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7 votes
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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 -
Does adding story to open world survival games work well? An agonising deep-dive into the strange game that is The Forest.
5 votes -
How two people spent twenty years creating gaming’s most complex simulation system
5 votes -
What was Disco Elysium actually about?
8 votes -
Before Your Eyes uses first person perspective to tell a third person story
6 votes -
"Narrative equity" in game design
6 votes -
How videogames make the ultimate sacrifice
3 votes -
Adios - A cinematic narrative adventure l loved (+giveaway!)
10 votes -
How the nemesis system creates stories
7 votes -
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 -
How level design can tell a story
7 votes -
The design challenges of Children of Morta
5 votes -
How Hades plays with Greek mythology and weaves narrative into the endless cycle of dungeon runs
7 votes -
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 -
A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear
4 votes -
In The Outer Worlds, hard decisions feel like an illusion
5 votes -
Inspired by Wikipedia and its predecessors, a new genre is emerging at the crossroads of interactive fiction and alternate reality games
8 votes -
Call of Duty: Modern Warfare claims to walk an impossible line—it’s a story about torture and imperialism, and yet the writers say it's "not political," and "doesn't have a perspective."
13 votes -
The Last of Us — The art of video game storytelling
5 votes -
Permadeath as a game mechanic in a survival horror: the Song of Horror case
6 votes -
Amnesia: The Dark Descent released nine years ago - lessons about designing horror games from Frictional's creative director
7 votes -
Area-focused narrative design
4 votes -
Rimworld, Dwarf Fortress, and procedurally generated story telling
11 votes -
Telling Lies - Making a game mechanic out of scrubbing video
5 votes -
Designing the personality-based narrative system of Jenny LeClue
6 votes -
Inside the narrative design of Control, Remedy Entertainment's least linear game
6 votes -
In 'Don't Wake The Night', You Have The Power Of A God Without The Omniscience
6 votes -
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:
8 votes -
Dungeons & Dragons helped me appreciate narrative game design
9 votes -
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