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Jaffe Ditches Games With Stories

1up reports on David Jaffe's latest post to his blog, where he rails against games with stories, claiming that moving forward he'll be all about play for the sake of play. From the article: "Jaffe goes onto explain his thesis, believing many modern cinematic games don't properly play upon the raw 'real' emotions videogames can elicit: tension and release, fear and anxiety, triumph and defeat, and confusion and joy over challenges. We're wondering how Jaffe intends to make us cry without playing up the story elements, but we're interested in seeing him try. Maybe Project HL will simply feature an extended Path of Hades sequence ripped from God of War. I simply loved climbing those spiked poles for over an hour."

154 comments

  1. no story? Baloney by AcidLacedPenguiN · · Score: 3, Insightful

    Good luck. I normally lose interest and never finish games if they have no story.

    --
    disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    1. Re:no story? Baloney by AKAImBatman · · Score: 2, Insightful
      I normally lose interest and never finish games if they have no story.

      Really? So you must not have been a fan of Street Fighter II, Wolf3D, Galaga, Quake, S.T.U.N. Runner, Killer Instinct, San Francisco Rush, After Burner, Super Mario Bros., Sonic the Hedgehog, Starfox, Contra, Lemmings, etc., etc., etc.

      How sad. :(

      More likely, you've just forgotten that games can be fun without being a cinematic, first-person shooter.
    2. Re:no story? Baloney by RingDev · · Score: 1

      Think of it like movies. If a movie has a crappy story, it's not likely worth watching. Unless it has some alternative perk...

      If a game has mediocre game play (the vast majority of them do) then the story is what saves the game and makes it worth while. If a game has excellent game play, then the story is not as big of a deal.

      It's like this movie I saw a while back, it was a collection of short skits. The acting was horrid, there was virtually no story, but each of the skits (Chimney Inspector, Pizza Delivery Man, and Wash Maids) had that little something extra that made up for the cheesy dialog ("eeeeewwww, what's up my flue?", or my personal favorite, "Toe cramp!!!!!")

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    3. Re:no story? Baloney by Valthan · · Score: 1

      That sounds like a porno I watched the other day...

      "eww, what's up my flue?" I think that one is self explanitory...
      "Toe cramp!" she change how she was kneeling

      --
      --Valthan
    4. Re:no story? Baloney by AKAImBatman · · Score: 4, Insightful
      If a game has mediocre game play (the vast majority of them do) then the story is what saves the game and makes it worth while.

      I hate to be cliche, but go read a book. Life is too short to play lousy games just to "experiece" a thoroughly rehashed story.
    5. Re:no story? Baloney by RingDev · · Score: 1

      Actually, I'm an avid reader, Book 8 of the "Sword of Truth" series is coming out in a few days and I'm totally looking forward to enjoying it.

      But at the same time, a person can still enjoy a story in other mediums. I enjoy stories, whether those stories come from books, movies, TV, video games, or RPGs, I enjoy it. There have been a few games with good stories that made up for so-so game play. Both of the Vampire: the Masquerade games had interesting and exciting story lines to help out the average TPS game play. Lately, I've been playing through BG2, and I find the story, and the inter-character development quite interesting.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    6. Re:no story? Baloney by happy_place · · Score: 2, Interesting

      You make a good point, but I think in terms of game development, it's so much easier to ditch story. It is costly and you've gotta find some poor bloke to do the story. (I've written stories for games, and well... even when I tried to leave a certain franchise, I got pulled back in at the last minute, because the guy that thought he could do it just stopped returning emails, etc...) Story is a pain, because you have to have all these extra features through which to communicate it, and because stories are sequential they they tend not to loan themselves to games... because if the choices you make in a game "matter" they will inherently change the ending of the story.

      So either you make a story and the actions in each "level" have no real impact. Or you provide a limited number of choices. Or you try to leave the game open-ended and the story often doesn't make sense... It's a balancing act between the game choices and a scripted "meaningfulness" provided by players.

      Some games allow players to make their own stories. They tend to be open environments with lots of features, and the players create their own worlds and craft their own stories. Or they provide level editors so that if players want a story they can create it themselves, thus absolving the developers the need of creating such things.

      Finally, RPGs tend to have no story, save a few catastrophic events that players are expected to "show up at" and stop and fight, and if you're strong enough you succeed, and they play the beautifully rendered siliconized barbiedoll cut-scenes... and well... with the success of games like Final Fantasy, I can't see this type of game disappearing anytime soon... but for smaller developers, such extravagant graphical eyecandy is still too expensive.

      Best to stick to tight and fast games... until folks get tired of those, and ressurrect Space Quest IV

      --Ray

      PS. What makes you think a game developers WANTS you to finish their game? They just want you to buy it, and few gamers actually finish games to the end, even with story...

      --
      http://www.beanleafpress.com
    7. Re:no story? Baloney by AcidLacedPenguiN · · Score: 4, Insightful

      You can't sit there and tell me there's no story in Street Fighter (maybe initially, but by the alpha series there was a shitload of backstory) and to be honest I did enjoy most of those games (don't try and tell me that STUN Runner or SFRUSH are good games though)

      I though impulsively that they'll make FPS games with no story, and no that we've seen close to a bajillion FPS games, the only thing now that can really make one better than another is story. Story and Gameplay. and if someone like Jaffe could make a game chock full of gameplay w/o the story, don't you think it would have been done already?
      Also fun never had anything to do with what I said earlier. I had a shitload of fun playing GTA2, but did I ever finish that? hell no.
      GTA3 and Vice City though, had me hooked enough on the story to actually want to finish them. same with HL 1 and 2. Not the same with Doom3. . .

      And one more thing I wanted to bring up is that, all those games are old school. Try and find a good storyless game like those in the past 5 years? Did you? I didn't think so.
      Old school games are fun because that's all they are, old school games. They were often hard or challenging, which kept you saying "Just one more level" or "I just need to hold on to the spreader until the boss."
      Now however, videogames are just as much digital expression of either technological advancement or creative expression as they are games now.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    8. Re:no story? Baloney by Gulthek · · Score: 1, Interesting

      How about some Faulkner, or Gabriel Garcia Marquez, or Dickens, or Fitzgerald, or Melville, or Mo Yan?

      Or even some poetry? e.e. cummings, Robert Frost, William Carlos Williams, T.S. Elliot?

      You know, real reading? Goodkind and others have their place, but hardly qualifies one as an 'avid' reader. Otherwise why not say, "Yeah I'm an avid reader, I read TV Guide every week!"

      Why yes! I am a book snob, why do you ask?

    9. Re:no story? Baloney by AKAImBatman · · Score: 4, Insightful
      You can't sit there and tell me there's no story in Street Fighter

      I can and I will sit here and state that Street Fighter II was without a story.

      don't try and tell me that STUN Runner or SFRUSH are good games though

      Don't try to push your personal preferences on everyone. STUN Runner and SFRush are awesome games. Just because you don't like them doesn't change the fact that millions of fans would agree with me.

      if someone like Jaffe could make a game chock full of gameplay w/o the story, don't you think it would have been done already?
      [...]
      Try and find a good storyless game like those in the past 5 years? Did you?

      Allow me to introduce you to my good friends Sid Meier and Will Wright. Say hello guys! Hey, can you tell us about your great new games like Civilization IV and The Sims? How many millions of dollars did these games net you? You know, I hear that you guys managed to pull off these games with no storyline what-so-ever! That's just incredible! I've heard about games like Roller Coaster Tycoon, but your offering take the cake!

      Isn't technology incredible? Now back to AcidLacedPenguiN for a gloomy weather forecast.
    10. Re:no story? Baloney by mrchaotica · · Score: 1

      Wolf3D, Quake, Super Mario Bros., Sonic, and Starfox all did have stories! (I bet some of the others did too; I just haven't played them to know.) Granted, they might not have been very complex or detailed, but they were there.

      Examples of games without stories would include stuff like chess or Tetris, and that's about it.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    11. Re:no story? Baloney by Anonymous Coward · · Score: 0

      Ouch... I've quit goodkind... the last one had a 300 page randite rant,
      full of self indulgent crap, setting up straw men and paper tigers
      for his ubermench to rip through.

      First two were good, went dramatically downhill from there.

    12. Re:no story? Baloney by poot_rootbeer · · Score: 0, Flamebait

      I can and I will sit here and state that Street Fighter II was without a story.

      Street Fighter II had a story; in fact, it had a different story for each playable character. True, all eight of them were simple variations on "I must beat the last opponent because of reason x, but still.

      STUN Runner and SFRush are awesome games. Just because you don't like them doesn't change the fact that millions of fans would agree with me.

      I doubt that millions of fans even remember S.T.U.N. Runner. That doesn't mean it wasn't a great game; actually it seems like many of the Atari arcade titles of that era had a unique style that made them really stand out. Klax, anyone? Rampart? Xybots?

    13. Re:no story? Baloney by AKAImBatman · · Score: 3, Informative

      Plot != Storyline

      The plot is the fairly static concept of what you're doing, while the Story is the narrative that slowly exposes the plot. The old games had a plot, but they lacked any sort of narrative short of an end-game sequence. This has been hashed, rehased, and hashed again every time this subject comes up on Slashdot; always to the same conclusion.

      Sorry.

      Please deposit 25 cents for another lesson.

    14. Re:no story? Baloney by RingDev · · Score: 1

      Dickens and Fitzgerald bored the crap out of me.

      Frost and Elliot had some interesting stuff, but I'm not a huge poetry buff.

      "You know, real reading? Goodkind and others have their place, but hardly qualifies one as an 'avid' reader. Otherwise why not say, "Yeah I'm an avid reader, I read TV Guide every week!"

      That's got to be one of the most retarded things I've ever heard said by someone of intelligence. That's the equivalent of an auto mechanic telling a air frame mechanic that he is not a "real" mechanic. Or a Linux network admin telling a Windows network admin that he's not a "real" admin. Or a Christian telling a Muslim that they are not "really" religious.

      The word "avid" only means that you are extremely interested in the subject. So yes, someone who read the TV Guide could be called an "Avid TV Guide reader". To be an avid reader, one doesn't have to read classic literature, they just need to be enthusiastic about reading.

      As for Goodkind, I find his mix of character and inter-character development, military strategy, and action sequence writing to be quite entertaining. If I had more time I would re-read the whole series before picking up the new book, but it's my birthday later this week and I have a feeling my wife may have already ordered it ;)

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    15. Re:no story? Baloney by AKAImBatman · · Score: 2, Informative
      Street Fighter II had a story; in fact, it had a different story for each playable character. True, all eight of them were simple variations on "I must beat the last opponent because of reason x, but still.

      You consider an ending sequence to be the same thing as a narrative story? Ooo-kay.

      I doubt that millions of fans even remember S.T.U.N. Runner.

      It made it into the Midway Arcade Treasures 3 pack right alongside Rush 2049. So it must be at least somewhat well remembered. ;)
    16. Re:no story? Baloney by Crysalim · · Score: 1

      You sure do waste a lot of time commenting about an invalid point.

      Just because you think these games don't have a story, doesn't mean it's true. :)

    17. Re:no story? Baloney by Crysalim · · Score: 1

      This almost sounds like the rationale used to stop a game from having seamless controls, sensical characters, or fun "gameplay". Each facet of a game isn't to be worked on individually - they must all come together, or they all fail.

      By the way, saying RPGs don't have story isn't a good way to prove your point.

    18. Re:no story? Baloney by AKAImBatman · · Score: 1, Insightful
      You are an intrepid Slashdotter on a mission to collect karma points. Armed with only your trusty language skills, you must brave the dangers of trolls and downmodding. Can you do it, or will you be the next to end up at -1...

      Look ma, I wrote a story! *rolls eyes*
    19. Re:no story? Baloney by Gulthek · · Score: 1, Offtopic

      Avid: Ardently desirous, extremely eager, greedy.

      An avid reader reads *everything*. I am an avid reader, I will read anything by anyone as long as I can understand it (and sometimes even if I can't, e.g. foreign language books).

      "Or a Linux network admin telling a Windows network admin that he's not a "real" admin."

      I actually agree with that one.

      Have you tried George R. R. Martin?

      How about the others on my "classics" list? 'One Hundred Years of Solitude' is an amazing work.

      It depresses me when someone says that they are passionate about reading and then cites Goodkind as their very first example.

      Why yes! I am a book snob, why do you ask?

    20. Re:no story? Baloney by Threni · · Score: 1

      > Think of it like movies.

      What have games got to do with movies?

      > If a movie has a crappy story, it's not likely worth watching. Unless it
      > has some alternative perk...

      Like being interactive, you mean? Where, instead of passively watching some overpaid (but hey, he's good looking) twat act out some generic revenge based bullshit violating the laws of physics in the process, you take control of a character and try and beat other characters in a virtual environment?

    21. Re:no story? Baloney by Total_Wimp · · Score: 1

      I though impulsively that they'll make FPS games with no story, and no that we've seen close to a bajillion FPS games, the only thing now that can really make one better than another is story.

      Not exactly true. Battlefield 2 has very little in the way of story. What story is there I just ignore. It has distinguished itself quite handily from the competition. Counter Strike similarly distinguished itself with no story (who are those hostages? Why are you rescuing them? No one knows or cares). I know they're not FPSs, but living in a similar universe are driving and sports games. I don't really play sports games, but I hear they can be a hoot, even with no story. I really enjoyed Need for Speed Underground with no story and I thought NFSU 2, which had a story, was actually inferior.

      If you like competition, you don't need a story. What the article is saying is you make your own kind of competition emotions, such as fear of losing or exileration of victory, without having to have your heart strings tugged by the gamemaker's yarn. And I hate to be rude here, but most game stories are simply not that great. If I want cry over a story, whether in joy or sorrow, I'm much more likely to do it over a movie or a book.

      TW

    22. Re:no story? Baloney by RingDev · · Score: 1, Offtopic

      Avid: Marked by keen interest and enthusiasm

      And Avid reader doesn't NEED to read everything, they just have to be enthusiastic about reading.

      ""Or a Linux network admin telling a Windows network admin that he's not a "real" admin."
      I actually agree with that one."

      The funny thing is, for how rock stable most *nux systems I deal with are, it takes a far more skilled and intelligent person to maintain our Windows solutions. So put your fanboi zealotry away.

      "It depresses me when someone says that they are passionate about reading and then cites Goodkind as their very first example."

      It depresses me when someone as well read as you shows that despite their obvious intelligence they have chosen to be bigotish and close minded.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    23. Re:no story? Baloney by twistedsymphony · · Score: 1
      ...few gamers actually finish games to the end, even with story...
      Do you have anything to back that up? I'd beg to differ and with the handy dandy Achievement system on the Xbox 360 I can actually see how many people have completed their games. I myself have completed about 15 games for the console already.

      It's true that there are many more people who buy games and DON'T finish them then there are gamers who buy them and DO. But I would hardly call the number of gamers who finish games "few". Then you also have to ask why the person did or didn't finish the game. Did they get bored with it or just get to a point that was too difficult to pass and gave up? Was their driving force to see how the story turned out or just because they were having so much fun... either way with some creative achievement searching you can see that there are more then a few.
    24. Re:no story? Baloney by DrMcCoy · · Score: 1
      So you must not have been a fan of Street Fighter II, Wolf3D, Galaga, Quake, S.T.U.N. Runner, Killer Instinct, San Francisco Rush, After Burner, Super Mario Bros., Sonic the Hedgehog, Starfox, Contra, Lemmings, etc., etc., etc.
      Well, I for one enjoyed (and still do) Maniac Mansion, Zak McKracken, Indiana Jones 4, Monkey Island 1-3, The Dig, Day of the Tentacle, Loom, Sam'N'Max, Simon the Sorcerer 1+2, Broken Sword 1+2, Full Throttle, etc., etc., etc, instead...
    25. Re:no story? Baloney by AKAImBatman · · Score: 1

      Oh, I fully agree that there is a place for interactive fiction. Those who know me, know that I've been decrying the lack of new graphical adventure games for a while now. My only point is that a story is NOT a requirement to make a good game. :)

    26. Re:no story? Baloney by happy_place · · Score: 1

      Sure does... but games cost money to develop, when it could be on the shelves collecting dust, and just like testing, story tends to be the last thing most game developers think about... often when they've cobbled together an engine and such, the story is something pinned to the engine, anywhooo... In my experience (and it's limited to things like turnbased strategy games) the story has to fit the game, one doesn't start with a story idea. That comes last... in a way it's more an exercise in rational apologetics than actual story development. --Ray

      --
      http://www.beanleafpress.com
    27. Re:no story? Baloney by happy_place · · Score: 1

      I would think this would be an easy thing to prove, but you're right I just 'assumed' that a significant percentage of consumers don't finish games. This would probably vary according to the different platform and gamer. I once considered myself a big gamer, and I can count on one hand the number of games I've actually finished to the very end... of course if you were playing a game on anything from Nintendo, you probably finished it, cuz they tend to make short games... :) (This was a complaint among users of the gamecube...) Heck, I wrote the story to games that I never finsished... which shows you how well we tested those last few levels... :) I've worked with developers and they've told me, "Don't worry about it, it's in the last few levels." When a game is near completion, the pressure to get done is enormous... to the point of absurd. I don't agree with it, and further I can't speak for everyone, nor do I think it's the same on ever platform... in pc games, where you can just issue a patch if there's a problem, this is a common practice, however.... or so I believe. :) --Ray

      --
      http://www.beanleafpress.com
    28. Re:no story? Baloney by SpectreHiro · · Score: 1

      It depresses me when someone reads a Terry Goodkind novel. I read Wizard's First Rule and I will never, ever pick up one of his books again... unless it's to ridicule him. Mmmmm, delicious ridicule.

      Each to their own, I suppose.

      --
      You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
    29. Re:no story? Baloney by RingDev · · Score: 1

      "Each to their own, I suppose."

      Now there is a point of view that I can respect! I disagree with your opinion of Goodkind's novels, but you are fully entitled to your own opinion.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    30. Re:no story? Baloney by Crysalim · · Score: 1

      This is probably true with many games, but the ones that you really remember are the ones that trigger emotions, and this is rarely possible without a top notch story.

      My favorite game(s) of all time are Kingdom Hearts 1 and 2, and it definitely seems like the story in both games was concieved first. Even a game like GTA is very reliant on story. Many games do manage to succeed without a thorough plot, like the Mario games and sports games, but it seems like those are far and few between - at least, in modern gaming.

    31. Re:no story? Baloney by happy_place · · Score: 1

      Well, any game with cut scenes has to have at least it's overarcing story defined before the end of the game. But there's little room for tweaking, and truthfully developers don't like to pay for cutscenes. The example you give is the type of game that requires a lot of storyboarding, and is very story centric, but a lot of developers think that kind of dollhouse type of game isn't interesting to develop. If you have only three artists (and many developers get squeamish to have too many artists on the development team, cuz they start to get vocal and assert themselves into the design process (heaven forbid!)), do you want them spending their time developing a fancy cutscene that looks crappy compared to Final Fantasy, when they could be working on content? I really think ultimately this comes down to the fact that because our computer graphics have become so expert with a few, the bar has been raised too high for smaller developers. To contract out graphics is money that could've gone elsewhere (and seems exorbident when you see what they charge you for a 30 second video clip). Anyhow I just can't dismiss the notion that these growing trends dissing story are based on financials... Where story really gets discarded is where it's left up to the level designers cuz those guys are almost always the last on the totempole... and by the time level design is done, producers wanna ship it... --Ray

      --
      http://www.beanleafpress.com
    32. Re:no story? Baloney by Neoncow · · Score: 1
      You are an intrepid Slashdotter on a mission to collect karma points. Armed with only your trusty language skills, you must brave the dangers of trolls and downmodding. Can you do it, or will you be the next to end up at -1...

      Look ma, I wrote a story! *rolls eyes*
      <whisper>Oh man, he's at (0, Redundant) right now. I can't take this suspense..</whisper>
    33. Re:no story? Baloney by Anonymous Coward · · Score: 0

      Suit yourself. I tend to agree with Jaffe. Stories just get in the way. Look at all the most popular and addictive games of the last 25 years. Most of them didn't have stories, because they simply aren't necessary. Hell, I'd say they're not even welcome. They distract from the gameplay.

      Counter-Strike has virtually no story, and it's one of the most addictive FPS games on the market. It's all about the play mechanics, period.

    34. Re:no story? Baloney by pikakilla · · Score: 1

      The best games are those that are able to mix story, gameplay and setting seamlessly. Story, like other features, when integrated well into the game adds much more to the immersion and feeling. All good games have moments where the players are in awe of the mechanics and raw gameplay. All great games allow the player to forget that he is playing a game.

      While it is possible to create such a feeling without story (mario and sonic and re4 come to mind), the use of story, when well implemented, allows the player to experience more than just numbers on a screen. Jaffe speaks of playing on the emotions of the players in a game, but I do not see how he can do this without drawing the player into the game and making him feel as though he is there. By throwing away story because he believes it is boring, he is throwing away a major tool that will aid him in creating the games he wants.

    35. Re:no story? Baloney by SloJohn · · Score: 1

      I started playing games when you had to make up your own story, I played River Raid® longer than any Legacy Of Kain® game ever lasted. The Gran Turismo® series must have taken years of my life. A game is a game, if your in to it, you will finish it. When you lose interest, you find something else.

      --
      erin go bragh!
    36. Re:no story? Baloney by CRiMSON · · Score: 1

      What being able to play through that book you read 34095834098 times? Maybe it's just a different way to "read" a book, hear a story.

      --
      oogly boogly!
    37. Re:no story? Baloney by DahGhostfacedFiddlah · · Score: 1

      It might be an age thing. I was into Goodkind until my twenties. Piers Anthony too.

      Actually, the Goodkind book that turned me off the series was (I forget the name) the one where they went to that land with the huge stone bells, and absolutely nothing happened that involved the main story line. If you're going to make a continuous series, I want some continuity.

    38. Re:no story? Baloney by RingDev · · Score: 1

      Yeah, that was Pillars of creation. If all you want to know about is the core story, you can read the last 20 pages of that book and not miss out on anything. For anyone not familiar with the series who happens to read this, the entire story of that book is from the point of view of people who either oppose the primary character, or by people who have been duped by those that oppose the primary character.

      I bumped into a guy at work one day and he was reading that book. I asked him how he liked the rest of the series and he said that PoC was the first Goodkind novel he read. It was pretty neat seeing this guy go from a story where Richard (the main character) was portrayed as the antagonist, back to the beginning of the series where he is the protagonist.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  2. Here's the link to the blog post - skip 1up by Pvt_Waldo · · Score: 2, Informative

    http://www.davidjaffe.typepad.com/

    Why someone would put up a news post with a link to a news post about a blog post is beyond me - unless they just wanted to drive traffic to 1up ;^)

  3. Plot does not always matter by why-is-it · · Score: 3, Funny
    Good luck. I normally lose interest and never finish games if they have no story.

    I know what you mean. I mean, I simply couldn't get into Pac-Man. Why was he eating those dots? What was the backstory with the ghosts? Who could play a game like that which had no plot whatsoever...

    --
    *** Where are we going? And what's with this handbasket?
    1. Re:Plot does not always matter by Digital+Vomit · · Score: 2, Funny

      Well, I never bothered to finish Pac-Man. Did you?

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    2. Re:Plot does not always matter by YamadaJiro · · Score: 1

      Did "finishing" even matter? Should it?

    3. Re:Plot does not always matter by Pzychotix · · Score: 1

      I think the more releveant question is:

      Could you? Could you finish the game? Within a reasonable amount of quarters that is.

    4. Re:Plot does not always matter by MobyDisk · · Score: 1

      EXACTLY! Soooo many sports are this way too! Think about Golf: is there are reason the ball wants to go to the hole? Or maybe it doesn't want to and that's the whole twist. Maybe I was the bad guy all along! Maan, that sucks! It makes it hard to concentrate. Like when I'm sacking the quarterback I sometimes stop and think -- is there a reason that he wants that lump of pig skin to make it to the end zone? Is that like ball heaven or something? As though my end zone wasn't just as good? That is why sports suck.

    5. Re:Plot does not always matter by AndresCP · · Score: 1

      You laugh, but I'm almost like that, and it was a lot worse when I was younger. I really like to have some motivation for doing what I'm doing, but it doesn't take much. For instance, knowing simply that Ninjas have kidnapped the president and that only I may be a bad enough dude to save him is enogh for me.

      --
      "Just because you're eloquent doesn't mean you aren't a fucking crackpot." -Wavebreak
    6. Re:Plot does not always matter by Traiklin · · Score: 1

      well the reason the quarterback want's that lump of pig skin to make it to the end zone is so he get's his check at the end of the year.

      The less that ball makes it to the endzone the less likely that check will be as big the fallowing year.

    7. Re:Plot does not always matter by Xymor · · Score: 1

      It's like a book or a movie, If your're excited by the story you'll want to see the ending.

    8. Re:Plot does not always matter by Anonymous Coward · · Score: 0

      I don't know. You'll have to give me a little more background. Why am I really worried about a fat man who breaths fire, a mini-wolverine, sewer clones, a giant, a bald man in a cave with a stick, grey dudes who bend down on one knee to throw stars, leaping swordsmen, tons of blue runners getting in my way of the nunchucks and almost making me pick up the crappy dagger all while wondering when I'm going find that damn clock and Pepsi I need so badly? Oh god... it's the Dragon Ninja!

    9. Re:Plot does not always matter by Eideewt · · Score: 1

      Most people who play football aren't getting paid for it. What about us?

    10. Re:Plot does not always matter by Anonymous Coward · · Score: 0

      Actually, if you want the backstory to pacman, there's an Interactive Fiction version. (A.k.a. "text adventure" for you guys still in the pre-Infocom era) It's teh awesome! You'll never look at that game the same way again.

      You'll want a Z-machine interpreter (Gargoyle is the best right now, but Zoom, Frotz, or whatever will work) and a copy of the games from the int-fic arcade mini-comp: http://ifarchive.org/if-archive/games/mini-comps/a rcade/arcade.zip

      The best games are pac-man and centipede, IMO. Driver is pretty creepy, as is Loderunner. The unlabeled one is pretty cool, too.

    11. Re:Plot does not always matter by aichpvee · · Score: 1

      The story is about your dream of getting the big paycheck and your struggling to earn it. Or that you're unable to give up the dream even though it is clearly out of reach and your belief that if you just persevere long enough you'll finally make it. You know, a traditional "feel good" underdog story.

      --
      The Farewell Tour II
    12. Re:Plot does not always matter by Eideewt · · Score: 1

      What? A dream? I play football because I enjoy playing games with friends, and because crashing into people is fun. I'm not sure why you think everyone that plays a game is trying to turn it into a career.

    13. Re:Plot does not always matter by Anonymous Coward · · Score: 0

      This may sound crazy, but when I was a kid, I made up backstories for games that didn't have them and played them out in my head as I played the game. For example, during a scrolling air-fighter game I'd create dialogs between the pilot and his commander.

      And some games ended up creating their own stories...I used game archives from randomly generated maps in Seven Kingdoms as backstories for tabletop RPG campaigns on a few occasions.

    14. Re:Plot does not always matter by master_p · · Score: 1

      One of the motivations to play Ms PacMan was that it had cut scenes (i.e. a story)...which made the No 1 selling game for coin-ops.

    15. Re:Plot does not always matter by Anonymous Coward · · Score: 0

      That sound you hear is the joke flying right over your head. Don't feel bad, just try to believe that old saying that sarcasm is the lowest form of wit and try to cheer up, even though you know that isn't true.

  4. EA will rejoice by Opportunist · · Score: 2, Insightful

    After all, without a story you can do "sequels" (read: Count up the release year and sell it as a new game) more easily.

    Games with a harebrained story are a thing of the 80s. Where you could come up with some lame excuse for a story that's not even thin enough for a B-movie and have the player pretend that his block is some kind of soldier shooting some other blocks that represent enemies with smaller blocks pretending to be bullets to free a block that's supposedly the prince... whoops, sorry Mario.

    But seriously. What do you want to sell a game with if not story? Graphics? We're already past super realistic 100% accurate graphics. If anything, story is a seller. A good story that keeps you on your toes, making you demand to see what's next, even hard enough that you overcome the most annoying obstacle just to see how it will continue, who that stranger was, who fired that shot in the dark, who is Luke's father...

    You can't even sell a beat-em-up anymore without a decent story. Simply because all the rest is, essentially, the same as every other game. What's the huge difference between Half Life and Doom if not the story?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:EA will rejoice by PaulMorel · · Score: 1
      I disagree.

      X-Men Legends II is a great action RPG. The mixture of fast paced group gameplay with character leveling/customization is truly unique.

      The story blows. Having read the comic books and seen the movies, I can say that they would have sold more copies of X-Men Legends II if they had just cut the story. It's just the same old story rehashed.

      I think there are other games that fit into this category as well. For instance, adding a story to Mariokart would be pretentious and just distract from the great gameplay.

      Stories can sell games, obviously, but gameplay alone can also sell games.

      --
      burrocrisy
      and that would be what? Ruling by jackasses? Never has a slashdot misspelling been more apropos
    2. Re:EA will rejoice by winmine · · Score: 3, Insightful
      What do you want to sell a game with if not story?

      What about gameplay? As in, the expansive decision making process that defines games as a distinct art form?

      What's the huge difference between Half Life and Doom if not the story?

      You're being aggresively ignorant; I don't see how it's possible not to see the difference between Doom's constant survival action and Half-Life's paced and thoughtful puzzle mechanics intermixed with unique and hectic battles. They're practically polar opposites from map architechture to the underlying mindset the game expects out of its players.

    3. Re:EA will rejoice by Anonymous Coward · · Score: 0

      "We're already past super realistic 100% accurate graphics."

      See an optician immediately. I'm quite serious. If you can't see the obvious joins between polygons on videogame characters, or tell that all the enemies look and move exactly alike, or tell the difference between SDTV and HDTV (given good viewing conditions), or notice the fact that the rocket launcher you can blow up tanks with doesn't scratch doors, or tell the difference beween a videogame tree and a real one from a few meters, then you're either insane or half-blind.

      Graphics look good nowadays. We have 3D cartoons down, no need for more work there. However, proper you-really-can't-tell-the-difference realism is one or more decades aways. The same-shit-but-shinier business model has a lot of legs left in it.

    4. Re:EA will rejoice by Total_Wimp · · Score: 1
      Couldn't tell if you were all tounge in cheek, all serious, or a combination. I'll take it at face value just for fun.

      After all, without a story you can do "sequels" (read: Count up the release year and sell it as a new game) more easily.
      One thing I've learned from my movie watching experience is how awesome sequels can be. The beauty of Star Trek 3, 4, and 5 after the mediocre Star Trek 2 totaly sold me on this concept. Terminator 3 and Blair Witch 2 were triumphs along with Friday the 13th 2 - 13. I will never forget Matrix 2 and 3. I cried for Neo.

      But seriously. What do you want to sell a game with if not story? Graphics? We're already past super realistic 100% accurate graphics. If anything, story is a seller.
      How about fun? Competition? Rivalry? Curiosity? The promise of a challenge? Novelty? Reality? Discovery? All these things can be present in non story-based games. They sell well.

      I leave you with the story of the Sims. The Sims had no story, yet was the the best selling game of all time. It's 3d and fits every definition of modern gaming you might want to measure by. The Sims 2 sold quite well too and, yes, mostly by updating the graphics. It featured the promise of a challenge, novelty, reality, dicovery and plain old fashioned fun. Oh yeah, and no one had every really done anything like it before. That's what I want the next new game to be... new. And if they build it, I'll bet a lot of people will buy it.

      TW
    5. Re:EA will rejoice by LunarCrisis · · Score: 1

      "What do you want to sell a game with if not story? (. . .) A good story that keeps you on your toes, making you demand to see what's next, even hard enough that you overcome the most annoying obstacle just to see how it will continue (. . .)"

      Hmm. . . I don't know. . . how about a game without most annoying obstacles?

      --
      Mr. Period: Nine is the one that's right by ten!
      Nine: One day I will kill him. Then, I will be Ten.
    6. Re:EA will rejoice by DarkJC · · Score: 1

      Are you being tongue in cheek? Terminator 3? The Matrix 2 and 3? If you enjoyed the matrix sequels, I'm sure there are 5 other people out there you can go out and form a club with. Seriously, the sequels of the Matrix took what made the Matrix good and added an assfull of shit. Don't even get me started on Terminator 3.

    7. Re:EA will rejoice by Total_Wimp · · Score: 1

      Yes, I was being tounge in cheek. Star Trek 2 is on my personal list of the top 5 greatest Sci-Fi movies of all time and I actually get misty eyed every time I hear Spock say, "the good of the many outweigh the good of the few, or the one" at the end. Star Trek 3 made me cry too, but only because I didn't have the resources to personally find every copy and burn it.

      You can consider all the others in my list to have about the exact opposite real meaning as the one I stated in the post.

      Cheers,
      TW

    8. Re:EA will rejoice by atomicstrawberry · · Score: 1
      After all, without a story you can do "sequels" (read: Count up the release year and sell it as a new game) more easily.

      EA know this already. Have a look at the pile of games they've put out that have been successful. Stuff like Need for Speed, The Sims... they've been producing Madden games since 1988, NHL games since 1991, FIFA games since 1993, and however many other sports titles. EA also know that there is a place for games with a story just as much as there is a place for games without it.

    9. Re:EA will rejoice by quantum+bit · · Score: 1

      The beauty of Star Trek 5

      Well played sir, well played indeed.

  5. I dunno, he's got a point by voice_of_all_reason · · Score: 3, Insightful

    My favorite types of games lately are dungeon crawlers (Grandia Xtreme, Diablo 2, Dynasty Warriors sorta). I've tried Oblivion but the payoffs are simply too few and far between -- I can only finish maybe one quest a sitting for a grand total of like 43 gold and some rat meat.

    For me, FF7 was a good blend of story and action (I've read several references to it being the first "boss rush" game). If only they'd let you skip cutscenes entirely (not just fast-read through 5 or 10 minutes worth) I'd be a happy camper.

    1. Re:I dunno, he's got a point by Anonymous Coward · · Score: 0

      Re: oblivion -- rewards increase as you level up. At high levels you end up rolling in so much gold it's ridiculous. There are mods to even this out a bit, but I know some people who pick a certain level that suits them and then never sleep again in game, staying at that one level forever so the monsters don't get any tougher and the loot doesn't get any more plentiful.

    2. Re:I dunno, he's got a point by voice_of_all_reason · · Score: 1

      A problem I notice with alot of Dungeons-and-Dragons style RPGs is that you are hopelessly outclassed of alot of stuff from the getgo -- there's no newbie store in Oblivion, really (at least to my knowledge). The stuff they sell in my price range is what I can find on any random monster, and the magic stuff costs more than the amount of gold I've ever made thus far. It was the same in Baldur's Gate.

  6. I think this has promise by Jimmy+King · · Score: 1

    If it is done properly, this could work out well, imo. I love a game with a good story, for sure, but you know, I don't actually go back and play those games more than once. I know what's going to happen in the story after I've played through once, so a story centered game has little point for me to play again. The games that I play over and over have little to no story, from the old NES and Atari games, to newer stuff such as Guitar Hero, Gran Turismo, or Katamari Damacy (which you could argue has a story, but it's hardly important to the gameplay). These are the games that I play again and again, because it's about the gameplay and none or very little of the enjoyment is tied into watching the story unfold.

    1. Re:I think this has promise by rholliday · · Score: 1
      I love a game with a good story, for sure, but you know, I don't actually go back and play those games more than once.

      You know, that's a good point I hadn't thought of yet. You do tend to play the "story" games once then never again. There are some exceptions (like KoTOR 1/2) where there are enough branching plotlines or the option to play from a completely different side, but in general it's only action or twitch games where you can get involved quickly that get the repeat play.

      On the other hand, it's these same story-based games that tend to have the longest actual gameplay, barring repeats.

      --
      Xbox reviews.. We think they're funny.
  7. Umm... by CSZeus · · Score: 2, Insightful

    Wouldn't a better response to the situation be "People aren't doing a good job with cinematic style games, so I'm going to write good ones?" It seems kind of non-intuitive to say "You guys suck at this type of game, so I'm going to focus on making the kind of game that you get right."

    1. Re:Umm... by geminidomino · · Score: 1

      People aren't doing a good job with cinematic style games, so I'm going to write good ones?"

      That would involve actually making the attempt. This holds the inherent risk of his attempts being panned as "The worst story since Waterworld! For all his trash talk, he sure failed to deliver!"

      This way, he can have his little ranty fit but not worry about being called on it.

  8. No story is OK if the games is fun. by Anonymous Coward · · Score: 0

    Chess and Go and Poker kept my interest longer than most computer games ever did. And of computer games, Tetris was fun, and I know plenty of people who sunk man-years into Minesweeper, and Solitaire (tells you something about windows users).

  9. Hades by BenjyD · · Score: 2, Informative

    I'm glad I'm not the only one that got fed up on the Path to Hades. It just seemed to take the least fun part of the game and stretch it out for ages, just when my interest in the game was already waning. Especially annoying combined with God of War's crappy camera.

  10. Need a story? by eighty4 · · Score: 1

    Counterstrike, Katmari, The Sims, Gran Turismo, Championship Manager... Nah, there's no good (or at least popular) games without a story...

    1. Re:Need a story? by iainl · · Score: 1

      Katamari has a story - you're collecting things up to make new stars, after the King Of All Cosmos wrecked them. And then you've got the weird story about the kids going to see their Dad become an astronaut in the cutscenes.

      You're right about the others, just as it's right to broaden this to virtually every sports or racing title.

      --
      "I Know You Are But What Am I?"
  11. Wow, totally opposite. by Aladrin · · Score: 1, Interesting

    I'm just exactly the opposite of him. I ONLY play games for the 'story'. (I call it an adventure, cuz generally the plot is a little lame.)

    When I get a new game, I want it to be new. New characters, lands, weapons, magic, story, and yes, new challenges. A 'perfect' game for me has all of these. A game with only 1 or 2 is nearly useless to me and I'll quit in minutes. (Tao's Adventure for DS.)

    This guy is exactly the opposite. He just wants challenge for its own sake, apparently even if its been done a million times.

    Wow.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Wow, totally opposite. by YamadaJiro · · Score: 1

      "Challenge for its own sake" may have been done before- that's chess. But just like how chess isn't Street Fighter 2, there's no reason to believe that challenge-based games will be boring, "even if it's been done a million times".

      And they don't have to be multiplayer to be interesting. I can still pick up Robotron or Pac-Man and enjoy it. However, I can't replay the old great Lucasarts/Sierra adventure games, even though I played the hell out of them when they came out.

      If Jaffe can come up with something innovative, it'll last far longer than a game with standard gameplay and a decent story.

    2. Re:Wow, totally opposite. by Aladrin · · Score: 1

      Yeah, but no company in their right mind will releases exactly the same game under a new name and sells it again. They add things to it, and one of those things is plot.

      Soul Calibur is a great example. It's Street Fighter with a plot. The plot is very basic, but instead of taking away from the experience as Jaffe suggests, it adds to it. Enough that I played it for quite a bit longer than all the other 'street fighter'-type games in the last 5 years combined. You can't honestly tell me that game would have sold better if they'd stripped the plot out.

      Oh, and with the exception of Arkanoid, I -can't- pick up old games like that and have fun with them still, but Loom and Sam N Max Hit The Road still tickle me.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:Wow, totally opposite. by mrchaotica · · Score: 1
      can still pick up Robotron or Pac-Man and enjoy it. However, I can't replay the old great Lucasarts/Sierra adventure games, even though I played the hell out of them when they came out.

      And that's exactly why game makers ought to be focusing on games with stories: there's no reason for people to re-buy Pac-Man, but they'll keep buying new stories.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    4. Re:Wow, totally opposite. by Teach · · Score: 1
      I'm just exactly the opposite of him. I ONLY play games for the 'story'.

      And I'm opposite from you.

      If I want a story, I'll read a book. And I liked FF-II (US) but not FF-VII, because the latter had too much plot. Diablo II was good; Metroid was good. Whereas Metal Gear Solid III was brilliant but not my style. Even a game like Half-Life has, what, maybe fifty pages' worth of story? But yet it takes me fifty hours to play, which is just an unsatisfying story::time ratio, IMO.

      In this big world we live in, there is room for all sorts of gamers.

      --
      Graham "Teach" Mitchell, computer science teacher, Leander HS
    5. Re:Wow, totally opposite. by Chibi-Hikaru · · Score: 2, Insightful
      And that's exactly why game makers ought to be focusing on games with stories: there's no reason for people to re-buy Pac-Man, but they'll keep buying new stories.
      Huh, I own Mario Kart 64, Mario Kart Double Dash, and Mario Kart DS. By your logic there's no reason for me to buy anymore than just one of those three games. There's no story. GOOD GOD THERE'S NO STORY?! What ever could possibly drive me to buy those sequals??? Might be because there's new tracks, new karts/characters, new weapons. Ie. New CHALLENGES (what games are REALLY about) due to new EXPERIENCES (the other thing games are about). Games are not about telling stories. They MAY tell stories but they are essentially about challenging you through various different experiences. If we were to extract this into the real world, soccer and football are similar games. The goal is to get the ball to the opposite end of the field. The reason to play both is that while similiar your experience during the gameplay of each is different. You also replay these games because they are challenging and you will experience a different game each time. No matter how many time I've played Mario Kart, it has been a different experience. How much of that can I say for something as horribly linear as FF7? You will eventually end up beating Sephiroth (essentially getting first place) and you will be all the other enemies/bosses/etc (the other racers) going from Midgar to the hole in the ground at the end (essentially the exact same damn tracks in the exact same damn order). So instead of giving us more games with more story (good god, read a book, watch anime, go see a movie), give us more challenging games. It's the only reason I'm looking forward to the Wii and not the other consoles is because with the new control design there is potential for new challenges and experiences.
      --
      http://www.cafepress.com/hikarudesigns/ http://www.bricklink.com/store.asp?p=hikaru
    6. Re:Wow, totally opposite. by YamadaJiro · · Score: 1

      You're assuming that there are limited gameplay possibilities, but unlimited (or extremely large) story possibilities. I'd argue the exact opposite: story possibilities have been hashed out through books and movies, while gameplay is unique to video games and is still very new.

      I have yet to see a story in a game that couldn't have been told in a book or a movie... some have been done very well and I've enjoyed those immensely, but many seem to become "hunt the cutscene", with boring gameplay designed only to get you to the next pretty picture. Gameplay is the core of all video games, but people have settled for bland gaming with "interesting" stories.

    7. Re:Wow, totally opposite. by mrchaotica · · Score: 1
      I have yet to see a story in a game that couldn't have been told in a book or a movie...

      Well, if you include those "choose your own adventure" books, that's true. However, that kind of interactive storytelling is much better suited for computer games than it is books -- flipping pages all the time like that was annoying!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    8. Re:Wow, totally opposite. by YamadaJiro · · Score: 1

      It's interesting you mention "choose-your-own-adventure" books (which were a lot of fun; why'd they stop making them?), because very few games praised for their story are actually like those. In a CYOA book, you could have ten completely different stories in one book; in your average story-driven game, you have one story with a few different endings.

      Final Fantasy VII is completely linear- nothing you did would change the story (okay, you could date three different girls in a subquest). Even games with multiple endings, like the Star Ocean series, tend to make all the changes at the very end. The games most remembered for their divergence, like the Fallout series, are rarely made and are apparently unprofitable... it's a real shame. As for sandbox games like GTA, they like to let the player mess aronud, but then force them to continue the rigid story eventually.

      So yes, I haven't seen a game story that couldn't have been made into a book or movie. I look forward to the day they make one.

    9. Re:Wow, totally opposite. by keendreams · · Score: 2, Insightful

      I think everyone is missing the point here. Jaffe is not talking specifically about just playing games with stories, but more so working on them. There is a difference between working on a long story driven game like God of War which could take years (3 years) to develop and lots of energy spent on fit the game play around a plot line. It could be fun to dream up a complex storyline for a game, but grafting numerous scripted sequences and event driven mechanics can be a real chore. Working on something more pure, more focused on game play can be quicker and the design, more spontaneous. Thus more fun for the developer. Sort of the difference between developing Quake and Halflife.

    10. Re:Wow, totally opposite. by heinousjay · · Score: 1

      I have to disagree.

      The 'plot' in Street Fighter is interchangeable with the plot in Soul Calibur. It's just a poor set of reasons why these people must beat the shit out of each other. Soul Calibur stretches it into ridiculous lengths as an excuse to provides hours of mind-numbing beatings to force the player to invest a hundred hours to unlock everything, but it's not like anything actually happens. There are no meta-conflicts to be resolved outside of the actual fighting.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
  12. What about dynamically generated stories? by spun · · Score: 4, Interesting

    Anyone who has GMed a RL RPG should know about the 36 plots, and anyone familiar with drama should know about Aristotle's Poetics , which outlines the science of drama: plot, tension, characterization, all the way down to things like color, shape, harmony, and rhythm. We understand all that is necessary to dynamically generate interesting story lines which raise and release dramatic tension. Done by a computer, this could be customized to create stories the individual player finds interesting. Brenda Laurel did some intersting work in this field with her game company, Purple Moon. Although it was a commercial flop, the time may now be right for her approach. She also wrote a great book on computer-human interaction, analyzing it throught the lens of Aristotalian Poetics.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:What about dynamically generated stories? by bigbigbison · · Score: 1

      Chris Crawford has been trying to do something like this for years and years and hasn't gotten very far with it.

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    2. Re:What about dynamically generated stories? by spun · · Score: 1

      I think the key is to have some kind of a sim running in the background. Have the sim provide detail and structure to the story elements, have the story elements effect the outcome of the sim. You aren't going to get the requisite level of richness and detail from a simplistic fill-in-the-blanks, mad libs style story generator.

      Not to belittle a man who's done far more with his life than me, but I don't think Chris is that brilliant of a game designer, and Storytron is (from what I understand) more a tool for creating multi-branching plotlines than actual completely dynamic stories.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    3. Re:What about dynamically generated stories? by Anonymous Coward · · Score: 0

      We understand all that is necessary to dynamically generate interesting story lines which raise and release dramatic tension.

      Um, yeah. That will work for games at the same time that it will work for novels, plays, and movie scripts.

      Good luck with that.

    4. Re:What about dynamically generated stories? by spun · · Score: 1

      It does work for novels, at least on a commercial level, if not on an artistic one. Can't remember which publishing house it was, but one of the big romance novel publishers actually developed a "program" (more of a flow-chart, really. This was before computers) that outlined the various plot elements necessary to create a commercially successful romance novel. The publisher hired unkown authors who would basically fill in the blanks according to the formula.

      See my comment below about filling in the details from a sim. The sim can provide a lot of detail for the story generator to use, and the story can impact the sim. We aren't talking about having a computer generate great art here, just a random story that still adheres to the rules of drama.

      But thanks for your constructive criticism of my ideas, I'm always grateful when someone gives me a thoughtful critique delivered in a civil tone.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    5. Re:What about dynamically generated stories? by Anonymous Coward · · Score: 0

      You may be thinking of the old Hardy Boys/Tom Swift/Bobbsey Twins/Nancy Drew archetypal plot outlines. They date back to the 1930s at least, possibly earlier. Once the plot outlines were generated, the publisher could simply farm them out to starving anonymous writers.

      That's a far cry from having a computer generate the fictional elements and "render" (author) them in English. That technology has never made it out of the research stage, and if you actually take a look at the results it's achieved to date, you'll see why.

      I can think of no better definition of "strong AI" than a machine that can tell stories that humans relate to. It'd be at least as hard to accomplish as any other implementation of the Turing test. Frankly, it's a dumb thing to even try to do, in my opinion. You might as well attempt to build a radio that can win triathlons.

    6. Re:What about dynamically generated stories? by JonSari · · Score: 1

      Spun is spot-on here & Jaffe is both right and wrong. The problem with stories in games is not that there are stories, it's that the writer is trying to tell a single story in a dynamic medium, which means that the player isn't integral to the story progression. The worst case is when the player's interactivity is severely restricted to the story the designer wanted to tell.

      Brenda Laurel, Chris Crawford, Andrew Stern, Joseph Bates, Michael Mateas at Georgia Tech and a handful of others are working on creating viable interactive story, which I believe will be a revolution in interactive entertainment (and will take it beyond games).

    7. Re:What about dynamically generated stories? by spun · · Score: 1

      I remember an AI project that created realistic daydreams based on story input. You typed in a situation and it created a "daydream" based on that. Many were realistic, many were not, but it was an interesting project.

      I don't think you need to go beyond the "Hardy Boys/Tom Swift/Bobbsey Twins/Nancy Drew archetypal plot outlines" model though. We aren't talking about rendering them in english, that I agree would be fairly difficult. We are talking about a game generating in game characters, situations, and other plot elements based on a list of archetypal plots and Aristotelian analysis of dramatic tension. That would be hard, no doubt, but not impossible.

      Anyways, if this is the same AC, thanks for replying with more constructive criticism this time. But I still don't agree it would be impossible.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    8. Re:What about dynamically generated stories? by master_p · · Score: 1

      And if what you describe is done in a game that works like GTA San Andreas, then we might have the perfect 'virtual life' game...

  13. Re:So fucking what? by voice_of_all_reason · · Score: 1

    Slashdot's demographic is young males, a group who just so happens to like video games. It's quite simple.

  14. Misuderstood... by UberMench · · Score: 1

    I think that Jaffe is probably hinting more at incorporating story INTO the gameplay, as opposed to using gameplay only as a segway between cutscenes. Including dialogue without taking away the player's control of the character will create a game that's fun to play, not watch. However, have no fear, you will always have the Final Fantasy and Metal Gear Solid games to tell you good stories.

    --
    If video games are created by teams of designers and artists, how are they not art??? www.skylarscaling.com
    1. Re:Misuderstood... by 7Prime · · Score: 1

      Heh heh, I love the Final Fantasy series and the Metal Gear Solid games, but "good stories"? I dunno if I would go that far. I think they're TRYING, especially Kojima, which I give a lot of credit for, but they're far from being great narrative works. Kojima has made a series that has about the litterary quality of a decent James Bond movie, which is pretty good, considering that we're talking about a genre that's only about 15 years old (in terms of story telling), but it's no "Good Night & Good Luck". Also, Kojima's games are basically a hybrid of movies and games, the cinematic sections are only very slightly interactive (and only in MGS3), and the gameplay sections have no story. It's a game of switching back and forth. Now, I don't think there's anything wrong with that, but it should be understood that it's two separate medias within one larger work.

      Final Fantasy IX comes about as close to being a "great story" as I've ever played, the characters are far more real than almost all other games (FF8 has it's moments too), and some very thoughtful dialog, but it, too, is fairly basic. Now, I think there is potential in games for great stories, and I think there's potential for games with great narrative that is completely intertwined with great gameplay. I don't think we're there yet, though.

      But what I really don't understand is this hatred of linearity. Just because we have the means, within a medium, to be completely non-linear, doesn't mean we should be restricted to that. Non-linearity, is very restrictive, in itself. A game can simply be a film with an interactive camera... there is no such thing out there, afterall, and it might be a very interesting medium for artists to use. I particularly like this concept of having a story going on around you, where the character is only slightly in control of (because that's what our lives are, after all), and the player has the options of choosing what parts of it to see, at what pace to see them, in atempts to figure out what it all really means.

      The basis of narrative is that it MEANS something, there is a creator behind it trying desperately to get their ideas across. This is what interests me the most about various art and entertainment works. I do not feel threatened by the artist's ideas, in fact, I enjoy exploring that. I think at lot of this anti-narrative sentiment comes from people feeling threatened by others' creative endevours, and would like games to be a safe-haven for their own ideas, only. And it is a great safe-haven for that, after all, games (unlike novels or films) don't have to have narrative at all. But you also have to understand, that there are some of us who enjoy working through other people's creative ideas... and there is room for all kinds. Games don't HAVE TO be anything, they shouldn't be limited to certain areas, just because they tend to approach similarity to other mediums. The reality is, Final Fantasy, as cinematic as the series has become, is NOT a movie, and it does offer things that movies can not, which in-itself, makes it a viable and unique form of entertainment. I, personally, enjoy both games with narrative and games without, and would feel extremely threatened if one side were to take over the industry completely. There is room for both... no, there is a NEED for both.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  15. One word by BlackCobra43 · · Score: 3, Funny

    Luminosity.

    --
    I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
    1. Re:One word by 7Prime · · Score: 1

      LOL, that was my first thought when comparing Doom 2 and Marathon 2 back in the day, as well! But similarly, I believe Marathon to be a MUCH better series. Eventually, when the ideas behind it were allowed to reach a larger audience in it's extension, as the Halo series, it seems that it finally won out. But the main difference between Doom and Marathon, besides luminosity, is that it has a story, and a fairly ingenious way of developing it (a device later used by the Metroid Prime series).

      Even if you're a pure gameplay freak, remember that narrative gives a good escuse for varience in gameplay. After all, Tetris, as great as it is, is only fun for 15minutes here and 15minutes there, because there's no change in gameplay, where-as a story can spark drastic, and interesting changes in gameplay.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  16. Narrative could use a break by MrNash · · Score: 2, Insightful

    Personally, I don't think I would miss narrative being removed from games, as much of the time the stories in games just aren't very good. Maybe it's simply that I'm getting older (dangerously close to 30), but I have much greater expectations from the sorts of stories that games present now. However, much of what is released comes across as something intended for a gamer in their late teens or early 20s. That's all well and good, and if gamers in that age bracket are enjoying these narratives, kudos to them.

    Nonetheless, with all of this talk about "graying gamers" I have to wonder how much of it is just lip service from publishers' spin doctors. If we're such an integral part of the future plans of the industry, as some pundits claim, why aren't there more stories that older gamers can get into? It seems that for every Planescape Torment that is released, there are a dozen games that feature banal, emo tales revolving around angsty teeny boppers.

    Considering the state of most stories in games, I for one wouldn't necessarily miss them if they went away, as I have little faith that we're going to see a noticeable shift to better crafted stories in the foreseeable future. Sex and violence does not a mature story make, and I really wish people would abandon this 15-year-old, high school kid mentality on the matter.

  17. depends on the game genre by Magus2501 · · Score: 1

    It really depends. There's no way you can have a good RPG without a good story. In fact, the whole point is playing out the story. I've replayed Chrono Trigger more times than I can count because of the story.
    With FPS games, the story sets up the universe and helps me get my head in the game. There's a difference between Unreal and Wolfenstein in feel, but the two draw on the same set of skills.
    The same goes for RTS. Starcraft and C&C are essentially the same game, and the story sets them apart. You need to know the subtleties, but playing one is not far from playing the other. C&C isn't the equivalent of a sport in any country.
    Another point to bring up is that multiplayer (except for co-op mode) doesn't have a story. I think that some people like games without a story because they may prefer playing against other people, not NPCs.
    Some people don't care about the story at all. Some like RTS games or FPS games because they just like that style of play. They want to play the game, regardless of the story. A game without a story will appeal to that segment of the market.

  18. True for other things as well! by KingSkippus · · Score: 1

    If it is done properly, this could work out well, imo. I love a movie with a good story, for sure, but you know, I don't actually go back and watch those movies more than once. I know what's going to happen in the story after I've watched it through once, so a story centered movie has little point for me to watch again. The movies that I watch over and over have little to no story, from the old Jean Claude Van Damme and Jan-Michael Vincent movies, to newer stuff such as Jet Li, The Rock, or Jackie Chan (which you could argue has a story, but it's hardly important to the movie). These are the movies that I watch again and again, because it's about the action and none or very little of the enjoyment is tied into watching the story unfold.

    Wow, I can't believe that I used to be pretty silly, enjoying all of those movies with good stories! ;-)

  19. Jaffe Ditches loves games with story... by grumbel · · Score: 4, Informative
    If you read the actual blog instead of that summary of a summary, you will find out that he is not tired of games with story:

    As a game player, I find myself enjoying single player action adventure games more than I have since I was a kid. I get immersed in them more, get more wrapped up in the stories (even the ones told thru cut scenes), and actually feel like I am living the adventure.
    So he isn't tired of playing them, quite the opposite, he loves them, what he is however tired of is developing those games, since the experience developing them is a lot less entertaining then the experience playing them.
    1. Re:Jaffe Ditches loves games with story... by mgblst · · Score: 1

      Yes, I found a similar thing when I was working in a bar. Not quite as much fun working behind the bar.

  20. No such thing as end-all-be-all? by MrSquirrel · · Score: 2, Insightful

    I'm not sure I'm understanding him clearly... it sounds to me like he's not just making one game without a story, but sticking to an ideal that he's going to be different by making no games with stories. The way I see it, stories CAN be an integral part to a game -- it depends on the type of game though. Let's say you're playing DDR... it's not the type of game that would go well with a story ("Okay... uhm... street-toughs took your girl and you have to dance to free her!"). Now, take that same "story = bad" mentality and apply it to a game like Half-Life ("I have a gun... uh... I guess I'll go shoot some people. ...'nah, I'll just sit here at my desk and sip coffee -- a resonance cascade is only theoretical anyways"). Story can make or break a game, but it whole-heartedly falls on the game type.

    I personally enjoy story games, particularly open-ended or multi-pathed ones where there is a good base story but your character doesn't stick to a script.

    Stories in games are like stories in movies -- if the cinematography is a certain type, it's fine to not have a story... but it is not possible to apply a blanket policy of story/no story to every piece of film.

    --
    A computer once beat me at chess, but it was no match for me at kick boxing.
    1. Re:No such thing as end-all-be-all? by Anonymous Coward · · Score: 0

      I would disagree with story being inapplicable to some games. The invention of the modern "music game" came from Parappa the Rapper, which is extremely story-based. And the story worked reasonably well as a game story, despite not involving alien invasions, voluptuous girls or muscular men, shooting, explosions or car chases, gods or conspiracies.

      It's just that the kind of story one might apply is non-obvious when the only story we think of is "hero saves world." It's quite possible to concieve of stories for games like Chess, or Tetris. To be truly effective, though, they *must* be tied into the gameplay on some level, not just slapped on as an extended metaphor.

  21. Oh editor of limited imagination... by idontgno · · Score: 1
    We're wondering how Jaffe intends to make us cry without playing up the story elements

    Two-word answer: gank camping.

    --
    Welcome to the Panopticon. Used to be a prison, now it's your home.
  22. Cry by Spazmania · · Score: 1

    We're wondering how Jaffe intends to make us cry without playing up the story elements

    If I want to cry, I'll read a sad book ($6.00) or buy a sad movie ($20.00). In a video game ($50.00) I expect any story to follow me, not the other way around. Since I'm very good at wandering off in directions the designer didn't expect and computers aren't very good at creating stories on the fly, things generally work better if there is little or no story to begin with.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
  23. Story and gameplay are not mutually exclusive by Astarica · · Score: 1
    People always seem to assume game design is a zero-sum game, as if Miyamoto will be forced to draw polygons for 'even better than ever graphics' or write the story of the next Metroid game if he wasn't a game designer. The skillset for gameplay, graphics, and story are pretty much mutually exclusive so just because you do away with one, it doesn't mean you gain or lose any other component of the game.

    As for whether it's viable to have a game without a story. Sure it is quite possible. You take a game like Grandia or Diablo 2 or Shining Force Neo, the game's story is pretty much an excuse for there to be more stuff to kill because the game evolves around the game engine, not the story. If there was no story in these aforementioned games, it wouldn't bother me very much, if at all (I'd ask to at least have the names of the characters I'm using, though). In fact consider there is no one I know of known for story-writing in games, it'd be far more likely to have a good game without a story as opposed to a good game without say, gameplay or graphics.

    1. Re:Story and gameplay are not mutually exclusive by Mr.+Avarice · · Score: 1

      A good game without gameplay is a movie, and a good game without graphics is a text-based adventure.

  24. No way by elzurawka · · Score: 1, Interesting

    Story is what carries you through the game? How many FPS's is there out there now adays? How many more can u create...there is only so much you can with the game play? I dont buy a new FPS because it has an awsome new Particle Cannon or something like that, i buy it for the Story.
    The way that you play the game isnt the most important aspect, its weather it draws you in, and keeps you interested.
    I dont know who here has played the game Farenheit for the Xbox, but its probobly one of the BEST games ive played to date. And the complexity of the game play is pretty much, move the thumb sticks back and forth....w00t! Not hard, but the story in the game made it like a movie, you were excited to see what happened next, and it was cool because it was like your part of a movie. The game was completely story based, and i enjoyed it more then most games i have played in the past few years.

    Story line is 1 of the only ways remaining to make your game original. Sometimes people figure out a good new type of game, but mostly its the same old rehashed ideas, with new stories....that is what makes the half life serice so much better then Quake...and so on...game play can draw u in for a few hours..but eventually it will just repeat. If you have a Story that playes out over 30-40 hours, then then is always something new, and you want to see what will happen next. If all your doing it killing your way through a level, just to get to the next 1, and kill some more things, whats the point?

    --
    -EL
  25. Cinematic??? by bigbigbison · · Score: 1

    OK, every time this word comes up, I want to know what people mean by it (in fact it is the current post on my blog. plug... plug...).

    The 1up story has the phrase, "cinematic games," but Jaffe's post doesn't mention the word cinematic at all (commenters have, but not Jaffe).

    So, what is so "cinematic" about games? I can understand when people are talking about cut scenes, but other than that, what is so specifically like cinema about some videogames? (Unfortunatly, I don't have a PS2 so I haven't played God of War, so I don't know if there is anything specially "cinematic" about that game.)

    --
    http://www.popularculturegaming.com -- my blog about the culture of videogame players
    1. Re:Cinematic??? by Anonymous Coward · · Score: 0

      Play Knights of the Old Republic (especially II, which is the only one I played). Sure, it LOOKS kind of like a game but it is basically an animated "Choose Your Own Adventure".

    2. Re:Cinematic??? by MojoBox · · Score: 2, Insightful

      There isn't. Games that claim (or are claimed by others) to be cinematic consist of two parts, the cinematic and the game, and ne'er shall the twain meet. Yet anyways. I suppose the game that has gotten closest to this is Half-Life 2 (or just HL if your going to get pissy about HL2), but while they admirably did away with cut scenes, they still had to find artificial ways to lock the player into cinematics, effectively cutting the game into the two previously stated parts. They also had to make your character a mute, but that's neither here nor there.

    3. Re:Cinematic??? by Anonymous Coward · · Score: 0

      I disagree. Jedi Knight: Jedi Outcast was very cinematic in its gameplay, particularly the lightsaber battles. The camera would rotate around a battle in slo-mo when a death blow was dealt, which was not only fun to watch but helped you see what else was coming at you and take action, since you still had control while the camera was moving. I believe Max Payne also did this, but I never played it.

      Also, do a search for video from the upcoming Indiana Jones game. If my above examples didn't convince you that gameplay can be cinematic, the new Indy game should.

  26. Re:So fucking what? by Blakey+Rat · · Score: 1

    I don't think it's that young, though. Considering the love that Nintendo gets around here, and the fact that the people posting aren't 8 years old, I'd guess the average age is at least in the high 20s. If there were more teens, you'd get more love for the Xbox.

  27. Stop paying attention to this guy by StocDred · · Score: 3, Interesting
    Jaffe is just dropping quasi-incendiary weblog bombs to keep his name out there. He has one of the shortest resumes in the business, but everybody bends over backwards to hear his latest "insight."

    The division between gameplay and story is a false one. You can have great games with great story, and great games with no story. Why do people feel the need to argue about this? It's not like Jaffe is suddenly going to banish all bad games forever just based on his next non-story project. More than likely he's just out researching something public domain that he can decorate in spikes and blood anyway.

    "Story games suck! My guy has tribal tattoos and bitchin' attack chains!" Yeah. I'll pay attention to Jaffe when he stops being mediocre.

    1. Re:Stop paying attention to this guy by Sage+Gaspar · · Score: 1

      Well, it's on 1up. I mean, if the forerunners of video game journalism think it's news... oh wait. Yeah, you're right.

    2. Re:Stop paying attention to this guy by Mac+Degger · · Score: 1

      Mediocre? Sorry, but that is n otapplicable here; his game sold millions of copies. By definition, he is good at what he does (ie make video games which sell/people like).
      Sure, it might not be high Art (thank god for that...Art is usually boring and only for the elite top 2 % of snobs...look at James Joyce's Ulyses)...just remember that Shakespeare was a soap opera writer too.

      His credentials established, you might want to read what the guy has written: all he said was "I have made a story heavy game, and whilst I like playing those kind of games, I have found that at the moment I really don't like making them. Therefore I am now making a game based on gameplay only."

      The kind of game like, well, maybe like Extra Extend, or Rez, or even Streetfighter II, or Dance Dance Revolution (go Google). You know, games which have no story, but the gameplay is just fun. Sure, GREAT games can have an amazing story and great gameplay...but then there's also Tetris: pure gameplay.

      As for your comment on public domain; standing on the shoulders of giants, man...never heard of that?

      --
      -- Waht? Tehr's a preveiw buottn?
    3. Re:Stop paying attention to this guy by StocDred · · Score: 2, Interesting
      His own blog lists his credentials as five games. Five games. Over 13 years. And three of them are Twisted Metal games. Since when is five games enough for the gaming populace to turn him into a new game celebrity god? But we have - based entirely on the phoned-in God of War, mind you - so he now feels empowered to become the new Lorne Lanning... releasing orchestrated press releases full of incendiary sound bites. I guess he'd be the opposite of Lanning, since Lanning was desperate to tell some kind of cautionary tale in his overhyped Oddworld games. Maybe these two guys can go fight to the death somewhere.

      I did read Jaffe's weblog, because I do think it is interesting to hear candid thoughts from a game designer. But God of War is hardly a "story heavy" game... at least, it's not a game that has a heavy story in it. It's a very simple story, and you can predict every move two cutscenes out. Really, were you stunned at all about the big revelation (the one involving his wife and daughter)? Yes, it is a mediocre game, sales notwithstanding. I didn't call it "unsuccessful".

      And after watching all the featurettes on the God of War disk, I found it highly embarrassing that Jaffe and Company would go on at length about how "fucking rad" the game is and how hard they had worked on it. Seriously, how much work does it take to steal elements of basic mythology and make them heavy metal? Compared to all the poor slobs out there who are making their own IP out of almost nothing? You think it took longer to concept God of War than it took to come up with the backstory and characters and worlds of Ratchet & Clank? Or Sly Cooper? Or Fatal Frame? I'd be willing to bet that it took longer to draw up the plans for Katamari, for crying out loud. Standing on the shoulders of giants is one thing; blindly draping spikey armor and blood splatter on said giants is something else. Lame, I call it. At the least, not very substantive. God of War was action eye candy and nothing more. Eternal Darkness stood on the shoulders of giants. GTA stood on the shoulders of giants. God of War gets about to the asscrack.

      If he wants to go make a non-story game, go right ahead. As you say, Tetris is justifiably a great game. But what I take issue with is all the cutscene-hating mofos who take this as a clarion call to come crawling out of the depths to scream about how much they hate movies in video games and Raiden was a fag and RPGs all suck. And how all cutscenes should be banned, etc etc etc.

      The universe is large enough to include great games with story and great games without story. The universe is large enough to have games with cutscenes and games without cutscenes and games that blur the lines between the two.

  28. OK, no-one read the article and started bitching by Alphager · · Score: 1

    Jaffe says that he immensly enjoys playing games with a good story. However, as a developer, he cannot enjoy playing the games he worked on, because he allready knows the story and every twist of it. Thus, he decided to not make a story-based game, because he does not enjoy doing story-based games. Hard to grasp, n'est-ce pas ?

  29. Here's how to make us cry by DeeDob · · Score: 1

    "We're wondering how Jaffe intends to make us cry without playing up the story elements, but we're interested in seeing him try"

    1) Hire people to hype the game over the internet and in the medias.
    2) Increase the price of the game by 20$.
    3) Make the game unbeleivably hard.
    4) Make the end of the game unneccesary boring.
    5) Make the game very short.

    The results:
    Millions of copies sold for an overhyped, overpriced game and millions of people crying for their lost money.

  30. Story itself is not the problem. by MojoBox · · Score: 1

    The problem is how Story is approached in most videogames. Most developers desperately want to be in Hollywood, from the looks of things. Games traditionally considered to have great stories (Oh, say, FFnth and MGS) told that story pretty much exclusively through cut scenes. This is bad, this is wrong, this is not how videogames should proceed. Cut scenes should be done away with. Completely? Yes, completely. For that matter, linear naritive structure should be done away with as well, but one step at a time. Videogames stand on the threashhold of becoming a very powerful story telling medium, but it's not stories like we get in books or movies, the game isn't TELLING you a story, YOU are telling the game YOUR story. The game itself is a pallete for the individual artist/gamer to express themselves with, for each player it should be an individual experience, uniquely crafted by you. Whether the technology is capable yet or not is debatable, but undoubtedly this is the way in which developers should proceed with "Story" in videogames.

    1. Re:Story itself is not the problem. by StocDred · · Score: 1
      Or maybe, we could have games that do it both ways? You know, because the world is big enough to support several approaches, rather than Only What MojoBox Decrees?

      Because everytime hear bullshit like this, I think back to those poor scientists in Half-Life, trying to move the plot along while I was running away from them to make their audio sink into my speakers.

  31. Gameplay Story by phhan · · Score: 1

    The gameplay is the most important aspect of the game, hands down. That said, the story is what can enhance or destroy the gameplay experience. Let's face it, most games require repetitive actions with little to no variation. You can only go on so many quests in RPG's or build up a town and crush an enemy town so many times in an RTS, or shoot so many people in an FPS before you just get bored of the game. Sure, they can combine elements from the different genre's and make certain actions or skills unavailable until later in the game or whatnot to expand the gameplay enjoyment, but eventually you'll get bored or tired of the game. Like a previous poster had done, I've played Chrono Trigger about 20 times (and I'm actually thinking about starting it up again) after the year 2000 (game was released for the SNES) because 1) the gameplay was great (anything you did in the past effected things in the future) and 2) the story was captivating and kept me and still keeps me wanted to continue to play more and more to see all the different endings available. I've played 2 of the many C&C games and only finished red alert, but I've bought every Blizzard RTS as soon as they've hit the shelves. Why? Because Blizzard knows how to combine great gameplay and a captivating story to keep you interested in doing the same thing over and over again. Hell, I played that last mission in WCIII 10 times before I beat it. I was completely frustrated with how hard it was, but I kept trying because after all those hours of gameplay, I wanted to see how the story ended. The same didn't happen for me with the other C&C game (can't even remember which one it was) because after trying 3 times to finish it the hardest mission (not even the last mission) I just got frustrated and stopped playing. That being said, if the gameplay was crappy, I'd never play the game. I heard the Spellforce story is pretty good, but after 20 minutes of frustration trying to get used to the crappy controls, I gave up on the game.

  32. Lumines? by tepples · · Score: 1

    Lumines for PSP doesn't have a story to speak of either. Neither does a free software clone of Lumines .

  33. Re:So fucking what? by Anonymous Coward · · Score: 0

    It's not about the games. I guess you're just too dumb to read the GP. It's that simple.

  34. Jaffe needs to stfu & gbtw by Anonymous Coward · · Score: 0

    Some of us are lucky enough to enjoy all three steps in our day jobs: we enjoy the industry, we enjoy being able to contribute to conceptual designs and, we enjoy developing and completing projects.

    So David doesn't like the workload required to implement his cool ideas. Two out of three ain't bad.

    Or perhaps I'm reading his essay wrong.

    And the thing is, once you have the IDEA, your fun- as a designer- is really over.
    I'm thinking he's got a very limited view of his role here.

  35. Can't you have both? by whyrat · · Score: 1

    Why is it people generalize games saying "all games with stories are inferior to games without" or vice versa.

    People play games for different reasons. To me it's like you're comparing reading a book with playing a sport.

    Read a book: there's story, character involvement, emotion, closure, etc...

    Play a sport: there's competition, victory / loss, teamwork, patience, dedication, joy / sorrow / regret, etc...

    Sometime I want to play a game like counterstrike, where it's fun to try and get a high score, or just blow off some steam.

    Other times I want to play a game like Final Fantasy, where there's characters to learn about, a world to explore, motives to uncover...

    Anyone spouting commentary that all video games should conform to one playstyle is building a picture with half of the puzzle pieces :( Video games should not be homogeneous... that more than anything else would alienate players. Variety is the spice of life right?

  36. It's maddening by tepples · · Score: 1
    but no company in their right mind will releases exactly the same game under a new name and sells it again.

    Some people's ignorance of how the video game industry works maddens me.

  37. Shadow Of The Colossus and Ico by taeric · · Score: 1

    I feel like I'm beating a dead horse using these two as examples, but they really do show how a beautiful story can be told with video games. Especially if you are concerned with emotions being elicited by the game.

    Granted, it also dawns on me that these two games may fall inline with what he means. Sure, they have a lead in story cinematic, but for the most part the entire contents of the game are removed from story elements.

  38. Must kill programmers by Franio · · Score: 1

    The strongest raw real emotions in videogames are usually not the result of the story. Bad camera angles and controls during endless platform jumping often cause anger, rage, and even physical retribution when the controller meets the wall. One starts to ponder how cruel the world is. Fear and anxiety - random crashing does the job. Will I make it to the next savepoint? Triumph and defeat - what greater defeat is there than finding out 80% through the game that you can't finish Beyond Good & Evil because the key you need to continue appears above the ceiling and while the problem is known, there is no official patch.

  39. there wasn't an "end" by BitterAndDrunk · · Score: 1
    Similar to Galaga and most games from that era, there was a point where the boards stop changing essentially. In Pac Man, once you hit one of the top fruits, it was unchanging in terms of speed and the like.

    Ms Pacman introduced the cut scenes and "story" to the game, which (I suppose) could be said to finish when you see the final cutscene with JR Pacman. However, there was one more level set afterwards, IIRC. (that's a big if; it might have been the repeat of the board prior to getting the Jr cut scene, at which time the boards stopped repeating)

    --
    You better watch out, there may be dogs about . . .
    1. Re:there wasn't an "end" by Anonymous Coward · · Score: 0

      IIRC, Pac-man freezes up after level 255, so in that sense it does end.

    2. Re:there wasn't an "end" by geminidomino · · Score: 1

      Bah, lousy programmers... setting the level as an int and not bothering to error check. ;)

  40. It's not that he's against stories. by kinglink · · Score: 1

    Most of the people commenting on this are missing his point. He's not against the story, he's against large scale stories that are all told in cutscenes, I must agree with him. Half-life 2 does what few others have done, have interactive "cutscenes". It works well though it's not for everything, Doom 3 and Quake 4 both had well done systems where story is told through out the mission and cutscenes only happen once in a while when you MUST.

    I wouldn't say his God of War game was too cutscene heavy though the cutscenes definatly killed the action and feel of the game. Instead of watching as the titan gets close and you jump on him, why not do it yourself as a voice over tells you the story, and then you'd climb up the titan, it'd take a while but the payoff in the size and feel of the game would be bigger.

  41. Well duh by xenocide2 · · Score: 1

    "We're wondering how Jaffe intends to make us cry without playing up the story elements"

    Spawncamping, pure and simple. The only hard part is finding ways to stop people from quitting.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

  42. Better, faster, cheaper. by nolsen · · Score: 1

    They'll be saving money on FMV sequences and writers.

  43. Concept isn't hard at all. by SanityInAnarchy · · Score: 1

    Or were you talking about writing the entire story?

    Take your average Final Fantasy game -- the story alone could've taken years to write. Next to that, God of War is nothing. But you're comparing it to Ratchet and Clank? That would take a good writer maybe a week or two.

    If you want to talk about story without cutscenes, I'd bring it back to Half-Life. Even Half-Life 2 definitely has some cutscenes, some characters and areas that are obviously intended to be scripted and cinematic. Half-Life leaves the player in control, with no dialog at all, for the vast majority of the game. And it still manages to tell a story.

    I'd be excited about a game like that.

    What God of War was good at was just being fun. The mythology was just there to help, it's easy enough to invent your own. How much do you think it took to get the basic idea for Halo? I know there's much more to it, but come on -- first game is ringworld + star wars + the Chief. Let me make a new one up for you right now: Texas hick is experimented on by the government using alien tech and is now much stronger and skilled with firearms, the Civil War is still going on, and he fights for the south for awhile -- then switches sides and crushes the south.

    See? See how easy that was?

    The hard part is translating that into a game and properly fleshing it out. Some people do it in cinematics, some do it in-game, some don't do it at all.

    And some people choose to ignore why their badass is such a badass and simply make a game that plays well. I haven't finished God of War (rental, had to send it back) but it was a lot of fun. The gameplay was fun and unique, and the over-the-top gore just made it awesome.

    Think back to Doom. So many Doom clones, so many boring FPSes -- was the original Doom that much better? Ah, but it was fun and unique!

    --
    Don't thank God, thank a doctor!
  44. Direct link by SanityInAnarchy · · Score: 2, Interesting

    Instead of Slashdot "word vomiting" about what some other blog said about what David Jaffe said, why not just read what David Jaffe said? He does have some good things to say -- particularly that he doesn't think that single-player adventure games are dead, a bad medium, a bad idea, or anything like that -- he just doesn't want to work on them anymore.

    Think about it -- you finish tweaking Tetris, Pong, Street Fighter, etc, you can still enjoy playing them, but by the time you finish Zelda, God of War, or Final Fantasy, not so much, because you already know every surprise, plot twist, minigame, everything the game throws at you is something you've already seen so many times. I imagine it's a bit like writing a book -- after you're finished writing it, you probably can't read it through once, that's what you need editors for -- after all, how many books do you read through more than once or twice? After you finish writing one, you've read through and written and rewritten most of it so many times that you can't stand it.

    This isn't always true, and certainly not for everyone. I write differently, for instance -- when I finish writing a story, I certainly can read it again, because I only write once, straight through, only ever editing a sentence or two back from where I am. I almost never do second drafts.

    But I can understand why he would be getting sick of doing that, and why it would lead him to say those things. After all, at least part of it is what we've all been thinking. On some level, most of the games we're playing are really still subject to the same complaints people have about Street Fighter -- sure, it has plot, but the plot and gameplay are completely separate. If you're lucky, you get a cinematic after defeating a particular opponent. But this is true of so many games it's not funny -- Halo (and Halo 2), GTA, Doom 3, Quake 4, Final Fantasy, Beyond Good & Evil... Very few games tell any story with the game world and the gameplay. Most just cut to cinematics -- or worse, text or voice (Doom 3's PDAs).

    Every now and then, we get games that tell a significant part of the story in the gameplay and environment -- and even then, much of it is the environment. Examples would be Zelda, Half-Life (and Half-Life 2), Quake 4. Yeah, Quake 4 is both, because it does cut to cinematic in a lot of places I wish it wouldn't, but the cinematics, voiceovers (radio), text, and gameplay are woven together so well that it mostly feels like a story is being told, but you don't have to pull too far out of the gameplay and game world to tell it. And I don't mean the gimmicks like still being barely in control on the Strogg operating table. I guess being a long game helps...

    And of course, there are also the games with little or no story, or where the stories you live are so much more interesting. Natural Selection, Counter-Strike, UT2004, and the few MMOs that have completely unobtrusive stories, but play well enough to justify it. Nexus TK is an example -- the only reason it's got such a great story is that it's built up over seven or eight years. MMOs are also interesting in that if they do actually advance the story (most seem too afraid to), it's like real life in that it impacts everyone differently; everyone has their own story to tell.

    But then, MMOs often get accused of having little or no story, or of simply providing the forum and letting their players do everything themselves. You don't play World of Warcraft because it's a good game, you play it because that's where your friends are, that's where your guild is...

    Kind of like MySpace, actually...

    --
    Don't thank God, thank a doctor!
    1. Re:Direct link by grumbel · · Score: 1

      ### Most just cut to cinematics -- or worse, text or voice (Doom 3's PDAs).

      While Doom3 overused the PDA quite a bit, I find nothing wrong with it in principal. The PDA is an in-game object and so it should be used for whatever the character in a game uses it normally, if that allows to carry some story across then thats a good thing. One nice thing of Doom3 was that it turned the cross-hair into a 'talk-to' symbol when aiming at friendly characters, great way to solve the 'must not kill good guys'-problem, without making the good guys look invulnurable, but well, thats another story.

      Cutscenes also don't have to be evil by itself, a good cutscene would be for example those of Shadow of the Colossus, when you approch a colossus for the first time, you get a short cutscene, however those simply emphasis what both the player and the character are doing at that exact point, starring at the colossus in amazement. The main problem with cutscenes today is that they often contradict with the actual rules of gameplay, if a character dies in Final Fantasy in-game, you use phoenix feather, no big deal, if he dies in a cutscenes he is gone for good. In cutscenes the hero in many games talks to characters, uses computers and other objects, while the gameplay often only allows shooting and absolutly no peacefull use of the environment (ie. MaxPayne2) or ways to talk to characters, except entering a cutscenes, good old multiple choice dialogs are seldomly seen these days and even if they are seen, they are often meaningless, since you simply can click everything without making a difference. While I don't think real choice in a story is a 'must', it is definifly interesting to see how characters react to different questions. Last not least the character making decisions without the player actually interacting is of course always an annoying thing.

      I think one underlying core problems with many games these days is that they simply don't allow role playing (not that leveling up shit, but playing a role), the whole gameplay is restricted to meaningfull actions, shot, jump, run, punch, etc., the normal stuff is often missing, sit down in a chair, drink something, talk, etc. Fahrenheit allowed a lot of pretty useless stuff and I think it adds a lot, since you can really play the role of the character and are not limited to just shooting things. Games don't have to be like rollercoster rides all the time, sometimes its simply fun to wander around in an environment and look around and games should simply provide some more actions to actually do that.

    2. Re:Direct link by dkone · · Score: 1

      I read Enders Game twice

    3. Re:Direct link by SanityInAnarchy · · Score: 1
      great way to solve the 'must not kill good guys'-problem,

      Except you could always step back and kill them anyway, when your talk to turns back into a crosshairs at enough distance. Then you get their PDA, and possibly some ammo (the security guard early on).

      No, this was to solve the problem of never using any button except the left mouse button. Which was clever, really, but I wonder what id really has against the Use key...

      Good points about roleplaying, though. A lot of the useless stuff suddenly becomes useful when the RPG is at all multiplayer, and you do start to miss them... especially when they're half-assed, as in UT2004. Ok, smacking my ass and pelvic thrusting was fun for the first 50 times, but sometimes you want to do subtler things. For example, none of that is at all feminine, even if you're a female character -- where's the "smile and blush" key?

      --
      Don't thank God, thank a doctor!
  45. Yes, I read books too by Moraelin · · Score: 1

    I hate to be cliche, but how about minding your own business? I'm sick and tired by now of people telling me what kind of games I should play, how should I spend my free time, and what medium I should prefer for this and that. If I like games with a story, what exactly is the problem? How exactly is it anyone else's business?

    Plus, just to be nasty, I can't help noticing that the "go read a book if you want a good story" snottiness is the most thrown around by people who, in fact, _don't_ read books either. It's, in fact, become the standard excuse to be the gaming equivalent of a couch-potato. The same kind that would otherwise flop on the couch and watch football for a few hours, and get their brains completely turned off for the whole duration.

    So, yes, by all means, take your own advice. Go read a novel. Watch a movie with a plot. Whatever.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  46. Is that guy real? by Anonymous Coward · · Score: 0

    Wow. That article is kind of scary. That guy sounds like a total sociopath and perfectly unable to feel anything or relate.

  47. "There's no crying in baseball?" by MotherInferior · · Score: 1

    Who the heck cries while playing a game? I mean, it's a game. I find it hard to believe that the rehashed, hackneyed crap which passes for plot in 98% of the games today would induce real pathos. Maybe I'm just not sensitive enough.

  48. 36 plots my ass. by geekoid · · Score: 1

    Where is the Blow up Zombies plot? huh? huh?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  49. I may niot ahve cried but I sure as hell by geekoid · · Score: 1

    been scared by games.

    Doom
    Clive Barkers Undying is freaky scary.

    I could concieve of a game that has sad components that could cause people to cry.
    Matter of fact, it would be an interesting challenge.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  50. What? by geekoid · · Score: 1

    Galaga was the story of how evil alien insects where tryinh to get to earth.

    Of maybe it was the story of why I was always went broke 25 cents at a time.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect