Griffon_Hawke179 said:
Are you essentially saying that simply through the act of playing a game a player writes his own story?
Yeah, pretty much, but that was only about half of what I was saying.
To be honest, however, I am a big advocate of video games as a form of interactive fiction. Written narrative has a lot to do with that. I thought Mass Effect was the greatest and most progressive example yet of how an interactive, player driven story could be told... until they lost all integrity and f***ed up. It is the lackluster and disruptive stories in video games as of late that have led me to wish that developers would lay off on stories in their games until such a time as they're willing to get them right.
But it's not so much that there shouldn't be any explicit narrative so much as it should be there to strengthen the context, the environment and circumstances that determine the emotional responses of a player. The problem isn't how good or bad the writting is, any more than the quality of a song is determined by the quality of a single chord. It's all about how it fits into bigger picture.
Vault101 said:
The comment wasn't so much that players do out of place things as much as it was a dig at Rockstar's recent attempts to be "mature." As much as I love what they're trying to do, there is a lot of things that I dislike about their execution. I've already typed more than a few choice words [http://www.escapistmagazine.com/forums/read/9.322817-Critically-acclaimed-games-you-didnt-like#13219505] on the matter in the past, so I'll leave it at that.
Though if you want to know how I view save scumming or screwing around (when I actually do, because at that point I've usually stopped taking the game seriously), it's either as a blooper, or some sort of super power that gives protagonists infinite do-overs.
geK0 said:
I'm not saying those things should be removed, I'm just saying they shouldn't be the emphasis of the game. I feel like a lot of games lately just make me run between cut scenes instead of letting me just play.
Nor would I accuse you of wanting that. Rather, I'm just trying to illistrate that it's very hard to distinguish "story" from "context" (or what ever else you want to call all of the things that define where you are, what you are interacting with, ect.)
Id est, when you said "I like a good story in a game, but it should always always always be secondary to the actual game itself," I was trying to say that while cutscenes, narration, and dialogue, aren't necessarily integral to the game, a good story is. Why? Because the story isn't what the developer says about which characters are banging who and what object of great vagueness does what, that's just more context. The story is the unitary sum of what the player experiences when they play. Think of it in terms of the "death of the author" idea with regards to literature.
geK0 said:
Although they aren't that recent,Final FantasyXIII and the second half of metal gear solid4 are the best examples I can think of right now; they put an ass load of effort into the story and cinematics for both of those games and didn't really have a lot of quality gameplay between those cinematics. (At least MGS4 had great online play).
Games like Bioshock, Fallout, Ederscrolls, Warcraft
Yeah.
Hmm... maybe not quite as much.
however do a pretty good job of implementing a story without interrupting the game too much. I feel like those games prioritize actual gameplay while having story as a nice little thing on the side that you don't necessarily have to pay attention to in order to enjoy the rest of the game.
Which I would highly agree with. One of the first series of games that I really got into in terms of the story was the Marathon series, partly because it made me track down snippents of the story rather than trying to shove it all in my face. It really sold the sense of mystery in the games, as well as giving you a reason for doing all of the stuff in the game. Keep in mind that it was what I brought up in this thread, [http://www.escapistmagazine.com/forums/read/9.375768-Games-where-you-enjoyed-the-story-more-than-the-gameplay] so it's definitely not the ideal, but the whole idea of making a world with a ton of depth without trying to dump all of it up front while the audience is forced to watch, read, or listen is the thing that made me so excited about the potential of games as an artistic medium in the first place. It's something that sets video games apart, which is why it's infuriating to see it so under utilized! Grrr...
Then there's games like Mario Bros, Street Fighter, Megaman, Left for dead, Team Fortress, Pokemon and others where the story is basic or non-existent. I've seen plenty of people argue that games like this should improve their stories, and that games without a good story aren't worth playing, but I strongly disagree.
I think you and I are on similar pages but with slightly different terms. I love the fact that left for dead focuses more on the continuity and background than on set pieces, allowing that actual story to be the results of me and my friends' hijinks interacting with the incredibly robust system. Once, all four of us were gray-screened and living only on pain pills, with a Tank barreling down on us, a witch in front of us, and a car alarm going, all at once. I remember us have a "pre-heroic sacrifice" conversation straight out of a movie as one of us used and adrenalin shot, got both the tank and the witch following them, and threw a jar of bile at the tank just as the hoard came into view, allowing the three of us to get to make a mad dash for the the nearby safe house, shutting the door just as an on coming mob reached it. It was far more memorable than end of "The Sacrifice" could have ever been.
Sorry if there are errors or odd syntax in this post, it's gotten so long that it's hard to check everything over. Lastly, if anyone wants a good piece on emergent story and the role of players in a story, I'd reading this. [http://www.pentadact.com/2008-10-24-far-cry-2-impersonation-of-a-buddy/] Or more importantly, read the comments section afterwards (starting at about the seventh comment, you'll know it when you see it) for a very special guest appearance...