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IGN Article about Story/Narrative in Video Games


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#126
Aeowyn

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Il Divo wrote...

Aeowyn wrote...

And yes, before you decide to insult my intelligence, I make sure to read two books per week, so I have read plenty of books in my lifetime. 


Pffft, well I read three books a week. With my eyes closed. Bring it on. Posted Image


That's quite the feat. Reading with your fingers? :P 

#127
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RocketManSR2 wrote...

jreezy wrote...

RocketManSR2 wrote...

I repeat, ME2 is the middle of one, long story arc. You cannot judge ME2 until 3 is released and the arc is complete.

Yes you can.

I posted without thinking. You cannot judge ME2 completely until 3 is released. I will say that imo, ME2 did lose focus on the main story. BioWare kind of left themselves in a tough spot after 1. The bad guy fleet is coming, but it would be years before they arrived. BioWare decided on the die/resurrect 2-year time skip. Some liked it, some didn't, as with anything else. As another poster said, there were some very good moments in ME2, but it was on a smaller scale.

Very good moments on a smaller scale indeed. I wonder if ME3 can capture the feeling of making sure are decisions feel more important, important enough that we'll sit and ponder them for a little bit before making a choice. That's why I really liked the Rachni scene on Noveria and choosing between Ashley or Kaidan on Virmire. I actually thought about what choice I should make before I made it for a while. I'm wondering if sacrifice has to be a main component of decisions in ME3 to make sure that they matter. The Virmire thing was a hard choice because no matter what you choose you know you're going to lose something. 

#128
Veex

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Walker White wrote...

They believe that, in order for games to be art (or tell a story), the message or voice must be controlled by the author and not the player.


In BioWare's case, and with other developers, the obviously response to this is that we aren't choosing our own responses. The developer or writer still controls what is stated and what the voice is but they're offering more than a single avenue. Whether this impact strengthens or weakens the narrative is obviously debatable.

#129
Notlikeyoucare

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Il Divo wrote...

Notlikeyoucare wrote...

IMO, Ebert is one of the worst critics in existance.


It's hard to describe my feelings towards Ebert. I enjoy his approach to writing reviews, which feels very fresh, but (more often than not) his actual opinion on a movie is very different than my own. Drastically different. I also consider his approach to 'gaming as art' very frustrating. Posted Image


www.confusedmatthew.com/Minority-Report.php

#130
Il Divo

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Aeowyn wrote...


That's quite the feat. Reading with your fingers? :P 


Nah, my toes. Posted Image

#131
Bozorgmehr 2.0

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Il Divo wrote...

Define "more serious literature". You might list any number of novels, poems, etc, and say that they are . And I might agree in some cases, or think it's crap in others. However, gamers are not the ones making the claim that literature tells bad stories. Your claim is the other way around.

Essentially, it's the same problem we run into with Roger Ebert, claiming that video games cannot be art, but doesn't want to play any video games to determine the truth of that claim.


Technically everything ever created by men is “art”. Does that mean there is no difference between art? Is a junkie, covered in paint, rolling over a piece of cloth in the same league as a Rembrandt or Da Vinci?

Then it's a good thing that Kreia has more to say than a few quotes. Her character does spin an entire philosophy, which includes references to Machiavelli, Nietzsche, and Antonio Gramsci (to a lesser extent).


Machiavelli, Nietzsche, and Antonio Gramsci’s most famous works are not stories. What you’re saying here is that any story with some quasi-intellectual mumbling becomes “good”.

Because he chose to write something about the local mafia in Naples, which is incredibly dangerous, not because he wrote a good story. The Godfather may have drawn inspiration from real life affairs, but it was fiction at its core. Your example only works if we accept that any story has to have a significant effect on society, which (in many cases) relies on stories which may only be relevant to a particular period or a controversial topic.


He wrote about the destructive power of the mafia in his city; he did not make free PR like the Godfather did, celebrating the life of gangsters. When I say the mafia are a bunch of lunatics, they’ll likely have a good laugh about it. But the guy in question wrote stuff that really threatened the mafia, they are afraid of the story this guy has to tell. And AFAIK he did not use real names, he only drew an accurate picture about the impact the mafia has on ordinary people living ordinary lives.

If I'm not concerned with the current economic crisis sweeping the U.S., gay marriage, or abortion, but in something completely different, my work might not have a significant effect on society. Any number of films, graphic novels, books, or even games can be seen as an exception to this. Outside of inspiring a new "gritty" era of comics, did Watchmen affect society in any significant fashion? No, but that does not negate the well-told story or fantastic set of characters.


Where do you get the idea I said a “good story” has to have some sort of controversial aspect to it, or has to be about social-economic issues or whatever? That would make someone like Michael Moore a literature genius, no?

There's also a difference between story-telling and the story being told. Bioware is great at story telling, but the stories that are being told in their games are rather simplistic - one wo(man) saving Ferelden or the entire galaxy doesn't sound all inspiring to me. Sounds a lot like your avarange James Bond movie - poor plot, simple story, great action, hot chicks, nice locations, gadgets, funny one-liners, and a cool vilan > et voila, another blockbuster (movie or video-game).

I'm not understanding the logic here. Your requirement for a good story seems to be that it results in real-world consequences. I can write a remarkably bad story, but depending on what facts/truths I incorporate might still result in real world consequences. If we're in fascist Germany, I don't need to be a great author to be locked up. I just need to say the wrong thing in front of the government.

What I will agree on is that, if one is attempting to convey a certain idea, a better story might give that idea more weight, because it provides an enjoyable experience.


The greatest story of all times is Jesus’. Why do you think the Bible is still a bestseller? Because of the rather simple stories it tells? Or perhaps because it has something more to say?

Wise men speak because they have something to say; Fools because they have to say something. That sums it up quite well, thanks Plato.

P.S. The greatest stories are timeless, they will be told a hundred years from now, or a thousand or more perhaps. I don’t think anyone will remember (let alone tell the story) of Shepard, Jensen, Gordon or whomever. Does that make their stories “bad”? No, but they’re not good enough to be(come) great. That’s the whole point. A hundred years form now, people will still look in awe at the work of Rembrandt and Da Vinci, they will still be reading the Bible, they will still know about the works of Orwell and Harriet Beecher Stowe – I don’t think they will know the name of Shepard-Commander. Not even if (s)he manages to save the galaxy in part 3 - ungrateful bastards ;)

#132
Notlikeyoucare

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Bozorgmehr 2.0 wrote...

Il Divo wrote...

Define "more serious literature". You might list any number of novels, poems, etc, and say that they are . And I might agree in some cases, or think it's crap in others. However, gamers are not the ones making the claim that literature tells bad stories. Your claim is the other way around.

Essentially, it's the same problem we run into with Roger Ebert, claiming that video games cannot be art, but doesn't want to play any video games to determine the truth of that claim.


Technically everything ever created by men is “art”. Does that mean there is no difference between art? Is a junkie, covered in paint, rolling over a piece of cloth in the same league as a Rembrandt or Da Vinci?

Then it's a good thing that Kreia has more to say than a few quotes. Her character does spin an entire philosophy, which includes references to Machiavelli, Nietzsche, and Antonio Gramsci (to a lesser extent).


Machiavelli, Nietzsche, and Antonio Gramsci’s most famous works are not stories. What you’re saying here is that any story with some quasi-intellectual mumbling becomes “good”.

Because he chose to write something about the local mafia in Naples, which is incredibly dangerous, not because he wrote a good story. The Godfather may have drawn inspiration from real life affairs, but it was fiction at its core. Your example only works if we accept that any story has to have a significant effect on society, which (in many cases) relies on stories which may only be relevant to a particular period or a controversial topic.


He wrote about the destructive power of the mafia in his city; he did not make free PR like the Godfather did, celebrating the life of gangsters. When I say the mafia are a bunch of lunatics, they’ll likely have a good laugh about it. But the guy in question wrote stuff that really threatened the mafia, they are afraid of the story this guy has to tell. And AFAIK he did not use real names, he only drew an accurate picture about the impact the mafia has on ordinary people living ordinary lives.

If I'm not concerned with the current economic crisis sweeping the U.S., gay marriage, or abortion, but in something completely different, my work might not have a significant effect on society. Any number of films, graphic novels, books, or even games can be seen as an exception to this. Outside of inspiring a new "gritty" era of comics, did Watchmen affect society in any significant fashion? No, but that does not negate the well-told story or fantastic set of characters.


Where do you get the idea I said a “good story” has to have some sort of controversial aspect to it, or has to be about social-economic issues or whatever? That would make someone like Michael Moore a literature genius, no?

There's also a difference between story-telling and the story being told. Bioware is great at story telling, but the stories that are being told in their games are rather simplistic - one wo(man) saving Ferelden or the entire galaxy doesn't sound all inspiring to me. Sounds a lot like your avarange James Bond movie - poor plot, simple story, great action, hot chicks, nice locations, gadgets, funny one-liners, and a cool vilan > et voila, another blockbuster (movie or video-game).

I'm not understanding the logic here. Your requirement for a good story seems to be that it results in real-world consequences. I can write a remarkably bad story, but depending on what facts/truths I incorporate might still result in real world consequences. If we're in fascist Germany, I don't need to be a great author to be locked up. I just need to say the wrong thing in front of the government.

What I will agree on is that, if one is attempting to convey a certain idea, a better story might give that idea more weight, because it provides an enjoyable experience.


The greatest story of all times is Jesus’. Why do you think the Bible is still a bestseller? Because of the rather simple stories it tells? Or perhaps because it has something more to say?

Wise men speak because they have something to say; Fools because they have to say something. That sums it up quite well, thanks Plato.

P.S. The greatest stories are timeless, they will be told a hundred years from now, or a thousand or more perhaps. I don’t think anyone will remember (let alone tell the story) of Shepard, Jensen, Gordon or whomever. Does that make their stories “bad”? No, but they’re not good enough to be(come) great. That’s the whole point. A hundred years form now, people will still look in awe at the work of Rembrandt and Da Vinci, they will still be reading the Bible, they will still know about the works of Orwell and Harriet Beecher Stowe – I don’t think they will know the name of Shepard-Commander. Not even if (s)he manages to save the galaxy in part 3 - ungrateful bastards ;)


Now I'm convinced you're trolling.

#133
Bozorgmehr 2.0

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Notlikeyoucare wrote...

Now I'm convinced you're trolling.


Great argument.

#134
Walker White

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Il Divo wrote...

Walker White wrote...


On the other hand, if you take this argument to the other extreme, games can only tell stories through cut scenes. Any meaningful play choice and you have no story. And most of us who are BioWare fans disagree with this.


While this is the more typical approach  in video games (Ex: Halo, Gears of War), it is by no means the only one. Mass Effect features cut-scenes, but most ot the story is told in a manner where the player is treated as an actual character. The same can be said for Portal/Bioshock/Half-Life, where the player is never removed from the perspective of the PC, which is a very different style of story-telling than a cut-scene.



I know.  My point is that the faction making this argument would claim this is not storytelling.  If the player can make a choice, there is no authorial voice.  And that, in their opinion, is the problem.

#135
naughty99

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I haven't played Deus Ex, so I can't comment on the writer's opinion of that game; however, the article is spot on as far as how "story" is not simply a sequence of events.

There are good stories and bad stories, of course, and good stories develop naturally out of the conflicting goals of compelling characters. When that dramatic tension is not static, but rising over time as these characters take believable actions in pursuit of their objectives, then we have a good story.

#136
Il Divo

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Bozorgmehr 2.0 wrote...


Machiavelli, Nietzsche, and Antonio Gramsci’s most famous works are not stories. What you’re saying here is that any story with some quasi-intellectual mumbling becomes “good”.


It still disproves the point that the focus of games is only "pew pew". Any story with an intellectual aspect has some additional depth to it, whether it provides a point of discussion or makes you question a belief. What exactly is 1984, amongst other things, if not an opportunity to discuss the fears created by absolute power? It provides a diving board with which you can delve into any number of issues.

He wrote about the destructive power of the mafia in his city; he did not make free PR like the Godfather did, celebrating the life of gangsters. When I say the mafia are a bunch of lunatics, they’ll likely have a good laugh about it. But the guy in question wrote stuff that really threatened the mafia, they are afraid of the story this guy has to tell. And AFAIK he did not use real names, he only drew an accurate picture about the impact the mafia has on ordinary people living ordinary lives.


Again, you need to demonstrate the connection between "writer being threatened" and "telling a great story".  In fascist Germany, I could be imprisoned for the slightest word agains the government. It wouldn't make me a terrific writer. Your writer wrote about an extremely controversial topic in the worst possible location. How is his story "good' as a result (ignoring literary accolades)?

Does he receive special credit for portraying the mafia as lunatics, instead of providing an insider perspective (Ex: Goodfellas, the Godfather)?

Where do you get the idea I said a “good story” has to have some sort of controversial aspect to it, or has to be about social-economic issues or whatever? That would make someone like Michael Moore a literature genius, no?


See your previous posts, with reference to the mafia and the example of Lincoln. Your posts indicated that the success of these stories has some association with real-life consequences, which actually has no bearing on the events contained within the narrative and how good (or bad) they may be.

There's also a difference between story-telling and the story being told. Bioware is great at story telling, but the stories that are being told in their games are rather simplistic - one wo(man) saving Ferelden or the entire galaxy doesn't sound all inspiring to me. Sounds a lot like your avarange James Bond movie - poor plot, simple story, great action, hot chicks, nice locations, gadgets, funny one-liners, and a cool vilan > et voila, another blockbuster (movie or video-game).


Any story can be summed up that simply, if we so desired. Plato's Republic is just a conversation between three old men about government, right? The Hero's Journey encompasses a large collection of stories. I don't see the problem.

The greatest story of all times is Jesus’. Why do you think the Bible is still a bestseller? Because of the rather simple stories it tells? Or perhaps because it has something more to say?


It's the basis for an entire religion.  Everyone who reads the Bible does not do so for its historical, literary, and political implications Shall we poll every single person who has bought a copy of the bible? Does that make it a great story? I personally don't think so, even if it might have many points of discussion.

P.S. The greatest stories are timeless, they will be told a hundred years from now, or a thousand or more perhaps. I don’t think anyone will remember (let alone tell the story) of Shepard, Jensen, Gordon or whomever. Does that make their stories “bad”? No, but they’re not good enough to be(come) great. That’s the whole point. A hundred years form now, people will still look in awe at the work of Rembrandt and Da Vinci, they will still be reading the Bible, they will still know about the works of Orwell and Harriet Beecher Stowe – I don’t think they will know the name of Shepard-Commander. Not even if (s)he manages to save the galaxy in part 3 - ungrateful bastards ;)


The distinction of 'greatest' is already problematic. You have created a false either/or scenario. Either video games will be remembered in the eons to come, or they must feature Donald Duck-style storylines. This itself presents a false dichotomy. It is not one or the other. Your use of the superlative already implies that there is a level below 'greatest' which some media occupy. What makes the Bible great (interestingly enough) is not necessarily the story itself, which places the idea that it features a 'good' story in doubt.

Now, will Mass Effect be remembered a hundred years from now? Maybe, maybe not. It might be remembered amongst gamers, much like literature is preserved (for whatever reason). Will they be remembered as featuring some of the deepest concepts introduced to man? Not yet, but the question is again raised: how many are willing to give video games their opportunity? For any literary expert to argue that video games are not great because they are not timeless, while refusing to play a video game makes the idea impossible to fathom. The Ebert scenario comes up again.

Modifié par Il Divo, 07 septembre 2011 - 06:20 .


#137
Il Divo

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Walker White wrote...

Il Divo wrote...

Walker White wrote...


On the other hand, if you take this argument to the other extreme, games can only tell stories through cut scenes. Any meaningful play choice and you have no story. And most of us who are BioWare fans disagree with this.


While this is the more typical approach  in video games (Ex: Halo, Gears of War), it is by no means the only one. Mass Effect features cut-scenes, but most ot the story is told in a manner where the player is treated as an actual character. The same can be said for Portal/Bioshock/Half-Life, where the player is never removed from the perspective of the PC, which is a very different style of story-telling than a cut-scene.



I know.  My point is that the faction making this argument would claim this is not storytelling.  If the player can make a choice, there is no authorial voice.  And that, in their opinion, is the problem.


Fair point. It's still interesting to consider, because every medium is contingent upon the viewer's perspective. If I chose to view the Mona Lisa with one eye open, in a sense I could claim that this affects how I interpret the work. Admittedly a weird argument, but it does raise the concern of how far "authorial voice" extends.

Modifié par Il Divo, 07 septembre 2011 - 06:14 .


#138
Il Divo

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Veex wrote...

The other thing that seems really salient to me is that games tend to offer activities that are in direct opposition to the story the author seems to value. Side quests, player agency, and a myriad of other things can distract from a central plot and make the experience feel more episodic. Player agency in particular is obviously an issue in terms of main character development, especially in RPGs. Many of us value the ability to input some of our own beliefs, thoughts, and biases into a character which limit the developer's ability to write that character along a static path.


This post is phenomenal, and this segment in particular demonstrates the worst problem games run into: the gameplay. Plenty of games have great characters, witty dialogue, and an engaging narrative, but all is under the pretense that you must go through an experience which relies on the player engaging in some 2+ hour dungeon of killing things, which (as you say) is at odds with the narrative. The question is: how can the medium move away from this, while still retaining their well-known gameplay?  

Modifié par Il Divo, 07 septembre 2011 - 06:34 .


#139
Veex

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Il Divo wrote...

This post is phenomenal, and this segment in particular demonstrates the worst problem games run into: the gameplay. Plenty of games have great characters, witty dialogue, and an engaging narrative, but all is under the pretense that you must go through an experience which relies on the player engaging in some 2+ hour dungeon of killing things, which (as you say) is at odds with the narrative. The question is: how can the medium move away from this, while still retaining their well-known gameplay?  


I've absolutely no idea. I think that any alteration to pacing and balance between gameplay and story is going to directly conflict with player agency and control which is an issue for many. A developer would likely have to create a much more rigid, corridor-driven experience that presented itself almost as an interactive film to achieve the type of narrative coherency the author seemed to be promoting. I'd certainly be interested in playing something in that vain, but I'd lament the loss of many of those tangential gameplay features.

I suppose that the strength of the medium shouldn't really be expected to adhere to the criteria of another. I don't expect a video game to be a novel, my Kindle isn't a gaming system, and I'm glad that these distinctions exist. Maybe, in the same way that movies generally are critiqued in comparison to other films, video games should be critiqued against their peers as well. I'm not playing Deus Ex for Orwellian prose.

#140
Bozorgmehr 2.0

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Il Divo wrote...

Again, you need to demonstrate the connection between "writer being threatened" and "telling a great story".  In fascist Germany, I could be imprisoned for the slightest word agains the government. It wouldn't make me a terrific writer. Your writer wrote about an extremely controversial topic in the worst possible location. How is his story "good' as a result (ignoring literary accolades)?


I used those examples only to explain some stories have more depth than the narrative alone. Almost all of the greatest pieces of art try to tell us something. They sometimes tell a story with a single image. The power of those stories does contribute to their greatness - there is more than technical skill alone.

You mentioned Goodfellas and the Godfather. When I compare their stories with the one from La meglio gioventù (which also tells the story of a family over the course of a couple decades), the latter is the clear winner in my opinion - its combination of social and political history with romantic melodrama and suspense is brilliant. Regardless of taste or personal preference (I would prefer watching Goodfellas or the Godfather over La meglio gioventù for a second time) - I say the latter has a better story. (I'm talking about the story alone, not the movie as a whole)

Comparing the work of Tolstoy with DXHR's "great story" is ridiculous. That's like comparing your average Facebook picture with the Mona Lisa. Sure, the stories in games are improving, but they are not "great". They are getting close to the Hollywood standard and I don't think I want them to go much further anyways. Playing DXHR or ME is more relaxing than reading Tolstoy - and I would like to keep it that way.

#141
eye basher

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I never pay attention to anything IGN has to say frankly i think there biased.

#142
Icinix

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IG "Unless its got shooting, explosions, we don't really care" N?

Nah....

To be honest though, I haven't looked at IGN for - well I can't remember the last time I looked. I think it was when Charlie was still at The Inquirer.

#143
Bluko

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Zu Long wrote...

Bluko wrote...

 I mean dealing with the Quarians on Tali's Loyalty Mission was great, but what exactly does it have to do with stopping the Collectors? Or even the Reapers for that matter? Well not a lot unfortunately. See that's my problem with ME2.


One caveat with an otherwise pretty good post- Dealing with the Quarian-Geth problem could very well be CRITICAL when it comes to beating the reapers. Shepard even says so outright in game I believe.


Well Tali's Trial has nothing to do with the Collectors, Tali says it herself that undertaking the mission is a personal favor. For all intents and purposes the trial could have been about getting the Quarians ice cream and at the end we all stop at Dextro-Queen. Point is it has little to do with what's actually going on: Humans being abducted by creepy bug aliens.

Now yes you can sort of nudge the Admirals to one position or the other in regards to the Quarian vs. Geth conflict. But you don't actually resolve anything anyways as it's still left entirely up in the air. Your Shepard may warn the Quarians not to go to war, but who's to say they don't go to war in ME3 anyways? See that's problem with ME2's Quests having "big consequences". You don't actually resolve many of the issues presented to you. The one exception would be Legion's Loyalty Mission where you do actually make what appears to be an important decision in regards to the Mass Effect Universe. Although even that decision will likely be underplayed because it was optional. If the content in question is optional it cannot be that pivotal in the in regards to the main story.

In many ways ME2 was simply foreshadowing a lot of issues you'll probably have to deal with in ME3. But again we don't really do too much to resolve them and must wait and see in ME3. Some of that is okay, but ME2 just left too much up in the air even as the intermediate part of the story to be acceptable IMO. I really do have to ask myself if it was actually worth playing ME2 as I strongly suspect almost all decisions made in ME3 will override anything you may have started in ME2. I especially begin to believe this as those marketing the game seem to insist that anyone can pick and play ME3 no problem.

So yeah maybe in ME2 you told the Quarians "Don't go to war with the Geth man!". But in ME3 the Quarians will still probably be in the same dilemma and despite what you said in ME2 you can probably instead say "You know what screw those Synthetic basturds!". And  maybe Tali will be like "Are you sure Shepard? You said at our trial we should seek peace?" But yeah that's about how I expect most of ME2's decisions to play out.

#144
KingNothing125

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I don't know why I even bother with IGN anymore. Everything I find on IGN, I could have found on Kotaku the same day or even earlier than that.

Except the ****** editorials which, as we've all learned through this thread, are total wastes of time.

#145
lobi

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Walker White wrote...

Il Divo wrote...

Walker White wrote...


On the other hand, if you take this argument to the other extreme, games can only tell stories through cut scenes. Any meaningful play choice and you have no story. And most of us who are BioWare fans disagree with this.


While this is the more typical approach in video games (Ex: Halo, Gears of War), it is by no means the only one. Mass Effect features cut-scenes, but most ot the story is told in a manner where the player is treated as an actual character. The same can be said for Portal/Bioshock/Half-Life, where the player is never removed from the perspective of the PC, which is a very different style of story-telling than a cut-scene.



I know. My point is that the faction making this argument would claim this is not storytelling. If the player can make a choice, there is no authorial voice. And that, in their opinion, is the problem.


Some who rely on the Art/Entertainment  industry status quo fear this and will fight it tooth and nail, with education, bureaucracy and the cult of personality as their weapons.

lobi wrote...

This is a direct result of an existing mature industry forcing it's method onto a new art form. I knew this would happen when I saw courses that removed the word 'Film' and replaced it with 'Game'.


Modifié par lobi, 07 septembre 2011 - 11:02 .


#146
Wulfram

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Bozorgmehr 2.0 wrote...

 Why do you think the Bible is still a bestseller?


Celebrity authors sell.

#147
Relix28

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"no one could fail to notice its exasperating boss fights"

I stopped right there.
Whoever thinks boss fights in Deus Ex: HR are exasperating, should stop playing video games and should not be taken seriously when talking about video games. What a load of crap.

#148
Hathur

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Relix28 wrote...

"no one could fail to notice its exasperating boss fights"

I stopped right there.
Whoever thinks boss fights in Deus Ex: HR are exasperating, should stop playing video games and should not be taken seriously when talking about video games. What a load of crap.


I have to admit when I first got the game and heard about these "legendarily hard boss fights" I was pretty nervous & excited at the same time.

I'm far from being particularly skilled at shooters (plus I'm a "girl" so I got that against me... durrr! :blink:) but once I got to the first 2 bosses on the hardest difficulty, my reaction was: "Um... that was it? Really? I tossed 3 or 4 land mines at them and they died... took all of 6 seconds and I never fired a single shot... are they getting back up maybe? That must be it! I better hide!"

Frankly I found some of the regular combat far more difficult on the highest setting simply because Jensen dies if more than 4 or 5 bullets hits him... but the bosses? Meh, never died vs them yet. Just grenades or land mines... or Typhoon aug.

#149
Relix28

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Hathur wrote...

Relix28 wrote...

"no one could fail to notice its exasperating boss fights"

I stopped right there.
Whoever thinks boss fights in Deus Ex: HR are exasperating, should stop playing video games and should not be taken seriously when talking about video games. What a load of crap.


I have to admit when I first got the game and heard about these "legendarily hard boss fights" I was pretty nervous & excited at the same time.

I'm far from being particularly skilled at shooters (plus I'm a "girl" so I got that against me... durrr! :blink:) but once I got to the first 2 bosses on the hardest difficulty, my reaction was: "Um... that was it? Really? I tossed 3 or 4 land mines at them and they died... took all of 6 seconds and I never fired a single shot... are they getting back up maybe? That must be it! I better hide!"

Frankly I found some of the regular combat far more difficult on the highest setting simply because Jensen dies if more than 4 or 5 bullets hits him... but the bosses? Meh, never died vs them yet. Just grenades or land mines... or Typhoon aug.


Lol, exactly. The boss fights in Deus EX are a joke. I managed to finish one fight in about 5 seconds using that pre-order grenade launcher lol. And even without that, I would probably just toss a gass grenade and nuke him with rockets.
Exasperating...lol. I mean you can't take a person like that seriously, can you? He probably finds tying his own shoelaces exasperating.

#150
Neverwinter_Knight77

Neverwinter_Knight77
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Again, if we're talking about great stories, true artwork, I repeat Metal Gear Solid. The PS1 version.

End of line.

HAH!