The differences in core philosophy shone right from the start of the panel, which opened with a short but complicated question: why does narrative matter in games?
Gaider answered first, saying, "I think the importance of narrative is to give the player a reason to care. Any game can offer you great-looking models and great-looking levels... It's giving the player a reason to care about the goals you're providing them in the game." He continued:
What it provides that regular media doesn't is the interactivity, right? You can have great stories in a film but it's the level, it's the part where the player is personally invested in their own character and their own story that can bring it up to the next level. There's a lot of talk about whether games are art, and no one seems to question that
about a movie or a book, but in games their element of interactivity lets the player be partly an author along with the game's creator and that's unusual, that's weird. And from an outsider perspective that doesn't add anything — that's why there's all this discussion, because they don't see the value for the person who's playing the game, how to them that elevates the story and makes the stakes much higher. I think that's what's important.
....
Continuing the theme of restriction, Gaider added that from the player perspective, all choice is an illusion. "The player never gets to do what they want, necessarily," he said, "They get to do what we let them." He continued:
And I think that's true for every game, so really it's all a matter of how well the illusion is maintained. We're setting up those little pieces of crumbs for them to follow, and it depends whether we're setting them in a straight line to lead them to something, or whether we put them in strategic pieces around the level, or we do what Fallout did and just fire the pieces out of a cannon. But it's all a matter of maintaining that illusion from the player, of maintaining that buy-in... The difference between good games and bad games, or good narrative and bad narrative, is how good a liar the people that make the games are.
And Gaider described how player manipulation, the core of game design, can be done both well and poorly, concluding to laughter and applause:
Let's hurt the player! Let's hurt the player bad. And you want them to feel the pain, but you also want them to love the pain. So for me, it's a kind of contract with the player. They're letting me stab them, they asked me to, and I just want them to thank me afterward.
Thank you Mr. Gaider ! Curious to see others thoughts on the article and apoligies if it was already posted a quick look revealed nothing but I've missed things before.





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