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Forums - Gaming Discussion - Why Phoenix Wright has the best storytelling of any game

First I'd like to be clear about one thing: The story in the Pheonix Wright games is usually not all that good. The twists and turns are predictable, it's never original and can be rather cheesy. Yet that hasn't stopped me loving every second of my second playthrough. The reason, as any sharp reader can deduce, is the masterful way it tells the story.

So what's so good about the storytelling then? What makes it the best? Well, first of all, it's the way gameplay is completely story-centered. Most games feature gameplay that is completely seperate from the story. FPS's (shooting people), Platformers (jumping around), RPG's (strategic battles) to name a few would all survive having the story cut out of them and you would still end up with an enjoyable game. A lot of games in these genres even divide the story and the gameplay into completely different segments. Try doing the same with Pheonix wright and you would end up with... not much. Everything you do is based on the story at that particular moment. This means that you are never once seperated from the story. No breaking of the thread whatsoever.

Secondly, the gameplay elements are all built up on figuring out what will happen next in the story, based on the information previously given. That means that all you will be thinking about when playing the game is the story. You will be actively listening to what people say  and actively searching for clues in dialog and surroundings because it is important to be able to continue. All the mental capacity will be going towards creating your own version of events as they happen on the screen. By doing this you become fully immersed in the story as though playing an active part.

The third thing that sets it apart is the fact that you are not really playing as the main character. You are playing as yourself, trying to figure out where the story will go next. Phoenix will do lots of things you have no control over, the only thing you can control is the pace at which they happen. The game is completely linear, there is not even the slightest illusion of freedom or control. Therefore there is no disappointment when you cannot do what you want. All you have to do to play is to figure out what really happened to always be one step ahead of the game.

There are many many satisfying moments when you realize how something must have happened only to have the game explain to you that yes, that was indeed how it happened. It feels like a big pat on the back from the the developers, and it gives people just stumbling through the game a chance to catch up.

In short, the storytelling in the Phoenix Wright games outclasses everything else in the medium. At its best it even competes with books and movies.

 

And if anybody mentions the words 'great storytelling' and 'metal gear' in the same post I'll scream my head off.



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I've only played the first one on the DS, but it's one of the most memorable games to me on my DS.

It's just an exciting game, as simple as it is.



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Hobson said:
I've only played the first one on the DS, but it's one of the most memorable games to me on my DS.

It's just an exciting game, as simple as it is.

Agreed, it's probably the most memorable game you can play on the DS. The stories and the characters are hard to forget, even years later. And I believe that to be a true sign of the power of the storytelling in this game.



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What? There are quite a few games with good stories.

The good thing about phoenix wright stories are that they keep you guessing and interacting with the characters. But I have to admit, they are basically interactive novels sort of.

The bonus case on phoenix wright 1 was one of the longest and most rewarding cases in the series IMO.



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Phoneix Wright has kind of ruined a lot of other games' storytelling for me.

Well, that and the fact that I read tons of books.



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I understand the dynamics here, but I think the chief point is that Phoenix Wright's storytelling partially centers around the idea that is basically is an interactive cartoon where you have to figure out how to advance through the scenes, and while that's very fun I don't think it's necessarily the best form of storytelling in the medium.



I just like how it's story-centric, don't know if it's really such great storytelling btw. That and the characters and dialogue do it for me.



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Khuutra said:

I understand the dynamics here, but I think the chief point is that Phoenix Wright's storytelling partially centers around the idea that is basically is an interactive cartoon where you have to figure out how to advance through the scenes, and while that's very fun I don't think it's necessarily the best form of storytelling in the medium.

I think it is (obviously). There is no other game that has sucked me in the same way. There are games that are excellent at building atmosphere and presenting the world, but none that come even close when it comes to actually drawing me into the story.

I can agree it's more like an interactive cartoon/novel than a game, and that this isn't necessarily how I want all my games to present a story.  But for the sheer enjoyment of immersing yourself in a story, there is currently no better example in the medium (that I have played). It even beats out a lot of books, which puts it miles ahead of its closest contenders.



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Killergran said:
Khuutra said:

I understand the dynamics here, but I think the chief point is that Phoenix Wright's storytelling partially centers around the idea that is basically is an interactive cartoon where you have to figure out how to advance through the scenes, and while that's very fun I don't think it's necessarily the best form of storytelling in the medium.

I think it is (obviously). There is no other game that has sucked me in the same way. There are games that are excellent at building atmosphere and presenting the world, but none that come even close when it comes to actually drawing me into the story.

I can agree it's more like an interactive cartoon/novel than a game, and that this isn't necessarily how I want all my games to present a story.  But for the sheer enjoyment of immersing yourself in a story, there is currently no better example in the medium (that I have played). It even beats out a lot of books, which puts it miles ahead of its closest contenders.

I think that comes from different expectations of what game stories should be, and the function of the cutscene.

I'll elaborate on what I mean when I have a bit more sleep.



I'd agree with first and third iteration, however Justice for All didn't do it for me storywise. Except the circus plot, I pretty much hated the story.



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