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  • Showing only topics in ~games with the tag "narrative". Back to normal view / Search all groups
    1. Observations on DM styles

      After many years of Roll20 D&D campaigns, we have whittled the process down to the bare essentials: there are only three of us now, with one DM and two players running two characters each. Having...

      After many years of Roll20 D&D campaigns, we have whittled the process down to the bare essentials: there are only three of us now, with one DM and two players running two characters each. Having completed many of the classic modules of our youth, we are now tackling an extension to the Mines of Phandelver - Shattered Obelisk. Because this is golden age D&D from when we were teens, we chose a classic lineup. My friend is playing a half orc fighter and wood elf rogue, while I'm playing the dwarven cleric and high elf wizard.

      What is new for us this time is that the DM is brand new to the position. He's been a player forever but has never had the time to run a campaign. These pre-packaged modules make things quite easy though so we're delighted to finally get the forever player behind the screen so that the two normal DMs can really play this team to its potential. It's been a blast.

      But what I realized yesterday is how different his style is, and that's what I'd like to discuss here. I come from a theater and Hollywood background as a screenwriter/playwright and character actor. I also have a ton of improv comedy experience. I'll throw out a number of story elements or NPCs and just cut loose, completely fine with where the dice and the player decisions take me. Our other usual DM is also a Hollywood guy, but he's a producer. So for him it's all about marshaling the resources, optimizing the setting, and conducting the grand scenario. He cuts right through all my roleplaying to get to the tactical play as soon as possible.

      Well our new DM is a senior medical doctor at a teaching hospital. I just realized as we played last night that he isn't narrative in the slightest because he is presenting each of the scenarios or NPCs as if he's on his rounds with a knot of junior doctors, giving them a brief outline or quick synopsis of each patient's condition before moving on to the next. It's such a different way of approaching this kind of data that it took me a few months of this before I realized what he was doing. All of us are trained to our own methods, that's for sure.

      How do you and your tables present information and move the game forward? I fear that the success of Critical Role, etc. has given too many newer players the idea that there is only one way to conduct these kinds of games and I'd like to hear of more original approaches.

      32 votes
    2. 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
    3. 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
    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. 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