I totally diagree with the Mr.Blow guy. Story is what drives any game, even the crappy ones. There are many games that integrate story and action perfectly. MGSm Fallout, Fable, any Bioware RPG, the list goes on.
Heavy Rain really intrigues me.Indigo_Dingo said:No games yet have replicated that either - Heavy Rain seems to be the first thats even trying it.Virgil said:The simplest answer? A choose your own adventure book. Despite the paper format, it is a game.Kilo24 said:Here's a question: what stories have you seen that needed to be in games in order to tell them?
That's the magic of games as opposed to every other storytelling medium - the story can change based on the actions of the player. Nothing else replicates that.
And some can do both. In my current Star Wars Saga Edition tabletop game, we're fairly dice-heavy for combat, with very few checks and a lot of roleplaying for non-combat. One of my friends plays a droid, and min-maxes every chance he gets, ignoring a lot of roleplay for combat; my other friend plays a Jedi and is generally not so fussed about stats so much as recurring villains and saving the princess. A third friend really gets into combat AND roleplay, and is still the first person to ask "how much XP do I get?" at the end of every combat encounter. As for me, I'm just there for the experience. And every single viewpoint here exists within the same, physical tabletop game - why can't the same be said for digital games?nimrandir said:The D&D analogy ends this discussion, as far as I am concerned. Some playgroups spend every session crunching numbers and min-maxing their characters, while others can go a whole evening without rolling a die.
Back when I played MECCG [http://en.wikipedia.org/wiki/MECCG], I knew folks who built streamlined tournament decks whose only goal was victory, while I used cards to tell the tale of a group of dwarves rallying Gondor or Radagast transforming Mordor into a big garden. Was I 'playing the game' any less?
Very, very few games seem to take distinct advantage of that though. Choosing to run in circles before triggering the linear progression into the next bit of story is the most choice many games offer outside of running into the game over screen. And the majority of games only offer mechanical advantages for other decisions, such as digging up a piece of heart in Zelda. The overall plot remains unaffected in a meaningful way.Virgil said:The simplest answer? A choose your own adventure book. Despite the paper format, it is a game.Kilo24 said:Here's a question: what stories have you seen that needed to be in games in order to tell them?
That's the magic of games as opposed to every other storytelling medium - the story can change based on the actions of the player. Nothing else replicates that.
This is my sentiment as well, which is kind of unfortunate given how much I enjoyed Braid. What disappoints me the most is that he COULD be spending this gripe time working on another fantastic game. Of course, if he is out of ideas but is coasting on the sweet high of popularity and narcissism then I can't imagine any better way to hold yourself up then making over-generalized controversial statements.nilcypher said:*Sigh* Another gem from Jonathan Blow.
I can't quite decide whether he's completely genuine, or if he's just cynically trying to keep himself in the limelight. Let's face it, before Braid, Blow was hardly a household name, and as loathe as I am to use a such a trite sentiment, 'out of sight, out of mind' seems oddly appropriate.