Stories in Games Matter, Right?
1up has a piece looking at what exactly David Jaffe meant when he said he was 'no longer doing story'. They examine how this ties into the Lester Bangs discussion, and hear from some other designers on where they think story falls within the realm of game design. From the article: "Warren Spector: Games are all about the player experience -- about DOING things, not about watching things or hearing about things. And that means that a narrative game has to put the player experience first and the narrative second. However, left to their own devices, most players aren't very GOOD at crafting compelling experiences -- just as most readers aren't good writers, and most moviegoers aren't great directors. And that's where story comes in."
You can make a game where there's no story at all and the player gets total freedom. That can get boring if the average player doesn't know how to create an experience or there feels like there's no point to being in the game. You can make a game where there's a strict story and the player has few options. That can get boring because the user doesn't have to think much.
So every game needs to strike a balance depending on its goals.
Developers: We can use your help.
Wouldn't they hire great known writers to create game-friendly stories, instead of cobbling some kind of nonsensical mishmash together themselves?
And I don't count movie adaptions, because you already know how the story ends.
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I hated the story in FFX, but it was an excellent game besides the story or the characters of Wakka, Yuna, or Tidus. I found FFX fun inspite of the story not because of it. I'd almost say the same thing about KH2. I love playing KH2 and the actual game playing excellent, but the story isn't something that I really cared about.
I'd like to see Square make a game that wasn't a super environmentalist the world will end because the life blood of the planet is running out because of our single evil corporation/empire. I've been kinda of sick of that plot thread for awhile. I'd actually like to see the reverse that the evil Mana/heart of the world is flourishing creating monsters and its your group's task to stop/kill off the evil heart of the world so that humans can continue to live peacefully in a hightech civilization.
I look at Fable as an example contrary to your assertion. Fable had good gameplay (the core was solid, anyway), but there was no reason for me to progress. I didn't care about my characters, I didn't care about the world, I didn't care about my sister or mother, or the town I grew up in. I played through the game in the hopes that there would be something redeeming at the end, and not just 'You killed the bad guy. The end.'
Fable was a disappointment in that a lot of the gameplay innovations that were promised were never delivered on, but it was such a bland game that there may as well not have been a story. It would have been just as compelling if the 'story' had just been presented as 'Go here and kill this guy', which is not far off from what they provided.
When I compare that with a game like Jade Empire, where I actually felt bad for doing bad things when I was playing evil, and felt good for doing good deeds. I read every letter of the scrolls I found, because I was truly interested in the world around me and in finding out the history of the world and who the people were that I was always hearing about. The gameplay in JE wasn't that fantastic - in fact, it was astonishingly repetetive - but I enjoyed the game immensely more than I did in Fable, because it was a compelling story that I wanted to unfold, and because I had an emotional investment in the characters and their situation.
You don't need a good story to have a good game (look at Mario or Tetris), but for certain genres, it is imperative that the developer give the player a reason to progress. If the gameplay makes up for the poor story, then fine, but I'd rather have a good story.
### Good gameplay can save a game with a terrible story. But a good story can't save a game with terrible gameplay.
Ever played Dreamfall? Actual gameplay in that game is really almost non existant, almost no puzzles, a fight system that is plain awefull and a sneaking system that isn't exactly much fun either by any means. Even for an adventure game its really very low in terms of gameplay. If it wouldn't be for the story and art there really would be exactly nothing worth to play Dreamfall. The story however is great and thanks to it and the awesome art direction that game still scored reasonably well (5/5 at Gamespy, 8.1 at gamespot, 7.5 ign, etc). A good story can certainly boost a game a lot and be the only reason to play a game in the first place.
That of course doesn't mean that gameplay is unimportant, a story like Dreamfall with some actually good gameplay inbetween would be great, better then the game it is now. However good gameplay really isn't a requirement, the only important part is that gameplay doesn't get in the way of the story, if you die a hundred times and just get stuck you won't ever find out how the story continues, so it that is of course a thing to avoid, but lack of challange or actual play really can be quite secondary to some games.
The lack of good gameplay (relative to text adventures) is precisely what turned me off to modern interactive fiction. I liked the Infocom games, on the whole, but while the story is much better in modern IF, the player doesn't contribute much. You mostly walk from one page of the book to the next.
It's nice when a game has a good *backstory*, but the story inb a game is only interesting if you the player help create it (or at least the game does a good job of giving that illusion).
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Gameplay isn't everything. There are these things called 'movies', which are basically no gameplay and all story - or sometimes, all special effects and no story. They still manage to entertain.
Hell, there are more to games than just gameplay ans story, too. I've played games just because I liked the music and art, like Jet Grind Radio, or character designs like Zelda Wind Waker and Pikmin.
JGR and Rez were interesting because they had a 'feel' or 'aura' that I liked, and I mostly played them to immerse myself in the world created by them. They both had passable gameplay and some story, but the main thing about them was that they made you feel like you were a very cool, skilled character in a interesting world. That kind of immersion is what draws me to a lot of games.
Why do I play Rogue Squadron instead of Random_Space_Shooter? Because I get to fly an X-wing. Why Pikmin instead of some other puzzler? Because the characters are so darn cute, and I want to imagine these guys running around in my garden (yes, I am a guy). Playing Pikmin actually reminded me of playing with Legos as a kid, or keeping fish as pets. That kind of thing is the appeal that drives games like Nintendogs, Sims, or Animal Crossing.
I can deal with crappy play mechanics as long as it doesn't prevent me from progressing. But imagine if there were a game with good gameplay, but terrible story. Take the Grand Theft Auto: San Andreas game. Now imagine Disney or McDonalds releasing a clone, where you do all the same things, but all the actions have been changed to 'kid-friendly' versions. Instead of carjacking, you ask people nicely, and they give you their car. Instead of getting a blowjob, you get a nice shoulder rub that increases your health. Your missions include delivering burgers, squirting people with a water gun, and other wholesome activities. All the game actions would be the same, it would just be presented in a completely different manner. It would suck.
Also, the old adventure games typically had gameplay that was not so good, but relied on story, humor and drama to keep things going. Unfortuantely, the majority of the gaming public seems to agree with the "story sucks" sentiment, so we are not seeing those anymore. I think 'Trace Memory' for the DS is the only old-fashioned adventure out there right now. Man, I wish they would release a new Roger Wilco or Kyrandia game.
"Good gameplay can save a game with a terrible story. But a good story can't save a game with terrible gameplay."
What the hell is gameplay, anyways? Everytime there is a slashdot article about what makes a good game or bad. Everyone immediately starts spouting out the obligatory "gameplay is more important than graphics" or "games these days don't have good gameplay like they used too." What does that mean!?!? I'm not disagreeing that gameplay is important, but I'm just stepping back and thinking for a second. To me it could be any aspect of the game, including the plot/story/enviroment.
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