I sincerely hope Yahtzee, that when you say us fans idea's are stupid; you refer to our plot idea's only. There is ocaisionly a gem in the dirt for mechanics or gameplay idea's.
I think you need to read his article a bit more carefully, then re-read the challenge, because you're not reading it as it was intended. You're seeing "Name me one sequel to a game that wasn't left open for sequels" as saying that the game in question (the sequel) is not itself open for a sequel, when what he clearly meant by it was that the game in question's predecessor wasn't left open for a sequel, and the sequel was made anyway. So pointing out that SS2 was left open for a sequel doesn't matter. His wording is somewhat ambiguous when set apart on its own like that, but in the context of the article it's clear that he's specifying that the first game not have been left open for a sequel, because (as he argues is the case of portal) when this is the case any sequels that do get made tend to mess things up. The first System Shock wasn't left open to sequels, so SS2 still meets his criteria.Warachia said:System shock wasn't open ended enough for a sequel, but system shock 2 definitely was. He was only asking about the sequels, not the previous games.
I'll agree that we need more games based around limited story than we have currently. X-com: UFO Defense has no story really, but you build your own through how you play and it's awesome. Other games like Metroid Prime, Shadow of the Colossus, and Ico have such minimalistic storytelling it's hardly storytelling. Yet the gameplay in each tells a fascinating story.Evil Tim said:Using the word "irregardless" is a good way to make people ignore everything else you have to say, being as it's a pretentious word that actually contradicts itself on closer inspection (ir-regardless? So, we're with regard?).Therumancer said:Right now everyone realizes that storytelling is an important aspect of doing games, irregardless of the genere.
There is a difference between games being a form of art and games being a form of art where storytelling is an important element. Architecture is a form of art too, that doesn't mean you have to stuff a fucking 3-act play into every building. Cooking is a form of art, but cooking is certainly not a means of telling a story.Therumancer said:It's a cornerstone of the whole "games as art" arguement which was just sort of won by the goverment acknowleging them as such (I say 'sort of' because we still have a Supreme Court ruling in the pipe, and by it's nature The Surpreme court overrules everything else and can cause sweeping changes by overturning laws and precedents on a large scale with a single ruling.
Games are still a very insecure medium that are trying to show they're art by apeing the conventions of other mediums that already are; primarily books and film. A painting doesn't need a writer to furnish it with a really well-written plaque to tell you what's going on; indeed, art critics shit on such paintings, saying you should tell any story entirely through the medium of the work itself. Statues don't come with supplementary novels. Only games feel they need to do this kind of thing, and the sooner they realise they don't, the sooner they'll start being their own artform.
You are insane. Again, it's like saying the carpenter who makes a picture frame is as important as the painter who makes the picture. The story can only ever act as a frame and setup for the play aspect of the game, which is what makes the medium what it is. Games will never be art while people like you are trying to force them to be something they're not.Therumancer said:The thing is that Storytelling had to be given EQUAL time to the game development itself
Or maybe it's that the modern non-play approach to game storytelling is totally wrong. Remember in Castlevania, how Simon Belmont slew the fearsome Medusa? How did we know he'd done that? Why, because we did it ourselves, without needing anything but our actions in the game to tell us that.Therumancer said:The thing is that blending storytelling and gameplay together isn't EASY so nobody wants to take the time to do it right.
Is Sonic better for the asinine "universe" that's been built around it? Most people would rather it was just Sonic fighting Robotnik because he's evil. Mega Man has recently gone back to that. Is Homefront a better game than Black and Doom 2 because it's more willing to interrupt the actual gameplay with tedious storyline?
If you seriously think that's how important story is then you have no idea what videogames are. What about Tetris? Are you saying Tetris would be better with a plot? What about chess? Would chess be a better game if on white's turn ten white had to lose their kingside knight to the corrupt black Bishop because on move five it was established that knight had great faith and it would be both tragic and ironic for him to die at the Bishop's hands? Don't worry, on white's turn fourteen the E-file pawn is going to avenge his father.Therumancer said:It's not a matter of "carpentry has nothing to do with painting" so much as the storyline being the paint, and the game design itself being the brush (the mechanical part) used to deliver it.
Nevermind that none of this is playing chess, we're having a story now!
A game needs as much story as a game needs. Story provides a basis for visualising the game's mechanics in a less abstract way; more story suits games with more complex mechanics that need to be tied together. For example, Mastermind has no story; it's just a guessing / logic game on a board with coloured pieces. Battleships has more story; the pieces are ships, the board is a radar screen. Clue has even more storyline, with each piece a character, the board a house with secret passages, and even an overall outline of what the players are trying to do in the place. In each case it's as much as they need; Mastermind would seem absurd with the level of story Clue has, while Clue would seem like an abstract collection of arbitrary rules without the story to frame them.
Narrative is something games are terrible at; the best they tend to be able to do with it is have the game and narrative alternate, meaning the "story" (as you call it) is just the thing that happens between the game. They're much better when the narrative is built around the player's actions, which is the "no story" that the games-are-art crowd so despise.
Wait, have you ever played any game that isn't an RPG?Therumancer said:Simply put if your going to create a story where permadeath is an option for one of the major characters, then by definition the game developers should not be creating a world where pople actually die in combat and get brought back to life casually by spells and items bought from stores. Rather they should be working around the idea of characters being knocked out, and ensure that the graphics, items, and spell names reflect that reality.
Evil Tim said:No, Max Payne 1 did that. 2 just killed everyone left over from 1.shimyia said:Hey Yahtzee... What are your thoughts on the announcement of Max Payne 3???
personally i am veeeeryyyy pesimistic about this and definetly think that Max Payne 2 Ended the story the way it should...
If you look through the history of gaming there are a lot of examples.bue519 said:And Fallout 2, and Donkey Kong 2. Man, it's pretty easy to contradict that statement.2xDouble said:Case in point: Final Fantasy. Look at what happened when they stopped creating and started polling: Final Fantasy 12, 13, and 14... None of which deserve numerals. (XI doesn't either, but for different reasons. It's pretty good I guess, so I'll let it slide).
EDIT One thing though:MegaMan 2 and 3.Name me one sequel to a game that wasn't left open for sequels, with the same main characters as before, whose story was regarded as better than the first. Let me help you out: there aren't any.
Now, let's run through the list, shall we?Name me one sequel to a game that wasn't left open for sequels, with the same main characters as before, whose story was regarded as better than the first.
Already been mentioned, but since Wily keeps getting away/out of prison, the series keeps leaving itself open for sequels. Granted, it's not leaving itself open at the end of the game, rather re-opens itself at the start, but then that's an overused plot device, and thus bad story.Mega Man 2 and 3
Neither use the same characters. In Fallout 2 it's the descendant of the first's hero, and in DKC2 it's Diddy and Dixie, NOT DK and Diddy. By these rulings it doesn't count if not all of the main, playable characters are both present in the game and playable.Fallout 2, and Donkey Kong 2
Correct me if I'm wrong, but isn't each sequel in that series set in different regions/lands? And is there any distinction that the character you're playing is the same as the prior games?Elder Scrolls
It seems a lot of people are listing off games whose gameplay was improved in the sequel, NOT the storyline. Super Mario Bros. 3? You're grasping at straws with that one, since story and plot were the farthest away from making the game as possible back then. Most (S)NES games had a central plot that pointed you in a direction (typically to the right) and told you to push forward until your eyes started to bleed. Sure you had Zelda and the early Final Fantasies that tried to push actual storytelling, but we've already established that neither of those two franchises use the same characters for multiple iterations.If you look through the history of gaming there are a lot of examples.
My mistake. It made partially due to lack of sleep, and partially due to ambiguous wording.hitheremynameisbob said:I think you need to read his article a bit more carefully, then re-read the challenge, because you're not reading it as it was intended. You're seeing "Name me one sequel to a game that wasn't left open for sequels" as saying that the game in question (the sequel) is not itself open for a sequel, when what he clearly meant by it was that the game in question's predecessor wasn't left open for a sequel, and the sequel was made anyway. So pointing out that SS2 was left open for a sequel doesn't matter. His wording is somewhat ambiguous when set apart on its own like that, but in the context of the article it's clear that he's specifying that the first game not have been left open for a sequel, because (as he argues is the case of portal) when this is the case any sequels that do get made tend to mess things up. The first System Shock wasn't left open to sequels, so SS2 still meets his criteria.Warachia said:System shock wasn't open ended enough for a sequel, but system shock 2 definitely was. He was only asking about the sequels, not the previous games.
Really, if that was too complicated, then just think about this for a second: why on earth would he specify that the SEQUEL not be left open for another sequel, when that's the game we're evaluating?
I think Diablo II had a better story than the first game. Ok, so the main character from the first game is technically Diablo in the second game after he shoves the Soulstone into his head, but I thought that was more interesting in a way. The hero you played in the first game is the final boss in the second. Are there any other games that do that?Name me one sequel to a game that wasn't left open for sequels, with the same main characters as before, whose story was regarded as better than the first. Let me help you out: there aren't any.
Too easy. Majora's Mask to Ocarina of Time.Yahtzee Croshaw said:Name me one sequel to a game that wasn't left open for sequels, with the same main characters as before, whose story was regarded as better than the first.
agreed, but the ending of baldurs gate 1 did leave room open for a sequelAtmos Duality said:Baldur's Gate 2.
Same characters, continuation of the story, but it was a continuation that occurred naturally; you could beat BG1 and be left satisfied that the story ends right there.
In general though, that rule applies to just about everything made recently.
It's rather strange that fan-made games (until they get slapped with Cease-&-Desist) tend to be on par with the source material, while fan-demanded games turn into that fore-mentioned slop.
More of the same though, doesnt happen for sequels made not following these points. I take Guildwars vs its sequel as the most significant example of this. Guildwars is a game that succeeded because it threw out the D20 origin of most other RPGs on the market. they stripped down an MMO to the point where the only thing left were the combat skills, and then allowed for hybrid classing and free redistribution of points. Armor was simplified down to simple, yet deep 2 option pieces for 5 slots each, as well as weapons with 3 levels of functional customization.Nimcha said:I disagree with your point on sequels since for me personally 'more of the same' can be good as well.
I do agree strongly with the other point though: fans are stupid and wrong. Always.