Yossarian wrote:JonB wrote:Well maybe you're just not appreciating the way games tell stories then. I dunno. But things like this make perfect sense to me:Yossarian wrote:I wouldn't describe anything I saw in Brothers as something as grand as a story. There was a (massively cliched) setup followed by a game.IanHamlett wrote:Even the controls play a part in telling the story.
As Brooks said earlier, the issue here may well come down to the word 'telling'. Games might be good at letting you discover, explore, create, affect or even feel personal responsibility in stories, but they're fucking awful at telling them.
JonB wrote:No, they tell stories. They just do it in a different way.Yossarian wrote:As Brooks said earlier, the issue here may well come down to the word 'telling'. Games might be good at letting you discover, explore, create, affect or even feel personal responsibility in stories, but they're fucking awful at telling them.JonB wrote:Well maybe you're just not appreciating the way games tell stories then. I dunno. But things like this make perfect sense to me:Yossarian wrote:I wouldn't describe anything I saw in Brothers as something as grand as a story. There was a (massively cliched) setup followed by a game.IanHamlett wrote:Even the controls play a part in telling the story.
Games aren't very good at telling stories the way films, TV shows, books or whatever tell them. If that's what you mean then fine. But I'd still say they are good at telling stories in their own gamey ways.
You mean give the player a good/evil bar and make them clock it twice to see the content they paid for? I'll get on it.Liveinadive wrote:I guess the end game would be to make the player feel like they are telling/writing the story.
The devs give you the tools and you forge something unique.
I think that's just one route. The one I prefer is telling predetermined stories but using gameplay to do it. I'm not all that interested in emergent stories or masses of choice leading to different outcomes.Liveinadive wrote:I guess the end game would be to make the player feel like they are telling/writing the story. The devs give you the tools and you forge something unique.
IanHamlett wrote:I haven't played much of Oddworld : Stranger's Wrath, but did maybe the first hour of it round at a friend's house when it came first came out on Oldbox. Looked like it was trying something interesting with the protagonist being as thick as pigshit.
Spending 16hrs on a journey in the company of a little girl that feels to a certain extent realistic.
Brooks wrote:Books do this pretty well. In a sense better than a game where assets available for conveying a prescribed sequence are necessarily limited; the human mind's ability to render those same things in a variety of nuanced ways isn't.Spending 16hrs on a journey in the company of a little girl that feels to a certain extent realistic.
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