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."
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.
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?
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.
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
Luminosity.
I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
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.
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.