I would love to honestly and frankly debate the merits of the OPs stance, but I just don't feel that NeoGAF forums are culturally equipped to do so and I'll just get shouted down for being elitist or trolling if I try, because this forum inherently loves videogames, and its like trying to discuss the merits of well written characterisation on a Twilight fansite.
I will say though that if you're trying to convince me of the merits of storytelling in gaming and you're picking titles like Mass Effect 3 or TLOU, you are 100% doing it wrong.
The genuinely good writing in this medium is almost entirely happening in the IF genre.
I would love to honestly and frankly debate the merits of the OPs stance, but I just don't feel that NeoGAF forums are culturally equipped to do so and I'll just get shouted down for being elitist or trolling if I try, because this forum inherently loves videogames, and its like trying to discuss the merits of well written characterisation on a Twilight fansite.
I will say though that if you're trying to convince me of the merits of storytelling in gaming and you're picking titles like Mass Effect 3 or TLOU, you are 100% doing it wrong.
The genuinely good writing in this medium is almost entirely happening in the IF genre.
And I would love to believe you actually had legitimate counterpoints to make, but given the driveby insult that, if you actually read the point I was illustrating, wouldn't even be compatible as a counter to the argument I was presenting, I have serious doubts that you are equipped to make a coherent response myself.
Whats the driveby insult?
There are people who absolutely love Twilight, and get offended if it is implied that Twilight is not actually very well written, just as there are people who love videogames who get equally offended if it is implied that videogames are not particularly well written.
I love videogames, I also have played many 'cinematic' titles, but I am also acutely aware that narratively the medium struggles to elevate itself above hackneyed cliche.
Perhaps this is to be expected given the financial concerns that games take a lot of time, money and technical skill to create, but I feel nothing but a sense of pathos when someone (not necessarily you) starts describing hideo kojima as a storytelling genius, or how special the characterisation in TLOU is.
"THis forum loves videogames, so it's pointless to criticize them because it's obviously irrationally biased and will not listen to reason, so why even bring up an argument. Oh, I'm not insulting anyone, just comparing it to one of the most mocked and reviled franchises and looked down upon fans in pop culture."
Your post is full of elitest snobbery bullshit that tries to assert superiority without even providing a reasoning for why "I am doing it 100% wrong." because I use certain examples. Which, FYI, are appropriate to the actual point was I making within the OP that isn't really assailable in the way you seem to think it is.
Either reread the OP and reply seriously, or take your initial advice to yourself and don't clog the thread with elitest bullshit.
I will say though that if you're trying to convince me of the merits of storytelling in gaming and you're picking titles like Mass Effect 3 or TLOU, you are 100% doing it wrong.
The genuinely good writing in this medium is almost entirely happening in the IF genre.
Replace Twilight with 50 shades of Grey, or Star Trek, or LOTR, or any other much beloved to a dedicated fanbase genre. That's not an important comparison.
You might very well think Twilight is shit and its writing is to be laughed at, but outside of videogame enthusiasts that is the exact same perspective held about videogames.
I don't know why I possibly thought stating that fact (and it is a fact, for better or for worse) would immediately put people on the defensive and play the "elitist" card.
You are doing it wrong, because you are looking to the most mainstream of mainstream commercially driven titles as your exemplars for narrative within gaming; when is the middle of the road commercially successful examples of a medium the best example in any medium?
I personally think the problem comes from not knowing how to read or criticize games. All recent mediums had the privilege of being similar enough to an older, more established medium for support. Photography had painting, cinema had theatre and photography to a lesser degree, comics had painting and literature, etc. By now those can be recognized as established institutions, but had they not had the aiding starting points as references they wouldn't have gone very far. The core formal mechanisms of videogames are frankly to novel to be dealt with in the same manner the former are, and i fear it will take far too long for the understanding of those formal mechanisms to be shared and understood.
I mean, i honestly mean no offence, but we're still discussing whether the medium has the capacity for strong narratives. That's some protocriticism if i've ever seen it.
I believe his point in bringing up Mass Effect 3 was to point out that even a video game story that has obvious flaws has value. And I'd also be curious to know why you think TLOU is a 100% wrong example of a decent video game story. It's an opinion to be sure, but one I find rather perplexing.
This is a good point, but it shouldn't really apply to games whose stories are more traditionally told through cinematics or writing, which a good deal of them are.
While there is a lot of value in interactive storytelling and using mechanics as narrative, games that just tell a story seperated from the game aren't necessarily bad, I think. THey're just movies with game features, and while not innovative, I wouldn't necessarily say that's wrong.
Well, hmm, i guess, but stuff like Antichamber and Hotline Miami leave a very strong lust for mechanically enhanced narratives, you know? Not that i think stories told through cutscenes or straight up text dumps like a lot of old CRPGs are inherently less worthy, they are just as valid as any other kind of story telling, but in the context of people not thinking games have good stories those examples can be easily seen as evidence that games have to use some other medium in conjunction with itself to produce narratives that it could not by itself. But then again, one struggles to define what exactly makes a game less of a game in the first place.
Coupled with that, i feel there is a very strong appreciation for "system purity", as it were, a kind of pseudo nostalgic desire for strong yet conservative gameplay. It's a natural response to contemporary games whose gameplay systems meld together in undiscerning ways, designed towards emergent gameplay born not out of simplicity but complexity. But it also prevents us from dealing with this new found complexity which, honestly, isn't going away any time soon. And developers are learning how to do it far, far quicker than we spectators are learning how to appreciate it.
All games have the potential for narrative, and the developer is free to use whichever tools it wants to use, be them interactive or not. In a way i feel like trying to find what is good and what is bad is inevitably more harmful than not. Games are doing all kinds of interesting things and trying to categorize rather than analyse only serves to pinhole and limit the potential of their intelligence. Honestly who gives a shit about people who think stories are meaningless, developers are still doing new and incredible things with story regardless!
This is why I disagree so much with holding up The Last of Us as an ultimate example of storytelling in games. The act of play is incongruous to the story being told in too many ways -- ultimately, if you were to just watch the cutscenes, you would completely understand the story being told. The player isn't necessary -- and their input does little to add to the experience. The best part of the game is the opening, where the player's actions are neatly connected with the experience and enhance it -- as a young girl, exploring the house in fear, stuck in the backseat in fear, looking around at destruction. However, all too often the game takes the traditional route and hands these kinds of moments over to the cinematics, a tacit acknowledgement that movies do it better.
Shadow of the Colossus:The way the mechanics are wrapped into this game is sublime. Think about the main mechanic in this game: holding on. Throughout the game you hold on to massive beasts, rock faces, your horse, and so on. As you fell the giant creatures, your ability to hold on increases. Ultimately, what the character wants more than anything is to keep holding on, to hold on forever, to something (someone) that is lost. At the end of the game, you start to get locked away, with a constant rush of wind blowing you into a hole. Your ability to hold on once again comes into play. It's ultimately futile -- there's no way to hold on forever, there's no way to beat the force of the wind. But I'll be damned if I didn't hold on to the last anyway. The game lets you do this, to determine when you give in, or if you hold on til the bitter end. It gives you the whole time to think about it as you do. And it's one of the most powerful moments ever in a game because of it, and it says it in a way that couldn't be done in any other medium.
I don't agree with this at all, mainly because I did this. I heard the "You can just watch it on YouTube!" bullcrap and I believed it. So when the game launched, I didn't play it, I watched a YouTube collection of the cinematics.This is why I disagree so much with holding up The Last of Us as an ultimate example of storytelling in games. The act of play is incongruous to the story being told in too many ways -- ultimately, if you were to just watch the cutscenes, you would completely understand the story being told. The player isn't necessary -- and their input does little to add to the experience. The best part of the game is the opening, where the player's actions are neatly connected with the experience and enhance it -- as a young girl, exploring the house in fear, stuck in the backseat in fear, looking around at destruction. However, all too often the game takes the traditional route and hands these kinds of moments over to the cinematics, a tacit acknowledgement that movies do it better.
See, this is the kind of attitude I dislike. Why is he crazy to react that way? You hear all the time how other works of fiction have changed the lives of people. I remember someone on this board saying how Office Clips (I think it was called) gave them a whole new perspective on life, made them happier, and have otherwise been a wholesome positive influence. Why is this suddenly laughable because it comes out of a videogame, when he can give a pretty good and convincing argument for why Ellie meant so much to him?
I loved TLOU, but I find stuff like 80 Days, The Stanley Parable, Papers Please, and Kentucky Route Zero are much more indicative of interesting gaming stories. 80 Days, for its sense of adventure and worldbuilding. Stanley Parable, for the way it played with gaming tropes and subverted player expectations. Papers Please, for its use of gameplay and mechanics to enforce its narrative themes and deliver a mature engrossing story. KR0, for envoking a surreal American folklore atmosphere through its visuals and proseI admire the passion people have for some gaming stories, but no matter how many analysis videos I watch, I just don't get it. TLoU has one of the best narratives I've played, but even then my praises for it are bsolely primarily on the amazing characters considering the actual plot doesn't do anything that interesting until. And even then it's not some masterful example of storytelling. If that's the best gaming has to offer me in terms of stories then I'm gonna stick to playing games for the gameplay.Joel gets hurt at the end of Fall
Oh, and OP, thanks for making this thread. That other thread was driving me crazy
The number of people posting variations of "if you want story, go read a book" or "games can't have good stories" is really disappointing
I rarely play AAA games, pretty much only play indies, and seeing all the interesting narratives that devs craft is just so exciting and interesting. Here're just a few that I'm excited for:
- Sunset
- The Sun Also Rises
- That Dragon, Cancer
- Elsinore
- Twelve Minutes
Because right now, I don't think we even notice when gameplay mechanics are used as tools. For example, in the analysis I linked, the game used the switch between Joel and Ellie to provide us a perspective change.
Perspective switching (or cross-cutting) is not inherent to games. It's a common technique in film.
So? The perspective switch is gameplay affective. It doesn't have to be unique to games to be a game mechanic. It just has to be adapted into one.
Well, if all games are doing is to tell stories using techniques developed in other mediums then they're not contributing anything to our understanding of the narrative beyond what we already have available. We may as well be watching movies.
I think if you want to talk about the value of videogame stories you shouldn't focus on what existing story-telling devices can be transferred into the medium of games. Rather you should be asking what are the new ways in which this medium of interaction can allow us to experience a narrative.
Games, like anything else, will eventually get better in terms of writing. Movies were lauded at first as well. Same thing will happen with games in time. I think there are games out now that have some great writing and I'm not talking about Last of Us or any other popular action game. There are some games with great writing like Kotor 2 or Planescape: Torment. Then there are games like 9 Hours, 9 Persons, 9 Doors that can tell a story in a way no other medium can without severe tweaking.
I also don't understand the bolded. Going to another medium doesn't automatically mean you'll find something with good writing or a great story. Movies and books, just like games, can have bad writing just the same. I don't a game like Halo and expect great writing but I also don't watch a movie like Transformer and expect an amazing story. Hell I would say the Witcher series is pretty damn good in this department. It feels like Game of Thrones even though it's not. The way CDPR's writers used Geralt's perspective on things in Act 2 gave us a different reactions to things likeWe see the characters in a different light and this is one of the strengths of games. Writers can use the mediums advantage to tell a story in a unique way.Saskia being the dragon, Iorveth's goal, and the assassinations by the witches.
Finally, there's the gameplay "issue". Gameplay mechanics puts restrictions on what stories can be told. They simply do. That's why games that want to tell stories that aren't about saving the world or the zombie apocalypse, but about something more relatable and human, tend to ditch as much gameplay as they need which usually ends up being most of it. I want those stories, because I've had my fill of genre fiction, but I rarely enjoy those games that ditch gameplay. I don't see the path forward for games. Trust me though, I'll happily be wrong.
Have you played Facade? It was the game that opened my eyes to the fact that these experiences can be about more than just action and shootingI think some of the most interesting things happening in game writing are happening in Interactive Fiction (yes, text adventures). One of the standout games in this genre for me has been Violet. The premise could not be less fantastic: it's a story about a grad student struggling with his/her (iirc, it's up to you) relationships and with writing a thesis.
It's the kind of story that could only happen in games in that how the narrative develops depends (in part anyway) with how you interact with (and what you interact with) in the game. It's witty, it's touching and it's wonderfully written. Check it out.
Have you played Facade? It was the game that opened my eyes to the fact that these experiences can be about more than just action and shooting