Seival wrote...
simfamSP wrote...
Sevial, before I respond, let me get this straight. You feel that interactive movies are what's best for games? Especially as a story-telling medium?
Question for a question.
Do you find "cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-CUTSCENE-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards-cover-wait-uncover-shoot-move-forwards" gameplay very diverse and interesting?
Or maybe "select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-CUTSCENE-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards-select-target-cast-spell-move-forwards" gameplay is great?
How does regular gameplay help to tell the story?
You disagree that 90% of the regular game's story is located within its cutscenes and interactive dialogues?
Okay, thanks for the reply.
Here's what I think.
Video games have the
potential to be the best story-telling medium there is. Writing for video-games is tricky since there are so many other factors and obstacles that go into the game, ergo, the plot suffers. For a video game to have good writing, you have a great team. I think good writing in a video-game is a huge challenge and I appreciate every bit of it.
Now, let's look at the goal of gaming: to create an interactive experience. That interaction is key to the identity of the medium, whether shooter or puzzle game, you don't have a game without gameplay. Removing elements of gameplay is not an achievement, it's a loss.
Now, Heavy Rain and TWD have interaction. From what I see, Beyond does not. Why? You ask. They're completley the same! No they are not. Sevial, the interactive-medium can be achieved in a number of ways, thus all the different genres there are. Telling a story can be done in a number of ways, thus all the different aspects of narrative. Beyond is not like Heavy Rain, because interaction is superficial, you do not shape the story, you merely view it as it unfolds before you. At least in Heavy Rain and TWD your interactions have meaning, it becomes interaction rather than nonsensical button mashing. Those QTEs, regardless of the context, are as deprived of depth as button mashing in an action game. They take
control away from the player.
If these members and reviews are saying the truth, I don't see the fun or impact this game has. If I can go through a combat scene by doing nothing, and make dialogue choices that result i nothing, what is the point of my participation? What is the point of the medium?
These gameplay centred games you took a ****** on can do many things to tell a great story. Cutscenes are uncessary. Look at Baldur's Gate one, where the plot was told purley through gameplay. Your character understands what's happening as you connect the dots. Games have 'art' on their side, they don't need lengthy descriptions or subtext when they use visual aids to enhance their themes, motifs and subtlety. If every video-game developer took advantage of their medium like that, then we'd have amazing games!
Amnesia tells a horrible and twisted story purley through gameplay!
Bastion tells a sad story through gameplay!
Baldur's Gate sends you through a journey with gameplay!
Dark Souls tells a tragic story through gameplay!
It can be done. Cutscenes are uncecssary.
Now, this is just me being objective. I feel that cutscenes are important and need to be added in order to give pacing and focus on the narrative. This is why games have all the advantage of TV and books, they are so versatile that they can be absolutley anything they want. It's a shame that a lot of the times, the writing is given less priority than anything else (but that depends on what the game is trying to be.)
That said, I don't disagree with you. Cutscenes are important. But balance needs to be established. If cutscenes dominate the main game (TWD) allow the player participation beyond pressing a few buttons. The Walking Dead does that perfectly. If gameplay dominates the main game, then allow the narrative to flow with it (Bastion/Amnesia.) Companies need to look at their games, say "right, we want to tell a story" and use every resource they have to enhance it.
The Mad Hanar made a point of books and TV being different. He's right, but TV and games can be awesome in their sneaky ways. The same way G.R.R Martin gives you hints as what's going on; TV and games can use their visual advantage and shorter dialogue to be a lot more subtle in their foreshadowing and themes. If there is a show on Earth I'd point to for an example, it's Breaking Bad, and games? It's Planescape Torment.
Modifié par simfamSP, 27 octobre 2013 - 12:17 .