Mnementh said:
First, I meant also black-and-white photography. And poems are restricted, not all ways to put down words are poems. A sonett for example is even more restricted in it's form. If you decide to write a poem, you restrict yourself in the way, how you set the words. Anyways, it's an interesting viewpoint, that the restrictions I talk about are no limitations but alternative ways to use the medium. You may be right on this, I need more thinking. |
Just so it's clear we don't have to be point-counterpoint here:
I absolutely would agree with your position if the act of story telling did not automatically limit interactivity. That is the problem here. If a story is being told -- emphasis on the word told, as disctinct from made -- then the designer is deciding how the game is played. As a supreme example, when a game developer makes a Full Motion Video sequence, he is saying: "I will show you what has happened. You do not decide. The result of this FMV has been decided by me, and there is no way for you to change the character development or choices made in this sequence."
So, if we can agree on that (and you can argue against it), then let's make clear what we're saying here: storytelling works directly against the defining characteristic of video games, interactivity.
And if you're going to make a video game that is only mildly interactive, you might as well have made a movie -- just as if you made a movie with tons of internal dialogue and zero visual imagery, you might as well have made a book, or if you have a sculpture that's just an millimeter-inch thick fresco (if you aren't familiar with them, google provides example), you might as well have made a painting.
Or, put simply -- if you're just going to tell a story, why not use an artistic medium that's built for storytelling? One that has no interactivity, and allows the artist to tell precisely the story he wants to?
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