Yeah, man, video games, they're pretty cool. Despite having a "what are you playing" thread, we hardly ever discuss broader concepts of game design, and they're one of the few things I can confidently discuss in depth. This is a thread for talking about the aspects of games that we've see iterated on every year, relegated to niche markets, or abandoned for years; why they're there (or not), why we like them (or not), and how they might be improved/changed.
One of the things that's been bothering me lately is the huge divide between gameplay and storytelling. I'm not just talking about the dichotomy between precise player control and a cinematic experience, but the fact that the story and the game are almost always completely separate. Take Mass Effect 2; the story bit is where you talk to people and mold your character's personality, along with the fate of other characters, usually with your options limited to "good cop" "bad cop" and "neutral". There's not much of a game there, especially considering the how hard it is to "fail" a conversation, so the real meat of the play experience is in the shoot/slicing of dudes. Unfortunately, almost nothing about the shooting is effected by the characters, plot, relationships, emotions, or setting. Either I'm taking potshots from behind waist-high sci-fi crates, or I'm hiding behind wast-high alien containment pods. Occasionally I get new powers for being to nice to my friends, but that's about it. I think ME2 could have gone some way towards solving the problem by having more advantages and disadvantages cross over from gameplay to plot and vice-versa, but what they did is about as shallow as it gets.
That's one of the things that Braid and Passage accomplished, despite how much I love poking fun at them. In both of those titles the gameplay told a story, every move had a meaning, and every level was a plot device. What I wonder is how you would do that without the extreme abstraction of goombas representing life's various troubles and roadblocks, which only move when I move and I will always intersect with unless I take the path less traveled (or whatever that was supposed to mean). Heavy Rain tried to solve this, as well as the gameplay/cinema dichotomy, by making a QTE game, but that's not quite what I'm looking for.
What do you guys think? What's the best way to combine literal storytelling with gameplay? Am I missing games have already done quite well in that department?
EDIT: Oh yeah, and I forgot to mention how sick I am of the constant dick-fencing between console fanboys and PC fanboys. Please don't bring that shit in here.
Comments
If you just want to watch cutscenes, go watch a movie. What makes video games work for me personally is that unlike other mediums of entertainment, it is a requirement to interact with it which I'm all about. There have been some games where there is some progress in the skill of blending interactivity and storytelling together and making it all work; the one immediate example that comes to mind is Fallout 3.
The moment in that game that I feel illustrates my opinion and my point in general is when the Enclave arrives at the Jefferson Memorial to put an end to Project Purity and you are behind the glass of the room your father is in as you watch him commit suicide.That scene was much more effective simply because I was not denied the ability to move or do certain things and I actually felt completely immersed in the storyline. If we could see and practice with examples like that more often, we might reach that goal much more quicker in the long run.
Solution #1 is the Half-Life way of doing it. Yes, you have no control over the story, but the story and the gameplay really aren't separated. In Half-Life 2 it is a little bit more than in HL1, which is disappointing. The thing is, if you look at what Valve did, it's just a bunch of little things. For example, there's the part in HL1 where the soldiers start to come into play. Other games might have had a cutscene showing soldiers arriving. Maybe some talking heads of generals giving orders and exlpaining what's happening. In HL1 you just see soldiers, and they start shooting at you. WTF! If you survive and continue you figure out what it's all about. By not showing you anything other than what Gordon Freeman hears and sees you experience the story from a pure perspective. They enhance that even more with cinematic tricks like changing the FOV and having maps carefully crafted and scripted so that events can have cinematic impact no matter what the player is doing.
The other way is the DF way. Instead of having a writer write a story, you have story emerge from the gameplay. The Sims, Civ, lots of games do this to one degree or another. You just play the game, and the act of playing is also the act of writing.
Another example is Mass Effect, where your choices carry over from game to game, and your characters can die - not just die-ohdear-cast-pheonix-down-all-is-well-again, but deader-than-marlon-brando Aeris kinda dead and gone permanently and irrevocably - and it not only keeps within the game world of each game, with that character not appearing again within that game(or at least, on that saved character) but also carrying over into the other games in the series. Someone dies in Mass Effect, they don't show in Mass effect 2, and if someone dies in mass effect 2, they won't be showing in mass effect 3. Your relationships matter - if you chose one character over another without some serious sweet-talking which isn't necessarily available to you, they will be angry with you, and possibly even hate you enough that they won't speak to you at all - for example, If you pick the wrong path with Jack, the limit of her character interaction after that is her telling you to fuck off. It's not even just a case of "Be nice to her and that'll always work" - if you do the right thing at the wrong time, she's still going to hate you and tell you to fuck off if you try to talk to her.
However, Bioshock brings me to another point - It would be nice to have more games where the story actually means a goddamn thing. In Bioshock, about ten percent of the game was deep and thoughtful story, and the rest of it was killing you a whole shitload of splicers, with the occasional big daddy thrown in for variety. There is very little connection between the story and the vast majority of the gameplay. Count the signifigant moments of the game, vs the amount of time you're just wandering about, shooting splicers, beating on big daddies, and saving/killing little sisters for ADAM.
Not to mention that with the two endings, there is literally no difference in the game - You either play the game as normal, and get the good ending, or you play the game almost exactly the same, but if you kill so much as one little sister, you're suddenly completely evil and horrible. The difference between the good ending and the bad ending is literally nothing more than a single button press, at nearly any point in the game. It doesn't even have to be intentional - you accidentally hit the wrong button, and BLAM, suddenly, you're the antichrist, but it literally makes no difference whatsoever, other than giving you a different cutscene at the end. The only other difference is that if you intentionally harvest a bunch of little sisters, some fights become a bit easier, because you have collected more magical space dollars, which in this case is called ADAM. There is no punishment OR reward, except for a single cutscene, and it feels like they've done something worse than not making the effort, which is making a slight effort, and then just tossing it in the too-hard basket and going "Eh, good enough."
And about story-telling in video games. At least the industry is trying, although as people here has mentioned, combining story-telling with gameplay is still lacking. There have been games where I have really liked the story, and the way it's told. Half-life 1 and 2 get points in the way how they get the player immersed in the character of Freeman, yes Half-Life 2 has little too much of the "locked in a room with plot telling machines (humans)" -stuff going on, but I got so immersed in that game that I didn't care about that and that immersion is the thing why I don't want Half-Life to ever be a movie, it would be just another sci-fi action film. Bioshock had it's good points and I really liked "the twist", too bad that rest of the game and story after that was disappointingly bad.
Also wanna share some thoughts about Shadow of the Colossus. Shadow of Colossus is great example how much game can tell with so little. Story is quite simple, the main character doesn't speak, and her (most likely) girlfriend is dead, so no details there. But even when the story is simple (or maybe because) it feels like almost everything in the game ether enhances the atmosphere of the game, develops the story or tells of about the characters. Only the number and looks of the colossi seem somewhat arbitrary. It is simply a game about simple question "How far is the main character ready to go for love?" But what I wanted to say with this is that maybe gamemakers should look back to more simpler games of the past. Don't try to make us care about ten different characters, make us care about one or two. Don't try to make huge deep plot with dozen twists and "deep-themes", take something simple but tell it in a way that is more captivating than the basic cut-scenes and talking heads.
Shortly. Gamemakers of you have hard time of fitting all of your story in gameplay, and need cut-scenes, maybe you have too much story and some cutting and editing required.
I don't think the demand is really there for the games that push the limits of fancy graphics and such. You just need to push it hard enough to make the game work. Portal sells way way more than say, Crysis or whatever the current video-card crusher is.
But personally I think that graphics on games have no need to get better than this, the industry should move their focus to polish and prefect the gameplay of the games. But gamemaking is business and tell me witch one of these two ideas is more likely to get monies behind it? A) "Sequel to our long running series, It's like previous part but has new weapons, more enemies and better graphics." or "Sequel to our long running series, where we completely redesign the gameplay and really surprise the player with new deep mechanic."
Yes, I Googled, haven't found something yet except scattered articles on the web. Any help would be appreciated.