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Why Should Game Stories Make Sense?

An anonymous reader writes "An opinion piece at Polygon raises an interesting question about how we perceive video games: why does so much effort go into having the plot make perfect sense? Think about games you've played that have a story. How much do you actually remember? You can probably name the protagonist and antagonist, but do you really know what they were fighting about? The article says, [Developer Jake Elliot] talked about the difference between a puzzle and a mystery. He argued that a puzzle has a solution, while a mystery may never be solved. A puzzle must make sense, but a mystery may well not. In the context of a game, the mechanics are the puzzle, while the theme is the mystery. The game play must be predictable, or the player will never master it. But the theme can be evocative and open-ended. A theme evokes the horrors of war; the mechanics remind you to reload your gun. The plot is stuck in the middle. It wants to make sense of a game, but the game play is already doing that. If we were watching a movie, the plot would provide the backbone, but games don't work like movies, and the plot can get in the way. It can feel awkward and unwelcome, while a looser thematic layer can be the most memorable part of the game.'"

169 comments

  1. The real plot problem by noblebeast · · Score: 4, Insightful

    The real plot problem is that not enough effort goes into game plot development.

    --
    Its not so bad as long as you can keep the fear from your mind.
    1. Re:The real plot problem by Anonymous Coward · · Score: 0

      Mass Effect 3 ending.

    2. Re:The real plot problem by kruach+aum · · Score: 1, Funny

      Look at this edgy motherfucker. He don't give no fucks, no slurpee.

    3. Re:The real plot problem by loonycyborg · · Score: 4, Insightful

      The real problem is the lack of integration of plot and gameplay. In most current games 'plot' exists as some cutscenes and scripting forced on gameplay that otherwise exists in different universe. Instead gameplay itself should drive the story, not scripting.

    4. Re:The real plot problem by Penguinisto · · Score: 3, Interesting

      The real plot problem is that not enough effort goes into game plot development.

      I dunno - sometimes they over-do it, taking themselves way the hell too seriously.

      I think the coolest game I ever played is still an old-assed text-based game. The game came with a scratch-n-sniff card, a 3D comic book (with glasses), and just enough 'plot' to get you started. The plot is is scare quotes because, quite frankly, it's intentionally stupid, silly, risque - but hellishly funny. The game itself required a ton of imagination on your part (because it was all text-based), and a lot of mental recall to avoid getting lost, killed, etc.

      Even now, 2+ decades later, I still get a smile when I think of the so-called "plot" (it begins in Upper Sandusky, Ohio, then instantly puts you on Mars, etc...)

      That aside, here's something else to consider: one of the absolute most popular games of the '90s was the Doom/Quake franchise, right? The 'plot' for Doom and Quakes I, II and III were thin at best, and let's be honest - it only got in the way of the real reason we all played Quake: Kill shit in realtime 3D and watch the gibs fly. The big 'plot' in the CTF/Team Foretress/WeaponsFactory MODs, and in CounterStrike and suchlike? Really - what plot?

      I guess what I'm getting at is this: a plot is only useful sometimes - not all games need one, and if a game really needs a heavy, complex plot, then maybe it's just trying to cover for crappy gameplay?

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    5. Re:The real plot problem by chmod+a+x+mojo · · Score: 4, Insightful

      You are 100% correct in that not all games need a deep plot. FPS's for example just need enough plot to get you to the next slaughter zone.

      A RPG with little to no plot would be pretty much worthless though. Yet as we have seen with Square-Enix and the unfortunate butchering of the Final Fantasy series post X / X-2 a good plot can't help if you have a battle system that people hate because it radically deviates from the 11 prior main story-line games that literally grew your franchise and people loved. FF-13's story was decent, but the game play just didn't feel like the FF series people had grown to love... especially for those who cut their teeth on FF7. It just wasn't fun running through a map that was basically a curved tunnel ( FF-13).

      Same goes for the Tales of (____) series games, without the plot, and just as important, character interactions the games would just be doing boring repetitive shit for no reason.

      In other words, games have to have enough plot to drive game play ( how much depends on the genre of game), and good enough game play ( not deviating too far from prior games if in a series and pissing off long time fans ) to keep people interested.
         

      --
      To err is human; effective mayhem requires the root password!
    6. Re:The real plot problem by aaaaaaargh! · · Score: 1

      FPS's for example just need enough plot to get you to the next slaughter zone

      I don't know. It seems to me that even an FPS needs a good plot. Or perhaps the whole genre has declined and not just the plots. I've recently got a free copy of Battlefield 4 with my new graphics card and to me the SP campaign felt like a completely broken and ridiculous sequence of cheap graphics effects. It was just stupid from the start to the end. Compare that to HL2, which had an interesting plot and good, challenging game play. To be honest, I find myself enjoying Arma 3 more than any recent FPS even though I get killed in Arma all the time. I did enjoy Max Payne 3, though.

    7. Re:The real plot problem by chmod+a+x+mojo · · Score: 1

      Honestly, I think it is a little of both; FPS's need SOME plot, and games have been declining in recent years with the race for the best graphics at the cost of all else... the HL series was kind of a mashup of almost RPG with FPS elements to FPS with some RPG-like storyline immersion.

      The way it sounds, at least for you and BF4, there just isn't enough plot to drive the game along, hence why I said it needs enough plot to get you to the next slaughter zone. Too many games in recent times just try to rely on who has the prettiest most intense graphics and don't care about story and gameplay.

      Honestly, if a game had an awesome story combined with decent gameplay I couldn't care less what the graphics are like.... as long as they aren't so horrible that they make my eyes bleed.

      --
      To err is human; effective mayhem requires the root password!
    8. Re:The real plot problem by Platinumrat · · Score: 1

      I agree. Plot isn't everything. EVE online, for example has absolutely no plot. There's some missions, which are very repetative, but then it's all about PvP in a massive sandbox. What this means is that the people are the plot. An unfortunate side-effect of that, is that most "people" are dicks, so there's a lot of ganking that goes on.

    9. Re:The real plot problem by ultranova · · Score: 1

      FPS's for example just need enough plot to get you to the next slaughter zone.

      Wolfenstein 3D begins deep in a well-guarded castle, in a cell with a dead Nazi on the floor and you with a pistol, and this type of enemy uses pistols. That's a lot of plot right there. It's just told in an efficient manner.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    10. Re:The real plot problem by westlake · · Score: 1

      FPS's for example just need enough plot to get you to the next slaughter zone.

      There is more to good storytelling than plot.

      No game ever set the stage better than the intro to Half-Life.

      On its release, [Half-Life] received universal acclaim, with critics praising the seamlessly flowing narrative, presentation and realistic gameplay, and it won over fifty PC Game of the Year awards. Its gameplay influenced the design of first-person shooters for years after its release, and it is widely considered to be one of the greatest computer games of all time. IGN ranked Half-Life as the number one greatest first-person shooter of all time, stating that ''When you look at the history of first-person shooters, it all breaks down pretty cleanly into pre-Half-Life and post-Half-Life eras.''

      Half-Lifep

    11. Re:The real plot problem by Bite+The+Pillow · · Score: 1

      Some game play is so bad that I sell the game used, and just watch a walkthrough to see what happens. Sometimes just a wiki summary is good enough.

        Unfortunately, I look like a happy customer when that happens, so I end up renting first. If it isn't available, I skip it entirely.

      So while plot is what keeps you playing, game play can just be in the way of an otherwise mediocre story.

      Now, what's wrong with the article. Skyrim does not have a linear plot, so "this happened then this" does not make sense. Not remembering a character name is hardly a bullet point, let alone backing for an idea. I played half of the game before starting the main story, and the other half in between. It gave context and atmosphere, but made it hard to remember.

      On the other hand, you have games that can be replayed by a bot. Go to a place, push buttons in order, and profit. It is an interactive movie, just barely more than Rocky Horror.

      You want enough plot to keep the gamer "turning the page". And if it doesn't make sense, the completionists May be the only ones who see it through. Not even a great plot - Dan Brown level writing will keep most people playing.

      Do I get better equipment later? Maybe I play to see how that works, like Deus Ex, regardless of plot. Or Doom. Do I uncover endless newness like skyrim? No plot is needed, but what you have better be consistent. Like wow.

      If your whole point is that people should be able to answer arbitrary questions about plot and character at the end, you should be in movies or theatre. Not games where user input makes any significant difference.

    12. Re:The real plot problem by DiEx-15 · · Score: 1

      The real plot problem is that not enough effort goes into game plot development.

      I dunno - sometimes they over-do it, taking themselves way the hell too seriously.

      I think the coolest game I ever played is still an old-assed text-based game. The game came with a scratch-n-sniff card, a 3D comic book (with glasses), and just enough 'plot' to get you started. The plot is is scare quotes because, quite frankly, it's intentionally stupid, silly, risque - but hellishly funny. The game itself required a ton of imagination on your part (because it was all text-based), and a lot of mental recall to avoid getting lost, killed, etc.

      Even now, 2+ decades later, I still get a smile when I think of the so-called "plot" (it begins in Upper Sandusky, Ohio, then instantly puts you on Mars, etc...)

      That aside, here's something else to consider: one of the absolute most popular games of the '90s was the Doom/Quake franchise, right? The 'plot' for Doom and Quakes I, II and III were thin at best, and let's be honest - it only got in the way of the real reason we all played Quake: Kill shit in realtime 3D and watch the gibs fly. The big 'plot' in the CTF/Team Foretress/WeaponsFactory MODs, and in CounterStrike and suchlike? Really - what plot?

      I guess what I'm getting at is this: a plot is only useful sometimes - not all games need one, and if a game really needs a heavy, complex plot, then maybe it's just trying to cover for crappy gameplay?

      To add to your point:

      Pac-Man, Donkey Kong, Pong, Tetris: What story ? There is hardly one there, if any. Eat pellets, get high score. That is Pac-Man's story. Tetrris? None. Donkey Kong? A big ape stole your girl. Get her back. The end. Pong? Use paddle. Don't miss the ball.

      The point is: Story is not that important in video gaming. The level of immersion and interaction and how a gamer does this is key in the suspension of disbelief in a game. A lot of times, gamers can't even remember the story, just that they did something in the game.

    13. Re:The real plot problem by mjwx · · Score: 3, Interesting

      The real problem is the lack of integration of plot and gameplay. In most current games 'plot' exists as some cutscenes and scripting forced on gameplay that otherwise exists in different universe. Instead gameplay itself should drive the story, not scripting.

      Half Life, Deus Ex, System Shock and System Shock 2.

      Oh wait, you said most current games, PC games of yore had perfected mixing gameplay and storytelling by 2000. Even some modern games have managed it, Fallout 3/New Vegas had very short stories (main plot) but it was player driven and player influenced as well as having a crapload of non-essential tasks and info that can also effect the ending.

      May as well add KOTOR and Mass Effect into that list.

      The problem is with games that put a half arsed effort into making a story. Thinking of all your COD's here where they follow a generic story with overused cliche's and terrible scripting. A nameless, faceless musclebound meathead sent out to destroy an enemy that's perfectly designed to retard sympathy (Nazi's and Terr'ists). Few games manage to work moral ambiguity into their stories, not even the classics like Half Life (which is quite simple as stories go, but perfectly integrated into gameplay). Not all games need a complex story or even a story at all but a simple story (or a complete lack of one) is far better than a bad story.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    14. Re:The real plot problem by Anonymous Coward · · Score: 0

      Sorry but Half-Life sucked. Half-Life 2 was cool, but the original was horrible.

      You want good story telling in an FPS, go play Deus Ex. Nothing has been able to match it before or since.

    15. Re:The real plot problem by Rakarra · · Score: 1

      Hmmm. I would say that FF13's battle system was a BIG improvement on FF12's, but it's true, I still prefer the earlier FFs. I'll say when FFX came out, its battle system felt fresh and fast just because they got rid of all the pauses between turns, allowing combat to flow as fast as the player desired. I have a hard time going back to play the classic FFIV just because the pacing (battle system and otherwise) is so glacial.

  2. Why by Anonymous Coward · · Score: 0

    Not!

  3. Story by aliquis · · Score: 1

    Find the melon you want to eat which someone has taken from you!

    http://store.steampowered.com/...

    Good story! :D Such deep!

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

      That is the laziest game design I have ever seen. They were incapable of creating good gameplay, so they just threw in a bunch of cheap shit.

    2. Re:Story by sir-gold · · Score: 1

      The "cheap shit" is part of the gameplay. It's almost like an extended game of simon, where you have to remember where all the traps are and figure out how to avoid them.

      it's supposed to seem lazy, that's part of the trap.

    3. Re:Story by nmb3000 · · Score: 1

      Interesting. It looks like a ripoff^Wcopy of I Wanna Be The Guy (which is free and completely awesome, btw), but with slower gameplay and looser controls.

      --
      "What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
      /)
  4. Depends on what you mean by Sycraft-fu · · Score: 5, Insightful

    They don't need to make sense in a universal fashion, they can be completely unrealistic/unbelievable. However they should make sense internally. Whatever rules are laid out in the game universe, it should make sense within that setting.

    Most people can easily suspend disbelief and accept another world. However that suspension can be shattered if nothing makes sense, the rules keep changing, and there's no internal consistency.

    That was, for example, one of the big problems in the Mass Effect games. I won't go in to details to not spoil it but the ending of the trilogy was bad in a large part because it had no internal consistency. It didn't make sense in regards to the narrative that had been going on in the games up to that point. It was a deus ex machinia kind of event that just shattered the story for many.

    So no game stories don't need to make sense in terms of the real world, but if they are to be good they should make sense in terms of themselves.

    1. Re:Depends on what you mean by fuzzyfuzzyfungus · · Score: 1

      Arguably, there might be situations in which internal inconsistency works (and might even work better than the alternative), it's not as though literature has had nothing but total failure with stories where narrator unreliability, assorted magical-realist or supernatural elements, imperfect information, and so on make deriving an internally consistent ruleset for the story's setting effectively impossible.) There are even stories that do just fine despite explicitly denying the possibility of internally consistent understandings, sometimes downright rubbing the characters' faces in it and watching them suffer, and they are none the worse for it.(HP Lovecraft is quite arguably not high art; but it's good fun, definitely the sort of thing that could make a game plot, and it revels in a universe where only the smallest and best-lit corners are within the reach of human understanding and to go beyond that is to enter a nightmare realm of eldrich madness that is beyond human grasp, permanently.) Something like the (overtly 4th-wall-breaking) effects of low 'sanity' in "Eternal Darkness: Sanity's Requiem", are arguably similar in a gaming context. Does it make any internally consistent sense that your avatar suffering sanity damage would cause the player to be confronted with 'hallucination' effects that include (simulated) technical glitches with their gamecube and TV? Not really. Is it a perfectly workable mechanic? Definitely.

      What doesn't go over well are the instances of internal inconsistency that suggest that the continuity people were just asleep on the job, or where the game is 'on rails' such that the mechanics of the world vary wildly according to the needs of the Guiding Hand Of Plot: Does game X have destructible environments? Except for the plot-specific doors that are invulnerable, unhackable, and can only be opened with the magic keycard? Fuck that.

    2. Re:Depends on what you mean by Assmasher · · Score: 1

      Exactly. The plot can be fantastic, but consistent to itself in order to maintain the 'suspension of disbelief.' Very well said old man... Cheerio, eh, wot?

      --
      Loading...
    3. Re:Depends on what you mean by RJFerret · · Score: 2

      Most memorable games I've played? Chess. I can tell you great experiences I've had, wonderful stories. Why would I care about a fictional story someone wrote when I want to play a game? If I wanted that, I'd read a book.

      I've experienced story driven games, Lord of the Rings Online, the story is by some guy named Tolkien, if you haven't heard of him, he wrote some well received books. None of the stories provided by the company that makes LoTRO are part of my gaming memories. But I can tell you about hilarious moments with friends and people, great stories.

      Games need to get out of the way and stop trying to be focal points. A good example, one of the most popular games so far this year, 2048. Gamers and non-gamers alike are loving it, and it's spawned many a conversation and rivalry thread on Google+ among not just gamer circles, but others as well.

      Which isn't to say there aren't gamers who enjoy passive entertainment in their games, a good friend of mine doesn't hit X or Escape the moment a loading video pops up, but will actually sit through them. Keeping the story from negatively impacting the game experience, as others have expressed here, is obviously key, but yes, I would agree too much focus is put on something that should be an aside.

      This is similar to how we used to run role-playing games, or when I was on the plot committee of a LARP, provide the framework to make the player(s) the star of their own story--that is what memorable experiences are made of.

    4. Re: Depends on what you mean by loufoque · · Score: 1

      What kind of idiot skips game content? You have to sit through the story, however boring it might be, to make the most of the game.

    5. Re:Depends on what you mean by Darinbob · · Score: 1

      They do make sense though. I don't know what sorts of strange games the author has been playing, but I'm guessing FPS.

    6. Re:Depends on what you mean by Anonymous Coward · · Score: 0

      (One hell of a lot of gassing, and then THIS) - "This is similar to how we used to run role-playing games, or when I was on the plot committee of a LARP..."

      Goddammit, you buried the LEAD. If you had put that in the second sentence, I wouldn't be asking you for 30 seconds of my life back.

    7. Re: Depends on what you mean by Blaskowicz · · Score: 1

      The first Far Cry, for instance. Or Diablo 2 quest descriptions (I play that game a few times on LAN).
      Far Cry had enough gameplay and an optional enough plot that it made sense to skip it, or maybe it was just about not listening to the crap.. Cut the plot and you have a great blend of old school FPS and innovative gameplay, hell it was even special as it made me actually like the checkpoint saves.

    8. Re:Depends on what you mean by Anonymous Coward · · Score: 1, Insightful

      Games need to get out of the way and stop trying to be focal points.

      It seems like part of the problem is everyone keeps framing this in some form of "Games need to stop ...", especially with things that some gamers like. There is a difference between games doing something virtually no one likes, and games doing something one particular group doesn't like. The problem is not that there are games with too much story for people who don't care about story, but that they want more games without the emphasis on story. While people who like games with story want more games with emphasis on story. Although arguments saying, "Lets have more of XYZ" instead of saying "Why should we even have stuff without XYZ" gets less attention and clicks.

    9. Re: Depends on what you mean by loufoque · · Score: 1

      How do you know xhat you're supposed to do?

    10. Re: Depends on what you mean by denzacar · · Score: 1

      Because the game was made easy enough so even people who don't want to read can beat it.

      Usually it is accomplished by putting huge blinking signs on the victory items.
      "CLICK HERE TO WIN THE GAME!!!"

      - click -

      "GOOD JOB! You have won the game! Here - have some numbers as a reward. They are big numbers. That means you are really good at winning."

      --
      Mit der Dummheit kämpfen Götter selbst vergebens
  5. Immersion by Anonymous Coward · · Score: 1

    Without immersion a game usually is less fun. Being sucked into the game is the experience many players are looking for. And story holes throw you right out of it, they are the ultimate immersion-killers.

    1. Re:Immersion by eyepeepackets · · Score: 1

      Agreed. Immersion is what makes the difference between great games and the toss-outs and one-timers. The Elder Scrolls (TES) games are really popular and it's the lore factor which ties it all together for the player and makes playing each one a really great experience beyond just a good way to burn some time.

      --
      Everything in the Universe sucks: It's the law!
    2. Re:Immersion by Anonymous Coward · · Score: 0

      Being sucked into the game is the experience many players are looking for.

      Many players, but not all. Half the time people complain that plot is irrelevant to video games, the problem is they are assuming everyone plays games for the same reason they do. But that goes both ways, and there are categories of games and gamers that look for things other than story.

    3. Re:Immersion by Anonymous Coward · · Score: 0

      This is 100% true, but let me put an addition here: Plot is not the only way to build immersion.

      People are using the examples of tetris, chess and TF2 as examples of games that are good with no plot, and they're right. The point is that the mechanics are exactly what grab you and hold your interest. There are strategies to work with, there is quick thinking and (in some cases) quick action. You immerse yourself in the flow of the game and enjoy yourself.

      The problem is when a game has neither immersive mechanics or an immersive story. Then you're left with nothing at all.

    4. Re:Immersion by Imrik · · Score: 1

      This is exactly the counter argument that came to mind. The story may not be memorable after the game is finished, but if it isn't interesting while I'm still playing I am far less likely to keep playing.

    5. Re:Immersion by allo · · Score: 1

      i once had a breakout game, which had some story about action in space in its description. What? I do not need a story for a breakout game.

  6. Polygon by Anonymous Coward · · Score: 1, Insightful

    Is not a reputable source at all. The entire site is based on click baiting articles and opinion pieces.

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

      Welcome to Slashdot! Enjoy your stay.

    2. Re:Polygon by Noah+Haders · · Score: 1

      I recently discovered polygon and am really enjoying it. i find it has higher journalistic work than most gaming sites. What they call "features" are actually magazine-quality features, not the SEO stuff you find elsewhere. also, i like the "inside baseball" look at how AAA titles come together (or go off the rails). In short, I am intrigued by their ideas and subscribed to their newsletter.

    3. Re:Polygon by Anonymous Coward · · Score: 0

      No, I agree with GP on this one. Polygon's right up there with Kotaku in terms of awful "journalism," clickbait, and industry-fellating. You're unlikely to ever see an original thought come out of that site.

  7. Plot and gameplay by Anonymous Coward · · Score: 0

    Are mystery and puzzle, sure, but if the game has to have both plot and gameplay, you should ensure they work together well. The rules don't have to follow rules of the universe we are in, but they have to make sense to the story.

    Also, I am pretty sure that if your game is going to have some realistic elements, like people, players probably demand a certain level of realism in your story as well as gameplay to feel comfortable playing it.

  8. Pot meets Kettle by westlake · · Score: 4, Funny

    Is not a reputable source at all. The entire site is based on click baiting articles and opinion pieces.

    You're new here, I take it.

  9. Lost by bunratty · · Score: 2

    This was what was so great about Lost. There were so many mysteries, yet every time a mystery was solved, it just raised yet more questions. Many viewers still didn't get it by the time the finale was long over. A game where you're always in medias res and constantly being surprised by new revelations could be even more fantastic! Come to think of it, that's what makes life so cool.

    --
    What a fool believes, he sees, no wise man has the power to reason away.
    1. Re:Lost by ArcadeMan · · Score: 1

      I really, really tried to follow the plot for Lost, but in the end and after all those years I just can't figure out why Maggie shot Mr. Burns.

    2. Re:Lost by SJHillman · · Score: 1

      The mystery is great, but Lost's failure to solve a majority of them in a sufficient manner within the confines the rules of that show's universe is what ultimately left people with a very bad taste in their mouth. Plot is great if it's a good plot, but a bad plot is worse than no plot at all.

    3. Re:Lost by eyepeepackets · · Score: 1

      Yeah, the Lost producers really did a poor job of wrapping it up. That ending, after all that went before? Ugh, what cliched crap.

      --
      Everything in the Universe sucks: It's the law!
    4. Re:Lost by Culture20 · · Score: 1

      It was explicitly spelled out in the follow up episode. He tried to steal her candy.

    5. Re:Lost by Anonymous Coward · · Score: 0

      If that's the only thing you can't figure out, you need to contact the writers; It's pretty obvious they couldn't figure out at least 500 other "plot" elements (and I use the word "plot" quite wrongly there; when a show can't even fix its own plot holes with time travel, and actually needs multiple alternate realities, you know the writers are truly lost).

    6. Re:Lost by wonkey_monkey · · Score: 1

      That sounds like a larf.

      --
      systemd is Roko's Basilisk.
    7. Re:Lost by Anonymous Coward · · Score: 1

      Lost is a great example of the difference between "a mystery" and "random nonsense we shoved into the show just to keep people interested".

    8. Re:Lost by Anonymous Coward · · Score: 0

      Congratulations, sir! You've just won a free copy of Wario Ware Mega Microgame$.

    9. Re:Lost by wasteoid · · Score: 1

      Cotrast the ending of Lost with the ending of Breaking Bad to see how a great series can properly conclude.

    10. Re:Lost by Talderas · · Score: 1

      It's sad when I look at S6 as a bunch of noise with Richard's backstory explained.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    11. Re:Lost by Rakarra · · Score: 1

      IE, X-Files.

  10. What's the plot behind tetris? by erroneus · · Score: 1

    Not every game needs one.

    1. Re:What's the plot behind tetris? by jader3rd · · Score: 1

      Tetris doesn't pretend to have a plot. This article sounds like somebody who has made games and story and is frustrated by the feedback that the plot doesn't make sense.

    2. Re:What's the plot behind tetris? by Culture20 · · Score: 1

      Did you know arkinoid had a plot? It was written in the game manual.

    3. Re:What's the plot behind tetris? by drinkypoo · · Score: 1

      Did you know arkinoid had a plot? It was written in the game manual.

      ISTR the arcade version telling you the story as part of the attract mode. I don't have MAME installed just now, however.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:What's the plot behind tetris? by erroneus · · Score: 1

      That's kind of why I didn't bring it up or its predecessor "Breakout." Breakout, in the arcades, had graphics which indicated a breaking out of jail metaphor. Not exacty "told" to anyone but the metaphor was present.

  11. Forgettable by whom? by Anonymous Coward · · Score: 2, Insightful

    Think about games you've played that have a story. How much do you actually remember? You can probably name the protagonist and antagonist, but do you really know what they were fighting about?

    Yes? I consider myself to have below average memory for plots and characters in stories in general, including books and movies, yet I can remember more than two characters from most stories, video game or not, that I've paid any attention to in the last 10+ years. Even stuff I was exposed to before that in high school I could at least give a quick paragraph summary. What if someone said:

    Think about fiction books you've read. How much do you actually remember? You can probably name the protagonist and antagonist, but do you really know what they were doing?

    Just because you and some other people have bad memory or don't pay attention doesn't mean such things can be ignored. Hell, even if you have bad long term memory, doesn't mean you don't notice when you are in the middle of playing or reading the particular work.

  12. I just like interesting games by plibnik · · Score: 1

    Deus Ex. System Shock 2. The Witcher. Baldur's Gate. Planescape Torment. I'm ready to forgive Digger (c) Windmill Software, 1983, Tetris and Tapper for having no decent plot, though.

    1. Re:I just like interesting games by Rhymoid · · Score: 1

      Have you played Bastion?

    2. Re:I just like interesting games by Tapewolf · · Score: 1

      Replaying Morrowind at the moment. The plot and the worldbuilding in that is really what makes it for me. Not least the religious texts about Vivec... mind-bogglingly bizarre yet seemingly strung together with some otherworldly logic of their own.

      System Shock 1 I found to be quite well-thought out too. It would have worked without the plot and background, and indeed there was even an option to turn it off. But without the text or audio logs strewn about depicting the fall of the station in poignant detail, it wouldn't have been nearly as memorable.

    3. Re:I just like interesting games by Pentium100 · · Score: 1

      Syberia, Sanitarium, American McGee's Alice, The Longest Journey, Secret Files, Broken Sword, Shelrock Holmes games and other adventure games would be kinda pointless without interesting and consistent plot.

      OTOH, sure, Counter Strike or Team Fortress do not need a complicated plot.

  13. do you really know what they were fighting about? by Culture20 · · Score: 4, Insightful

    In the games that were AWESOME, I do. And you know what made those games awesome in my opinion? Internally consistent plots (along with good gameplay).

  14. Because it would be unsatisfying if they weren't. by kruach+aum · · Score: 2

    Simple question, simple answer. Games are about satisfying desires. Whether that means the satisfaction of overcoming challenges or the satisfaction of bringing a story to a fitting conclusion doesn't matter. If the story didn't make sense it wouldn't be satisfying, and so the satisfaction would have to come from some other element. If the game failed to be satisfying in that aspect as well it would be bad and no-one would play it.

  15. Not all game stories are crap by Anonymous Coward · · Score: 0

    The Marathon story (scroll down the menu on the left) made the game much more enjoyable.

  16. The Cake is a Lie by Scowler · · Score: 4, Insightful

    Portal / Portal 2 : Great games with both fantastic gameplay AND brilliant writing.

    1. Re:The Cake is a Lie by kruach+aum · · Score: 1

      Portal blurs the distinction between game design and writing. I would say there is no real writing in Portal, as the story is told almost entirely through the way the game is designed. Portal 2 has a more obvious narrative, one that's not told by the world but by beings in the world.

    2. Re:The Cake is a Lie by thegarbz · · Score: 1

      And yet the game made perfect sense.

  17. Yes in fact by SuperKendall · · Score: 1

    Think about games you've played that have a story. How much do you actually remember?

    All of it if the story was great. Even if the gameplay was just OK, sometimes worth it to advance the story.

    If the story was bad, none of it - or the game.

    If the story was REALLY bad, all of it plus I seethe with rage forever.

    I also do remember some games with zero story quite well - I think the thing with story is, there's a kind of narrative uncanny valley. You have to go all in on having a story, or don't bother.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Yes in fact by Culture20 · · Score: 1

      If the story was REALLY bad, all of it plus I seethe with rage forever.

      Now go: collect sentience from the species of the galaxy with the sentience thresher and deposit it in the sentience silo at the center of the galaxy for the eternal ones to eat.
      Soilent sentience is People!

  18. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    If the story didn't make sense it wouldn't be satisfying

    It wouldn't be satisfying to who? That doesn't apply to everyone.

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  19. GTA IV, GTA V, Fallout 3 by BitZtream · · Score: 1

    All of them had awesome stories. Fallout 3 changed after the first DLC, but the latest 2 GTAs and their DLC have had absolutely awesome stories, even if I don't like the fact that letting Trevor live was an option in GTA V :)

    --
    Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    1. Re:GTA IV, GTA V, Fallout 3 by Anonymous Coward · · Score: 0

      GTA IV had a terrible story. The guy arrives saying he doesn't want to be a criminal and the first thing he does is go on a rampage. GTA V isn't on Steam and therefore doesn't exist.

  20. Re:Because it would be unsatisfying if they weren' by kruach+aum · · Score: 1

    How is that relevant to anything I said? Nothing applies to everyone, outside of the categories of biology.

  21. Fallacious premise by Anonymous Coward · · Score: 2, Insightful

    What makes something "a mystery" isn't the fact that it doesn't make sense, it's the fact that it doesn't deliver a definitive answer.

    Far too many TV shows and "beach thrillers" rely on nonsense to move the plot along (internal contradictions, characters acting completely out of character and against their own interests to make some plot twist possible, deus ex machina "solutions" to holes the script writers dug themselves into, etc.).

    And, sadly, game writers tend to be recruited from, those ranks (i.e., people used to linear writing), which removes the only thing they might be good at (control over the story's flow). In a non-linear medium like a game (and even more so in shared-world multiplayer games, like MMORPGs), the result is frequently cringe-worthy. All the plot holes and nonsense stand out, and makes you wish the game didn't try to have a "story" at all.

    So yes, game stories (like every other story) do need to "make sense", regardless of any mysteries. And they need to make sense not just in terms of the plot itself, but also in terms of the game universe, player actions, and interaction between players. If you can't write a story that makes sense, don't write a story at all, just create an interesting game world and let the players make up their own stories.

    Game writers need to be more like J.R.R. Tolkien and less like Dan Brown / J. J. Abrams.

  22. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    How is that relevant to anything I said?

    Because I replied to something you said?

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  23. Because I'll enjoy it more by jader3rd · · Score: 1

    If the story draws me in, I'll enjoy it, and be more inclined to try more titles by the same publisher. If it has plot holes, I'll stop enjoying it, and avoid that publisher. Same thing applies to movies and TV shows.

  24. Half Life anyone? by MindPrison · · Score: 4, Insightful

    Anyone who remembers Half Life would probably understand the importance of a story within a game.

    Before Half Life, I played 2D console games like Pac-Man, Asteroids, Space-Invaders and other today classics, followed by 3D games like Wolfenstein, DOOM, The QUAKE series etc... no one of them had any decent stories IMHO. Then Half Life came along, it was a milestone in video gaming. Video games and actual VIDEO now merged into one, and games never felt this immerse and exciting. I remember literally jumping in my chair when the onslaught of surprises came to life in that game.

    When introduced as a worker in the Black Mesa research facility - I actually FELT like I was really working there, just to face a day out of the ordinary. We could walk around and "sort of" talk to people, and it felt ...real somehow. I wish games where that awesome, but somehow...the sequels plus a lot of other games have failed to pick up where Half Life left of, but I personally feel THIS IS THE WAY TO GO!

    --
    What this world is coming to - is for you and me to decide.
    1. Re:Half Life anyone? by phantomfive · · Score: 1

      Yeah, that's basically right. A game doesn't need a story to be good, but if the story is good, it's better.
      A game doesn't need good graphics to be good, but good graphics make it better.

      Other things are more important, but a good story still makes things better.

      --
      "First they came for the slanderers and i said nothing."
    2. Re:Half Life anyone? by Anonymous Coward · · Score: 0

      I completely agree. But Half Life didn't have much of a plot: scientists cock up, extradimensional creatures invade, government tries to clean it all up, and the protagonist makes his way through and kills stuff until finally killing the boss at the end. There is zero character development and little meaningful dialogue. Remind me how many cutscenes there were? Instead, the game combines an intriguing, immersive setting with simple themes (scientists going too far, scary aliens, ruthless gmen) and just lets the player work their way through, with a few scripted bits to keep things interesting. This, in my opinion, is why it worked so well.

    3. Re:Half Life anyone? by Anonymous Coward · · Score: 0

      And a bad one will make things a lot worse than no story at all.

    4. Re:Half Life anyone? by Razed+By+TV · · Score: 1

      It has been my constant gripe to my friends that the original HL was the superior game in the series. The story in the first one was enthralling and immersed you in it. The second one, while shinier, paled story wise.

    5. Re:Half Life anyone? by allo · · Score: 1

      > A game doesn't need good graphics to be good, but good graphics make it better.
      nope. i still think many SNES games would be very different with modern graphics.

  25. Re:Because it would be unsatisfying if they weren' by kruach+aum · · Score: 1

    If replying to something signified relevance, the world would be ruled by youtube comments.

  26. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    It was relevant. If you wanted to state it as your own opinion, I think you should've done so.

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  27. Silent Hill by astro · · Score: 1

    I think that the Silent Hill games (at least 1-4) do a fantastic job of having strong themes and plot but still leaving a lot open to perceptual conjecture on the part of the player.

  28. The way my mother put it by Anonymous Coward · · Score: 0

    My mother, a gamer and professional writer, put video games and the importance of their story in a very beautifully put way:

    A video game is like a book with an exotic method of turning the pages. I would never buy a blank book for the sake of turning some pages and I would never buy a storyless video game for the sake of grinding some baddies.

    1. Re:The way my mother put it by Anonymous Coward · · Score: 1

      Your mother illustrates some of the fundamental mistakes of video game "writing".

      A game is not a linear story where players simply go from one "page" to the next, at a fixed rate and in a fixed order. Good video game writers are the ones who think in terms of non-linear discovery and world building, instead of feeding their own linear "tale" to the player, and limiting the players' freedom (and the game's potential) to enforce that linearity.

      I guess it's normal for people to feel defensive (and hostile) towards media they don't understand and which they feel might be a threat to their profession.

      I often wish Tolkien were alive today; he was (as many have pointed out) not a very stylish writer or even a very emotive storyteller, but he was one hell of a world builder, and would feel right at home creating RPGs. It's ironic that a guy writing about medieval fantasy during the early 20th century was actually so far ahead of his time.

  29. Re:Lost (the plot) by Anonymous Coward · · Score: 0

    The only great thing about Lost was that it was (mostly) well executed from a technical point of view (acting, editing, direction, etc.). The "plot" was a complete mess and it was obvious, even in season 1, that the writers didn't really have a clue where they were going. Trying to stretch it out to increase their profits pushed it from "lost the plot" to "lost any sense of shame".

    Lost could have been great; the first three or four episodes are quite good, and the premise is excellent. Unfortunately, after that, it's the typical "characters acting inexplicably out of character for 5 minutes to make some plot twist possible" and "deus ex machina solution to some plot hole the writers dug themselves into" fare.

    And that's ultimately what distinguishes great writers and great works of fiction from fleeting mass-consumption fads. Some things make sense and have a message (regardless of having an explicit conclusion), others are just a sequence of visually impressive (but ultimately disconnected and meaningless) scenes to impress viewers with a short attention span.

    I'm not saying Lost is as bad as (for example) Fringe, but story development is definitely not its strong point, on the contrary.

  30. The best game are the one I remember the story by aepervius · · Score: 2

    Ultima 4, 5, 6, 7, 7-2 (even the bad one 8,9), I remember the protagonists background and motivation. Heck Planescape torment, who can even forget that ? "What can change the nature of Man ?". I disagree that the story is not important. The story as a motivation well done IS important. The problem is that since the game are sold globally now, and the cultural difference between market are so huge, it is increasingly difficult to come up with a story sensitive to all cultures.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  31. Re:Because it would be unsatisfying if they weren' by kruach+aum · · Score: 1

    I wrote "If the story didn't make sense it wouldn't be satisfying." I think you misinterpreted what 'it' referred to, which was the story, not the game. "A game that does not have a story is unsatisfying" is an opinion. "A story that doesn't make sense is unsatisfying" is a tautology, unless you find satisfaction in irrationality, in which case you are insane.

  32. Strongly disagree with the author by Anonymous Coward · · Score: 0

    I strong disagree with the author on a few points. First, the games which really stuck with me over the years (and kept me coming back to play them again) often had great stories (which I remember in detail, thank you very much). Portal, the Quest for Glory series, Legends of Valour, Neverwinter Nights -- just to name a few -- had great stories and good game play. These things are not at all exclusive.

    A game needs to have good controls, good mechanics, sure, but the game is much richer and much more likely to pull me in if it has a good story. Why would I keep playing if I do not have the motivation of a story to keep me interested?

  33. Darker, Edgier, Full of nonsense by Anonymous Coward · · Score: 0

    Halflife and it's related properties HL2, Portal, Portal 2 have a very sense-making plot.

    So do all the Mario games.

    Ultima games were very good about letting the user explore without being beholden to the plot, though some of it was time-dependent. On the flip side of this were the StarFlight and Starflight 2 games which told the story through the notices, but otherwise the story was what you were making out of it.

    The games that kinda screw things up are those that disregard everything you've done so far. Sonic games do this. Most FPS games tend to do this (bigger, larger, harder bigbad than the last), The Final Fantasy games are a hit and miss. FF 4/5/6 had the best mix of storytelling and exploration while 7/8/9 was more like "railRPG" (eg like a rail shooter, but RPG, you're not allowed to explore except to grind), Then FFX/X-2 and FFXIII completely take the exploration away, and everything becomes more of a series of random battles just go from point X to point Y through a map, just like in FF7.

    My point at least is that games like Oblivion/Skyrim, Fallout 3, you had the world to explore, but none of the push to do it. You were just handed quests like candy, none of the characters are important other than you. You could outright murder everyone you see fullstop and the game should become unwinnable, but it doesn't. The game ends when you feel you've had enough of it. Comparatively to Mass Effect (and Dragon age I guess, I found dragon age way too damn boring to get into) all the "your party" characters have personalities, and all the locations have interactive characters that you can easily go back and and converse with. They aren't just a quest checkbox.

    But I digress.

    The games I liked the best to play were games that let me look in every box (like Ultima 6+ and Oblivion), pickup or steal everything not nailed down (Ultima, Oblivion, Starflight), Buy or sell everything picked up, and not just as trash value (I'll add "Recettear: An Item Shop's Tale" to that list, because it's ultimately an RPG game but only has a goal of selling all the crap they picked up to get out of debt, an aspect that is common to Animal Crossing) But these games ultimately didn't have that engaging of story and I can't even tell you what the story is for any of these games other than what the final goal was.

    Like when it comes down to it, a game like Remember Me, or Mirror's Edge is more compelling based on the game mechanics introduced by those games, but sometimes those game mechanics are frustrating enough to not want to keep playing for more than an hour because it feels less like a storyline game and more like a series of button memorizing to repeat until the current enemy is defeated. This is ultimately why FF games after FF6 are more frustrating. They pushed the game into more storytelling at the expense of freedom to actually discover things.

    Are there games that have a storyline that aren't hobbled by their gameplay? Not many. Mainly what I want in a game is to find the story by doing things, not have the story spoon-fed to me as a reward for killing the last big-bad and moving onto the next quest on the map or in a list. Like Mass Effect did one thing right by this, and didn't force the player to do everything in a specific order. At the same time though, the conversational elements had little outcome on the game other than who lived or died and what ending you got, they did nothing to change the difficulty or outcome of a specific stage. I found Mass Effect's storyline about as engaging as Halflife 2's but found that Valve is still better at balancing game mechanics with storytelling.

  34. Annoyance by rsilvergun · · Score: 1

    A substantial amount of people get annoyed by things that don't make sense, especially in America. That's why you don't see a lot of In media res in films, and why we keep getting Spider Man/Batman/Superman's Origin story over and over and over again. As for why media caters to these folks, well, the squeaky wheel gets the grease. There are fewer people annoyed by bluntly laid out stories than get annoyed by obtuse storytelling.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  35. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    "A story that doesn't make sense is unsatisfying" is a tautology

    It's a statement of fact. "A story that doesn't make sense is unsatisfying to me" would be an opinion.

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  36. good point by Anonymous Coward · · Score: 0

    Polygon raises an interesting point: I don't remember much about the plots in the computer/video games.

    I'm not trying to bash the games but the plot twists are kinda complex and hard to follow sometimes.

    I'm trying to remember the plot of the Norn starting zone in Guild Wars 2. The bounty hunter is on a great hunt in Star Wars: the old Republic. Trooper in SWTOR: Um... something about Justicars and helping people... don't remember much. Nice graphics and voice acting.

    World of Warcraft: I made it into the Outlands. Story isn't too bad. I'm helping the Cenarion in Zangarmarsh do something or rather against the bog monsters.

    I got lost in Rift regarding the plot. Something about Regulos and an ascendant.

    Diablo 3 is actually easy to follow. At least the plot in D3 makes more sense to me than in other games Let me rescue Uncle Dekard, the find a sword, then talk help an angel, then find Maghda.. then become annoyed when the scoundrel flirts with my female characters. lol

    Dragon Quest 8: let me find a jester while meeting a templar knight and a wizard from an aristocratic family. plot is kinda Simple but the journey is long. Wow. I'm at the next continent helping the young prince Charmless on his hunting trip.

    Don't get me started with Final Fantasy 8 and the orphans.. and the Ultimecia. Only thing I really liked about the game was going back in time with Laguna. The puzzles are decent too. press triangle, circle, square to do stuff that I forgot.

    Neverwinter and Dungeons and Dragons online are simple too and easy to follow. I have to get used to blocking. Other games that I play block enemies' attacks automatically. I like the idea of campfires too.

    Ok, that is a long list. But you get the point.

  37. Why should stories make sense period? by Anonymous Coward · · Score: 0

    Did anyone even remember anyone but Gandalf and Sauron in Lord of the Rings, before the movies? Seriously, the Eagles could have fixed everything in Lord of the Rings and Hobbit, so why did those novels even exist? And why should stories even make sense, when they're meant as escapism? They're always stuck in the middle of their respective universes. Far easier to just not give a shit, after all we're only reading novels because we like to flip pages and decode those funny squiggles in ink, not to be emotionally invested in them.

  38. Game vs Puzzle vs Art by Keill · · Score: 1

    Art = creative story-telling
    Puzzle = interacting with stories being told
    Game = competing by writing your own stories (in a structured/rules-based environment)

    Story = an account of things that happen created and stored inside (a person's) memory (bank (see: account)).

    --
    'Stupidity is an often fatal disease' - R. A. Heinlein
  39. So they want to dumb it down even more? by gweihir · · Score: 3, Interesting

    If they continue that, they will eventually reach the level of TV. That one I have up a decade ago, because I could not stand the stupidity any more.

    --
    Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
  40. plot can be overrated by Simulant · · Score: 1

    I generally have the most fun in games with no plot at all and they tend to have more replay value.
    Not to say that there aren't any fun games with plots...

  41. Good excuses are key by Anonymous Coward · · Score: 0

    Look things don't have to be real. You can invent devices, forces and technologies which don't exist or are otherwise unexplainable in the real world. Boxes of holding, fluid routers, transwarp drives, the force, transporters, Sindel's hair.. Have at it sky is the limit.

    What really spoils a story is getting salient to plot items so wrong the whole story becomes impossible for anyone to believe.

    Nuclear power plants can't explode like a nuclear bomb (resident evil) nobody with rudimentary high school level understanding would buy such ridiculous cover stories.

    While Gravity may have taken artistic license and there were no shortage of people nitpicking subtle mundane issues... I could care less. Yet I found myself upset when Bullock let go of Clooney .. because it made no sense at all.. a main character just dies for no reason cause they forget there is no "gravity" when orbiting earth ... spoiled the whole rest of the movie.

  42. Yeah, well, that's just like, your opinion, man. by EnsilZah · · Score: 2

    I'm not quite sure what the argument that's being made here is.
    Games are an audio/visual medium that involves user interaction, there are many paths to take from that point and many of them may harken back to media that came before.
    Some people may enjoy more the challenge of the mechanics, or the challenge of playing against other people, or art style, or the story, or the general ambiance.
    So it seems to me that it's a rather limited way of thinking to try to make some sort of sweeping statement about what games should and shouldn't be.

  43. What an odd question by Your.Master · · Score: 4, Insightful

    They should make sense because I like stories that make sense, and I buy video games with stories I like.

    You can have an entertaining game without any plot or with extremely little (eg. Super Mario Bros.), but a plot that actually doesn't make sense is going to bother me exactly as much as a movie that doesn't make sense, and the fact that "games don't work like movies" is an additional obstacle to writing a coherent plot, not an excuse for not trying.

    I also suggest that he's probably talking to people who don't care about plots. The plot is the main thing I remember from most games. I can absolutely tell you what the characters were fighting about in any of my favourite games. I can list sideplots. I can't necessarily tell you what buttons you press to do certain actions.

    I also suggest that the "looser thematic layer" is important to movies, too. The Matrix didn't get by on the strength of its plot, and the early "twist" that they were all living in a computer simulation was absolutely not novel. But it had a strong themes and, at the time, a unique artistic stance that is often summarized with reference to "bullet time". How many people remember why Neo went to see the Oracle?

    Adventure games are nearly all plot. A strong subset of RPGs are like that too -- the Elder Scrolls games not so much, they are about theme, and I don't like those games and they bug me at every release by overshadowing all the RPGs I like. The Infinity Engine games had better plots, but not necessarily strong themes, although Planescape had both and is well-loved. The original Fallout also had strong theme & plot elements, but it strayed further into theme and away from plot as time went on, culminating in Fallout 3 (New Vegas backtracked a bit, to my delight).

    Mass Effect tried for both too, and with the controversy over the ending you can absolutely see how important plot truly was.

    1. Re:What an odd question by Gaygirlie · · Score: 1

      the Elder Scrolls games not so much, they are about theme

      You must not have played them much as there is always a plot to follow in those games, too, you're just not being hand-held through it. These games allow you to suspend the progression of the plot at your behest, but it is still there and it is waiting for you. It's a very different kind of a way of telling a story than in games where you've constantly hand-held and simply disallowed from deviating from the story, but that's really only about the delivery-mechanics of the story, not about its absence.

  44. Don't forget BSG by witherstaff · · Score: 2

    I kept waiting for the reveal of the Plan the Cylons supposedly had.

    1. Re:Don't forget BSG by Richy_T · · Score: 3, Insightful

      I call it cargo-cult writing. The writers know the elements that go into a great story so they ape them and add them to their scripts but when it comes into organizing it into a cohesive whole and wrapping it up nicely at the end, they have no idea. Thus you end up with a show which has a mediocre to good beginning, a fantastic middle and then it all falls apart towards the end.

      I used to be really upset when many of the shows I liked got cancelled. These days, I suspect they may just have ended up sucking and probably the writers were relieved they got cancelled before they got found out. There *are* writers who can pull it off (JMS, Whedon) but others like RD Moore are just fakes.

    2. Re:Don't forget BSG by Richy_T · · Score: 1

      I'm not sure about Abrams though. Lost may have lost its way but Fringe was pretty good. Though if it's still on, I haven't been watching it recently.

    3. Re:Don't forget BSG by zippthorne · · Score: 1

      That seems to imply your impression was not quite as favorable as you've presented it...

      --
      Can you be Even More Awesome?!
    4. Re:Don't forget BSG by Richy_T · · Score: 1

      It was must-watch at first though looking back, I see I have not seen all of the final season. It really didn't seem part of the main arc so I guess that kinda backs my overall point. They never did seem to resolve the ZFT thing properly unless I missed it.

    5. Re:Don't forget BSG by Rakarra · · Score: 1

      I kept waiting for the reveal of the Plan the Cylons supposedly had.

      I think it was somewhat explained by "Battlestar Galactica: The Plan."

      However, it wasn't a good plan. It was a fairly shitty plan that most Cylons didn't know about, and it ended when Caprica Cavil outed "Brother Cavil" on Galactica, revealing them to be Cylon models.

    6. Re:Don't forget BSG by Rakarra · · Score: 1

      I'm not sure about Abrams though. Lost may have lost its way

      I'd say most of Lost was really co-show-runners Damon Lindeloff's and Carlton Cuse's baby. Abrams came up with the concept and directed the pilot episode, but after that, Lindeloff and Cuse ran the show.

  45. The McGuffin by TrollstonButterbeans · · Score: 1

    Many movies don't have a meaningful plot --- as Alfred Hitchcock called it, a common practice is begin a movie with a "McGuffin".

    http://en.wikipedia.org/wiki/MacGuffin

    The McGuffin is something that begins a quest or series of events but ultimately doesn't mean anything. An example, is a quest to find the Holy Grail or to find the Maltese Falcon or James Bond needing to find a device stolen that can [insert what it does] or Bob owes a loan shark $5000.

    Video game plots generally don't help the video game, some of the outstanding games tend to be the very few that do (and some of the very few that have about no plot).

    But the point is, many movies only have a superficial plot.

    --
    Priest: "Universe from nothing, no laws of physics, sped up time"+ huge discrepancies. Creationism? No. Big Bang Theory
    1. Re:The McGuffin by Noah+Haders · · Score: 2

      a mcguffin doesn't mean there isn't a plot. there are some great movies that have mcguffins. off the top of my head, the suitcase in pulp fiction (the one that glowed gold when they opened it). it was an important item that everybody wanted but you never found out what it is. The second is the "rabbit's foot" in mission impossible III. Everybody wants it but you never find out what it is. I don't remember if they ever even uncover it!

      point is, you can have rich plots even with a mcguffin.

      for the purpose of video games, I'm a huge fan of assassin's creed, and am currently kicking pirate ass in ACIV. at first i was disappointed in the story, because it appears to be not directly tied to the whole assassin/templar thing and just a tacked on pirate adventure. but now I'm completely embracing it. I'm thinking of it as "Assassin's Creed Caribbean Vacation". And it's fscking awesome and fun.

    2. Re:The McGuffin by Anonymous Coward · · Score: 0

      First! time ever Michael Bay has been mistaken for Alfred Hitchcock!

    3. Re:The McGuffin by Anonymous Coward · · Score: 0

      Just a shame about AC3...

    4. Re:The McGuffin by Anonymous Coward · · Score: 0

      Pulp Fiction had a plot? I thought it was just a collection of scenes stolen from better movies (e.g. the suitcase used to be the aliens in the trunk from 'Repo Man').

    5. Re:The McGuffin by Quirkz · · Score: 2

      From what I understand about Pulp Fiction, the glowing suitcase is supposed to contain a human soul. Now maybe someone was joking when I heard it, but it kind of makes sense.

    6. Re:The McGuffin by Totaku · · Score: 1

      I had heard that too. Something about why Marsellus had the band-aid on the back of his neck, where the soul escaped/was removed.

      Another great McGuffin was the suitcase in Ronin.

  46. Re:Because it would be unsatisfying if they weren' by chmod+a+x+mojo · · Score: 1

    Wow, engineer must mean "train throttle puller" in this case. There sure as hell isn't any indication of the logic that a builder / designer type engineer should exhibit.

    It is quite obvious that " if the story didn't make sense it wouldn't be satisfying" refers to the previous sentence, particularly the last subject matter of the previous sentence having to do with the satisfaction of bringing a story to a fitting conclusion. It is further supported by the next portion of the sentence stating that "if that wasn't the aim there would have to be something else to provide satisfaction."

    Furthermore, nothing, and I mean nothing past base biological necessities, applies to "everyone". The target in this, as well as nearly all arguments like it, target the majority. In arguments like these no one cares about the few individuals out on the fringe.
     

    --
    To err is human; effective mayhem requires the root password!
  47. Star Control II by Anonymous Coward · · Score: 1

    The summary poses the rhetorical question: How much do I actually remember [of the story]? The implication is that a) games contain such simple or unimportant stories as to be unmemorable or b) gamers themselves don't care about stories and don't pay any attention to them. Each implication is wrong. In fact, one could argue it's a strawman which forms the excuse for having written the rest of the article, in lieu of having something useful to say.

    My favourite game of all time is Star Control II. It is a story-driven space adventure game that just happens to be the most amazingly written story in any game I've experienced. How much do I actually remember? I remember all of it. I played it countless times. I can summon the theme music to each of the alien races into my head instantly. I remember the motivations of each of the races, and how those motivations change as the story develops. I still play it from time to time (as The Ur-Quan Masters). I will fondly remember this game until the day I die; if I'm lucky, that will be one of the last things I do.

    Why does so much effort go into making sure the plot makes sense? The answer is demonstrated perfectly by Star Control II. If the plot didn't make sense the game just wouldn't work. Pew pew lasers and visiting planets only gets you so far. For some games that's all you need, but for the type of game that Star Control II is it would just never work without a well-written story. The story characters have their motivations, but the gamer themselves must also have some motivation to move their part in the story along too. There are literally thousands of planets to visit, but no gamer is going to go and visit them without some of their own motivation.

    It's obvious that a great deal of time and attention was put into the story for Star Control II, and it is now considered one of the best computer games ever made. That is why you put the effort in.

  48. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    It's "obvious"? To who? I've seen numerous people who think that their opinions about subjective matters are objectively correct, so if you don't state something as an opinion, there's no real way to know which type of person you are.

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  49. I remember when things don't make sense by thegarbz · · Score: 1

    Think about games you've played that have a story. How much do you actually remember?

    Think of all the good things that happened to you today. Think hard. Did you have a nice breakfast? Good coffee? Was today's slashdot session pleasing? Most of these events are forgettable unless they are spectacular in some way.

    Now think of all the bad things that have happened in your life. Easy isn't it? We remember the spectacular.
    I don't remember much of Half-Life. All I remember is that it had quite a good story.
    I remember quite a bit of Bioshock Infinite, probably because it had a good story and I played it recently.

    I won't ever forget the colossal screw-up which was the ending to the Mass Effect Trilogy. Inconsistent, nonsensical, and despite everything it looks like every option doomed the universe when you think about it. Who the heck was that kid? Why was he brought in just to finish the story, it didn't make any sense at all.

    Games don't need a story. If they have a story they don't need a good story either. If however you're going to have a story it better at least make sense or people will definitely remember it, and not positively.

  50. Depends -- if 'story' is significant part of game by Anonymous Coward · · Score: 0

    If its nothing but a shoot-em-up bit of fluff then story can be 'lite' and few details need to be presented, simplifying the game dev work needed to make the "reasons" cohesive. Consistency would still be good so players are distracted from the primary activity - slaughtering things without it being 'evil'.

    If players are asked to do things in a more complex game, then the reasons to do those should be explained enough to be logical. If decisions are to be made, then the player should be able to decide what is the 'right' for their role and should be given sufficient correct/cohesive/consistent information. The player shouldnt be stuck scratching their heads trying to figure out why they just got zapped for doing the 'right' thing.

    If part of the game is to 'discover', then the correct information has to be there for them to find
    If the game has a well defined setting - WW2/Middle Earth/Modern World then it should be portrayed properly toi match those settings - Tiger Tanks shouldnt fly, Gandalf shouldnt be a clone of Mr T, and Terrorists shouldnt be 'warm and fuzzy'.

  51. I recall Gradius story! by manu0601 · · Score: 1

    Though I did not play it for 20 years, I perfectly recall Gradius plot that was in the booklet: "you must destroy the Korg empire" (nothing more!)

  52. because it's the story, stupid by Anonymous Coward · · Score: 0

    I am trying hard to not just laugh out loud at the whole idea of a video game not needing a plot. There are a few games that don't.... puzzle games. However, the entire point of 99% of video games is that you are doing something you normally can't do. Adventure, action, simulator, what have you.... take a space sim for instance...If you made a space sim with no plot, where you just fly around from star system to star system, it's interesting for sure. But there's no driver... no purpose to it.

    Games without purpose are in the same bunch with games without risk or scarcity ( All of the "clickity click" Zynga games for instance ) They have a small amount of pleasure derived from their basic idea... there is something interesting to them. However that quickly fades

  53. Re:Because it would be unsatisfying if they weren' by Anonymous Coward · · Score: 0

    I literally do not understand why anyone would argue with you.

    I mean, look at your sig. You're obviously a pedantic little twat, and talking to you is a waste of time.

  54. video games have terrible writing by Anonymous Coward · · Score: 0

    Generally speaking, video game writing is notoriously bad and is often completely divorced from the gameplay.
    And you know what, the audience just doesn't care! you want proof? Just look at Bethesda, Fallout 3 is one of the worst games I've ever played, especially in regards to writing, but it's immensely popular, heir audience loves it, often citing the writing, and they've ever won awards for it.

    Even when there are companies like Atlus and Obsidian that can do excellent video game writing, the audience that desires good writing is quite niche.

    As for what makes a good video game narrative, it varies from genre to genre, but in principle it should complement the gameplay; eg, no allies dying when there's easy and wide access to healing/resurrection magic; should probably be non-linear; like how the plot and games changes wildly in Arcanum based on your actions and choices; and it should be used extensively in world building, often by showing and not telling. Making a town that actually looks inhabitable and sustainable is actually a massive part of it. Fallout 3 is an excellent example of how not to do it: make nothing, trade nothing, grow nothing, build a town around an atomic bomb because SO COOL AND WHACKY!

    JRPGs have similar issues, schlock like modern final fantasy and bravely default for example have a linear narrative completely divorced from the gameplay, and even go so far as to repeatedly club you over the head with whatever point they're trying to make just so they can be sure you get it. Dragon Quest 8 as also quite horrible, with the entire plot past the 5 hour marker being easily avoidable were it not for cutscene paralysis - and I'm still pissed off that the party couldn't escape a jail cell with a simple locked door when they had the ULTIMATE KEY that can unlock anything and everything. The list just goes on.

    But they also have games with quite good writing, just like we do; We have stuff like Fallout new Vegas, they have stuff like Shin Megami Tensei.

  55. Get that plot away from me by Anonymous Coward · · Score: 0

    There's plot and there's lore.
    The plot is not that important really. I'm moving through the game creating a story of my own, and that guy with a script - I don't want to see him that often. Really, it's a story about me travelling through the game world told to me travelling through the game world. It is redundant.
    But there's also the lore, and the lore is important. The lore contains lots of stories. And this is what I remember after the game. Because I discovered it. These stories were relevant to my journey, and they weren't redundant.
    So if you want to make a good game - pump in tons of lore, but don't nag the player too much with your vision on what's happening.

  56. You could ask the same question about movies. by PJ6 · · Score: 1

    It's not a particularly interesting question, either.

    1. Re:You could ask the same question about movies. by allo · · Score: 1

      there are movies/series, which open a lot of questions without answering. Have a Look at the Anime Serial Experiments Lain. After the last episode, you still wonder what it really was about, and have a lot of questions from different episodes, which are up to you. And still you feel a familiar tone through the series up to the end.
      After watching it, i was like "i want a sequel" and "no sequal can ever match the series and answering the questions will kill the atmosphere" at the same time.

  57. Re:do you really know what they were fighting abou by drinkypoo · · Score: 1

    And you know what made those games awesome in my opinion? Internally consistent plots (along with good gameplay).

    FOR GREAT JUSTICE!!!

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  58. Arkanoid's manual is a cover-up by tepples · · Score: 1

    The manual tells you what they want you to think. It's a cover-up.

  59. Tetris Worlds has a plot by tepples · · Score: 1

    Tetris Worlds has a plot: block creatures trying to escape their dying planet through portals unlocked by high scores in Tetris. Too bad The Tetris Company had to screw it up by using Tetris Worlds to launch infinite spin as a new official rule of Tetris.

  60. Are you a bad enough dude? by Zaphod-AVA · · Score: 2

    President Ronnie has been kidnapped by the ninjas. Are you a bad enough dude to rescue Ronnie?

  61. It's not about making sense... by blahplusplus · · Score: 2

    ... it's about setting the tone for a story and then radically breaking from it. We saw this in mass effect 3's ending and Mass effect 2's ret-conning. ME3's ending was just fucking awful for all the amazing shit they set up in Mass effect 1. The reapers had a real mystery and atmosphere and that was slowly deflated by mistakes made in ME2 (aka the human abuction to create a human reaper, like wtf?) and then totally screwed over by ME3 with star child stupid ass choice ending.

    If a game gives gamers the impression of being a serious story they set up those expectations. No one playing say Saints row 3 or SR4 is going to have serious expectations about the story. But it's different for RPG's like mass effect, etc. When you give the story a serious tone and show serious effort and then start phoning it in that's when gamers get pissed off. You need to decide from the start whether your story is going to be a serious effort or a half assed one and don't give gamers the impression otherwise.

  62. Re:Because it would be unsatisfying if they weren' by Anonymous Coward · · Score: 0

    Are you seriously trying to say that nonsense stories can be satisfying? Because I cannot think of any examples where that's true.

  63. Elementary Xenoanthropology my dear: Watts/Suns by VortexCortex · · Score: 1

    The reason lyrics, poems, stand-up comedians, movies, games, and all other cultural works need to make sense is because they exist within the cultural context. One may not remember the precise details after they have occurred, but that is not the significant interval of engagement. Reexperiencing the games will quickly bring to mind the nuances events encountered prior, else no one would ever beat Mega Man. Many creators and especially game designers do not understand the true height of the shoulders they are standing upon. However, I do. I have tried creating things that are both meaningful and completely original... They have no cultural significance because they are too removed from it. You would sooner find meaning in television static (it being a universal symbolism, after all).

    Try creating a wholly original and meaningful work: You actually can't due to biological factors that will limit the forms of acceptable I/O. To name a few: Gamma Ray Videos will give you radiation poisoning and cancer; Ultra Sonic Audio won't be audible, and very low frequencies make humans loose their shit; Your event ordering will be more temporally consistent the smaller the interval (you may have time loops or backwards or unordered scenes, but pressing a button will cause an action to occur afterwards in a non random fashion, and no input devices will transmit data to the past); Visual, audible, and temporal aesthetics will be dependent upon the human visual, audible and cognitive subsystems, e.g., sharp angular contrasts and movements will draw focus, smoother and subtler differentiations will invite deeper investigation, and the gradient patterns thereof will repeat in a fractal "arch" pacing (even in storytelling) due to neuron activation potentials and "rest" periods where the neurotransmitters must be cleared from the synapse prior to reactivation; Juxtaposition of a common (but false) assumption with ridiculous (but true) actuality triggers the humor circuit more strongly the more unexpected, longer duration, and interdependent with other juxtapositions and ridiculous assumptions.

    Aside from the universal and biological biases, social factors of consensus will weigh heavily on the cultural value of the creation. Minor deviations excepted, your physics will be derived from interactions found in your natural environment, the dialog will be in an existing language (or provide duplex information conveyance via translation stream), iconography will be derived from common cultural symbols. To increase value by way of cultural relevance the narrative will frequently involve allusion to preexisting events, stories, myths, legends and religions.

    New creations exist atop mountains of prior creations, and yet you foolishly limit recreation from existing sources to arbitrary delays of duration -- Even greater than a span of life! Four generations do copyright last: If you have kids at 30, then die at 70, your kids die 30 years after your death, your grandkids die 60 years after your death and your great grand children will be 50 when new creations enjoyed by your generation finally enter full legal cultural availability (70 years after your death) ensuring that the works are culturally irrelevant to new creations. If I wanted to stagnate human cultural evolution, your current copyright laws are exactly the way I would do so... You are now aware that "national security" means maintaining the social, political and economical status quo even against the will of the people. No one will be alive to remember the creations of the past, so the immortal corporations will finally have a means to seemingly create "new" things themselves via regurgitation of their prior digestions... but I digress.

    Even having invented a truly alien language, easy for both machines and organics to OCR, with 16 glyphs based on the universal dimensional, temporal, and energetic forces of interaction and an thus easily interpretable by mechanoids and organics alike via recur

  64. Re:Because it would be unsatisfying if they weren' by kruach+aum · · Score: 1

    Whoops, I didn't realize I was talking to a caricature of a fundamentalist Christian instead of a real person: https://www.youtube.com/watch?...

  65. Thief - the way NOT to incorporate plot into a gam by Anonymous Coward · · Score: 0

    The newest iteration in the Thief franchise is an example of how NOT to use plots in a video game. It takes you from very loosely linked missions, and then at the end of the game, leaves so many questions unanswered and so much ambiguity that it is actually anticlimatic, and and least left me determined to not play any more episodes, at least not if they keep the development team involved. For instance, after you complete the last mission and allegedly fix the malaise that has been affecting the city, if you continue to play, there are still the "zombified" NPCs visible throughout the game. Major fail.

  66. Art or porn? by jandersen · · Score: 1

    It's like the difference between erotic art and pornography; erotic art tries to make you think and feel on your own, whereas pornography just want you to say bye-bye to your money. I suppose there are so many forms of 'porn' out there because the world is full of wankers.

    I can enjoy the simple, unthinking gameplay sometimes, but a good story is what makes me want to come back for more.

  67. Re:Because it would be unsatisfying if they weren' by Anonymous Coward · · Score: 0

    That's your opinion.

  68. Stories do matter by zlogic · · Score: 1

    A few examples of good stories:
    * Half-Life does not have a really complicated story, but it's good enough to turn mindless running around corridors (Quake II-style) into achieving actual goals.
    * Bioshock Infinite has an insanely great story with an awesome ending. Forget the graphics (not bad at all), forget the gameplay (also quite entertaining), the story is probably the best in history of gaming. This game will definitely be remembered.
    And bad ones:
    * Unreal II: The Awakening has a terrible story and dialogue. But graphics were great and gameplay was OK (typical for FPS developed during that time). Probably nobody remembers this game now (except for how bad the dialogue was).
    * Unreal Tournament, Quake III have absolutely no story in single-player. It seems nobody played single-player at all, or only used it to train for multi-player deathmatches.

    Some gameplay types do not need a story, and sadly it seems that this includes most modern games, such as free-to-play timekillers (no need for a story when the purpose is grinding for coins) and multiplayer games where the any sort of story interferes with the gameplay.

  69. Re:do you really know what they were fighting abou by Anonymous Coward · · Score: 0

    For a while at least. I do remember, Monkey Islands was awesome, yet I don't remember a lot of the plot anymore, except for the revealing ending in Monkey Island 2.

  70. Suspense of disbelief by Barryke · · Score: 2

    Theres arcade games like hoops around a cone, but for games that require me to invest more than the few minutes of screentime i give them, i need something to help me keep the suspension of belief. This is where a story that keeps me interested is required.

    But there are exceptions. The story may be cheesy, like C&C:Red Alert 2 where its just mechanism to explain the next mission. So either the story is informative, or the story is required to keep me interested.

    --
    Hivemind harvest in progress..
  71. It's characters. by Anonymous Coward · · Score: 0

    The plot needs to make sense at some level, first of all. Otherwise I'm just not going to give a shit. Does this mean it needs to challenge my ideas on (blank) or attempt to (yadda)? No. If you make it like every horror movie where people act in a completely retarded way, weather or not they've ever seen a horror movie if freaky random ghostly shit starts happening you GTFO after a few times. It just needs to make sense. Even if you KNOW it's a bad idea, but you HAVE to do it because a reasonable reason, that's okay. Hell, I trotted after Sephiroth because all the characters were like "If S-Dawg be doin' stuff, we in deep shit!" and just about the time I got tired of that, the characters ruminate on how he MURDERED people and burnt down villages and went frikkin' CRAZY. So, yeah, it made sense we should try and stop him, then this seed grew into a sapling and eventually became a massive redwood tree which would sound sketchy as a story when summed up but every step of the way made sense. That's all a plot needs to hold up: small steps that make sense, leading to a conclusion.

    A story? You need characters for that. I don't mean this is "blah" he is like "yada". That's a caricature at best. They need thoughts, feelings, things to do, quirks. Any halfway decent GM can tell you that the difference between "the bartender." and "That's MISTER M.F. Bartender, esq. to YOU!" can be as simple as kicking some street punks out of the bar, then eyeing down the PCs like they could be next if they misbehave. The difference between "manic evil dude." and "Are you MAD Villain, bro? wtf?! SRSLY?!" is, instead of "You'll nevar catch ME! *poof*" he turns to the PCs and says "Well. This has been fun, but now you've gone and made me late. *frown*" then, suddenly, he just shoots one of the PCs in the leg "Tootaloos~! (to self while walking of) Mental Note: Yes, that meeting with... John, was it? Yes. Move that to tomorrow. I've an underling that's failed me, one of those "getters" that just isn't going -- needs his kneecaps busted, I think. Yes... I'll hold... *manic laughter he cuts short then shoots someone else* What, thought I lost it? No such luck."

    This is what separates the memorable moments in gaming from the filler. Character. We didn't care that Aeris died because she was the healer or because "plot twist! SOMEONE DIES!!". It broke our hearts because we CARED. You had her nurture the group, share her fears, her past, gave her a story and personality and then BAM. GONE.

    The words "Would you kindly?" stick with me not because "plot twist! MIND CONTROL!" but because we think our plane crashed, we have no direction, then this guy with a propensity for being polite shows up, guides us, gets in trouble, we try to help etc. etc. and then, suddenly, everything that made us sympathize with the character is stripped away and the very quirk which provided some level of endearment is brandished against us.

    When I think of Gothic, I remember "Welcome to the colony! *punch to the face*" not because it's the first line of note in the game, but because it gives the entire setting of Gothic a character itself. "Wizards, magic spell gone wrong, prisoners take over, orcs are trapped in here too because of a war going on, blah blah blah, yeah, yeah 'only I can prevent forest fires!' figured as much... wait... 'but he had a ways to go before that'... well yeah I'm level one... Oh... you... uh... really meant that. Wow. Okay. Well... that chicken thing don't look too--- OH GOD MY CHARACTER DOESN'T EVEN KNOW HOW TO SWORD!!! BALD CHICKENS TERRIFYING!!!!" Even though the majority of characters are not even "real characters" they FEEL like it, because the world has made it painstakingly clear that although you're used to being special in a video game, you have to earn it. The "I'm a prison A-hole" vibe everyone oozes works because from the get go you KNOW what kind of place you're in and that you really need to invest in some friends, and soap on a rope, quick.

    Even Borderlands 2 gets this right. Jack has got personality. Mar

  72. 8 and 16 bits by Parker+Lewis · · Score: 1

    As I'm an arcade gamer, and growth in the 8 and 16 bits era, for me, games are not an alternative reality. Games for fun only. And most remarkable games are the ones with generic stories: let's fight against Mr. X, that bad group has kidnapped my girlfriend, bad aliens will destroy our Universe. I even remember when I rent the TMNT games, on Genesis, for the first time, and my brothers asked me to skip the intro, because they want just play. But yeap, time changed, and now EVERY GAMES IN THE UNIVERSE have to present an epic story. Have to be long and easy. For God sake, at least the indie market is offering better alternatives then "THE INDUSTRY".

  73. You keep using that word... by denzacar · · Score: 1

    A story is a series of events recorded in their chronological order.
    A plot is a series of events deliberately arranged so as to reveal their dramatic, thematic, and emotional significance.

    The "deliberately arranged" bit is the important part.
    In a book or a play it's the old three or four or five act structure, which makes sure that you get all the information you need where and when you need it and which keeps the story interesting.
    You know... It makes sure that the detective finds the killer in the end, after finding all the clues if it is a mystery or that he finds the killer in the beginning then showing us how he kept missing the clues if it is a drama or a satire.

    Or, put in another way, plot is what moves the story from A to Z, story is how the letters in between A and Z are arranged.
    Why from A to Z? Why not A to M? Because "'at is them rulez".

    In a game, the rules of the game are its plot.
    In chess, the fact that each game starts the same way and has the same goal is what sets the plot of chess.
    The story in chess is all that which happens on the board. Openings, tactics, moves... that's the story.
    The players create the story.
    And even there, bits of plot are hidden - as there are strict rules how each figure moves and attacks.
    You ever had a game of chess where the entire court turns on the king, makes the pact with the other side and betrays him?
    How about one where two pawns from opposing sides fall in love and decide to run away together?

    You want a different plot with chess? Try chess problems.
    Though, I'm not sure there is one that tries to reenact Romeo and Juliet.

    As for 2048... That is a VERY bad example. That game is almost exclusively plot.
    A really big hint would be the fact that almost immediately people started coming up with algorithms to beat the game.
    If a bot can complete the game, moving from A to Z, or from 2 to 2048 - that's a plot-driven game.
    Put a SINGLE black-or-white, good-or-bad choice - and the bot will fail half the time.

    If you're using 2048 as an example of a good game, you are actually asking for games that are entirely scripted, but with a steep learning curve and little to no random elements.
    Those are not games. Those are mathematical problems.
    Sure... some people find those fun, but eventually they do become just tedious number crunching.

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
    1. Re:You keep using that word... by Anonymous Coward · · Score: 0

      While there are useful tidbits in what you say, you also seem to miss some big things by using words completely different from everyone else, even if you can cite a technical definition from somewhere. People don't use plot and story in this context when talking about a progression of purely game mechanics. That is not to say progression of game mechanics is not important, but it is not what people complain about or are praising when they talk about he amount of story and plot in a game.

  74. What a load of incoherent nonsense by Anonymous Coward · · Score: 0

    What a load of incoherent nonsense.

    Reading OP and the linked article was really annoying to me. A bunch of poorly explained notions and full of conjectural statements.

  75. Yeah, sure by Maury+Markowitz · · Score: 1

    > Think about games you've played that have a story. How much do you actually remember?

    Quite a bit, typically.

    > You can probably name the protagonist and antagonist, but do you really know what they were fighting about

    Actually, I rarely remember the names, while the backstory is trivial to recall.

    Consider Marathon.

  76. Story or Go Home by perlith · · Score: 1
    TFA is actually interesting. The headline and summary are completely the opposite of the TFA:

    Microsoft Studios' user research group developed a narrative usability method to test story early in production, allowing for iteration driven by player experience. Narrative usability can identify twists that don't work and conclusions that are confusing, removing understanding blockers so that characters can shine.

    Having played a number of FPS games, you know the one I remember the most? Spec Ops: The Line. Why? The plot and voice acting.
    Having played a number of flight sim games, you know the one I remember the most? Wing Commander 3. Why? The plot and acting.
    Having played a number of indie games, you know the one I remember the most? To the Moon. Why? The plot and dialogue.
    Having played a number of adventure games, you know the one I remember the most? Zelda: Ocarina of Time. Why? The plot.
    Having played a number of puzzle games, you know the one I remember the most? Deus Ex. Why? The plot and depth of gameplay.
    Having played a number of sci-fi games, you know the one I remember the most? Half-Life 2. Why? The plot and voice acting.
    RPG games take their own special category as plot makes or breaks an RPG - Chrono Trigger, Final Fantasy 9 + 13, Mass Effect 3, etc.

    I may not remember the plot, but I certainly remember how I felt at the end of the game. Same as with other forms of entertainment - movies, books, theatrical performances, etc. Glad to see they are offering research to make a game more memorable because of the plot and characters.

  77. Suspension of Disbelief by petteyg359 · · Score: 1

    I couldn't describe to you each individual plot point in a book I read last year. Whether you can remember every little tidbit of dialogue years later isn't important. While I'm playing, though, the plot line is right there in front of me, and all the previous bits and pieces are at the front of my mind. You throw in something that doesn't mesh with the plot in the least bit (i.e. Portal robot spheres in Skyrim, the talking dog in Skyrim, various other easter eggs in other games), that kicks me out of the game, and I don't want to continue playing. That's why keeping the story consistent is important, you dimwit.

  78. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    Not unless you're a mind reader, in which case my statement would simply be wrong.

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  79. Re:Because it would be unsatisfying if they weren' by BiIl_the_Engineer · · Score: 1

    Are you seriously trying to say that nonsense stories can be satisfying?

    Whether they can or can't depends on the person. "nonsense" is also subjective.

    --
    These comments are my own and do not necessarily reflect the views or opinions of my employer or colleagues...
  80. They don't by bickerdyke · · Score: 1

    They don't have to. Exhibit A: PacMan

    But if a game tries to tell a story, it better makes sense. No need to make perfect sense, I'm willing to throw in a good measure of suspension of disbelief.

    --
    bickerdyke
  81. Do you need a Story? by allo · · Score: 1

    What about games about exploring the game itself? Like http://www.duangle.com/ for example (still early alpha, but look at the videos).

    Or games which are just something you enjoy, like osmos, pathological, even 2048 does not need a story to kill many hours of productivity.

  82. Sierra games... by Mogster · · Score: 1

    All these comments and no mention of Sierra's ... Quest games; Hero's Quest, Kings Quest, Space Quest, and the perenial Favourite Lesiure Suit Larry.
    Plot driven with the right balance of humour and complexity... still enjoyable after 15+yrs.

    As for FPS.. wolfenstien (2d & 3d), Duke Nukem 3d and wing commander. Sufficient plot to identify objective and make it enjoyable to play.

    --
    ACK NAK RST
  83. ...What? by Anonymous Coward · · Score: 0

    What the hell does that even mean? How is the gameplay supposed to drive the story. The "gameplay" is just the word attached to the actual act of interacting with the machine to make the characters do stuff. How touch a physical thing to make your guy swing his sword or raise his shield. How does one make the running and crouching and shooting control interface actually directly affect the story.

  84. fuck portal by Anonymous Coward · · Score: 0

    portal was like going into starbucks, ordering a latte and instead receiving a covert handjob from a slightly chubby girl with glasses.

    we get it - it happened. we dont need to hear the same goddamn story 1million times.

  85. Because by cwsumner · · Score: 1

    Because just shooting things gets booring. Shooting things for a reason is more fun.

    It depends whether you want to make a game that will last a week or two, or you want a game that will last a year or two. Assume the buyer is only going to buy so many games in a year, but might buy Downloadable Content if they like the game.