Rodéric said:I'd just like to add that stories in games are usually poor, which doesn't help.
I'd just like to add that stories in games are usually poor, which doesn't help.
So we get detracted from the primarily focus for something poor...
I didn't need a lot of context to shoot ducks and robots in Timesplitters, because context isn't the appeal of bot matches. The appeal was the challenges, the features, the many customization options, and having a solid, skill-based, single-player experience that could also be played co-operatively and competitively.But you said a bot-training mode would've been more of a value for those who only wanted the offline experience. Why would a story mode with some actual context behind it be worse than a training mode that has no context whatsoever? The latter seems more counterproductive to me than the former.
The first Halo compared to the first Uncharted featured virtually no story at all compared to the rich storyline in Uncharted. Yet the Halo series and it's minimalist story telling continues to attract consumer attention far more than Uncharted and its much more expansive story telling. I believe the minimalist Halo: Combat Evolved has sold quite a bit more copies than the story rich Uncharted along with more recent big budget story based FPS shooters (ME2 and ME3 for example or one of my personal favorites, Bioshock). The mega-blockbuster COD series at least features a somewhat more fleshed out, if somewhat disjointed story. And people that are fans of the single player likely wish less time was spent on the story if it could have meant there was a longer SP campaign. And even its story is considered quite bare bones by many.
One point remains to be touched on, and it's indeed, as one would expect, since I left it for the end, the subtlest and most delicate one. We must realize the difference between a review and a critique. The dictionaries are of no use here because they regard the terms as mostly interchangeable -- and nor are they mistaken: in the grand scheme of things they indeed are. Yet at this point, for reasons I will explain at a later date, we are obliged to make at least a provisional distinction. By "review" we should refer to a critical essay which attempts to place a specific work within a hierarchy whose construction is always a work in progress. Such essays must necessarily confine themselves within the scope of the hierarchy under construction, with any references to greater issues being off-topic and undesirable, because they do not in any way contribute to the hierarchy's construction. Such essays, as we have seen, should also always come with ratings, especially if they are produced in great numbers and with any degree of regularity -- as they must in order to better contribute to the construction of the hierarchy.
A critique, on the other hand, while still described, like the review, as a "critical essay", does not confine itself within a specific medium, nor does it bother with constructing hierarchies, but proceeds to place the work within a larger framework -- indeed almost the largest: that of human culture and civilization (the largest would be that of the universe, and there are indeed such ambitious critiques: we call them "philosophical critiques"). -- And it would of course be ludicrous to suggest that such essays should come with ratings. That is why, for example, George Orwell's most famous book "reviews" (some of which are themselves almost of book-length) do not come with ratings: because they aren't book reviews.
Now in videogames, to get back to our subject, the only decent equivalents to Orwell's book critiques that I am aware of are my essays On Role-playing Games and Arcade Culture, and a few others in the same vein which I am currently working on ("On Real-time vs. Turn-based Strategy", "Dungeon Crawling", and others). These essays do not confine themselves to the evaluation of a single game, but take in entire genres or design philosophies within the world of games -- always within it -- and critique their underlying fundamentals and evolution. They still, however, do not equal in scope Orwell's most extensive book critiques, and with good reason. To do that they would have to relate the significance of the games to the world outside of them, to place the game -- no longer in the context of its genre or that of videogames as a whole, but in that of culture and human civilization. But this is a decisive jump, a jump which Orwell and other literary critics were not obliged to make, since the novels they critiqued were always already placed within that context. A novel, you see, a work of narrative fiction, always refers back to the culture which produced it, and this is especially true of the significant novels (also called "philosophical novels") which serious critics are mostly concerned with. But videogames are nothing like that. The "story" or the "visuals" or the "music" or the "atmosphere", which the pseudo-intellectual gamers become so laughably enraptured with, are never ultimately valid objects of critique, since they can be easily changed without significantly altering the essence of the game. These are secondary, incidental aspects, which the pseudo-intellectuals in their ignorance and stupidity elevate to aspects of primary importance. When these secondary aspects are disregarded what then remains is a system of rules which erect and constitute a reality -- a reality which short-circuits the existing one and substitutes itself for it. How then, to relate the new reality to the old one? The old one has been abolished -- there is nothing to say for it -- except perhaps "Good-bye, you won't be missed!" The very act of game reviewing, of critically examining a videogame so as to place it within a hierarchy of videogames, presupposes that one has no interest in reality. Critiquing a specific game, therefore, or a genre or series or philosophy of game design, in the sense that we defined the term "critique" above, would be childish -- it would be a mistake that only a child would make, a child simply playing with words whose meaning he can't even begin to comprehend. For the only way to marry videogames and the concept of "critique" is to undertake a critique of videogames -- and that, as things currently stand, no one other than me is capable of doing.
Wittgenstein said:The sense of the world must lie outside the world. In the world everything is as it is, and everything happens as it does happen: in it no value exists — and if it did exist, it would have no value
Why do we need to obsess over stories when games by their natures are interactive challenges? The plot and the characters serve to create the setting for the mechanics. Delivering an engaging challenge should be a greater goal than delivering a narrative.
The first Halo compared to the first Uncharted featured virtually no story at all compared to the rich storyline in Uncharted. Yet the Halo series and it's minimalist story telling continues to attract consumer attention far more than Uncharted and its much more expansive story telling. I believe the minimalist Halo: Combat Evolved has sold quite a bit more copies than the story rich Uncharted along with more recent big budget story based FPS shooters (ME2 and ME3 for example or one of my personal favorites, Bioshock). The mega-blockbuster COD series at least features a somewhat more fleshed out, if somewhat disjointed story. And people that are fans of the single player likely wish less time was spent on the story if it could have meant there was a longer SP campaign. And even its story is considered quite bare bones by many. It could be argued that if you reduced the story down even further to just small cutscenes every 3-5 missions to string together the mission that it would have sold just as well.
You need to stop playing video games, then, because 99.9999999% of video game stories don't even rise to pulp fiction level. If you want a narrative to feed your brain, I might suggest books.Why should I care too much about the mechanics when I really care more about the story and the setting? I'd rather have my mind be entertained/challenged
You need to stop playing video games, then, because 99.9999999% of video game stories don't even rise to pulp fiction level. If you want a narrative to feed your brain, I might suggest books.
You need to stop playing video games, then, because 99.9999999% of video game stories don't even rise to pulp fiction level. If you want a narrative to feed your brain, I might suggest books.
The first Halo (and probably every Halo since) have never really told much of a story because Bungie have never really been great story tellers. Saying that though there was still about the same amount of story in Halo:CE as there was in the majority of action/shooter type games of that similar genre in that generation. Comparing a last gen-game whose story-telling was very much limited by the budgets and technical limitations of the HW last gen, with a current gen game like Uncharted and ME is more than a bit of an apples to oranges comparison. And your proposed link between sales and story quantity in games is demonstrably incorrect, as games like God of War, Gears, ME, Skyrim, COD & BF3 all had considerably more story/narrative emphasis than Halo:CE.
I have no trouble in saying "most" with full, complete confidence. I've played around 25 games this gen. The ones that had high quality settings/plots that in my opinion actually took advantage of the medium (regardless of how I felt about the gameplay) were Dead Space, Journey, COD: W@W, and Demon's Souls. I'm not sure I should put W@W since it's WW2, but I think it did what it did quite well without ever devolving into absurdity.It isn't that most games' stories are crap. Not at all.
I don't see how 99% being bad is offensive to the 1% that are good.I feel that to throw around sweeping statements like "99% of game stories are shit", is offensive to those who do such a great job of balancing an exposition of the gameworld's story, with the level of interactivity that gamers expect from games.
I generally agree with this. Some of the stories being told are very competant, or at least the equal of Hollywood. However, I don't think wanting a better integration or telling of story is mutually exclusive to wanting games that are just games and don't need a story to remain focussed on just games. eg. Motorstorm. That franchise launched as just a racer, like many last-gen racers. Motorstrom:Apocalypse added a story which isn't of any value to the racing experience. Now maybe a good story is added value to any game, but it is unnecessary and they could have got away without any story. I see no point in trying to develop clever story-telling techniques that'll work within a lap-based racer so that Motorstorm 4 can tell an amazing epic. Leave the story telling techniques to the Mass Effects and Uncharteds and sci-fi shooters.I would say that this prevailing internet mentality which continues to purport the idea of "video game stories being shite", is at its heart fundamentally flawed, and also fails to see the very reason why more cinematic elements and devices are used in modern games in the first place.
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No... I'd like to see a melding of story and gameplay perfected. And that will take ambitious developers, many many attempts, and a communitive learning effort across the board.
You need to stop playing video games, then, because 99.9999999% of video game stories don't even rise to pulp fiction level. If you want a narrative to feed your brain, I might suggest books.
I'd rather have my mind be entertained/challenged and it to be the deciding factor instead of what I can do with my hands or body, because for those a reality based sports/entertainment provide me plenty of satisfactory activities and challenges.
Im not that picky or hard to please, but yeah most of the time the scale is more full at the entertained side instead of challenged.
You can't use that definition. Some people find entertainment in being shocked or scared, such as watching horror flicks. That's a very different form of entertainment to having fun. Entertainment mostly seems to be about keeping brains from getting bored.*entertainment = fun = pleasure/enjoyment. The purpose of all art is to give pleasure. The most complex artworks have the potential of being the most enjoyable/entertaining. Because of the confusion of this simple concepts, people like this and TGC may one day be considered the experts of gaming just like the modernists did in painting/sculpture during the last century.