As a small piece of this, try Homeworld. It used a rarely-seen method of introducing the story to the players, yet it really works. I'll post a couple of vids:Thaius said:Okay, here's the story.
As my senior project in college, I developed a college course entitled, "Video Games as Literature." It is a college course studying video games as a narrative medium; basically think of the structure and focus of a traditional literature course, but studying video games. I won't go into detail on the course's structure, but I need a good amount of video games (whether AAA or indie, traditional or more "artsy," whatever) with good stories that are told well. These games should be possible to get a hold of in one way or another, and it would be especially good for them to exhibit good storytelling using the interactive nature of the medium.
Here's the awesome part: since I'm graduating this semester, I have been hired to teach the course at a school in the area. I cannot properly express my excitement at the opportunity to help educate kids on the literary value of video games. The catch is, it's a high school. I can adapt the course to the age group perfectly well, but unfortunately it means I am not allowed to use M-rated games in the course. I won't name any specifics to avoid a war over this or that game's artistic legitimacy, but this eliminates many (though not all, of course) great games from the list I had previously developed.
So I come to you, my fellow Escapists, for advice on more games below the M rating that would be worth studying for their narrative and storytelling. What games could you recommend I include? I likely have many on the list already, but I would like help coming up with more than I can on my own.
TL;DR: What video games would you recommend for a high school class (so no M-rated games) studying video games as a narrative art form?
Before you comment, I would like to specify that "literature" is often used in the academic world to signify a form of storytelling art, with courses such as "Film as Literature." Obviously, words are more versatile than their literal definition, so please don't comment if all you're going to do is assert the term's poor application to the subject matter; that is neither valid nor relevant.
I'll give you something, not sure they suit what you think but here goes anyways:Thaius said:Okay, here's the story.
As my senior project in college, I developed a college course entitled, "Video Games as Literature."
Planescape: Torment is rated teen everywhere except Australia, you should definitely check it out. You can even do a comparison between its as a game and it as a book since the game come with the book version as well.Thaius said:As for Planescape: Torment, it's one I've been meaning to play for a while, though I was always under the impression it was rated M. I'll have to check it out.
It is something I thought about. I thought about it when I designed the course and brainstormed with my Game Design professor as to the best solution. It looks like I will be organizing the course into studies based on genre, perspective, etc., and allowing the student to pick between a few potential options. That way, I can have games available on multiple systems so students will always have the means to play at least one game on the list. The only downside is that it eliminates whole-class discussions on specific games (though I do have the whole class play Prince of Persia: The Sands of Time), but it seems to be the best solution.zephyron said:I don't have any specific suggestions that haven't been included here, but have you considered the actual logistics of your students playing the games?
Ninja'd in the first post. The ONLY issue I see with Kotor is its reliance on basic Star Wars knowledge. I'd imagine most those kids have seen the Star Wars movies though anyway.spectrenihlus said:Knights of the old republic. Might as well start off strong.
I second the suggestion of missile command! The episode there is really well put together, as is the game.DoPo said:No M rated...well, I was going to suggest God of War, even though I haven't played it Extra Credits had an episode [http://extra-credits.net/episodes/no-redeeming-value/] where they explained the story structure really well.
And while talking about Extra Credits, how about you mention telling a story through mechanics alone using Missile Command [http://extra-credits.net/episodes/narrative-mechanics/] as example.
Just beat it earlier today, loved it. It was an art game that was actually fun, and it used multiplayer in such a unique way, it gave the same kind of lonely experience that games like Demon's/Dark Souls do so well despite being multiplayer.Irridium said:Journey (it's available on the Playstation Network) - Words can't do this game justice. Seriously, this one's truly something special.
Hmm...no M rated games makes it a bit more difficult, but there are enough good stories throughout the medium's lifespan to bring up some good games.Thaius said:*snippity snip snip*
I mostly agree that it shouldn't be disqualified from being a "meaningful work of digital interactive art," but your class is a "Video Game Storytelling" class, not a "Digital Art Storytelling" class. It sounds like I'm just being pedantic here, but I think the difference is actually much larger than you give it credit for. The one key thing that separates video games from other mediums is the interactivity and the control the player has, neither of which are really present in Dear Esther. It's that key difference which makes video game storytelling so unique.Thaius said:First of all, to those involved in the "Dear Esther" debate, I have yet to play it, but I will check it out and consider including it. Whether or not it's a "game" is irrelevant; this is about interactive narrative art. Games are not the only way to contextualize this interactivity, nor is any meaningful interaction necessary for it to be an example of this medium due to the fact that, simplified down as low as it could be, it does require the player to interact, even if only by walking. Again, I have yet to play it, but on principle I find the "not a game" argument to be a waste of time since that does not disqualify it from being a meaningful work of digital interactive art.