Gord
Arcane
- Joined
- Feb 16, 2011
- Messages
- 7,049
The likes of social and casual games, particularly the cheap games available on mobile, have changed the expectations of gamers, the panel concluded. By gamers are paying less money, there's less need to create 10-hour-plus gaming experiences, because consumers no longer feel shortchanged. This could be particularly beneficial for self-publishing indie developers, they said, who could charge less but gain a larger percentage of sales.
The main problem is basing games on a story with mechanics as an afterthought. Then there's a question of the length of the stories. What does a long story add to a game?Turisas said:Boring story with piss-poor writing => players don't finish the game.
Devs: "Let's make it shorter!"
Shorter boring story with piss-poor writing => players still won't finish the game.
Devs: "Let's make it shorter!"
And so on.
And what would they add to a game? Good games should allow winning or losing the whole game. Storyfag games are forcing players to SFL through them.Turisas said:A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
Fixed for ya.Konjad said:Games should be movies.
Awor Szurkrarz said:And what would they add to a game?
Turisas said:Awor Szurkrarz said:And what would they add to a game?
... a good story? For RPG's at least I'd say that's pretty damn important.
Turisas said:story with writing => players don't finish the game.
Devs: "Let's make it shorter!"
More story with writing instead of game => players still won't finish the game.
Devs: "Let's make it shorter!"
And so on.
Turisas said:... a good story? For RPG's at least I'd say that's pretty damn important.
Awor Szurkrarz said:And what would they add to a game? Good games should allow winning or losing the whole game. Storyfag games are forcing players to SFL through them.Turisas said:A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
The main problem is that the longer the story is, the more problematic is making a game from it. What we usually get is just a linear sequence of events that is pushed on players like in BG2 - get out from the dungeon, get money, go to Spellhold, go through the maze, fail to kill Irenicus, go to the underdark, go back to Athkatla go to Suldanesselar, fail to kill Irenicus again, go to hell, kill Irenicus.Grunker said:Awor Szurkrarz said:And what would they add to a game? Good games should allow winning or losing the whole game. Storyfag games are forcing players to SFL through them.Turisas said:A story is as long (or short) as it needs to be, it's just that the industry sorely lacks good writers.
I'm a huge storyfag and huge combatfag. While I more than agree with you that the trend of putting story before gameplay is tremendously detrimental to gaming, I don't see why one has to exclude the other. Game-mechanics need to go back to being front and center - completely agree on that point - but the evolution of story-telling shouldn't come to a halt because of it.
SMAC?MetalCraze said:A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999
You can't have it both ways, Skyway.MetalCraze said:The devolution of storytelling you mean.
A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999
A shitty storytelling: TW2. Cutscenes, fucking cutscenes. Gameplay where you just twitch 2 buttons all the time without even thinking what you are doing just to see another long cutscene. The writing is shit you see in B-movies and more like an extremely bad parody of fantasy. Tits, dragons, special forces and stereotypes everywhere.
2011
No. He complains that dropping tons of story and cutscenes into game makes a low quality game story, not that story doesn't matter. A high quality game story is an integral part of the game and storytelling is driven by game mechanics.Wyrmlord said:You can't have it both ways, Skyway.MetalCraze said:The devolution of storytelling you mean.
A good storytelling: SMAC. The story is just a mere background of the game. The writing is a quality sci-fi inspired by a golden age.
1999
A shitty storytelling: TW2. Cutscenes, fucking cutscenes. Gameplay where you just twitch 2 buttons all the time without even thinking what you are doing just to see another long cutscene. The writing is shit you see in B-movies and more like an extremely bad parody of fantasy. Tits, dragons, special forces and stereotypes everywhere.
2011
You are basically arguing, "The more important story is in a game, the lower the quality of the story itself."
Either you say story should not matter. Or you say story should have quality. But why complain both ways? It doesn't make sense.
Awor Szurkrarz said:SMAC?
Hobo Elf said:AAA games ARE too long, but only because devs don't know how to pace content properly or make it good. It's repetitive and tedious, thus, too fucking long. But if it was 30 hours of quality then then it wouldn't be too long.
"Fifteen hours? Ha! I got 100 hours out of Oblivion. That's fifty cents an hour! Look at the value in that!"
Awor Szurkrarz said:No. He complains that dropping tons of story and cutscenes into game makes a low quality game story, not that story doesn't matter. A high quality game story is an integral part of the game and storytelling is driven by game mechanics.