Deux Ex Machina And Plot Holes.

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Riobux

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I consider myself as not just a gamer, but also an amateur writer. Sure my stories have never been in a book, can all be found on-line and it isn't uncommon to find someone who hates the stories, in fact it's pretty common, I consider myself as someone who values story-lines a lot. While I'm not the guy who will sit back and play RPG games due to what may be a very thrilling story, I'm someone who values greatly how good a story-line is. Sure, you could get us to play as a guy who has to kill people while getting from point A to point B and the game-play could be superb, it would only end with an empty feeling at the pits of all our stomachs. Not just us, the people who play the games, but also the developers for making a soulless beast that has no purpose.

So; you have, the story-line. A motive to shoot that guy who also has a motive to shoot you. Let it be you're a down-on-your-luck gambler who has to take part in competitive shooting matches to gain his freedom due to the large debt he has gathered up, or you're an engineer/technician who has been sent to a ship that broadcast a distress signal and now, since your ship has blown up, you have to find a way off the ship you're on while surviving against the monsters. It doesn't matter, you have a reason for your character's existence. However, if there's something that is a predictable as the sun rising, is it'll contain either some deux ex machina or some plot holes, maybe even both!

Most current-gen games, while they bend over backwards (and possibly breaking their back which ends with them eating their arse until their life ends for one reason or another) to deliver a story that leaves you wanting to go on like a suicidal mental patient finally given a reason to live. Which like most mental patients, it's never squeaky clean. There's always some dust or rust on the plot that wasn't properly dealt with. There may be no explanation of how the technician and a girl who talks to him a lot actually broke up, just they love each other and there may be no explanation of how points are tracked in the competitive shooting matches, they just are.

So what is the point right? What is the point of putting heart, soul, and effort into games only to end with some deux ex machina here, some plot holes there and the unavoidable complaints about the story-line being either boring, unoriginal or problematic? Why try to write sophisticated stories when it'll only end in tears as people start complaining about the amount of holes the story poses (I could probably think of some good examples of this, but is it worth naming and shaming?)?

Simply, because people crave purpose. So you're stuck with a ?damned if you do, damned if you don't? problem. You could waste time and effort making a story that will bound make some people cry the same old ?BUT THE PLOT HOLES!? like a child learning a catchphrase of his favourite reviewer, or you could use that time and effort, put a thin coat of paint where the story used to be and focus on the game-play, making those shrill cries about the story absolute null and void due to the distinct lack of a real story.

Most people, I hope, will be jumping at me with knives in between your teeth and eyes filled with fire and hatred at this point. Why? The most likely outcome of, what could be considered, the rant is clear. You can almost see shore and the message is a well known and boring one. However, no. While it's obvious at this point that every game should pool resources in to make, what could be viewed as, a flawed story, it's not the way for every game.

There are some very good games, some very well known and some not so known, that adds what could resemble to be a story as an after-thought. After all, you COULD have an in-depth motivation to run through the streets shooting zombies complete with character development, reasons behind the disaster and the characters' histories, but is it always the right thing to do? Sure you need motivation, but sometimes the motivation is just obvious. When there is zombies running at you, the motivation is usually crystal clear: survive. Am I saying the only games that work with paint where the story is meant to be are zombie games? By all means no, but I find it a classic example.

What I guess I am simply trying to say is this: Stories will always be flawed if you look at it hard enough. If you stare at a painting hard enough, you will likely find a slight problem. Maybe the artist put the wrong colour and covered it up? Maybe it's an inaccurate stroke direction? I mention this point because every game I know has story faults. You name it, it's likely got some deux ex machina in it and some plot holes of course. While I'm not saying ignore a story because it will always be flawed and only praise how good it is, it's usually handy to take a step back and look upon the story because every polished table has it's scratches and exposing scratches isn't so much a good thing sometimes but sometimes is a sure-fire way to absolutely kill any form of enjoyment to be had. Which somewhat kills the point of video games as an entertainment source.

So, do you find yourself or sometimes find others just needlessly insulting a story to a game just because someone has looked a bit too closely at it? Do you tend to look at the story and look past it's scratches or ignore it completely due to how flawed it usually is?
 

ioxles

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*Clears Throat*

Deus Ex my friend. Deus Ex.

Jagged Alliance 2 where the story and narrative contained within is a vehicle for your mercs to reign havoc and complain.

There are more if you look closely.

And if you stare hard enough at a painting, noticing every detail and looking for the flaw, you might see the elephant and realise it's a da vinci. And if you're that close you want to take a step back and think about the point of art in the first place.
 

Babitz

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Icecoldcynic said:
Babitz said:
ioxles said:
*Clears Throat*

Deus Ex my friend. Deus Ex.
I think he meant the term "deus ex machina", not the game "Deus Ex".
I think he was bringing up the game as an example.
You could be right, since I just flew over the text, didn't really read it thoroughly.
 

Icecoldcynic

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Enderrr said:
It doesn't seem like he was using it as an example.
Well the fact he brought up JA2 RIGHT afterwards suggests he was mentioning both games as games with compelling stories.
 

ioxles

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Games are still to become works of art or implement literature or narrative in such a way as to have defined structures or guidelines to follow when creating a story for a game.

Gaming is a relatively new medium as a narrative vehicle, and as such much must be created for it, but, where a lot of developers and writers for games go wrong is copying exactly from books or films in structure, format or style instead of thinking about games as completely different things. Books and films should be lessons learnt, not copy pasted.

Now, I consider games to have more in common with books than they do with films, sure they share a visual and audio mode of interaction, but, that's where the similarity ends.

Hitchhiker's Guide to the Galaxy is one of the examples I wish to use to demonstrate this.

A fantastic series created by Douglas Adams, originally a radio broadcast then adapted to various forms of entertainment and written into a five part trilogy. Douglas Adams also went on to make entirely by himself the Game of the book, which you can play for free online.

Now to go into more detail on this would be an exercise in madness as I would never be able to write enough, if you want to know more, play it for yourself or read one of the many reviews.

http://www.bbc.co.uk/radio4/hitchhikers/game.shtml

The game is bloody hard.

Also worth a mention is Starship Titanic, also made by Douglas Adams, containing the best story narrative and especially Voice Acting in a game I've ever seen (John Cleese, Terry Jones and Douglas Adams feature in it). Seriously find it and play it.

Now plot holes are ground to be tread carefully, as some things that can also be considered plot holes are intended to be open threads, narrative structures left open for theoretical sequels or objects of mystery. Character actions that seem devoid of meaning might be there to create a mystery or ulterior motive to actions made etc etc depending on how much you look into things.
 

Wolfram23

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I like the Dead Space references. And I agree. I've seen people complain about "plot holes" in that game but from my experience, it all made good sense. I don't really know why Isaac and his gf broke up, but it doesn't matter it didn't happen in the scope of the game. What matters is you're an engineer on this doomed ship with some crazy alien mind control thing that religious zealots think is their way to some sort of holy land type thing (reborn after death). Also, it does a great job of relaying all the relevant info - why was the idol brought up? Why did people start dying? Where did the "zombies" come from? It's all there.

One game that in many respects gives you no story or plot, but in actuallity has a pretty deep story, is Demon's Souls. Long story short, the only way to figure out what happened and why is to read item descriptions and talk to the very very few people you meet. Some might consider the game has "massive plot holes" but it's easy enough to fill them in yourself. It's unreasonable to expect everything to get explained outright. In real life, how often do you wonder "why?" when you hear news stories? Sometimes theres a vague attempt to explain but mostly you don't know anything. So why should we expect games to hand feed us every little piece of info? What you discover in Demon's Souls is that you, like so many others, came to this land to help rid it of demon's. However in the process, you aquire souls and use them to become more powerful - which incidentally turns you into a powerful "demon". Sure, some of the demons you fight are truely monsters, but many are or were men/women corrupted by their soul powers just as you unwittingly are. When you uncover a bit of the backstory to the different levels (such as the Valley of Despair) it's really intriguing.
 

Riobux

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ioxles said:
Now plot holes are ground to be tread carefully, as some things that can also be considered plot holes are intended to be open threads, narrative structures left open for theoretical sequels or objects of mystery. Character actions that seem devoid of meaning might be there to create a mystery or ulterior motive to actions made etc etc depending on how much you look into things.
Oh yes, true, but most people interpret them as plot holes that need filling. For some reason, most gamers don't like open endings which leaves some plot elements open.
 

ioxles

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I love Shadow of The Colossus, the flawed gem that it is. It is a great example of plot hole that doesn't need filling, if you've played it you know what I mean.

The best example and what the op should play if he wishes to get a true perspective on what potential games have with narrative and story structure as games is Way of the Samurai 1 and 2. They are ps2 releases but,
Downloading it a torrent and using an emulator as they are almost impossible to find

Now go read up on Way of the Samurai. Go see some gameplay videos.

Ah yeah, Shenmue, look that up and prepare yourself.

Also Omikron the Nomad Soul.
 

thethingthatlurks

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Well, it's not like we can get the likes of Albert Camus or Hermann Hesse (feel free to insert your favourite authors here)to write the stories for games. Fish swim, spring follows winter, the enemy's gate is down, plots have holes, and freshmen are idiots. Facts of life my friend...

But if you want a better explanation, have you thought of who likes complex and hole-less stories with characters that may be actual human beings, flawed and all? I'll give you a hint, they typically aren't the same people who buy all of the bastard offspring of Halo and CoD...
 

More Fun To Compute

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I found that hard to read. Here is a little writing tip if you are going to try to communicate a message like with as many words as that. Tell the reader what you are going to tell them, tell them, then tell them what you have just told them.

People have standards about what they are willing to accept. It sucks, I know. Especially when those standards are messed up and based on misunderstandings. What is absolutely the worst though is when their criticism is dead on and they are criticizing something you have done but are insecure about. There is nothing "perfect" when it comes to doing practical things but that doesn't mean that there is never anything that is just not up to standard.
 

Russian_Assassin

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Apr 24, 2008
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Riobux said:
... holes that need filling.
Giggitty?

Anyway, when it comes to story in games, I can overlook whatever plot holes, or uninteresting story if I like the gameplay (a la Devil May Cry). However, what I can't forgive is when the main char is a smug-wisecracking bastard (a la Nathan Drake, new Prince of Persia etc). In that case I tend to ignore the story, if not the whole game.

I enjoy a good story and that's the reason Bioware is God for me. Well, this and because they RESPECT the pc gamers. Got sidetracked a bit...