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Forums - Nintendo Discussion - Miyamoto: 'What can games learn from film? Nothing'

Mystro-Sama said:
He's just saying this because Nintendo's story writers suck. If Nintendo was truly the best game developer as a lot of people say then they would be able to create a fun game with a good story.

Most video game designers suck at writing a story. 

If they could write a great story, why wouldn't they be working in Hollywood doing blow off three hot girls every night? It's because they don't have that level of talent. So they're working in a rinky dink game studio next to 300 pound "Billy" for 14 hours a day. 



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Mystro-Sama said:
He's just saying this because Nintendo's story writers suck. If Nintendo was truly the best game developer as a lot of people say then they would be able to create a fun game with a good story.


If you genuinely can't point to a fun Nintendo game with a good story, you really suck as a director.



Teeqoz said:
Man, Miyamoto's arrogance continues to amaze me.

What of it was arrogant?



This is why nintendo will only ever be the platform and partygame king.



teigaga said:
KoiIroRazu said:
teigaga said:

I don't think games about 'fun'... they're about reward and that comes in a multitude of forms.

Do you, by saying "reward" mean something like entertainment or amusement? If so, I agree with you.

Yeah, your entertainment isn't necessarily dependant on 'fun'. A game could be terryfying or engross you with a sense of wonder. These feelings can be responsible for your enjoyment but it doesn't necessarily equate to 'fun'. I wouldn't call Journey a fun experience but its one of the best I've had in gaming ever.

I see what your saying and I completely accept it. But here's the thing: Games don't need a great story to be a great experience. Games are able to create an awesome atmosphere without a story at all. I'm not saying that story driven games are bad, I just dislike them.



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I agree with Miyamoto. When I plan I game that I want to have themes or a point I don't think about cutscenes, I think about the symbolic resonance of ascending up a circular tower in a Platformer/RPG which you can make laps around, about how the gradual shift in tone from a dark scarcely populated and static tombs to the bright and energetic higher levels will make the players feel.

The way I see it there are three types of experience and art that games like to use.

Firstly:
Environment based, which Metroid and Pikmin use. Subtle clues to a more complicated story unfold as a reward for keeping your eyes and ears open to the environment you find yourself in, a tactic which is brilliantly suited for games in a way that movies cannot emulate.


Secondly:
Then there are game like Dragon Age: Origins, which are more into story telling but make interactivity between you and the characters the key to the story. - Which is good, because statistically you'll remember the characters of a game better than the plot, which is the opposite of a film. Once again a firm demonstration, though far removed, that games shouldn't emulate movies.

Thirdly:
Growth. These are games like the Legend of Zelda and Fable, which use the idea of the character growing into a champion in order to give the player a sense of power. This is also uniquely suited to gaming because it is the player who gains access to those new abilities.



KLAMarine said:
Teeqoz said:
Man, Miyamoto's arrogance continues to amaze me.

What of it was arrogant?


"What the other companies are doing makes business sense,” he says. “But it’s boring. The same games appear on every system."



Teeqoz said:
KLAMarine said:
Teeqoz said:
Man, Miyamoto's arrogance continues to amaze me.

What of it was arrogant?


"What the other companies are doing makes business sense,” he says. “But it’s boring. The same games appear on every system."

Sounds more like he was sharing his opinion.



KLAMarine said:
Teeqoz said:


"What the other companies are doing makes business sense,” he says. “But it’s boring. The same games appear on every system."

Sounds more like he was sharing his opinion.


An arrogant opinion.



Soundwave said:

Most video game designers suck at writing a story. 

If they could write a great story, why wouldn't they be working in Hollywood doing blow off three hot girls every night? It's because they don't have that level of talent. So they're working in a rinky dink game studio next to 300 pound "Billy" for 14 hours a day. 


That doesn't make sense. Hollywood isn't were great writers strive to be, to prove they are great writers.