Totally with you guys on this one. Not only was the story of the HL universe great, but the way it was told was excellent as well. Interesting discussion guys!
I vote for combining kill-watch into Kwatch. That way when we get a game with too many cut scenes we can say that the game needs to be shot wight in the Kwatch.constantcompile said:Yahtzee's rule of never making non-interactive what could be interactive needs a name, as does Shamus's formula for kill-watch-kill-watch. Anyone want to christen either idea with an official term?
The vast majority of the dialogue options in that game affect whether you talk like a douche, a likeable douche, or a clever douche, but you usually end up saying basically the same thing.Miral said:Alpha Protocol is a leading candidate for the exact opposite: your choices matter more in that game than in most others.
I love cutscenes too! Just because I make fun of them doesn't mean I hate themImprovizoR said:Boy am I glad these guy aren't in charge of gaming industry. I love cutscenes and I think free roaming games can have good stories. GTA, Assassin's Creed and MAFIA come to mind. Seriously, they didn't mention Mafia? The characters, the story progression and character development, the pacing slowly building up to a grand finale? And they didn't even mention it?!
Can't say as I much care for you either, friend.Neogeta said:Disagree, we like getting locked out of and into choices, cuz we actually BUY the game, spend our money on ONE game, and want to be rewarded for multiple play thrus. Don't be so cocky and think that since u get to play lots of games that we all do. It would be dumb if your choices in dialogue had no effect. If that was the case, why even have them??? Gosh i dont like this guy.
That one bit in SC Conviction when Fisher sees the words on the walls to show his emotions, and then go super marksman badass was the best moment of storytelling because you're now playing in Sam's crazy anger mode. And the ending where you're walking as Grimsdottir drags you to the President's office where Reed is. So effective.Littlee300 said:What not to do
Although I loved howS plinter Cell had you
in co-op. I think I liked co-op's campaign more which is ironic because it had 10 times less work.kill your own teammate
Metal gear solid 4 had an epic ending but most of it was just wut? I was really young when I played that game though... I wish the story had made the game-play more tense and immerse me though.
No, you misunderstand me, I said that is the only point of dialogue options. If the dialogue options have no effect on the story then there's no point in having dialogue options at all.GiantRaven said:What? There is only one function of dialogue within a story? Do you not find that idea somewhat limiting?Iron Lightning said:The only point of having dialogue options is to allow the player to make significant choices that affect the story.
As this exchange shows, I think another problem with games in terms of storytelling is there often appears to be a bit of a dischord between Narrative and Worldbuilding and I think Yossarian had it right when he said MW2 told a better story. For a games stroy to do well, it must strike a balance between the two and sadly a lot of games don't.Yossarian1507 said:Snipicaritos said:Snippity
It sucks that that guy was so offensive to you, but you have to understand that not many people are going to agree with you (and have already said so). Know that I, for one, understand your dilemma, though I don't agree with your opinion itself.Graham_LRR said:Can't say as I much care for you either, friend.Neogeta said:Disagree, we like getting locked out of and into choices, cuz we actually BUY the game, spend our money on ONE game, and want to be rewarded for multiple play thrus. Don't be so cocky and think that since u get to play lots of games that we all do. It would be dumb if your choices in dialogue had no effect. If that was the case, why even have them??? Gosh i dont like this guy.
I think you missed the part where I said I rarely get to play games. And I buy all my own games too, but thanks for making assumptions.
As to a real response, not everyone does like getting locked into a given choice, but regardless, I never said it was bad, just something I tend to bent out of shape about.
All I said was that I liked how Alpha Protocol did it, not that all games should. Alpha Protocol had issues, for sure, but getting my choice of how the character responds from a "tone of voice" aspect is a neat idea. I like it more than "I WILL DO THE GOOD THING" or "I WILL DO THE BAD THING", and it helps the designer move the story forward in one direction, while still giving the player input.
Because the question was about storytelling in games, not what kind of dialogue trees are better.
Definitely agree with this. That was the BEST use of gameplay to portray emotion that I have ever seen, pushing the Batman Arkham Asylum "Trip down Crime Alley sequence" into a close second.Moeez said:That one bit in SC Conviction when Fisher sees the words on the walls to show his emotions, and then go super marksman badass was the best moment of storytelling because you're now playing in Sam's crazy anger mode.
End even the choice between types of 'douche' DOES matter in this game, thanks to the sympathy points. Grigori, the Russian informant for example. If you'll be aggressive, then obviously there's no way in hell he's going to help you, after you literally beat the informations out of him. If you'll be professional, he won't care much about you. He'll give you the info you want, but also he'll tell Surkov about you, because hey - money. But if you're suave, then he likes your guts, and doesn't inform Surkov which means easier next mission for you. Marburg pisses you off, and you want to kill him? Suave his ass off, so he'll hate you so much, he'll decide to stay in Rome instead of running, after the fight went bad for him. OR go the very alternative way:Graham_LRR said:The vast majority of the dialogue options in that game affect whether you talk like a douche, a likeable douche, or a clever douche, but you usually end up saying basically the same thing.Miral said:Alpha Protocol is a leading candidate for the exact opposite: your choices matter more in that game than in most others.
ThisIsSnake said:Lastly cutscenes are mostly skippable whereas there's not usually much you can do to skip playing during a speech.
I firmly believe that cutscenes that have actual relevance (be it involving action or story), they shouldn't be blatantly ignored. If you skip a cutscene the first time it plays, what's the point in playing the damn game? You're usually missing a meaty chunk of story (and the like)!Graham_LRR said:I love cutscenes too! Just because I make fun of them doesn't mean I hate them
I wasn't actually talking about GTA IV. Everything about that game was mediocre at best. I was referring to GTA 3 era (GTA 3, VC, SA, LCS, VCS). That's when GTA made more sense but it didn't actually take itself very seriously like GTA IV. San Andreas is a perfect example. I still think you need stories in games like GTA. When you feel like causing mayhem you can run around shooting things for no reason, and when you feel like engaging yourself in the story you can do that. And in GTA, story progression always opened up more land to explore, more vehicles, more weapons etc. So the game rewarded you for progressing through the story by allowing you even more freedom, making sure you don't get bored. And it was fun to play through these stories. I can't count how many times I played through Vice City and San Andreas because I really enjoyed the story progression and crazy characters, and because causing mayhem for no reason gets old after a while.Graham_LRR said:I love cutscenes too! Just because I make fun of them doesn't mean I hate them
But seriously, what I said was sandbox gameplay opposes a good story. You may like the story in GTA IV (I thought it was very 1-dimensional myself, but whatever), but nothing you do in gameplay really affects it. All the cutscenes together might make an interesting movie about an immigrant rising the crime ranks, but as a story-telling medium sandbox games are useless because there's too much choice for the gamer.
Someone else in the thread mentioned an instance where in the plot Nico is trying to keep a low-profile, but in the game he's running over pedestrian and blowing up helicopters. This is an example of the gameplay and story being at odds.
A sandbox game must be open and non-linear. Stories aren't, so forcing a non-linear experience around a linear narrative will always feel contrived.