Slashdot Mirror


How Not To Do Storytelling

Via GameSetWatch, a story on the site The New Gamer looking into the poor storytelling choices made by Gun. From the article: "I'm sure you get the general picture. From varmit-hunting with Ned to being ambushed by Indians the absolute moment you exit the town boundaries, Gun is a halting, stop/start experience. There's no build-up, no tension, no excitement, just scenes where you're shooting and scenes where you're on the cusp of being shot at. Sure, you can take your own downtime by running aimlessly around the sparsely populated town or saddle on up to a Wanted poster for an unfulfilling side mission but that's devoid of drama and unsatisfying. Instead of the majesty of the epic Western, we get the cheap shoot 'em up."

2 of 10 comments (clear)

  1. Gameplay-Emergent Narrative by MiceHead · · Score: 4, Interesting
    The narratives I find to be the most interesting are those that emerge from gameplay: the stories you tell your gaming buddies about the unscripted events that occur while you're playing. This would be in contrast to a game's developer-created storyline, such as the plot surrounding Deus Ex (which can certainly surprise and delight, but in different ways), or the Gun storyline, (which seems to be geared more towards providing atmosphere).

    There may not actually exist stories written into games such as Elite, but you can get a narrative out of them. Similarly, a Tribes match might go something like this:
    We were down 4 points on Broadsides, and were pretty much sunk. But then came The Plan. Five guys in heavy armor bombarded the holy hell out of the enemy base to Shock and Awe. Meanwhile, I flew over, crashed a shuttle into their star player, and entered their base, topside. After the collision, I didn't have any health left. I had to sneeeak past the indoor turrets while the mortars were raining down outside. Man, I was just waiting for someone to come up and check on the generators. But nobody did. I grabbed the flag, flew back to our base with a pixel of health left, and captured. We won the game with 12 seconds left. They were Very Angry.
    I would like to see more situations where these plots (in the strict sense of the term) arise naturally out of the play. To answer the article's title, one way to "do storytelling" is to not (explicitly) do it at all! Give players the tools to interact with the gameworld, and let them tell their own story.
  2. DM by queenb**ch · · Score: 2, Interesting

    All of these games are inherently dependent on storytelling, which is a function tradionally filled by the DM. Since AI's are not to the point yet that they could tell you a story, your best bet for this is from another human.

    That said, I've seen some pretty inventive storytelling from some of the RPG games, but only if you stay on or at least near the main quest line. If you deviate from it too much the dialog options, quests, etc. just peter out.

    2 cents,

    Queen B

    --
    HDGary secures my bank :/