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  • Showing only topics with the tag "narrative". Back to normal view
    1. Visual novel readers, what kinds of choices do you want to make in your games?

      Do you prefer kinetic VNs (where there are no choices, just story), choices that slightly alter the dialogue but don't impact the story much, or choices that result in new scenes/routes/endings?...

      Do you prefer kinetic VNs (where there are no choices, just story), choices that slightly alter the dialogue but don't impact the story much, or choices that result in new scenes/routes/endings?

      Personally, I'm a fan of having choices in the game and having them impact the narrative -- either by unlocking a new route, a special scene with a character, or getting an alternative ending. Stein's;Gate was a lot of fun for me.

      I do enjoy a good kinetic novel when I just want to listen to music and read, though. Queen Beast is a great recent example -- go check it out!

      14 votes
    2. How should we evaluate narrative tension in videogames?

      I recently played through 2013's Tomb Raider and it was a delight -- a wonderful reboot that modernized a series whose originals I loved but that are quite dated by today's standards. In the game,...

      I recently played through 2013's Tomb Raider and it was a delight -- a wonderful reboot that modernized a series whose originals I loved but that are quite dated by today's standards.

      In the game, Lara, the main character, is in peril constantly, and she is driven into worse and worse situations in an effort to save her crewmates and friend. The narrative of the game demands immediate action -- any dawdling risks all of the characters' lives.

      Of course, we know that games' timelines aren't necessarily time-driven but character-driven, so it is trivial for Lara to stop at any point in the game and not advance the story. The killers who are prepared to murder your friends will patiently wait around as long as necessary. Furthermore, the game gives you plenty of reason to do so! There are collectibles to find and story and lore bits scattered about the levels that you have to go out of your way to encounter. Finding these gets you more XP and resources which unlock skills and weapons that make the game easier. The game lets you fast travel back and forth to different areas as needed, and I spent a good amount of time at the story's height of tension not resolving that tension by advancing to the climax but by ignoring it and scouring the island for all the things I missed instead.

      I use Tomb Raider as an example here, but I'm sure you can think of plenty of other examples where the game directly incentivize actions that outright subvert its story. What I find interesting is that, on paper, I should care about this discrepancy, but in practice I really don't. In fact it's customary for me to do this in nearly every game I play, as I find that I like "checklisting" and cleaning things up rather than advancing the plot (of course -- do I actually like that, or do I merely like that I get rewards for doing so?).

      I don't have a singular question to ask but instead have some jumping off points for discussion:

      • Is this undermining of narrative tension an actual issue, or is it just part of the suspension of disbelief embedded into the medium of gaming?
      • Have you felt that particular games were made worse due to this issue? If so, why? If not, why not?
      • What games are counterexamples -- games whose narrative tension is not undercut by their gameplay? What makes them work? Does that aspect benefit the game, or would the game be roughly the same (or better) without it?
      • If you consider this an issue, does the "responsibility" for it lie with the developer of the game for incentivizing gameplay counter to narrative, or does the "responsibility" lie with the player for ruining their enjoyment of the narrative by pursuing other goals?

      Also, don't feel limited by these questions or my choice of game and feel free to address anything else relevant to this idea that you feel is important or relevant.

      15 votes
    3. Do stories need conflict?

      In school we teach kids that good stories have conflict and have them fill out plot diagrams, analyzing the different parts relative to the conflict of the story. Every time this comes up, I...

      In school we teach kids that good stories have conflict and have them fill out plot diagrams, analyzing the different parts relative to the conflict of the story.

      Every time this comes up, I always wonder about its universality. As it's taught to kids, this is "how stories are" and conflict itself is considered essential to storytelling. The conventional wisdom goes that a story without conflict is "boring".

      Is this the case, though? It's always felt to me like a very limited way of looking at stories -- fine for children but something that doesn't necessarily scale up past the early stages of literary analysis -- but I don't have anything to back that up. I don't have enough in my repertoire/expertise to really go beyond it, and I'm left with just a sort of empty suspicion that may or may not be justified.

      • Is conflict essential to storytelling?
      • Are there examples of good stories without conflict?
      • Is teaching narrative in this way effective, or limiting?
      22 votes
    4. What are your thoughts on how romance is handled in gaming?

      Romantic relationships in gaming are often heavily debated, with lots of criticism and lots of support for the myriad experiences out there. I don't have a single specific question related to the...

      Romantic relationships in gaming are often heavily debated, with lots of criticism and lots of support for the myriad experiences out there. I don't have a single specific question related to the topic, only some guiding ones. Feel free to answer any/all of these, or simply give your thoughts on the topic:

      • What are some games that you feel have handled romance well?
      • What are some games that you feel have not handled romance well?
      • What particular advantages does gaming have with regard to portraying romantic relationships?
      • What particular disadvantages does gaming have with regard to portraying romantic relationships?
      • Are there any games that have depicted romantic relationships that were particularly resonant to you?
      • What would you define as some "best practices" for game writers/designers with regard to in-game romance?
      • What would you define as some "mistakes/errors" for game writers/designers to avoid with regard to in-game romance?
      15 votes
    5. Inside the writing in games: A three-part series exploring video game writing

      USgamer put this series of articles out over the last week. Here's links to the 3 parts: Out of the Wild West: Inside the Evolution of Games Writing Narrative Paramedics: Meet the Writers Called...

      USgamer put this series of articles out over the last week. Here's links to the 3 parts:

      1. Out of the Wild West: Inside the Evolution of Games Writing
      2. Narrative Paramedics: Meet the Writers Called in to Patch Up Games
      3. From The Witcher 3 to Queer Dating Sims: How Writers are Expanding the Boundaries of Video Game Storytelling
      8 votes
    6. Thoughts on rewatching the Star Wars Prequels: Why Anakin's story didn't work.

      So, i just rewatched the prequel trilogy and had soem thoughts, far removed from my first watching, and also after the new films, The Clone Wars, Rebels etc. It comes down to this. If you don't...

      So, i just rewatched the prequel trilogy and had soem thoughts, far removed from my first watching, and also after the new films, The Clone Wars, Rebels etc.

      It comes down to this. If you don't buy the Anakin arc, it doesn't matter how good or bad the rest is, it all fails. And for many of us, we don't buy it, for several reasons.

      • There is really NO foreshadowing in The Phantom Menace (TPM) that Anakin will turn bad. He's the blonde, ever helpful, committed to others all American good kid. Missing out on putting something in here was insane. Also, relying on the acting talents of a kid this young is rarely going to work out. I think the only thing they tried to do was show he had 'attachments' to peopel which was incompatible with Jedi-ism, but this wasn't greatly effective. It always seemed to clash with the emphasis on connections between peopel Obi-wan talks about in ANH.

      • I don't find the relationship between Padme and Anakin believable. I mean, I don't think anyone does. Remember this is basically THE lever for his shift to the dark side. An awful script and terrible acting aside, I don't see how it was ever going to be believable. He had a boyish crush, she is interested in youngsters? There is no development fo their relationship to speak of, he's sold from minute 1 and she doesn't seem to have any journey to falling for him. Maybe he radiates a midichlorian pheromone? I don't see what we are supposed to think drove the relationship, even had the script, acting and direction been on point. And there were so many better ways to do it. Make them the same (ish) age when they met? Then you'd have a teenage crush as an ember they both carried that reignites later. There are many other ways, but it almost seems like they didn't try any of them.

      • Anakin's dark side is tied to teenage against not to character traits. He's as emo as Kylo Ren would be later. The greatest danger to the galaxy is teenage hormones and the rage that comes from intractable acne. Again its exacerbated by the acting/dialogue/direction but still. His darkness is all driven by protecting people, but very selectively some people over others. And the other part is his entitlement, that he deserves more, which is really not compatible with the character in TPM. Also, he is selective what barriers he maintains. He never goes back for his mum but he is happy to get jiggy with Padme. If protection of those he loves is his main driver, why didn't this happen in any way between TPM and AotC.

      • Anakin's seduction by Palpatine is silly. Its related to the point above. I guess if you don't buy the internal driver for his change, the external one makes little sense either. He preys on the weaknesses he exhibits, but the shift to him believing patent untruths is too abrupt. We aren't shown enough for it to be believable. Had we seen Palpatine messing with the minds fo others more directly, that might have helped, but we didn't get that. Again there were so many other ways to do this. If he'd fooled Anakin into inadvertently doing soemthign really bad, he coudl have then revealed himself and basically said that if Anakin fessed up then it would also hurt those he loved. But no its 'i have a vague idea of maybe stopping an unknown future threat to your weirdly inappropriate wife, pls go kill soem kids, m'kay?'. All we get is some iffy bad dreams, but again with no previous intriduction of Anakin as prophetic, thats not very convincing. Had that, say, been established earlier, it might have worked better. .

      • Anakin's change to Darth Vader (suit and all) is too quick. I think they wanted to show the entombing of Anakin, and i get that, but they jumped right to the last stage. Had they shown essentially the v0.5 beta of the suit it might have been much better. Think the hilarious home made spiderman costume in the Toby Mcguire versions, ot the MNk1 iron man suit. It would have given us Vader but left for a sense of time between RotS and ANH.

      • [ Added, forgot this before] - Anakin seems nothing like OT Darth Vader. The mannerisms, tone, style and feeling fo the two are hugely different. If you watch the end of RotS then the start of ANH, you get this right away. Again had you had the feeling the metamorphosis took longer it might have worked, but with the presto chango Vader makeover, its more jarring

      So there are a gazillion other issues with the films. Some narrative, some continuity, many script, some racial, mostly all summed up as 'George Lucas made ANH accidentally, and peaked at that'. I will list a few in a comment below that occurred to me on this rewatch, but the core is this. The Original Trilogy is the Story of Luke. The prequels are the Story of Anakin. Had this worked better, i think we'd have been able to overlook the rest muuuuch more easily. There were missed opportunities all over the place. Maybe when they reboot the prequels :-D soem of this can be fixed up.

      7 votes
    7. Do you value narrative, gameplay, or visuals most when it comes to a game?

      Can one or two of these combined make up deficiency of another? If a game plays really well and has an immersive story, but looks like shit, can you still play it? How about if it plays well and...

      Can one or two of these combined make up deficiency of another? If a game plays really well and has an immersive story, but looks like shit, can you still play it? How about if it plays well and looks good, but the story is a jumbled mess? What if it looks nice and has a nice story, but plays like shit?

      What makes a game a deal breaker to you, and which of these aspects can be a savior to an otherwise deal breaker?

      21 votes