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Games Need More Artfully Story-Entwined Gameplay

Movie and Game writer Justin Marks has written an impassioned plea for the industry to concentrate more on artfully story-entwined gameplay, exploring what he thinks major titles are missing these days. "But for the most part, we as an industry are stuck in the same trap that GTA exemplifies. We value narratives in games, we understand their purpose and their necessity, and yet we have no idea how to parse them effectively into the game's interactive structure. As technology gets better, the weaknesses of poor story integration are more exposed."

145 comments

  1. How about artfully Gameplay-entwined stories? by Anonymous Coward · · Score: 3, Insightful

    How about artfully Gameplay-entwined stories?

    Think: Deus Ex, System Shock 2, Grim Fandango.

    1. Re:How about artfully Gameplay-entwined stories? by moderatorrater · · Score: 2, Insightful

      That's what he's referring to, that the story needs to come from the gameplay. Having a machete out in GTA while on a date should, by all rights, change the way that the date plays out. Cut scenes, etc, just remove us from the game and make the story and the game separate entities. TFA is saying that the two need to be the same thing.

      In my opinion, the biggest problem is that there needs to be a reward for staying with the main story. In an open world (I'm thinking morrowing, oblivion, and GTA here), the main story doesn't add significantly to the game play. What benefit do I get from hunting down the heir as opposed to breaking into random dungeons and killing everything there? The storyline typically involves challenges and roadblocks without much reward, making it more satisfying for me and my character building if I just go do my own thing.

      In contrast, in playing Might and Magic 6/7, I've found that the main storyline is very rewarding. The characters level faster on the main storyline, they get objects and areas open up that otherwise wouldn't, and the main story's just a lot of fun. Instead of the main storyline pushing me off into the world, the world pushes me to the main storyline. I wish more games would learn to balance the open world with a satisfying campaign.

    2. Re:How about artfully Gameplay-entwined stories? by TheRealMindChild · · Score: 1, Offtopic

      You know, everyone brings up Grim Fandango, but man... have any of you people actually PLAYED it? The premise of the story was neat, but the actual story was mediocre at best. At parts, you felt better off begging a rectal exam from a ungentle robot than pushing through the game. It just wasn't that fun. Now, Monkey Island 1, 2, and especially 3 were great games with a story that kept you wanting to play it. The Dig was another good one. BUT FOR THE LOVE OF GOD LET GRIM FANDANGO R.I.P.

      On a side note, my wife and I, to this day, still say "That's not on fire" :/

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    3. Re:How about artfully Gameplay-entwined stories? by Hatta · · Score: 4, Insightful

      Or better yet, think Monkey Island, Kings Quest, or even Planetfall. Adventure games and Interactive Fiction have been around for decades. They pretty much disappeared in the late 90s, and now they're complaining that the game industry doesn't know how to work a good story into a game? They had the expertise, but they squandered it. Sierra was bought and killed. Lucasarts became the Star Wars studio.

      It's a real shame, and it bothers me that people are spinning this like a need for a story in a game is a new thing. It's not. The industry dug themselves this hole. If they want to get out of it, they need to go give Ken and Roberta Williams a few millions dollars and bring back the adventure game.

      --
      Give me Classic Slashdot or give me death!
    4. Re:How about artfully Gameplay-entwined stories? by cp.tar · · Score: 1

      I'd like to add Planescape: Torment to the list.

      --
      Ignore this signature. By order.
    5. Re:How about artfully Gameplay-entwined stories? by KillerBob · · Score: 5, Insightful

      Loved the King's Quest and Space Quest games. Liked Police quest as well... but those games were very linear. More recently, there's games like The Longest Journey and its sequel, Dreamfall: The Longest Journey, and also Advent Rising. There's also the NWN games, and the KOTOR series, just to name a few.

      But all of those games have exactly the same problem with them: they're linear. Stories are, by definition, linear (unless you count Choose Your Own Adventure). If you're going to tell a great story through a game, you either limit yourself to one or two possible plotlines/endings, making for a *very* linear game, or you take on the enormous task of plotting out every option in the multiverse that gets determined by every choice you can make in game.

      --
      If you believe everything you read, you'd better not read. - Japanese proverb
    6. Re:How about artfully Gameplay-entwined stories? by Cruciform · · Score: 3, Funny

      Accidentally firing a gun in GTA definitely ruins the date. Michelle got pissed at me, called me a freak, and ran off.

      The problem was that I couldn't actually put the damn thing away. For some reason the weapon switch stopped working, and I was walking around on the date with the gun out. I thought it might be a graphical glitch and pressed the fire button, but alas, I unloaded in the middle of the street.

      Maybe I should have went to TW@ and ordered some little pills online.

    7. Re:How about artfully Gameplay-entwined stories? by Cruciform · · Score: 2, Interesting

      Planescape: Torment was less like a story and more like one of Tolkien's reference books. You could spend 30 minutes at a time going through dialog that fleshed out the game universe but which contributed nothing to the story.

      Still, one of the coolest CRPGs ever.

    8. Re:How about artfully Gameplay-entwined stories? by dintech · · Score: 5, Funny

      but alas, I unloaded in the middle of the street.
      This usually ruins most dates.
    9. Re:How about artfully Gameplay-entwined stories? by cyberon22 · · Score: 2, Insightful

      There are a lot of us out here. I figure you just support the companies and individuals who make the stuff you like, and try to spread the word about games you think are undervalued.

      Also - Tim Schafer is a rock star. I really enjoyed Psychonauts and highly, highly recommend it. Best story-driven game I've played in ages, which is strange since it's technically a platformer.

    10. Re:How about artfully Gameplay-entwined stories? by Hatta · · Score: 2, Interesting

      Well maybe being linear isn't so bad if it allows one to tell a captivating story. Who cares if you can do anything you want if none of it has a meaningful effect on your character and those around him? Interactivity should be a means to draw the player into the game, not an end in itself. You get him vested in the story, and then tell your story.

      --
      Give me Classic Slashdot or give me death!
    11. Re:How about artfully Gameplay-entwined stories? by raddan · · Score: 1

      How about less artfully-tortured English?

    12. Re:How about artfully Gameplay-entwined stories? by KillerBob · · Score: 2, Insightful

      Indeed. I absolutely loved every game I added to your list, in spite of some very badly designed game engines in two of the cases (Dreamfall, and Advent Rising). They're all games I still play.

      Put that into perspective a moment... I still play The Longest Journey. TLJ is a linear storyline, with zero branching at all, and its engine was already dated when it originally came out, in 1999. But the story it tells is so good, and so enthralling, that I can easily overlook those aspects and just enjoy myself.

      I'm not faulting storytelling. I'm just saying that you have to sacrifice some elements that gamers have come to expect in order to allow for it.

      --
      If you believe everything you read, you'd better not read. - Japanese proverb
    13. Re:How about artfully Gameplay-entwined stories? by Anarke_Incarnate · · Score: 4, Insightful
      the NWN games themselves sucked. The Baldur's Gate predecessors were far more involving from a storyline standpoint. The good thing about NWN, however, was that you could use the engine and build tools to create your own games. I HIGHLY recommend the Adam & Jamie games (No, nothing about Mythbusters)

      http://adamandjamie.com/nwn/

    14. Re:How about artfully Gameplay-entwined stories? by Anonymous Coward · · Score: 0

      "I just locked an open door. Strange, yet symbolically compelling"

    15. Re:How about artfully Gameplay-entwined stories? by Amouth · · Score: 1

      while it has a limited view for interaction - the Hitman and SOF seiries did a great job of this.. make a noise here be see with x there.. it changed the environment - either making things easier or harder.. i agree it didn't change the overall storyline.. but rather jsut how you progressed in it..

      but they both did alot better than most of the stuff you see out there today

      --
      '...if only "Jumping to a Conclusion" was an event in the Olympics.'
    16. Re:How about artfully Gameplay-entwined stories? by tim_darklighter · · Score: 1

      And any of Stephen Gagne's mods. The Penultima and Elegia series were excellently written and fun to play.
      http://www.pixelscapes.com/twoflower/

    17. Re:How about artfully Gameplay-entwined stories? by westlake · · Score: 1
      But all of those games have exactly the same problem with them: they're linear.

      Half-Life is also linear - but what a journey it makes!

      The linear form allows you to build your characters, environments and environments with great care.

      You can change the pace - moving from intense physical action through more problem or puzzle oriented scenarios, or moments of comic relief. Side trails can be explored without losing momentum.

      The non-linear form will - in time - betray its own illusions. Stage sets and the extras that populate them persist. However artfully disguised, a loop remains a loop.

      Characters and missions are resurrected in very thin disguise.

      The Matrix might be a fun place to visit, but do you really want to live there?

      "History does not repeat itself exactly - but it rhymes." - with apologies to Mark Twain.

    18. Re:How about artfully Gameplay-entwined stories? by Atomm · · Score: 1

      I agree. Baldur's Gate was awesome, but NWN seemed like a let down.

      However, if you can get past a few quirks, then The Witcher is one of those great story games. Just remember, it's not the same guy in different clothes. You'll fare a lot better than I did. ;-)

    19. Re:How about artfully Gameplay-entwined stories? by SanityInAnarchy · · Score: 3, Insightful

      That's what he's referring to, that the story needs to come from the gameplay.... Cut scenes, etc, just remove us from the game and make the story and the game separate entities. TFA is saying that the two need to be the same thing. I'm not convinced yet that they can be "the same thing" -- after all, physics is very different than textures and artwork. There are, and will always be, different aspects of the game that are not the same thing.

      The trick is, weaving the story into the game, rather than making it a completely separate entity. Take Half-Life 2 -- there were no cutscenes, but occasionally you'd be forced to sit around and watch characters interact -- the simple fact that you could still walk around and explore made it that much more immersive.

      But I think it goes farther than that, and I've pretty much only seen Valve get it right, though I suspect others have come close: Tell the story without ever stopping the game. Being trapped in a room while Barney, Alyx, and Dr. Kleiner talk to each other is pretty much a cutscene -- it may not stop the gameplay, but it does stop the game.

      A good example: The original Half-Life. A few scripted sequences, and a few items left lying around the environment, but after the initial experiment gone wrong, the story was pretty much told within the actual gameplay. I'm talking about things like finding the Houndeye kennels, and the shark tank, thus showing you that this isn't the first time we've seen these aliens. Or the Barney who wanted to tell you something (and was then shot by a ninja). Or the Marines who you think are coming to rescue you, and then they start shooting scientists.

      Or the final boss battle -- nobody told you that was a boss battle, and there was pretty much no dialog at that point, but you knew. And the headcrab boss -- just looking at the thing, you understand that this is where headcrabs come from -- again, no dialog.

      There are other neat tricks -- in Portal, many of the same things above are used, as well as the constant voice of GlaDOS -- which never really stops you from moving through the game. Narration is fine, but this isn't a cutscene.

      There was even some custom Half-Life (1) map which told an interesting story using nothing but the computer in the HUD. Not as developed a plot, but scolding the player for moving through the normal storyline...

      Note: All of the above games are pretty much linear. It's not that I don't want games to be on rails. It's that either way, the story can be told without pulling you out of the game. Cutscenes are movies, and Half-Life 2 "cutscenes" are basically 3D movies. Half-Life (original) and Portal are games with actual plots.
      --
      Don't thank God, thank a doctor!
    20. Re:How about artfully Gameplay-entwined stories? by moderatorrater · · Score: 0

      I'm not convinced yet that they can be "the same thing"...The trick is, weaving the story into the game, rather than making it a completely separate entity Sorry to nitpick, but if they're no longer separate entities, wouldn't that make them the same entity and, thus, the same thing?
    21. Re:How about artfully Gameplay-entwined stories? by bigstrat2003 · · Score: 1

      Cut scenes, etc, just remove us from the game and make the story and the game separate entities. TFA is saying that the two need to be the same thing. Course, if the game industry ever really does drop cutscenes altogether, I might have to quit playing games. I have yet to see a game which shows that storytelling, without cutscenes, can come anywhere near the story immersion that cutscenes provide.

      Thankfully, a great many companies seem to get this, so I'm not too worried.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    22. Re:How about artfully Gameplay-entwined stories? by blahplusplus · · Score: 1

      "Interactivity should be a means to draw the player into the game, not an end in itself"

      I'm sorry but I disagree entirely, gameplay is an end unto itself. The thing I've hated about Final fantasy 12 was that it completley takes the interactivity away from the user to such a degree you're babaysitting a robot, you're not a participant in the story so much as merely pushing a automated robotic dummy through the levels to the next cutscene.

      Or take god of war, what if god of war played like FF12? It wouldn't be the same game at all. Sorry this idea that games should be passive movie like affairs is the bane of serious game developers everywhere, they know about casual markets need to be babied, and unchallenged to the point of inanity, and it's a hard problem from a business standpoint if you are a gamer at heart, you want to make GREAT GAMES, not great interactive B movies (aka final fantasy 12). When a game gets to a point where all you do is sit and watch cutscenes via what amounts to a navigation simulation (you simply move your roboticaly controlled character from point a to point b) you've lost the whole point of what makes games great.

      I'll take my god of war and previous Final fantasy battle systems over the passification and the dumbing down and elimination of interactivity for the retarded masses. When the masses get bored the hardcore will be left to pick up the pieces of the 'casual flops' and we'll be saying to the game developers "we told you so"

      Gaming isn't for everybody despite the game industry growing, and its being mainstream among certain large demographcis of people, it's not as universal as movies, otherwise people would upgrade their PC's on a much larger basis or buy more consoles for said entertainment. The highest selling console is the PS2 with around ~120 million, and that's world wide thats pretty much small potatoes in terms of interest.

      The worst thing that has come out of the massification of the gaming industry was the dumbing down of the game in order to keep pushing the siae of the market that will buy games, at some point you can't serve everybody and you're going to have to sacrifice elements of what makes games games, that certain large millions don't 'get'. And I really don't want to see gamings interactivity go away in favor of the drooling knuckle dragging masses.

    23. Re:How about artfully Gameplay-entwined stories? by nuzak · · Score: 1

      ELAINE: He took it out.
      JERRY: He what?
      ELAINE: He took ... it out.
      JERRY: He took what out?
      ELAINE: It.
      JERRY: He took It ... Out?
      ELAINE: Yessiree Bob.
      JERRY: He couldn't.
      ELAINE: He did.
      JERRY: Well you were involved in some sort of amorous--
      ELAINE: Noooo.
      JERRY: You mean he just--
      ELAINE: Yes.
      JERRY: Are you sure?
      ELAINE: Oh quite.
      JERRY: There was no mistaking it?
      ELAINE: Jerry.
      JERRY: So you were talking, you're having pleasant conversation, then all of sudden--
      ELAINE: Yea.
      JERRY: It.
      ELAINE: It.
      JERRY: Out.
      ELAINE: Out.

      --
      Done with slashdot, done with nerds, getting a life.
    24. Re:How about artfully Gameplay-entwined stories? by bigstrat2003 · · Score: 1

      That's ok, let her whine. Later on, you get girlfriends who actually have benefits, instead of just dating you. Once you get the lawyer who can clear your wanted level... how can Michelle possibly compete?

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    25. Re:How about artfully Gameplay-entwined stories? by tuxgeek · · Score: 1
      Yep, I really miss the good 'ol Tex Murphy games.
      Under a Killing Moon, Pandora Directive, Overseer, ...
      If I'm not mistaken, M$ bought the franchise for a stinking golf game and shit-canned Tex, the bastards!

      Another one I miss was the Journeyman Project, Buried In Time, & Legacy of Time.

      Those games drew you into the story and days would pass like minutes.
      Dirty clothes would pile up, dishes going undone, wives leaving to go out and have drinks with other men, ...

      I sure do miss all that great game play.

      --
      "Suppose you were an idiot...and suppose you were a member of Congress...but I repeat myself." Mark Twain
    26. Re:How about artfully Gameplay-entwined stories? by KDR_11k · · Score: 1

      It can be problematic when the actions you'd like to do are not available or your character acts in a way you don't want to. There are situations in many games where the only way to progress the story is to do something you can pretty much see is stupid and will just result in a desaster (a popular example is releasing the seals that keep the big evil away in jRPGs, you can see that it's a bad idea to break them but if you don't the game refuses to continue or when a character is being held hostange and you're required to hand over the magic stones or whatever you just collected without the option of saying "kill her, I'll keep the stones").

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    27. Re:How about artfully Gameplay-entwined stories? by KDR_11k · · Score: 1

      they know about casual markets need to be babied, and unchallenged to the point of inanity

      I doubt that. Casual gamers are capable of becoming masters at a game just as much as hardcore gamers are (see e.g. Tetris or Dr Mario), they are just more unwilling to put up with overly complex controls or game designs. Of course having to memorize button combos isn't going to fly with them but I don't think it's difficulty in the actual game that's turning them away (though you should start easy at first to allow the player to get used to the game and develop a feeling that he can succeed, don't just throw him into a huge and difficult level at the start that will just frustrate him*). It's just that many games seem to try creating complexity by giving the player craptons of actions he can do and just as many buttons he has to deal with instead of creating complex situations with simple actions.

      *= I'm looking at you, Contra 4! No other Contra except maybe Hard Cops has a first level as hard and long as that.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  2. Please, no more errands to run by Jafafa+Hots · · Score: 3, Insightful
    In games like WOW, "missions" devolve into endless errand running. Traveling vast distances to get a blueberry to give to someone who then wants dough, then firewood, then kindling, all to bake a pie that you have to take to Peter Piper.

    That's why I quit WOW after a month. Endless running of errands interfered with by getting ganked by maxed out campers.

    --
    This space available.
    1. Re:Please, no more errands to run by SBacks · · Score: 1

      Then you either need to organize your quests better as to group all the traveling together, or simply skip those quests.

      And, if you don't like being ganked, then play on a PvE server.

    2. Re:Please, no more errands to run by poot_rootbeer · · Score: 4, Insightful

      Then you either need to organize your quests better as to group all the traveling together, or simply skip those quests.

      Because if there's one thing I like doing better with a game than solving a Traveling Salesman problem within it, it's not playing the game at all.

    3. Re:Please, no more errands to run by SatanicPuppy · · Score: 2, Insightful

      Silly, the Traveling Salesman is only the first part of the game.

      The second part is the Coupon Collectors Problem. How many mobs with drop rate i must I kill to get set of items A?

      Rinse and repeat for the dangling carrots of A1, A2, A3...Ax.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    4. Re:Please, no more errands to run by skeeto · · Score: 1

      That's why you should play a game like Progress Quest. You can level your character without clicking your mouse.

  3. it's an interesting idea by Nursie · · Score: 5, Insightful

    A lot of games will give you a long narrative about how important something is, how it must be achieved stealthily, how you need to go in, get something and get out again or spin a complex tail around which you play your mission.

    then it finishes and you turn to your buddy and say "so it's 'wade in and kill everything' like last time then?"

    OTOH, i like 'wade in and kill everything'. 'wade in and kill everything' is great.

    1. Re:it's an interesting idea by IhuntCIA · · Score: 1

      then it finishes and you turn to your buddy and say "so it's 'wade in and kill everything' like last time then?"
      That *IS* what bad games do to the players. They make everyone do the same: 'wade in and kill everything'.

      Players should have some choice to sneak, hide, evade, or simply just go around or away or to find their original solution.
      It's all about the gameplay, the goddamn storyline is just an envelope for the game not the game itself.
    2. Re:it's an interesting idea by TitusC3v5 · · Score: 1

      On the other hand, I can't believe that no one has yet mentioned Penny-Acade's On the Rain-Slick Precipice of Darkness, which was just recently released. It's also selling rather well, from what Gabe and Tycho have said so far.

      --
      And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    3. Re:it's an interesting idea by Krishnoid · · Score: 1

      OTOH, i like 'wade in and kill everything'. 'wade in and kill everything' is great.

      Conan agree.

  4. Um... TFA forgot something... by Millennium · · Score: 1

    All this talk of artfully story-entwined gameplay, yet no mention of Okami? Fail.

    1. Re:Um... TFA forgot something... by cduffy · · Score: 1

      I love Okami. I really, really love Okami.

      But when I think Okami, I think art. I don't think story-entwined gameplay... remember the opening sequence? The opening sequence in which you had to passively wait and press a button every so often for a half hour before anything interactive happens? If not that, how about the minigames and the collection goals? How do those advance the story?

      No; when it comes to story-entwined gameplay, I think Half-Life 2.

    2. Re:Um... TFA forgot something... by himurabattousai · · Score: 1

      And that opening sequence was the weakest part of the game; fortunately, you only need to go through it once.

      The minigames and collection goals, for the most part, do advance the story. There's the obvious "I can't continue until I do this" part of it, but the minigames and collection goals also serve to make the world of Okami more complete. I've played the game through five times now, and each time, I notice a little bit more how the gameplay is inseparable from the mythology of the story.

      There are exceptions: finding all one hundred stray beads is a mindless quest that rewards looking up strategy guides on the internet. But, searching the country for the Satomi Warriors fills out the story and makes beating Crimson Helm more important than just "here's a boss to fight." If that doesn't qualify as story-entwined gameplay, then what does?

      --
      "osake no hou ga, biiru yori ii" to omotteiru.
    3. Re:Um... TFA forgot something... by Jellybob · · Score: 1

      This may sound like an odd choice, but I think one of the best story-entwined games I've seen recently has been Call of Duty 4.

      Sure, there wasn't a lot of storyline going on beyond "there's a bad guy trying to take over this country... sort him out", but since it was largely following two infantry grunts, that's ok by me. You're average Marine probably doesn't get much more information then you got in the game. "Go here, protect this tank until it can be fixed". "You're helicopter just got shot down." etc.

      Maybe we need to stop making games that ask you to save the world single handed, and start to look much more deeply at the situation that you as a player are dealing with right now.

      The other thing I'd like to see is less pre-written dialogue for your character. My favourite games are the ones where I'm not forced to sit around while my character says a load of crap I'd never even consider saying in that situation. Let me develop my character, rather then filling in all the blanks for me.

      I have high hopes for Fallout 3, although at the same time I'm worried it's going to be another game where I can do whatever I want, so long as I don't care about it making no difference to the world.

    4. Re:Um... TFA forgot something... by cduffy · · Score: 1

      I'm going to turn into a grammar nazi for a moment.

      "Your" average machine, "your" helicopter. You wouldn't say "you are helicopter just got shot down", right?

      Okay, done. Sorry 'bout that.

      Getting more to the topic... you're right ("you are right" -- the apostrophe makes sense there) that CoD4 doesn't necessarily need a lot of story, but I'm not sure that that makes it a "story-entwined game". Some games just don't need backstory -- chess is a perfect example. Would you call chess a "story-entwined game" because it has just the right amount of backstory? I think that'd be silly -- it has no story, it needs no story, but just because it has exactly the amount of story it needs isn't to say that it's story-entwined.

      Of course, it's really in line with the article's point that technology makes it possible to make the story so implicit that it's accepted as part of the scenery; CoD can be argued to have plenty of story implicit in the art and media bundled into the game itself, and I'm fine with that. Even so, I don't think that puts it up there with Half Life 2 and its ilk (which have carefully and deliberately written story as a centerpiece of their existence, exposed without taking control away from the player or otherwise compromising the interactivity or believability of the experience)

    5. Re:Um... TFA forgot something... by Rycross · · Score: 1

      I don't remember the story of Okami, or how it relates to the gameplay, being anything special.

    6. Re:Um... TFA forgot something... by 7Prime · · Score: 1

      That's because large segments of the slashdot community act as if Nipponese games don't even exist. I'm always interested to see how long it takes for Nipponese gaming to be brought up anytime american game makers start scratching their heads over narrative pitfalls in modern videogaming.

      See, the Nipponese don't have the same problems with narrative that US game makers have. They may have their own pitfalls, but I think there's much more acceptance of a creator expressing themselves through the game. Many westerners are highly intimidated by this. The US could gain a lot by learning from Nipponese game makers. I think Nipponese game makers are a lot freer to impose their own artistic visions than Americans are. American game makers are discouraged to impose their own vissions because there's a feeling that they are then taking over the game experience from the audience. But really, isn't that the job of a narrative creator? To be the architect, emotional guide, God, and to express their ideas?

      Okami isn't probably the perfect example either. Don't get me wrong, Okami is one of my very favorite games, and has a pretty strong narrative, especially writing and dialog. However, what elevates Okami, specifically, above almost all other games is its art style (and I think that is very important to the overarching feel of the game) but it's different than narrative. You want great writing? Tales of the Abyss offers some really wonderful inter-character dialog. You want great story telling (from a non-litterary perspective)? Ico and Shadow of the Colossus offer intensely personal experiences with hardly any language.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    7. Re:Um... TFA forgot something... by Anonymous Coward · · Score: 0

      > Nipponese

      Yeah, um, here in the English world we call it Japanese. Positively no one respects your pretentious little cultural linguistic realignment -- in fact quite the opposite.

    8. Re:Um... TFA forgot something... by 7Prime · · Score: 1

      Sorry, been reading a little too much Neal Stephenson as of late, I guess it just kinda came out there... I'm sure you can relate.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  5. We Need Better Characters First by morari · · Score: 1
    Most videogame characters are so one-dimensional it's not funny. Assuming you even find characters with speaking roles, they're almost always cliches. Add onto that the fact that voice acting is generally sub par and it's awfully hard to see anything close to an artful story.

    Vampire the Masquerade: Bloodlines had some of the best writing and voice acting to ever hit the video games. Unfortunately, the game itself was obviously rushed (The developer went bankrupt right afterwards, sadly) and left with a largely non-existent set of choices to decided to somewhat disappointing outcome of the story.

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    1. Re:We Need Better Characters First by vertinox · · Score: 2, Insightful

      Most videogame characters are so one-dimensional it's not funny

      Eh. I think the best argument against this is Portal. You the player... Are mute, uknown, and have no backstory.

      In fact the only identifiable character throughout the entire game is GladOS (which I suppose counts as a character), the gun droids, and the unseen other player leaving clues about the situation. Oh and the companion cube could count as a character...

      But anyways... Portal's story wasn't about the character. You hardly really knew much about what was going on which was one of the major points of the plot line and made the story interesting as it gave you subtle clues to what really was going on.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:We Need Better Characters First by multi-flavor-geek · · Score: 1

      VTMB kicked ass! I really wish there were more games out there like this one. I actually have the model for Jeanette on my MySpace friends list (ok, hitting freaky geek status), as for VTMB has anyone else noticed that Jack really resembles Al Jourgeson from Ministry in person?

      --
      Like arts? Like cheesy little Indie mags? Check out www.artwerkmag.com, and don't laugh at the bad coding please.
    3. Re:We Need Better Characters First by sesshomaru · · Score: 1

      My favorite character? Stanley Gimble! Sure, he was only human, but when I first met him I thought, "There's a straight shooter with upper management written all over him!"

      --
      "MIT betrayed all of its basic principles."
    4. Re:We Need Better Characters First by morari · · Score: 1
      Erin Layne? She seemed like an interesting character all on her own. :P

      I thought that all of the Belle Morte posters found around town were a nice touch. I was pretty good acquaintances with them back in the day. I wasn't good friends with the band by any stretch, but would hang out with them whenever they were playing nearby.

      I think the one major mistake that was made with the game was the lack of mod support. You'd think it would have been easier to include with it being built on the Source Engine, but I guess it wasn't since the engine itself was still undergoing developments during the production of Bloodlines. It's really too bad, as that would have made sure the game lived on forever with fresh content. Outside of the Unofficial Patch, there really isn't much happening for Bloodlines.

      Vampire the Masquerade - Redemption, while not as fun of a game, had an overall better story I think. The one cool thing about it however was the Storyteller mode for multiplayer. Couple something like that, along with proper mod support, onto a game like Bloodlines and I'd never have to purchase another title again. Maybe an overall World of Darkness game would be the way to go next time? Start out as a mortal and then end up becoming a vampire/mage/werewolf through decisions made early in the game. *shrugs*

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    5. Re:We Need Better Characters First by vortoxin · · Score: 0

      This would of course depend on the genre of the game. (Capt obvious comment)
      But in games like Sims where my character progression is the story, be it how banal or dramatic it may range. Simply playing the character is the story.

      Where as an FPS, to take from Slayer, the final swing is not a drill its how many people I can kill. There's a story?

      Yet even in games or other story containing media, the story and characters are perceived in different ways. Look at Harry potter and Snape. Snape is supposed to be the main character's antagonist, yet most people love Snape as a character more than any other, even though Harry hates him. That perception of character is not something you can force. Be it if a story is linear or force fed.

      --
      When I was your age we didn't have music file sharing utilities. We had to go out to a store and shoplift the CD.
    6. Re:We Need Better Characters First by 7Prime · · Score: 2, Insightful

      True, however be carefull about putting cliches down. Many wonderful characters have been created out of architypes and cliches. Most everyone you will meet in the world falls into one of about 5 different character architypes. Really, what's lacking is SUBTLETY in characters, not originality.

      The very best, most memorable characters throughout history, are ones that are built off of traditional architypes, but which the creators then used to mould a very complex persona. Games that strive for completely ORIGINAL character personalities usually lack subtlety and elloquance. Think about it, most of the greatest litterary minds of all times create very simple stories with relatively architypical characters, but then spend all their time on really making those characters come to life in ways that really make us think and feel.

      Hamlet, at his core, is simply just another angsty broken young man like a thousand others that have appearned in litterature, film, and games... but through him, Shakespear makes us think and feel about our world and our lives, and about his life, more vividly than hardly any other. Game makers could learn a lot from the great bard.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    7. Re:We Need Better Characters First by namekuseijin · · Score: 1

      http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/competition95/weather.z5.js

      A change in the weather, by Andrew Plotkin.

      Should run on IE7, FF2+, Safari and Opera.

      Interactive-fiction games are absolutely delicious.

      --
      I don't feel like it...
  6. Story is the opposite of game by Anonymous Coward · · Score: 0

    > As technology gets better, the weaknesses of poor story integration are more exposed.

    How about: This is because story is the opposite of game. Attempts to intertwine the two are doomed to fail.

  7. How else? by Thyamine · · Score: 1

    People are going to gripe about it regardless of what developers come up with. Other mediums follow the narrative pattern: songs, TV, movies, books. They all tell us the story, and we are passive for the most part, simply going where they take us.

    Games are different of course since we are in the story and interacting with the environment, but how else are they going to introduce the storyline? The narratives help us from having to go into every single building (where is that guy?) or reading every book in a library (lets research that backstory I need to know!) or trying 100 experiments in game (damn, too much sulfur that time) to push the story forward. Some games do it in a more interesting way, but it seems like we need it regardless.

    --
    I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
  8. Call me old fashioned.... by SGDarkKnight · · Score: 3, Interesting

    I still think the best story lines were in the classics for the PC such as the Kings Quest (except for the last one, too cartoony for my taste), Space Quest, Police Quest, hell even Leisure suit Larry had a half decent story line. In all those series, the only down fall was that the story line was linear, once you past a specific point, you couldn't go back, so if you missed a key component in the game, then you might have to go back to a save point and look for the missing item; but the story lines were great, Kings Quest and Space Quest being my favorites. One game that came out a few years later had a great story line (with Live Actors -- Mark Hamil was in it!) -- thats right, it was Wing Commander. The choices you made in the game affected how the sotry line turned out. As of late, I havn't seen too many games that had sotry lines like that which still incorporate a fairly good problem solving skills. Today it seems its mostly run here, run back there, then go back to the start, then do it all over again. I will admit, Half-Life 1/2/EP1/EP2 (and hopefully EP3) will continue with their story lines, I find them to be a good FPS with a nice story line and graphics to boot.

    --

    ...A no smoking section in a restaurant is like having a no peeing section in a swimming pool...
    1. Re:Call me old fashioned.... by cduffy · · Score: 1

      In all those series, the only down fall was that the story line was linear, once you past a specific point, you couldn't go back, so if you missed a key component in the game, then you might have to go back to a save point and look for the missing item
      FYI, modern interactive fiction largely doesn't have this problem unless they're actually trying to be unforgiving; Varicella is an example of the unforgiving sort among modern IF, but it's excusable there because the game is meant to be replayed from the beginning until one can puzzle out how to get it right; in a great many other cases, however, being able to get stuck in an unwinnable state is considered a bug, and generally doesn't happen.
    2. Re:Call me old fashioned.... by Anonymous Coward · · Score: 0

      methinks you've missed king's quest 8: mask of eternity (which i didn't think was very good, but it definitely was not cartoony)

    3. Re:Call me old fashioned.... by 7Prime · · Score: 1

      And what's wrong with a game being linear anyway? All other narrative mediums since the beginning of time have been linear and have achieved breathtaking results. What makes makes games so inferior that they "can't work" with linearity? Some of the greatest games of all time are incredibly linear, and couldn't have been so great had they not been.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    4. Re:Call me old fashioned.... by VGPowerlord · · Score: 1

      Methinks so too... King's Quest 7: The Princeless Bride was the cartoony one.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:Call me old fashioned.... by WhoBeDaPlaya · · Score: 1

      Fscking bring back Chris Roberts already...

  9. Nice idea, but the devil is in the details by spun · · Score: 4, Interesting

    It's hard enough for a human game master to keep up with his players' creativity and keep the story flowing. To truly integrate good story with open ended game play is hard. I'm not saying it will require true AI, but it will require rethinking the way stories are written.

    The key, I believe, is to write generic stories, and fill in the blanks with details generated during game play. For instance, instead of specifying a specific location where a scene takes place, specify what type of location and other elements necessary to trigger the scene, then when the players meet the criteria, the scene is triggered with the specific details coming from the environment, not the author.

    Same goes for characters, write them generically, and use appropriate game-generated character that meet the plot criteria instead of saying it has to be a certain person.

    As for plot, multi branching plot structures aren't really that hard, people have been doing it since the 50s in romance novels. The big publishers had a flowchart outlining the accepted plot possibilities and stables full of mediocre writers to fill in the details.

    The key is in understanding dramatic tension. You raise tension by posing meaningful questions and you lower it by answering them. In some sense, it doesn't matter what the questions are or how they are answered, only that they are meaningful to the reader. By using game generated specifics to ask the questions, and player choices to answer them, it becomes more likely the player will find the questions meaningful.

    So in a basic sense, one can look at a plot element as consisting of entry conditions, scene, props, characters, questions, and exit conditions. You specify what has to be true for the element to become active, what types of scene, characters and props are involved, what questions are asked, and what the possible outcomes are.

    But this is much harder than simply dictating what will happen in a story. And it guarantees that every player is going to miss some content. No writer likes to think they are writing something that might not even get read, but for dynamic stories to work, that is what has to happen.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:Nice idea, but the devil is in the details by Irish_Samurai · · Score: 1

      You could basically take the Monomyth as the framework, create some "object oriented" interactions corresponding to the various available environments and bake.

      The trick is not to have the "object oriented" methods just be pixel and name swaps. Make the actual elements unique in not only surface presentation, but also in gameplay mechanics.

    2. Re:Nice idea, but the devil is in the details by spun · · Score: 3, Interesting

      The monomyth, as appropriate for RPGs and as universal as it is, is only one (Daring Enterprise) basic dramatic situation, of which there are thirty six.

      If the game play mechanics are open ended enough, and the elements contain enough individualized characteristics, and there are enough connections between elements, then the elements will be unique. For instance, the author specifies 'big dumb fighter' as a necessary character for a scene in a tavern. The game searches through instantiated characters for one meeting the criteria, and it turns out that not only has the player interacted with a 'big dumb fighter' before, the fighter has a brother who is commander of the watch. This was not specified by the author, it just happens to be true in this particular instance of the game. Suddenly, the upcoming bar fight becomes a lot more interesting.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    3. Re:Nice idea, but the devil is in the details by KookyMan · · Score: 1

      I think VALVe is on the right track here. They already have good story lines (Half-Life Series), and now with the acquisition of the studio developing "Left 4 Dead", they are going to have an effective "AI" for controlling the gameplay elements. (Look for information on the "Game Director." The Game Director AI is going to handle all the placement and spawning of the enemies in the game, based on the current situation. Once you have an AI that can effectively do this, you can start adapt the software to create a Story Director and when you combine the two, you have the next generation of game.

    4. Re:Nice idea, but the devil is in the details by Anonymous Coward · · Score: 0

      The problem is not that it is hard. The problem is that it is expensive. 1) Publishers don't like paying for content that people don't see. 2) "branching" plot lines or other "dynamic" plot structures require more content. More content == more cost. If games make money without such elements there is no incentive to add these elements.

      I loved the idea in school. Now I make games and understand that market pressures prevent any large scale effort of this type.

    5. Re:Nice idea, but the devil is in the details by 7Prime · · Score: 1

      I understand you completely, but I'm also appalled at this perspective, because it removes almost all of the human element from the creation of the plot. Great works of art/entertainment stem from the connection and interplay between creator and audience. What you are suggesting is an almost systematic removal of the creator from this paradigm. This is dangerous, IMO. Have humans become so incapable of empathy that we prefer to interact with purely mathmatical formule? I sure hope not. And I don't believe we do. That's why I think that a definitive human creator will always play a large roll in the emotional engagement of a video game, and why I'm not so opposed to linear gameplay.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    6. Re:Nice idea, but the devil is in the details by spun · · Score: 1

      I think your interpretation is incorrect. The creator is still intimately connected to the plot. There is no mathematical formula. The creator simply creates on a higher level. Rather than specifying the details, the creator is free to specify the meaning, the theme, the pace, and the types of dramatic questions posed. The game does the boring work of filling in the details based on the previous experiences of the players.

      Some creators want to dictate to their audience the exact nature of the experience. Other creators are happier co-creating the experience with audience participation. The strength of video games lies in that audience participation. Video games are not simply another form of story telling, they are a form of story making.

      I see linear game play is an attempt by creators, fundamentally uncomfortable with the loss of control inherent in the new media, to shoehorn old story telling conventions into a new form. Creators want to be Gods, not mere guides. But the future of video games is most certainly closer to the art of improv than it is to the art of writing.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    7. Re:Nice idea, but the devil is in the details by 7Prime · · Score: 2, Interesting

      The game does the boring work of filling in the details based on the previous experiences of the players.
      Boring work? The details are where the ART is, in anything. That's where the creator gets to express themselves, and where they audience gets to connect with the creator. The details are what makes a work of narrative: human.

      I see linear game play is an attempt by creators, fundamentally uncomfortable with the loss of control inherent in the new media, to shoehorn old story telling conventions into a new form.
      Actually, I see non-linear game play as a form marketted to an audience of people who are so uncomfortable with human interaction, with such fragile egos that they are unable to cope with the traditional creator/audience relationship.

      But the future of video games is most certainly closer to the art of improv than it is to the art of writing.
      As a jazz musician and audience member, I think this couldn't be farther from the truth. Improvisation may turn over responsibility from composer to performer (to a varying degree), but there is still a very clear separation between audience and creator... it's just that the primary role of "creator" has shifted from composer to performer.

      I think a closer analogy to improv is the roll of GM in a table-top RPG. In that case, a human is able to be present and interact with players. Offline videogames are incapable of having direct human action between players and creator. Therefor, they are really no different from any other narrative art form, except that the audience is able to move through the creator's world in any manner they see fit.

      Call me old fashioned, but I want to feel the creator in any work I participate in. I want to know what they think and feel, I use narrative as a way of connecting with people who I think may have some pretty interesting things to say intellectually and emotionally. Games have this power like any other art form. I feel that what you are suggesting severs the very connection that I find the most fascinating about narrative.
      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    8. Re:Nice idea, but the devil is in the details by Das+Modell · · Score: 1

      I see linear game play is an attempt by creators, fundamentally uncomfortable with the loss of control inherent in the new media, to shoehorn old story telling conventions into a new form. Creators want to be Gods, not mere guides. But the future of video games is most certainly closer to the art of improv than it is to the art of writing.

      There's still so much more that could be done through traditional methods of storytelling, like those found in adventure games. The technology and talent are there for a truly exceptional game, but nobody has yet managed to bring them all together. As a medium, games have several advantages over film and literature, such as dialogue choices. In Mass Effect there's a pretty impressive amount of dialogue you can have with people, even with very minor characters. There's also a staggering amount of background information and detail in the game which you can read or ignore as you see fit. In a film there are time and pacing constraints, but a game naturally moves at your pace and without a time limit, allowing you to investigate people, objects and places as much or as little as you want to.

      There's so much potential there, but it seems we've already moved on.
    9. Re:Nice idea, but the devil is in the details by spun · · Score: 1

      No, what I am suggesting broadens the realm of possibility of creation, allowing new forms of creativity, participation and interaction. It allows a creator to be more like a game master in a table top RPG than like a mere writer of linear plots. It gives the creator and audience the ability to explore many different possibilities, not just one.

      In some sense, in a video game, the player is the performer and the author is the composer.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    10. Re:Nice idea, but the devil is in the details by spun · · Score: 1

      That is the beauty of video games as an art form. Not only can they recreate and re-express all other forms of media, they can do things no other form of media has done. TV never killed movies, which didn't kill radio, which didn't stop writing. New forms of narrative in video games won't ever kill off the older forms. People are still making interactive text adventures, you know.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    11. Re:Nice idea, but the devil is in the details by 7Prime · · Score: 2, Insightful

      In some sense, in a video game, the player is the performer and the author is the composer.
      But I don't have any interest in being the "performer" in a video game. I lead a very creative life as it is. I'm a video producer by profession, I have a band and am a composer. I play games along side reading books, watching movies, and listening to other peoples' music.

      It's not that I want to be lazy, but I want to be intellectually and emotionally stimulated. I want to take on the roll of "explorer" not "performer". When I go out driving, Biking, or walking in the country side, I don't complain that I can't recreate the countryside by my own will... what attracts me is slowly gaining an understanding of what's there, and figuring out all the relationships between various landmarks. When I meet an interesting person, I want to hear what they think and feel, and let that effect me.

      I feel like I'm a fairly controlling person, but I'm always striving to become less so, to open myself up to just experiencing the world around me. I think that, often times, a strong desire to control things comes from the inability to fully open oneself up to the world. It's often a symptom of larger emotional issues. Video games have a wonderful ability to let us explore vast physical and emotional frameworks, and to think about the world differently. It can be a Zen-like experience where we fully open ourselves up and give in to what we are faced with.

      Maybe there is room for both kinds of games out there. But I think that modern western society is distinctly lacking in openness and empathy as a whole, so I generally feel like sandboxy games are unhealthy because they promote even more disconnection an unempathetic thinking.
      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    12. Re:Nice idea, but the devil is in the details by spun · · Score: 2, Informative

      No one is saying that the linear, author directed narrative has to disappear from video games. For one thing, it's the most economical.

      The only reason that sandbox games are disconnecting and unempathic is because they are built that way. You should check out the work of Brenda Laurel, she is a pioneer in the field of computer/human interaction and started a game company for girls that focused on realistic emotional situations and responses. Way ahead of its time, unfortunately.

      Written correctly, even single player games can help players become more empathic and socially clueful.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    13. Re:Nice idea, but the devil is in the details by Das+Modell · · Score: 1

      Yes, and adventure games are still being released too, but they've lost their mainstream appeal. I think the last mainstream adventure game was Dreamfall, and since it included some action elements it wasn't even a pure adventure game. The glory years of Sierra and Lucasarts are unlikely to return.

    14. Re:Nice idea, but the devil is in the details by namekuseijin · · Score: 1

      "I generally feel like sandboxy games are unhealthy because they promote even more disconnection and unempathetic thinking."

      I'd gladly pay a small fortune to have been the one to say that wonderful line. Congratulations! I wholeheartdly agree.

      All this no-goals, open-endedness just means putting savages in a world where they can play god. And they do it the old bestial gods way. It really doesn't matter putting enough detail and whatever when people enter the game just to shoot everything and behave like a crack addict on diet.

      --
      I don't feel like it...
  10. Oh please by oodaloop · · Score: 5, Insightful

    If I wanted artful stories, I'd read a book. All I want to do is chainsaw zombies, preferably on a Wii.

    --
    Tic-Tac-Toe, Global Thermonuclear War, and relationships all have the same winning move.
    1. Re:Oh please by the+phantom · · Score: 1

      If that is your response, then it is clear that you didn't read the article (surprise, surprise -- this is Slashdot, after all). The point of the article was that there are a lot of games out there where the claim is that there is a great story, but that you can skip the story without altering the gameplay experience. Thus, the story doesn't add to gameplay, and may actually detract from it. His argument was that if a game is to have a story, then that story should be more tightly integrated into gameplay, so that it is not distracting or irrelevant.

    2. Re:Oh please by oodaloop · · Score: 1

      Hey, I was just going for +1 Funny, not +5 Insightful. I'm a much bigger reader than gamer, but when I play I'm all for mindless violence. The attempts at plot and story are usually so contrived that I simply ignore them. Sometimes I just want to see how much gold I can carry, or if I can get all blue magic items, or to beat my last time finishing a level. They can keep their silly plot.

      --
      Tic-Tac-Toe, Global Thermonuclear War, and relationships all have the same winning move.
  11. Games need more... Gameplay by EricR86 · · Score: 4, Insightful

    Title fixed.

    Seriously, I'm all up for well told stories in a game, but when it interferes with the game and game mechanics it has the potential to make the gameplay seriously suffer. And if the story is only so-so, then the entire game sucks that much more (and why have the story in the first place?)

    If you have a story to tell that needs to be told interactively, a game is a great medium to do it in. If you have a story to tell where the audience is supposed to mainly watch and listen, make a movie. If you have an indepth story with deep characters, a huge plotline, where no interaction is really necessary - write a novel. And if you have NONE of the above, reconsider what you're making story-wise. Your medium is your message after all.

    There really seems to be some sort of confusion about what medium a story should be told in.

    1. Re:Games need more... Gameplay by Das+Modell · · Score: 1

      If you have a story to tell that needs to be told interactively, a game is a great medium to do it in. If you have a story to tell where the audience is supposed to mainly watch and listen, make a movie. If you have an indepth story with deep characters, a huge plotline, where no interaction is really necessary - write a novel. And if you have NONE of the above, reconsider what you're making story-wise. Your medium is your message after all.

      Even if you're making a game that doesn't have a lot of interaction, like an adventure game, the medium still has advantages that books and movies do not. You can have multiple dialogue choices that allow you to gain as much or as little information as you want, your player character can comment on objects and environmental details, and you can wander around freely at your own pace and decide what you want to do (within limits). Grim Fandango is a good example.
    2. Re:Games need more... Gameplay by bigstrat2003 · · Score: 1

      If you have a story to tell that needs to be told interactively, a game is a great medium to do it in. If you have a story to tell where the audience is supposed to mainly watch and listen, make a movie. If you have an indepth story with deep characters, a huge plotline, where no interaction is really necessary - write a novel. And if you have NONE of the above, reconsider what you're making story-wise. Your medium is your message after all. Counterexample: Final Fantasy 7, which, for my money, is the best damn game ever made, even though it has the type of story you say should fit a movie. The gameplay is fun, but the story is what truly makes the game excel. Gameplay is not, in my opinion, the be-all end-all of games like people say it is. It's one element in a diverse collection.
      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    3. Re:Games need more... Gameplay by EricR86 · · Score: 1

      Final Fantasy 7 was one of those games for me that I would seriously question on whether or not I was actually having fun amidst an admittedly somewhat interesting story line. The actual "game" portion which involved either running around doing mini quests (like dressing up as a girl) or doing battles which were, in my opinion, okay at best. Do you find doing battles fun or is it just gratifying to level up and "grind" your characters for higher powers?

      There was some cool story-oriented parts that you could not have told through another medium. The coolest was being able to relive your "memories" by playing through them. That is something that you cannot do in another medium. And FFVII did a very good job of it.

      The problem is if you just took the story and told it like a novel or a movie it probably wouldn't be very good (it was definitely good, just not blockbuster material IMHO). And if you took out the story would it make for a good game? Absolutely not. At least not compared to any other RPG before it.

      The main infatuation with FFVII probably lies on the fact that it does play though like a reasonably good novel and it was probably one of the first good examples to do so. But I'm of the opinion that if I want a good game, I want to play and have fun. And if I want a good story I'll read a good book. But if you give me something mediocre on both ends and mash it together, I'll find the end result just slightly better than the sum of its parts - but not ecstatic about the game.

    4. Re:Games need more... Gameplay by bigstrat2003 · · Score: 1
      I do consider the battles fairly fun, yeah. But all in all, FF7 isn't a game I'd ever hold up as a shining example of what great gameplay is (it's great RPG gameplay, but RPGs have the weakest gameplay element of all genres, in my experience)... it's a great, great story though, which is why I rate the game so highly overall.

      My point is just that, for me at least, an excellent story can trump mediocre gameplay. Conversely, excellent gameplay can trump a mediocre story just as well (GTA 3, hell, all GTA games really, comes to mind). It's a mix, I don't feel that either element is more important than the other.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  12. Good comment by Moryath · · Score: 5, Interesting

    Unfortunately, for most games and programming structures, the "fedex quest" mindset is a result of the structure of the programming.

    Bethesda are great at trying to avoid this, and they spent a ton of time on it (compare the Morrowind to Oblivion engines, and see the designer commentary on all the work they had to do just to get the "watch a guy hide something" quest early in Morrowind to work right). But they still sometimes fall back on the trap.

    The basic problem is, for a quest/story mechanic to work, you need triggers. Somewhere in the game, there's a bit or routine that checks for X, Y, Z completion requirements. "Is X in inventory and talking to Bob selecting Dialog Option 3" make for a really easy set of variables to code for, and then the game flips the bit so that X is removed from inventory. Even quests that are "Go talk to person X" are really fedex quests - you're "carrying" a bit that signifies that you're on the quest and person X is who you need to talk to, thus when you talk to them, the appropriate dialog box (which probably wasn't available before) is opened up... you've just handed in the "plot coupon" as it were.

    The better a programmer hides the triggers - making you hide somewhere (in-game) and spy on someone, or specifically avoid encounters to get a really good item or piece of info - the better and more seamless the story will seem. The underlying programming still needs those triggers, though.

    My suggestion? Stop buying crappy games like GTA, and go with games where the programmers put some thought into the storyline and making it fit better. The industry could survive just fine with a few less programmers making crappy movie-tie-in games (*coughIronmancough*) and a few more making really GOOD games like Thief or Oblivion.

    1. Re:Good comment by nuzak · · Score: 4, Insightful

      When you boil it right down, Frodo's quest in The Lord of the Rings was a fedex quest. Grendel was a boss, and Gilgamesh was largely an exploration mission after Enkidu died. Heck, the Iliad even had a stealth mission (not counting the horse).

      It's all in the presentation -- and WoW really tends to skimp on it. There's a "main quest" for most of the races, and some of the quest chains like Duskwood have real potential to be interesting, but when it's all told entirely in text popups and a few canned emotes, there's something lacking in the dramatic presentation department.

      --
      Done with slashdot, done with nerds, getting a life.
    2. Re:Good comment by CowTipperGore · · Score: 2, Informative

      It's all in the presentation -- and WoW really tends to skimp on it. There's a "main quest" for most of the races, and some of the quest chains like Duskwood have real potential to be interesting, but when it's all told entirely in text popups and a few canned emotes, there's something lacking in the dramatic presentation department. All true, but Blizzard squandered the stories even further by not completing them. The Undead story is quite interesting then quickly peters out. The Night Elves suffer nearly the same fate. Gnomes have no story, other than an instance anyone can run in their 30s. The Trolls have nothing but a tiny village in Durotar. The Tauren get a cool starting area then are dumped into the Barrens with everyone else. Humans and Orcs are the only two races with any semblance of a racial storyline because the others were just not developed sufficiently.

      You mention Duskwood, and I agree completely. It had a lot of potential and does come off better than some other areas. The Plaguelands were the same way, although the expansion removed 99.9% of the players from both EPL and WPL. OTOH, Dustwallow Marsh had most quest lines abruptly end, NPCs without any purpose, and huge areas with no reason to exist. The original zone developer had many great ideas, including PvP quests, but left Blizzard right around the original release. Blizzard simply implemented the zone half completed and left it for years.

      I tend to agree with another poster regarding the inherent trade off - much story usually means extremely linear game play. The large world offered by WoW means that I have lots of flexibility in how, when, and where I level a toon, but it is difficult to tell me a story. I get a detailed story from many of the WWII shooters but have no options to deviate from the predetermined path. KOTOR was perhaps the best mix that I've played in years.

    3. Re:Good comment by Clovis42 · · Score: 1

      I can't see the difference between GTA and Oblivion as far as quests go, except that completing the quests is more fun in GTA. Oblivion really blows you away at first, and does a good job of having a lot of quests at a time. However, they are almost all fetch quests. When the game does get creative it almost never works right. You mention the spy missions. Did you notice that you can literally walk up to your "target" and then simply duck behind the nearest crate? Not too impressive. GTA has follow missions too, but you fail if you get too close.

      Oblivion also holds your hand through the game to a ridiculous level. The game mostly involves walking from one highlighted map point to another, and then listening to someone talk. I guess if you took the very best 20 missions from Oblivion it would look impressive, but those are mixed in with like a billion simple missions. The game was fun though ;-)

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
    4. Re:Good comment by confu2000 · · Score: 1

      This is a good observation. I've long felt that Final Fantasy XI had the best story presentation of any MMO (at least up to and including WoW). But my problem with FFXI was that it was so hard to get in a position to see the story.

      The grind to get your level high enough to be allowed to see the epic cutscenes eventually made me jump ship.

      In contrast, it's pretty easy to see most of WoW's story. Storywise, my opinion is that it's a little less dramatic, but still entertaining to see. But most of the time, I was wishing they'd be a little more cinematic about it.

    5. Re:Good comment by nuzak · · Score: 1

      Yeah, I forgot to mention the incompleteness. I started with a night elf, and was waiting for Crown of the Earth to go somewhere, but it never did. They might get their chance if they ever introduce the Emerald Dream (it would make sense to have to go into the Emerald Dream to fix Teldrassil's corruption), but my guess is it'll just be a few instances for Level 80 characters with bosses that wipe your group if you don't execute with millisecond precision.

      I should mention, I don't have any problem with using text to tell the story. Planescape Torment is told mostly in text, but actually has mostly complete stories to tell (most characters have incomplete resolutions to their stories, but that's kind of the point. It seems only Dak'kon is able to really move on and come to terms with his failure before the ending).

      --
      Done with slashdot, done with nerds, getting a life.
    6. Re:Good comment by Rui+del-Negro · · Score: 3, Insightful

      Bethesda are great at trying to avoid this While they might be great at trying, they suck at actually achieving it.

      Oblivion and Morrowind feel dead, like worlds populated by robots, all saying exactly the same sentences (how hard would it have been to change the sentences slighty for each of the different voices...??) and all doing the same 3 or 4 meaningless actions over and over again.

      Then there are the hundreds of scripting bugs and inconsistencies (Oblivion was never actually play-tested before release - extensive playtesting is what made Half-Life great), a nonsensical game world (shared by NWN), where random crates and barrels spread all over the game world each contain half a dozen gold coins (sometimes with a beggar sitting right by the crate - why doesn't he grab the coins, and why are the crates and coins there anyway?), monsters that drop random objects (in Oblivion sometimes a wolf will drop a gold coin or a fork - WTF?), and so on. Baldur's Gate, despite a more consistent and interesting story, has an even more static world (NPCs standing on the exact same spot 24/7, etc.).

      It's really depressing that games made so recently, by huge teams, with several gigabytes of art and code, are so far behind a game like Ultima VII, in terms of immersion and game world consistency. You made more use of your brain just navigating the dialogues in Ultima VII than playing through Oblivion ("follow the arrow, click here, kill that monster, repeat"). The only bearable part of Oblivion was the Thieves' Guild quest line; the rest is just a good-looking (but clearly rushed) hack'n'slash game completely ruined by a bad story, bad scripting, and designed for 8-year-old Xbox players.

      Valve needs to bring toghether the people who made Ultima VII and System Shock 2 and show the industry what a real RPG / free-form adventure / world simulator looks like.

    7. Re:Good comment by drsquare · · Score: 2, Funny

      When you boil it right down, Frodo's quest in The Lord of the Rings was a fedex quest.
      And most of that was pages and pages of walking up and down: just like most MMOs.
    8. Re:Good comment by Anonymous Coward · · Score: 0

      I found GTA3 and Vice city to be fun games, sorry you didn't like them. They might not have been great stories, but a great story isn't a requirement of a fun game.

      My suggestion? If you want a great story, read a book.

    9. Re:Good comment by HiVizDiver · · Score: 2, Insightful

      Well, you can distill it right down even further (and I promise I'm not trying to be funny), but life itself is basically an endless series of Fedex quests. You are, in general, tasked with doing a series of things that someone else can't/won't do, that's what you get paid for. Even things you DON'T get paid for, like taking the kids to/from school, etc. The trick with games is, the programming/hardware/A.I. hasn't gotten powerful enough yet to mimic all the subtleties of a "real life" that make our everyday routines not SEEM like Fedex quests.

    10. Re:Good comment by Anonymous Coward · · Score: 0

      I agree that's a little weird. I mean, there isn't exactly so much quest text that it would be prohibitive for a billion dollar a year product to hire voice actors to at least speak everything.

    11. Re:Good comment by Moryath · · Score: 1

      in Oblivion sometimes a wolf will drop a gold coin or a fork - WTF?),

      You've obviously never seen the list of stuff they've found in shark stomachs. I don't find it at all beyond reason that a hungry predator might gobble down a coin or small metallic object along with its meal.

    12. Re:Good comment by Jafafa+Hots · · Score: 1

      But that's my point. I already have enough damned errands to run in real life... I don't want a game to just add to that list.

      --
      This space available.
    13. Re:Good comment by maglor_83 · · Score: 1

      all the subtleties of a "real life" that make our everyday routines not SEEM like Fedex quests. I work for Fedex you insensitive clod!
    14. Re:Good comment by Rui+del-Negro · · Score: 1

      If you think wolves are likely to swallow forks along with their victims (which are mostly sheep, BTW), you obviously don't understand the difference in scale or sensitivity between a shark's throat and a wolf's, or the different ways in which mammals and fish chew their food. :-P

      No, the fork, like the gold coin, is simply being generated by a random "treasure script" that takes the type and "level" of the creature, the player's level, and generates "appropriate" treasure. In other words, if you kill the wolf when your character is at a low "level", you probably don't get anything besides the two standard items (meat and a pelt). As you become more powerful, the game decides that it must give you more rewards to keep you from getting bored, so any sense of realism goes out the door. You get wolves carrying gold and cutlery, and you get highway robbers carrying armour sets that are worth more than a house (which makes you wonder why they go around risking their lives robbing people).

      Messy design to begin with (Oblivion is a console hack'n'slash game pretending to be an RPG), but which could have been greatly minimised by proper playtesting, which Oblivion never had. It was only "tested" internally by Bethesda's own developers, which goes against the whole principle of playtesting. And each part of the game was developed by a different team, so it feels disjointed and doesn't even have Morrowind's atmosphere.

      No strong driving vision (like the Ultima games had) and no extensive playtesting (like Half-Life had) always lead to a disappointing product.

      There are some user-developed mods that make Oblivion much better, but still not nearly as consistent (or enjoyable) as games developed more than 10 years ago.

  13. "We, as an industry," by SetupWeasel · · Score: 2, Insightful

    Yes, they, as an industry, might value narrative and believe it is necessary, but I'm not so sure we, as the players, are all that sold on it. Sure, you have your die hard JRPG fans darting from cutscene to cutscene, but I think most of us playing a game like to write our own stories.

    Most gamers like to talk about what they did in the game. Narrative fucks that up to some extent, and is nearly always at odds with the player's goals for the game thereby breaking the illusion they hope to set up.

    1. Re:"We, as an industry," by Zelos · · Score: 2, Insightful

      I think that was kind of the point of the article. If you mention narrative to gamers they generally think of cutscenes, but cutscenes are separate from the game so you end up with this split between "doing stuff" and the story.

      A better approach is to mix the two together such that what you do in game *is* the story.

    2. Re:"We, as an industry," by Clovis42 · · Score: 1

      I enjoy writing my own story too. I almost always have a complicated history of my country running in my head while playing Civ, or any other strategy game. However, the I think the game that has the best "story" is the Sims. You really can't play the game if you are not willing to create the story, and the game doesn't really offer any story at all. The game does facilitate all kinds of stories happening though. It also allows the player to force the story to be exactly how they want, or to let the game mechanics create plotlines for you.

      Coverage of GTAIV has mentioned that it allows the player to create their own story too, even though there's actually a main storyline in the way.

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
  14. Mario by geoffrobinson · · Score: 1

    When I'm playing Mario and having fun, I don't think the game suffers from a) the most racist video game character ever (Mama Mia!) b) really wacked out plot lines (star bits? lumas? ray surfing? bee suits?). It's just fun.

    And that's what video games need to be. If they have a great interactive story, so be it.

    --
    Except for ending slavery, the Nazis, communism, & securing American independence, war has never solved anything.
  15. What games need, Obviously by Alzheimers · · Score: 2, Funny

    It's pretty obvious to anyone with a Playstation 3 what games need:

    More Cutscenes.

  16. Two words: Planescape: Torment by EWAdams · · Score: 1


    Definitely not Oscar-caliber, but some of the richest, most nuanced characters ever seen in a video game.

    It CAN be done.

    --
    I piss off bigots.
  17. A little would go a long way. by sherriw · · Score: 2, Insightful

    I would be easy for games to start small in this direction. If you even take very linear story driven games like the HalfLife series, you could still throw in more game driven narrative. Suppose, you have a tendency to throw things at Alex (a female NPC who joins you for some of the game), she should become less friendly because you're being 'a jerk' to her. Or if you fail to keep the enemies away from her, maybe she should become too injured or shaken-up to be much help for the next little while.

    Even games like Zelda where you get a visual of time passing (day and night) and weather make a big difference. In HL, I can stand outside for ever and the sun never moves in the sky. Wasting time crow-bar-ing boxes should mean... oh crap, now I have to fight the zombies in the dark!

    In GTA, you can be the biggest crime boss/bad-ass but the NPCs never react differently to you (I haven't played the more recent GTA games, if this has changed). If I have a rocket launcher in my hands, or a reputation for evil... the NPC should react to me- flee, faint, turn away, refuse to serve me, etc.

    Little things like this would go a long way.

  18. Non Issue by DreadPiratePizz · · Score: 2, Insightful

    I don't think this is a problem. Story doesn't have to be entwined with gameplay at all.

    As a developer, what do you want to do with a game? If your first and foremost goal is to tell a story, then do just that. Use cutscenes or other non interactive elements. Use interactive elements. Use whatever. If it best tells your story, do it. It's a fallacy to think that the story must be interactive. Interactive story presentations and non interactive ones both have strengths and weaknesses. A game that really wants to tell a story will not be afraid to use both where appropriate.

  19. All games should be written for me and no-one else by Anonymous Coward · · Score: 0

    Forcing a complex narrative into games that don't need it (see: Mario, any racing game, most multiplayer-focused shooters, etc.) is silly. So is saying that no games that should have any narrative whatsoever.

    Isn't it obvious that there exists a market for games that do have in-depth stories? Lots of people buy and enjoy dialog-heavy games with shoddy gameplay. Furthermore, can we agree that the games being made to meet this demand have a long way to go? Isn't it rational to conclude that this is, therefore, a subject worth discussing? Just because you skip every cutscene doesn't mean no-one is enjoying them. (The ability to skip them is a huge plus no matter what you like in a game, though.)

    But this being Slashdot, I guess I shouldn't be surprised by the "I don't like games like that, so nobody should care, EVER" responses.

  20. No they don't by Cathoderoytube · · Score: 4, Funny

    Why would game developers bother with any sort of meaningful or halfway decent stories? Their core audience believes Naruto is masterful storytelling, and they've never read a book in their entire lives. With an audience like that you just need to give them the ability to call people noobs during gameplay, and they're happy as pigs in shit. Just look at the whole Halo series.

    --
    I have nothing compelling to say
    1. Re:No they don't by blahplusplus · · Score: 1

      "Their core audience believes Naruto is masterful storytelling"

      Naruto is good story telling, just because it's not to your tastes has no bearing on whether it is good storytelling or not. It's success most certainly tells you that it definitely IS. Not all of us grown ups 'grow up' (whatever that's supposed to mean anyway). And I would venture to imagine that anime watchers do MORE reading since many of them are reading subtitles of fansubbed anime. Just because you like to watch something, it has no bearing on whether or not you read or not. Everyone reads, the internet is all about reading stuff, it's just that longwinded diatribes and stories take a back seat to discussion, interactive games, etc.

      Books and reading are passive activities, while you are reading books you are disengaged from other people and the absorb a lot of time. The reason for the decline of books is very easy to see: The rise of TV and the internet. The reading is taking place, more in discussion and fandom (fanfiction etc) where people are allowed to be creative, rather then passively consuming stuff from 'authors' they get to be the authors.

    2. Re:No they don't by Anonymous Coward · · Score: 0

      Halo has an excellent story, with loads of background material and interesting characters. What is essentially the classic "Space Marine Vs. Aliens to save the Earth" becomes very interesting due to the depth of the background. The player cares about the marines, Cortana and the rest due to the script. The death of Captain Keys and Sargent Johnson make the story more poignant because they have grown with the player through the series. Unreal Deathmatch is just the opposite. The characters are unchanging 2-D stereotypes with no development or interest.

  21. BioShock by Khuffie · · Score: 0, Offtopic

    I'm surprised no one mentioned BioShock yet.

  22. I'm not so sure. by Cillian · · Score: 1

    I'm not quite so sure about this. Take gears of war - that kicked arse in most people's opinions, yet the story was pretty much confined to the narrative bits and rather separate from any of the action/gameplay. And then there's the unreal tournament series, which not everybody likes, but the story in those games is a joke. The whole point in those games is blowing people's heads off, not relating to your character's struggles to come to terms with his personality.

    --
    -- All your booze are belong to us.
  23. Movies cost $7 by Spazmania · · Score: 2, Interesting

    Here's the thing: a movie or a book (a story) costs $7. If you make the story the center of the game, the game is worth $7.

    For it to be worth $50, you have to give me something I want to play over and over again. Story is a nice accent for a game, but keep it in its proper place. Put the game play first and make sure that when the game play conflicts with the story it's the story that loses.

    The other thing is this: as a brilliant software architect, you are neither a brilliant writer nor a brilliant producer. Play it smart: play to your strengths.

    --
    Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
    1. Re:Movies cost $7 by TheSambassador · · Score: 1

      Here's the thing: a movie or a book (a story) costs $7. If you make the story the center of the game, the game is worth $7. Um... aren't you forgetting that there are other things in the game that might make the game worth more than $7? Bioshock was very story-centric, yet it was worth MUCH more than $7, and I'm actually quite happy with my $50 that I spent on it.
  24. Games need more game play by kellyb9 · · Score: 2, Insightful

    Maybe, I like these games for their nostalgic value, Mario, Punch-Out, etc, but they did happen to hit the nail on the head. They did't have elaborate stories with 20 minute cut scenes, and if I played them today, I'd still find them highly enjoyable (infact I sometimes do). Regardless, what I want as gamer is more gameplay and less stories. Especially less cut scenes.

  25. Deus Ex by Anonymous Coward · · Score: 1

    First comment ever on Slashdot, and I'm posting as an AC. Oh well...

    What the industry needs are more visionaries like Warren Spector of DX fame. That game had a perfect, well-woven narrative. I have completed it countless times - and yet I still keep coming back because there's so much depth to the game world to flesh out the basic story. There's always something you've forgotten since the last time you played through the game.

    I've never seen another game of quite the same calibre - i'd choose it over HL or System Shock any day of the week.

    Here's hoping Deus Ex 3 lives up to the original game...

  26. Narrative Vs Emerging Gameplay by Phrogman · · Score: 2, Insightful

    What the original article and many people seem to be discussing mostly here is Narrative gameplay - where a storyline is created and more or less followed by the player one step at a time. It may be branching so that decisions made by the player - or failure to achieve specific goals - result in different outcomes, but at its core its still a railroad. You still follow one of the paths chosen by the developer who wrote the storyline in the end

    Emerging Gameplay is where the game sets conditions and possible actions, but leaves the path up to the player, and what happens emerges from the results of those actions. Most people don't see this as a "storyline" per se, but really what your character does becomes their story in the end. This style of game design is immensely complex to implement but is the only one that will result in truly dynamic and evolving gameplay. In most modern MMOs, the character is free to do whatever they want (subject to level restrictions for access to a zone etc) and thats all emerging gameplay, but when they take a quest or a mission, its essentially a mini-narrative in a lot of cases (say City of Heroes/Villains). As such the quests all start to look alike pretty quickly.

    Narrative gameplay will always be limited by the time and imagination of the developer/level designer/whatever and thus players will always be able to burn through the content pretty quickly, certainly far far faster than it can be developed

    Emerging gameplay has more potential. If a game could be developed with sufficient AI on the part of the NPC characters in the game such that they react to the conditions of the world, then we can see the potential for Emerging gameplay come into its own. If for instance in some fantasy world, kiling off all the mobs around a town made it easier for the NPC Bandit King to invade and conquer the town, and the AI for that entity was sufficient for it to recognize the condiditions under which that would be an advantageous action, then player actions collectively might result in a change to the game environment, even if its the unintentional result of many players individually hunting the mobs around that town because the pelts are worth selling. If each NPC could be imbued with defining characteristics to their character then perhaps the timid Bandit King might act less aggressively than the Driven Bandit King and killing the latter off might result in the former inheriting and not being able to keep control of the village etc. Then the quest to free the town is open to whichever group discovers the problem and decides they must fight their way to the Bandit Camp and defeat the leader there to break his hold on the bandits and thus their hold on the town etc. None of this would be scripted, it would all emerge from the conditions and characteristics inherent in the game design. This would happen when the conditions made it the viable choice for the NPCs involved. Beefing up the guard at the township might mean the whole bandit camp moves to some other area entirely etc.

    Thats what the next generation of MMOs needs to offer - or at least treat as their Holy Grail I think.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    1. Re:Narrative Vs Emerging Gameplay by Anonymous Coward · · Score: 0

      > Thats what the next generation of MMOs needs to offer - or at least treat as their Holy Grail I think.

      I see your "adaptive bandit AI," and I raise it my level 70 sword of bandit village razing.

      Won't work in a mass-market MMOG. (Because the actions of a few strong players can always completely negate anything you do in AI.)

      It might work in a smaller market, moderated MORPG. (Where the same is true, but via player filtering and "encouraging" powergamers to play WoW instead, you can significantly decrease the likelyhood of it occurring.)

  27. Borrow from Literature by Clovis42 · · Score: 1

    I don't know about you, but I'm always reading a book or something and thinking, "Man, I wish they'd make a game about this!" I was just thinking that the other day while I was reading Finnegans Wake. This game could be the perfect combination of gameplay and narrative, since neither would make the slightest bit of sense. Every character could be made of of 5 different people, and spell their names 10 different ways. Instead of an inventory, all your items would be combined, all the time. Instead of a save system, it'd just load up a random spot in the game. Your every move would completely change the game world in everything in it. Or maybe it just changes constantly on it's own. Who knows? You wouldn't be able to tell if you are navigating a dialogue tree, or are actually speaking to one. Are those monsters you are smiting with a bicycle pump, or your own self-concious desire to be a pudding? Yes! And, of course, you'd know you've won the game when you get back to the beginning...

    --
    Clovis
    ^ Clovis, look! It's that guy you are!
  28. What's wrong with linear by phorm · · Score: 1

    A lot of people really enjoyed those "linear" games, and even back then they could have made more branches in the storyline (but in most cases, didn't , except for the rather amusing ways to fail in the sierra "quest") games.

    A book is linear. Television shows are generally linear. While dynamic entertainment may add to replace value, having a linear storyline that is *well told* is not a problem, it's just a difference in style.

    That being said, it doesn't take too much to add small changes to keep the gamers guessing. For example, Chrono trigger - which was quite a fun game for its time - had the same overall storyline, but there were a few variation your could take (and a few different endings depending on which you use).

    1. Re:What's wrong with linear by TheSambassador · · Score: 2, Interesting

      The difference between games and TV/books is that they're interactive. If your actions don't change how the story plays out, or if there is only one thing to DO, then you've basically got gameplay that's separate from the story. Sure, the story may make you want to keep playing, but then the gameplay is just a means to watch a movie (and considering how badly some games are voice acted and animated, not a particularly good on).

      However, not until games can actually make your actions have actual, non-scripted consequences (or lots and lots and lots of scripted ones), games will have to be linear to tell a decent story. I don't think we have the technology to be able to do that yet (wait for AI).

  29. Developers produce what they can sell by Wreckdom · · Score: 1

    There are plenty of games with excellent story (Mass Effect, Bioshock, etc) and plenty that just focus on gameplay, as many gamers dont enjoy heavy story elements in their games and would rather chainsaw a room full of zombies without delay. Game companies will make what sells so as you story lovers buy up things like Mass Effect the market will respond by producing more titles like it in the future. SO if there is really a market for this artful story entwinement stuff, it will be provided.

  30. What do stories have to do with games? by exp(pi*sqrt(163)) · · Score: 1

    I simply don't get it. Games form an interactive medium. The story is what should emerge as a result of you playing the game, not be some ingredient that's stuffed in at the outset. Modern high-profile games are awful, not because of a presence or lack of a story, but because game companies keep selling us the same gameplay over and over again.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  31. The Japanese have it down... by 7Prime · · Score: 3, Interesting

    Not perfect, but they've got a much better direction than the US.

    Here's how I would describe it: The US is OBSESSED with unique complex plots with twists and turns everywhere, cliches are completely taboo. However, the storytelling is dry and purposefully attempts to extingish the idea of a creator. It's very post-modern in that respect, games really attempting to put the world into the hands of the player, and not give any emotional opportunity for the artist.

    Japan, on the flipside, has no problem with a distinct separation of powers between creator and audience. Games are played from a more traditional artistic/entertainment standpoing: there is a creator who shares his/her thoughts and stories with an audience that genuinely engaged with them. Japenese storytelling may relly very heavily on architypes and cliches, but the details are all very original, with the creator's individuality coming through very strongly.

    I truly feel that the USs post-modernist approach to game storytelling (ie: GTA, Mass Effect, Oblivion, ect.) will be shortlived and is doomed to inevitable extiction, for the same reason folks don't sit around the camp fire and listen to John Cage. This is a phase we're going through due to our current socio-political climate and fascination with the gadgetry of a new medium. It's sort of like the German expressionist film period. Eventually people will settle into video games being just another narrative medium like any other, with a distinct separation of powers between creator and audience. Obviously games will always provide a little more interaction than other mediums, but eventually that will be relegated to things like time frame (when and how you chose to interact with the story), and not in the actual creation of a story itself.

    Most of the pleasure of a plot comes from not knowing what's going on, learning about the characters involved, and exploring the world that the creators have created for you. Something is very lost when the creator says things, "you create the characeters as you see fit", and "you create the structure as you see fit". and "the plot is yours to make". The enjoyment of LEARNING about the game-world is subtley but inexpicably lost.

    This is a wholey american phinominon that is little more than a decade-or-so long passing phase. I think GTA IV or GTA V will see this come to a close. Things like Bioshock will probably be closer to what we'll see in the future, with set paths but subtle choices along the way.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:The Japanese have it down... by Colonel+Korn · · Score: 1

      Japanese games are the worst offenders in terms of the issues brought up in TFA. In general, they have a series of long, non-interactive cut scenes connected by relatively unrelated gameplay.

      Look to a game like Half Life 2 or Portal to see strong storytelling blended with gameplay in the way that TFA suggests.

      --
      "I zero-index my hamsters" - Willtor (147206)
    2. Re:The Japanese have it down... by 7Prime · · Score: 2, Insightful

      Try Ico or Shadow of the Colossus. Not a single cut scene in Ico, very few in SoC, two of the most powerful games ever made, both Japanese... and there are more examples like them. I think you're knowledge of Japanese games is extremely limited. I found that Portal had more in common with Japanese games than american ones, actually.

      Ya know, I'm gonna start hatin' on films because they include music and drama. They aren't "pure", we should go back to silent films. It's just like video games that may include include bits of the *gasp* "cinematic medium" in the mix in order for the creators to express themselves. God forbid we combine media in varying degrees.

      Seriously, all of these are different story telling devices. The fact that Portal is able to let you still move your character around while GladOS is talking is stupendously superficial. Portal isn't unique in the slightest in its narrative strategy, it's very similar to many games both American and foreign. What made it wonderful is that the content of the narrative was well written. People seem to point to Portal as some kind of breakthrough in a new style of narrative, when it's really no different from the kinds of things game develoeprs have been doing for decades... it's just better at it. I, personally, don't mind putting down the controller for a few bits of time here and there in order to hear what the creator(s) have to say. I love Metal Gear Solid, even though it has lots of cut scenes, because its narrative is (commonly) fairly strong and I love to hear what is being talked about... sure it gets a little pretentious here and there, but for the most part, it's wonderfully done.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    3. Re:The Japanese have it down... by nuzak · · Score: 1

      I truly feel that the USs post-modernist approach to game storytelling (ie: GTA, Mass Effect, Oblivion, ect.) will be shortlived and is doomed to inevitable extiction, for the same reason folks don't sit around the camp fire and listen to John Cage.

      Oh please, could you possibly use any more hyperbole? Yes, there's perhaps more postmodern abhorrence of cliche in the "western" creative process, but when push comes to shove, people still enjoy swinging swords and saving princesses within their comfortable familiar narratives. And it's not like Japan is entirely absent of challenging story -- go watch a Kurosawa flick sometime, say Rashamon.

      It's not even close to a wholly American phenomenom. France was doing it while we were going to the hop in bobby sox, and nowadays Eastern Europe comes out with plots in movies and games that are downright strange to folks on these shores.

      --
      Done with slashdot, done with nerds, getting a life.
    4. Re:The Japanese have it down... by bigstrat2003 · · Score: 1
      The fact that TFA says it doesn't make it correct, and I suspect that the GP would heartily disagree with TFA (as I did, for that matter).

      Course, I find Half-Life 1/2 and Portal to be exceptionally weak in terms of storytelling (for the love of God, Valve, learn to use the cutscene! It's by far the best way to immerse your players in the drama, things just feel detached when you go through a first-person view), so we'd probably have to chalk the disagreement up to a matter of personal taste.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    5. Re:The Japanese have it down... by 7Prime · · Score: 1

      Not sure I see where our disagreement lies... sounds like we're in completely agreement here. And yes, I'm aware that the US isn't alone in this (isn't BioWare a Canadian company?) I guess I'm more refering to the west as a whole.

      And don't get me wrong, I have NOTHING against complex challenging storylines. For instance, I'm currently reading Cryptonomicon right now and absolutely loving it... and it's far more complex than a simple architypical plot. My point is, however, that if you have a complex plot, you need to back it up with great writing and human factors (which Stephenson delivers in spades). Unfortunately, many sci-fi/fantasy stories (which 99% of games fall into the genre of) sacrifice good writing and subtle human elements for huge complex plotlines.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  32. Tex Murphy by Anonymous Coward · · Score: 0

    The Tex Murphy games did it best -- great stories and alternate plotlines. I remember playing "Overseer" with a friend. We had just watched a cutscene of a supporting character getting killed -- wow, that's cold. We mentioned to my friend's dad, who was also playing the game, that we had just reached that point of the game. "What do you mean?," he asked. "Didn't you go back to Arizona and tell him to hide?" Having only been used to games where "alternate plotlines" meant "two endings, depending solely on the last line of dialog you choose" (e.g. The Dig, Harvester), we were blown away at the realization that significant changes were happening throughout the game.

  33. There should not be a noticable difference! by Zarf · · Score: 1

    You should not have story segments and playable segments it should all be game play... it should be story-play. The hardware is advanced enough now that you can ditch those crutches of cut-scenes and stupidly contrived narrative sequences. The whole thing should be one continuous experience with no load screens no "forced play modes" and no freaking levels.

    Modern games should be one contiguous experience with the player in ultimate control and able to swap "modes" on the fly. The games should be like life. The "plot" should be changeable by the player.

    --
    [signature]
  34. The genre is still alive... by DrYak · · Score: 2, Informative
    ...albeit more in europe than in the US

    - Funcom's (Norway) The Longuest Journey and DreamFall are nice example of a very well written narrative (by Ragnar Tornquist), and are considered as the major work which brought back the genre into interest.
    - Another prominent example is Benoit Sokal (France), who after doing the Syberia duology, founded his own game company White Bird Production which works on either adapting graphic novels from renown European artists or helping them create new worlds for the medium.
    - Pendolino Software (Spain) is another example with the two volumes of Runaway in their sleeves.
    - House of Tales' (Germany) The moment of Silence.

    Meanwhile, the USA industry is working hard of producing yearly crops of hockey/soccer/whatever sport game and doesn't understand while player are complaining about lack of stories...

    No actually I'm exaggerating : USA is also represented with Telltale Games which have made marvel in the episodic adventure game genres. And they are mostly composed of former LucasArt employee before that brand was turned into a giant lemon press for StarWars franchise.

    The only main problem those modern game tend to suffer is that they are very linear. This is mostly due to them being the work of writers (which make really great stories, but then the stories are just made word by word into games).
    As opposed to classical games - like Monkey Island and Space Quest - which are mostly designed from the ground up as series of puzzles and jokes assembled together (Space Quest 3 is notorious for completely lacking an over all story until very late into the development cycle). Those games aren't much linear for the simple reason that they didn't have a story to strictly follow, but instead are a string of separate events which could be completed in an almost random order.

    Currently we DO have great writers in the video game circles (Dreamfall almost made me cry).
    What we need is good game designer which could translate those wonderful stories into great games. (Otherwise there's a risk that the adventure games start to look like really well acted movie, but with as much interactivity as... well... interactive movie during the early FMV age).

    If they want to get out of it, they need to go give Ken and Roberta Williams a few millions dollars and bring back the adventure game. In addition of all runaways from LucasArt at Telltale :

    TranSolar Games (the team at Sierra responsible for the Hero's Quest/Quest for Glory frnachise) is still around and still interested to revisit the franchise.

    Ron Gilbert (of Monkey Island's fame) is working at Hothead (Norway) and has contributed to Penny Arcade's game.

    Al Lowe is still around too.

    I'm sure that there are some terrific games to be made once you marry the perfect skill (good writing and good game design).

    Specially now that platform like the Wii and the DS are widespread and have perfect input interface for adventure games.
    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  35. Lots of fun comes for interacting by DrYak · · Score: 1

    A book is linear. Television shows are generally linear. Those media are typically simply consumed in a mostly (or in TV's case : definitely) passive way.

    As opposed to a game where the player are supposed to interact with the game.

    While dynamic entertainment may add to replace value, having a linear storyline that is *well told* is not a problem, it's just a difference in style. It's not a problem for enjoying *the story*. But it's a little bit less interesting to play, when you have the impression that you are basically watching a (very well acted) movie, where you have to press "Next>" once in while to see the rest (although I really loved Dreamfall, that's how I felt sometimes).

    Player enjoy having freedom. This is clearly shown with the popularity of "sandbox" type of games.

    Putting them completely on a rail isn't as much fun as it could be, if they could have the feeling of being a little bit more in charge of the story.

    That being said, it doesn't take too much to add small changes to keep the gamers guessing. Some games are built with the puzzles and the jokes as a starting point. This leads to situations where the different puzzles are not so much connected in a linear sequence as are games wich are based on a story.

    What makes games a lot less linear is the ability to have more puzzles going in parallel.

    To take some examples :
    - On one hand you have games such as DreamFall, which are rather short (according to lot of players not only myself). Never the less the game is cut into 12 chapters, (most of which are themselves sequences of separate scene). You only complete them in that order.
    - On the other hand you have Monkey Island : the whole story is cut into only 3 parts. During each parts, you have a set of tasks to do, but you can pretty much do them in the order you want to. There *are* some limitation, some of the puzzle have to be solved before gaining access to other puzzles. (Or as another, Space Quest 3 featured several planets each featuring its own set of puzzle which could be solved out of order)
    But the overall feels more being organised in a tree (where you can explore branches in parallel at your convenience) rather than a ordered string of a dozen of scenes.

    The problem is this rises the bar of skill needed to obtain a good adventure game :
    - you need both a good writer to create a nice and interesting story
    - and you need a skilled game designer to translate it into a complex multipathed game.
    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  36. Re: TLJ & Dreamfall by naz404 · · Score: 1

    My one big complaint about The Longest Journey: man, it was THE LONGEST journey. That game is *LONG*. Towards the end, I was just all like "Man, when is this game going to end? I just want to see the ending!", and playing started becoming something of a chore.

    It's really great that Mr. Tornquist came up with a sequel, and I'm looking forward to the next one in the series since this is a decent adventure game franchise.

    One thing that was really dumb about TLJ 2:Dreamfall was that the game & story were basically for kids (except for that implied "love scene" that added nothing to the story), and yet Ragnar Tornquist included profanity in the dialogue, which was totally out of place :-/

    It was an okay game w/ great designs & atmosphere, but the story was just so-so. Voices were also terrible, which detracted from the great atmosphere.

    I hope they get better voice actors next time tho, like Half-Life 2 caliber stuff :)

  37. Re: Stop buying crappy games GTA by naz404 · · Score: 2, Interesting

    The problem is that there aren't too many of them to choose from, and what's available is mostly meh.

    What's worse is that a LOT of the critically acclaimed games which had excellent stories ended up flopping which is really really sad (eg Anachronox, Vampire the Masquerade: Bloodlines, Psychonauts, etc) and has made story less of a priority for publishers.

  38. Re: problems w Morrowind/Oblivion by naz404 · · Score: 1

    The problem with Oblivion was that they only had a handful of voice actors that voiced tons of characters over and over again, which made for a horrible experience. Uncanny Valley much?

    Also, one thing I missed from Morrowind was that in Morrowind, EVERY SINGLE NPC had their individual unique name, even the bandit NPCs and you really felt it when you killed one of them because they'd no longer respawn anymore and the world was robbed of an INDIVIDUAL.

    In that sense, playing Oblivion was jarring because of the generic respawning bandit NPCs you had to fight over and over again which became a really tiresome chore.

    I second the motion about Ultima VII. Black Gate for me is still the best sandbox game, ever.

  39. Valve by Fifth+Earth · · Score: 1

    I'm interested that no one has yet mentioned Half-Life or Portal. Valves use of so-called in game cut scenes has made them, IMHO, a role model of how to integrate story into gameplay--especially in HL2 and its assorted episodes, where there are many scenes where plot-related events occur simultaneously with active gameplay, and even those scenes where you are basically just standing around listening to someone talk are made seamless with the rest of the gameplay--only in very rare instances is control ever actually taken away from the player in an obvious way.

    Sure, the story itself may not win any awards for depth compared to RPGs and text adventures, but the integration of story and gameplay is excellent.

    1. Re:Valve by Zarf · · Score: 1

      I'm interested that no one has yet mentioned Half-Life or Portal. Valves use of so-called in game cut scenes has made them, IMHO, a role model of how to integrate story into gameplay--especially in HL2 and its assorted episodes, where there are many scenes where plot-related events occur simultaneously with active gameplay, and even those scenes where you are basically just standing around listening to someone talk are made seamless with the rest of the gameplay--only in very rare instances is control ever actually taken away from the player in an obvious way.

      Sure, the story itself may not win any awards for depth compared to RPGs and text adventures, but the integration of story and gameplay is excellent. Yes! Yes! That's gaming done the right way! Get better at this kind of continuous story/game-play then you may some day see game plots that are rich and complex and don't ask the user to sit through cut scenes. How often do players just skip cut-scenes anyway?
      --
      [signature]
  40. Re: problems w Morrowind/Oblivion by Rui+del-Negro · · Score: 1

    The limited number of voices was a problem with Oblivion, but sadly just one of many. Even with just a few voices it would have been easy to do better. For example, by recording multiple sentences for each "meaning". Instead of getting "I hear there's a siege around Kvatch." in 4 different voices, repeated over and over, you could have different wordings ("Kvatch is under siege", "Someone has sieged Kvatch", and so on). Even RTS games do that, and have done for the past decade. It's just another sign of poor planning and closed development.

    Morrowind, for all its faults (very static world - and the bloody cliff racers), did have an atmosphere, which is something completely missing from Oblivion. I think that's due to the fact that Oblivion's "quest lines" were developed by separate teams. There's no unifying vision, and no interaction between different parts of the game. For example, there are 3 or 4 vampire-related "quests" but you never even get the chance to ask the NPCs involved in one quest about issues related to the others. You can go on a vampire-slaying quest while you are a vampire, and the other vampire hunters won't complain or even notice. The game is just a collection of mini-missions that don't add up to a consistent, interactive game world. Great sights, nice monsters, but no substance.

    Black Gate was good enough on its own, and when you add Stygian Abyss (texture-mapped, depth-lit 3D one year before Wolfenstein), Serpent Isle, Labyrinth of Worlds and the add-ons (Forge of Virtue and Silver Seed), which are really all part of the same story, you have (by far) the best CRPG ever made. The world and NPCs felt alive and believable, the story was adult, funny and throught-provoking, the dialogues were intelligent, and the games had more memorable moments than Hollywood manages to create in one year's worth of film production.

    Anyone designing a RPG today should be required to spend at least two months playing them.

    Oh, and by the way, thank you, EA, for killing Origin. Fuckers.

  41. Re: TLJ & Dreamfall by Rui+del-Negro · · Score: 1

    the game & story were basically for kids [...] yet Ragnar Tornquist included profanity in the dialogue, which was totally out of place You obviously didn't go to the same primary school I did. :-P

    BTW: A very exclusive private school that shall remain nameless. Most pupils were children of people in show business, and we could all swear like sailors. As a result, I think I have a pretty good grasp of the difference between being offensive (which you can do using the nicest words) and using expletives.
  42. No, better gameplay! by Lord+Lode · · Score: 1

    No, not necessarily. In fact, if you want a story, go watch a movie. Some games have a good story, but there it ends. After a few hours of gameplay, you're through the story and it's done. No replay value. Games like Doom and Serious Sam have hardly a story, but how many times I just KEEP playing those due to the fun! And that's what games are missing these days.

  43. Fallout anyone?! by morphles · · Score: 1

    Talks about gameplay and story and no one mentions fallout? I played and completed fallout 2 and its the best RPG. I hate how now all RPG's are about stat maximization and such. IMHO RPG's should be about chose (thats why i don't like Final fantasy or other Japanese RPG's). In fallout 2 sotry is convincing enough and provides you with enough choices, like meaningful to how you will continue after choosing something. I really miss that in todays games.

    One more thing that is hugely forgotten and regarded as burden to players is concept of permadeath. It might seem harsh at first but imho it makes game much more interesting after you get used to it. Then even without much additions you feel that your choice matter, then you think that if i do that my char with whom i have been for like month is more it will give you more feelings and emotions.

    --
    Overspecialize, and you breed in weakness. It's slow death. - Major Motoko Kusanagi(Ghost in the Shell)
  44. In Afghanistan...rocket launchers are de rigeur by Hasmanean · · Score: 1

    quote: "Game engines are strong enough that we can see the seams in the narrative fabric. It's no longer acceptable that we can take our girlfriend on a date and never once have her mention the fact that we're carrying a missile launcher by our side. "

    In Afghanistan anyone could walk around anywhere with a rocket launcher by his side, but it is not acceptable to even have a girlfriend, much less take her out on a date.

    --
    Hasan