STORYTELLING FROM AN INTERACTIVE PERSPECTIVE
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http://www.warcry.com/videos/view/extra-credits/1887-Video-Games-Bad-Writing
And yes, that video is my primary response to anyone who asks about my take on video game storytelling. I bring this to everybody's attention because of what LockeZ told me about the conflict between the gameplay and story experts in various RPG Maker communities. Feel free to discuss amongst yourselves/
And yes, that video is my primary response to anyone who asks about my take on video game storytelling. I bring this to everybody's attention because of what LockeZ told me about the conflict between the gameplay and story experts in various RPG Maker communities. Feel free to discuss amongst yourselves/
Around 1:20 speaker makes an unsupported assumption that will presumably become the basis for the rest of the video.
>:(
Actually, I disagree with much of this.
>:(
Actually, I disagree with much of this.
I think the story and gameplay should supplement each other. For example, if the next dungeon is an ancient catacomb, the story should be such that the player wants to go there. Another example, a villain that the game hypes as very powerful should be harder to fight than it's lackeys. Then there's also the question of phasing, I for once likes neither long cutscenes, nor long stretches of dungeons without story.
So, I do think there shouldn't be any conflict between story and gameplay. However, I don't think the story needs to be very interactive. It's enough for me that the story and gameplay is on the same track. The story says that I'm breaking into a prison and freeing someone and gameplay wise, I am walking trough an area that resembles a prison and fighting guards.
Still, if you make an interactive story, that can also be fun. It's however not a miracle idea that's necessarily superior to the cutscene -> dungeon -> cutscene -> dungeon model.
So, I do think there shouldn't be any conflict between story and gameplay. However, I don't think the story needs to be very interactive. It's enough for me that the story and gameplay is on the same track. The story says that I'm breaking into a prison and freeing someone and gameplay wise, I am walking trough an area that resembles a prison and fighting guards.
Still, if you make an interactive story, that can also be fun. It's however not a miracle idea that's necessarily superior to the cutscene -> dungeon -> cutscene -> dungeon model.
Games with stories are by their very definition an interactive story, Crystalgate, so I'm not sure what you mean.
A good writer can do a RM game plot in about six hours. A bad writer can do one in about two hours :)
author=Max McGee
Games with stories are by their very definition an interactive story, Crystalgate, so I'm not sure what you mean.
To some extent yes, but most game stories are only interactive at a very low level.
@billiams:
Sadly, both of those statements are false. : )
Well, perhaps not...depends on your exact definition of "plot".
Sadly, both of those statements are false. : )
Well, perhaps not...depends on your exact definition of "plot".
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A really bad writer can do one in about 15 seconds.
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