exactly, "in a game" not in a movie. If the story is told through cut scenes then the game doesn't hold the story, the movie part of the disc does.rsvp42 said:But if your goal is to tell a compelling story in a game
exactly, "in a game" not in a movie. If the story is told through cut scenes then the game doesn't hold the story, the movie part of the disc does.rsvp42 said:But if your goal is to tell a compelling story in a game
I choose not to draw such hard lines between the mediums. The final product is what matters, not adhering to some dogmatic idea that games must be purely "games" (whatever that even means). If film techniques help tell the story and the player finds them enjoyable and compelling, then who cares? It's about the totality of the experience.Hitman Dread said:exactly, "in a game" not in a movie. If the story is told through cut scenes then the game doesn't hold the story, the movie part of the disc does.rsvp42 said:But if your goal is to tell a compelling story in a game
Well yes, but it's kind of hard to believe that Alyx could feel genuine affection for a strange, silent, angry creature that roams around smashing stuff with a crowbar just because it can.TestECull said:That never bothered me in the least. I've never had any problem immersing myself in the role of Gordon Freeman and yet still feeling that that was my arm attached to the gun. I'm able to forget that in all actuality it's a disembodied arm only visible from certain angles floating around in space.
I must say Episode 2 exceeded my tolerance for Antlions to the point I've never yet bothered to finish it (certain people might be able to tell you some of the games I have bothered to finish). I never liked them to begin with and yaaaaay a whole multi-level segment full of the bastarding things.TestECull said:I actually like Alyx, so I see no problem there. Also, you managed to get the gnome to the rocket facility? It always falls out of the Charger when I try...maybe I do too many handbrake turns?
Popularity isn't really a good measure of success; if it was, we'd all be happily awaiting Michael Bay fucking up Transformers 3 like he did the last two, because they made loads of money.TestECull said:I've asked myself that several times. In the end, though, it's Valve's canon, and that's what Valve wants with the canon. They must be doing something right, too, because Freeman is one of the most popular protagonists in PC gaming full stop.
Actually, that's another thing I've never been fond of; I don't like feeling like the only useful person in the world. Sure, the AI can't do everything, but the game ought to be trying to convince me they're doing something, even if I'm the one needed to make the difference between victory and defeat. I've never liked those plotlines where everything is screwed because humanity is stupid and only you can perform even the simplest tasks without sawing off your own head.TestECull said:I've often questioned why I had to push forward when there's five or six other people there. Doesn't matter what game. But then I see them try it and get pulverized. It's just something unique to gaming I guess. Wouldn't be much of a game if we didn't have to do anything and could rely on the AI to handle things for us, after all. It'd just be an overly expensive ten hour movie where we had to walk through the set.
Yeah, the player does things, but we never really learn why people expect these things of Gordon in the first place; he doesn't exactly raise his hand, he just walks into the scene and suddenly everyone's like "hey, it's Gordon, he'll fix our shit." Why do people think of him that way? We don't really know; certainly, he doesn't volunteer in any way but by existing. It's weird to have characters react to a nerdy-looking man with a PhD by handing him a rocket launcher and telling him to shoot down that Combine gunship that's been bothering everyone.TestECull said:That's the thing...he is applying that. Or, should I say, the player is.
I wanted to pick out this piece of your position because I kind of understand what you're saying but disagree with it vehemently. While, IN GAMEPLAY, your character should of course often do what you tell him to and never kill you because of poor controls or mechanics, I believe a big part of immersion in games is player/player character conflict.TestECull said:When I play a game that forces me onto another character I never can quite get fully immersed. There's always that little light in the back of my mind going "Why did <insert space marine #58 billion's name here> do that?". Sometimes I'll scream out "Dammit do what I tell you to do!". That's a classic sign I'm not immersed in a game when I'm yelling at someone because they didn't do what I told them to do. I shouldn't be telling them to do anything, I should be them. When Dr Freeman misjumps it's never "Dammit, Gordon, I didn't tell you to brain yourself on that rocket", it's always "Dammit I didn't want to do that..."
I always thought the point was a little different to that; he knows why he's doing what he's doing, but you don't; like him, you don't care about the consequences at first because you accept that it's a standard narrative; kill the monsters, save the princess. It's only as you see what it's doing to Wander that you get the disconnect the game is built around; not that Wander made the wrong choice, but that you, the player, don't know what that choice was or whether he was right to make it.Samurai Goomba said:Shadow of the Colossus gives you the ability to destroy Colossi and traverse terrain, but you never get to make the one choice that drives the narrative. Why? Because your character is not you. No matter how much it hurts him, he will not make the correct decision about his loss, and neither can you.
Well, I always interpreted his decision as the "wrong" one, even though I suppose things worked out for him the way he wanted, even though he couldn't possibly have planned the entire sequence of events. The fact he kept getting stabbed in the heart by tentacles of what can only be described as either squid ink or pure elemental evil and becoming corrupted by it suggested to me that he might be on the wrong path. The traditional Faustian deal doesn't usually end well for the guy making it.Evil Tim said:I always thought the point was a little different to that; he knows why he's doing what he's doing, but you don't; like him, you don't care about the consequences at first because you accept that it's a standard narrative; kill the monsters, save the princess. It's only as you see what it's doing to Wander that you get the disconnect the game is built around; not that Wander made the wrong choice, but that you, the player, don't know what that choice was or whether he was right to make it.Samurai Goomba said:Shadow of the Colossus gives you the ability to destroy Colossi and traverse terrain, but you never get to make the one choice that drives the narrative. Why? Because your character is not you. No matter how much it hurts him, he will not make the correct decision about his loss, and neither can you.
In the beginning we walk in calm to a beautiful temple and speak with a wise, ancient creature who gives us a task. In the climax, we find Wander standing in front of an insane, burning mountain of hatred, haggard and worn and sorrowful, and we realise we have absolutely no idea what's going to happen if we succeed. We never asked, because we never imagined there was a question. He knew all along what he had to do, and now, against all odds, he's going to do it.
A game is as much as the decisions you CAN make as the decisions you CAN'T make. This has been true since the age of board games. If you are put into a desperate situation where he must die, and you have no other choice, that's a moment of gameplay where he must die. RPGs do this a lot actually, put you in a battle that you HAVE to lose and nothing you can do will prevent it.Samurai Goomba said:Now, this is something the player would NEVER order him to do. EVER. Because he dies FOR GOOD. You can actually finish the game with him dead. Name any other game ever made in the history of ever where the player would freely choose to kill the main character when there is even the slightest chance he can't be saved (and as far as you know at that point, he CANNOT be saved.
I think the thing is, you're taking your assumptions about what Dormin is based purely on what he looks like, which is kinda what the game is about not doing.Samurai Goomba said:I mean, I see no reason why Dormin couldn't have just killed the girl. And she doesn't even revive until after Dormin is sealed away, so who's to say he even was the one to resurrect her and not, say, the act of him being purified? Maybe he indirectly caused her death somehow (although that seems unlikely.)
Look, there's a reason why I've been around this site for months ans didn't say this on any article but this. I know other articles do that. I know most, maybe all of them, do that. But in this case you didn't take a side or make a quip or finish with style, you just packaged the main post with a piece of insubstantiality. Pure speculation with no grounding in any kind of fact, no reference to the main points of the above story, nothing. I expect a line like that to come out of a commenter who's just kinda thinking out loud. Even stylistically speaking, it wasn't anything interesting to end on, did nothing to create a desire to learn more, and didn't really do anything to encourage reader thought beyond what your prior material had.Logan Westbrook said:Different sites handle news in different ways. Here at the Escapist, you'll find that we often add our own points of view to a story, as well as supplying the facts. I'm genuinely sorry if it's not to your taste, but we're unlikely to stop in the foreseeable future.A Curious Fellow said:Keep your opinion out of the news report please. I don't care what you have to say. Give me the facts, that's your job. Don't finish up a good news report withbecause when you do that, you cheapen the whole post. Your personal opinion has no place in a news story.Logan Westbrook said:Perhaps the best compromise is a mixture of both, a game that does have cutscenes, but keeps them short and few in number, keeping most of the story in-game.
Err, not really. The last paragraph really just provides some context for what he was saying, and then presents one possible solution to the problem he describes.3nimac said:I like how you made an article to present his opinion and then just pissed all over it with the last paragraph.
Oh my god, his parting comment was a cutscene D:A Curious Fellow said:In this case you took away from yourself and your story with your parting comment.
Kill 350 enemies to get to the next sentence.SirBryghtside said:Take turn-based JRPGs, for example - how do you implement story into those through gameplay?
I'd argue conversations in BioWare games are gameplay, not cinematic. The games are heavily story and character-based, so conversations are an essential part of the game, not just something to move the story alone between long bouts of killing things (though they often function that way as well). Also, conversations have a consistent mechanic (especially Mass Effect and DA2) throughout the game, unlike most QTEs where normal gameplay is interrupted so you can play a short game of Simon Says.Nooners said:EDIT: BioWare games are also an odd blend. Plenty of cutscenes, sure, but you can control a lot of what's happening in them that they defy the traditional definition of a videogame cutscene...not sure how to classify them.
Mostly they've pulled it off. There are still horrendous examples of cutscene incompetence. I remember one encounter in Dragon Age:Origins where I encountered a party of NPCs I was supposed to kill. I knew who they were; they had no idea who I was or what I wanted before the conversation. So I arranged my party members in ambush positions all around the battlefield before triggering the conversation. As soon as the conversation was done, all my party members were clustered together in the middle of the enemies, easy target for their mage's area-effect attacks. Gah!SimpleJack said:I feel like Bioware has pulled off cutscenes pretty well, Mass Effect sort of gave you a way to control the cutscene and develop your character further...