Khuutra said:
Did you know it's ridiculous to try to dismiss an ENTIRE HEMISPHERE'S STORYTELLING METHODS based on one's own limited experience?
DID YOU?
|
Of course I'm going to judge based on my experience, what do you judge based upon, statistical analysis of stories...?
Up until movies and TV started to decline, you would get far far more films and TV shows with much better stories than those in games. The quality for a typical TV show story was higher than that for a typical game, and the higher end was much better than the higher end in games. Even now in decline TV and film have better stories generally.
It's my opinion that game stories in games do generally suck. Of course that's also true for movies, books and television, but it's even worse for games. That should be expected, though. In fact, it's ok, it's not something that needs urgent improving which is why it's been allowed to happen. By and large the values we expect from games are different to the values we expect from those other mediums, most of the most popular games have little to no story at all(Tetris, Wii Sports, Wii Play, Mario Kart Wii), and are the better for it, because it's not what people are seeking. On the other hand for far more FBT(films, books, TV), story is a central value, along with writing, acting, characters, depending on the type. FBT live or die by story, very often.
With games story isn't even a value people seek most of the time. Even when it is, it's a value that goes along with a wider group of values than in movies. Consider the values one might expect from an action film and action game, for the film there's story, action, writing, humor, special effects, characters, acting and cinematics. The game will likely need all those values bar cinematics, though conventionally they include it. It also needs the values of gameplay, controls (intuitiveness and power), graphics*, learning curve, difficulty curve, more optional values like physics, and design values like "pick up and play", play-freedom, etc. As part of a game project 'story' is one of more values, all values have costs in resources or hinder other values, so story often takes a back seat. It's only because it's not a big priority for most consumers that this has happened. The games that focus more on 'story' as a value are often more niche, even the better selling adventure games, often with the better stories, don't exactly light the charts on fire.
I believe that of those games that are widely** regarded as having a good story, a good chunk are due to not focussing on things like cinematics and plot. This allows them to have an engaging 'story', and enables them to focus on game values like freedom and control in ways they couldn't otherwise. Half Life is a good example of this, if you think about it, it didn't have a very good plot, but it's very engaging. Stuff happens around you rather than in cutscenes, you never get the "I wouldn't do that" feeling. And in my opinion the problem with games that try to have a good story but fail, are the ones that cling on to the "cinematic" value, when it's a hindrence to a good game for most people since it diminishes other values (Dead Space Extraction).
So anyway, game stories suck, but it's only because they're not as important as games enthusiasts might want them to be.
*films are usually live action and have this much more easily
**widely as in the general gaming populace, not just the enthusiast core