A1 said:
ShadowKirby said:
Terramax said:
Likewise, games with incredible stories don't need to be told in a variety of ways. Take... any good film for instance.
Games are games, not movies. Linearity is not the issue in itself, but it goes back to a balance between emergent and embedded narrative. Sure, jRPGs are going to put a much bigger focus on the story they created for the player but by removing any chances(or seriously reducing them) for the player to create his own little narrative, you are putting way too much weight on cinematographic language in your game. At a certain point you can ask yourself: "Why are they making a game and not a movie?"
Simple. The story couldn't hold itself has a movie and it needs that little part of interactivity they put in to pace said poor story in order to keep the player hooked.
Okay, now I'm don't agree with you on THAT.
Alright. *cracks knuckles* Looks like I'll need to take out the chainsaw and go through your comments to get some things straight in both your and quite a few other commenter perspective.
Whether or not a video game story could hold itself as a movie without the factor of interactivity is a question which I think is best handled on a case-by-case basis as opposed to the generalization that you seem to be making.
I think there are indeed video games out there that have stories and/or scripts that are indeed worthy of a movie. And interestingly enough there are numerous video games that have film adaptations in the works like Gears of War, Uncharted, inFAMOUS, and Mass Effect (although I find this one rather ironic). And I suppose the recently released Halo Legends also counts. It would seem that as video game stories, scripts, and technologies become more and more sophisticated the line between video games and movies has slowly started to blur. Perhaps the most noteworthy example of this is Uncharted 2.
I was mostly talking about FFXIII in particular but still, most videogame-based movies don't work as well as their games counterpart for some simple reasons [http://blogs.amctv.com/scifi-scanner/2010/01/why-video-game-movies-suck.php#more]. You also have to replace interactivity with cinematography, and then you basically loose what makes games interesting in the first place. As for Uncharted 2, [url-http://experiencepoints.blogspot.com/2010/01/uncharted-2-avatar-and-mistaken-mediums.html]this blog [/url] makes a much better job at explaining some issues with it.
How to best blend the factor of interactivity with a good, movie-worthy story and/or script is a good question that I think a number of individuals and developers are putting some real effort into answering such as Hideo Kojima, Naughty Dog, BioWare, and David Cage. And so far the results have been both noteworthy and promising.
Yes, those and indie developers such as Jason Rohrer and Jonathan Blow. No question on that.
And if you want an example of a video game story that ACTUALLY HAS been made into a movie then look no farther than Final Fantasy VII: Advent Children.
Unless you are a FF7 fanboys, there is no way you can think this has a good story.
For the record I believe that the idea of players being able to create their own little narratives as you put it is overrated because it essentially compromises the story. But to be more specific I'll break it down into two reasons.
Overrated? The whole medium hinges around that very concept of emergent narrative. Let's get in the details while I follow your post...
First, their own little narratives can essentially never be more than that: their own little narratives. Their narratives can't be canon. Or they can't be THE official narrative or official story of the game. And the reason for this brings me to my second reason.
This very section makes me think that we don't even know what we are arguing about. Maybe I'm lost. Lets track back to linearity (or over-linearity) as the central issue here. The concept of "canon" has nothing to do with the discussion at hand. In the case of a FF game, the main narrative arc will remain the same no matter the action taken by the player. Nobody cares if what he experienced was canon or not. It's about the potential of the videoludic medium to allow the player to experience their own little story, an emergent narrative, within the context of a bigger embedded narrative. Both are working together in the enjoyment of the game. The fact it's not "canon" doesn't take anything away from the experience.
Second, the reason that their own little narratives can't be THE narrative or story is essentially because their is no official narrative or story to the game. The game essentially is a deliberately incomplete story with a number of blanks carefully placed here and there for the player to fill in. But no matter how the player chooses to fill in those blanks there are going to be a number of other players doing the same thing and doing it differently with ultimately no player's own little narrative being THE narrative. Or in other words because a game is at least somewhat malleable and can be influenced in such a way by the player the game essentially doesn't have a solid identity of it's own. Of course the developer could come along and declare certain ways of filling in the blanks to be canon, but even if they did that it might make you wonder exactly why they bothered to created those blanks in the first place.
Then again you are wrong. You are mixing up two concepts. We could go wild and develop on different genre of gameplay mechanics and how they mesh with narration but lets focus on jRPGs. Those "blank" sections as you call them are still within the overarching narrative of the game. Lets exemplify this.
"Old Sage tells you in a cut-scene that you need to go through the forest to meet the nymph.// You fight your way through the forest with your party and gain loot and stuff.// At the end you are greeted by the nymph in a sexy cut-scene."
That first part is non-interactive and part of the overall embedded narrative put there by the designer. The third one is the same. The second one is more interesting. On the macro level of narration, it is known by the designer that the player will go through the forest. On the level micro level, you have the emergent narrative. Whatever the player experience in that forest, whatever he does and the decision he makes are part of his own little narrative that is his and his alone. It's not the point if what he did in there was canon or not. The important, in the videoludic medium, is that it was his.
Perhaps a decent example of this is Bioware having default and quite possibly canon settings for Commander Shepard's first name, gender, appearance, class, and voice. These things being featured ever so prominently in at least one of the commercials for Mass Effect 2.
This is also the main reason that I find the idea of a Mass Effect movie to be ironic.
See above.
I think this is fundamentally a question of finding the right balance between story and interactivity.
Yes!
And quite frankly I don't think that the BioWare-style method of leaving blanks and having players create their own little narratives is the best way to do it.
No! Wrong answer.
That is totally gaming's strength, to let the player experience his own narrative.
I think a better alternative for example is having a silent protagonist. This way the players are given the opportunity to project their own thoughts, feelings, and ideas onto the protagonist. Or to essentially "make the character their own" as I once heard it put. But this way would able to avoid compromising the story with actual blanks. Although in truth I think this would best be done with an in-story explanation as to why the character doesn't speak. Like a childhood accident or something. But anyway I think that the best example of the silent protagonist approach is probably Gordon Freeman and the Half-Life series.
I?m gonna bring movies here for a second. There are two pretty close but slightly different concepts we can bring here; empathy and identification. I'm not going to go on a big class on cognitivism but identification is, quite simply, identifying yourself to an avatar/character, taking along his moral values and so on. Empathy, on the other hand, is about putting yourself in the shoes of the avatar/character and wonder how you would react in his situation. Silent or speaking doesn't change a thing, it's just a myth. You can never totally identify yourself to an avatar/character, especially if he/she is morally ambiguous. On the other hand, you can feel empathy. You don't identify to a silent protagonist since there is nothing to identify to. But you can feel empathy for Nico Bellic and wonder what you'd do in his situation.
I think that I've said all that I need to say in this post so let me end it with a link to an article which I believe is quite relevant to this topic.
http://www.destructoid.com/the-path-of-no-divergence-why-linear-games-have-their-place-90753.phtml
Jim Sterling? Seriously?
Here's a couple of paper by Marie-Laure Ryan and Jan Simons to really get a grasp on narration and games.
http://www.gamestudies.org/0101/ryan/
http://gamestudies.org/0701/articles/simons