Video Game Stories

The stories in videogames interest me because of how they differ from traditional methods found in plays, books and movies, and I am writing this primarily to get feedback on what others think of game stories. From what I see there seem to be a few methods of storytelling found in most games.

Videogames as Porn: The story is there simply to further the gameplay. Mario is a perfect example, as there is no logical reason he is jumping across floating platforms jumping on mushrooms. Fighting games are a more recent example, where a cut-scene will usually play after a character has finished the game that has absolutely no impact whatsoever on the gameplay.

Immersed: First example I can think of is Half-Life, where everything you do is seen from the first person perspective. The point here is to keep the player in the action, often at the expense of cinematic flair. A more current example would be Mass Effect, where the player can cut off dialogue at any point.

Cinematic: These games usually have the story driven by cut-scenes but retain action driven story sequences. In God of War, when you defeat the Hydra there is a cool scene where you run into its maw, and in Resident Evil 4 there is a very cinematic moment where a helicopter gives you fire support. The cut-scenes in these are used to represent things that would be hard to do in gameplay, like mounting the Titan in God of War or the fight with Krauser in RE4.

Interactive Movies: These essentially have you play for a few minutes to move to the next piece of dialogue or cut-scene. Most JRPGs fall into this category, with the gameplay often poor but interesting plots and breathtaking graphics. Cut-scenes are commonly used to allow for intricate gestures and detailed facial animations, or scenes like the Blitzball arena in FFX or the Weapons from FFVII.

On a more method agnostic level, Videogames have a few things that make them unique from other forms of storytelling.

Length: Videogames are much longer than your typical movie or book, but most of that is gameplay and not actual story. This means that most stories should probably have overarching details that are easy to remember (saving the Presidents daugher in RE4) or constant reminders to batter the details of the story into the players mind.

Searchability: With a book I can look back for a detail I missed, and movies have a rewind button. Videogames usually require a fair amount of effort and quite a bit of time to get to any particular point in a story. This again means that developers need to make sure that missing a small portion of the story won't completely mess up a players understanding of the whole (ie. missing certiain cut-scenes in a Metal Gear game).

Interactivity: Developers can put in details that people can ignore if they wish. In FEAR there were TV's, DEUS Ex had newspapers, RE had journals and Silent hill had random notes and books lying around. These were all non-necessary things that added to the atmosphere of the game. The biggest problem with them though is that they are completely ignorable by the players.
 
Interactive Movies: These essentially have you play for a few minutes to move to the next piece of dialogue or cut-scene. Most JRPGs fall into this category, with the gameplay often poor but interesting plots and breathtaking graphics. Cut-scenes are commonly used to allow for intricate gestures and detailed facial animations, or scenes like the Blitzball arena in FFX or the Weapons from FFVII.

You should try to be a little more objective about games you clearly don't have an interest in, in the context of this topic.. Saying that JRPGs often have poor gameplay only ruins what could have been a great discussion because you present an oppinion that is poorly considered and will only succeed in derailing this thread completely off topic..

& I was looking forward to having an interesting discussion on the stories, themes and settings of video games..

What a shame.. :cry:
 
You should try to be a little more objective about games you clearly don't have an interest in, in the context of this topic.. Saying that JRPGs often have poor gameplay only ruins what could have been a great discussion because you present an oppinion that is poorly considered and will only succeed in derailing this thread completely off topic..

Instead of critising him, you should just ignore that point and talk what you wanted tot alk about - stories. But yes, he's right, jRPGs often have poor gameplay - very shallow and unbalanced combat system, that gets old after hour of playing a game. FFVII is a nice example for that. Fortunately, some of them have good and well thought-out gameplay mechanics.

Back to the stories, I think NovemberMike's description of video games stories is well done. I myself like every type of storytelling except of interactive movies. As for this "interactivity", maybe it is unnecessary, but it helps people who really love played game to immerse in the game, so even if only 1% of gamers appreciate it, I think it's worth the effort put into it.
 
Instead of critising him, you should just ignore that point and talk what you wanted tot alk about - stories. But yes, he's right, jRPGs often have poor gameplay - very shallow and unbalanced combat system, that gets old after hour of playing a game. FFVII is a nice example for that. Fortunately, some of them have good and well thought-out gameplay mechanics.

Oh dear..

Poor according to what? according to your definition of gameplay..? What is that by the way..?

Back to the stories, I think NovemberMike's description of video games stories is well done. I myself like every type of storytelling except of interactive movies. As for this "interactivity", maybe it is unnecessary, but it helps people who really love played game to immerse in the game, so even if only 1% of gamers appreciate it, I think it's worth the effort put into it.

So you say you don't like it and then you say the interactivity element is unnecessary? What you think it should just be a movie without any form of interaction whatsoever?

And coming from someone who has a much broader definition of "gameplay" which isn't constrained entirely to "real-time-gameplay" I think most JRPGs (& I have played ALOT) are as much cinematic experiences in terms of how they engage the user and drive the narrative as any of the God's of War or Metal Gear Solid's of the world..
 
So you say you don't like it and then you say the interactivity element is unnecessary? What you think it should just be a movie without any form of interaction whatsoever?
I was relating to NovemberMike's definition of Interactive movies and Interactivity - the're in the opening post, read them again...

And coming from someone who has a much broader definition of "gameplay" which isn't constrained entirely to "real-time-gameplay"
It's actually very funny that you're implying that, because I'm a veteran of many turn-based games - Civilization, Combat Mission, Jagged Alliance, Incubation and tens of others... but still I think jRPGs have often poor gameplay, as their combat system in many cases is very shallow and unbalanced. An example of jRPG with poor gameplay is FF7, an example with RPG with good gameplay is FF Tactics.
 
I see very little difference between the categories.
"As porn", "cinematic" and "interactive movie" as described here aren't really distinct approaches. You play a while, then some story event happens ("But our princess is in yet another castle"). Hopping on goombas, killing minotaurs or killing Guado guards aren't fundamentally different angles to a story. Getting past the Athens main plaza isn't fundamentally different from getting past the calm lands, or world four.

The "Immersed" thing is worth noting, but it isn't so much a segregated category IMO, but rather a trait that games can (and do) implement to varying degrees. E.g. simply doing cut-scenes with the same in-game graphics is already a step forward for immersion.

It's a common analytical fallacy to expect anything to have just one precise categorical wavelength. All modern entertainment always strives to cover a spectrum of tastes and approaches.
 
You should try to be a little more objective about games you clearly don't have an interest in, in the context of this topic.. Saying that JRPGs often have poor gameplay only ruins what could have been a great discussion because you present an oppinion that is poorly considered and will only succeed in derailing this thread completely off topic..

& I was looking forward to having an interesting discussion on the stories, themes and settings of video games..

What a shame.. :cry:

... I like JRPGs. I am currently playing FFVI. The fact remains that the gameplay is often mediocre. Random battles are a horrible mechanic as they make "grinding" the main method of gaining power (games like FFVIII tried to correct this with scaling enemies) and in most of these games there are obvious flaws in the battle system (FFVII had a Berserk Run-Through where you simply gave every character berserk rings and the game became trivial. Most of these games also have an infinite experience loop where you simply leave the game on and you get experience). Some games are different, like Final Fantasy Tactics, but in general JRPGs have the least interesting gameplay (many games are almost indistinguishable from DnD computer games from the late 80's).

I like them, but I wouldn't argue they are perfect.
 
I was relating to NovemberMike's definition of Interactive movies and Interactivity - the're in the opening post, read them again...


It's actually very funny that you're implying that, because I'm a veteran of many turn-based games - Civilization, Combat Mission, Jagged Alliance, Incubation and tens of others... but still I think jRPGs have often poor gameplay, as their combat system in many cases is very shallow and unbalanced. An example of jRPG with poor gameplay is FF7, an example with RPG with good gameplay is FF Tactics.

You provide a stellar JRPG as an example of so-called bad gameplay without giving a single reason for this..?

And you expect me to understand your stance on what's good "gameplay" and what's not..?

If you didn't like FFVII then why..?

I'm sure there are millions of people who would ferverently disagree with you in the notion that FFVII of all JRPGs is far from lacking in gameplay or any other area for that matter..

I'm i'm sure the vast sales and near historical critical acclaim further solidify this claim..
 
... I like JRPGs. I am currently playing FFVI. The fact remains that the gameplay is often mediocre. Random battles are a horrible mechanic as they make "grinding" the main method of gaining power (games like FFVIII tried to correct this with scaling enemies) and in most of these games there are obvious flaws in the battle system (FFVII had a Berserk Run-Through where you simply gave every character berserk rings and the game became trivial. Most of these games also have an infinite experience loop where you simply leave the game on and you get experience). Some games are different, like Final Fantasy Tactics, but in general JRPGs have the least interesting gameplay (many games are almost indistinguishable from DnD computer games from the late 80's).

I like them, but I wouldn't argue they are perfect.

Herein lies my problem..

Both you and aselto seem to have a grosse inability to differentiate between your own oppinion or affinity towards a particular style of game/gameplay and what is generally considered to be "good/bad"..

Just because you find such gameplay styles unappealing doesn't make them bad/broken.. Such games exhibit mechanics which work quite well in engaging alot of people into playing them and the sheer fact that gamers can spent upwards of hundreds of hours playing these games is a clear indication to the successfulness of the gameplay implementation (cinemantics can only last for so long so the rest of the play time must be spent doing something..?)..

Granted it isn't for everyone.. But it hardly makes it "poor" by any regard..

As I said in my first post, you need to be more subjective otheriwse this thread will continue spiralling off topic..
 
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