AdmiralCheez wrote...
A story cannot objectively be "bad" or "good," just perceived as bad or good by the people experiencing it.
Yes, yes it most certainly can be. There are a number of rules to evaluate the quality of story.
Frankly, I'm getting tired of this. To all the people on this thread - you don't need to be a lit major to understand what we're talking about here. We're talking of the story as created by the writer, not as experienced by the audience.
AdmiralCheez, stop calling Saphra cold. It's the writer's job to be cruel and craftily vicious. You take good characters and make them suffer. You consider what's the worst could happen, and you make it happen. You take their worst fears, and make them happen. That's how the good story is made. It's reader's job to be sympathetic. You cheer for those characters and wish them to get out of trouble. You're confusing the two. And yes, if the player is so starved for drama that he puts on the writer's hat and kills the characters on purpose, then the storyteller failed.
Providing drama is devs' job, not the players' job. You can't force the players to do devs' job. It destroys all the playing enjoyment when you're both a creator and a hero. I want to be hero only. That means grave peril must happen to me, and I'll fight against it with all my will. And it better be some great peril provided by the adversary, not something I have to create for myself.
There is no middle ground here. You can't offer us to take failure paths. To seriously take those paths, you have to stop roleplaying and start creating the story. Which means you have to stop playing and start working. It's either your way or ours. Either we can save everyone
and win without sacrifices, or we get good story. There can be no compromise.
Admit it. You want your teammates to be threatened. You want to know that there are paths where they actually die. And you want to proudly take that single "optional" path where you can save them all.
Well, guess what? This is the One True Path everybody will take. All the other paths are short, false ones, "renegade" ones, here to make you feel good about
not taking them.
You don't want choice. You want
linearity. Here's the choice you want:
1. good. (has only benefits, no drawbacks) You're a hero, you care for lives, you do all the upgrades. You save everyone. You prevail.
2. bad. (has only drawbacks, no benefits) You're a jerk, you're rude to people, you waste lives, you don't care, you're incompetent. You get people killed. You fail.
There is NO choice here. What you're advocating is the complete illusion of choice. If presented with two options - good or bad,
everybody will take the good one.
Here's the choice I want:
1. good (has some benefits).
2. good (has other benefits.)
Or this one:
1. bad (has some drawbacks)
2. bad (has other drawbacks.)
Or to be more precise:
1. gray (sacrifice some, save those of your choosing)
2. gray (pick your allegiances, sacrifice some, save those you'd never surrender.)
Now that's the real choice. There are equal paths. You have to think before chosing. You have to consider carefully and weigh the alternatives. You know there's no straight road to victory paved with blue bricks you can tread on without thinking. You want to destroy this. There's so little choice left already, and you want to destroy the last shed of interactivity we have.
Do not bring DA2 into this. It wasn't a game, it was a movie. There was absolutely no choice in it whatsoever. It was one of the more depressing things I've ever experienced in fiction. You're not a hero there, just an innocent bystander, helpless to change anything as the world crumbles around you.
This is most certainly NOT what I'm advocating here. I am objecting to the one true path without sacrifices. I'm for drama, where bad things happen to hero against his will. I'm for choice, for equal, alternative paths, with their benefits and drawbacks. I'm for player-influenced game, where the game responds to your choices and you can create your own unique experience.
Yes, there are rules to good story. Yes, drama is great. Yes, conflict and jeopardy are necessary. No, good story is not escapism. If you're interested in the subject, here are the basics:
"Story" by Mckee on amazon.
Good, light reading. Enjoy.
Modifié par laecraft, 17 octobre 2011 - 11:28 .