple mirror:

      ftp://ftp.apple.asimov.net/pub/apple_II/images/gam es/adventure/portal/

      --
      This is your life, and it's ending one minute at a time.
    5. Re:Even better by Anonymous Coward · · Score: 0

      I love deep video game storylines. I am an avid fan of Final Fantasy(since the good ol first NES one and up). My Favorite game in terms of story being FF7/Xenogears(not Xenosaga...that one is irritating)

      However, sometime you just wanna cut loose with a bunch of friends.

      TMNT was fun with you and three of your buddies whomping stuff

      Quake3 had no story at all(period) but was still fun to play with your friends.

      Story games are excellent for single player, brainless action games rule for social gaming.

    6. Re:Even better by davidbailey · · Score: 1

      Of course, the modern incarnation of Marathon is Halo- which rocks, but the story aspect isn't done nearly as well. Still, it inherits many cool things from Marathon.

    7. Re:Even better by icedcool · · Score: 1

      I agree, and I liked max payne 1 much more. The old max was a dirty dark man with nothing to lose. The new max... is ... like a family version of the punisher. Hes some nice guy... that is back working for the police... somehow... but I loved how dark the first one was, and those stupid but classic one liners were what let you know this was one tough dude. Even the old face I liked. That was the face of a true badass. So badassed that he was constipated. He can't just stop to pop a squat... he's busy getting revenge. I just can't stand what they did to max... hes been wussified. I think the new max is a real.... payne ;).

      --
      Most people aren't thought about after they're gone. "I wonder where Rob got the plutonium" is better than most get.
    8. Re:Even better by SamSim · · Score: 4, Interesting

      I find there's considerably more depth to the story in Half-Life than most people realise at first. I'm gonna assume all of you have played it and I reveal the following spoilers:

      At the time of the original accident that Gordon Freeman is present for, Black Mesa has had working teleporters for at least a few months and has been able to go to and from Xen for at least a week. They've captured and domesticated a good few indigenous life-forms - witness the Barnacle weapon and the ecosphere set up for some houndeyes in the Opposing Force expansion. Gradually they've captured more and more fauna until they "start getting collected themselves..." They get as far as Nihilanth's lair and manage to retrieve a mysterious orange crystal.

      Yup. The crystal at the start of the game is the same as the three powering the final boss. Look and you will see a hole in the wall where the fourth crystal was stolen from. No wonder there was resonance cascade. The original accident causes a lot of random teleportations to and from Xen and brings over a whole lot of dangerous animals, but it's only about 12 hours of game time after the original experiment that stronger enemies - the green slaves, and the huge alien grunts - begin appearing spontaneously. This isn't accidental: this is enemy action by Nihilanth, who is moving to attack Earth... which is something the Administrator, who observes pretty much the whole course of events, has been expecting, indeed, preparing for. Read Alan Shepherd's diary and you know this was actually expected to happen.

      Realising what has gone wrong the grunts are sent in, find it's too difficult a task to take on, are pulled out and replaced with black ops who attempt to nuke the place as a last resort. Shepherd stops the nuke and between them, he and Gordon Freeman block the alien invasion and kill Nihilanth, thus solving the problem in a different manner from what the G-man expected, but successfully.

      When I figured all this out I was mightily impressed with Valve's storytelling abilities. The inattentive player would have missed a whole lot. I have high hopes for HL2, and I think I heard whispers of a movie of Half-Life...?

    9. Re:Even better by cms108 · · Score: 1

      the "old face" is sam lake's face...

    10. Re:Even better by C0rinthian · · Score: 2, Insightful
      Call it a hunch, but I think everyone is visitor #7777777. The number 7 is a very significant number in the Marathon series, and people are STILL digging up "hidden 7's" in the games. So, the visitor number is really just an inside joke.

      It's a shame Bungie has come to PC's, as it was really the ONLY thing Mac gaming had. Pathways, Marathon, ONI, Myth.... All GREAT games.

      And IMHO Halo is a worthy successor to the Marathon lineage. (Hell, if some of the possible connections are fleshed out, it could qualify as a sequel!)

      I'd have to say the best video game stories are the ones you can talk to other people about. Who cares if I say "Damn, one time I killed a bunch of flood with my shotgun, blah blah" - but when you start talking about getting off that last spell right after Kefka smacked you with "fallen angel" to beat the game with a party total of 4hp, now we're talking!


      I dunno how many times I ran out of ammo fighting Flood in Halo, and I really don't see the difference between that and beating Kefka on 4hp. The great thing about FFIV was the plot and character development. If the final battle with Kefka was completely scripted (like the duel between Cloud and Sepheroth) and the outcome pre-ordained, it would still have just as much emotional impact. Thats how strong the story was. Heck, some of the stuff Square does in battles is flat out rediculous! Like Sephiroth's Nova spell. He destroys the friggin sun! But the fights aren't whats important. It's the reason you're fighting.
    11. Re:Even better by DurendalMac · · Score: 1

      Halo isn't really a sequel. In the chronology, Halo actually takes place BEFORE Marathon. The colony ship was en route to Tau Ceti for several centuries, remember. I don't see Halo as existing in the same universe. Wouldn't the Covenant have run into the Pfhor at some point? And Bungie didn't go to the PC side per se. They made several Mac/PC games, which was fine. But they sold out to MS and bragged about "Full publishing rights." BULLSHIT! They fucked their core fan base over with Halo! We had to wait 3 years for the Mac/PC version! They turned their backs on the very people that put them where they are today, the fucking sellouts. I hope Alex Seropian and Jason Jones (two men who I thought of as Gods as a youth) choke on the MS BS.

    12. Re:Even better by Anonymous Coward · · Score: 0

      Contains Spoilers

      If Max Payne 2's story is condidered something we should model other games after then we are in trouble. The love interest storyline was had the emotional depth of a 7th grade english assignment. They're supposed love scene is about as pointless as Marshal Mathers nailing what's-her-name in the steel mill in 8-mile. When she dies you honestly don't give a shit.

      Compare that to the love interest in Prince of Persia: Sands of Time. She plays hard to get. She slowly starts to reveal her interest by her emotional reactions when she does something dangerous. They flirt through their defences. The lead first denies then confesses his interest and frustrations with her in through his monologues. The resolution of their courtship is very satisfying in the end. When she dies the player actually cares.

      Max Payne 2 is the opposite of the kind of storyline we should be modeling after.

    13. Re:Even better by dswensen · · Score: 2, Insightful

      and I think I heard whispers of a movie of Half-Life...

      Sadly, a Half-Life movie would probably have a much thinner, dumber story than the video game does. And at least one guy outrunning an explosion while yelling "It's gonna blow!"

      I remember the naive days of my youth, when I used to wish they'd make movies out of my favorite video games and comics, instead of wishing they wouldn't.

      Charlie Sheen would make a great Gordon Freeman though.

    14. Re:Even better by Wraithlyn · · Score: 1

      Can't find a rom image, but you can buy it in a game pack here:

      http://www.cdaccess.com/html/pc/vault3.htm

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    15. Re:Even better by C0rinthian · · Score: 1

      True enough on the specific chronology. But we can agree that they are quite related. And if Marathon happened long after the events in Halo, who's to say the covenant and Pfhor didn't come into contact? Mebbe in Halo 2 we kill the Covenant before the Pfhor have really developed? Heck, the Pfhor could be the remenants of Covenant. They both like energy weapons....

      As far as Bungie's publishing, up until Halo, their games were primarily Mac, but either ported, or released on PC at the same time. Even still, Bungie was a Mac game publisher. And it is a shame they went to the dark side. Of course, you have to look at the business aspect of things. The PC gaming market is MUCH more lucrative than the Mac gaming market, and the console market is far bigger than both. While not loyal, they made a pretty smart move from a business standpoint. How many other games of theirs have the widespread success Halo did?

      On a side note, concerning the difference in market maturity between console and PC games... When was the last time you saw a TV commercial for a PC game? Especially one that does NOT have a console version? I can't think of any, but then again, I hardly ever watch TV nowadays....

    16. Re:Even better by CaptMonkeyDLuffy · · Score: 1

      Actually, Bungie publishing on PC's is a relatively recent trend. Only Marathon game that made it to PC was 2. Everything after the Marathon games made it I believe though. However, that leaves Marathon, Marathon Infinity, Pathways Into Darkness(Which did actually happen in the same 'universe' as Marathon, only on Earth and a lot earlier in time...), Minotaur... maybe one or two I'm forgetting. As far as Halo/Marathon connections... while there are plenty of hints(the frequently found but obscured Marathon symbols in Halo, combat cyborgs that have a tie to the word Mjolnir, AI constructs of questionable allegiance), there are a lot of ways the timelines just don't coincide. *heh* For one thing, the humans have some form of FTL travel in the Halo universe, and tecnically Halo should occur before Marathon based upon what dates have been mentioned in both. However, post Marathon 2(I believe... might have been post Marathon 1), Durandal is stated to have taught humans their first method of FTL travel. That said, beyond the simple thematic similarities, there are the 'Cortana e-mails' which could be used as evidence for a Halo occurs in the Marathon/Pathways universe. Back when Halo was still a 'PC/Mac title,' and before the entire X-Box thing, there were some e-mails from a supposed 'Cortana' to the guy who runs the Marathon Story page. Aside from being a cute publicity stunt, everything in them pointed to ties to Marathon... Fitting Halo into the Marathon/Pathways universe might be intended, but with what we've seen so far, it won't be easy and have a lot of continuity issues...

    17. Re:Even better by SamSim · · Score: 1

      Although I share your pessimistic viewpoint I believe a Half-Life movie - if handled correctly - could work. We have the great concept of Gordon Freeman adapting from lowly experimenter through determined survivor to hard-as-nails alien killing machine. He's not trained with weapons, and never shoots down a whole load of enemies with the skill that James Bond does, but nevertheless he survives the grunts and the zombies and the slaves by being smart. As he claws his way out of Black Mesa I can see him accumulating a whole slew of scientists, security guards and miscellaneous workers and facing the burden of getting them all out safely. I can see him desperately taking a crowbar to Nihilanth's eye. But I digress.

    18. Re:Even better by Mitchell+Mebane · · Score: 1

      Can't forget sneaking around corners and capping marines with a magnum, without their buddies even batting an eye. :D

      --

      The roots of education are bitter, but the fruit is sweet.
      --Aristotle
    19. Re:Even better by Anonymous Coward · · Score: 0
      Shepherd stops the nuke and between them, he and Gordon Freeman block the alien invasion and kill Nihilanth, thus solving the problem in a different manner from what the G-man expected, but successfully.

      The G-man re-enables the nuke, and Black Mesa does the mushroom cloud thing in the end (of Opposing Force).

    20. Re:Even better by Sigma+7 · · Score: 2, Interesting
      Realising what has gone wrong the grunts are sent in, find it's too difficult a task to take on, are pulled out and replaced with black ops who attempt to nuke the place as a last resort. Shepherd stops the nuke and between them, he and Gordon Freeman block the alien invasion and kill Nihilanth, thus solving the problem in a different manner from what the G-man expected, but successfully.


      Actually, Shepard was involved in a completely seperate alien invasion - one that Freeman did not know about. Nihilanth and his minions (the Xen Aliens) appeared in Half-Life. Race X (some enemies shown here) start coming in at Opposing Forces - and are slightly different than the Xen counterparts. You even see Xen aliens fighting with Race X in Opposing Forces as well, indcating some form of quarrel between them (either general hatred or desire to control the facility.)

    21. Re:Even better by Surlyboi · · Score: 1

      Marathon and Portal were alike only in the AI angle. Though portal was a great game (and an even better book), Marathon kicked your ass on a really visceral level because it was a shooter that talked to you. Back in the days of ID's, "you're in hell, get out" storylines, it was truly amazing. And like others have said, people are still piecing out the story. (And also trying to connect it to Halo, but that's a whole 'nother kettle of fish...)

      --
      Mod me down and I will become more powerful than you can possibly imagine...
    22. Re:Even better by Sigma+7 · · Score: 1

      Damn! Forgot about the link!

      The link was for Monster Screenshots showing the "Race X" aliens.

  17. PS:T by Anonymous Coward · · Score: 0

    Yeah, I thought the "benchmark" was Planescape: Torment.

  18. Sam Lake on Video Game Storytelling by Anonymous Coward · · Score: 0

    Somebody should tell him that PCP works like, way better d00d!

  19. It is hard! by Big+Nothing · · Score: 1

    For quite some time now I, along with some friends of mine, have been considering starting a gaming company. The gaming industry now nets even more money that the movie industry, so this is obviously a potentionally lucrative nische in SW development.

    However, coming up with a gaming concept; a storyline for the game, is anything but trivial. Finding some concept that hasnt been done to death already seems almost impossible. Anyone have any ideas?

    Actually, if you do, please email them to big.nothing@bigger.com (and don't tell anyone that YOU had the idea first or that you told it to me!).

    --
    SIG: TAKE OFF EVERY 'CAPTAIN'!!
    1. Re:It is hard! by shadowcabbit · · Score: 1

      It's not a matter of coming up with a unique story idea. That's near impossible. Instead, take a story idea that may or may not have been done before, and do something unique with it.

      (and don't tell anyone that YOU had the idea first or that you told it to me!)

      As a completely unrelated aside, you might get a little more response out of this if you offered to partner up with the story-writer. No offense intended, but I think I'll keep my visions to myself for the time being.

      --
      "Why Subscribe?" Good question...
    2. Re:It is hard! by Anonymous Coward · · Score: 0

      Advice even someone outside the industry (me) can give you:

      1) you are either naive about copyright (ideas cannot be copyrighted, only expressions of ideas) or too familiar (people sue over ideas anyway)

      2) if you're assembling a team with no professional experience, start with a MOD. This way, if your project doesn't come together, the individual members will more likely have something to show from it still.

      3) think about game-mechanics first, then decide how important a story is: fps and platform games where the player advances through levels demand a story; games which are pure abstractions, like Tetris, don't. If your game is not purely abstract (or a simulation), follow this rule: the gameplay is at heart a metaphor which the story reflects. In other words, the story reflects what the player will actually be doing for most of the game. For instance, Half-life, with its one big continuous gameworld, is a game about survival/escape.

      4) If you really have a team lined-up, get everyone to agree on a game-concept. This concept should be a refinement of a certain genre, something like, 'RTS with an emphasis on resource management', 'Diablo with a card-game trading system', 'WW2 shooter with less running-and-gunning, better use of cover, and teamwork' (my idea! hands off! JK. Seriously though, that's what I would do). Don't pick anything that requires a technical advance (such as more advanced physics simulation) or requires a whole bunch of original art content. If making a MOD, reuse art assets or just use crude placeholders. Too many MODS focus on adding just new weapons and vehicles. You'll get more mileage if you stick with the original weapons and mess with the basic rules of gameplay. Besides, once you have the essence of a really unique idea in a working release, attracting art talent will be easier.

      4b) In general, don't start with those aspects of the game most immediate to the player, especially character control, because getting a good feel is really hard. Focus first on changing what the players are competing with each other to accomplish, not their capabilities to accomplish it. The result will be more original.

      5) Oops, forgot this was supposed to be about story. What follows in brackets is to be read with maximum irony:

      [Now this is important:] DO NOT START WITH IMPORTANCE. [I can't stress how important this is:] pretension sucks, and mistake number one of bad fiction is to invest events, characters, and their backstories with importance before telling the audience the first thing about them. [It's the most important thing ever that you realize] this is backwards. [ALERT!: IMPORTANT DRAMATIC STATEMENT FOLLOWS!] Let the audience decide how majestic and profound the story you have to tell is. (The Max Payne series gets a 0 in this category while Half-life gets full marks.) My brackets confuse the issue though. What I'm talking about is not just bad prose. Certain PLOT POINTS and STORY DECISIONS are responsible for this pretension. Generic tradgedies are the big offender here, especially death of loved ones.

      Thus ends the lesson.

  20. More than just story... by j0hnfr0g · · Score: 1

    Remember: it's more than just the story.

    Even some of the earliest action-oriented video games had elaborate stories behind them, but that usually didn't mean much when playing.

  21. MP2 the benchmark? by FortKnox · · Score: 2, Informative

    Huh? What about Deus Ex or System Shock 2? You want story, look to the FPS/RPG mixes... thats where its at!

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:MP2 the benchmark? by Blakey+Rat · · Score: 1

      Or (it's been mentioned by a previous posted, but) Marathon.

      http://marathon.bungie.org/story/

      Check it out. The deepest FPS I've ever played, and possibly the deepest that's ever been made.

  22. Total immersion by llamaguy · · Score: 1

    I reckon the thing that makes a good plot is the feeling that, while your efforts make a difference, you're part of something much, much bigger. If you look at nearly all the games out there, while you DO save the world, it's only because of a lucky set of chances on your part (or so the storytellers make out).

    --
    HAH! I just wasted a second of your life making you read this, but I wasted a minute of mine thinking it up. DAMN.
  23. Japanese Games traditionally have good stories by pegasustonans · · Score: 4, Interesting

    Well, it depends on the genre, but Japanese games usually have much more involving stories (in terms of identifiable plot-points & a sense of evolution/progression) than American ones. Then again, one could argue that many such storylines are too linear and don't give the player enough choices. But more and more Japanese games are providing multiple endings & etc... Overall it looks like a good trend for the industry to follow.

    --
    And all our yesterdays have lighted fools The way to dusty death. --Will
    1. Re:Japanese Games traditionally have good stories by Anonymous Coward · · Score: 0

      Ugh. I find Japanese RPGs and their overblown anime cliches to be a complete bore.

    2. Re:Japanese Games traditionally have good stories by SenorCitizen · · Score: 1
      It's not like Max Payne is an American game. Sure, the publisher's from the USA but the developers at Remedy are Finnish.

      But I see what you mean, and in that sense MP2 is an "American-style" game, of course.

    3. Re:Japanese Games traditionally have good stories by Anonymous Coward · · Score: 1, Interesting
      True, but when you think about it, the reason why gaming in both cultures are so heavily different is because of the sheer differences. For the sake of simplicity I'm just gonna compare Mangas (Japanese comics) to Comic books (American comics).

      Mangas:

      Generally monthly, or longer. Some of these series can last years giving huge opportunities to develop characters and the world. Usually when a manga series ends, the entire 'world' ends, with almost no sequels let alone (alternative worlds/views). The ending (usually) wraps things up nice and neatly with few questions left in the readers' minds (except for the obvious "well what happened after the hero and heroine got married and lived happily ever after?")

      American comic books:

      Lifetime? Endless. Regular issues can be anywhere from weekly to monthly. Most major comic book series either fade away or end in a vague way leaving huge possibilities for sequels or remakes. Modern adaptions of serieses such as Spider-Man, Superman, and Batman are evidence of that. Not to mention the fact that endings are almost never really 'endings'.

    4. Re:Japanese Games traditionally have good stories by C0rinthian · · Score: 1

      Good comparison between the two cultures. I recommend Scott McCloud's "Understanding Comics" for more along these lines. Great book.

      A majority of American Comics fit this mold. Thankfully, there are notabe exceptions. Neil Gaiman's "The Sandman" and Dave Sim's "Cerebus" are very good examples of what comics that break this mold with a decidedly finite and cohesive story throughout the series. There are also good examples of qualit writing even in the generic canon of comics. "Batman: The Dark Knight Returns" by Frank Miller is a great take on what can sometimes be a really cheesy character concept. Crazy guy who dresses up like a bat to fight crime. The way Miller makes such a character believable is nothing short of amazing. I'd love to see a movie adaption of it personally.

    5. Re:Japanese Games traditionally have good stories by AvantLegion · · Score: 1
      Perhaps Japanese games not named "Final Fantasy". Final Fantasy games follow the most formulaic plot/story paths imaginable.

      Certainly no System Shock.

    6. Re:Japanese Games traditionally have good stories by Anonymous Coward · · Score: 0

      You've got to be kidding. All Japanese RPGs are minor variations on the same exact plot. How many times can you protect the spirit of the planet from a megacorporation, and still feel involved?

    7. Re:Japanese Games traditionally have good stories by pegasustonans · · Score: 1

      "Final Fantasy games follow the most formulaic plot/story paths imaginable."

      How about these instead then:

      Star Ocean: 2nd Story
      Xenogears
      Lunar 2: Eternal Blue
      All of the Suikoden series
      Grandia II
      Dark Cloud 2
      Skies of Arcadia
      Chrono Trigger
      Chrono Cross
      Shadow Hearts
      Castlevania: Symphony of the Night (excellent story for an action-oriented game)
      Legend of Zelda: Wind Waker
      Dragon Warrior VII

      There are many others I can think of. And (btw) what's wrong with a story being formulaic? Matrix, Star Wars, and Lord of the Rings all follow formulaic/archetypal plot-patterns, but that doesn't make them bad IMHO.

      --
      And all our yesterdays have lighted fools The way to dusty death. --Will
  24. I got a better one. by rice_burners_suck · · Score: 5, Funny
    Max Payne 2: The Fall of Max Payne has been recognized by many people with their heads screwed on straight as a benchmark in video-game storytelling.

    Actually, for me, the benchmark in video-game storytelling is Leisure Suit Larry, from Sierra On Line. That d00d is my hero.

    1. Re:I got a better one. by Anonymous Coward · · Score: 0

      >Actually, for me, the benchmark in video-game storytelling is Leisure Suit Larry, from Sierra On Line. That d00d is my hero.

      Tell me about it. I'm still waiting for the sequel, in full glorious 3D, with first-view perspective. ^_^

    2. Re:I got a better one. by wass · · Score: 1
      Dude, LSL totally rocked! Do you remember in the first few titles those attempts to 'weed out' the kids from playing by asking series of pop-culture questions?

      Seriously, those games were funny as hell. I think the first 'boss key' I ever saw was one of the LSL's, where it put some kind of histogram of condom durability on the screen, hysterical. Especially for a 10 year old.

      --

      make world, not war

    3. Re:I got a better one. by drkhwk82 · · Score: 2, Funny

      I think the first 'boss key' I ever saw was one of the LSL's, where it put some kind of histogram of condom durability on the screen, hysterical.

      See for yourself here.

  25. WOW! by Anonymous Coward · · Score: 1

    I haven't seen an all your base reference in two, three minutes tops! I thought everyone had forgotten about it.

    1. Re:WOW! by Anonymous Coward · · Score: 0

      and somehow he got modded "funny"

  26. Max Payne 2 -- Good Story??? by John+Starks · · Score: 1

    I think not. Penny Arcade, as usual, puts it best.

    1. Re:Max Payne 2 -- Good Story??? by obb · · Score: 1

      Err... did you read what Penny Arcade actually had to say about the game? "The story that bores Gabe so intensely I am thus far perfectly satisfied with, but admittedly I wasn't expecting much. I've participated in a few fairly strange interactive cutscenes that are far less self-indulgent and more involving than the ones from the first game, I am satisfied that they have matured their storytelling technique based on what I've seen thus far. I think I'll go play it some more. " Just because Gabe was bored doesn't mean the story's bad :-)

    2. Re:Max Payne 2 -- Good Story??? by John+Starks · · Score: 1

      True, Tycho liked it. But read on to what Gabe had to say in his post. He elaborates.

  27. Doom 3 by mfh · · Score: 0

    We may see some of these tools shipping with Doom 3. I can only speculate, but I heard tale of some really cool editing tools this time around. Something about making levels in realtime? Can anyone confirm/deny this? (JC?)

    I'm heading up a special mod project for Doom 3 that will only see the light if we can get some amazing models talent on board, so even if there is IF styled game design, there still remains the problems of customization.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Doom 3 by Short+Circuit · · Score: 1

      Uh, your project page has no useful description. What's it about? "Doom for Columbine" doesn't immediately strike me as an appropriate name.

    2. Re:Doom 3 by Anonymous Coward · · Score: 0

      I can't wait until some one makes a shooter where you train to gun down your classmates!!! That would be totally kick ass.

    3. Re:Doom 3 by Anonymous Coward · · Score: 0

      Maybe if those kids at Columbine had gotten it out of their system in the virtual world they wouldn't have found it necessary to go putting bullets in their classmate's heads. Don't believe me? Your internet porn is a viable substitute for real pussy. You have a handfull of goo and you know it. loser.

    4. Re:Doom 3 by Anonymous Coward · · Score: 0

      No ass... Maybe if they had a game where they could have learned how to kill their classmates better, we would have less of those losers left in Columbine. Practice makes perfect!

    5. Re:Doom 3 by Minna+Kirai · · Score: 1

      That poster's a troll. He attempts to plug his own 0% complete Doom mod in every topic relating to FPS or violent games.

      In actuality, there have been 100s of accurate school-models converted into FPS maps constructed by bored students all over the USA. They're not newsworthy.

  28. Stories in games not getting better. by Anonymous Coward · · Score: 0

    The bar is getting lower. Doesn't anyone remember Zork?

    1. Re:Stories in games not getting better. by Pluvius · · Score: 1

      I remember Zork being little more than a treasure hunt. Maybe you mean one of the later Infocom games.

      Rob

    2. Re:Stories in games not getting better. by Grey+Ninja · · Score: 1

      hmmm... let's see...

      Zork, Eternal Darkness. Zork... Eternal Darkness.... Yup. I have to say that the bar has been raised since then by QUITE a bit. There is absolutely no way that Zork comes even close to Eternal Darkness in storytelling.

  29. Characters by genner · · Score: 1

    Good character is essential. Characters should fuel the plot. To many game companies have this backward starting with a concept and then dumping stock characters into that concept. Good game stories are often the result of hireing a character desginer who has a background as a author, instead of using another IT guy.

  30. Lost in Gameplay by Jack+Zombie · · Score: 2, Insightful

    (...) Sometimes, with all the innovative development and cool graphics the actual story a game has to tell can get lost in the shuffle.

    With Max Payne, I'm not sure that's a bad thing. Only game where the story justified the gameplay was Half-Life, and I really can't think of any other videog that reaches its level.

    --
    "You should never doubt what nobody is sure about." -- Willy Wonka
    1. Re:Lost in Gameplay by Myrthe · · Score: 1
      I'm finding Far Cry, when played at high enough difficulty, to have that Half-Life kind of intensity. Sure some characters were silly, and the main guy wasn't sympathetic at all, but for the game that just worked.

      On too low a difficulty you can just frag everyone and FarCry becomes a normal FPS. Many games on too high a difficulty just become twitchy deathtraps and you get no time to _try_ anything. In Half-Life, and Far Cry, you just have to get _really_ careful.

      cheers,
      Shane

  31. The Archetypical Video Game Epic by WwWonka · · Score: 5, Funny

    I think the greatest video story ever told was that of the lonely hungry yellow orb with eyeballs. Always running from his past, devouring the needed fuel to keep him going and learning life as he traveled the mazes of unpredictability. Chased by the undead that could never understand his ideology nor motives only to cause this lost soul to consume a secret drug like substance that multiplied his anger and made him insanely aggressive for short uncontrollable periods of time. It is a story of a journey that will never subside and never end.

    Oh, and he liked to eat fruit.

    1. Re:The Archetypical Video Game Epic by hambonewilkins · · Score: 1
      WwWonka (545303) said: I think the greatest video story ever told was that of the lonely hungry yellow orb with eyeballs. Always running from his past, devouring the needed fuel to keep him going and learning life as he traveled the mazes of unpredictability. Chased by the undead that could never understand his ideology nor motives only to cause this lost soul to consume a secret drug like substance that multiplied his anger and made him insanely aggressive for short uncontrollable periods of time. It is a story of a journey that will never subside and never end.

      Oh, and he liked to eat fruit.

      That was one of the funniest things I've ever read on slashdot. Mod it up!

      --

      God Bless America. Why? Did it sneeze?
  32. Storyline != Good Gameplay by WinnipegDragon · · Score: 4, Insightful
    This is one of those schisms that I have no idea how to deal with in gaming. First of all, the more storyline there is, generally the more linear the gameplay is. Max Payne had an interesting story, but little freedom.

    On the other hand you have games like Morrowind. Great sense of freedom and that contributed to the quality of it's gameplay. As a side-effect, the storyline was easily mangled, and you could break the main quests by doing things out of order, going to where you shouldn't be too early, etc...

    Until we reach a point where the hardware is powerful enough that programmers can create an adaptive enough AI, Storyline will just be a euphemism for 'railroading'.

    1. Re:Storyline != Good Gameplay by Nick+Harkin · · Score: 1

      And then you have System Shock 2, and you think you've just died, although there were definately objectives you had to do in order, it just gave you a large run of the ship.

      I completely agree on the Max Payne front, great delivery, but very linear game, that said, I enjoyed it, a lot.

      I've really only seen a few games with a great example of both, Half Life, SS2, Thief 2, Deus Ex....

    2. Re:Storyline != Good Gameplay by Anonymous Coward · · Score: 0

      System Shock 2 was able to keep you from getting lost by using the environment to keep you on track. You could wander around if you liked but you needed to complete objectives to open up new areas of the ship, like finding a keycard to engineering to restore power to the main bulkhead doors and the lifts and such. Afterwards you could return to any place you have been and often had to as you could only carry so much and had to leave things behind and go back for them later.

      Now when you have a game with the entire world open from the beginning it's easy to get lost. Even after opening many of the gates I stuck to the main plot in Freelancer as the Universe was so big I got lost exploring it trying to find things to do.

    3. Re:Storyline != Good Gameplay by Nick+Harkin · · Score: 1

      As far as Freelancer goes, I didn't think it had much of the plot, but it did have a huge and wonderful world (is that the correct term?) to explore, and I spent a long time doing it.

      However, I ran into problems getting lost as well, until I found you could just select your destination, and have the neural net plan out a route for you... Even then, I stuck to the systems I knew.

  33. Problem by cubicledrone · · Score: 2, Insightful

    The basic problem is that video games are a poor format for story telling. Good stories require fine control of plot, pacing, character, setting and theme. The more control is given to the player, the less control the writer has over the elements of good story telling.

    That said, there are a number of ways a good writer could dramatically improve the quality of numerous video games, and help improve various genres. Most publishers now take great delight in emphasizing the total lack of literature in their products.

    If video games are to truly become meaningful, then they must convey meaning.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    1. Re:Problem by Grey+Ninja · · Score: 2, Interesting

      I disagree. I don't think that a movie watcher can really connect with the character on the screen. When playing a game, it's entirely different, as you assume the role of that character.

      Think of Silent Hill for a good example. The story is subliminal, and very twisted. You really get inside the heads of the main characters, and of course you feel genuine fear at times, as save points are few and far between, and there's a giant piece of unknown territory between you and that save point.

      If you ask me, video games are the perfect means with which to tell a story, as you can draw the player in like no other format. You have the text based "mind reading" ability of a book, but you have the gritty reality of a movie. It's the best of both worlds.

      I want you to do something for me. Go play Eternal Darkness, and then go play Silent Hill 1, 2, or 3.

    2. Re:Problem by _|()|\| · · Score: 2, Interesting
      The basic problem is that video games are a poor format for story telling.

      It's a new field with no masters, but I I hope you're wrong. Consider the Kuleshov effect, described in Hamlet on the Holodeck, as follows:

      Lev Kuleshov demonstrated that audiences will take the same footage of an actor's face as signifying appetite, grief, or affection, depending on whether it is juxtaposed with images of a bowl of soup, a dead woman, or a little girl playing with a teddy bear.
      I seem to recall one of the Mapplethorpe photos playing a similar trick with the words "fond" and "fondle." In sufficiently skilled hands, I think this can be a powerful technique to prune the exponential branches a thorougly non-linear story would require.
  34. Mystery and magic by Paul+Townend · · Score: 1

    This debate will always be subjective and multi-faceted, and no one will ever agree completely on what gives a game that special "something"....

    Personally, I think the best kind of story for a computer game is definitely a sense of mystery; of the unknown. Games like Gabriel Knight do it wonderfully; your knowledge of who you are and what you're up against slowly but surely expands the more you play.Torment was also an exceptional computer game; you played it to find out who you were and what your relationship with those around you was.

    A sense of magic is another good facet; games like Little Big Adventure, Syberia, and ever The Secret of Monkey Island all had that "something" to them that many games just can't capture, although I couldn't tell you precisely what that something is.....

    But anyway. I've only played the original Max Payne, not the sequel, but I couldn't get over the shallow, pretentious sixth-form poetry that seemed to litter it; it was trying too hard.....

  35. Storytelling in Video Games by Anonymous Coward · · Score: 0

    I understand the need for a good story in games, but games offer entertainment in many different ways -- storytelling is just one of them. You can't tell me that Solitaire has a compelling story, yet people play it.

    A good story should/could drive a game, as people will overlook bad gameplay to an extent, if they're entertained by the story. OTOH, games with 10min gameplay in between 20min "cutscenes" start to get tedious after a while.

    Gameplay will still be key for a game. Storytelling comes as a close second. While we're at it, why not discuss the need for emphasis on storytelling/content in movies instead of visual effects?

  36. Obligatory PA reference by Raunch · · Score: 1

    Not that I am one to disagree, because I've never played the sequel, but MP2 has long been a butt of joke after joke because of the dialouge. All this despite the fact that everyone agrees that the game itself is very good. But it sounds as though you are talking about the story more than the game, and thusly the dialouge more than the play.

    --
    George II -- Spreading Freedom and American values, one bomb at a time.
  37. The Curse of Monkey Island, Sam & Max Hit the by frankthechicken · · Score: 4, Insightful

    , Grim Fandango, damn am I spotting a trend here?

    Should it be so suprising that pure action games generally have relatively weak story lines(with the exception of a few), whereas the more thought provoking ones(in terms of gameplay) tend to have a better plot?

    No correlation to movies is there?

    Gameplay at the moment tends to be driven by arcade desires, I sort of feel we are still in the transition from the stand up arcade machine instant gratification level of gaming to a more time consuming home leisure pursuit.

    Hence I feel the storylines will slowly get better as developers learn more about what is possible for a succesful game for the home, giving alternatives to the wham, bam , thank you kind lady style of today, in favour of a slower pace, yet ultimately more rewarding experience. Which of course are far greater suited for plot and story telling.

  38. The Problem Lies in Marketing by xeon4life · · Score: 1

    To get any kind of backing from todays gaming market, many companies are reverting to tried and tsted methods to create video games. That's why many of us are seeing an influx of FPS and other cliche game genres. Story telling games also reqire a lot more positions to be filled in a development team. Storytellers, etc. are extra positions to be filled. Also, the man hours spent alpha and beta testing can seriously hurt the deployment of a story based game. It seems most are happy with their FPS's, but I, for one, would like a very involved game soon. That, or enough money to buy 10 or so FPS's, because they become boring fast, IMHO. I remember the days I played the FF series... 80 hours a game... -Xeon

    --
    Real programmers can write assembly code in any language. -- Larry Wall
    1. Re:The Problem Lies in Marketing by ooby · · Score: 1

      The time spent finding problems in a game is significantly less than the time it takes to fix the problems later.

  39. Imagination? by DeadboltX · · Score: 1

    Well theres a few points to be made.. Tons of people say that when a book was released as a movie the book was so much better.. why? Because it was how they imagined it, not what hollywood could afford. It is similar when you compare a game such as Doom to Max Payne. Sure Doom didn't have the best story set up but it was there, and then you had your imagination to guide you through "what happened next". Max Payne on the other hand, tells you exactly what happens next, and that can't change from one person to another. It is linear by all means of the word.
    I would prefer for a little open ended storyline. I find that I enjoymovies like Memento and Donny Darko better than most simply because it doesn't really tell you everything, it leaves you to discover with your imagination what exactly happened. Of course these movies also bug the hell out of you for weeks because there are multiple scenarios.. but that is beside the point

    1. Re:Imagination? by C0rinthian · · Score: 1

      This is very true, and in gaming, can be a very effective way to involve the player into the storyline. Take Homeworld as an example. In the third mission, you see glimpses of the destruction of Kharak, and your entire race. Theres some video, but very vague. This lets the player fill in the blanks. Even when the voiceover talks about the prisoner you took. "He did not survive the interrogation" There is no graphic video showing what happened, so the player decides. Did the interrogators brutally torture the prisoner? Did the prisoner commit suicide? It's never specified, so the player's imagination determines what went on in that interrogation room.

      Small things like this have a much bigger effect on the player's experience. While the specifics may not have any effect on the story as a whole, those little freedoms allow the player to become much more involved with the story they are playing out.

  40. It depends on the type of game by Anonymous Coward · · Score: 2, Insightful

    I used to think story didn't matter much at all in games. I liked twitch games (arcade, FPS, action, etc). For these kinds of games, story isn't all that welcome unless it's integrated into your experience, say in the way Half Life did it. (That was a milestone in interactive story telling right there, without ever taking away interaction to do it).

    Over time, we've seen genres of games which, if it weren't for the pretty graphics, there'd be no real reason to play them. Thankfully, it's a genre that has matured and can be enjoyable. I'm referring to games like Silent Hill 2 and 3, where the actual interaction on its own is pretty clumsy, but the story is very interesting (well, in SH2 it was... in SH3 it was too convoluted and hokey).

    I personally don't like the original Max Payne way of story telling too much. I don't like being narrated to. I want to be part of the experience.

  41. Metal Gear Solid... by DiZASTiX · · Score: 4, Interesting

    I've said it before and I'll say it again, the story to Metal Gear Solid is amazing. I dont know how they thought it up but it just blows you away. I know I was completley suprised when I finished the game for the first time. I would have to say the best plot/story in a game has to be MGS. The original, for the playstation, didn't have great graphics but who cares, the game was awesome and so wasn't the story. They eventually did a remake on Gamecube and others called Twin Snakes, same game, redone. Better graphics and still a great story. Anways, MGS originally was released 1998 and I havn't seen a game with that good of a story since then.

    1. Re:Metal Gear Solid... by Grey+Ninja · · Score: 1

      Eternal Darkness was released since then, and I think that it was clearly the superior in terms of storytelling. Metal Gear Solid was like a traditional spy story, while Eternal Darkness was a psychological thriller that operated on so many levels it wasn't even funny. Silent Hill 2 also deserves some respect.

      But don't get me wrong. Metal Gear Solid is definitely in my top 5 of all time.

    2. Re:Metal Gear Solid... by Mitreya · · Score: 1

      Not to get into an argument, since I think metal gear solid is easily in the top 5 games that I have ever seen (storyline-wise, at least). But the best story ever would be "Planescape: Torment", without any doubt whatsoever. That is a single game that I know of that can rival a *good* book in its story.

    3. Re:Metal Gear Solid... by MtHuurne · · Score: 1

      Actually Metal Gear Solid is the third game in the Metal Gear series. The original Metal Gear was released on MSX2 and NES, the sequel Metal Gear 2 - Solid Snake was only released on MSX2. Unfortunately MSX was never popular in the USA, but it was popular in Japan, Europe, South America and several other areas.

      Many of the themes in Metal Gear Solid were there from the very first episodes, such as being lied to by your superiors. Also the game play was there right from the start (tactical espionage: avoid being spotted instead of shooting everyone) and several mechanics (luring guards with sound, avoiding detection by video camera's, creative uses of cigarettes etc). Of course they were refined and added to in later episodes. And several of the characters originate there as well: Grey Fox (Frank Jaeger) and Big Boss were in MG1 and MG2, Roy Campbell was in MG2.

      MG1 had a decent storyline considering the small size of the game, but a lot of it was lost in the translation to English. MG2 has a storyline that is almost as complex as MGS. I did an English fan translation of MG2 together with Takamichi Suzukawa; I hope we were able to preserve the quality of the original story (Konami never released MG2 in English). The background story / previous missions options in the MGS menu summarise the storyline of MG1 and MG2; it's good to see that Kojima did not forget Metal Gear's origin.

  42. Planescape: Torment by asdren · · Score: 5, Interesting

    I likd Max Payne 2, it was a fun game and I do like the graphic novel approach but the dark noir dialogue is really pretty cheesy. Good thing they don't take themselves too seriously.

    But for an excellent game with a story behind it how about one that begins:

    I remember dying. Not how, when or why, but the cold fact alone: dying. I look around, there are dead bodies lying around. But they certainly don't seem to remember much. Come to think of it, the dead are not suppose to remember dying. Death is the ultimate, finale fate. How come, then, that I breath? How come I feel cold, and afraid, and disoriented? And what comes next? Death is supposed to be the end, no one trains you on "what to do" while you're at it. Maybe I should just lay still, maybe...

    "Come on chief, get up, hurry!" It's an annoying voice, which startles me. More so, the fact that it comes from a floating, whirling skull doesn't help. "What?" and my own voice seems rasp, and strange to me. "What are you waiting for? get UP! we hafta get outta here!" again, the floating skull urges me to do something the dead are not supposed to do.

    I comply, if for nothing else, because it makes as much sense as any other action. The dead, you know, are definitely not supposed to get up. "Boy, they sure tore you up good this time, you look even uglier than before" says the skull. They? this time? Before? Inside of me, ignorance and darkness are no longer fueling fear. There is another sentiment, a not so new one that grows within: rage.

    It is right there, right then, in that dark, foul and creepy place, that I make a decision. I will do another thing that the dead are not supposed to: I will fight to remember my life.

    1. Re:Planescape: Torment by SkunkPussy · · Score: 1

      Dammit I never quite finished that game I cant remember why, I got to some maze near the end and gave in

      --
      SURELY NOT!!!!!
    2. Re:Planescape: Torment by Anonymous Coward · · Score: 0

      Aye, Planescape Torment - one of my absolute favorites. If I had mod points, I'd mod ye up! ;)

    3. Re:Planescape: Torment by iNetRunner · · Score: 1

      Ah.. Great game.. Just played through again not that long ago..

      FarCry wasn't half bad as well, as fps game stories (like Max Paynes) go.

      --
      Store with salt
  43. A good story line includes: by zaunuz · · Score: 1

    1. (some) realism. 2. Originality 3. It has to be interesting 4. Originality 5. There has to be a reason for it to be there 6. Oh, and did i mention originality? Way too many good games are turned to trash by a storyline or an intro that sucks goat balls, like: The evil $boss_name and his men from $evil_faction are about to destroy the universe, and you have to stop him. Go on, $hero_name and kill him. Our fate lies in your hands.

    --
    this is probably the most boring sig in the world
  44. And the originals? by divine_13 · · Score: 0, Troll

    How about the original games? Games like tetris don't have any story, and hell they do not need any. Chess - story? And don't say people do not play tetris anymore.

  45. Not sure about the new games... by thung226 · · Score: 1

    I remember really enjoying Golgo 13, Bionic Commando, and Ninja Gaiden (sp?) growing up.

    Remake these games with new graphics, and the cycle continues...

    --
    -n-
    1. Re:Not sure about the new games... by default+luser · · Score: 1

      What do all these games have in common?

      They practically invented the "Action Game With Cutscenes" concept.

      Golgo 13 had wonderful cutscenes every time a major plot element was being discussed, Bionic Commando built a story entirely on communications cutscenes and who could forget those excellent, fast-paced cutscenes between chapters from Ninja Gaiden?

      These games have already been remade a thousand times with a thousand names...when was the last time you saw an action game with any real story tell the story line any other way?

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

  46. Our efforts in automating dynamic story generation by Samir+Gupta · · Score: 2, Troll
    I'm in research and development at a well-known video game company, and among the many areas that we conduct research in to make games better, ranging from graphics to human physiology, the art of storytelling is surprisingly one of them. There have been many strides made in allowing computers to assist the game developer in storyline creation and extension, even on the fly.

    Many modern implementations of computer-generated narrative -- video games being no exception -- are built from large, preset blocks of text constructed by the author, with either a set path for the plot to follow, or a significant amount of pure randomization to prompt variance in the experience. These approaches require skillful craftsmanship by the author and explicit identification of numerous story paths to an interactive and immersive experience.

    Our work seeks to provide interactive narrative dynamically by using narrative theories to continuously adapt to the user's interactions while preserving dramatic content. We're investigating an architecture provides a dynamic run-time narrative, as opposed to a strict path that the user must follow to interact with the story. The main challenge of building a system like this is to preserve the story designer's dramatic vision while providing interactivity to the user. At one end of the spectrum we allow the users complete freedom to do whatever they please in their environment, without clear goals or limitations. This is much like online communities such as The Realm [Codemasters], where the users' goals consist of survival (or death if it interests them) and wandering the countryside while doing as they like to the environment and the other users. At the other end of the spectrum, we have the archetypical "good story": immersive, extremely detailed and well thought out. The reader is more or less constrained to experience the story exactly as the author intended, without deviation or variance. This is comparable to the epic film or engrossing book. We hope to straddle these two traditionally exclusive forms of narrative and provide an engaging hybrid.

    In a nutshell, our system is composed of a story clip database that models the components of narratives and a set of algorithms that prescribe the combination of these components to build a story. The story clips are implemented as brief snippets of action or observation, with as little dependency on one another as possible. Each clip contains explicit pre- and postconditions that define limitations on when it can be added to the story and how the story is changed. A set of state vectors, called the story snapshot, is defined at runtime to permit fast verification of preconditions and simple accounting of postconditions. The algorithms that combine the clips form a narrative engine, which coordinates the concatenation of clips into a story that adheres to Branigan's model. In this system, we pay particular attention to the temporal relationships between story clips and define four dimensions of time that must be obeyed.

    The narrative engine is the core for production of interactive stories. The run-time character, world, and narrative state vectors are compared to the precondition constraints of the clips stored in the database to extract the most appropriate story clip candidates. This comparison is accomplished by computing the vector difference between each story clip's preconditions and the current story snapshot. The difference vector is scaled by a proportional weighting vector to emphasize particular state vector components. The candidate clips specify potentially divergent plot options and some differences may rule out a clip completely, such as narrative and temporal cohesion. But variance is allowed and expected in the character states, as they describe one moment of time where each of the individuals in the story had one of many emotional combinations. The narrative engine orders the clips according to the quality of their match with the current story state.

    The narrative engine uses the evaluated story cl

    --
    -- Samir Gupta, Ph. D. Head, New Technology Research Group, Nintendo Co. Ltd., Kyoto, Japan.
  47. The Getaway by mccalli · · Score: 3, Interesting
    The game that held my attention with a plotline most recently has been The Getaway on the PS2.

    I have two kids and work to contend with, so I rarely get a chance to play games these days. I often ignore story-based games for this reason: no time to finish the story. Zelda: The Wind Waker fell victim to this, Resident Evil, Prince of Persia...lots that are considered to be good by most people's standards (though I had other reasons for dumping Resident Evil too - let me know when they've got a reasonable save system and controls that don't involve walking into every wall, would you?).

    But The Getaway passed the test with flying colours. A good plot, great soundtrack, good graphics and lots of tension. Can't knock it - I thoroughly recommend this game to anyone. Very much looking forward to The Getaway 2 which has been announced.

    Cheers,
    Ian

    1. Re:The Getaway by Dimensio · · Score: 1

      I often ignore story-based games for this reason: no time to finish the story. Zelda: The Wind Waker fell victim to this, Resident Evil, Prince of Persia...

      Ironically, all three of these games are notoriously short. Resident Evil, for example, can be completed within a matter of hours.

    2. Re:The Getaway by Anonymous Coward · · Score: 0

      The getaway was great, both story and gameplay but it had one of worst problems i've ever seen in a game. You could NOT SKIP THE DAMN MOVIES. I enjoyed the story, but I did not need it crammed down my throat. I feel that I'm responsible enough to decide whether I should watch the story or not.

      It was so infuriating to try to get a quick game, and have to watch the same 7 MINUTE (seriously) movie for the 50th time for a level I was stuck on. I could not believe that wouldn't have come up in testing. This could have been one of my favorite games, but I get mad now just thinking about it, sitting in front of the TV, mouthing the dialog and looking at the clock. I just hope it can be a lesson to future game designers.

  48. the best was by Anonymous Coward · · Score: 1, Funny

    atari combat. That story made me cry.

  49. I tell you what doesn't.... by LilMikey · · Score: 2, Insightful

    A movie storyline... Jeez... I wish they'd get a clue and stop trying to rip movies directly-to-game. Movies are designed to tell a story, Games are designed to put you in a story...

    If anything they should be going the other way!

    --
    LilMikey.com... I'll stop doing it when you sto
  50. No. by mfh · · Score: 1

    > I guess by your reasoning that special effect movies are impossible as well.

    I didn't say that, really. Movies that have CG in them differ strongly from video games because they are not realtime; you can render anything with a few dozen systems working through the weekend, but if you want a client to render your scenes, they had better be well-thunk. When you have mouse and video lag to worry about (ie: real-time framerates), it makes the story harder to tell if you don't understand these issues, fully. Authors who do understand these things tend to create video games with fantastic stories that convince us of the reality of the situation, without detracting from the gameplay at all.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:No. by BagOBones · · Score: 2, Insightful

      I still don't think your argument holds water.

      Many books have been written then adapted to screen without the author giving thought to the limitations of the movie effects at the time. It's up to the director to figure out how to best represent the story using the story as a guide.

      In a game if it is too difficult to do real time you make it a cut scene. The REAL problem is game-developers and lead designers not figuring out creative ways to incorporate the player more and rely less on cut scenes.

      --
      EA David Gardner -"... but the consumers have proven that actually what they want is fun."
  51. Pac Man by Anonymous Coward · · Score: 0

    THE PLOT:
    You are a funny yellow head who is stuck in a maze. You must try to avoid the goblins who are out to touch you.
    Meanwhile, you must eat as many little dots as possible to successfully move to the next chapter.

    Now that's a good game!

  52. Slashdot Jeopardy! by Tackhead · · Score: 5, Funny
    Geek: I'll take "Suicidal Web Administrators" for $100, CowboyAlex.

    CowboyAlex: The answer is:

    There seems to have been a slight problem with the database. Please try again by pressing the refresh button in your browser.

    An E-Mail has been dispatched to our Technical Staff, who you can also contact if the problem persists.

    Geek: What are the two Stupidest Possible Things a web server can be programmed to do during a Slashdotting?

    CowboyAlex: Correct for $100, go again, geek!

  53. No storytelling in modern games? by Jacer · · Score: 1

    I guess Baldur's Gate was just a graphics orgy with no plot or development.

    --
    --fetch daddy's blue fright wig, i must be handsome when i release my rage
  54. Max Payne 2 was a landmark in game storytelling... by sammy+baby · · Score: 3, Interesting

    ...unfortunately, I'm not sure it was all positive. I'm quite certain that one of the hospital scenes in MP2 was the first time I thought to myself, "Enough of the fucking back story already. I want to play!"

    The Max Payne team, and Sam Lake in particular, should be commended for bringing a level of depth to the story that most games in the genre have never even attempted. But there are a lot of people who believe that all that great story came at the price of disrupting the balance between exposition and gameplay. Plus, there are plenty of people who thought that the story just sucked.

    On a side note: anyone else notice the resemblance between Max Payne story author Sam Lake, and Mr. Needs a Maalox himself?

  55. Baseball Kid by SkunkPussy · · Score: 1

    OK Max Payne 2 was a good game. but wtf was all that baseball kid business? I thought it was ridiculously ott.

    --
    SURELY NOT!!!!!
  56. Bah. by Reorax · · Score: 1

    I thought about making a post about Planescape: Torment, but it's been done already. Then I thought about making a post about Xenogears, but remembered Disc 2. (For those who haven't played it, Xenogears has one of the greatest stories of all time, and some of the worst storytelling, especially on its second and final disc. I could describe how it's done, but I would have to copy their style.)

    --
    This sig is only here so people stop skipping the last lines of my posts.
    1. Re:Bah. by Grey+Ninja · · Score: 1

      Xenogears was awesome. I was hoping someone would mention it in here. I actually didn't mind Xenogear's second disc though. By that time the gameplay was becoming fairly repetitive, but I had been up for like 35 hours or so playing the game because I NEEDED to know what happened next. I needed the break. ;-)

    2. Re:Bah. by Pluvius · · Score: 1

      Xenogears has one of the greatest stories of all time

      You forgot to add the very important words "in video gaming" to the end of that clause. Xenogears' story is hardly impressive compared to the best stories in cinema or literature.

      Rob

  57. Different Kinds of Stories... Different Games by pickapeppa · · Score: 1

    Stories come in many forms. Max Payne and others like it (Deus Ex, KOTOR, etc...) with the guided-by-the-hand role-playing feel have their appeal. I thought Knights of the Old Republic was the niftiest Star Wars story since Empire. But what's really impressive to me is when the game designers allow the player to more or less make up their own story, ala Morrowind. There was a central story, but the potential range for getting from point A to point Z allowed for a huge variance of gameplay in between. Those kinds of games engage the imagination in a different way than the 'movie story' games do. Or maybe I'm trying to justify the months of my life I squandered wandering around on Vvardenfell.

  58. Look at some of the most famous games... by GotSpider · · Score: 2, Interesting

    Not all of them need awesome storylines to have great playability:

    Zelda: Guy has girl, Guy loses Girl. Guy must find Girl.
    Mario: Guy has girl, Guy loses Girl. Guy must find Girl.
    Gauntlet: Shoot stuff. Shoot stuff. Shoot stuff. Archer needs food. Shoot stuff. Shoot stuff.

    What about games with ridiculous "stories" like:

    Pac-Man: What story is there here? Yellow dot eats little dots, runs away from colored ghosts.
    Asteroid: White triangle shoots at lined objects with a line.

    Not all great games need amazing storylines, although they can certainly help matters (Resident Evil, Silent Hill, Max Payne).

    --

    Sig for GotSpider threatens to invade. France Surrenders.
    1. Re:Look at some of the most famous games... by hal2814 · · Score: 1

      I do agree that not all of the famous games have good storylines, but Zelda DID have a pretty good story line. It might not be Oscar material, but it is lightyears above some of its contemporaries like "Are you a bad enough dude to rescue the President?" and "The 3 Stooges must go out and perform ridiculous jobs to save a Orphanage."

  59. Best qualities of Max Payne 2 storyline? by jvmatthe · · Score: 1

    This is a serious question: I'd like to know what people feel are the strongest qualities of the Max Payne 2 story. Is it the narration? The characterization? The pacing?

    It isn't uncommon to hear how the story in Max Payne 2 is a great example of storytelling (as in the blurb on Slashdot), but I'd like to know just what it has that, say, Silent Hill 2 didn't have. Or Metal Gear Solid. Or Wasteland. Or even Resident Evil 2.

    Thanks in advance.

    1. Re:Best qualities of Max Payne 2 storyline? by Mitleid · · Score: 1

      I honestly don't mean this as a knock on the writers/designers of Max Payne 2, as I thought it was a phenominal game, but I found the story AND the dialogue to be incredibly cheesy. However, it didn't seem to prevent my enjoyment of the game, or hinder any emotional response. I actually felt like I had something invested in the game, and felt authentic anger towards the games antagonist. However, it was only the "in-game" story elements I found to be at all rewarding (the portion of the game where Mona + Max are exchanging their roles covering each other with sniper fire comes to mind), but for the most part the between level storytelling methods and dialogue I just thought were totally lame and corny.

      I post this not to simply bitch about the parts of the game I didn't like, but more so because I'm interested to see how anyone else felt about the dialogue/story in Max Payne 2, or any other heavily plot-reliant game. There are many other games than Max Payne 2 that are a joy to play, both from a narrative standpoint as well as a gameplay standpoint, but sometimes even the best narration elements can be attroiciously bad. I was just curious to know how common it is for people to get such great enjoyment out of a sub-par or incredibly derivative storyline. Personally, even the games that I will love forever still contain elements that I hate or just make me cringe.

      --

      --
      Is it me, or did it just get fatter in here?
  60. Re:Need a few millions of extra cash? by Anonymous Coward · · Score: 0

    dead arabs r cool

  61. Poor Technical staff... by Pollux · · Score: 4, Funny

    Warning: mysql_connect(): Too many connections in /home/www/jivemagazine/forum/admin/db_mysql.php on line 40

    There seems to have been a slight problem with the database.
    Please try again by pressing the refresh button in your browser.
    An E-Mail has been dispatched to our Technical Staff, who you can also contact if the problem persists.

    We apologise for any inconvenience.


    Poor tech staff. Let's see here, I've tried to reload the page three times, so that's four emails from me alone...multiply that by maybe 100,000 slashdot users...

    Man, I know that the web server takes a bad enough beating, but I never knew we could slashdot the mailserver also!

    1. Re:Poor Technical staff... by Anonymous Coward · · Score: 0

      Wouldn't it be more sensible to post links to the Google cache instead of the poor, defenceless website itself? I can't understand why posters have not done this sooner... unless they enjoy occasionally DOSing a server..

  62. Temple of Elemental Banality by Dinosaur+Neil · · Score: 1

    I've been playing The Temple of Elemental Evil from Troika games. It boasts the latest D&D rules and... well... not much else.

    After playing it through, I was very disappointed. The story was damn near absent. Your ultimate goal is reflected in the title; good-aligned characters will expect to destroy the aforementioned temple, while evil-aligned will take it over. I've no idea what would be expected of a neutral party, but the point is, there is only a thin back-story to motivate the player. A couple dozen side-quests fail flesh things out. I keep thinking of the D&D based games from Black Isle, especially Baldur's Gate II and the elaborate stories involved. To add insult to injury, the (five year old?) Infinity engine is superior in every way to the one used in ToEE, except for the number of officially supported screen resolutions (but that's another rant).

    The game starts you off with hints of nearby bandits who, once dealt with, will unlock the pirate city adjacent to the Temple itself. That's the extent of the story progression. Once the temple is revealed, the player goes progressively deeper in until a final battle is reached. That's it. None of the prophecy-driven complexities of Morrowind or the episodic progression of NeverWinter Nights. One of the things I like about RPGs over FPSs is the story. Every NPC in Baldur's Gate II has a number of his/her own side-quests. Your character in Morrowind can run straight through the basic prophecy-based quests, or spend some time moving up through the various guilds and their elaborate quests. NeverWinter Nights has a pretty linear storyline, but it is a storyline, and side-kick side quests can add to it...

    The bottom line: pretty 3D graphics or elaborate spell-effects can enhance a good game, but when the story is just there to justify rampaging through the levels, well, my copy of Doom 2 is already paid for and I don't need another new fscking video card to play it...

    --
    "I'm a scientist! I don't think, I observe!" - Dr. Clayton Forrester
    1. Re:Temple of Elemental Banality by Mongoose+Disciple · · Score: 1

      To add insult to injury, the (five year old?) Infinity engine is superior in every way to the one used in ToEE, except for the number of officially supported screen resolutions (but that's another rant).

      I don't know that I would go that far. It depends on what you want out of the game. I haven't been happy with a computer interpretation of the D&D rules since the Gold Box era. It's telling that when someone at Troika was interviewed before ToEE came out, they were asked why they chose to turn D&D into a turn-based game. (The answer being, D&D is a turn-based game.)

      That said, while ToEE has a couple different endings and a few different ways you can go at various places and isn't quite as weak as you're suggesting story-wise, it's still pretty bad. I'm looking very forward to the next game made with ToEE's engine, in the hopes that it will have less glaring bugs and have a better story.

    2. Re:Temple of Elemental Banality by Anonymous Coward · · Score: 0

      I liked the sidekick quests in Neverwinter Nights, it was a good way to flesh out the background of henchmen and you gained rewards for doing things to help them out. The relationships are taken futher in the Hordes of the Underdark expansion, where you interactions with your sidekicks determines who does and doesn't stick by your side when it comes time to fight the final boss.

    3. Re:Temple of Elemental Banality by Dinosaur+Neil · · Score: 1

      Okay, maybe a little hyperbole there, but I still prefer the infinity engine. It does everything the ToEE engine does. It has substantially better path-finding routines (I've had characters in ToEE stuck behind a locked door when the adjacent, unlocked door was wide open). The toolbar is a great deal easier/faster than those verdammen radial menus. While I got really (really really) tired of the "You may not continue..." speech, it makes a lot more sense to require the party to be together to leave a map (sneaking one thief past the uber baddies to escape the elemental nodes works, but it still feels like cheating). Repositioning the display from the map is a lot less tedious than scrolling.Overall, I saw nothing in the ToEE engine that was better, other than the screen resolution.

      That said, back to the topic at hand: to me, the alternative endings/paths did not create a "story". My experience was this, your band arrives at Hommlet (sp?), they do some subquests, clean out the moathouse, go to Nulb and ask around, then go to the Temple and start wading. Even a few cutscenes could have added some depth, but it is possible to go through the game without really getting into the backstory. The game can be "finished" with half the temple and the all elemental nodes unexplored, and you'll still hit the level 10 experience cap. Maybe someone will come up with some mods (beyond the brothel from Circle of Eight) as was done for BGII...

      --
      "I'm a scientist! I don't think, I observe!" - Dr. Clayton Forrester
  63. Sojourn Development by ejito · · Score: 3, Informative
    Sojourn Development's take on storytelling:
    On the surface the intent is simple: to create rich, compelling worlds.

    In a world without adequate depth, story will suffer. When story suffers, gameplay suffers. The goal at Sojourn Development is to elevate the art and craft of gaming to a truly immersive level, to leverage the capabilities of technology to deepen the players' experience with the story, to give them the tools to write their own, to let them forge their own world within the ones we bring to life.

    The trajectories of artistic expression and entertainment are drawing close to one another. The development of online worlds offers exciting possibilities: art, entertainment, and community have the opportunity to meld into a form far more engaging than those we can imagine at this point. Sojourn Development views its efforts as a step or two along this path.
    Their current project is glympse:
    Sojourn Development is currently developing a first-person, massively-multiplayer online role playing game under the working title "Glympse" (formerly known as "Chivalry"). All of the company's efforts and resources are going into this massive undertaking.

    Tens of thousands of players will adventure simultaneously in the world of Glympse, writing their own stories through their actions in the game, weaving them into the fabric of a much larger tale. They will discover the stories of those who come before them, and leave their own for those who come behind. They will gather together for strength in massive numbers, they will decide to go it alone ... they will move through the world of Glympse according to their own designs.
  64. "the farmers daughter' by nurb432 · · Score: 1

    Now THAT was a good story line for a video game, back in the good-ole-days when text was good enough for us, on a single-digit mhz 8bit.

    --
    ---- Booth was a patriot ----
    1. Re:"the farmers daughter' by hambonewilkins · · Score: 0, Offtopic
      ------ What part of "the right of the people to keep and bear arms, shall not be infringed" do you not understand ----

      I guess the whole "A well regulated militia, being necessary to the security of a free state" part. Also, the lack of a question mark from your sentence (unless it is a statement - which rarely, if ever, begin with 'What').

      --

      God Bless America. Why? Did it sneeze?
  65. article text by soxos · · Score: 0

    Sam Lake: On Video-Game Storytelling

    By: Andrey Summers
    Posted: 04/25/2004
    Photography by: Courtesy of Sam Lake

    What makes for a great story in a video game Sometimes, with all the innovative development and cool graphics the actual story a game has to tell can get lost in the shuffle, or at least can seem to be an afterthought. When a game arrives on the shelves that presents one of the more engrossing stories we've seen in awhile, it's worth noting. Max Payne 2: The Fall of Max Payne has been recognized by many people with their heads screwed on straight as a benchmark in video-game storytelling. The 2003 sequel to the legendary Max Payne, this game exhibited a narrative depth that many contemporary offerings tend to lack. Max 2's engaging story was made rich by polished, articulate lines such as...

    "There are no choices. Nothing but a straight line. The illusion comes afterwards, when you ask 'why me?' and 'what if?' when you look back, see the braches, like a pruned bonsai tree, or a forked lightning. If you had done something differently, it wouldn't be you, it would be someone else looking back, asking a different set of questions."

    "All this time we got the fable of sleeping beauty wrong. The prince doesn't kiss her to wake her up. No one who has slept for a hundred years is likely to wake up. It was the other way around. He kisses her to wake himself up, from the nightmare that has brought him there."

    "I was compelled to give [him] his gun back, one bullet at a time."

    Of course, it isn't always necessary for a game to have a well-written story to be enjoyable, but as technology advances, the possibilities for immersion in the world you see on screen increase also.

    With these ideas in mind, I decided to ask Sam Lake, the writer at videogame developers Remedy, to shed some light on where the profession stands today, and how a game like Max Payne, or its sequel comes to exist. And Sam should know all about that- he wrote them both.

    Writing is an area often underappreciated in videogames. How did you get into it?

    I was asked, simple as that. Petri Järvilehto, one of the founding members of Remedy, is a long time friend of mine. They were working on Remedy's first game, Death Rally, and needed someone to write the texts for the game. Petri knew of my writing, and asked me. I was studying at university at the time. I was very excited to get any kind of a writing gig. Now, almost nine years later, I'm still at it, so it turned out to be a long term one.

    The script for Max 2 was about four times as large as some movie scripts. What drives you to take on such complicated projects, as a writer?

    In my case, it was a clear process of evolution. Death Rally was just few pages of text, whereas the first Max Payne game already had a script longer than an average movie. We wanted to create a more ambitious story for the sequel, to flesh out the characters, and to add detail and content in general, so it was quite natural that the screenplay ended up being considerably longer as well. I wouldn't be surprised if the script of our next project would be longer still. The amount of detail in games is growing all the time.

    In movies, it's generally thought that one page of script equals one minute of action on the screen. In a game with a movie-like story like Max, it's already getting very close to that. Games just tend to be a lot longer than movies, so it's more like writing an entire TV-series when you are writing a game.

    I once tried writing for an Unreal Mod, and it all went to hell when they tried to make me design their levels for them. How is the line drawn between designer and writer, and how can the two roles co-exist productively, if at all?

    Actually, early on in the development of Max Payne, I was drawing maps of the levels on paper as well. I'm glad we got past that quickly.

    I feel that the designer and the writer need to do more than just co-exist. They need to co-operate very actively and w

  66. Story quality in relation to play style by Geiger581 · · Score: 1

    In Deus Ex, there was an enormous and greatly interwoven plot, but much of it is easily overlooked depending on how you play. Someone who approached the game as a action shooter could easily miss a lot of the subtlety, but fully exploring the world could lead to 80+ hour games, which some complained as being too long. Max Payne was linear and blunt, but pretty much everyone got the same thing out of it. Vice City had more freedom, but the story was really just more of a framing of the situation than something that really mattered. I disagree with the notions that freedom and story are mutually exclusive, but a game with great freedom has a much harder time of forcing a storyline on a player who doesn't really care.

    1. Re:Story quality in relation to play style by Anonymous Coward · · Score: 0

      I found that you found plot in Deus Ex no matter how you played it, but you miss quite a bit of detail if you take the Action Jackson route and just kick down doors and blow things away with any big gun you could get your hand on. Try playing through it with master computer and electronics skills and hack every computer and terminal you come across, you'll find lots of interesting details hidden in other characters emails.

      Max Payne was short and linear but it was more of a thrill ride than Deus Ex so the plot had to keep up a hectic pace.

  67. DFC by mfh · · Score: 1

    > What's it about?

    Download the 80min presentation for USC Cinema-Television. Many of the concepts for the project are detailed in that seminar audio. This is an anti-violent project dedicated at tackling some pretty difficult content, from the perspective of an outcast.

    > "Doom for Columbine" doesn't immediately strike me as an appropriate name.

    I think it fits, as the project is about Columbine and the project is dedicated to the victims.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:DFC by Short+Circuit · · Score: 1

      My sincere apologies.

      When I said it didn't strike me as an appropriate name, I meant that the title was likely to be a lightning rod. I suppose I demonstrated that.

  68. That article was pointless by Anonymous Coward · · Score: 0

    OMG. What an asskissfest. 'Do you think video games are an art form?'

    Why doesn't he just suck the guys cock and get it over with.

    And what was that about the interviewer was writing for a UT mod ? Why doesn't he just go ahead and plug the mod and also talk about his dog for awhile. Because, after all, I am reading the interview to find out about the interviewer. If Commander Taco thinks that these people have 'their heads screwed on straight' then I believe that all reviews/writing about video games suck.

    Nothing has ever given me the feeling that I am a marketing demographic for scumbags as much as seeing all of the "Tanya" level movies in the Command and Conquer series from Westwood.

    No, I don't think that video games are art. Instead I believe that they are much more akin to 'The Twenty, entertainment ignited!' which shows at crappy movie theaters here.

  69. Great story is what makes a game art. by Anonymous Coward · · Score: 0

    My favorite example was Interstate 76 from back in 1997. Original soundtrack, game engine style cutscenes, fleshed out characters, even poetry. That game is a classic example of doing everything right.

    Shame Activision shat on the sequel products with poor development and support.

    -Z

  70. Getting there, but a long way to go... by huchida · · Score: 1
    I've played many games that have had good stories. Good, but not great. Fallout 2 comes to mind, Metal Gear of course, Tom Clancy's games, etc.

    There's definitely a long way to go with most games, though. We give games a lot more credit, because gameplay is more important than the actual story. Dialogue and plotlines in the best games still tend to be overblown and cartoonish. Lines of dialogue that would be absolute groaners in a movie, characters that are basically stereotypes with no genuine, or with at best forced development. Maybe it's just the nature of the beast because, like B-movies and syndicated action shows, games are meant for the world market and have to be easily translated into dozens of languages, but I still think there's a lot of room to grow. Games are such an immersive medium, and since the interactivity allows for multiple paths and story arcs, that if games realize their potential in telling a story with characters you really, truly care about, who go through fully realized arcs that are determined by the lead character's actions, and if the dialogue could be made to sound natural rather than emulating genre movies... That would revolutionize entertainment as we know it.

    I guess we'll get there in due time, it took the cinema a while to make a truly great film. One way to get there though may be if the game industry would hire more authors and screenwriters to script the games, or to at least assist designers who may be more concerned with the actual programming and gameplay.

  71. Mod Parent Down by mfh · · Score: 1

    > That poster's a troll. He attempts to plug his own 0% complete Doom mod in every topic relating to FPS or violent games.

    This is simply untrue.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Mod Parent Down by Minna+Kirai · · Score: 1

      This is simply untrue.

      Ok, right, you have a separate account for troll-plugging. I stand by the "0% complete" accusation, as by definition a mod for an unreleased game can hardly have started yet. DFC smells like a media-scam; a crafty way to score hot-button interviews with credulous reporters.

      But more generously, can't you look at the "troll" label in a positive way? What is your project really, besides an attempt to elicit emotional responses from others? And isn't that the very essense of "trolling"?

  72. Re:Our efforts in automating dynamic story generat by Anonymous Coward · · Score: 0

    I'm in research and development at a well-known video game company,
    Let me guess...Nintendo?!

  73. Ico! by LoudMusic · · Score: 1

    Man I've been screaming this for a while. Ico was amazing - everyone should buy a Playstation 2 and a copy of Ico. There is almost a complete lack of dialog, except for a few sentences. The main characters don't even speak the same language.

    It's a pretty game. It has a good story. And it's simple. Very much fun.

    --
    No sig for you. YOU GET NO SIG!
    1. Re:Ico! by Blakey+Rat · · Score: 1

      I'd love to play Ico, but I'm sure as hell not running out to buy a Playstation 2 at $180 for a single game when I already have an XBox and Gamecube.

      If it's really all that great, they should port it, damnit. ;)

  74. Gameplay by pchasco · · Score: 1

    IMHO the SNES was the ultimate RPG machine. The graphics were top notch for their time. Final Fantasy 2 and 3, Breath of Fire, Chrono Trigger ...

  75. Re:The Curse of Monkey Island, Sam & Max Hit t by DoomHaven · · Score: 1

    Here's a better question: do games with great story lines have less replayability? So, sure, a game could have a great 40 hours of exciting, twisting, whodunit-esque, edge-of-your-seat, nail-biting plot, but after you finish it, then what?

    I guess you could just slap on enough functionality to make it a networked multiplayer game and solve the replayability problem that way.

    --
    "Don't mind me cutting myself on Occam's Razor"
  76. Wait, what? by Anonymous Coward · · Score: 0

    Warning: mysql_connect(): Too many connections in /home/www/jivemagazine/forum/admin/db_mysql.php on line 40

    I got so involved in the technological aspects of the article's presentation that I missed its storyline :)

  77. Best storyline I've ever played goes to... by bonch · · Score: 4, Insightful

    Deus Ex, absolutely. Deus Ex was one of those games I bought expecting a standard Unreal-tech shooter of the time.

    Spoilers. It even started out boring. You're just an agent. The only hint of a unique focus on backstory is the conversation with the NSF leader in the statue, who rattles on with historical taxation statistics.

    But once you finish the statue mission and enter UNATCO HQ, you start meeting the characters, start getting hints of something greater. By the time you're out of New York and Paul has turned to the side of the NSF, you've tapped into these greater realities woven into the game, and eventually you're flying to Hong Kong, infiltrating VersaLife, destroying a nanotech constructor, and so forth.

    The game starts out as a standard "agent" game with some interesting takes on aiming and skill systems, and ends up as a vast conspiracy game with Illuminati, Knights Templar churches, and weird alien laboratories. Not to mention Area 51.

    One of those games that "feels" completely different by the time you reach the end, like it's a whole new game instead of what it was when you bought it. I really enjoy games like that.

    1. Re:Best storyline I've ever played goes to... by Anonymous Coward · · Score: 0

      Deus Ex has a good story but sucks otherwise. I mean you just go ahead and switch teams half way thru the game to no effect.. they'll keep offering you chances to come to their side no matter how many times you betray them. arg.. so blah.

    2. Re:Best storyline I've ever played goes to... by Danse · · Score: 1

      Yeah, almost all games I've played either lock you into a path or behave as if many of the things you've done haven't happened or don't matter. I think it's mainly a limitation of AI and story trees. The more freedom they give you, the harder it is to write dialog for all the possibilities. I hope that they find ways to overcome these limitations in the future.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    3. Re:Best storyline I've ever played goes to... by Danse · · Score: 1

      I probably should have added that despite its shortfalls, Deus Ex is still one of my all-time favorite gaming experiences.

      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    4. Re:Best storyline I've ever played goes to... by kwandar · · Score: 1

      I absolutely agree with you. I bought it because it had a game of the year symbol. Then had second thoughts, but started playing, and it got better and better and better!

      Definately one of the better games I've played, and would love to find more like that.

  78. Best video game story every: Chrono Trigger by n1ywb · · Score: 1

    Nuff said.

    But let me elaborate anyway. What makes a story good? Forshadowing, suprises, interesting plot, character development... CT has all those. But what really makes a good story great is highly empathic characters. That's the critical component.

    --
    -73, de n1ywb
    www.n1ywb.com
  79. Heh :-) by mfh · · Score: 1

    > I suppose I demonstrated that.
    Well, we've been flamed and trolled for quite some time. We get lots of "0% content" trolls, and lots of "obscene" trolls... but our hearts are in the right place. If you happen to listen to that presentation, let me know what you think! ;-)

    --
    The dangers of knowledge trigger emotional distress in human beings.
  80. Re:Max Payne 2 was a landmark in game storytelling by Minna+Kirai · · Score: 1

    On a side note: anyone else notice the resemblance between Max Payne story author Sam Lake, and Mr. Needs a Maalox himself?

    Uh, the skin textures in Max Payne were taken from photos of random members of their development team. Even Max himself was just some game artist plopped before a camera.

    (For the sequel, they hired actors. But the main characters still had to resemble the guys from the original game)

  81. Re:Max Payne 2 was a landmark in game storytelling by Pike65 · · Score: 1

    That's because our favourite tight-arsed metaphor-ridden bullet-time badass actually had a photo of Sam Lake's face projected on.

    No coincidence - it was entirely deliberate.

    --
    "If being a geek means being passionate about something, then I pity those who aren't geeks." - Pike65
  82. Marathon: The finest "story" in an FPS. by Bug-Y2K · · Score: 1

    Bungie's Macintosh masterpiece from the mid 1990's.

    The story was deep, multi-threaded, and enjoyable to discover via the game. The DOS-boys were just shooting/killing with Doom, but those of us blessed to drive a Mac were really getting into a fine storyline while were participated in wholesale slaughter. Yeah, we even did it with one-button mice!

    Huge, well researched websites exist just to study the *storyline* of the original game.

    If you want the two page "Cliffs Notes" version, it is here, though it pales in comparison to the actual multi-threaded reality (or is it fantasy?) =)

    1. Re:Marathon: The finest "story" in an FPS. by Geiger581 · · Score: 1

      Yes, the Marathon series had a great story, but it was not what one would consider interactive. There was no verbal contact with anyone save the barks from the BOBs, and story branching was virtually nonexistant. The gameplay was great, and the story was great, but the connection between the two could have been better. I think that I may have even enjoyed Marathon better as a novel, which is a rare thing among games.

  83. Re:The Curse of Monkey Island, Sam & Max Hit t by Anonymous Coward · · Score: 0

    True, my biggest problem with long story-based games is once it's over the disc tends to get consigned to the archives and the game deleted from the hard drive. A few exceptions were the original Deus Ex, which you could still go through and try some of the alternate paths and Neverwinter Nights which has plenty of expansions and fan-made modules that are quite good. But even that doesn't last very long and I don't tend to replay modules unless it has multiplayer support and can get some friends to play through it.

  84. Bwhahaha by mfh · · Score: 1

    This was likely a troll, but I will answer it as if you were being serious.

    > Yeah, because we all know that having one singular borglike corporate vision leads to all sorts of creative innovation.

    How did you arrive at that conclusion?

    > So, maybe it's not a systemic problem. But if use the word systemic will the slashdot mods mark me insightful ?

    But it is a systemic problem because video game design is still very young and correct systems have not been implemented to transfer between style, design and theory, from paper to video or 3d animation. Plenty of hours still need to be spent working on teamwork. Plus with some new systems in place that adapt to technology trends, we're one step closer. Not there yet, however.

    --
    The dangers of knowledge trigger emotional distress in human beings.
  85. Noir atmosphere by slymole · · Score: 1

    More than anything else, it's the atmosphere. IMO, the Max Payne games are the only solid examples of noir storytelling in videogame form.
    As for what exactly is noir: "Dead giveaways of this genre are: narration in the first person, the loneliness of the hero (or more rarely, heroine) with no hope of redemption; a stubborn adherence to a code of honor in the face of depravity and evil (although noir is never condescendingly preachy); deadpan one-liners and morbid/stoic philosophy, usually delivered in a terse manner after violence or betrayal.[..]Noir has in recent years been succesfully blended with other genres and media, such as anime, fantasy, science fiction and computer games (e.g. Blade Runner, the Max Payne games and The Dresden Files). Also called hardboiled detective fiction." (from a copy of my post to another forum).
    Noir is exemplified in the writings of Raymond Chandler and Dashiell Hammett. It's a hard to define, and demanding genre, with literary fans. See also here for more definitions and related resources.

    --
    "We don't stop playing games because we grow old; we grow old because we stop playing games.."
    1. Re:Noir atmosphere by Anonymous Coward · · Score: 1, Insightful

      I guess you never played a Silent Hill game then. Silent Hill absolutely oozes atmosphere.

  86. Nintendo = Story Greatness by Anonymous Coward · · Score: 0

    First of all most gamers are leaning away from stories. They just want realistic graphics and realistic destruction. Sure on 8-bit systems all we had were pixles.. but we cared about those pixles. We wanted to know who they were and their motivations. Japan is the only reason stories aren't entirely dead because somehow over there they still care.

    That said Nintendo is notorious for good story lines. Shall I drop a few names for you like Metroid, The Legend of Zelda, Super Mario Bros., Earthbound. Laugh as you may at SMB but outside of Mario Bros, and Super Mario Bros. 1 The main series has more plot than a lot of games out there now. Heck the character design of Mario Bros is award winning quality in and of itself.

    Now storyline isn't everything. After it's a game we're playing. Not a movie. This was the mistake with Enter the Matrix. The finished product is more of an interactive Matrix Movie than a game based on a movie.

    Gotta close with the greatest story line EVER. Also quite possibly the greatest game ever.

    The Legend of Zelda: Ocarina of Time

    Don't sleep on it.
    -- The Wolfkin

  87. Re:Checkpoints by Anonymous Coward · · Score: 0

    I hate save points. I'm disliking it more that they're showing up in computer titles, though mainly just the ones that are also on consoles. Prince of Persia has me at a real frustrating spot where I keep getting caught in a trap between save points and FarCry can be real annoying at time when not only are checkpoints not marked but by the time I reach one I'm near dead and have to fight a whole army right away. Yeah, loading a game with near no health to just die again and again is real fun, ain't it people?

    One of the reasons I like playing my old SNES games on a PC emulator more than on my old SNES is because it lets me save anywhere and anytime I wish.

    What I don't have a problem with it what was done in the first Aliens vs Predator and second Hitman games where you had a limited number of saves per level. In AvP the greater the difficulty the fewer save slots you were allowed.

  88. Leisure Suit Larry by codepunk · · Score: 1

    Now that game had a story line...bang as many as you can!

    --


    Got Code?
  89. Ugh. Story IS the problem. by solios · · Score: 1

    Specifically in RPGs. I loved the old NES games- Dragon Warrior and Final Fantasy (the FIRST ONE), because they had plot- but not really any story to speak of. They were fun, as any personality the characters had existed solely in my own mind. As technology and capacity advanced, RPGs changed from being open-ended objective-based games into interactive novels, and are, in my opinion, the worse for it. Largely because interactive novels like FF7 and FF8 are being marketed as RPGs. Bit of an annoyance, especially when you're locked into a mildly decent story focusing on characters you don't like dealing with emotional problems you got over years ago. Flexibility of armor and weapons - one of the fun points of earlier RPGs- got flushed right out of Square games, leaving Diablo and the DnD games to fill in that gap in the market.

    A bad story, a story that forces itself onto the player, or a story with characters that are annoying (like the frog in chrono trigger. GAH.) are largely why I've dropped console RPGs in favor of games like Kingdom of Loathing and (as much as I hate to say it) Baldur's Gate / Icewind Dale. The things I liked about the OLD console RPGs are things that Enix and Square seem to have totally lost sight of. :-(

    Personally, the story needs to be a backdrop and little more, or so finely tuned that you can easily immerse yourself into it while retaining the flexibility and free-form approach that old console games had- the first Metal Gear Solid is a good example of this, though it's kind of meh in the replay department.

    Personally, if I want a story, I'll read comics or pick up a novel... but when I'm in the mood for a game, I'm in the mood for a GAME, not paging through some spiky haired adolescent brat whining about his life through cut scene after cut scene after cut scene. :P

  90. Ob spelling correction by Anonymous Coward · · Score: 0

    The story complements gameplay. Your post suggests that Story is telling Gameplay that it has a nice hat :P

    1. Re:Ob spelling correction by wookyhoo · · Score: 1

      "The story complements gameplay. Your post suggests that Story is telling Gameplay that it has a nice hat :P"

      I was thinking more along the lines of:
      Gameplay: *jumps*
      Story: Wow Mr Gameplay, that is some mighty fine jumping
      Gameplay: *shoots and weaves*
      Story: *whistles* My, what a wonderful weave that was.

      *cough*. Yes, I used the wrong word. *cough*

  91. Raymond Chandler deserves the credit by Magickcat · · Score: 0

    The Max Payne writing drew heavily upon the books and style of Raymond Chandler. The witty retorts, the overlly elaborate metaphors, the dark ambience and emotionally wounded characters etc, etc.

    It concerns me that this isn't acknowledged in any way. I enjoyed the game, but I knew when I played it, that I was playing a tribute to a great author.

    Chandler deserves the credit for the style.

    --

    Si tacuisses philosophus mansisses. If you had kept quiet, you would have remained a philosopher.

  92. How about designing a game instead of a story by Performer+Guy · · Score: 2, Insightful

    I am a game programmer right now, and some of the game designers I've worked with were obsessed with the frikin' story. So much so that they were terrified by any kind of freeplay, they wanted to control every event and sequence of events in the game. In other words they didn't have a clue about game design. Many game designere aspire to be film producers or do something cinematic, they should get the hell off of game teams and go do it instead of inflicting their ego on game buyers and game companies. It's not about the story stupid, it's about the game. Story is fine so long as it isn't rigid and doesn't get in the way of making a great game.

  93. Storyline Benchmark by NEOtaku17 · · Score: 1

    When I compare storylines I usually compare the game to: Dues Ex, Metal Gear Solid, and Final Fantasy VII. If anyone is into storyline in game these are a must play.

  94. The storyline of now and forever... by Myself · · Score: 4, Informative
    Star Control 2 tops my list. The first game was just a shootemup with a little empire-building (think SRE in 3D), but the second one was a moving story played out with a wide cast of characters, intermingled with plenty of action and a vast puzzle.

    The storyline starts out simply enough: As one of the descendents of a lost human expedition, marooned on a distant planet for generations, your return home is a shock for both sides. Earth along with dozens of other planets has been enslaved by an advancing alien empire bent on galactic domination. They're clever, powerful, and allied with all the right (or wrong) folks.

    Thrown into the mix is a third player, the subjugated workers of the master alien race, who spun off and are now committed to simple extermination. Their story is compelling, a tragic tale of conquest, psychic enslavement, triumph, and resolution: Races other than their own cannot be trusted, and must be 'cleansed'.

    In the twenty thousand years of our Mission we have heard more pleas for mercy than you can possibly imagine. Civilizations which saw their doom before them called upon their geniuses to calm us, to no avail. ... You are not our enemy. We have NO enemy beyond the Kzer-Za, our partners in the eternal conflict. You are simply... a spore, a seed. Today you are nothing... insignificant. But if allowed to bloom and grow someday... someday, you might represent a threat to our freedom and security. So we cleanse.

    Some of the other races are positively fascinating, particularly the pyrophilic fungus with the capability to consciously modify its genetic makeup.

    I have chosen my offsprings' memories carefully from my set of remembrances, the sweet and warm times of my existence and those of my parents' parents' parents, the bits of a million lifetimes coalesced into a birth gift of complete awareness.

    As the story progresses, you learn of the interdimensional meddlings of a mysterious race that has apparently had occasional contact with humans for thousands of years. They are aloof but benevolent, referring to themselves as being from "above", and warn you about dealing with the other interdimensionals from "below". But guess whose participation is necessary to win the game!

    There are even occasional encounters with space probes, misprogrammed so that they identify every object as a potential source of raw material for replication. This includes you and your ship, so prepare to be broken down into your component elements. Combat is fast-paced and easy to learn, but every ship has its strengths and weaknesses.

    The music in the game plays a part in making it so enjoyable, too. While most games of the time were using cheesy FM synthesized music with occasional wave effects, Star Control 2's soundtrack is 4-channel MOD files, written by a variety of composers from around the world. This bloated the game onto a massive 4 floppies, but anyone who's played it will tell you the few minutes spent copying the files to the hard drive was well worth the effort. Each race has its own music that comes up during a conversation, and the pieces are incredibly well chosen. Trusty allies sound noble, despicable foes sound menacing. The weird fungus music is eerie but pleasant to listen to, and downright funky in parts.

    There are moments of hilarity, sex, confusion, negotiation, sympathy, and plenty of downright evil. All in all, Star Control 2 has far and away the most engaging and moving storyline of any game I've played. I think that might be because it was designed by two incredibly dedicated guys who wouldn't settle for anything less than excellence. When management wanted to release the game as a shootemup with a bit of storyline, Fred and Paul took an unauthorized jaunt to Alaska and returned with a nearly finished version of the game we now know and love.

    The best part is that while the name "star control" is s

  95. Re:The Curse of Monkey Island, Sam & Max Hit t by C0rinthian · · Score: 1

    There is definitely a correlation, and as in cinema, there is room for both.

    Is UT2k4 inferior to Max Payne II because it has no plot or compelling story? Not really, they serve different purposes. UT falls under the "Arcade Game Instant Gratification" category, and does it well.

    Sometimes I want to watch a "Schindler's List" with an engaging and thought provoking plot that makes me question my views of humanity, and sometimes I'm in the mood for a "Star Wars" with a simplistic plot, bad acting, and kick ass SFX.

    It good to see Games maturing as an art form, and I appreciate a well written game as much as the next guy, but a well designed multiplayer fps is no less rewarding.

  96. Precisely! by DurendalMac · · Score: 1

    Marathon 1 and 2 had the best storylines I've ever seen in a game, and I've played a lot of games. Durandal's rampancy was particularly good. Marathon Infinity's storyline was disjointed and too screwy to enjoy it. That one was by far my least favorite of the trilogy. But Marathon had so much too it, and it was a fun fps for the day to boot. I really got into those games, and even got partway through my own sequel using Forge and Anvil, their map/physics/graphics creation tools.

    Another excellent one was American McGee's Alice. There wasn't a whole lot of story, but it has to be one of the most masterfully done games I have ever played. Creepy, atmospheric, and riveting. I can't wait for their Oz game to come out.

  97. And don't forget Myth: The Fallen Lords! by DurendalMac · · Score: 1

    Another storytelling masterpiece from Bungie, much like Marathon. That game gives you a feeling of depression in the first few levels, like you're actually one of the soldiers faced with the bleak knowlege that you can't stop the Fallen from wiping out civilization. The levels were well designed. An all around great game with a really engrossing story. The second one was good, but not quite as good as the first. The third one was a pungent pile of shit, but Bungie didn't make it. Screw Mumbo Jumbo for wrecking that game.

  98. Nethack by tttonyyy · · Score: 4, Funny

    Let us not forget our roots; the battle of @ against &.

    An epic story of the struggle between good and evil.

    --
    biopowered.co.uk - catalytically cracking triglycerides for home automotive use since 2008. Just say no to big oil!
  99. best stories by chaosmind · · Score: 1

    Enchanter
    Zork
    System Shock
    Myst
    Marathon series
    ZPC (post-apocalyptic messiah as zombie-killer. the best.)
    Resident's Bay Day on the Midway
    Unreal + Return to Na Pali
    Max Payne
    Unreal 2

  100. But surely... by op51n · · Score: 1

    So you never reread books?

    I had replayed Grim Fandango purely in the way I would rewatch a movie.
    Sam and Max, Monkey Island, Half-Life, FFVII...

    1. Re:But surely... by DoomHaven · · Score: 1

      That's a good point, but would you consider a book to be a more passive form of entertainment? With a book, you don't have to play for 10 hours to get to your favourite parts, or re-learn the control, etc, etc. With a book, I can flip to where-ever and read it.

      --
      "Don't mind me cutting myself on Occam's Razor"
    2. Re:But surely... by Chemical · · Score: 1
      No, I don't. Once I've read the book, it's no longer new or fresh. I know everything that's going to happen, so I find reading it again boring, even a book I really loved. Same with movies. Same with story heavy games.

  101. The best videogames let you tell your own story by TheLoneDanger · · Score: 4, Interesting

    Now, I'm not saying that there shouldn't be any story in a game, far from it, I like stories in games, but the most memorable story is the one that you create by yourself while playing the game.

    For example, in Deus Ex, which had its own great story, I created my own story by the way I played it. The first time I played through, I would knock out UNATCO agents, until it became more difficult and I started killing them. Then, in France, you actually meet the parents of a UNATCO agent, and the father gives you info you can use against them. If you keep bugging him he says something like: "I've helped you kill my own son, isn't that enough for you?" For the rest of that level I only used tranquilizer darts on the agents. Sometimes, I play through killing everybody, or only harming those who actually attack me.

    This can be applied to other games in other ways, like when you grow attached to characters besides the main ones and use them all the time (RPG, strategy games), and even your style in a fighting game (say if you performed a particularly cool combo in a certain situation, or if you can use moves no one else does effectively). The more actions that a game allows you to use to overcome its obstacles, the more you can tell your own story in the game. Thus while there's a larger more linear story going one, you define your own little story by the way you play. The more (effective) actions you have at your disposal, the more "nuanced" the player-created "story" is.

    Story is great, but great gameplay allows those who don't like the story (because it's bad or just not to their taste) to enjoy themselves anyway. Focussing on gameplay before story will still result in beter sales.

    --

    "But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera
    1. Re:The best videogames let you tell your own story by Repton · · Score: 1

      In one of the early missions in DX, you have to assault Castle Clinton with Anna Navarre. Now, at the end of the mission, when you see Sam Carter (the quartermaster), you can get a different speech and different goodies, depending on whether you go in all guns blazing or whether you sneak in and avoid killing people.

      So ... I sneak in the back way. But I still want to get all the loot, so I head round to the front as well. Then, using my crossbow, I tranq everyone.

      I think the Unatco agents might've killed one or two, but I DIDN'T KILL ANYONE.

      Unfortunately, when I go back, I still give Sam Carter the speech about how cool it was to charge in there and kill everyone ...

      Oh well. I guess it's true when they say that death is like sleep. In Deus Ex, this is backward; sleep is like death.

      --
      Repton.
      They say that only an experienced wizard can do the tengu shuffle.
    2. Re:The best videogames let you tell your own story by _|()|\| · · Score: 1
      Now, I'm not saying that there shouldn't be any story in a game, far from it, I like stories in games, but the most memorable story is the one that you create by yourself while playing the game.

      Amen. Story telling is fine, insofar as it goes, but the real promise of the medium is interactivity. The most critically acclaimed games have told decent stories (System Shock 2, Half-Life, Max Payne), but were almost completely linear.

      I keep hearing that the game industry doesn't nead any more idea people; if that's true, then why does each year bring more of the same? Video games will take an important step when they match Choose Your Own Adventure and Clue for interactivity. If you're a game designer, please read the following books: Janet Murray's Hamlet on the Holodeck, Chris Crawford's Chris Crawford on Game Design, and Andrew Rollings's Game Architecture and Design.

    3. Re:The best videogames let you tell your own story by TheLoneDanger · · Score: 1

      I would suggest that the reason this is so memorable to you is because the game's reaction to your actions was totally different from what you had intended. You had your own story going (like you don't use excessive force), but the game's story still said you had used too much force.

      I think that particular instance is a bit of a bug, or possibly a reprimand for using ANY kind of force. After all, you never know if your tranq darts hit someone in the eye or neck or something. He seems to suggest totally avoiding the enemy wherever possible (which is why he praises you if you choose a lock pick from him). I also happened to encounter this, even when I prevented even the UNATCO guys from killing anyone.

      Still I think it's a credit to just how much stuff you can do in the game and how deeply it draws you in that you notice things like this. For example of other things you can do, I killed Maggie Chow in her apartment with a knife then tossed her body out the window (to fall something like 14 stories). When I got down to ground level, the robot on patrol started shooting me even though it should've had no idea that I was the one who had killed her. That's not the kind of question that would come up in DX: Invisible War, with its crappy small levels and pathetic AI.

      --

      "But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera
  102. Am I the only person... by ProudClod · · Score: 1

    who burst out laughing at this line in the game.

    "The illusion comes afterwards, when you ask 'why me?' and 'what if?' when you look back, see the braches, like a pruned bonsai tree, or a forked lightning. "

    MP2 was cinematic, but not well written by any stretch.

    --
    Gamers Europe - Gaming News. Reviews.
  103. Where can I find it? by Amata · · Score: 1

    Ok, call be a bit out of the loop for not having heard about this earlier, but for the past while I keep hearing this game being brought up... but when I try to find it I keep seeing it as out of print. Anyone know a place I can get this (and other out of print) title?

    1. Re:Where can I find it? by swankypimp · · Score: 1

      Walmart. A few years back the publisher bundled it with another game as a ten dollar RPG Value Pack. You can occasionally find it lumped in the same bin as Madden 2002 and Super Duper Extreme Solitaire (Grand Master Edition).

      --

      --All your stolen base are belong to Rickey Henderson
  104. And once again, everyone ignores... by Anonymous Coward · · Score: 0

    ...those games which are based entirely on storytelling. Understandable, since they're mostly only available in Japan, but any game wanting to really have one of the best stories ever needs to compare itself with the likes of Serial Experiments Lain, Kana Little Sister, Tsukihime etc.

  105. try by Anonymous Coward · · Score: 0

    ebay

  106. savegames by Travoltus · · Score: 1

    If I hear a game doesn't let players save whenever and wherever they want to, I simply refuse to buy it, period.

    The player should be able to save their progress wherever they're at, and the game itself should be difficult/easy/well designed enough to make that issue irrelevant.

    Or, at least, players should have a choice of which way they want to go. Take Wizardry 8, for instance. They have a regular mode which lets you save your games, and then they also have the "iron man" mode which is more restrictive. Why can't players have a choice?

    And I've never heard of cheating being defined as restarting from one's last save game when approaching a big boss.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  107. No mention of Starcraft or NOLF? by edgezone · · Score: 1

    I actually was surprised that Starcraft (a bit less so about NOLF) wasn't mentioned as a definite benchmark in storytelling. I mean, talk about a story that drew you in and actually made you care about the characters in a RTS game no less! I still remember the chills I got from Tassadar sacrificing himself to destroy the overmind....and the mixed feelings about the metamorphosis of Kerrigan. I simply HAD to complete each level to move the story forward...combined with each scenario making sense within the story. I thought it was absolute brilliance.

    More recently, I played NOLF (1 and 2) and found the story campy, cheesey, and downright fun. I was speculating the entire time (moreso in the first one) about what would happen in the end. It was a game I simply HAD to beat no matter what just to find out who the traitor was. The sequel wasn't quite as compelling to me, but still a pretty fun romp with a story tying things together.

    But overall, if I had to pick my benchmark in gaming storytelling, there is no doubts that Starcraft goes to the top of the list. Has anyone else found a game where you develop as strong of an emotional bond to a group of characters as with the likes of Raynor, Kerrigan, Tassadar, and even Mensk?

    --
    -- If you can't laugh at yourself, someone else will do it for you.
    1. Re:No mention of Starcraft or NOLF? by llzackll · · Score: 1

      I have to agree. Starcraft has an excellent storyline that really makes you care about the characters. I have to say it's near the top of my list too. Second only to Deus Ex. Actually I can't decide which of those is my favorite.

  108. Re:Max Payne 2 was a landmark in game storytelling by ColonBlow · · Score: 1

    Here is the straight dope, from IMDB:

    Max Payne was modeled after the writer of the game Sam Lake. Sam Lake also dressed up and played the part of Max Payne for the graphic novel cut scenes that are shown through out the game.

    --
    free online diet tracking.
  109. Re:Checkpoints by IncohereD · · Score: 1

    I hate save points. I'm disliking it more that they're showing up in computer titles, though mainly just the ones that are also on consoles.

    I think one of the reasons for this is that on a computer you can generally circumvent the limitation, anyway. I've been playing the old Risk II for Windows recently, and you have no ability to have multiple saves/go back during the (16-round!) tournament. You can leave and come back to the same turn, but no 'save games'. And if you lose you start the fuck over. So I wrote a batch file that backs up the save game files, and all was lovely.

  110. Re:Whoa! Didn't you dis the "all your base" guy? by xtermin8 · · Score: 0

    Its funny sure, but its an old joke, too. Are you being sarcastic with or do you really think this is less stale than "all your base belong to us?" Damn, your making me feel really old!

  111. re-usable game story by yulek · · Score: 1

    i've played a ton of games that basically have the following story line:

    you're a [tough dude|hot chick] taking on thousands of enemies with innovative AI. along the way you get help from a [hot chick|tough dude]. high school [dialogue|relationship] follows. at one point you're stripped of all your weapons, thrown into a [pit|prison] and have to fight your way out with just your [fists|crowbar|good looks]. you get better weapons. your press buttons that open doors. finally you meet the boss and kill him. you win!

    throw in a bunch of eye candy and you've got yourself a winner!

    --
    in this age of communication i'm just not getting through
  112. Nice Points by mfh · · Score: 1

    > Many books have been written then adapted to screen without the author giving thought to the limitations of the movie effects at the time.

    You raise an interesting point. The problem, however, is that film and novella are quite similar. They take place, event after event, scene after scene, chapter after chapter; the crux of video game design is usability, which never enters the realm of film.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Nice Points by BagOBones · · Score: 1

      The problem, however, is that film and novella are quite similar. They take place, event after event, scene after scene, chapter after chapter;

      How many truly branching store based games have you ever played?

      In order to not be liner I think that the story and goal have to be so loose that you don't have much story at all.

      In the end a game will take you from A to B to C but might have some side quests and other distractions on the way. Or you end up with a content less player driven MMORPG type game where PVP and Crafting is the sum of your goals.

      --
      EA David Gardner -"... but the consumers have proven that actually what they want is fun."
  113. Re:Whoa! Didn't you dis the "all your base" guy? by Anonymous Coward · · Score: 0

    You know what other joke is really old.

    *farts*

  114. A little game I like to call... by wickedj · · Score: 1

    Vagrant Story. That has to be one of the best story lines I have ever seen in a video game. Of course, the biggest problem was that it had a difficult to master battle engine and it didn't take much to get disoriented and lost in the world. However, the game had awesome camera work and dialogue when it came to the cutscenes. Even the music was awesome. But I would have to say the story was central to the game. I mean, it's in the title!

    You're an independent agent of the Riskbreakers without a memory. The guy you are chasing slowly unlocks and untangles your memories. Soon enough, you wonder if you are even chasing the right guy. There are huge political schemes of which your only a pawn. Flashbacks and strange telepathic conversations guide you. I was totally blown away. If it weren't for that damn battle engine and poor level design I would play this game over and over again.

    Another game I recommend for story is Xenogears. The problem is that when you get to the 2nd disk, they run out of game and it becomes a book. Seriously, the main characters sit down in a chair and just tell you the story. I had no problem with this as I was already deeply hooked in the story but I can see why others would not like this. It's bad enough to have a linear game but when the game decides it won't even let you move... ugh. I suppose the developers just ran out of time and couldn't complete the final areas of the game and just put the story in.

  115. Pacman by javaObject · · Score: 1

    What is the story for Pacman ... or LodeRunner ? They are still lots of fun ...

  116. Metroid Prime by roesti · · Score: 1

    I always liked the way the story unfolded in Metroid Prime. The essence of the game is in exploring your surroundings, and in doing so, you got little pieces of the plot unveiled to you (eg. Chozo Lore, Pirate Data). It gives the game a bit more background and a bit more scale. Apart from the dramatic opening sequence (very reminiscent of Super Metroid's first few minutes), I have particularly fond memories of a few certain Pirate Data entries late in the game that are intentionally very subtle but nonetheless scary as hell. In fact, when you know this twist in the plot in coming, and play through the game again, the rest of the story takes on new meanings. It's a very clever plot device and adds greatly to the game's atmosphere and replay value (not that it needs any more of either).

    1. Re:Metroid Prime by CaptMonkeyDLuffy · · Score: 1

      Metroid Prime is an interesting case... I agree that the entire method of storytelling(discovering scattered details that you have to put together from the brief text dumps) was a very different take than what you normally see(cut scenes and voice overs).
      It's similar(though much simpler) than the way the plot in the Marathon series unfolded(where the entire plot was found by way of computer terminals that you read throughout the games... somtimes messages to your character, sometimes other stuff...)

  117. SPOILER by garibald · · Score: 1

    You're obviously referring to Deus Ex: Invisible War, as you couldn't really choose a side in the first Deus Ex until the very end of the game.

    as for the spoiler warning, the reason you could change sides as much as you wanted was that every side was the same side... it was choice wihtout choice, which was one of the main themes of the first game

    I personally think that the first DX was one of the most literary games available. As for the second game, it's main flaw was that it didn't keep that same level of excellance and was far from exceeding it. Perhaps Specter should have been more involved

  118. Max Paine?!? Oh Please... by Anonymous Coward · · Score: 0

    Max Paine is just a rip-off of Marvel Comics's
    Punisher/Daredevil, right down to the screwed-up mafia babe.

    Final Fantasy 10 is where the art of story telling really shines, especially the story of Yuna and Tidus.

  119. The story doesn't do jack for me by aflat362 · · Score: 1
    My favorite games of all time are the Super Mario games. The story sucks for mario - the princess is kidnapped and you, the plumber, must battle through the evil turtle / mushroom infested LSD world to rescue her.

    Simple and concise. Mario is all about the game play. Timing your running, jumping, fireball shooting, etc.

    Those Japanese Role playing games like FF bore me. They drag on and on about some stupid story. The game play involves walking around this boring ass vast map and when it comes time to fight you have to sit through the same graphics sequences every time you do a special move. B o r i n g.

    --

    Conserve Oil, Recycle, Boycott Walmart

  120. Marathon was incredible by MooseByte · · Score: 1

    "games like Tomb Raider held my attention much longer than some basic arcade style game."

    And in addition to holding attention, how about games that could get you so creeped out and pull you in so far that you would literally jump in your chair?

    Marathon was like that. Late night sessions in a dark room. The shadowy cramped hallways. Turn a corner as you stumble along and suddenly the Motion Detector would light up like a Vegas marquis....

    And per the article topic, the story line unfolded beautifully as well. Better in my opinion than any other I've ever played.

    Damn, Bungie did some great stuff before they sold out.

    1. Re:Marathon was incredible by shurakai · · Score: 1

      it was very well done, I still think of marathon as the best video game storyline ever told: although maybe it was just one of the great first ones. Tomb raider on the other hand didn't catch my interest at all.

  121. That's the disappointing Invisible War by bonch · · Score: 1

    And yes it sucks. The storyline feels irrelevant.

    Granted Deus Ex did force you into picking sides, but it was at the benefit of allowing the story to make it relevant and captivating.

  122. Trolls by mfh · · Score: 1

    > But more generously, can't you look at the "troll" label in a positive way?

    I can see why you might suggest this; you are trolling for comments yourself, and I think it's in bad taste to do so. Picking fights never has any positive effect. Why don't you listen to what I've said in the seminar with USC Cinema-Television and get back to me? See if you have the same impression of the project after you have grounded yourself in the subject matter a little better.

    I will say this much; I've done my time in the mod community since the mid nineties, and I intend to create DFC because I think it's a compelling subject that deserves attention; and I think I can make a fun, interesting game out of it using the Doom 3 engine. What's wrong with that?

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Trolls by Minna+Kirai · · Score: 2, Insightful
      Why don't you listen to what I've said in the seminar with USC Cinema-Television and get back to me?

      I gave that an honest try, believe me. Even though it seemed little more than an attempt to suck unspecting web-surfers into 80+ minutes of oral wandering, I listened to most of it. And I think I've gleaned some good pointers on how to withhold information, while claiming to be providing it:

      How to obfuscate the fact you have almost nothing to say:
      1. Don't bother communicating to people who aren't willing to devote at least a solid hour to listening before they know anything else about you.
      2. Don't type anything out. Especially, don't provide a simple 3 paragraphs of text on what you have don't and what you plan next.
      3. Instead, read out the whole thing in a huge single audio file. Do record this into a single 47 megabyte ogg vorbis file.
      4. Do encode the file at more than 75k/s, even though 20k/s is more than enough for speech.
      5. Don't allow any skilled future audio-techs from that cinema school to record you. Instead, do it yourself- and remember to blow across the microphone on every other sentence.
      6. Do spend at least 15 minutes to start off detailing the history of every game mod you've played or worked on, before ever mentioning the supposed topic at hand.
      7. Don't even think about posting your script online. Why, then people could read it in only 4-8 minutes, and miss the subtlties measured intonation.
      8. Do post a sign on the frontpage reading "Beware of Leopard".


      I actually have great respect for the people who do projects along these lines (I admire Powerkill for example)- I simply have no belief that you are actually doing one! You post about DFC in the present tense, which is premature at best. This seems to be an attempt to give your public opinions more credibility, by creating the illusion of some firsthand experience.

      Ideas are a "dime a dozen". Many, many people have had oddball game ideas that'll never come to anything. But much of them have the decency not to pretend do have accomplished something until they actually do . Id software has a philosophy: "When its done"- think about it sometime.

      I've been in the mod-scene too... and I've seen many over-ambitious projects that had such grand ideas that they obviously were never going to get off the ground. DFC ranks up there with the very least plausible of them.

      I'll leave with a few quotes from the audio file, as an aid to anyone else who might read this and wonder what's in the "seminar":

      1. The goth class, maybe I can give them special powers for all the tattoos they get.... mystics and sorcerors are going to use real magic behind the scenes to make things happen. ...

        Lets face it- the consequences to Columbine were not available before Columbine... there were no videogames about it... and I think if people had the opportunity to learn what these kids go through, cuz we're gonna show it, we're gonna show this ...

        The premise in Doom For Columbine is the idea that demons or some evil force are preying on our students in... these demons communicating back and forth on how they're gonna corrupt souls, and that figures a lot into this game
    2. Re:Trolls by Minna+Kirai · · Score: 1

      I see that by now you've marked me as a "foe" not just on this account, but your alternate one too.

      And I must say, your possession of two active Slashdot accounts is one of the reasons for my antipathy- from the surface, it seems like an exploit of the BBS system. The only obvious reasons to run two accounts is to farm modpoints for boosting trolls, or to astroturf. Neither explanation does you credit- so is there a better reason?

      I think I can make a fun, interesting game out of it using the Doom 3 engine. What's wrong with that?

      I think you can't. Call me a curmudgeon, but it looks like a waste of time and resources (which you and your helpers might've instead devoted to a successful mod that'll actually have players).

      Every successful mod has started out with a core of gameplay created by one or two dedicated programmer/artists who rely on the proven fun of the young project to entice others to make serious contributions. They start small, and build up from there.

      You, on the other hand, appear to take a the naive attitude that some highly skilled modelers had between appear out of thin air and start working for you now, or else you'll never get done. Well, since that'll never happen, you may as well admit you won't get done.

      (A realistically detailed modern highschool and the people who study there are at once one of the most difficult subjects to represent in 3-d art, and one of the less entertaining to model)

      Even if it were completely successful, DFC would be a disturbing, uncomfortable game- and one just can't attract volunteers to work hard to subtly disturb the playing public.

    3. Re:Trolls by mfh · · Score: 1

      I think it's crap like this that is going to get you ignored.

      > waste of time and resources

      If it's such a waste of time, why are you spending all your time on it arguing with me about Doom for Columbine?

      Ahhh it's people like you that destroy gaming communities everywhere. I bet you're a Fallout fan, am I right?

      --
      The dangers of knowledge trigger emotional distress in human beings.
  123. One person's screwed-on straight head... by Zhe+Mappel · · Score: 1
    ...is another's screw loose. I refer to:

    Max Payne 2: The Fall of Max Payne has been recognized by many people with their heads screwed on straight as a benchmark in video-game storytelling.

    Yegads! I had fun playing the game, but a collection of tired old pulp cliches will never do as a benchmark in storytelling. The art direction of the comics panels was nice, but personally, I couldn't wait for Max to shut up so that I could play. And the link between all my bullet timing and some thin excuse for a story? Not to bash your favorite game, but a Slim Jim ain't filet mignon.

    No, storytelling is such a complex art that cut scenes sandwiched between action shoot-outs can only begin to approach doing it well. Compared to, say, a Neil Gaiman or Alan Moore comic, the average video or computer game is pathetically half-baked: it's the sketch or the crudest outline of a possible idea for a part of a story. Populated by cardboard. Running on a very narrow and linear rail. And more often an annoying gesture used for branding rather than for crafting a world that engages and compels.

    But the brilliant exception to this action game dullness is any great RPG. The alchemy that occurs between avatar and player is already a much deeper thing than ever can happen in a shooter. Take Morrowind or Gothic II: here are games teeming with many small interesting narratives whose pieces form a huge, satisfying whole *around* your avatar, which is already invested with so much of your enjoyable developmental sweat.

  124. Look Elsewhere for Good Stories by ThresholdRPG · · Score: 1

    Do you believe that technological advancement and deepening immersion of players into games will decrease the role writing plays, or bolster it?

    We are still quite far from portraying subtle human emotions in games. We are taking baby steps to that direction, but its slow going. As we get closer to that, closer to the skin as it were, the need for good writing will increase.


    I agree that it SHOULD increase but for at least the medium term, I think there is so much obsession with technology in graphical games that story and writing will NOT improve for the forseeable future.

    If you want rich stories (and role playing, for that matter), look to text MMORPGs and MUDs.

    If you want great action and beautiful vistas, stick with graphical games.

    Max Payne 2's story was good for an action game but pathetic for almost any other medium.

    --

    -Michael
    Threshold RPG
  125. You want story in a game??? by Tarantolato · · Score: 1

    http://www.kiteretsu.jp/on/tontie/

    The story: You have to hit little one-eyed gremlins with a hammer for some reason.

    "Storyline in games" is a figment in the girly imagination of gaming-press assclowns like Sam Lake and Wagner James Au. Commercial games are sucking so bad because companies actually listen to these fanboy-sissies.

    Clear thinkers like EYEMAZE have shown that gameplay and story line are not friends.

    For further reference, see everything on oldmanmurry.com, even though it's old.

  126. its vs it's by Anonymous Coward · · Score: 0

    it's main flaw

    It's "its", not "it's".

    excellance

    "excellence".

  127. Microsoft's pulp fiction division by Animats · · Score: 1
    Microsoft operates a pulp fiction division. Among other things, they publish "Spicy Air Tales". This started as a promo for an XBox game, but the stories are now being sold as paperback books. There's been talk of a movie deal.

    They never miss a revenue stream.

  128. Please learn how to use links. by Anonymous Coward · · Score: 0
    Please learn how to use links.
    <a href="http://mume.pvv.org/">MUME</a>
    yields: MUME
  129. Best Storyline Ever: by Aggrav8d · · Score: 1

    "Save The Last Human Family." (imho)

  130. Re:Our efforts in automating dynamic story generat by Spy+Hunter · · Score: 1

    Sorry to disappoint, but Samir Gupta is a troll from way back. Check his post history. He has claimed, at various times, to be high up in both Nintendo and Sega. He claims to have a PhD to give an air of credibility to his posts. If you want to look at some real cutting edge research into interactive stories, check out InteractiveStory.net. The website isn't that impressive but seeing it in action is amazing. I hope they remember to release it as a free download like they claim they will.

    --
    main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
  131. It's not the actual story, but the atmosphere. by master_p · · Score: 1

    Max Payne's storyline does not improve the gameplay. In fact, it just hides the gameplay's shortcomings. If Max Payne is played without the music and the narrative parts, it is incredibly linear.

    What a good storyline does is to enhance the atmosphere of the game. With Max Payne narrating, one can come in touch with his internal feelings, and then his quest becomes your quest (much more).

  132. Picture by Spy+Hunter · · Score: 1

    Wow, they did a really good job in the first game making Max look like this guy. If I saw Sam Lake walking down the street I'd sure do a double take. Especially if he was wearing a long black coat and scowling.

    --
    main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
  133. Phantasy Star by Anonymous Coward · · Score: 0

    How come nobody mentioned the Phantasy Star games? Phantasy Star 1 and 2 were pinnacles of storytelling for their day. 2, which came out in 1989, has a far better plot than many of the games coming out even today. The games all took place in the same universe, so you'd see recurring characters and places. The first game (from 1988) starred one of the best female characters in the history of games, a powerful warrior that's the opposite of modern day's sex symbol girls. The games also explored themes of planetary travel and the evils of technology and the problems when you rely too much on technology during a time when RPGs were about saving the princess in a medieval world. Phantasy Star 2 has the greatest ending ever in a game, I think.

    Also, Xenogears has a powerful and gripping story, with more plot twists than you can shake a stick at... it's truly epic, going back from the beginning of the game world's time to the present.

    Arc the Lad 2 is another story that throws tons of different themes and characters at you in a riveting way. It's a shame the ending is so depressing.

    Half Life having a good story? Oh, please! Monsters escaping from a lab, you're the only survivor, fight to survive... it's the same thing we've seen in every other FPS known to man (and the game ain't anything too special either) The Max Payne games also reek of cheesiness with their story... they're way too overdone. I know they were trying to go for an old 50's noir style, but the game takes it WAY too far to the point it's laughable.

    1. Re:Phantasy Star by CaptMonkeyDLuffy · · Score: 1

      Unfortunately, Phantasy Star series is a console RPG that is not made by Squaresoft. Thus, it is automatically relegated to being a second class citizen so to speak... (Frankly, I agree with you completely... Phantasy Star 2 is one of my all time favorite games, definitely top ten, maybe top five... However, there's a strong trend for console RPG's to get less credit then they deserve, or outright ignored, if they don't come from Square... Sad, but true.)

  134. One of greatest games ever by Anonymous Coward · · Score: 0

    With one of greatest multiverses created EVER. The way the world is organised is something absolutely awesome. Multiple plains, each with its own alignments, rules and creatures.

    The hordes of lawful evil and chaotic evil demons fighting between themselves...

    The intelectual brothel where you can only talk...

    Chaotic worlds that are shapen by the beliefs of people living there. You lose the belief in the existance of this world, and it ceases to exist...

    Lawful creatures only driven by logic and having no feelings...

    And your immortal self finding pieces of your past lives. The lovers you have hurt. The people you have betrayed. The traps and puzzles you had left for yourself to find...

    I could go on and on. I haven't seen any other fantasy game with world having 1/10 the depth of Torment... The closest thing I've seen (judging by depth of story and world) is Exile series by Spider Web software.

    --Coder

  135. Responses by mfh · · Score: 1

    I am pleased you listened to the presentation, but I also think your review is biased, as you hated the project before you listened to the presentation. You attack the sound quality, the file, the configuration... there is nothing you liked about it, right? Well the only way that could be true, is if you had some kind of preconceived notion of how to identify with it, in all your glory. ;-)

    > How to obfuscate the fact you have almost nothing to say:

    This whole post is formatted like a GNAA troll. Are you a member of GNAA? If not, you should consider framing your comments in a way that won't trigger flamebait responses.

    Because I'm a good guy, I'll answer all of your comments, as if they aren't a troll.

    The response from USC Cinema-Television was 100% positive. How do you explain that? Is it because my 80min presentation had no content? They admire the scope of the project and they admired the fact I was doing this, even against the grain of many, many people... because it's a project I believe in.

    > I actually have great respect for the people who do projects along these lines (I admire Powerkill for example)- I simply have no belief that you are actually doing one!

    What would it take to convince you?

    > You post about DFC in the present tense, which is premature at best. This seems to be an attempt to give your public opinions more credibility, by creating the illusion of some firsthand experience.

    I think most of it is in future tense, but I think I get your point. You are among the millions of movie goers and gamers who think that movies and video games happen overnight! My hats off to you and those like you. If it weren't for people like you, making games would be so boring!! My public opinions, on the other hand, are serious, and rooted in a lifelong experience in video game design. I posted information about my personal history in the first part of the recording, because I was asked to.

    > I've been in the mod-scene too... and I've seen many over-ambitious projects that had such grand ideas that they obviously were never going to get off the ground.

    What mods have you created or worked on? Or are you a player of mods? I've seen many over-ambitious projects too, and I have a great deal of experience with many of them. That's the beauty of it. When you get enough experience with failure, you can succeed because you learn where the land mines are and you step around them.

    I have a team of people working on DFC right now. We have been working on it for over a year, to get it right. And the project has gone through many revisions, many shitstorms from casual gamers or the inflamed, and it all comes down to the simple fact that nobody can stop a free project, no matter how much they wish to (as long as it doesn't infringe trademarks like Aliens TC when they were foxed). You clearly appear to be one of the people who doesn't wish to see Doom for Columbine released, and you're welcome to that opinion, but it's sad when people try to hose a project before it sees the light. You have no business doing that.

    > This seems to be an attempt to give your public opinions more credibility, by creating the illusion of some firsthand experience.

    To you it seems like nothing more than a troll. That's your opinion, but wouldn't you like to see a serious project that combats school bullying and violence?

    > Many, many people have had oddball game ideas that'll never come to anything. But much of them have the decency not to pretend do have accomplished something until they actually do.

    What a totally ridiculous statement. I have not announced that I have accomplished anything. I have not misrepresented myself or this project, either.

    > Id software has a philosophy: "When its done"- think about it sometime.

    If you had actually thought about it, you wouldn't have used it in that sense. "When it's done" is a

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Responses by Minna+Kirai · · Score: 1
      You attack the sound quality, the file, the configuration...

      I attack those things because they are indicative of a disinclination to share information. If you want to communicate over the internet, do it with a simple webpage or a bulleted list. Do you know why people send emails as text instead of mailing WAV files to each other? Because reading is better than listening.

      Failure to utilize the easiest and most reliable communication mechanisms suggests that honest exchange of information is not your priority.

      The natural conclusion is that you haven't presented the DFC ideas in an acessible format because to do so would make it easier for others to pinpoint the gaping problems.

      The response from USC Cinema-Television was 100% positive. How do you explain that?

      It seems USCCT doesn't know much about game development. They were probably impressed by the lofty goals, while I'm more focused on the fact that you have no way to approach those goals.

      What would it take to convince you?

      Screenshots. Renders. Slides. Charts. Design docs. Anything like that would restore a little faith.

      Basically, I'd want any mod-related file that's not you reading into a microphone for an hour. Lacking any of those things, DFC doesn't even deserve the title of vaporware.

      I think most of it is in future tense,

      Wrong. In this post (from your alternate account) you stated "I speak from experience, being the creator of Doom for Columbine". That is clearly an attempt to claim to have already created something, which you didn't do. It implies that DFC has already been created, when it hasn't (otherwise, you could show me a screencap).

      What a totally ridiculous statement. I have not announced that I have accomplished anything. I have not misrepresented myself or this project, either.

      In slashdot posts you represent the "project" as "in progress", but visiting your actual website makes it appear that there is no progress at all. If you have in fact made some progress that hasn't been publicized, I suggest you do so before attempting further recruiting.

      When you get enough experience with failure, you can succeed because you learn where the land mines are and you step around them.

      I call it a "land mine" if the mod's goal is to completely reverse the play style of the game it's based on.

      Just look at it from the high-level: you plan to implement a game about popularity and social hierarchy on top of DOOM, an engine whose only means of interpersonal interaction is firing bullets! If you want to create a project exploring clique behavior of adolescents, try starting from a base that actually supports "human relationship" as a concept; something like The Sims.

      so that someone has to listen to the whole thing before making a judgement

      As they say in Hollywood, if you can't hook em in 25 words, you got nothin'.

      I did not give you permission to reproduce anything from this file and therefore you have broken the EULA, which clearly states you may not reproduce it in any way.

      Ha ha ha! Ha, ha ha. Ha ha ha. Whew, where to start on that one?
      1. There is nothing labelled "EULA" in that file.
      2. EULAs have no legal validity. Especially if there is no software involved.
      3. Heard about Fair Use? Heard about quoting small sections of a work as part of a critique? You have no right to prohibit me from advising others as to the nature of the file.
      4. Your antagonism to posting your data as accessible text further reinforces my impression that sharing information is not your priority.


      PS. I also find it inapproriate to utilize sourceforge to distribute content more suitable to an audioblog.
    2. Re:Responses by mfh · · Score: 1

      > I attack those things because they are indicative of a disinclination to share information.

      I don't see it that way at all. Give it time and we'll get our ducks in a row.

      > Because reading is better than listening.

      Not true. Why is radio so popular? Why is television so popular? Reading conveys 86% more information than text; you get a sense of meaning from listening to someone speak that is not present in text.

      Of course we are going to publish some things on our project, when it's done. But not beforehand, really. The only purpose for publishing things beforehand would be to allow people like you to tear them apart. Why would I waste my time? I would rather spend it on the product itself.

      > It seems USCCT doesn't know much about game development. They were probably impressed by the lofty goals, while I'm more focused on the fact that you have no way to approach those goals.

      Oh please. Spare me that bullshit. How could you possibly know what I'm capable of? Are you omnipotent? I think not.

      > Screenshots. Renders. Slides. Charts. Design docs. Anything like that would restore a little faith.

      That would be great if I was interested in restoring faith in you. I gave up on that the minute I read your first comment, because you would never be into a project like this. I think you are outside of our demographic, actually.

      > visiting your actual website makes it appear that there is no progress at all.

      Go work on a game for a few years and come back to me. Learn about your topic before speaking about it; there doesn't have to be any information up until the project ships. That's because we don't want to lose our focus. :-)

      > Just look at it from the high-level: you plan to implement a game about popularity and social hierarchy on top of DOOM, an engine whose only means of interpersonal interaction is firing bullets! If you want to create a project exploring clique behavior of adolescents, try starting from a base that actually supports "human relationship" as a concept; something like The Sims.

      Not at all. I'm not about to boing-boing condepts at you, but what I will say is that it's much closer to GTA than The Sims; the social constructs occur within the story, or at least that's what the dev docs are saying right now. They could change after we get Doom 3 (yet another reason not to publish them yet).

      > As they say in Hollywood, if you can't hook em in 25 words, you got nothin'.

      Yet again, you're wearing your pants on your head. Marketing on DFC will only begin when the game is ready and tested, not before.

      > Heard about Fair Use? Heard about quoting small sections of a work as part of a critique? You have no right to prohibit me from advising others as to the nature of the file.

      Yes, and you were instructed in the readme that fair use included listening to the audio only. You're welcome to quote it, but I think it's in bad taste to do so, because the readme states it as prohibited by the author. Why don't you start challenging the GPL if you think EULAs aren't legal? By all means, go paint a huge bullseye on your skull. :-)

      --
      The dangers of knowledge trigger emotional distress in human beings.
  136. Hmm... (possible ToEE spoiler) by Mongoose+Disciple · · Score: 1

    (sneaking one thief past the uber baddies to escape the elemental nodes works, but it still feels like cheating)

    You can't actually complete the ending of the game in the way that would require assembling the Orb of Golden Death that way though, can you?

    All that said, yes, you absolutely do slam into the level cap way ass early in that game, and the more thorough you are about exploring everything rather than cruising on as fast as you can, the worse it gets. If I ever decide to replay ToEE I'm going to build a party completely out of item crafters so there's something to do with all that overflow XP.

    It's possible that my memories of the infinity engine are colored by how backassward awful 2nd edition AD&D now seems to me in retrospect. I definitely did enjoy those games at the time.

  137. Beyond Good and Evil by Mordaximus · · Score: 1

    Some of the aboslute best story telling in a game. Excellent presenation, original, excellent acting. It's really hard to find fault with this game.

  138. Knights of the Old Republic (KOTOR) by frekio · · Score: 1

    I can't believe no one has highly moderated a mention of KOTOR yet. This game had the coolest story I've seen in a long time... Not only was it an awesome RPG with great gameplay, but the story was actually one of the highlights of the game. As others have said on here, Lucas could learn a thing or two from that game.

  139. The illusion of challenge by tgibbs · · Score: 1

    Early video games were entirely play-driven, designed according to the model of traditional sports. They were largely repetitive, and the reward to the player was the satisfaction of mastering the game, reinforced by hi-score boards. In a game of this nature, the play itself must be highly absorbing and deep, yet with a smooth learning curve. This is an extremely difficult challenge to the designer. Most games of this era are long-forgotten, but the ones that succeeded remain cult favorites to this day.

    As computers improved and memory became cheaper, there was a shift to novelty-driven games, where the reward to the player is seeing something new. Initially, this was new game "boards" offering different modes of play. This relieved some of the burden on the designer. The play itself did not need to be quite so absorbing, because the player would play each level only briefly before moving on to a new one.

    However, this is still a very difficult design challenge, because the designer in effect must come up with multiple games. An easier approach was to offer a nugget of "story" as the reward to the player. With games capable of full-motion video, it is possible for the story to be highly absorbing and appealing. Now the story becomes dominant, and the role of the game play is to give the player the impression of being immersed in the story.

    Unfortunately, it is not practical to truly make the player a meaningful participant in an absorbing story. To truly participate, the player's decisions must influence the background, but the amount of story that must be generated increases exponentially with each decision point. So the general solution is to force the decisions, or to make them illusory, so that instead of a branching decision tree most of the decisions funnel back into a small number of story channels.

    Another problem is that in a suspenseful story, the satisfying "good" outcome is generally rather improbable, which means that few players are likely to see it, unless they play each major decision point over and over. But if you can play over and over until you get it right, there is no real suspense. One way to inject suspense is to organize the game so that the player has something at stake. This can be done by introducing "save points" which are far enough apart that the player has some investment in the outcome of each challenge.

    The problem with save points is that it reintroduces the need for the game play itself to be deep and absorbing enough to be rewarding in itself, so that the player does not object to having to replay each sequence multiple times. This is a difficult design challenge, particularly when much of the game's budget is devoted to construction of story and scenery elements. The failure of game play is reflected in the demand of many players for "save anywhere" capability. This largely destroys player investment in the outcome of individual sequences, and makes it trivial for the player to manipulate the game to achieve the "best" outcome.

    Modern players who are accustomed to this kind of game tend to be impatient with real challenge. Many current games therefore provide only the illusion of challenge. Game play offers spectacle, but the play itself is designed to be mostly trivially easy, giving the player a feeling of achievement without actually requiring him to master a difficult challenge. The problem for the designer then is that gamers then tend to blast through the game in a few hours and then complain that it is too short. This is dealt with in two ways: one approach is to introduce collection elements, in which the player must accumulate experience or items. This gives the player a feeling of achievement, and makes the player willing to tolerate game play that in itself is easy and repetitive. The other approach is to introduce a few choke points, typically bosses, with a significant play challenge.

    Still, once in a while, a game manages to get the combination of elements right. The Max Payne games are a good example. The story pr

  140. Re:Our efforts in automating dynamic story generat by Anonymous Coward · · Score: 0

    I've already moderated in this topic (actually, I downmodded Gupta's troll), so I'm posting anonymously.

    The paper Gupta "borrows" from is actually a pretty interesting read. Had he just linked to it (rather than plagiarized it), I would have modded the comment +1 Interesting.

  141. Harvest Moon by WhiteDragon · · Score: 1

    My friend got Harvest Moon -- A Wonderful Life for his gamecube. I have to admit, it is a pretty good story line. The scenario is basically that you have a farm in a small village. You grow crops and raise animals. Part of the story is that you find a wife, and raise a family.

    --
    Did you mount a military-grade, variable-focus MASER on an unlicensed artificial intelligence?
  142. Hey, at least the series has been improving. by cr0z01d · · Score: 1

    Remember Final Fantasy? You may not save except on the world map. You may be 90% through a dungeon, then, randomly, you meet some dragon with the capability to wipe your party out in seconds. Try again, hope for better luck. Maybe next game you'll fight a pair of them?