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Gribble said:

What are people not understanding about what Naughty Dog stand for and are attempting to achieve? A good story rests ENTIRELY on the characters involved. Without the emotional connection to the characters the story falls apart because it simply becomes a sequence of events that leads to a conclusion. When you focus on the character's personalities, those events gain meaning because you 'understand' and 'feel' how the character (in this case you) must be feeling whilst experiencing that event. When playing a game, all we ever feel is excitement and the fear of not surviving the following sequence. That might sound great, but it's NOT good story telling. What you need is to be in the characters shoes and imagine how he must feel and how it would change his character for better or worse. When you shoot a guy in the head in COD, you don't feel guilt, you just think it's cool that you can do that, but if you have invested heavily in the character, and understand his/her mindset, then there's another dimension to explore. Does he/she feel remorse, guilt, trauma, joy ... ? And if the developer has done their job well, you'll feel exactly what the narrative wants you to feel, which then enables the devs to take you on an internal journey and not just an external journey. They can make you feel guilt; they can make you cry; they can make you genuinely grieve. This is what Naughty Dog are striving for and it's what every great movie director achieves. The idiot plot is for kids.

I fully see that. That makes it worse, than he looks into a problem of the plot-device 'idiot plot' as he explained it in the interview. Because that plot-device is avoided in most nonlinear games, so that would be no new accomplishment for gaming. Gaming has bad stories, but he focuses on something that is not important.



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