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Twisted Metal Designer Rails Against Storytelling Games

eldavojohn writes "Twisted Metal designer David Jaffe gave a DICE Summit presentation in which he argued against 'games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer's narrative.' He went on to say essentially that it's a waste of time and resources when the focus should be on gameplay, not story. While some parts of his presentation are warmly welcomed by the gaming community (like his instructions for game execs to get a BS filter), this particular point has some unsurprising opponents. His argument against a 'cinematic narrative' was probably strongest with his comparison to the movie Saving Private Ryan, where Spielberg made the Normandy Beach invasion scene as close to a documentary as possible. The audience could sit back and appreciate that. But if you made a game where the player is in that position of the soldier then that historically accurate imagery and top shelf voice acting doesn't really matter, the only thing the player should be thinking is 'How the **** do I get to that rock? How do I get to the exit?' Is Jaffe right? Have game makers been 'seduced by the power and language of film' at the expense of gameplay?"

313 comments

  1. Good luck getting Japan to listen by elrous0 · · Score: 4, Interesting

    Most of what he's railing against seems to be the heavily cutscene-driven stories in games like the Final Fantasy's and Metal Gear Solid's. He says he actually likes games like Skyrim, by contrast, where the player becomes the story. I personally sympathize with him on that. There have been a few games I've liked that were more cutscene dependent (like the Mass Effect series), but mostly I like to feel that *I'm* the one driving the game, not that I'm just taking occasional control to set up the next long cutscene.

    But this love of cutscenes seems to have gotten crazy-prevalent among Japanese developers in particular since the 90's. Maybe that's just a cultural thing (everything out of Japan seems to be more on-the-rails than their Western counterparts, even the non-cutscene stuff). But those developers are also incredibly stubborn about changing their style. Good luck if you can get through to them. Maybe they'll be more inclined to listen to a guy who mainly develops for Sony. I will say that a few, like Capcom, do seem to have gotten a little more "modern" of late.

    Someone had to say it, though. The cutscenes have gotten way out of hand on a lot of games. At some point you need to decide if you're making a videogame or a movie.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Good luck getting Japan to listen by jdgeorge · · Score: 4, Insightful

      I guess a lot of people will mention examples of stuff that works well (like inFamous, in my opinion). But that's because it's a game with ability to make decisions that affect how the game world responds to you. And it's gameplay-driven, rather than cutscene-driven.

      But the games with stories driven by cutscenes to create narrative are generally boring. Some of these are like an animated movie with some gameplay elements thrown in to drag out the story.

    2. Re:Good luck getting Japan to listen by Dutch+Gun · · Score: 5, Interesting

      I don't understand the fundamental problem with "games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer's narrative." Likewise, I don't have a problem with games that are 100% about gameplay and don't bother with any sort of meaningful narrative or story.

      While I love Skyrim, I also love heavily story-driven games with lots of cutscenes as well (like Uncharted). To me, they're a nice reward and a way to help break up the gameplay a bit. Moreover, it's a fun way of merging my love of videogames with my love of interesting narrative, storytelling, and lore. Also, there are times it's fun to see personalities OTHER than the one you impose on characters in games. In other words, not every game is a Western-style role-playing game where the main protaganist is suppose to be a blank slate. It's entertaining to me when you care about the characters in your story and look forward to seeing the plot develop. Why do people try to shoehorn everything into one box? I think the world of "videogames" is big enough to fit both philosophies quite nicely.

      Frankly, it just sounds like he's a big fan of more free-form worlds in gaming, and is just annoyed that there aren't more Skyrim-like games out there. I agree it's a shame, but if there's a demand for these games, then companies will fulfill that market space, especially as the gaming market continues to expand.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    3. Re:Good luck getting Japan to listen by harl · · Score: 2

      Dead Rising 1&2 (from Capcom) are prime examples of Japanese designers taking things off the rail. It's mechanics driven and the story is completely dependent on what you choose to do, including multiple endings.

      Also it's from an old school Japanese developer, he created Megaman.

      --
      I find being offended by me offensive.
    4. Re:Good luck getting Japan to listen by na1led · · Score: 1

      I'm sure if the game is not balanced right, with action and story, people wouldn't be interested in it. So what's his point? He knows better than the consumers?

      --
      -- By all means let's be open-minded, but not so open-minded that our brains drop out.
    5. Re:Good luck getting Japan to listen by king+neckbeard · · Score: 1

      I'll agree that Japanese games tend to be more linear, but that doesn't say anything about whether they are more or less guilty of that offense. In fact, I'd say that in many cases, games with branching plots tend to be more guilty of this, since writing multiple plotlines means more resources are put into cutscenes and voice acting. The only thing worse than trying to make a movie is trying to make 3 or 4 movies, and the illusion of an open but still very detailed world seems to me to be often used to compensate for uninspired gameplay, which would be the heart of the problem being discussed.

      --
      This is my signature. There are many like it, but this one is mine.
    6. Re:Good luck getting Japan to listen by drinkypoo · · Score: 1

      Someone had to say it, though. The cutscenes have gotten way out of hand on a lot of games. At some point you need to decide if you're making a videogame or a movie.

      I wholeheartedly agree. Among the many other fanboyesque reasons I liked FFVII is that it seemed to walk that line. On one hand, you needed some moderately boring exposition to understand certain story elements. On the other hand, you had pretty and/or amusing stuff to look at most of the time. And on the gripping hand, most of the time when you play a JRPG you're running in circles anyway, a little exposition is a welcome opportunity to bite your sandwich.

      I've just bought Septerra Core from GOG, it being on sale for three bucks, and me missing the JRPG experience. And the running back and forth is what I am finding tedious, not the cutscenes. I can file my nails or whatever while watching a cutscene, all the running back and forth takes user intervention.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Good luck getting Japan to listen by errandum · · Score: 3, Interesting

      And why can't there be both genres? Story driven games with great gameplay? Bioshock is a great example of how to combine both really well.

      If you give games no narrative and only gameplay you're doing Tetris, bejeweled or angry birds. Those are the kinds of games where you spend 10-15 minutes at a time and then leave to do something else.

      But the thing that really defeats his thesis is the commercial success. If there is a market for story driven games (like the millions each Final Fantasy sells) then there a case supporting their development. His personal opinion is that games should have fun gameplay, but I enjoy the Final Fantasy kind of mechanic (I've played them all top to bottom up to the 12th and skipping) and I thoroughly enjoyed every minute I spent on them (even going back and playing some of them more than once and even twice).

      It would be really easy to make a compelling argument that all games should focus on story only, but it'd be highly biased and irrational. There is space for both.

    8. Re:Good luck getting Japan to listen by TheRealMindChild · · Score: 1

      I have to agree about becoming part of the story through gameplay, vs cutscenes. Take Bioshock for instance, there was a part of me that related to those Little Sisters as little girls, like I do to my own daughters. It made it practically impossible for me to kill them for their Adam. It was a real emotional struggle, just like a good piece of art

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    9. Re:Good luck getting Japan to listen by jellomizer · · Score: 2

      Well some games like Final Fantasy the strong story is really a key component to the game and the game play. However I think the issue is that there is an attempt to put a story around all the games where your main goal is to kill whatever moves.

      What I really miss are the Old Sierra Quest games. The non-action adventure game. However if I want to play an action game I really don't need a story to make me want to kill all the guys in the game, just as long as you give me points per guy I have a motive.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    10. Re:Good luck getting Japan to listen by Narishma · · Score: 0

      I guess you didn't read the whole post since he mentioned Capcom as one of the few Japanese developers who get it right.

      --
      Mada mada dane.
    11. Re:Good luck getting Japan to listen by Missing.Matter · · Score: 5, Insightful

      Most of what he's railing against seems to be the heavily cutscene-driven stories in games... I personally sympathize with him on that.

      I can understand that you might not like that type of gameplay, but there are people out there want different things out of the games they play

      Ultimately, playing a video game is about satisfying some emotional desire. Games like WoW satisfy my desire to manage statistics and give me satisfaction through acquiring items and improving my character. Games like Quake or Unreal are satisfy my competitive desire to beat other players. In the same vein, games like Final Fantasy with long epic cutscenes and deep, involved storylines satisfy an emotional desire to connect with a group of characters, identify with their plight, and see them through to success. Really, the first two items in the list I can do by reading a book or watching a movie. Adding an interactive element makes it seem like I'm the one enabling their success, even though I'm really just along for the ride.

      I mean, let's distill the gameplay of Final Fantasy for a second. You have a group of characters, you find weapons and abilities, and engage in battle repeatedly until a final ultimate battle. How fun would a game be that is purely that? It might actually be reasonably fun... Infinity Blade comes to mind as an example of such a game. But it wouldn't be nearly as good without the deep involved story in there. To this day I remember how I felt watching Aeris die, and that was 15 years ago. I never felt anything close to that beating the 500th level in Infinity Blade. To reiterate my point, I doubt I would have felt the same about way if Final Fantasy 7 was just a movie.

    12. Re:Good luck getting Japan to listen by Dr+Max · · Score: 4, Interesting

      Maybe I'm a bit biased cause I'm all about the game play. Give me a bunch of maps and really clever bots over scripted, one path to victory, invisible wall games with a really clever plot; but isn't it easier to turn an open world free game into a game based around a plot, than the other way around. You can reuse all the open world stuff again and again then improve it and use it again. With plot driven games a lot can't be reused, because too much is depended on having the exact environment and timing as before.

      --
      Rocket Surgeon.
    13. Re:Good luck getting Japan to listen by ArhcAngel · · Score: 2

      I'm glad you mentioned the Mass Effect series because that is what got me back into gaming. I had long grown tired of the cut & paste FPS. It's rather ironic since I had not even heard of the game until somebody on a forum called me Garrus in reference to one of my posts. I didn't get the reference so I looked it up. I decided to try the game and I loved it! Despite it's story driven underpinnings it has been very re-playable to me. I have several Shepherds I have played through as. Modifying my play a little each time to see the possibilities of the character. I found myself engrossed by the game and characters. In fact I found myself developing genuine feelings for the characters and I am not alone. So my response to Mr Jaffe would be OK I get it you don't like stories but some of us do.

      --
      "A person is smart. People are dumb, panicky dangerous animals and you know it." - K
    14. Re:Good luck getting Japan to listen by medv4380 · · Score: 1
      I would have agreed with you up until Final Fantasy XIII. That was a clear sign of going in the wrong direction. I want a game with an in-depth story, and 13 gave me a movie with interactive parts which was offensive. Though being offended is my fault since Square came out and said that's what they were aiming for, but, thinking it was just the same typical pregame hype, I didn't believe them.

      I want to believe that David is right, but deep down I still want a story to go along with my games. I just don't want the story to be the game.

    15. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      "the world of "videogames" is big enough to fit both philosophies quite nicely."

      That's exactly the problem. While the world is big enough, most of the games tend towards the movie-like experience.

      I like'em just fine, but they lack replayability, and sometimes, it's that overload of story that simply changes the game.

      Look at X-com, this is one of the reasons why none of the sequels ever came close to the original.

    16. Re:Good luck getting Japan to listen by Dr+Max · · Score: 4, Interesting

      I don't believe he is arguing the value of a story, only how the story is told. For example (this is probably beyond our current tech) a WW2 game where instead of following captain price everywhere he goes, the entire war is simulated across Europe. Then you and maybe in command of a crack team of soldiers, or cut of from your platoon have to make it across Europe doing as much damage to the enemy forces as possible (you can have a radio to use for guidance but you can go any where or try anything). Suddenly the game isn't about a bunch of made up people running around winning the war single handed because they followed a pre-set path, it's about history, and you can have some fun with it (do you want to try and assassinate Hitler or launch some v2s at Berlin and steal one of the first jet planes).

      --
      Rocket Surgeon.
    17. Re:Good luck getting Japan to listen by harl · · Score: 1

      I guess you didn't understand our posts then. I'm not contesting his position I'm reinforcing it.

      --
      I find being offended by me offensive.
    18. Re:Good luck getting Japan to listen by Guppy · · Score: 1

      Good luck getting Japan to listen

      Taking things to the opposite extreme, what about "games" that are all story, with minimal game play, like Ren-Ai games?

      Or to take it even further, kinetic novels, such as Planetarian?

    19. Re:Good luck getting Japan to listen by Johann+Lau · · Score: 5, Insightful

      Consuming content isn't playing a game. And many games are exactly about that --- show stuff, don't frustrate the player with any actual challenge, make sure the game can be completed easily if you only really want to. Who cares about the properties of games, like the ability to win or loose them... because hey, you hired 2000 artists, might as well show off their work, right?

      I mean sure, if that's what people want, and other people are actually up for giving that to them, I don't care. It's like bad cinema, exactly like that. Formulaic, shallow, mediocre, and mentally as cheap as they are expensive in terms of money. Bad cinema is firmly established, too, and it doesn't take away from good movies... but that doesn't it's not bad cinema. The only thing people get to vote with their wallets on in this case, is how many idiots there are out there, to paraphrase Immortal Technique haha... but them buying turds doesn't knight those turds.

    20. Re:Good luck getting Japan to listen by operagost · · Score: 0, Offtopic

      I used to love heavily story-driven games like you, but then I took an arrow to the knee.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    21. Re:Good luck getting Japan to listen by HapSlappy_2222 · · Score: 5, Interesting

      I agree. If I wanted a game that goes out of it's way to remove all attempts at having a story, I'd buy something like Twisted Metal (Turismo-Kart with Juggalos?). I *like* to walk the line between "movie" and "game" by taking control of a character and pitting myself against the game's characters, and then being rewarded for my prowess by uncovering the next part of the story (via cut-scene, an unexpected character development, or a new level to explore). I know that I'm not the only one.

      Frankly, I find games that have ZERO story to be trite and stupid - even if the gameplay totally rocks, it's very difficult for me to get absorbed into the game such that I even finish it, let alone play it twice. Notable exceptions are games that are meant to be only multi-player, such as a racing game or a WW2 fps, but for games like, say, resident evil, or the zelda franchise - why would anyone play a game like that without knowing at least a little of the world they're heading into? That seems a silly thing to expect. On top of that, many multiplayer games also have single player story-driven campaigns: Warhammer 40k, Starcraft to name just two franchises. I'd truly hate to see those go, and if they do, it just might be what turns me away from gaming.

    22. Re:Good luck getting Japan to listen by f0nZi3 · · Score: 2

      I agree with that completely. Case and point: Call of Duty: Modern Warfare 3 - Single player is nothing but a linear, hand-holding, semi-interactive cutscene. I like games that have a story to them and develop a sense of caring for what happens to the other characters in the game. I don't like having that story interfere with game play and my ability to figure things out on my own OR choose a way of accomplishing a goal. Limiting me to only one choice in the way goals are attained?? Might as well have never given me the option to control the game in the first place!

    23. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 2, Insightful

      "But it wouldn't be nearly as good without the deep involved story in there"

      Sorry pal. The Final Fantasy series is infantile bollocks.

      It's your typical Japanse game/movie trick of using pretention and incomprensiblity to hide that it's shallow, purile and trite. It gets fanboys all hot and bothered because... well... they like to think they are the only ones to get it.

      In reality, the rest of the world takes a look at it and sees that it's just empty masturbatory cartoon crap.

    24. Re:Good luck getting Japan to listen by ninjackn · · Score: 3, Insightful

      I'm glad you mentioned Uncharted because I think it's a perfect example of how pushing towards a movie type of story telling ruins a game. The story telling elements in Uncharted 2 was over used, forced and ultimately broke game play. For example when you first start the game and granted control: you find the main character hanging off a crashed train danging off an edge of a cliff. You start to climb upwards and then BAM a piece of the train breaks off and you loose control to a mini-scene where you watch him dangle by one hand, he watches the broken pipe fall a long ways down and you're given a scenic views of the snow covered mountains in the distance as he slowly turns himself back around and gets his other hand back on the train. You're then granted control again and this process is repeated a number of times until you finally make it onto solid ground. That ruins the game play for me, I've lost control and was interrupted not because I made a mistake but because the designers wanted it to be more like a movie. Metal Gear Solid 4 while having a million hours of cut-scenes manages not to break game play; when they take control away and show a scene it's because there's going to be a change in game play. If I sneak into a house and they start a cut-scene it's because the gameplay is shifting from sneaking past henchmen to a boss battle. Playing Uncharted 2 I felt less like playing a game with an interactive world with a story to drive that interaction and more like watching a movie that required me to push some buttons.

      --
      [FUCK BETA 2.6.2014]
    25. Re:Good luck getting Japan to listen by grahamd0 · · Score: 3, Insightful

      One thing Mass Effect has going for it is that unlike in a Final Fantasy game, the player drives the cut scenes. The interactive conversations were really what did it for me. They finally managed to create a real role playing game on the computer (or xbox or whatever).

      So many CRPGs seem to think "role playing" means "stat advancement", and ME (and even more ME2) threw that out the window in favor of defining who Shepard really was.

    26. Re:Good luck getting Japan to listen by Dutch+Gun · · Score: 2

      I'm glad you mentioned Uncharted because I think it's a perfect example of how pushing towards a movie type of story telling ruins a game. The story telling elements in Uncharted 2 was over used, forced and ultimately broke game play. For example when you first start the game and granted control: you find the main character hanging off a crashed train danging off an edge of a cliff. You start to climb upwards and then BAM a piece of the train breaks off and you loose control to a mini-scene where you watch him dangle by one hand, he watches the broken pipe fall a long ways down and you're given a scenic views of the snow covered mountains in the distance as he slowly turns himself back around and gets his other hand back on the train. You're then granted control again and this process is repeated a number of times until you finally make it onto solid ground. That ruins the game play for me, I've lost control and was interrupted not because I made a mistake but because the designers wanted it to be more like a movie. Metal Gear Solid 4 while having a million hours of cut-scenes manages not to break game play; when they take control away and show a scene it's because there's going to be a change in game play. If I sneak into a house and they start a cut-scene it's because the gameplay is shifting from sneaking past henchmen to a boss battle. Playing Uncharted 2 I felt less like playing a game with an interactive world with a story to drive that interaction and more like watching a movie that required me to push some buttons.

      Yeah, I specifically mention Uncharted because I think it's the foremost example of the "cinematic game." For me, the cinematic feel of the scene you mentioned didn't ruin anything for me - in fact, I enjoyed the cinematic-style presentation quite a bit.

      Here's the rub: everyone has different opinions about what they like and dislike about games (or just about anything else). What scratches my discs is when someone say: Sorry, your opinion is wrong. Game developers should stop making the type of games you enjoy playing. (note: not talking about you here, of course). To me, that's the height of arrogance, and it's just absurd on it's face to try to lay down these sort of blanket rules to which all games should try to conform to.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    27. Re:Good luck getting Japan to listen by Spaseboy · · Score: 2

      I think of Uncharted's cutscenes as the story in between the action, just like Indiana Jones. There is a lull in between the action and, um, that doesn't translate well into game play. Otherwise you have a game like Silent Hill where it's like American Football: a bunch of nose digging punctuated by violence.

      --
      "I don't want more choice, I just want nicer things!"
      -Jennifer Saunders as Edina Monsoon
    28. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 1

      My beef with what many games do nowadays with their stories, and this is especially prevalent in fps military shooters, is that the game is so wrapped up in its own story that the player takes a backseat. The result of this is the joke in the industry where gamers are so familiar with their good friend Follow. The most recent example of this is Modern Warfare 3, in which the player is literally an ancillary character that has no impact on the story at all. However, this is not limited to just fpses as even some rpgs, such Elder Scrolls 4: Oblivion had its main quest relegate the player to the role of the character that goes off and does the annoying fetching of items while the main characters talk about and do the important things. If I'm playing the game, *I* want to be the focus, I'm not playing a game to watch someone else do everything important, I want to be the focus. That's one of the main points in playing a game, in my opinion.

    29. Re:Good luck getting Japan to listen by Rich0 · · Score: 1

      I appreciate the amount of back-story as well. For an "FPS" it has elements that really would qualify as decent sci-fi, and the codex is impressive.

      It tells the story without the need for 20-minute cut scenes. While I did like Metal Gear Solid back in the day at a few points I wondered if I should go to the kitchen to make some popcorn - especially towards the end.

    30. Re:Good luck getting Japan to listen by trdrstv · · Score: 1

      Consuming content isn't playing a game. And many games are exactly about that --- show stuff, don't frustrate the player with any actual challenge, make sure the game can be completed easily if you only really want to. Who cares about the properties of games, like the ability to win or loose them... because hey, you hired 2000 artists, might as well show off their work, right?

      I mean sure, if that's what people want, and other people are actually up for giving that to them, I don't care. It's like bad cinema, exactly like that. Formulaic, shallow, mediocre, and mentally as cheap as they are expensive in terms of money.

      I agree, but apparently that's what the market WANTS. Look at the Metacritic score on "Bioshock" , not only was it commercially successful, it was critically hailed but it is a Pretty yet PAINFULLY shallow game that was broken in play balancing. On the hardest difficulty you can march forward mashing the R trigger until you won. Why? Because the developers felt that you NEEDED to be able to experience the whole narrative rather than playing a game. After beating it on hard I half expect the controls for "Easy" to look like a DVD remote. "Press Play to watch the cut-scenes and Win" . Saddly, that appears to be what people want. :(

    31. Re:Good luck getting Japan to listen by EdIII · · Score: 4, Insightful

      But the games with stories driven by cutscenes to create narrative are generally boring. Some of these are like an animated movie with some gameplay elements thrown in to drag out the story.

      You know I have to strongly disagree. I think there is room for both types of games. I *loved* Twisted Metal. Played the hell out of it, and it did have some cutscenes :)

      I don't think a lot of the Final Fantasy games were boring at all. They did tell a story and the whole point was to grind (which could get boring, but that is not limited to FF) till you could reach a point in the game where you got a new piece of the story.

      However, if you are going to do a narrative type game that tells a story.... make it a *good* one. Without a good plot and talented artists it just falls flat, especially when game play is lacking.

      As for the GP's point about Japan being cutscene driven, I am not really that surprised. It is a cultural thing. Being a big Anime fan, and a fan in general of Japanese games, they do seem to be a lot more oriented on the story. Hell, narrative type games in Japan where you constantly make decisions to affect the outcome of the game are a dime a dozen.

      In the end, I don't think a well made cutscene driven game is boring and is a worthy genre on its own merits.

    32. Re:Good luck getting Japan to listen by flapped · · Score: 1

      I, on the other hand, have always enjoyed cutscene-driven games a lot more, since otherwise the stories always seem to be much shallower. Considering all the fuss about cutscenes lately, I guess I'm enjoying my games wrong.

    33. Re:Good luck getting Japan to listen by donscarletti · · Score: 1

      Uncharted had very good gameplay too. Great controls, game mechanics and level design. Watching the "making of" materials, it seems the story was tailored around the set-pieces, rather than the other way around, exactly how you shouldn't make a compelling movie. It is hard to argue that Uncharted made sacrifices for the story, in fact, I think the opposite is quite clear. Uncharted managed to have a moderately interesting story while it was at it, but this is more because of Naughty Dog's philosophy about doing everything well more than anything.

      Also, I wouldn't say Skyrim had a worse story than Uncharted either, in fact, I liked it much better than Metal Gear Solid's story, which seems to get more silly and less believable in every iteration but seems to demand you pay attention to it.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    34. Re:Good luck getting Japan to listen by neyla · · Score: 1

      They blew it with XIII, and pretty much admitted it. There's a follow-up XIII-2, that surprisingly rectifies quite a few of the shortcomings in XIII.

      Gameplay is no longer forced-linear (allthough it's no skyrim either). There's side-quests. There's significantly fewer annoying and useless characters (okay, so Hope makes an appearance, but only as an NPC)

      If you could tolerate XIII, odds are you'll quite enjoy XIII-2. It's still nowhere near my favourite of the series, but it's quite good.

    35. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      Most of the open-world games are so good because of the stories that are injected into them. It's like playing D&D without a campaign. It's all very well romping round some imaginary realm, bashing monsters, but after a while the DM is going to get tired and the players are going to want a real adventure that someone has written for you. The story is there to make you want to keep going, it provides the purpose.

      More to the point, if you enjoy playing the game, who gives a shit what anyone else thinks?

    36. Re:Good luck getting Japan to listen by N1AK · · Score: 1

      To this day I remember how I felt watching Aeris die

      There's an entire generation of gamers out there who all share the same shocked and dismayed face every time that comes up. I spent the next 20+ hours playing the game refusing to believe they'd actually killed her off and that she was blatantly going to be revived somehow. Story games can be fantastic, gameplay games (pacman, tetris, forza) can be great. I'd actually argue that Skyrim has pretty poor gameplay. The combat is low skill, the interface is clunky and the crafts are collect goods & combine. You know what? I don't care, the gameplay is good enough to allow you to be immersed in this incredible world Bethesda created. Mass Effect 3 will never match it for expansiveness, and will certainly allow less freedom, so what? It will almost certainly have strong compelling characters, well voiced and a strong combat mechanic (even if it may not be KotR good). Variety is the spice of life and all.

    37. Re:Good luck getting Japan to listen by JosKarith · · Score: 1

      I think Mass Effect 2 got the cutscenes just right - especially with the ability to influence how they played out. A big problem with excessive cutscenes is that the behaviour of characters in the cutscene is locked to the game designers' pre-determined idea of the character and very often breaks immersion. Well done cutscenes add to your experience of "being" the character, poorly done ones detract.
      FFX was a particularly egregious example, in the first hour or so of play you literally get about 10 mins of "direct drive" - that is usually walking from one zone to another. That's way too many cutscenes and just stopped my housemate even bothering to play it.
      Another of my bugbears with cutscenes is "cutscene queens". Characters who are undiluted awesome in the cutscene when the party meets them, and are then mediocre when you actually get to play them.

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    38. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 1

      I'm the exact opposite. I need a story otherwise I get bored. A good story keeps me interested and allows me to relate to the characters in the game. Games like Resident Evil, Mass Effect, Metal Gear, Fallout and Dead Space keep me interested because there's some level of character development, while games like Quake, Counter Strike and Crysis has me wondering why the hell I'm playing. I can enjoy them for a while but to me these games are mostly just about hammering the controls to get points and shooting this and that... and then what? I need motivation. The trend of story-telling games - to me - is just a sign that the gaming industry is growing up. Gone are the days of Super Mario, and I personally feel these kinds of cute games are best suited for kids with short attention spans, which is why I've always seen the Nintendo Wii as a console for a much younger audience than the PS3 and Xbox360 which has a far better selection of adult games. Don't get me wrong, I'm not saying non-story based games are juvenile, I'm just saying that as an adult I find these kind of games much less interesting.

      So what if games are starting to blur the lines between game and movie - that's what makes them epic! I still remember the first time I played Metal Gear Solid on the PSX, it blew my mind games could be that good and immersive!

    39. Re:Good luck getting Japan to listen by Dr+Max · · Score: 1

      Which is fine, no one is saying there shouldn't be any stories. The problem is how they are told, they are borrowing all the weaknesses of movies and not taking enough of the advantages of a virtual world. For example how many times have you seen a horror movie and thought "don't go through that door" (cause it' perfect for an ambush)? In a lot of modern games that's the only way to complete the level. Which makes for great cut scenes and quick time events, but honestly i think that's the easy way out. With the quality of games now days all cut scenes and quick time could be done inside the game without breaking the 4th wall or restricting controls. Which i think would take the cheapness out of it and you could get more involved in the plot and characters.

      --
      Rocket Surgeon.
    40. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      I don't understand the fundamental problem with "games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer's narrative."

      I don't have a problem with them either. It is great fun to watch someone else play them. I don't bother buying them as there is no need for me to play the game myself!

    41. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      Great point. Thanks for the reply.

    42. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      Truer words have never been spoken by any person, at any point in time, at any location in the world, on any topic ever discussed. I am posting Anonymously because you deserve my +1 and hopefully 1,000 more Insightful mod points.

    43. Re:Good luck getting Japan to listen by heathen_01 · · Score: 1

      Its been done before: SWOTL. (And should be done again).

    44. Re:Good luck getting Japan to listen by Godin21 · · Score: 1

      So what's his point? He knows better than the consumers?

      What I took away from the article was that he is incapable of writing a story that translates well into a game, so in order for more of his games to sell, everyone should stop creating compelling interactive entertainment, and just stick to the basic concepts of mindless smashing/shooting/crashing games that he makes.

      I looked at the list of games he has developed. None of them interest me, and I haven't played a second of any of them.

      Either he thinks I'm not really enjoying the games I purchase, or he is pouting because even though his games seem to sell well, They don't get the accolades or attention that story driven titles do. My opinion is that his games, while probably fun, are forgettable, since they have no story, or characters to take away with you when you're done playing. Once the euphoria of smashing stuff fades, there's no remaining idea for your brain to dwell on.

    45. Re:Good luck getting Japan to listen by Lonewolf666 · · Score: 1

      For example how many times have you seen a horror movie and thought "don't go through that door" (cause it' perfect for an ambush)? In a lot of modern games that's the only way to complete the level.

      Worse:
      You do your best to prepare for surviving the ambush, but then a cutscene interrupts you and at the end of the cut scene you are dumped into a, lets say, less than optimal position. Those are the cut scenes I really hate.

      If games developers really need some cut scenes to develop the story, they should use them in more quiet moments, when the player is exploring rather than fighting for his virtual life. This way, cut scenes can enhance the game rather than spoil it.

      --
      C - the footgun of programming languages
    46. Re:Good luck getting Japan to listen by cthulhu11 · · Score: 1

      I don't understand the fundamental problem with "games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer's narrative."

      The guy's a twit with a complete lack of perspective. He doesn't have to share my (autistic) son's fondness for Pop-Up Peter Rabbit, but saying that it shouldn't exist at all just shows him to be an oxygen thief.

    47. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      It's a good thing several million gamers vote with their wallets every time a new FF comes out then to demonstrate how obviously trashy it is to all but these fanbois. Oh wait....

    48. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      Either that or your incapability of understanding plot lines that really aren't that complex is very limited.

    49. Re:Good luck getting Japan to listen by Anonymous Coward · · Score: 0

      Funny you should say: "The cutscenes have gotten way out of hand on a lot of games. At some point you need to decide if you're making a videogame or a movie."

      One of the best game series I've played that was story driven had to be Xenosaga. Unless you went out of your way to grind through battles, there was more cutscenes than actual game play. The game play was still fun, but took a back seat to the story. However it still works as a game, puzzles to solve (albeit rather simple puzzles), battles to win, neat goodies to find stashed away in optional parts of the game.

      But what really sold the cinematic approach for the game. The animations were all well done, they conveyed the anime like look of the game while still being somewhat plausible motions for a human. The soundtrack was incredible, set the mood for the area/scene it was played in without fail.

      What really irks me however about most cinematic games is the sheer amount of reuse when it comes to animations and expressions. If it's going to be a heavily cinematic game, more effort should be put forth to ensure at least half of the animation clips in each scene are unique. This is where most JRPGs fail outright, being heavily cinematic but playing the exact same clip of a head talking, or one of a handful of body motions during the bulk of those cut scenes.

      I have no idea where it came from, but the American game developers have really murdered the concept of cut scenes with the advent of QTEs (events where you have to do some button press/combo in the middle of a cut scene). Very few games do it well, most are just horribly placed and divert attention from the carefully crafted cut scenes.

  2. Nope by noh8rz2 · · Score: 2

    Jaffee is wrong. Some of the bet games in the past two year have been emotionally engaging narrative-driven. If you ignore the arc of characters and plot, and only focus on gameplay, then you end up in the same box as angry birds. And that box is worth $.99.

    1. Re:Nope by DigiShaman · · Score: 2

      And they're worth $0.99 because they require less effort to build and most gamers are of the casual type with a severe case of ADHD. Knowing that this is a competitive market and every industry is fighting for a slice of someone's personal time, the fact that there's still money to be tapped in this market speaks volumes.

      Personally, I prefer older games like FF2 and FF3. But I also know that I'm in the minority.

      --
      Life is not for the lazy.
    2. Re:Nope by NFN_NLN · · Score: 4, Funny

      Jaffee is wrong. Some of the bet games in the past two year have been emotionally engaging narrative-driven. If you ignore the arc of characters and plot, and only focus on gameplay, then you end up in the same box as angry birds. And that box is worth $.99.

      Yeah, that's what was missing from SimCity... 20 minute cut scenes and plot development of the citizens.

    3. Re:Nope by Cidolfas · · Score: 2

      Also in that box: Tetris, Dwarf Fortress, Minecraft. Many, many more. That's a pretty nice box.

      --
      I am become /dev/null, destroyer of data.
    4. Re:Nope by vlm · · Score: 4, Insightful

      and civilization, and every hex based military strategy (my specialty) and every board and puzzle game (words w friends etc) Also every driving and flying game ever invented.

      Imagine how simply awful Mario Kart would be if you had to sit thru 15 minute cutscenes full of plumber's helper jokes. super mario galaxy was ... pushing the limit a bit of what I can tolerate. Or the awfulness of trying to turn any of the Gran Turismo series into a really poor cinematic reinterpretation of "the fast and the furious"

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    5. Re:Nope by Anonymous Coward · · Score: 0

      I really want a good back story for Tetris.

      Oh wait, there one. http://en.wikipedia.org/wiki/Tetris_Worlds#Story
      Historical note: I worked on the GC, & Xbox versions of the game.

    6. Re:Nope by jellomizer · · Score: 1

      Then why don't you just go to the movies. If the point of the game is to slug thru levels just so you can advance the plot, you are just putting yourself under stress just to watch the next chapter, you are not enjoying the game, you are using the stress of the game so you can enjoy the next cut scene.
      If that is the case. Perhaps the next time you rent a movie you setup a timer for every 15 minutes. Watch 15 minutes of the movie when the timer goes off. Walk a mile on a treadmill then go back and watch an other 15 minutes, you will get the same effect.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    7. Re:Nope by ILMTitan · · Score: 2

      I disagree. The brilliance of all the Sims games (most easily seen in The Sims but present even in SimCity) was the way it told a new story every single time. The narrative of going from tiny rural farm town to bustling metropolis is engrossing. Just because a story isn't baked into the game with cutscenes and dialog doesn't mean storytelling was absent from the design.

    8. Re:Nope by locketine · · Score: 1

      I'm not following the discussion but I saw your comment about "Gran Turismo" meets "The Fast and the Furious". This is "Need For Speed: Underground" which was a blast to play.

      --
      Think globally but act within local variable scope.
    9. Re:Nope by drinkypoo · · Score: 2

      Oh man, thank goodness Nintendo isn't in love with lengthy unskippable cutscenes, because if they were they'd be lengthier and more unskippable than anyone else's. Lots of the games in Wii Sports Resort (for example) have more waiting than playing in them while you're learning them, when it's most frustrating.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    10. Re:Nope by ILMTitan · · Score: 1
      I would not put Tetris and Dwarf Fortress in the same box. Tetris is only fun because of its mechanics. Dwarf Fortress's mechanics are not fun. What is fun about Dwarf Fortress is the stories created by those mechanics. Story is critical to Dwarf Fortress, but the story is created by a collaboration of you and the game, and not set by the developer.

      For example : http://www.nzfortress.co.nz/forum/showthread.php?t=20768

    11. Re:Nope by Gadget_Guy · · Score: 1

      If the point of the game is to slug thru levels just so you can advance the plot, you are just putting yourself under stress just to watch the next chapter, you are not enjoying the game, you are using the stress of the game so you can enjoy the next cut scene.

      Who are you to say that someone isn't enjoying a game because they like watching cut scenes, or at least like to know why they are killing a bunch of people in the game? Perhaps it is you who is missing out on the full enjoyment of gaming because without the storyline you are effectively just replaying Doom all the time, but with different maps (and the ability to look up).

      Perhaps the next time you rent a movie you setup a timer for every 15 minutes. Watch 15 minutes of the movie when the timer goes off. Walk a mile on a treadmill then go back and watch an other 15 minutes, you will get the same effect.

      Here's an even better idea: next time you watch a good action movie, pay attention to how they structure the story so that the action scenes are split up by slower, dialog driven scenes. It is like they have a built-in cut scenes! There are some films that do not do this, but they tend to be at best B-grade films and at worst Z-grade. With cookie-cutter Hollywood films you can probably set your timer and find a very obvious pattern to the scene changes. You will probably find they coincide with where TV stations would insert their ad breaks.

      Finally, I don't understand the hate stirred up by cut scenes. All good games should have the ability to skip them (and then display a summary of your new goals when returning to the gameplay). Obviously those games that require dialog decisions from the player can't be skippable, but then those scenes are just another form of gameplay.

    12. Re:Nope by Farmer+Tim · · Score: 2

      Watch 15 minutes of the movie when the timer goes off. Walk a mile on a treadmill then go back and watch an other 15 minutes, you will get the same effect.

      Wait...video game, exercise, same effect...somehow that doesn't sound right.

      --
      Blank until /. makes another boneheaded UI decision.
    13. Re:Nope by operagost · · Score: 4, Funny

      Disney has unskippable cutscenes before their movies. They call them "commercials".

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    14. Re:Nope by bolthole · · Score: 1

      Then why don't you just go to the movies. If the point of the game is to slug thru levels just so you can advance the plot, you are just putting yourself under stress just to watch the next chapter, you are not enjoying the game, you are using the stress of the game so you can enjoy the next cut scene.

      What's the point of "3D" movies? So you can "feel like you are part of it".

      Actually getting to CONTROL a character in a story, rather than just watching it, makes you feel even more a part of it. So no, not same effect.

      Although, that being said, games that actually change the outcome of the story to a lesser or greater degree, based on the choices you make as a player, are way better than other 100% fixed ones.

      Prime Example: Mass effect? !! Choices made in ME1, affect what stuff is available in ME2?? !! Wow.

    15. Re:Nope by Anonymous Coward · · Score: 0

      Don't ever play Paper Mario: TTYD, I never finished that game because the final cutscene is INSANELY LONG.

    16. Re:Nope by Johann+Lau · · Score: 1

      yeah, or arkanoid. or tetris. or marble madness, or sensible soccer. or pinball. or basketball.

      sure, on the other hand there's "another world", which ruled our socks as kids -- and if I'm honest, it didn't any gameplay other than trial and error haha! we still loved it to bits. but I think we ended up playing stuff like speedball 2 the most, which had both, atmosphere as well as gameplay. gameplay is the spine of it, or rather should be. at least if you want to call it a "game".

      I think some people should simply bite the bullet and make computer movies, to get it out of their system... if they want to tell a story, let them tell a story, but don't bait people into mindless "interaction" as an alibi to do that and pretend it's a game when it's really not. not to mention the whole farmville brand recognition pokemon achievement whore slave bullshit fad that's so hot these days.

    17. Re:Nope by UnknownSoldier · · Score: 2, Insightful

      You are correct. For the most part gamers don't give a shit about cut scenes or story -- they just want to play the dam game.

      TF2 has the right balance -- there is a back story IF you are interested, but it doesn't keep you from just hopping and blowing shit up.

      There is a time and a place for cut scenes. But for the majority of them they just get in the way. Especially the unskippable cut scenes when you are replaying the game, can't pause it due to interruptions such as kids, food, neighbor, etc. Not that I don't love Ico, Uncharted, etc, but too many designers forget that it is a computer GAME first and fore-most, not a fricken movie.

    18. Re:Nope by Johann+Lau · · Score: 2

      To be honest though, Civilization had some character. It did start out with the genesis of earth after all, you could build your palace (as sucky as that was, they tried I guess), it had newspaper clippings and music and nations with different emissaries and music... if you stripped all that away, it wouldn't have had quite that appeal outside of hardcore strategy gaming. Or hey, take Alpha Centauri, and the quotes in it.

      Sure, that stuff in both cases was added to a game that had good mechanics. But I can also recall strategy games a friend liked a lot and which I found sooo boring (anyone know "Empire Deluxe" on the PC? Bleh! :P). So, I'm not so sure if you're not overlooking something, or maybe throwing out the baby with the bathwater.

      While we're speaking of Sid Meier: "Pirates!" - ! In Germany it was in place #1 of the all time charts of at least one Amiga magazine for 52 months. 52 months.. Even if my memory fools me, and it was just 30 months (and it was NOT less than that, and it might very well have been 52), that's just fucking mindboggling. It boggled my mind back then, but compared to today??? BWAHAHAHA. *ahem*. That game was the definition of "the player is the story", and while it did have plenty of graphics, (procedural) plot, and last but not least sweet music, it ultimately was also about that score table at the end.. instead of "a bunch of meaningless statistics", which is what we tend to have today, because there's no way to loose or suck at a game anymore. The precious consumers might throw a fit or something.

    19. Re:Nope by Johann+Lau · · Score: 1

      oh, and I did have pirates! as a, uhm, pirated copy at first. then I bought it because I wanted the manual and no cracker graffiti, and when the disc died, I bought it again. suck on that, mediocre fast-food game makers.

    20. Re:Nope by HapSlappy_2222 · · Score: 1

      Hold on now you guys; nobody's arguing that Mario Kart or Gran Turismo needs cutscenes, but you must admit that having drivers or cars that are all equally non-descript with minor or no differences would have detracted from these games. Sure, if the gameplay is amazing enough, people might still play the games, but games would still suffer from a lack of substance.

      Folks like noh8rz2 and I are simply arguing that there are entire genres of games that DO benefit from having a detailed, poignant, and compelling story in the same fashion that games like Mario Kart and Gran Turismo benefit from having diversity in unit selection and gameplay. Sure, the In other words, in a game where you assume the role of a character, having a good story to keep you playing is as important as the gameplay.

      And, actually, if the cutscenes are GOOD, I'd have no issue with them in Mario Kart or Gran Turismo. All that needs to be provided is a fast, easy way to skip cutscenes (or maybe even an option for "no cutscenes, EVAR" from the main menu), and the ability to replay them if you missed one the first time around. This caters to everyone when a developer wants to go to the trouble of creating the cutscenes in the first place.

    21. Re:Nope by Anonymous Coward · · Score: 0

      I think you're point of view is pretty gay. you would prefer to play a video game that's like a drug or masturbation instead of one that tells a story and gets you. Emotionally involved?

    22. Re:Nope by Anonymous Coward · · Score: 0

      Dwarf Fortress's mechanics are not fun.

      Nope, they're Fun

    23. Re:Nope by noh8rz2 · · Score: 1

      I second the ac. Yu're obviously a really big gay wad.

    24. Re:Nope by realityimpaired · · Score: 4, Insightful

      You are correct. For the most part gamers don't give a shit about cut scenes or story -- they just want to play the dam game.

      You, however, are absolutely wrong. *some* gamers just want gameplay. Some gamers want story. Some gamers want a combination of the two. My game collection, for example, has a few arcade games (Wii Sports Resort, Wii Sports, Mario Kart, and a couple of things on the VC), it has a few strategy games (every version of Civilization that's ever come out for the PC, and a few ancient versions of SimCity), and everything else is story-driven RPG's. The closest thing to a shooter you'll find in my house is American McGee's Alice, and the sequel, Alice: Madness Returns. While those both do have shooter elements, they're both mainly story-driven platformer puzzle games, with the occasional fight to break up the gameplay.

      The problem is, you can't generalize gamers like that. You've got the folks who like games like Halo, and Call of Duty, and you've got folks like me, who won't actually buy a game that doesn't have a story, and you have everything in between. Studios make story-driven games that are essentially interactive movies specifically because people buy them. If they didn't find them enjoyable, they wouldn't buy them. And there is replay value in these games, if you want to enjoy the story again, or if you want to see if there's different ways to solve the puzzles. Heck, I still play through The Longest Journey, even though that game came out in 1999 and had an embarrassingly dated engine even back then. How many shooters do people still pick up 13 years later to play? Isn't the fact that I can look beyond the flaws, many of which have not aged well, and still enjoy the game a testimony to the quality of the product?

    25. Re:Nope by Johann+Lau · · Score: 1

      how is "being emotionally involved" not like a drug or masturbation, and how is something that involves a challenge as well as clear indicators of success like that? (try to not get too distracted by the vicinity of masturation and "clear indicator of success", if you can do that at all)

      if I want a story, I want that story. if it's interlinked with gameplay that's fine, but then I want that to be gameplay, not just a cheap excuse for gameplay, glue for the "content". this by definition means stories I might potentially never see the end of if I can't beat the game. so I'm thinking, let movies and books do that, they do it better anyway, and let games be, uhhh, games. a challenge when played solitary and something to have fun and and compete when played with others.

      simply put, add some story and atmosphere to gameplay, not the other way around... what's so hard to understand about that? but hey, if "that's gay" and non-sequiturs is all you got, then that's all you got, and you're not projecting at all.

    26. Re:Nope by Johann+Lau · · Score: 1

      well, see my reply to that AC then. if you second it, you own it haha, and you seconded a mighty big fail of a post there :D

    27. Re:Nope by realityimpaired · · Score: 1

      Then why don't you just go to the movies. If the point of the game is to slug thru levels just so you can advance the plot, you are just putting yourself under stress just to watch the next chapter, you are not enjoying the game, you are using the stress of the game so you can enjoy the next cut scene.

      Because a really good RPG can give you 40+ hours of gameplay, or more, for about the same cost as a trip to the movies. And you get to take it at your own pace, and you don't have to pay 15 bucks for a popcorn, and you don't have some idiot yakking on their cellphone or kicking the back of your seat.

      And because a *really* really good RPG can do that multiple times, with different stories and endings depending on how you play it.

      Even a not-good RPG can still give you 10-15 hours of enjoyment for a fraction of the cost of going to the movies for that amount of time.

    28. Re:Nope by Anonymous Coward · · Score: 0

      Do you even know what a gay wad is???? Look it up then revise your comment.

    29. Re:Nope by Johann+Lau · · Score: 1

      I don't even know what the "Yu" are, and I'm not gonna look that up either. the Yu, what and whoever they are, are a clump of happiness, that's good enough for me, and great for them ^_^

    30. Re:Nope by Anonymous Coward · · Score: 0

      That's the gayest thing I've heard all day.

    31. Re:Nope by Lotana · · Score: 2

      Or hey, take Alpha Centauri, and the quotes in it.

      You are a very evil person.

      It took me years to get back on track with my life after that legendary perfection of a game absolutely consumed me. Now with that single sentence you brought it all back, all the memories that I worked so long to supress. Now I know that when I get back from work and install it, no one will hear from me for months!

      But I will have my revenge on you: Planescape Torment. Play that and you too will be gripped kicking and screaming until you complete it several times over. After that get your hands on Freespace 2. Both games have absolutely unbelivably good story and awesome gameplay with the perfect balance between both. You can get them from Good Old Games.

      Author of this article needs to play at least the following:

      - Thief 1 or 2
      - System Shock 2
      - Planescape Torment
      - Deus Ex
      - Alpha Centauri
      - The Longest Journey

      and then be asked again if having a story is detrimental or if it adds a dimention of awesomeness of its own.

    32. Re:Nope by mattack2 · · Score: 1

      Have you tried:
      chapter next
      FF
      MENU
      TOP MENU
      STOP then PLAY
      ?

      Yes, those shouldn't be necessary, but in virtually all cases, there's a way to get past those ads.

    33. Re:Nope by oursland · · Score: 1

      Usually I get the "not allowed" OSD on DVDs during this period.

    34. Re:Nope by X0563511 · · Score: 1

      You realize this guy made Twisted Metal? He'll get 5 minutes in and quit because there weren't enough Michael Bay Explosions.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    35. Re:Nope by Anonymous Coward · · Score: 0

      And thus The Sims was borne.

    36. Re:Nope by maple_shaft · · Score: 1

      Have you tried, paying like $50 for a good DVD ripping software and then ripping out all the annoying commercials and interactive menus by burning to a DVD that you don't mind getting all scratched up or lending to friends or family with the chance you will never see it again in the next 5 years?

      Besides, I can fit hundreds more movies in my bookshelf through slim alphabetized jewel cases than I can with the waste of space cases that the DVD's and Blu-Rays come in.

    37. Re:Nope by Anonymous Coward · · Score: 0

      Get a better DVD player that ignores locking of the next button. Whoever came up with that feature needs to be flopped.

    38. Re:Nope by heathen_01 · · Score: 1

      If the story is 100% fixed, are you really controlling the character?

    39. Re:Nope by columbus · · Score: 1

      Someone please mod parent up.

      I was going to mention Planescape Torment, but he beat me to it.

      I do think that Jaffe has a point; a totally linear storyline can be detrimental to a game, as can unskippable cutscenes. But I think Jaffe goes too far & Torment is the perfect counter-argument to his claim. The entire game is driven by plot and storytelling, to such a degree that the storytelling IS the gameplay.

      The other games mentioned by the parent provide alternative counter-arguments. Take System Shock 2; it is certainly not the most advanced FPS around, even at the time of its release. You don't play it for the mechanics, you play it for the atmosphere. Few games do such a good job of creeping you out, making chills run down your spine. The graphics, music and sound effects are part of this, of course; but on the whole they contribute about half to the chilling atmosphere of the game. The plot contributes the rest & the graphics and sound couldn't carry the game without it.

      --
      friends don't let friends teleport drunk
    40. Re:Nope by Anonymous Coward · · Score: 0

      I can't figure out why so many people here hate Heavy Rain so much. I mean they have to have hated it if they hate story driven content.

    41. Re:Nope by UnknownSoldier · · Score: 1

      > *some* gamers just want gameplay. Some gamers want story.

      Uh, did you miss the part where I said "For the MOST part gamers..." ?

      First, You seem to be arguing when I AM agreeing with you -- you are not just not paying attention to what I am writing.

      Second, you're preaching to the choir here. I've played my share of RPGs, Adventure Games, FPSs etc., where the story was the most important aspect, games where story didn't matter, and everything in between. Ico was a masterpiece precisely because of story. Modern games such as Uncharted, Grand Theft Auto, etc., alternate between gameplay and story.

      Now you can argue how much that story matters to people -- whether it is 1% or 100% across all the genres. No one seems to know the exact percentage for sure however for FPSs you can gauge the numbers accurately.

      > The problem is, you can't generalize gamers like that.
      Yes you can, and I have the stats to back it up.

      1. I am an admin on the most popular L4D server. Almost none of the players give a shit about the back story judging by the number of player we serve. However, when we play custom maps players routinely make comments about the environments. Anytime the topic of L4D2 comes up it quickly polarizes people into 2 groups -- those that hate it, and those that love it. Story is never mentioned. Character Design is.

      2. Counter-strike has more playing then ALL the other first person shooters combined. They play because of the gameplay not the story.

      3. Do you understand why the latest Battlefield and the Call of Duty sell millions? This is along the point you are making, but not grasping:

      For single player games, story is significantly more important.
      For multi player games, story is insignificant, over time.

      Some people read each and every quest in WoW. They know every sub-story and sub-plot. Again, having been in some of the biggest guilds on the server I used to play on, and from seeing the popularity of Thottbot, Allakhazam Wowhead, etc. "most. don't. care." They just want to know "where do I go, and who do I have to kill?"

      So yes, story matters based on the genre, and to some, but for the most part it doesn't matter.

  3. Gameplay is important by Dyinobal · · Score: 1

    Sure game play is important but so is story. There have been games that had a story I liked so much that I kept playing despite poor or boring game play mechanics. I'm not talking about final fantasy xlvi or what ever either.

    1. Re:Gameplay is important by DreadPiratePizz · · Score: 2

      In such an instance, would it not have been better to tell that story in a film or book? That way you could enjoy the story without suffering the bad mechanics.

    2. Re:Gameplay is important by vlm · · Score: 1

      In such an instance, would it not have been better to tell that story in a film or book? That way you could enjoy the story without suffering the bad mechanics.

      The dominant subculture has formed where they'd rather die than read a book, no matter how awful the movie. We may be blessed to be living in this era where we can watch a new subculture form, those who will only adsorb culture via video games.

      Personally I think a GTA3 style version of the Old Testament would be kind of cool. Plenty of sex and violence. New Testament would be the obvious sequel. I'm thinking the "no images" thing is going to flare up for the Koran DLC package. Scientology done in a GTA3 style video game... Put a ring on it, that one's a keeper.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    3. Re:Gameplay is important by AvitarX · · Score: 1

      Bible Adventures 2.0

      Actually, considering the old testament is about essentially a gang travelling around while fighting and beating more powerful gangs (with the help of an invisible friend according to the book), it would make for a great strategic RPG.

      Make sure to tell Pharaoh your wife is your daughter, then release utter destruction when he thinks she's available. Let's not forget the plot where you arrange a marriage between your sister and the other gang, but use it as a ruse to get all the other gang to cut off their foreskin so you can slaughter them during recovery. Without the framework of rich narrative, you couldn't design that into gameplay, but I imagine the killing of people in too much pain to get out of bed would make for one of the more controversial games of the year (that's just from memory of the first book too, very rich content for a game).

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    4. Re:Gameplay is important by operagost · · Score: 1

      You got that really wrong. Wrong people, wrong details.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    5. Re:Gameplay is important by Dyinobal · · Score: 1

      I likely read more than you do. Don't assume that because I play video games that I am not also an avid reader. I enjoy good story telling in any form, and suggest that I would of disdained the same story because it was in book format is retarded.

    6. Re:Gameplay is important by AvitarX · · Score: 1

      Hmmm.

      The Shechemites? Sarah?

      The old testament (genesis at least) is a story about a small badass band of people surviving at all costs, leaving destruction in their path. History is a bitch, and the old testament documents it wonderfully.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    7. Re:Gameplay is important by TheLink · · Score: 1

      The Israelites were barely "iron age" in the early stages - you can see the progression from bronze to iron. Even at the time of "1 Kings" the Philistines were better armed.

      --
    8. Re:Gameplay is important by AvitarX · · Score: 1

      Yes, that's where the badass part comes in.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    9. Re:Gameplay is important by TheLink · · Score: 1

      They're still pretty much bad-ass nowadays. A relatively small group of people, but very high per capita number of nobel prize winners, top scientists, actors, musicians, directors, doctors, mathematicians, etc.

      The atheists may say whatever they like but IMO the Jews sure still seem to be God's Chosen People. I don't support them in everything they do though - from Biblical history they often do the wrong stuff ;).

      --
    10. Re:Gameplay is important by AvitarX · · Score: 1

      I think they do so well know because for millennia their cultural values have been similar, but the last few centuries those values have been a huge boost.

      The nomadic lifestyle (both in the early bible when the others were cities, and the frequent migrations due to not being welcome in most of history) created a culture that valued the portable. This generally means knowledge is an investment likely to be made.

      Banking, generally keeping money in its most compact form was a no brainer, especially when the others around were banned from money lending. When stock trading became a thing, it made wealth even more portable, and the fact that the Jews were more educated made them better at it.

      It's no shock to me that a culture that strived for universal (male at least) literacy for millennia is doing relatively well since the Muslim golden age.

      Additionally the stereotype is greedy, but in my experience, Jewish people are over generous, just super super stingy wrt wasting money.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  4. Do both! by Jayfield · · Score: 2

    Valve was able to do gameplay AND storyline, and with a silent protagonist, to boot! Nothing's wrong with a great storyline, and developing one is NOT a waste of time and resources.

    1. Re:Do both! by Marc_Hawke · · Score: 2

      Half-life and the sequel were seen as huge improvements to their predecessors (Quake1 and 2). This was because of two things mainly.

      1. Interactivity: It felt like you could touch the world a little more.)
      2. Story: Not only was the narrative you were a part of better fleshed out, but more importantly, the characters were as well. Most of this story came from the people with you, and not so much what you did.

      FarCry came out and it improved on that a bit. Halflife had very small corridors that you were allowed to walk down. FarCry had an entrance and an exit, and how you connected the two was entirely up to you. The story was just told in-between levels.

      Call of Duty didn't learn that lesson though and started another 'phase' (which I'd call a decline.) It turned on tighter rails than halflife had. Not only could you only walk down a small corridor, you had to be looking the right way too. The 'vehicle' scenes didn't even allow you to drive, you just were along for the ride. I totally skipped the 'Call of Duty' series because of that. Even up to the current (unreconizable) MW2 variants.

      I'd say that COD supports his statement that story has stolen too much from gameplay. However, FarCry is a better example of good balance.

      --
      --Welcome to the Realm of the Hawke--
    2. Re:Do both! by Dahamma · · Score: 4, Interesting

      Yeah, it's just one developer (who has had success at his limited model) opinion.

      Jaffe's most famous game, God of War, was pretty much the definition of near perfect gameplay for its genre, but had almost no plot to speak of beyond "let's get some revenge!" I got bored and stopped playing about half way though.

      On the other hand, Uncharted 2 (which had a lot of gameplay mechanics borrowed from GoW) had brilliant voice acting and a solid plot, and I couldn't put it down until I finished it.

      In the end video games basically involve starting at a screen and mashing buttons. If they don't give you a decent reason to mash those buttons, you might as well be starting at a wall...

    3. Re:Do both! by Anonymous Coward · · Score: 0

      I got bored and stopped playing about half way though.

      Then you missed some pretty good chunks of the story. I'm not saying it was Shakespeare, but it really was a little more involved than "Really Mad Bald Dude wants to kill Aries".

      Gameplay-wise, it was also "Really Mad Player Throws Controller At Screen After Nicking Hades Blade By One Pixel for the 999999th time"

      Very pretty, awesome soundtrack, stylish fighter ... irritating as hell.

    4. Re:Do both! by mattack2 · · Score: 1

      What gameplay mechanics are borrowed from GOW in Uncharted?

      (BTW, I played Uncharted 1 and 2 almost back to back, and don't see why most people like 2 tons better than 1. Yes, 2 has a few control refinements, but I guess playing them so close to each other gave a lot of "more of the same" feeling, even though that's exactly what I expected/wanted. One thing in Uncharted 2 that I was intrigued by though, was that the "follow me" sequences DIDN'T seem boring.)

    5. Re:Do both! by Dahamma · · Score: 1

      Mostly a few of the "pop up a button hint in special situations and make you press it". But Uncharted's were much simpler and less arbitrary, you could probably figure them out based on context vs. GoW's totally random combos. Honestly maybe it's just because it gave me the same feeling in some situations...

      Hard to say - why did people like Empire Strikes Back better than Star Wars? ;)

    6. Re:Do both! by Quirkz · · Score: 1

      Jaffe's most famous game, God of War, was pretty much the definition of near perfect gameplay for its genre, ....

      Seriously? God of War is the game I cite for having a particularly infuriating and lousy gameplay. After l I hit one of those "walk the planks between ships" bits and managed to fall off the same planks and die about eight times in a row I quit in frustration and refused to touch it again. Maybe the rest of the game is fantastic, but it simply wasn't worth the trouble to keep trying to find out, and if I game isn't worth the trouble of playing, it's a pretty bad game in my book. I can't think of a single other game I've felt that way about in a very long time.

    7. Re:Do both! by Dahamma · · Score: 1

      Actually, I agree with you. I should have said "considered by the industry as the definition...", since almost all of the reviews and awards cite some of the innovative gameplay elements (the button combos, etc) as a main reason they gave it game of the year. As I never finished it either, it's clearly not a game of the year in my book either :)

    8. Re:Do both! by mattack2 · · Score: 1

      Oh, ok, you mean Quick Time Events (not related to QuickTime from Apple, of course).

      Those were used before GOW, though GOW may perhaps be the earliest very popular game featuring them.

  5. Doesn't matter if he's right... by macraig · · Score: 1

    ... because there's no going back. No one is going to un-seduce an entire industry. Well... except for consumers refusing to buy and that doesn't seem to be happening. Jaffe was bitching to the wrong audience; if he really wanted to change this, he needs to persuade consumers of his better way.

    1. Re:Doesn't matter if he's right... by Anonymous Coward · · Score: 0

      Consumers are already convinced! Look at some of the top selling games ever made. Do the Mario games have strong character development and story arc? But does Nintendo make new, strong, 2D platformers? It seems to me that Nintendo is way more fascinated with 3D platformers (and real 3D hardware). Jaffe *is* complaining to the right people, but they don't want to listen.

  6. Not all games aspire to be legendary by Anonymous Coward · · Score: 1

    Nothing personal but I easily recognize that there is a difference in what some gamers want. Some love intricate storylines, deep characters and that kind of thing (Skyrim, Final Fantasy... etc). Others like straight unbridled action (Modern Warfare, Battlefield... etc). I think he has a very narrow view of things to be honest.

  7. I halfway agree... by Anonymous Coward · · Score: 1

    Make a cinematic game with horrible gameplay, you have a horrible game. Having a fun game with no plot, and you still have a fun game.

    If your point is to make a game which will sell well, guess which you should focus on?

    That said, I don't think making a fun game cinematic is a waste of resources, because they certainly fill a niche... just make sure you've got the gameplay down, first.

    1. Re:I halfway agree... by Anonymous Coward · · Score: 0

      Make a game with great cinemtics and -no- gameplay, and you've got a great movie. Make a game with great gameplay which is awkwardly broken up by awful cinemtics, and a crummy plot, and you've got a game that's probably as bad as the bad-gameplay+good-cinematics option. I have personally tested many such games.

    2. Re:I halfway agree... by Lotana · · Score: 1

      Play Blood Omen: Legacy of Kain.

      Very old game for PS1. Horrible graphics, terrible gameplay but awesome story and atmosphere. Storytelling was mostly done through cinematics and voice overs.

      Despite all its flaws, I consider it a great game and replayed it several times. Shame that all the sequels were just terrible.

  8. Easy way to guess... by Anonymous Coward · · Score: 0

    ...ask IW or Activision to release "percentage of cutscenes watched" figures...

    1. Re:Easy way to guess... by BenBenBen · · Score: 1

      There's cutscenes?

      --
      The Slashdot Paradox: "100% Overrated"
  9. Story isn't a checkbox on the feature list by Anonymous Coward · · Score: 4, Interesting

    Story is good, but it has to be worked into the game appropriately. It's very hard to have a game ride on its gameplay alone; you need to give the player a reason to keep playing, a reason to care about the characters involved, a reason to be interested in the world they're playing in. And this can be done well regardless of the ratio of story to gameplay in a game.

    On one extreme, you have a game like Nine Hours, Nine Persons, Nine Doors: being a visual novel/puzzle game, it's 95% story. But it received rave reviews and was loved by gamers of all sorts, even those who hadn't really played adventure games before. On the other extreme you have games like Portal, which have no cutscenes, few characters, and tell their story entirely through the game as you play it -- and they work too. What doesn't work is shoehorning the story in, as if it was some kind of thing the designers reluctantly had to check off on the list of required features.

    1. Re:Story isn't a checkbox on the feature list by UnknownSoldier · · Score: 2

      > It's very hard to have a game ride on its gameplay alone; you need to give the player a reason to keep playing, a reason to care about the characters involved, a reason to be interested in the world they're playing in.

      Total bullshit. Counter-examples.

      * Tetris
      * Marble Madness
      * Minecraft
      * TF2

      There is a time and a place for story, but not every fricken GAME needs a story.

    2. Re:Story isn't a checkbox on the feature list by Godin21 · · Score: 1

      >

      There is a time and a place for story, but not every fricken GAME needs a story.

      I don't think his point was that every game needs a story, but that there needs to be a reason to keep playing.

      Tetris is one game that has amazing game play. He wasn't suggesting that it needed a story to make it viable, but that people need a reason to keep playing a game. Games like Tetris can survive on gameplay alone, but that is a very rare thing. I'm sure anyone here can list dozens of games like Tetris that are just great games, but in comparison to all the simple, no story games with mediocre, or worse gameplay, they are rare.

      But that is how these games keep players coming back. One more round, one more block, one more turn, I'll stop after I build this next item.
      ,
      Great story based games are equally rare. They are just as hard to create. There are still thousands of terrible ones out there, but every now and then we get a game that has both an amazing story as well as great game play. People that don't care about story can ignore or skip it, and can keep coming back to play the game they love, people that want the story can revel in the cut-scenes/lore and immerse themselves in a world that is deep and rich.

      I believe that too often game developers realize their grand design is too shallow to hold interest, so they throw a story on it, and hope that glosses over the shortcomings. Just because some people do it wrong doesn't mean that the whole concept is wrong.

      So you are right, not every game needs a story. But every game needs something compelling to convince players to come back and play again. For some that is a well told story. For others, it is an entertaining premise with amusing mechanics. For some, they fail on both accounts, but produce the game anyway.

  10. Yes, he is right. by unity100 · · Score: 1

    Games swayed way too much to the 'long narrative' side. Every other game is a narrative now. in between the narrative, either a platform game mechanic, a fps mechanic, or a mmo mechanic is squeezed in. yes, there are good games in between these, that work. like swtor. or kotor. but, most do not cut it.

    first of all, almost all potential narratives that can be told have been told in almost all of the genres. really, how many times you can save a fantasy medieval land from dragons. or, what kind of different world-shattering dangers can a fantasy medieval world can have. they all started repetition.

    what was lost was the sandboxing. ie, games in which you created a narrative, as opposed to your game being a 'trigger flag' in between narratives the developer told. like sid meier's pirates.

    these games have infinite replay value. pirates was able to virtually create 16-17th centuries spanish main with all the limitations of commodore 64. and its gameplay and replay value was greater than wow. ( i played 5 years, and i dont remember anything from its story ) i still can fire up pirates (in its sid meier's pirates pc incarnation) and play it without getting bored for hours occasionally, but, to make me replay wow from level 1 again, no amount of money could be enough. well, maybe if you paid REAL good, i would do it.

    now we come to the sad part. pirates accomplished SO much depth and replay value with the limitations of 64 kb memory and a tape recorder. imagine how huge it would be, if it was done today, with the excessive power our current gaming setups have. (pc and console - even if pc is stronger, console still could do wonders for a game like a proper pirates remake).

    so in that respect, he is right. what the industry has forgotten, has been games that allow YOU to tell the narrative, with infinite replay value.

    1. Re:Yes, he is right. by owenferguson · · Score: 1

      OMG I want a Pirates! remake so bad, you have no idea. Make it GTA:Pirates! where you can steal your way up from a zodiac or whatever and eventually have a fleet with aircraft carriers and whatnot. DO WANT!

    2. Re:Yes, he is right. by VortexCortex · · Score: 2

      first of all, almost all potential narratives that can be told have been told in almost all of the genres. really, how many times you can save a fantasy medieval land from dragons. or, what kind of different world-shattering dangers can a fantasy medieval world can have. they all started repetition.

      In this fast paced platformer RPG set in a medieval world where magic-meets-steampunk our protagonist has been badly injured when Cyborg Raiders ransacked her home and killed her parents. Facing foreclosure of her inherited property due to her inability to work, she decides to take up a crazy inventor's proposition have her wooden peg-leg replaced with a cybernetic ethereal-piston driven leg which allows her to leap tall buildings in a single bound, skate short distances at great speeds, and much more through its power slots & upgrades.

      While our heroin quests to pay back her debt to the inventor, she uncovers a dark plot to end all magic and science in the name of purity. Will she seek revenge on the all cyborgs for her parents deaths, will she delve into the depths of wizardry and/or cybernetics in the process, find peaceful balance in them both, or forever remain a troubled self loathing wretch while seeking any form of purity while not being fully human, cybernetic or ethereal?

      How will she cope when it's revealed that an ancient alien intelligence is gaining control over those in seats of power? You decide if the world will survive the rise of man, myth and machine.

      No, no... I give up. You're absolutely right. Let's burn all the books, movies and music! Every note has been played, every word written, every byte computed! Every game should fit into the lines you've defined, or none at all!
      --Or, instead, why don't you just keep playing the classics, there are more there than you can ever complete. I grew up with Pong, Galaga, etc too; I agree that too much narrative is a bad thing, but there's only so much Pac-man, Lemmings, or SimCity I can take, it's surely less than the time I've spend playing FF5... I think it's best to keep on enjoying the beauty that is "everything in moderation". Narrative is now possible in many forms. Now it can be told along side gameplay in a non-intrusive way, see Bastion; Or even told only through the gameplay itself. I, for one, think Pac-Man would have been less of a game without it's "quirky" narrative in it's cut scenes... o_O

      P.S. Keep in mind that a lot of "Game Script Writers" would have rather been "Firm Script Writers"... but we're not all like this.

    3. Re:Yes, he is right. by unity100 · · Score: 1

      there is Sid Meier's Pirates ! : Live the life ! remake of pirates. its by sid meier and his company, and its a very very good remake of the pirates. it even has some extra stuff like ball dancing and so on. its a very enjoyable game.

      however, they stayed true to original in a lot of respects, so you can say that it is indeed a remake of original pirates, not a full fledged expansion on it. (like how fallout 3 ended up being a huge expansion of fallout 2 concept, due to the immense moddability )

    4. Re:Yes, he is right. by VortexCortex · · Score: 1

      Ugh, forgive all the spelling errors; I'm rushed, and also sick... Although It occurs to me now that perversion is a poor excuse, I can't be bothered to backspace.

    5. Re:Yes, he is right. by Anonymous Coward · · Score: 1

      Wait, what?

      I love Fallout 3 and have spent a lot of time modding it, but I don't see how you can possibly describe it as an 'expansion of the Fallout 2 concept'. Both gameplay and story-wise, 3 is a pretty dramatic departure from 2. If anything, New Vegas is the successor to Fallout 2, reintroducing mechanics like reputation as well as continuing the story of factions from the earlier titles (NCR, BoS, Followers, etc.).

    6. Re:Yes, he is right. by realityimpaired · · Score: 1

      first of all, almost all potential narratives that can be told have been told in almost all of the genres. really, how many times you can save a fantasy medieval land from dragons. or, what kind of different world-shattering dangers can a fantasy medieval world can have. they all started repetition.

      Never played The Longest Journey, or its sequel, Dreamfall, have you? Those games do a pretty good job of proving that you can have a fantasy setting, and still tell a story that's original and enjoyable. The story from TLJ is so good that even 13 years later, I still enjoy playing the game, despite the fact that its engine was embarrasingly dated even in 1999 when it came out, let alone in 2012.

      now we come to the sad part. pirates accomplished SO much depth and replay value with the limitations of 64 kb memory and a tape recorder. imagine how huge it would be, if it was done today, with the excessive power our current gaming setups have. (pc and console - even if pc is stronger, console still could do wonders for a game like a proper pirates remake).

      Also, apparently never played Sid Meier's Pirates!. That version came out in 2004, and has been released for other systems since then... it was released for the Wii in 2010, and a version was released for the iPad last year.

    7. Re:Yes, he is right. by Lotana · · Score: 1

      In this fast paced platformer RPG set in a medieval world where magic-meets-steampunk our protagonist has been badly injured when Cyborg Raiders ransacked her home and killed her parents. Facing foreclosure of her inherited property due to her inability to work, she decides to take up a crazy inventor's proposition have her wooden peg-leg replaced with a cybernetic ethereal-piston driven leg which allows her to leap tall buildings in a single bound, skate short distances at great speeds, and much more through its power slots & upgrades.

      While our heroin quests to pay back her debt to the inventor, she uncovers a dark plot to end all magic and science in the name of purity. Will she seek revenge on the all cyborgs for her parents deaths, will she delve into the depths of wizardry and/or cybernetics in the process, find peaceful balance in them both, or forever remain a troubled self loathing wretch while seeking any form of purity while not being fully human, cybernetic or ethereal?

      Reads almost but not quite the setting of Arcanum. If you haven't played it: Get it.

    8. Re:Yes, he is right. by unity100 · · Score: 1

      Wait, what?

      I love Fallout 3 and have spent a lot of time modding it, but I don't see how you can possibly describe it as an 'expansion of the Fallout 2 concept'. Both gameplay and story-wise, 3 is a pretty dramatic departure from 2. If anything, New Vegas is the successor to Fallout 2, reintroducing mechanics like reputation as well as continuing the story of factions from the earlier titles (NCR, BoS, Followers, etc.).

      reputation was there in fallout 3 too. however, it seems what you are saying is in terms of story-wise. its not necessarily a departure from the game because it takes place elsewhere. the gameplay of fallout 3 was preserved, and expanded upon.

  11. one size does not fit all. by wierd_w · · Score: 4, Informative

    I would say that his advice applies in some circumstances, and not in others.

    For instance, I refuse to play a "serious" game that doesn't have a compelling story. I avoid FPS for that reason, for the most part.

    Better suggestion: don't overspecialize. Don't overexert one part of the game's development to permit somebody on the team to produce "their opus".

    A good game is engrossing, and a good story helps with that. A good game is enjoyable, and good gameplay helps with that. Sacrificing one for the other does not improve the final product. If you focus too much on story, and your gameplay sucks, people will hate it. If you focus on gameplay and ship a terrible story, people will only play the multiplayer or freeplay modes.

    Balance the work, and make a "good" story with "good" gameplay. Don't fixate on "epic story" or "rivetting gameplay", at the expense of the other. Similarly, don't forcefeed the player wasteful eyecandy. If you do, you end up making "the phantom menace: the game!", and people will hate it.

    "Good" and "balanced" is the key.

    1. Re:one size does not fit all. by interkin3tic · · Score: 1

      I agree. If you're following some artificial formula that someone says will make a good game no matter what, you're not making a good game. The game should develop how it should develop.

  12. He's Spot On by Anonymous Coward · · Score: 1

    There's nothing worse in a game that feeling like you're just something the developers had to deal with when trying to tell "their" story.

    Stories in a game are great -- as long as the *player* is the one that drives the story. The player must be able to make choices that affect the story, and the gameplay should be where the story evolves, not in cut scenes.

    I want to play an interactive game damnit, not watch a movie.

  13. There are two kinds of gamers by Pausanias · · Score: 0

    Those who play primarily for being part of an interactive story, and those who play primarily for the gameplay mechanic.

    Neither is better or worse---they just are.

    1. Re:There are two kinds of gamers by Anonymous Coward · · Score: 0

      I like both, for replay value I usually want to skip the story and the long tutorial "how to find crap in this world" stuff. Often there's no good way to do it though.

      Most of the stories are so stupid though, they could just skip them.

    2. Re:There are two kinds of gamers by CobaltBlueDW · · Score: 1

      I whole heartedly agree. Video game tastes differ just as music taste do. He may not want to be in the business of making interactive movie, just as he may not want to be in the business of making pop song, but that doesn't degrade their market value. --And yes, I think if interactive movies were songs they'd be the pop songs of the gaming world: over produced, over hyped, catchy, low replay value.

    3. Re:There are two kinds of gamers by vlm · · Score: 1

      Those who play primarily for being part of an interactive story, and those who play primarily for the gameplay mechanic.

      Neither is better or worse---they just are.

      This is almost as much fun as watching the hard science fiction and the soft science fiction types battle it out.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  14. Track ride by Animats · · Score: 5, Informative

    He's railing aginst what, in the industry, is called a "track ride". The player does A, then B, then C, with obstacles along the way. At one time, that was due to technical limitations; building a big free-play world was out of reach. That hasn't been the case for a long time now. Good large-scale free-play worlds like the GTA series have been very successful even as single user games. MMORPG games are big open worlds by necessity.

    To some extent track rides are coming back, because of the tiny screens on mobile. Angry Birds is a track ride.

    Big, open worlds are expensive to build, because a big, interesting world has to be built and populated. Track rides can be cheaper, because there's no need to build the parts of the world that aren't on the track. This may be more about economics than story.

    1. Re:Track ride by Dahamma · · Score: 1

      He's railing aginst what, in the industry, is called a "track ride". The player does A, then B, then C, with obstacles along the way.

      Don't know if I agree with that summary. David Jaffe created God of War, in which not only does the player go on a track ride to do A then B, then C - THEY LITERALLY PRESS A then B then C to do it! (oh wait, it was a PS3 game... make that X then SQUARE then CIRCLE ;)

    2. Re:Track ride by Missing.Matter · · Score: 1

      The player does A, then B, then C, with obstacles along the way.

      And I would argue there's nothing wrong with that. It's just an interactive story. Stories have been told as long as humanity has communicated, and they have taken all kinds of forms. Given the reader (or in the case of video games the viewer) a choice in the story deepens his or her engagement in it, even if the choice is superficial.

    3. Re:Track ride by roeguard · · Score: 1

      He's railing aginst what, in the industry, is called a "track ride". The player does A, then B, then C, with obstacles along the way. At one time, that was due to technical limitations; building a big free-play world was out of reach. That hasn't been the case for a long time now. Good large-scale free-play worlds like the GTA series have been very successful even as single user games.
        MMORPG games are big open worlds by necessity.

      To some extent track rides are coming back, because of the tiny screens on mobile. Angry Birds is a track ride.

      Big, open worlds are expensive to build, because a big, interesting world has to be built and populated. Track rides can be cheaper, because there's no need to build the parts of the world that aren't on the track. This may be more about economics than story.

      Right there, you hit on the head why I quite playing WoW.

      With the Cataclysm expansion, everything felt like it suddenly got locked onto some rails that you couldn't escape from. Want to do a quest in Zone A? Well, you better have done the lead-in quests in Zone B, or they won't even give it to you. Heck, the quest giver might not even be "phased in" yet. Whole sections of the world are just "paused" waiting for you to do the pre-req quests.

      Its a damn shame. Especially since, due to its MMORPGness, I can't even go back and play the game I used to love.

    4. Re:Track ride by eyenot · · Score: 2

      I think you're absolutely right; I interpreted TFA & the poster's comments the same way. It isn't storyline that is disturbing, it's a reliance on storyline as the majority of a game's content/presentation that kills the gaming, and that's disturbing (since so many, successful, low-budget game producers are doing just that, as you point out).

      I think Dragon's Lair had the formula somewhat right for the most part -- it's a track ride, but, you could screw up and get a funny animation instead of progressing. However, the only "dynamic" (I use the term loosely) element to the game was that you would end up with randomly chosen sequences to get past.

      This brings up a huge, huge topic: how to randomly, or procedurally, generate storyline in an open world game. Roguelike developers have struggled with this for a long time. Dwarf Fortress takes a major stab at it but it's not even a completed game, yet, and so far I don't see the random token-dropping as truly dynamic, procedurally-generated storytelling.

      This is really a topic for r.g.r.d., but if you can procedurally generate engaging and interesting storyline (probably involving many dozens, and dozens, of possible "ingredients" to procedurally choose from) then you can tack it onto a procedurally generated world, and good-bye, big worlds that take forever to design and map out, and good-bye predictability. Replayability for a game of the same quality as "Zelda: Ocarina of Time", for all as sophisticated as that game is by today's standards, goes straight through the roof if you can make it a totally new world with totally new challenges and new story every time you play. People can get addicted to games like that for a lifetime.

      So, right away, by pointing out that there's this whole procedural generation thing, you can dismiss the article's argument (note: original poster disagrees with the premise presented by the article.) It's just as you point out: the story isn't what's wrong. It's this reliance on story as "the meat", when players have already played a hundred challenge-less platformers already and if they wanted a good story, they'd go read a decent book.

      I think when authors realize that if they can get their game across to an audience, and make sales, they can profit. Think about how many young and young-ish gamers are out there who haven't played so many games in their lifetime. Think about how mind-blowing it could be to play a really, really, really dumb and stupid platformer that has animated cutscenes and recorded human dialogue for the script. If you've never played that before, you'd be willing to plunk down five bucks for the "full version" and keep getting your cock passively sucked by the developer.

      --
      "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
    5. Re:Track ride by TitusC3v5 · · Score: 1

      Track rides can be amazing, however. One of my favorite games (well, series) of all time is the Longest Journey / Dreamfall. It's completely on rails, but the stories are amazing it feels more like watching an interactive movie than playing a game.

      In comparison, I don't think the game would have felt so tightly engaging if it was presented with the same level of freedom you have in games like GTA and Skyrim.

      --
      And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    6. Re:Track ride by Anonymous Coward · · Score: 0

      That's just a lack of imagination with relation to geometry.

      It's still just a track, you just fill it with diversions(cars to steal, buildings to climb)

      BTW, saints row 2 reams GTA in all regards. Need to try 3.

    7. Re:Track ride by king+neckbeard · · Score: 1

      As I've said earlier, I don't think being linear or nonlinear is the key here. There are gameplay focused track rides, and that would seem to be fine by him. He mentions Angry Birds as an example of what he calls success. To me, it seems to be a parallel to the problem improvements in graphics have often brought to games. Stunning graphics, elaborate worlds, and voice acting all take a lot of time and energy, and can distract from the element of gameplay.

      --
      This is my signature. There are many like it, but this one is mine.
    8. Re:Track ride by Rich0 · · Score: 1

      Halflife and its sequels were essentially linear as well. However, the excellent storytelling and variety of gameplay made them classics. I still remember the boss fight with the big tentacle monster in the blast furnace as one of the most memorable ones I've seen. You didn't just run around shooting the thing - you had to use your brain.

  15. So, it just run, shoot, run, respawn by brain1 · · Score: 2

    Sorry I have to disagree with Mr. Jaffe. A good game is like a good movie. You become immersed in it for hours. And it should always have an excellent single player version which, in my experience, on many top titles is severly lacking. Too much "Call of Duty" and "Battlefield" type play is out there and it's primarily geared towards selling copies for multiplayer. As someone who really treasures the immersion and cinematic flavor of a good single-player shooter, I refuse to invest my money into something we used to call a "twitch game." It becomes boring as all you do is run and try not to die. You don't get to really experience the game.

    1. Re:So, it just run, shoot, run, respawn by Seedy2 · · Score: 1

      I kind of like to run and gun sometimes, but CoD is pretty much limited to:
      Game starts,
      people run for their favorite glitch,
      people camp their spots until killed,
      rinse,
      repeat.
      (profit?)

      Sometime people fight over the same spot, that can be fun.

      --
      Nothing to say here... move along
    2. Re:So, it just run, shoot, run, respawn by Fulkkari · · Score: 1

      I would like to compare Battlefield Bad Company and Battlefield Bad Company 2. The first game had a singleplayer consisting of short clips of what is going on. Otherwise you'd be quite freely running/driving/flying around, do whatever you want with plenty of routes to choose. You could drive straight into an enemy base, or you could avoid the base entirely, maybe snipe a few guys along the way. The game has lots of replay value for this reason; nobody dictates how to play it.

      In Bad Company 2 however, you're not given any choice. The game is trying to give this "cinematic" experience, and it is totally boring. There is only one path to move forward across and the experience is "dumbed" down to be the same for everyone. For instance, there was that one place where a burning guy was running towards you. Not so impressive, because I did not do anything to make that happen (and I actually had seen it before in the trailer). It always happens. An other example was a place in single player where there was just one narrow route forward, no cover. It was so obvious that there would be an ambush there. I would have tried to flank, but as there were no alternative routes I threw some grenades on the route forward and got some kills. After that I continued, and had one of the AI squad mates shout "ambush!"... Yeah, nice except I already killed all the enemies. Total mood killer.

      Everybody plays differently and me for instance, I always try to take the non-obvious paths (the ones without the ambush). Cinematic experiences hardly ever work the right way if you play like this. And even if they do, there is no replay value. I don't think real cinematic experience comes from having some predefined animations or events that occur when you stumble upon them. Cinematic experience comes when some totally random stuff occurs, would it be single- or multiplayer. It is like having an RPG fly very close by or managing to take cover from a tank... And these things just happen. They are never scripted.

      I think that my main point is that everybody builds their own experience, and should come up with own goals rather than have the game developer decide how you should play.

      --
      I demand the Cone of Silence!
    3. Re:So, it just run, shoot, run, respawn by xhrit · · Score: 1

      I totally agree that a good story can enrich a game, but I do not agree with your assertion that 'Twitch' games are not immersive or are somehow incapable of having a good story . Twitch is a design choice that has nothing to do with story, immersion, replay value, or anything else aside from difficulty curve perhaps.

      One of my all time favorite games is called Gunmetal. Released in 1998 for the PC it was the first and last game by the indie studio Mad Genius Software. It is still to this day one of the fastest and most twitched-out games ever made; a shooter so fast and so twitchy that it included an aim bot built in to the interface. At the time of its release it was almost universally panned by critics and derided by users for being a cheap low budget doom-clone twitch shooter.

      I completely disagreed. There was nothing cheap about the game, it was just super fast, with players moving at 200mph across maps that took an average of 3 seconds to traverse, armed with auto-locking weapons so powerful they inflict enough damage to one shot kill any thing they hit. It was a twitch game but not a doom clone. It had something doom did not have, and that is a good story. Everything about the story was amazing, from the atmosphere and setting, the background, the pacing, everything, all suburb.

      The game alternated between mission zones and headquarters, telling the story through briefings and meetings, conversations with other soldiers in the rec-room, emails passed between support staff, clients and contracts. During the missions there were numerous objectives that continuously changed as characters and factions betrayed each other and unexpected events occurred. And of course there is the secret game in the terminal where you upgrade your weapons and armor - a side scroller called "Gandhi Kong" where the player as Gandhi "uses the principles of passive resistance to save a village from a marauding ape."

      So, yeah. Not only was the plot masterfully crafted, but historical and philosophical elements were woven into it in such a manner that my natural curiosity was peaked to such extent that after I was finished with the game I began to explore the ideas expressed by the story. It took me quite a while to understand the concepts that were quoted so many times in the game but once I did, well.... let's just say that the story in a 'twitch' shooter had a profound effect on me.

      http://www.youtube.com/watch?v=8Dp2_txz7M8&feature=related

      http://en.wikipedia.org/wiki/Gunmetal_(PC)

  16. There's a market for both by ausrob · · Score: 1

    The success of games like Mass Effect and Assassin's Creed (to name but a few) have shown that an immersive storyline works just fine. The fact that successive titles fixed up issues in gameplay also shows that game play is just as important (Assassin's Creed's debut version was tiresome). In the end though, do you remember the gameplay or the storyline more once you've set aside the controller? I think there's a market for both, if not more so for a game with a vivid and memorable story to tell.

    1. Re:There's a market for both by Anonymous Coward · · Score: 0

      Depends how bad the gameplay is. I've had occasion to stop playing games because the gameplay or control system was just so damn infuriating (Hammerfight, Tomb Raider: Anniversary). The two go hand in hand as far as I'm concerned and arguing against "story-telling" and for "gameplay" is like arguing against using scored music in film and for dialogue. One doesn't preclude the other and too much of either at the expense of the other will, most times, make for an unpleasant experience. (You've obviously got outliers like Portal which is storytelling-lite and gameplay-heavy.)

    2. Re:There's a market for both by 0123456 · · Score: 1

      The success of games like Mass Effect and Assassin's Creed (to name but a few) have shown that an immersive storyline works just fine.

      Mass Effect is just a bad SyFy movie with a few interactive shooting sequences.

    3. Re:There's a market for both by Fallingcow · · Score: 1

      Hammerfight's only playable if you "cheat" and crank the mouse sensitivity way over what it suggests.

      It's still wonky as hell and half the time you can't tell WTF is happening because there's too much unnecessary shit and smoke on the screen, but at least you won't feel like you're stirring concrete.

    4. Re:There's a market for both by Anonymous Coward · · Score: 0

      yes, and the huge financial success of the ME franchise supports your opinion... Oh wait, no, you're just talking out your ass. Much like Jaffe in his article. Everything he says is strictly an opinion... and frankly, considering Twisted Metal is his claim to fame, I'd rather wait to hear the opinion of a SUCCESSFUL developer, instead of one who pumps out shitty, derivative games.

  17. Games with a storyline (or approx. thereof) by jd · · Score: 1
    • Infocom's Sorcerer
    • Infocom's Deadline
    • Wing Commander (multipath storyline, but there was a fixed number of paths)
    • Wing Commander 2
    • Frontier: First Encounters (the storyline was optional, but it was there)

    I honestly don't see anything wrong with any of these games. I regard them as exceptionally good for the time.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    1. Re:Games with a storyline (or approx. thereof) by retchdog · · Score: 1

      it's also not clear where Amnesia: The Dark Descent would end up. you can ignore the storyline completely and still have a very good game (especially good when you consider that, mechanically, it's actually just a bunch of fetch quests and easy puzzles). the storyline, nonetheless, is quite compelling if you bother with it, and it is actually pretty hard to ignore completely.

      --
      "They were pure niggers." – Noam Chomsky
  18. Different strokes for different play styles by s.petry · · Score: 1

    To me, he's crossing genres.

    There are some that thrive on the hand given story. They don't want to be creative, they just want to blow some sh^%$ up! Twisted Metal was one of those games, and at the time was an exceptionally made one. Similar to Unreal Tournament, you get things designed for you and play on maps designed for you. That's not to say no skill is involved, but you don't have to be creative on solutions. Aim well, drive well, learn the maps, and get high scores. Those games are great, but also have limited life. Play for an hour and then go on to something else.

    The other half of the gaming community though prefers to make things up as they go, and create their own game. This is the popularity of Skyrim and World of Warcraft. (One may argue that WoW's content is all hand picked, which it is, but the quests one does and which realm they play on and what armor and weapons they choose, etc.. are all up to the player.). Milestones still need to be marked, and a cut-scene is the best way of marking those milestones. These kind of games really don't end, at least in story line. Content can be added, players can go do old quests they missed, or start a new character and see the world from a different angle.

    So I agree with him for the more arcade type games. Disagree with him when it comes to story based games.

    --

    -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

  19. An old discussion by Grindalf · · Score: 0

    This was a theme plundered by ID software and Epic when they produced Quake III arena and Unreal Tournament in the late 90s. They both went back to narrative based plots after very rapidly ...

    --
    The purpose of existence is to make money.
    1. Re:An old discussion by tragedy · · Score: 1

      Accusing ID software of "plundering" the idea of multi-player deathmatch for Quake III arena is a bit of a stretch. The original _Doom_ had network deathmatch. True, it was far from the first, but they clearly have a history of it before Quake III.

    2. Re:An old discussion by adamofgreyskull · · Score: 1

      Hang on. I think he means that before Q3: Arena and UT there was Doom, Quake and Q2 & Unreal which were all story driven games first and foremost; even though they did have multiplayer, the main-show was still the single-player modes with vague narratives keeping you going (for what they were worth...)

      The theme that Grindalf suggests iD and Epic "plundered" is Jaffe's notion that "gameplay is better than story, don't let story get in the way" which resulted in Q3: Arena & UT/UT:2003, neither of which had much (if any) story that I can remember. Grindalf then pointed out that shortly thereafter they returned to making story-based games, i.e. Q4, Doom 3 and Unreal II: The Awakening.

  20. Press X or Start to SKIP this scene by GabriellaKat · · Score: 1

    That tends to be the solution I see most often to narrative boring crap. He has a point, how many of you skip ahead?

    --
    "Have you ever thought about just turning off the TV, sitting down with your politician, and hitting them?"
    1. Re:Press X or Start to SKIP this scene by Anonymous Coward · · Score: 0

      However, you will probably lose some juicy tidbit of information or context for the rest of the game. Sure, you might be able to figure out what's going on over the next few levels on your own but those levels were probably originally designed to flesh out and develop the message in the cut scene - not to force you to piece things together.

      I think the designer's point is not to put the story into a mini movie but rather directly into the gameplay. This lets players experience the story instead of watching it. Skipping cut scenes accomplishes neither of these.

    2. Re:Press X or Start to SKIP this scene by Pentium100 · · Score: 1

      When playing a game, I never skip a cutscene that I have not seen before. I may even watch it a few times. If I have seen the cutscene a few times (because, say, the cutscene is between my save point and the boss fight in which I get my ass kicked) then I will skip it as I already know what is in it.

      If I was watching a cutscene and got interrupted I start wishing for a "pause" button and usually (if my save point was not too far before the cutscene) reload the game so I can watch the cutscene.

      I am primarily interested in the story, so I play in such a way to get all the story elements (I listen to all audio logs that I find for example). Going around shooting stuff is fun for a while, but if there is no story then the game just feels like multiplayer, but with bots and can get boring very quickly. Still, a game can be good even if it has no story, but I usually get tired playing these games and wait longer and longer before resuming the game - I may not even finish it (assuming there is a "finish"). On the other hand, give me an adventure game (or some other game with a good story) and I will play it as soon as I have free time and will finish it (assuming the controls/gameplay are not completely terrible).

  21. It's a craft. by Cidolfas · · Score: 1

    There's been a few very interesting takes on this really old (in terms of how long games have been a field with discussion) argument in the past few weeks:

    My favorites:
    http://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/
    http://whatgamesare.com/2012/02/the-narrative-vs-mechanics-circus.html

    My personal take? I'm a grad student working on procedural narrative, hacking the cognitive loop of story building players go through during play. So... I agree with Jaffe? It's really much more of a slider than a dichotomy. In fact...
    http://whatgamesare.com/2011/12/the-four-lenses-of-game-making.html
    It's a way more broad than even a single slider. I'm not even sure that Kelly's 2d graph comes close to the rich diversity of experience that can be created though video games.

    --
    I am become /dev/null, destroyer of data.
  22. Want better gameplay? by stephencrane · · Score: 2, Interesting

    Go play Breakout. Or Super Breakout, if you need the flashbang. Want an audiovisual literary development with some level of interactivity? Play Planescape, Dragon Age, Bioshock, Fallout 2, KOTOR, etc. You can hate cut-scene-heavy games and still get great narrative. My personal opinion is that cut-scene segments are a bit of a cheat to get there if you're using them for all the heavy story lifting.

    1. Re:Want better gameplay? by HapSlappy_2222 · · Score: 1

      Totally agree. I love me some JRPG cutscenes, but I want the pivotal decisions, character developments, and battles to be mine. Reward me with the cutscenes I earned, but don't use them to narrate your story; tell it as much as is possible through the gameplay interactions. My favorite is the cutscene AFTER a super tough boss fight; the bane of my existence are the long ones right before or during a super tough boss fight.

  23. I Don't Agree with You or Jaffe by eldavojohn · · Score: 4, Insightful

    Jaffee is wrong. Some of the bet games in the past two year have been emotionally engaging narrative-driven. If you ignore the arc of characters and plot, and only focus on gameplay, then you end up in the same box as angry birds. And that box is worth $.99.

    Disclaimer: I submitted the story and I am 100% in disagreement with Jaffe and I hope I did his argument some justice in my summarizing. However, nor do I entirely agree with your assertion. Angry birds has turned out much more money (probably) than one of my favorite long running RPG series "Tales of (Symphonia|Vesperia|Xilia|etc)" So by that measure, he's giving sound advice. Angry Birds didn't need cinematic or great voice acting (which he cites to be high budget features of games) so it didn't need to cost more than 99 cents.

    And I can easily cite counter examples to your rule. Every so often a really novel gameplay mechanic comes out. I remember the advent (or at least the advent to me) of real time strategy games like Age of Empires and Warcraft I & II. These were amazing and the plots were pretty much phoned in (hell, one was just history). And if you implement an old gameplay mechanic really well or come out with a novel new gameplay mechanic, you sort of get a free pass on story and cosmetics. Hell, look at Minecraft. Where's the story there? Or even amazing graphics? I beat a dragon at the end and was like ... huh, it really could have done without "the story."

    I sympathize with Jaffe but I don't think we should just have gameplay mechanics. In the end, there's probably a healthy balance and as a former Tetris addict turned RPG enthusiast, I see the benefits of both sides. When a game blends these two things together, that's when you get magic. Currently I'm obsessed with Star Wars: The Old Republic but I can see how that's just not for everybody. I think Jaffe was just pushing back after seeing a focus on gameplay taking a back seat to Hollywood for too long. But either extreme is bad for gaming.

    I haven't written any games but if I had, I would be completely fine with being condemned to "the same box as angry birds."

    --
    My work here is dung.
    1. Re:I Don't Agree with You or Jaffe by noh8rz2 · · Score: 5, Interesting

      To jaffe's comment on the beach war thing... The player wondering how to get to the next rock. For me, the more important question is why do I want to get to the next rock? What are the character drivers? What is the character trying to achieve?who am I, anyway? Personally, I see vid games as a new frontier in storytelling. Whether you're Ezio, batman, or whoever, it's ALL about story. Otherwise gameplay becomes button mashing.

    2. Re:I Don't Agree with You or Jaffe by Anonymous Coward · · Score: 0

      It's telling that some weaboo jrpg fan would describe the Tales series, while missing the only games (Destiny, Phantasia, Eternia) that were actually any good. "Tales of (Symphonia|Vesperia|Xilia|etc)" are actually atrocious games, derivative stories and horrible cliches.

      I don't want people like you speaking for the quality of narratives, when the narratives you use as examples are that bloody bad.

    3. Re:I Don't Agree with You or Jaffe by errandum · · Score: 1

      The thing is, Angry Birds is a nice mechanic that you play for 5-15 minutes at a time. And why is that? Maybe because the senseless act of throwing birds at pigs, even though it is fun, it's not engaging enough.

      A good book has no action but it's capable of hooking you for hours at a time. The story is a layer of emotion and it is essential to most games that do not present themselves as depicting some kind of activity (ie. driving, simulation, sports, etc).

    4. Re:I Don't Agree with You or Jaffe by Hatta · · Score: 3, Insightful

      I sympathize with Jaffe but I don't think we should just have gameplay mechanics. In the end, there's probably a healthy balance and as a former Tetris addict turned RPG enthusiast, I see the benefits of both sides. When a game blends these two things together, that's when you get magic.

      I don't think there is a healthy balance. I think there are many healthy balances. For every combination of action vs plot, there's someone who's interested.

      --
      Give me Classic Slashdot or give me death!
    5. Re:I Don't Agree with You or Jaffe by Kelbear · · Score: 2

      Agreed, people play games in different ways. There was a time when I would take every opportunity to shoot every scientist in the face just to see what would happen.

      But when the game is doing a good job I settle into it. I wonder what my character would be feeling. I look where the game wants me to look, because I want to extract maximum value from the game with the short time I have with it before I get back to work. I'm not always actively looking to break the game. I get that jaffe doesnt like storytelling in games and/or wishes it could be done better. I'm already enjoying it and I want more of it.

      Heck, multiplayer is all about gameplay and I don't give a damn about multiplayer modes because there's no story to unwrap (with a few exceptions of games with story nuggets in the multiplayer which are able to coax me online).

    6. Re:I Don't Agree with You or Jaffe by brainzach · · Score: 1

      Jaffe is not suggesting that you shouldn't include a story, it is just that you shouldn't sacrifice gameplay in order to tell the story.

      Angry birds has excellent game mechanics, but the game wouldn't have been nearly as successful if you are throwing rocks at a house. The characters, graphics, sounds and story added to the experience making it a more engaging game.

    7. Re:I Don't Agree with You or Jaffe by RJFerret · · Score: 3, Insightful

      Nothing gets me button mashing faster than a cut scene appearing.

      If I want to play a game, I want to PLAY the game. If I wanted to watch TV or a movie, I wouldn't be trying to play a videogame!

      After a game of chess, I can tell you the "story" of the game, without any artificial "story" being applied. The inherent stories are awesome.

      I have no objection to other stories being there for people who prefer passive entertainment, but please be sure to include a way to skip past the time sinks.

      (Yes, I too play an MMORG, one with compelling stories to me, that others merrily skip.)

      The market answers these things.

    8. Re:I Don't Agree with You or Jaffe by noh8rz2 · · Score: 1

      Amen about multiplayer! Why would I want to play against som mofos from across the globe who have devoted serious time to optimizing their performance? Likely they are 13yo pimply faced l0zRs.

    9. Re:I Don't Agree with You or Jaffe by Whorhay · · Score: 2

      What books are you reading that don't have any action? Even my daughters Winnie the Pooh books have action in them. Are you reading technical manuals for entertainment?

      The best stories that I remember from games that I've played are always about what happened or how I overcame something. Not some comically horrible plot twist or generic background expose.

    10. Re:I Don't Agree with You or Jaffe by Fjandr · · Score: 1

      This.

      Unfortunately, too many people are too invested in their own opinion of what's "good." As a result, we get people who are willing to argue to the death that A is better than B, when both can be blended or excluded in a number of proportions and still turn out to be great.

    11. Re:I Don't Agree with You or Jaffe by Anonymous Coward · · Score: 0

      To jaffe's comment on the beach war thing... The player wondering how to get to the next rock. For me, the more important question is why do I want to get to the next rock? What are the character drivers? What is the character trying to achieve?who am I, anyway?

      Personally, I see vid games as a new frontier in storytelling. Whether you're Ezio, batman, or whoever, it's ALL about story. Otherwise gameplay becomes button mashing.

      Here's the story:

      http://www.penny-arcade.com/comic/2005/10/07

    12. Re:I Don't Agree with You or Jaffe by Johann+Lau · · Score: 1

      No, button mashing isn't dependant on the frequency or anything like that, and clicking every 30 seconds so the plot moves on is button mashing par excellence, just cleverly (heh) disguised. Farmville is button mashing: there are no wrong buttons. That's button mashing. Few of the greats of gaming history had "story", but all of them had atmosphere. but the motivation always was "here's a challenge, should you accept it"... NOT just "would you like to know more??". That's boring, and I get better stories in thrift store books or movies. If I wanted a story, I'd go to those who actually are good at telling them, not people who make games.

      In the case of getting to that rock, the motivation is pretty obvious, so you don't die and have to restart the game. Or, as I said, because it's a challenge to get to the next rock, simple as that. Why do kids ride bikes? Because it's fun. The brain knows when it is being challenged and likes that. How is that not motivation enough?

      People who make games to "tell stories" are just wusses who don't dare to be a nobody in the movie or book world (more likely, they're greedy liars but that can't be proven so why go there). There, I said it. I know there are exceptions, but they are so rare and the 99% of the games tell you the most idiotic stories with a straight face, and only get away with it because they also have a "put the square peg into the round hole" element. WTF is up with that. I *love* that stuff being called out by people who actually are in the industry and successful at making games, not just armchair critics like me :D

    13. Re:I Don't Agree with You or Jaffe by Johann+Lau · · Score: 1

      Oops I made a mistake, that would be a "put the round peg into the round hole" element, oh well.

    14. Re:I Don't Agree with You or Jaffe by errandum · · Score: 1

      Eish, way to be literal. Action, as in, you don't have to do anything besides read...

    15. Re:I Don't Agree with You or Jaffe by Johann+Lau · · Score: 1

      in other words, you're doing the work for them. you know, telling a good and deep story in a book of reaonable size, or a movie of reasonable length, is lauded for a reason. it ain't easy, and it's hard if not impossible to fake.

      with games, you have 500 people slapping together 1% of that story depth for millions of dollars, and millions of revenue. not because the stories are good, but because they exploit the desire of people to feel as if they're doing stuff. so you end up with 100 hours of gameplay and a story that could be told in 10 minutes and would suck even then. I'm sorry, but I just feel like people are being fleeced. sure, it's voluntary, but so are all sorts of things, like overeating and dying of obesity. there's no way I would change my judgement just because people like doing it.

    16. Re:I Don't Agree with You or Jaffe by znrt · · Score: 1

      Disclaimer: I submitted the story and I am 100% in disagreement with Jaffe and I hope I did his argument some justice in my summarizing.

      well, don't worry. there's no actual argument in Jaffe's speech, as far as I can tell. he just expresses his personal preference on games. even if he has had success in designing a particular sort of games, it's still just his personal taste. gaming is a huge and diverse topic, and I see no point in discussing personal taste, nor are there many meaningfull arguments to make about. (although reading different opinions in this thread is indeed interesting!).

      for me, the appeal of a games is a mix of factors plus some wird magic to it. either they hook me or not, it's not the game type, the graphics quality, replayability, originality and so on. it's more how well those aspects fit together. ofc, this is just my preference! (for the record: I find Jaffe's titles just so-so, they may be ok and fun games but definitely not groundbreaking).

    17. Re:I Don't Agree with You or Jaffe by JoeRobe · · Score: 1

      See I don't mind the escapist silly storylines that you get in games. For example, I love the storyline in the modern warfare series. I thought it was fantastic when they brought the fight to the American east coast. It was something totally new in FPS for me. I liked the story arcs with multiple characters over several games. Can I get better stories in a dime store? Sure. But just because the video game genre isn't great at writing beautiful stories yet doesn't mean they should just give up. We still watch stupid blockbuster movies despite there being better films out there, and for me it's the same thing with video games.

      --
      The best way to predict the future is to invent it.
    18. Re:I Don't Agree with You or Jaffe by Threni · · Score: 1

      Gameplay IS button mashing! All games are the same; a mixture of reaction testing and problem solving. That's why it doesn't matter what the story is, or graphics quality, or sound effects etc etc etc. That's why games aren't better now then 20 or 30 years ago. Pacman, missile command, space invaders, scramble, defender, crazy climber, galaga, pole position...bubble bobble, sonic, mario etc etc - those were good games because they were fun, not because some twat wrote a bunch of horseshit about mystical quests, good vs evil etc. Nobody cares, trust me. When a mate comes around to play a game they don't say "wait, before we start - what's my motivation? Some ape has stolen my bitch? Fuck that - lets KICK ASS".

    19. Re:I Don't Agree with You or Jaffe by noh8rz2 · · Score: 1

      I feel sorry for you and your stunted worldview.if all you want to do. I mash your buttons then why not go watch pron or something?

    20. Re:I Don't Agree with You or Jaffe by Whibla · · Score: 1

      Jaffe is not suggesting that you shouldn't include a story, it is just that you shouldn't sacrifice gameplay in order to tell the story.

      Hmm, in his words:

      "...why in the fuck would you choose the medium that has historically, continually been the worst medium to express philosophy, story and narrative?" he said.

      Personally I disagree with this 'philosophy', and his opinion that story telling games is done badly, or only through use of cutscenes. I remember playing games like System Shock (the original version, kind of remade as bioshock, I believe) or Deus Ex, to mention two story driven fpses and, for example, Baldur's Gate II: Shadows over Amn in which the short and very infrequent 'cutscenes' definitely added colour to a long and convoluted plot.

      It is true poor gameplay will ruin a game, whereas lack of story might not (c.f. the Civ franchise), but that's no reason not to put a story in if the game allows for one. In this though I do agree with him, 2 mins play, 2 mins cutscene, repeat is not the way to do it!

    21. Re:I Don't Agree with You or Jaffe by Logic+and+Reason · · Score: 1

      Your perspective is very hard for me to understand. I couldn't care less about the story, or the characters and their motivations. Take a modern game, cut out all the dialogue/cutscenes, remove all the pretty textures etc., and it would still be the same game as far as I'm concerned. If I wanted story or characters, I'd be reading a book.

      It's like when I hear people praising the lyrics of a song-- it's incomprehensible to me, since I view the human voice in song as just another instrument. I don't really care about what the artist is trying to "communicate" to me; it's all about how the music strikes my ear. Otherwise I'd be reading poetry.

    22. Re:I Don't Agree with You or Jaffe by noh8rz2 · · Score: 1

      If I wanted story or characters, I'd be reading a book.

      somehow I don't think that happens very much.

    23. Re:I Don't Agree with You or Jaffe by Logic+and+Reason · · Score: 1

      Really? The snarky "I bet you don't read much" retort from the person who apparently hasn't learned how to capitalize?

    24. Re:I Don't Agree with You or Jaffe by noh8rz2 · · Score: 1

      i dont capitalize or punctuate because my brain works so fast i need to take shortcuts for my fingers to keep up

    25. Re:I Don't Agree with You or Jaffe by Captain+Splendid · · Score: 1

      Your motivation for getting to the next rock is the fact that you paid $$$ for the purposes of being entertained and challenged.

      Next silly question.

      --
      Linux, you magnificent bastard, I read the fucking manual!
    26. Re:I Don't Agree with You or Jaffe by Anonymous Coward · · Score: 0

      Why get to the next rock?

      So that you can forget why you spend much of your life working to earn the $$$ so that you can spend some of it to forget your work :).

    27. Re:I Don't Agree with You or Jaffe by bronney · · Score: 1

      I know exactly what you mean by the voice being an instrument. I do that when I listen to songs in languages that I don't understand. However, if you want to feel the power of lyrics, try listening to rap. I also read poetry, but some things, you can't get in poetry and it's only available in song format.

    28. Re:I Don't Agree with You or Jaffe by Anonymous Coward · · Score: 1

      Think before you post stupid snarky replies.

      We're talking about gameplay here. That's what this Slashdot story is about: gameplay vs story.

      Most books don't have much gameplay[1], and some apparently have stories.

      [1] There have been some choose your path/adventure books.

    29. Re:I Don't Agree with You or Jaffe by Anonymous Coward · · Score: 0

      To jaffe's comment on the beach war thing... The player wondering how to get to the next rock. For me, the more important question is why do I want to get to the next rock? What are the character drivers? What is the character trying to achieve?who am I, anyway?

      That's exactly how I feel as well.

      If I'm going to invest hours of my time into doing something, I want to feel as though my actions are actually accomplishing something worthwhile. Just wasting time solving arbitrary puzzles doesn't appeal to me.

    30. Re:I Don't Agree with You or Jaffe by Lord_Jeremy · · Score: 1

      Well to be fair, Minecraft's "story" is really over the top. I never, ever want to beat the dragon again because of the incredibly long and creepy narrative that played at the end.

      Also I can't believe I haven't seen anyone else mention Half-Life 2 here. The Half-Life series has a very strong central story, with a lot of effort put into cinematic experience and voice acting. Among my friends are I those are the best games we've ever played.

    31. Re:I Don't Agree with You or Jaffe by wzzzzrd · · Score: 1

      If you can't coordinate your oh-so-fast brain and your fingers in order to produce capital letters or punctuation marks, then maybe you are not that great genius you obviously think you are.

      --
      On second thought, let's not go to Camelot. It is a silly place.
    32. Re:I Don't Agree with You or Jaffe by Grax · · Score: 1

      I agree with Johnny Chung Lee, who pointed out in his blog, http://procrastineering.blogspot.com/2011/11/technology-as-story.html that everything is a story. In the case of movies, you consume the stories but in other cases you are actually a part of the story. I believe this applies to business software, games of all types, hardware and software.

      The trick is understanding the story and what to do with it. The games I enjoy are escapist first person action where I am the center of the story. As such, I don't really care about cut scenes or any of what I consider fluff.

    33. Re:I Don't Agree with You or Jaffe by heathen_01 · · Score: 1

      For example, I love the storyline in the modern warfare series. I thought it was fantastic when they brought the fight to the American east coast. It was something totally new in FPS for me. I liked the story arcs with multiple characters over several games. Can I get better stories in a dime store? Sure. But just because the video game genre isn't great at writing beautiful stories yet doesn't mean they should just give up. We still watch stupid blockbuster movies despite there being better films out there, and for me it's the same thing with video games.

      Yes, I agree great story, great cinimatics, but where was the game? Where was the challenge? What decisions did you need to make?

      MW is the exact type of game that the article is referring to. I understand that people may like these types of games but I just find it insulting. The last scene in one of the games was really insulting: repeatedly press [button] to pull knife from chest and throw at bad guy. If a game is not going to engage my brain, I have a hard time thinking of it as a game, instead its more like an annoying movie

    34. Re:I Don't Agree with You or Jaffe by heathen_01 · · Score: 1

      That is not what I understood the argument to be. More like if you build A (a story) you can't get B (a game) from it. Instead if you build B you can turn that into A if you want.

    35. Re:I Don't Agree with You or Jaffe by noh8rz2 · · Score: 1

      not I the player, but I the character! Why do I the character want to get to the next rock? Is the Princess tied to that rock? Is that where my father was killed? storytelling, man!

    36. Re:I Don't Agree with You or Jaffe by AAKiwi · · Score: 1

      Good points....Jaffee has no cred when he is know for Twisted Metal. That game is so mindless that it is less then 2 dimensional in it's scope. Some people, who prefer intelligent games, don't like games that are mindless shoot em ups. We've play those since the days of Atari....this is the evolution. Uncharted as an example...Jaffee looks like a buffoon with a game like that out. All three games are classics with great gameplay, story, and narrative....and GREAT DIALOUGE....sounds to me that he is jealous of the games that are getting the game of the year. Don't hate Jaffe, just make better games.

    37. Re:I Don't Agree with You or Jaffe by Fjandr · · Score: 1

      I understood it that way too. I just don't necessarily agree with it. It all depends on your point of view whether gameplay is being "sacrificed" to story in any given instance. There are some cases where more people agree than not that it is happening, but there are also cases where there are simply legitimate differences of opinion on which should be preferable in a certain circumstance where a specific type of game mechanic conflicts with a story element where one must be given up to make the other work.

    38. Re:I Don't Agree with You or Jaffe by Fjandr · · Score: 1

      I apologize in advance for the horrible run-on sentence.

  24. Story through gameplay by tiago.bonetti · · Score: 1

    The most amazing games not only do both, but make them interdependent. e.g.: ICO, The Legend of Zelda, SotC, Mario Bros ...

  25. Flamebait by Anonymous Coward · · Score: 0

    Flamer uses flamebait. It's highly effective.

  26. Story != Rails, Story == Goal by Marc_Hawke · · Score: 1

    Story is fine, rails are not. Unfortunately it's difficult to enforce your story if you don't have rails up. (Difficult doesn't mean impossible.) One of the things that story helps with is giving the character a goal.

    On Omaha Beach, it helps to know WHY you're fighting this battle, and what you can expect on the other side. However, as soon as you tell me I can't walk "other there" instead then I could care less about your silly story.

    --
    --Welcome to the Realm of the Hawke--
  27. Twisted Metal Fan by DaMattster · · Score: 1

    I think that is precisely what I like about Twisted Metal is that it does not really tell a story. The violence is almost cartoonish. I really liked the original one with that clown van. It was hysterical.

    1. Re:Twisted Metal Fan by brainzach · · Score: 2

      The characters in Twisted Metal have their own stories behind them which makes the game more engaging.

  28. It depends by willaien · · Score: 1

    It depends on what you're shooting for. Trying to cram a story onto a game is bad.

    But, I do love games that strive to tell a good story - Metal Gear Solid 4 comes to mind. Great game, but practically a very long movie.

    Why not use the tools you have available to you to tell the story you want? 3D is here to stay, and, as has been shown by increasing usage in film, it's certainly capable of telling a good story.

    1. Re:It depends by drinkypoo · · Score: 1

      Lots of the story of MGS4 is told while you're running around observing things, though, and we were willing to sit through the cutscenes because they pushed the limits of what had previously been done with console graphics and thus it was awesome to behold. These days when I see a cutscene I cringe until I find out whether it's done in game graphics or not, because if I have to see one more badly rendered human figure woodenly wiggling around with motion that looks like a drunken hula doll I may have to break something.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  29. Are people having fun incorrectly, Jaffe? by mykos · · Score: 0

    Maybe he should talk to Tim Schafer, Double Fine, et al. and tell all these people that they are having fun incorrectly.

    1. Re:Are people having fun incorrectly, Jaffe? by Dutch+Gun · · Score: 1

      Maybe he should talk to Tim Schafer, Double Fine, et al. and tell all these people that they are having fun incorrectly.

      Apparently, what Jaffe enjoys most is telling others that they're playing wrong.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re:Are people having fun incorrectly, Jaffe? by DreadPiratePizz · · Score: 1

      Point and click adventure games have largely been about the mechanics. The mechanics of those games involve puzzle solving. Good point and clicks have interesting and difficult puzzles, bad ones have simple and boring ones.He's not arguing to abolish story from games; he is simply stating that the primary draw to a game should be the mechanics, since that is what games do best. Other mediums tell narratives better, so if you want your primary draw to be the narrative, you are better off not being a game.

  30. Depends on the game... by Stone316 · · Score: 1

    Some games I play for the story, sometimes for the game play.

    For example.. Call of Duty, I rarely play the story mode, just jump straight to multiplayer. However, Gears of War or Uncharted I play for the story. I don't think you generalize and say the focus should be entirely on gameplay.

    --
    "Thanks to the remote control I have the attention span of a gerbil."
  31. oddly by Osgeld · · Score: 1

    Twisted Metal is one of my top games everyone else loves but I hate, not cause of story but because of its gameplay. Now granted I haven't been forced to play it since PS1 days but what I remember was for a car game it responded very poorly, and far as a fun factor unless you memorised the maps it was seriously aggravating to be bombed from somewhere, knocked into oblivion and stuck in a ditch or a tree.

  32. What if the gameplay is the story? by Missing.Matter · · Score: 4, Insightful

    Remember the old Sierra adventure games like King's Quest and Space Quest? Most of what made those games fun was the fact that you were being told a story. The puzzles were fun in their own right, but hardly ever had any deep relation to the plot at hand. The only real reason for completing them was to advance the storyline. Those games could have easily been published as printed stories, but they were more fun with the animated characters, beautiful scenery, and (in later games) voice acting.

    1. Re:What if the gameplay is the story? by TheRealMindChild · · Score: 1

      Colonels Bequest was a fine example of such. I played that game for years, and still to this day I find different ways to advance the story, which changes who is shown in the protagonist/antagonist light.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    2. Re:What if the gameplay is the story? by dissy · · Score: 1

      Remember the old Sierra adventure games like King's Quest and Space Quest?

      *snip*

      Those games could have easily been published as printed stories,

      Just an FYI, at least for King's Quest, that exact thing happened.
      If you really loved the story in that series, I would highly recommend The King's Quest Companion

      It tells the story of the game series as a novelization, as well as filling in some plot holes, and acting as a decent walk-through guide.

      The bottom of that wiki page links to a video review of the book, and I'm sure Amazon carries it still.

  33. Awww by Fujisawa+Sensei · · Score: 1

    Awww, you don't like the way other people are developing their games?

    Tough shit, do things your own way and let the market decide; and stop whining.

    Some of us aren't exactly serious gamers and spend less than 5 hours a week playing video games.

    But that's the wonderful thing about the video games, if you don't like a game, you don't have to play it.

    I don't have skyrim, and don't plan to get it.

    And with conceited attitudes like that, don't expect me to play twisted metal either; there are plenty of other games out there.

    --
    If someone is passing you on the right, you are an asshole for driving in the wrong lane.
  34. They should be two types not positions by Anonymous Coward · · Score: 0

    I think he's upset by the dominance of storytelling in games but they originally were two types of games. Storytelling games were separate from FPS games for a reason, they slowed gameplay if the story took over. I'm against bad storytelling and all but a small percentage wouldn't be fit for a SciFi Channel movie. Where I think his outrage comes from is the fact bad storytelling is being used to cover up for bad gameplay or in some rare cases good storytelling is covering up for bad gameplay. What drives me nuts is a minute or two of gameplay broken up by 5 minutes of cut scenes. Sometimes it's a minute or two of gameplay, 5 minutes of cut scene then 5 minutes of travel followed by another 5 minute cut scene finally leading to a minute or two of gameplay. I'm not against a few cut scenes here and there but a lot of games seem to be made by frustrated filmmakers who aren't good at making films or games.

  35. He's an idiot by spidercoz · · Score: 1

    Games without a plot are all basically Pacman, and wear out pretty quickly. If there's no sense of progression, it just becomes tedious.

    Then again, maybe he has a point. Things with an actual story don't seem to sell these days. Just look at the biggest movies of any given week.

    --
    "I disapprove of what you say, but I will defend to the death your right to say it." - Evelyn Beatrice Hall, re Voltaire
  36. Gaming is its own thing by tverbeek · · Score: 4, Insightful

    I'm not a gamer, but as a comics reader and creator, I often see this sort of issue raised in terms of comics, which is another medium that sometimes tries to emulate other media (especially film). Gaming is its own thing. It's fine for it to borrow from other media (including film and comics), but it shouldn't try to be the same thing. Just as comics draws from the visual language of film, the narrative language of prose, the expressive language of art, and so on, so can games. But they should always be free to do things that other media cannot, because... that's the point of it being its own medium.

    --
    http://alternatives.rzero.com/
  37. Not all games need to be the same.... by Sir_Sri · · Score: 4, Interesting

    Some games are interactive cinema, some are interactive worlds, some are freeform (i.e. sandbox), some are on rails.

    You can't rail on super mario for being too linear. The whole point is that it's a linear experience. You can argue, correctly I think, that some games can be a bit too story, or a bit too open, or at least in some ways.

    In Star wars, the old republic MMO you have this very concrete story line that runs *you* through all these planets and so on. That works well until the point where you hit level cap, and every other sith/jedi you see is a member of the small elite dark/jedi council, and you are into the actual business of an MMO which is the hampster wheel of gear progression and finding stuff to do every day. It's so linear to start, the entire thing, that when you get to level cap it's a jaring experience to not having 4 quests in your log for the next hub and somewhere to go.

    Skyrim is an example of a bit too open. There *is* a plot there. But you can almost completely miss major portions of it, and you can't realistically see major plot differences without multiple play throughs of an easily 80 hour game. That *can* be good, but it's so big and vast that you have almost no sense of how alternate versions would play out (think the civil war story line that runs along with the rest of the game). And there's huge parts of the world you can easily miss (the giant underground area for example) even if you are spending a lot of time exploring. You might just find these little elevator you can't get into, which unlocks a whole other world, or just a room with a free sword, and you don't know differently, and you just move on, never knowing what you missed or what you could have done to find it.

    Both of those are very nitpicky examples to try and be illustrative with current games. I think as an industry we have discovered that most of the time people want a compelling story or plot that they can play through, and that sort of sits on top of their playing in big open worlds. For every Skyrim or WoW or SWTOR that people have they also want some CoD's, some Uncharteds,and some Mass Effect's. There's room in the market for everything, and when you're competing for gamers time more than money you don't really want to sell them a game they can't play. You can bet big, and win, like skyrim, which is also the 5th in a series, but you could also bet big and have no one know who you are (Divinity II: Ego Draconis).

    1. Re:Not all games need to be the same.... by Kharny · · Score: 1

      Swtor is the prefect example of overkill in this, huge storytelling cutscenes for even the smallest quests, which made me skip more and more of the dialogue.

      Worse was that there was very little real change in the storyline, no matter what you chose to answer.

      --
      Make a man a fire and he will be warm for a day, set a man on fire and he will be warm for the rest of his life
    2. Re:Not all games need to be the same.... by Sir_Sri · · Score: 1

      It's certainly an odd problem. You kind of saw it with DA2. the idea that you know what all of the different outcomes would be, even if you didn't pick them, so you're not missing out if you only play through once.

      I guess that's good, especially in such a long game (or in an MMO where you're unlikely to role a second of the same character class, making exactly opposite decisions or something), but it does feel overdone. It's like they got so wrapped up in their own little teams telling their own little stories that they never sat back and thought 'what is this like to someone who sees the whole picture from the outside'.

    3. Re:Not all games need to be the same.... by drinkypoo · · Score: 1

      Worse was that there was very little real change in the storyline, no matter what you chose to answer.

      You've finally put your finger on what's pissing me off about Septerra Core. I have dialogue I can click on or not and it doesn't mean anything. Like, all of it.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  38. I agree by HaZardman27 · · Score: 3, Insightful

    Games are meant to be played. Watching a cutscene is not playing a game. As one of several metrics, I judge the quality of a game by its level of interactivity. If I am not controlling the story, even if it is as simple as making story decisions like in the Mass Effect and Witcher games, then I am only an observer of the story. In that case, movies and books are much more effective mediums for telling a story. The whole point of automated games is that the level of interactivity can be increased without the player needing to worry about the implementation (such as you would need to do in pen-and-paper RPGs like DnD or GURPS). This is precisely the reason why I don't enjoy JRPGs - to me they simply feel like a very tedious and drawn-out way to watch an anime.

    --
    Apparently wizard is not a legitimate career path, so I chose programmer instead.
    1. Re:I agree by Hatta · · Score: 1

      As one of several metrics, I judge the quality of a game by its level of interactivity.

      That might work for a personal metric, but I wouldn't take game recommendations for you. Some people like punctuated interactivity.

      In that case, movies and books are much more effective mediums for telling a story.

      But movies are dreadfully boring. I like stories, but 90 minutes of nothing to do is too much. I can't remember the last time I watched a movie and didn't find myself checking the time halfway through.

      Games, on the other hand, are participatory. That keeps me interested. I like the story, but I want to participate, not just hear it rote. As a result, I finish every 80 hour RPG I start.

      --
      Give me Classic Slashdot or give me death!
  39. Omaha Beach by Hatta · · Score: 4, Interesting

    Medal of Honor was created by Steven Spielburg, who directed Saving Private Ryan. Accordingly, the assault on Omaha Beach in MoH:Allied Assault is the closest thing I've seen to Saving Private Ryan in game form. And you know what? It works extremely well. That is still one of the most compelling game sequences I've ever played, some 10 years after the fact.

    --
    Give me Classic Slashdot or give me death!
    1. Re:Omaha Beach by Anonymous Coward · · Score: 0

      I watched "Saving Private Ryan" because I kept dieing in "Meda of Honor: Alliad Assault". After watching to movie, which I do not regret at all, I managed to get ahead in the game.

      P.S. Jaffe can kiss my ass.

  40. Except... by forkfail · · Score: 1

    He said games have been enjoyed by people for millennia, and that there's no real history of injecting story and emotion into games with really successful results.

    Of course, the history of virtual reality is only a few years. We make our VR entertainment game centric to give it purpose and structure, but it truly is a whole new area.

    --
    Check your premises.
  41. In a word to his point... by Anonymous Coward · · Score: 0

    In a word to Mr. Jaffe's point; "Rage"

  42. He is a whiny baby.... by Lumpy · · Score: 0

    Whiny that Mass Effect and Dragon Age games, each version outsell everything he has ever made in his life.

    My problem is that ME1 and DA1 both were VERY GOOD in control and customization, then some idiots got their hands on the games and dumbed them down.

    Twisted metal was a fun game but it was not a fantastic game that made me want to play it obsessively over a long period of time. Mass Effect and Dragon age as well as Rage, Etc... all give the player a very strong desire to keep playing it until they finish it.

    twisted metal was only placed once in a while when friends were over.

    --
    Do not look at laser with remaining good eye.
  43. Yes by 0123456 · · Score: 1

    One of the reasons I stopped playing many games was because they started making me spend more time in cut-scenes than gameplay, and forcing my character to do things that I would never have done in order to advance the story in the direction they wanted to force me to go. Not only that, but the three-hour-long cut-scene would be created by frustrated wannabe movie director who was a wannabe because they had no clue about how to cut a movie scene, with random cuts between shots and dialog that gives me the same information six times before it moves on to something new.

    So, please God, game developers listen to him and stop trying to force a story on top of a game that would otherwise be fun. I have a lot more fun in, say, the GTA games by just driving around doing stuff than playing the tedious story missions.

  44. Wow by unity100 · · Score: 1

    (or at least the advent to me) of real time strategy games like Age of Empires and Warcraft I & II

    if you think rtses made their appearance with aoe or warcraft i, you are way too young.

    rtses were there before dune 2. dune 2 made rts mainstream. you know dune 2 as command & conquer or red alert now. the franchise is basically the same as it was back in 1993 in dune 2 form.

    1. Re:Wow by Anonymous Coward · · Score: 0

      Warcraft I came out not long after Dune II. I love both games, and I've played them both back then. So no, if somebody remembers Warcraft I he is not "way too young" to remember Dune II. And, besides that, C&C and Dune II had much in common, but still I don't think that anyone who played them could confuse them.

    2. Re:Wow by Anonymous Coward · · Score: 0

      if you think rtses made their appearance with aoe or warcraft i, you are way too young.

      rtses were there before dune 2. dune 2 made rts mainstream. you know dune 2 as command & conquer or red alert now. the franchise is basically the same as it was back in 1993 in dune 2 form.

      Maybe I'm just having trouble understanding you - but Dune 2 is only 2-3 years younger than all the other games mentioned there...

      C&ampC: 1995
      Red Alert: 1996
      Warcraft: 1994
      AoE: 1997

      Sure Dune 2 was first - but that's really splitting hairs dude. I wouldn't really compare AoE and Warcraft to the C&C / Dune 2 style either - there were enough differences in the game-play for those of that love RTS to distinguish between them.

  45. actually sounds like an arrogant twit by Anonymous Coward · · Score: 0

    Small penis, big ego and can't take criticism: http://www.wired.com/gamelife/2007/05/jaffe_slams_joy/

  46. I have an opinion! by thefixer(tm) · · Score: 4, Insightful

    Had to speak up here. Games that don't focus on plot become repetitive and thin. I like Gears of War, I like Vanquish, but at the end of the day you're repeating the same challenges that just increase the difficulty and put a spin or twist on the next level's boss.

    I bought an Xbox the day Halo came out, played it all night and beat it by noon the next day. I was CONSUMED by the whole experience. There was a reason WHY I was there killing all those aliens, I felt I understood my character, but most of all, I felt like the days of repeating boring levels that just get a little harder and a little different were over.

    The first game I ever beat was Zaxxon, flipped the score back when I was wearing wooden underwear and riding around on dinosaurs. It was fun, when I was 8 or 10. Then I grew up. And funny thing, the games that consumed me in junior high were the games that were all plot. Bards Tale, Wizardry, games that dropped me into a world of fantasy and told me a (good) story along the way.

    Today, I have a family, job, other obligations and I only get to play games occasionally. What I choose to do with that time isn't about killing the next boss, it's about the journey through the whole world.

    Right now, the few precious moments I spend on video games is in Fallout New Vegas. And while I'm sitting there in my comfy couch with my giant screen and my awesome sound system, the only thing I'm thinking is "What happens next?"

    1. Re:I have an opinion! by 0123456 · · Score: 3, Insightful

      Had to speak up here. Games that don't focus on plot become repetitive and thin.

      My three years of playing Unreal Tournament would disagree with you. In fact, I'd say quite the opposite: games which _do_ focus on plot become repetitive because _the plot is the only thing you can do_.

      Or do you think that the NFL should introduce a plot into football games so the audience don't get bored of the repetitive gameplay?

    2. Re:I have an opinion! by thefixer(tm) · · Score: 3, Interesting

      Different category entirely. UT and Quake are games you play against other humans. Same applies to sports games against people. People are infinitely diverse, so if you play a person, you get infinite diversity. Now Madden NFL, and the real NFL...like to admit it or not, has plot. You pick a team, play a game or a season differently and you will get a different season. Your season's and games change every time you play. The game would be phenomenally boring if it was the same every time you played it. The complexity of the engine is creating a plot for you. Takes into account your play, what and how you've done in a season and adapts.

      And I'm sorry, but you didn't play UT for 3 years and stay on the same map with the same game type...so even you need variation in the plot to keep you interested.

    3. Re:I have an opinion! by HapSlappy_2222 · · Score: 1

      I agree with you 100%. I'm also at the point in my life where I have little time to play a game - and when I do, if it doesn't have a good enough ratio of gameplay to story, I don't play it any more, especially when there are other games out there that get it right.

      I'm playing Dark Souls now, after just finishing Demon's Souls, and while the stories aren't high-end RPG stuff, there's still enough background to make the games compelling enough to play. They're both extremely punishing of mistakes, but because I know why my character is where she is, and why she needs to move forward from that point, I've become engrossed in the game without giving up. I don't think I could give what little time I have to a game if it was all difficulty with no storyline reward (even if the only "story" reward is a new NPC to chat with, or the description on an item the boss drops, or a neat new sword engraved with an ancient knight's initials). I'm learning about the world in a unique fashion, but I'm still learning. The games could have easily left out these small touches, according to Jaffe, but guess what? They would have suffered tremendously, I'd have gotten supremely bored, yet another game would have been put on the shelf or to a Gamestop to gather dust, and my love for games and the gaming industry would shrink just a little further.

      I play to be challenged AND entertained these days - if I just wanted to be challenged without entertainment, all I'd have to do is come to work more, and that's doesn't cost me money - it earns it! So, to sum up, fuck games with no stories.

    4. Re:I have an opinion! by Suddenly_Dead · · Score: 1

      So randomly varied gameplay counts as plot? That's probably a different definition than everyone else is using, and it's interesting.

      I play 4X strategy games. I don't play online. They don't wear thin, because things are different every time. They also don't strictly have a "plot" as it's normally understood. I can make one up as I go, but it's not in writing.

    5. Re:I have an opinion! by HapSlappy_2222 · · Score: 1

      The NFL does have an overall story arc (albeit a simple one). The lead-up to the Superbowl. Without the Superbowl, the NFL season would have no climax, and the story wouldn't end. It'd be boring as hell, as would any other professional sport. =)

      Still, your point is a good one. Some games can stand on their own without story, but I think it's because these games are competitively fun. I don't think anyone could play single-player UT over and over for 3 years straight without wishing turn one of the guns on himself. Rather, it's fun because you're learning, improving, growing, and (above all) competing. These games are, by their very nature, apples to a story-driven game's orange.

      The GP's point was that, to folks like him (and myself), a game needs something compelling enough to spend limited time playing through it even once, let alone multiple times. Games like UT get VERY old to folks that can't or won't dedicate the time to get good enough to be competitive, or spend time making us sit in a lobby waiting for a match, and end up feeling like a big waste of time rather than an entertaining diversion.

      Of course developers should keep developing non-story games, or any other games that make money, but it seems we've arrived at the point where a respected (?) industry expert is saying story-games are pointless and bad. To me, this means too much emphasis is being put on the gamers that have the time to play various no-story games competitively. As these gamers get older and start families, their time dwindles*. Ignoring the proven historical success of story-driven games and expecting them to continue playing Call of Duty 17 with their 40-something frat-buddies is a very foolish mistake.

      *Important Note: It doesn't matter what she's promising you now.
      Even worse: She'll also promise that getting married and having kids won't change how often you get head, but that's a lie too.
      Worst of all: We all have fantasies of gaming while getting head. Yes, it would be an awesomeness to transcend all other awesomeness in the history of mankind. However, if this does happen, she *is* about to bite you.

    6. Re:I have an opinion! by Anonymous Coward · · Score: 0

      Or do you think that the NFL should introduce a plot into football games so the audience don't get bored of the repetitive gameplay?

      What do you think ESPN and commentators are for?

    7. Re:I have an opinion! by kramerd · · Score: 1

      There is certainly a plot in the NFL. Rivalries between teams, fantasy football leagues for those who don't have favorites, villain/hero quarterbacks, the playoff race...you cannot seriously claim that what compels you to watch a specific game is individual gameplay. You choose to watch a specific game because the outcome matters. This is the definition of story.

    8. Re:I have an opinion! by TheVelvetFlamebait · · Score: 1

      Here's another example, different in flavour to yours: Braid. At no point does Braid become repetitive or thin. It's consistently challenging, stimulating, and lots and lots of fun throughout its relatively short span. And while it has some semblance of a plot, by no stretch of the imagination does it drive the gameplay.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    9. Re:I have an opinion! by Anonymous Coward · · Score: 0

      Or do you think that the NFL should introduce a plot into football games so the audience don't get bored of the repetitive gameplay?

      Ironically, that might actually get me interested in football for once.

      Of course, I do have standards though, that's why I don't watch "professional" wrestling (which is a sport driven by [shitty] plot).

    10. Re:I have an opinion! by Anonymous Coward · · Score: 0

      I smell something cool here .. it could be like wrestling .. maybe a McMahon could run it .. Let's brand it something extreme .. like Extreme Football League or XFL for short. I bet that would be a huge success!!!

  47. Two Types of People by eegad · · Score: 1

    Without speculating which category Jaffe falls into, I've noticed that there seem to be two types of people - those who go through life looking for meaning in it and those who go through life just trying to figure out how to get to the next [fill in the blank]. While meaning may not be strictly necessary for a challenge/reward based game, it certainly is appealing for some.

  48. And no one cares. by JustAnotherIdiot · · Score: 1

    This strikes me as something similar to what the Sims creator said. And I'll say the same thing I said to that one.
    We get it, you lack a critical element to draw people into your game, just shut up and go back to your corner.

    Personally? While I do like the more story-lighter games as opposed to the story-heavy games, games with little to no story drive me nuts.
    Especially so with games which have the same "Go kill stuff" as the objective over. and over. and over.
    I'm not a fan of mindless violence. I prefer my violence to have purpose.

    --
    What do I know, I'm just an idiot, right?
  49. This is hilarious by Pluvius · · Score: 1

    David Jaffe of all people is criticizing story-driven video games. Keep in mind that this is the guy who thinks that tits and ultraviolence are basically all you need to make a game compelling. Keep putting your closeted fratboy fantasies on display all you want, but don't bitch when the rest of us decide to keep playing in the big-boy pool, OK, David?

    Rob

  50. Stories are good and bad by Anonymous Coward · · Score: 0

    Obviously all of this is very subjective but main problem is not the stories or even the cutscenes. The problem with many modern games is that they make me lose control of the character and/or the camera.

    The best way to do story is like in HL2. The game has some quite long dialogs but they don't force camera angles or player movement on me. This means that during the dialogs the player is free to jump and look around and of course hit stuff with a crowbar. This makes the game very immersive to me.

    In the middle we have games that use the game engine to render cut-scenes like in GTA or in WoW. I am not a big fan of those but at least they usually look good and you can most of the time skip them. You can sometimes control camera angle but rarely the character.

    The worst fo all is 720p full screen movies. Most of the time, because I play on a PC, the in game graphics are better than the pre-rendered video. Why the hell make the video in the first place? Most pre-rendered FMV look like crap. They will also obviously remove all freedom from the players. The absolute worst example I tried was Ghost Busters the video game. You can spend more time in this game watching movies than busting ghosts. It's not exactly surprising since it's based on a movie but why make a game in the first place if your scenario was made for the cinema?

  51. No story is better than bad story by Hentes · · Score: 1

    While some games have good stories, it is very rare. Most of the time a story is put in because the designers feel they have to do some. Most games would, in fact, be better off if the effort was put into the actual gameplay. That doesn't mean games with stories are inherently bad, but shallow stories are all too often just disguises under which you are sold the exact same thing.

  52. Fun: You are doing it wrong by Ragun · · Score: 1

    Well I would say if the person playing is having fun, the developers are doing it right.


    Its like pitting SWTOR against Minecraft.

    SWTOR is a story driven game taken up in large part with interactive cut scenes, sitting ontop of a standard MMO.
    Minecraft is an endless world to explore and develop, relying on the player to simply enjoy and manipulate the enviorment.

    I like them both, and twisted metal was fun, but I have spent more time player SWTOR.

  53. The real issue... by blahplusplus · · Score: 3, Insightful

    .... is hardware power allowed computers to create graphics that allowed cinematic elements to take over and because we as gamers love both cinema and games we are now highly confused consumer base when it comes to games. I admit to being spoiled by the likes of Call of duty 4 and mass effect but even I know that the awesome hollywood cinematic aspects do detract and take away resources from the game. Where we are just playing the same games with different stories and the gameplay isn't going anwyhere.

    I still look at high watermarks for gameplay in Quake 3 and UT2004 and see that gameplay has frozen in time, instead of explore new game modes. Gamers have become satisfied with a basic level of gameplay and just swapping out models and narrative. Lets be honest we are all guilty here to some extent. No one really escapes and Jaffe is correct that story should serve gameplay.

    Just because computers now have the hardware power to render cinematics and hollywood special fx doesn't mean they should dominate. Let us remember games like civilization 1 for instance. A game you can come back to and play many times. Most modern games completely lack the replayability element anymore because they are so cinematic focused. We've come to substitute gaming with a cinematic experience and it has had negative effects on games since there are not enough resources to go around so publishers and developers have to pick what they think will get them the most sales (hollywood or gameplay?) most go for shoving story into the game and cutting back on gameplay since most gamers are now older and don't really like gameplay anymore (it's true lets face it, whenever you hear and old codger complain about 'grinding' in an RPG or repetitiveness in battle systems, that's you decrying gameplay).

    Another real issue is many modern gamers don't want to be challenged. It's too easy for all of us (and we've all done it) to be passively awed by the audiovisuals for that brief moment of stimulation but then you never pick up the game again. How many modern games have you actually replayed or gone back to? After the cinematic experience and rush is over you rarely go back. I still go back to older retro games from time to time.

    I remember when replayability used to be front and center. Older gamers prefer more story driven games and less gameplay because they have 1) less energy and 2) are time constrained so they perceive marathon sessions as a 'waste of time' and 'grinding' because now they are part of the rat race. But there is still an element of them having 'grown out of' gameplay.

    I am one of those people for who the last 10 years of gaming has been complete creative loss. I'm gameplay guy first and I positively hate the dumbing down of games to insert story and narrative and "the awesome button" where challenge and interactivity has been stripped away. You can especially see this in Deus Ex human revolution. I went and replayed Deus Ex the original before playing HR and I really do miss the gameplay first approach. The world in the original DX was just so much more compelling as a game despite it's aged graphics.

    Modern games try to cater to all audiences and the easiest way to do this is just copy/paste from hollywood given the expensive nature of modern game development.

    I think most people misunderstand Jaffe's argument, he's not saying story can't be done well or that games shouldn't have stories. But the story of a game should be in service to the gameplay. What a player is doing 90% of the game should take precedence over passive elements that are one time only (story/cinematics). There are only so many times you can watch a cinematic, but you can always replay a game like Civilization or alpha centauri and be sucked right back in and that's totally missing from our modern AAA hollywood infested games.

    They are entertaining no doubt about it, people get emotionally attached the properties and characters. But lets' be honest shall we? We won't be saying "just one more t

    1. Re:The real issue... by Culture20 · · Score: 1

      There are only so many times you can watch a cinematic, but you can always replay a game like Civilization or alpha centauri and be sucked right back in and that's totally missing from our modern AAA hollywood infested games.

      Without an arcade style insert-coin, they can't monetize the replays, so making the games bland enough is part of the intent. "No, that's too fun! Ideally, we want them to tire of the game just as the new one launches, not before, not after."

  54. Why not have both? by viperidaenz · · Score: 1

    Half the reason I play Starcraft 1 & 2 is for the story line. Does that mean they compromised on gameplay?
    Same goes for Diablo 2
    A game needs both a story line and good gameplay. The problem is game developers compromise one/both of them for release dates and budgets.

  55. Doesn't matter by Anonymous Coward · · Score: 0

    When people who make a living providing entertainment start telling YOU what YOU should enjoy it's time to just stop feeding these idiots...and saving private ryan was a boring film...

  56. He acts like we've never had decent story telling. by Anonymous Coward · · Score: 0

    I love both freeform games and story driven games, but let's not pretend that we haven't had fantastic story telling in games before. If we take the best of the best of video game and movie story telling, then the story-driven games beat the best movies hands down.

  57. I politely disagree by Anonymous Coward · · Score: 0

    I for one love a good story that's well told in any medium and can't wait for tomorrow's release (well, re-release) of Dear Esther

    http://dear-esther.com/

  58. Not either/or by lucm · · Score: 1

    My favorites games lately: LA Noire, Deus Ex Human Revolution and Skyrim. Last year I really enjoyed Heavy Rain and the expansion packs for GTA4.

    I think that in a gamer's collection there is room for more than one kind of game. And stuff that is clearly an hybrid (like RAGE) misses the point IMHO.

    --
    lucm, indeed.
  59. I disagree, plain and simple. by Tyr07 · · Score: 1

    Need for speed - story made me feel like I was being chased and a bad ass car driver. Gameplay was good, but the story really added to it. (Newer versions)

    Mass effect 1 & 2 (I still dream of 3). When people are all oh..oh..it's shepard. I feel badass. Then when people shoot at me, I feel like I don't take shit from anyone, and I run up, beat them down with my gun, shoot the next guy, lift one up and toss him over a railing.
    Game play is great, and the story really added to the atmosphere.

    The ending with tali was very emotional, I *can't* wait to proceed further and get more story, and I love the gameplay still, but I MUST have more story.
    It's increidlby epic and enriches games in untold ways.
    Thank you bio. I did not pirate your games, I bought them, because I love you.

    There are games out there that are more story than gameplay - those can start to suck. What it's all about is balance.
    You need enough engaging story to get players fired up and paying attention, then toss the power into their hands to create the story and play.

    1. Re:I disagree, plain and simple. by Anonymous Coward · · Score: 1

      If you disagree you can't use the newer need for speeds for an example. It is exactly what this guy is talking about incorporating the gameplay into the story. Your not following a pre-set path through a planned racing career, your out on the streets making your own choices, choosing your own game, even tweaking the car.

  60. take a moment by unity100 · · Score: 1

    and imagine that every game was like fallout 3, pirates !, simcity and so on.

    you would have a game to pick depending on the mood you have at that time and day. sure, you couldnt take too much of simcity. but, you could switch to pirates !. or fallout 3. (even if it has narratives, its pretty much sandbox). or the other game 1, or 2, or 3 and so on.

    instead, you are switching narratives today. like, books. you are always reading books, and you dont have the option of not reading a book.

  61. Either, or, or both by woodycat · · Score: 1

    A game just has to be good. I don't care about storyline unless it's a bad story line. It shouldn't get in the way of a good game.

  62. Not much of a gamer... by Anonymous Coward · · Score: 0

    ..however I did try Battlefield 3 when it came out. I remember right at the beginning of the game, my character fell off a train car and I was prompted to tap a button repeatedly to get him to climb back up. What kind of crap gameplay is that?

    1. Re:Not much of a gamer... by Anonymous Coward · · Score: 0

      Too right i can't stand quick time. especially during a cut scene, and especially with an entirely new control set.

  63. Games tell some stories better by Ragun · · Score: 1

    Different mediums provide different advantages.

    Movies have the advantage of being able to show you a story the same way every time, and they can refine every piece. Thats a big advantage.

    Videogames put you into situations and give you a practical connection to what is going on. Its an advantage, but its more difficult to utilize.

    I'll never forget Final Fantasy VII, the first RPG where a party member dies. People die in movies all the time, but in a game, it actually effects you on a practical. You can't play that character any more. You won't get to use her future abilities, you won't be able to take advantage of her stats, and nothing you can do will change that. Sure, thats nothing compared to an actual person dying, but having even a small amount of actual loss gives you a different perspective, in a way non-interactive media cannot.

    1. Re:Games tell some stories better by Anonymous Coward · · Score: 0

      like having to incinerate your helper cube in portal to get to the next level.

    2. Re:Games tell some stories better by Anonymous Coward · · Score: 0

      "...Final Fantasy VII, The first RPG where a party member dies..."

      If you don't count FF2 (Numerous), FF4 (Tellah), FF5 (Galuf), FF6 (Shadow, potentially), Phantasy Star 2 (Nei), Phantasy Star 4 (Alys), Fire Emblem 4 (Numerous), etc, etc...

  64. I COMPLETELY agree with him! by stevenfuzz · · Score: 1

    I mean, it is certainly the case that every person who plays video games is playing those games for the same reason! Seriously, name ONE SINGLE GAME game (other than Heavy Rain, Uncharted, Bioshock, MGS, Final Fantasy, Zelda, and most of the best games ever made) where the narrative is as important as the game-play. My theory is that he is jealous, because his games will never compare to most of the greats, which more or less center around exactly what he argues against.

    1. Re:I COMPLETELY agree with him! by Culture20 · · Score: 1

      Most of the Zelda games had rather pointless and sometimes incomprehensible narratives. Same with Final Fantasy. The gameplay saved those games.

    2. Re:I COMPLETELY agree with him! by stevenfuzz · · Score: 1

      I was kind of thinking that Zelda was an early game that had a focus on narrative as well as gameplay. I mean, you are right, but, it wasn't breakout or pong.

    3. Re:I COMPLETELY agree with him! by simerly.d · · Score: 1

      I enjoy the Final Fantasy stories, I am a huge fan of fantasy. Not to mention, the graphics for the Final Fantasy cutscenes were beyond any other game that was out at the same time. All this debate is all dealing with opinion anyways. Obviously there are different games because people enjoy different things.

  65. Have game makers been seduced? by Culture20 · · Score: 1

    Have game makers been 'seduced by the power and language of film' at the expense of gameplay?

    The Dig

  66. There's a place for both by Ameryll · · Score: 1

    I like KOTOR, Dragon Age, and many others because they tell an interesting story. I love Dragon Age because I get to manipulate that story. I really could care less about the gameplay as long as the UI is polished and sensible. But that's me. Someone else may like game-play and not care about the story. Both of these viewpoints are fine. Both together is an awesome combination.

  67. You can do all 3. by Anonymous Coward · · Score: 0

    Why not do both?

    Interactive Films aren't a new concept
    They have been done as far back as the late 80s I believe (speaking of American Laser Games if anyone remembers), and all the way up to now with Heavy Rain.
    And while Heavy Rain wasn't absolutely brilliant, it certainly showed the right way to go about things to some extent. (some bits were a little.. naff I guess, and walking was painful)
    It had pure story sections, and then it had pure game sections, such as moving through those wires without being electrocuted to death.
    Others were a mish-mash of the two using the QTE system to trigger certain events, such as the car scene.

    Some games just plain cannot have any story and can only be game.
    Likewise, some things can only be almost entirely story, in which case it is either a visual novel or a film with intelligent chapter selection.

    There is space for all 3 of them in this town.
    Why can't they all just... get along?

  68. Typicaly Jaffe by Anonymous Coward · · Score: 1

    Jaffe has made two games in the last decade and a half (multiple versions of the same two games). God of War was basically a movie you pressed buttons to. The rest of his games are the same tired play mechanics from 1995 and all but one have the same name as that game from 1995.

    When Jaffe becomes a game developer with actual contributions, I will value his words. Until then he's the same drunk dick head he's always been.

  69. Different strokes for different folks by Anonymous Coward · · Score: 0

    Seriously, this is a bit like somebody saying that all books that aren't written like a Stephen King novel are trash.

    This guy harshes on story based games. Fine. HE doesn't have to play them. Some people enjoy differnt kinds of games.

    Just because you have one sort of successful action game doesn't mean you can trash on all the other genres of games.

    This guy is clearly a douche.

  70. Story is the only part of the game that counts by Anonymous Coward · · Score: 0

    Jaffe thinks the main question is 'How the **** do I get to that rock? How do I get to the exit?'. I'm not interested unless I know why the f**k I want to get to that rock. This guy is a stooge.

  71. Anything goes by edis · · Score: 1

    Have been enjoying all kinds of computer or board games and toys - every form can be very successfully done, none can be put down as unsuitable. Of storytelling games, Shenmue for Dreamcast was one of the most impressive games to experience. It was epic thanks to the seriousness of approach to the story simulation and talented implementation.

    --
    Servant of karma
  72. Another point of view by eulernet · · Score: 1

    Disclaimer: I've been a game programmer during 25 years. My first games were done alone, and my last games were with teams of 40+ people. I quit 8 years ago.

    What Jaffe says is totally true NOW.

    Hollywood had always been jealous of the success of the games industry (a game costs a fraction of the price of a movie), and games companies always wanted to become like movies companies (because there is a real promotional network).
    In France, the most famous example is Cryo, which was so much oriented towards movies that it finally disappeared.

    In my opinion, these are totally wrong points of view.
    Cinema cannot be games, and games cannot be cinema, because a movie and a game are not built the same way:
      - a movie can be storyboarded from the beginning to the end, with every plan drawn to maximize the impact. There is no place for improvisation.
      - games are software. You cannot plan software, it's a totally different way of thinking. A game evolves until it's finished.

    I worked on heavily storyboarded games, and they were shitty, there was no sense of "freedom".
    And I'm pretty sure that a movie will fail if it's not prepared enough before starting its filming.

    Before, I explained that Jaffe was true NOW.
    Around the year 2000, I witnessed an interesting game project, which was an adventure game where the ending was changing along with the hero's actions (at that time, I was working on Omikron the Nomad Soul). The project never appeared, because I think that people were too much focused on technology instead of concentrating on finishing the game.

    So, now, I'm pretty sure that storytelling needs to be rethought to give a proper game.
    Storytelling for cinema cannot be transposed to videogames, a new level of abstraction is required.
    A few ideas appeared, but no formalisation has been done, so I guess storytelling for videogames is not enough mature.

    In the future, I think that storytelling will evolve to match the challenge of designing games.
    Currently, it's like creating games in 2D, and expecting that they will transpose in 3D without any effort.

  73. Utterly disgusting... by Requiem18th · · Score: 1

    Utterly disgusting is how I find this statement:

    Jaffe said, he believes that it's important to attach a game to strong IP, because that's a way that the player can connect to and relate to a product.

    Did he use "strong IP" to refer to plot and characters? It doesn't surprise me that a person who refers to works of art as mere "IP" doesn't get games and won't get any respect from me. I'd make sure I never have to sufer playing one of his "IP".

    --
    But... the future refused to change.
  74. Games *are* movies, in case you hadn't noticed. by rocket+rancher · · Score: 1

    A movie is just a game with a really crappy user interface. Games provide entertainment to people with enough disposable income to waste on them, just like movies. And just like movie studios, the game studios don't risk their money on unknown or untested content. Hollywood has figured out that it can raid your childhood memories, wrap them up with some eye-candy special effects, and sell them back to you at a tidy profit. If Hollywood could figure out how to make movies to be addictive like games, the gaming industry would be in trouble, and not vice-versa. Game studios can, unlike their Hollywood counterparts, addict their demographic targets, so once they find a profitable formula, they can stick with it forever. But Hollywood hasn't figured out how to create an addiction yet; they have to rely on farming each new generation's fantasies for next summer's releases. That's why Hollywood gives us serial iterations of the same formula every summer, hoping they can figure out the next childhood fantasy to exploit before people stop paying to see the current crop.

  75. From the man who brought you Twisted Metal by Beelzebud · · Score: 1

    I'm sure he'd love it if the landscape were nothing but lame brainless games where the objective is to just blow stuff up, but some of us actually like having games with a story. Here is something he might not be aware of: There is room for all kinds of games, including ones he doesn't like playing.

  76. That being "One Expert's Opinion" by Gimbal · · Score: 2

    My being a non-expert, decisively, about computer games, I know that I mostly like story-telling games. I like a compelling narrative in an alternate reality simulation, such that a game represents - for instance, Dragon Age Origins, and Half Life 2. In my opinion, HL2 itself makes the most superbly well crafted and well presented scifi narrative of any scifi game I've ever seen - and I've seen ...some few.

    DAO, then, I think tops it in the playability-with-narrative field - by far, in contrast to the dragging storyline of Mass Effect.

    Thinking of DAO, I like The Witcher 2 in its plot - I think it has a really intriguing plot - but to me, it's awkward in the playability (namely for player actions and player controls), and too heavy-handed on the graphics. (Granted, I'm not trying to impress anyone, when I say this.)

    Heck, I even like the story-telling in Ur-Quan Masters - that, along with the planetary lander bits. Those are fun. It's a slow game, I know, and life is just so fast-paced, these days....?

    I like Flatout Ultimate Carnage and Burnout: Paradise, also. Those are fun driving games, where crashing doesn't result in injury. In Flatout, it even results in "points."

    I don't think FPS games without a notable narrative are so fun, though. That's my own view on the FPS genre. If there's no storyline, I start to ask myself, "Why am I here, playing this alternate reality simulation, again?" I'm more literary, though. Some fewer of us are, these days.

  77. Partly due to Marketing pressure by LordZardoz · · Score: 1

    In order to get publishers to throw cash at a game, you need to impress them in some manner. In order for a high profile AAA game to sell, you need to be able to put together an effective commercial.

    A 'Saving Private Ryan' intro is impressive. It can show off the graphics, and anyone seeing that can intuitively understand what is going on. But if you throw a controller / mouse + keyboard into the hands of a marketing executive to get them to play the game for 10 minutes, your going to have 10 minutes of an executive trying to figure out unfamiliar controls and getting killed.

    Gameplay can be king, but in order to get the several million dollars needed to make the damn game, you need a strong visual element. It is easier to sell a damn good story then to sell a game description of "a deep and fast pace fighting game like Soul Calibur with better controls".

    Basically, the bigger the budget, the more likely you are to be railroaded into a story.

    The other side of it is that a wide open world with lots of branching in the story is cripplingly expensive to create. Do you really think they sat on Grand Theft Auto 5 so long because they had problems convincing the accountants it was a good plan? They needed the time to build the vast amount of content for that game. Same for Skyrim.

    END COMMUNICATION

  78. Frictional Games will leave you in the dust, Jaffe by Anonymous Coward · · Score: 0

    The devs of Amnesia are doing the opposite: removing traditional gameplay elements completely to drive the story better, and are having huge success. Emotional, story driven games are something we're only now learning how to do well, and the demographic for these games is huge and growing. Not everyone is into twitch gaming, and even gamers like variety in what they play. Like art and poetry, the developers that will be remembered and copied 10 years from now are the ones that have emotion and storytelling, and break the rules when doing it.

    http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success

  79. Bioshock by Cratylus_DS · · Score: 1

    Is Bioshock better than his game?

  80. Then there is by Anonymous Coward · · Score: 1

    Excellent RPGs like The Witcher- for whom cutscenes are essential to the story.

  81. Survey says by itchybrain · · Score: 1

    All these differences in opinions between game developers can only lead to good things for us gamers.

    Out of curiosity, I went over to metacritic (as an example) to see for myself what were the top three PS3 games between 2006-2011 and whether there is any evidence that suggests cinematic/story in games has fallen out of favour among gamers. I let you be the judge.

    2006:
    Resistance: Fall of Man
    Fight Night Round 3
    Gran Tourismo HD Concept
    2007:
    COD4: Modern Warfare
    Elder Scrolls IV
    Rock Band
    2008:
    GTA IV
    LittleBigPlanet
    Bioshock
    2009:
    Uncharted 2
    COD: Modern Warfare 2
    Street Fighter 4
    2010:
    Red Dead Redemption
    God of War 3
    Super Street Fighter IV
    2011:
    Batman: Arkham City
    Portal 2
    Mass Effect 2

  82. metacritic top games? by Lazy+Jones · · Score: 1
    Everyone knows that metacritic is suffering from biased user reviews and most of the press is corrupt as ever (write a bad review - don't get early peeks on the next game - lose page views and money).

    If you want to know what a "good game" is, look at the top played games on Steam. They don't represent the whole market (since not everything is available on Steam), but are a much better indicator for games people actually play longer than a few hours.

    Steam & Game Stats

    The awesome storytelling of L4D2, CIV 5 and CS must be responsible for their staying power. ;-)

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  83. One of "those" gamers by StoneyMahoney · · Score: 1

    Played, and later worked (if you can call it that), at a LAN gaming centre for a good few years. I'm familiar with the mind-set of many gamers - that gameplay rules uber-alles. A lot of those guys tend towards disdain for anything that detracts from gameplay for even a millisecond, as well as anyone who tolerates those distractions.

    There was one guy, a very unfortunate case, that I'll never forget. I was playing WoW a few weeks after it's release and he asked what class I was before. I blinked and asked "before what?". As our confused conversation continued, I realized he assumed I had previously been a Dark Age of Camelot player, the long-standing LAN centre favourite fantasy MMORPG. When I told him I'd never played it, he sneered at me and never shared a civil word with me again.

    At first I chalked it up to the clannish divide that was growing in the place between hardcore DAoC players and cute WoW players. Later on he told me that the only games he would ever need for the rest of his life were DAoC and Counterstrike. I don't think his claim was hyperbole, he genuinely believed that at the time. I later realised his only source of pleasure was triumph over other players. I could understand the attraction - I was a competitive Counterstrike player, Planetside lover and I've recently started playing Navy Field (retro trip!), all of them pure PvP games with no plot to get in the way of the action. Thing was, this guy didn't seem to enjoy any other aspect of gaming. He'd never played Half-Life 2 and turned his nose up at Darwinia.

    How anyone chooses to spend their time is entirely up to them, but an inability to appreciate a story line in a game coupled with an intolerance of other people's preferences in that department does seem... I don't know, childish? Emotionally stunted?

  84. Don't Like Them? Don't Play Them by puppybeard · · Score: 1

    And here I was thinking that games were a mature medium, catering to a broad selection of tastes. Personally, I haven't played any of Jaffe's games. Twisted Metal was stupid even for it's time, and nine thousand iterations haven't made it any more compelling to me. God of War is, I'm told, a big pile of fun, but I own no Playstation so haven't tried it. All his games though, are of a visceral, aggressive nature. That's something I am interested in playing, but such games make up maybe 5% of my library. to be fair, if we're going to start comparing games to films, David Jaffe is Steven Seagal.

    1. Re:Don't Like Them? Don't Play Them by simerly.d · · Score: 1

      Agree!! I owned two or three Twisted Metal's, they're all the same, repetitive. God of War was enjoyable however. I do not own a Playstation 3 and I sure as hell am not buying one to play Twisted Metal. Fact! And it's all about what YOU like, nothing else.

  85. It's a good thing... by Mythrix · · Score: 1

    ...that we can choose which games we want to buy and play.

  86. Study: Fantasy Play with Storylines Raises Kid IQ by garthsundem · · Score: 1

    This seminal study in 1977 showed that kids who immerse themselves in the storylines of fantasy play outperform kids who play "real" games (like house or firefighters), kids who read and discuss fantasy, and kids who read and discuss "real" stories. I just talked to one of the co-authors, David Dixon, who now teaches at Missouri State, and he guessed that his study's results had something to do with helping kids both stretch their narrative imaginations and to disentangle the concepts "thought" from "action" (In young kids, thinking IS doing). So what I wonder is this: do video games WITHOUT storylines encourage kids to formulate their own? Or do games without storylines lose this narrative aspect altogether?

    --
    GeekDad, TED speaker, Wipeout loser, author of Brain Trust
  87. Wrong by simerly.d · · Score: 1

    I find cinematic driven games to be quite enjoyable. I do not like to read books but I love watching movies. I also love playing video games and love fantasy games. Games such as Final Fantasy satisfy my love for fantasy, games, and watching movies. It's a one stop shop for me. I love being able to "know" my characters and to get fully submersed into the story. Also, with FFXIII-2, you drive the cutscenes, which adds extra awesomeness. Don't get me wrong, I also love games like WoW and Rift. They have a story if you "read" it, but like I previously said, I don't really like to read books, so I'm there for the gameplay.

  88. Why not? by Anonymous Coward · · Score: 0

    Why exactly can't a game have a lot of film in it? I don't remember receiving any rule book about what a game can or cannot have in it. If you don't like it, DONT BUY IT. This is like people bitching about the Jersey Shore. It exists because people tune in... if they stopped tuning in, I assure you it would get cancelled very, very fast. Now the fact that MTV doesn't play music videos hardly at all anymore is extremely sad, but again it's a ratings issue. If these games did not sell, they would not get produced in the volume and with the budget that they currently get.

    This whole argument that people should not profit because the thing they are profiting from is stupid is itself a really stupid argument. News flash: lots of people are stupid. Stupid people like stupid things... thats what makes them stupid.

  89. False dilemma much? by Anonymous Coward · · Score: 0

    Just play whatever floats your boat.

  90. I agree by Wain13001 · · Score: 1

    Day of the Tentacle, Grim Fandango, Quest For Glory, Fallout, Wasteland, Space Quest, Zork, FFVII, FFVI (for those purists out there you nit-picky bastards), Syberia, Loom, Amnesia, Dragon's Lair, and Morrowind are all complete shit games and there's a reason why they don't have the same amazing replay value as space invaders or pac-man.

  91. One game by Anonymous Coward · · Score: 0

    One game that really gets the balance between story and gameplay right is Limbo on xbox live. No dialogue, no cutscenes, very minimal intrusion of story into the actual gameplay. The player remains in control of the main character for 99% of the game - but the narrative is still rich.

  92. Er... no, 100% wrong. by Anonymous Coward · · Score: 0

    I couldn't care LESS about "gameplay" in the sense he uses it. Sure, there are some games where story is just a framing device -- racing games, Street Fighter and its follow-ons, etc. -- but I play RPGs. I play games to be PART of the world. Fallout, without story, would be ... what? Nothing, really. Collect ammo, shoot things, collect more ammo, get bigger guns, shoot more things... I suppose some people would find that fun. Not me. One of the prior posters mentions Civilization and Alpha Centauri; for a long time I didn't know why I clearly preferred AlphaCent to Civ, and this discussion crystallizes it; AlphaCent felt more like there was a STORY to what you were doing. By not being generic pictures of semi-historical figures, but separate personalities and original characters, the "faces" put on AlphaCent's factions made it much more a LIVING game to me.

    I think the focus on "new gameplay" is one of the least interesting parts of the gaming industry. I'd like more immersive gameplay and games with more STORY, thanks.

  93. This is rich... by DiEx-15 · · Score: 1

    ...Coming from Twisted Metal's creator. So all games should be like his? Just run around and blow stuff up in a clown car?

    Sounds to me he is mad because his last games were crap and expects the next Twisted Metal game not to be crap (Which it will be).

    I do agree to an extent that games need to veer away from being built around a story. The Final Fantasy series is notable for this problem. Ever since FF7, the game has slowly decayed as far as playing and has become "Battle - CGI Cutscene - Battle - CGI Cutscene - Lather - Rinse - Repeat". However games like TM have little incentive to play through it. An average gamer can probably do everything in TM in one day or two and it will find it's way to Gamestop within that week. That's not gameplay. That is lazy development. Considering that David Jaffe is head deep in Sony's rectum, it only makes his words seem more ridiculous.

    The biggest load of crap was when he mentioned Gameplay. Any game designer can tell you they dislike that word. Why? There isn't a clear definition nor is there a concrete form for it. It makes the game fun? Not everybody finds TM fun. Not everybody finds Halo fun. Not everybody finds Star Wars fun. The word is ambiguous and has so many definitions that there isn't a unanimous agreement.

    To me: Either David Jaffe is trolling in order to hype up the next TM game (which won't work), or he has needs to get his head out of Sony's rectum before he asphyxiates himself.

  94. This was predicted by segin · · Score: 1

    Jon CJ Graham pretty much predicted this a year ago in the form of satire, with his series "Arby 'n' The Chief", with an douchebag game studio CEO named Trent Donovich