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."
How about artfully Gameplay-entwined stories?
Think: Deus Ex, System Shock 2, Grim Fandango.
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.
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.
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.
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.
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.
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.