infalible wrote...
So I'm one of those people who - for many years - have widely believed Bioware to be the "best storyteller in gaming". Of late however I've been considering the statement: what does it actually mean? Does it mean that Bioware deserve our respect as storytellers? Does it mean that they are standing on the shoulders of giants and telling tales that we will remember as great works of art? Or does it mean that in an industry swathed in the mediocrity of the masses Bioware is just managing to present enough of a narrative for us to not dispare at the lack of creativity in a market dominated by "graphics and gameplay"?
Go to your bookcase and look at your books. I'd say that many of you have books like Harry Potter, Twilight, or books from the Discworld series. Some of you may even have classics like Moby Dick, or Twenty Thousand Leagues Under the Sea, or The Count of Monte Cristo. A few may have books like The Chronicles of Thomas Covenant, or The Gap Conflict. And then there are the modern classics like A Song of Ice and Fire, and The Wheel of Time. Can you say with confidence that the stories presented by Bioware even vaguely compare to those presented in the greatest (or even average) works of written fiction? I can't. I don't believe it when I say it. I find the notion to be a mockery of my sense.
And let's look at the themes of Bioware's latest foray into mature story telling: Dragon Age and Dragon Age 2 were supposed to be mature games with mature stories, and yet they shied away from nudity, they presented sexuality behind a protective vale of montages, and the use of language was shallow and pointless (as in swearing was not used to create character, but just used for the sake of swearing). They handeled none of the mature elements of the tale with anything resembling the finese of a proven author, or screen writer. They hid away from a mature narrative and instead delivered a vale of stylised violence and infrequent crudeness and branded it "mature story telling" for the sake of the marketting gimmick. Compare the maturity of Dragon Age to the maturity of Spartacus: Gods of the Arena, or A Song of Ice and Fire, and you find Dragon Age and Dragon Age 2 direly lacking. It's an insult to tasteful and compotent story telling to say that Dragon Age even vaguely manages to present a deep and meaningful tale, let alone a mature one.
And the same is true of all Bioware games.
So now I find myself considering this notion: Bioware ARE NOT compotent story tellers. They are the Stephenie Meyer of the gaming world. Their writers are either not very good at all or barred from actually writing with passion due to corporate interests. Bioware stories are shallow, but intelligence is used in the presentation; a well placed comic character, a drawn out relationship with another character, an infrequent flair that avoids controversy. It avoids the requirement to actually tell a compotent story, and instead cons you into thinking that these fables are worth their weight in gold.
This is just an opinion, and I'd be interested to know what others thing: Are Bioware the story tellers of the gaming industry? Are they worthy of the mantle? Or is it - at this point at least - just a drawn out and laboured marketting ploy that is easily proven false when compared with actual story telling?
No trolls plox. Actual discussion is being prompted.
On some (perhaps very basic) level, as we play any decent RPG, we are already entering into a sort of virtual relationship with any NPC that inspires any kind of emotional reaction (even if that emotion is just sympathy or camaraderie) which is part of what makes any story great.
Even taking a step back from the interactive nature of games, if I watch a sad movie, for example, and actually shed a tear (damn you PIXAR!), or when I read a page in a GRRM novel that makes me want to throw the book across the room, on some level by virtue of engaging with the world and characters of those stories, I am engaging in some basic sort of relationship with those fictional characters.
In this way, greater complexity in the relationships between the PC and NPCs in a video game is simply following in the footsteps of basic storytelling. A good story desperately requires characters that the reader, or viewer, or gamer, etc., cares about on some level.
What is the point of saving a world you care nothing about?
Within the world of RPGs and Action RPGs, there have been some very well-done games by developers like Bioware that allow the player to experience an epic story that is fully fleshed out, where the PC has a predefined role to play with some choices that affect the final outcome.
And on the other hand, there are developers like Bethesda that immerse the player in a wide open sandbox narrative where you are at greater liberty to define the story's arc yourself, for example, who your character is, where he comes from, which NPCs he wants to befriend or flirt with, why he does what he does and which quests and organizations he wants to join.
Neither is necessarily better than the other from an empirical perspective, but on a subjective level, some RPG fans prefer one or the other, and some enjoy both types of games.