Millennium on 04 January 2009
McStormy1 said:
Helios said:
TWRoO said:
McStormy1 said:
I'm asking this because many gamers seem to not like long cutscenes, do not care about depth and writing quality in their storylines and often become upset over games that feature a prominent storyline in liue with gameplay. Do gamers simply enjoy movies and books less than the average population hence why they gravitate towards games and dislike movie and book qualities in their medium of choice?
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The problem is not that gamers wouldn't want that, it's that developers just don't know how to do it properly.
Even only looking at the games with a focus on a story, 99% of them are poor excuses for stories. I love books and films, I read lots, and don't really own many films or go to the cinema but I still like lots of films.
So there is your answer, I am a gamer, I like books as much as video games, and I like movies too (but not as much).... the reason I don't like games with long cutscenes or too much focus on story is because there is no writing "quality" in games, nor any depth in their storylines, which is why games that don't focus on story are usually much better as games.
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Quite right. It seems developers in general are unwilling/unable to face the challenges of interactive storytelling (and plain old storytelling in general) and that's why we're stuck with boring non-interactive cut-scenes and convoluted, meaningless plots.
In my opinion, games with narrative depth and interconnected themes that tie effectively into gameplay are wonderful things that play on the unique strenghts of the medium - I can't praise titles like Majora's Mask enough in this regard - but sadly those are exceptions rather than the rule.
I still think it is unfair when people say games don't (or can't) have great stories, but until developers step up their game (so to speak) I really can't blame anyone for thinking that.
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Just because the gameplay is interactive doesn't mean every aspect has to be, does it? Why cannot the storyline be linear and told through traditional directing (non interactive cutscenes) and exist in tandem with the interactive gameplay?
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If it's a game, then yes: all storytelling needs to be interactive. Otherwise, it's like trying to build a sculpture out of dried paint: sure, you can do it, but there's no point in it, and you gain nothing from having done so. You may as well have used the paint in a picture, or built the sculpture out of any of the materials more suited to that sort of thing.
If a story is linear, then it will ultimately be better told using a non-interactive medium: that is the method which ultimately has the most to offer such stories. Just like interactive stories need games in order to function, so too do non-interactive stories suffer in a medium that requires interaction.
Complexity is not depth. Machismo is not maturity. Obsession is not dedication. Tedium is not challenge. Support gaming: support the Wii.
Be the ultimate ninja! Play Billy Vs. SNAKEMAN today! Poisson Village welcomes new players.
What do I hate about modern gaming? I hate tedium replacing challenge, complexity replacing depth, and domination replacing entertainment. I hate the outsourcing of mechanics to physics textbooks, art direction to photocopiers, and story to cheap Hollywood screenwriters. I hate the confusion of obsession with dedication, style with substance, new with gimmicky, old with obsolete, new with evolutionary, and old with time-tested.
There is much to hate about modern gaming. That is why I support the Wii.