Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,947
It doesn't even need to be explained, but it needs to be consistent. If characters can jump off 50 story buildings, while being shot in the face, and fighting a giant mech whenever they want with no ill effects, that's fine but then the world needs to be designed with this in mind. That would mean people wouldn't be scared of guns or giant mechs for one thing.
Or there would actually be weapons that did any damage. It would be cool if the size and equipment of those things actually meant something - have some purpose and function in the world with good grounds for it. If you place a robot, because "oh, it looks so kewl", and then handwave its function and purpose without any reason you are failing at storytelling.
It would be awesome if the towering robots were uber-sophisticated killing machines with lethal machine guns, rockets and shits that could make you into a mincemeat in seconds. Only by using clever strategies and taking advantage of your surroundings can you hope to defeat or *get away* from them. This facility is delegated to the player. In such scenario the enemies and heroes alike are presentent consistently: enemies are feared in the gameworld, *because* they are a lethal threat; our heroes are the heroes because they have what it takes to face the monstrosity and live to tell the tale (which includes: equipment [no, not bare fists and swords in a gunfight] and know-how [character progression skills]). Additionally the gameplay challenge the encounter presents (a.k.a. "drama") creates the feeling of tension supported by satisfaction and sense of actual accomplishment upon successful resolution. These reinforce what the game tells you directly about all characters and events, consequently supporting the entirety of gameworld, and above all, the goddamn plot!
But instead, we get sensational bullshit: "look how tough and scary this robot looks - now mash X to win". I really cannot think what effect the devs hoped to achieve in players.
Problem with this lies in the disconnect between gameplay and narrative which, as Delterius pointed out earlier, is all the more obvious when visual presentation advances more and more towards the realistic side of things.
That may be true, but only to a degree... If the presentation is the problem then your answer is provide believeable character/enemy models. It's that simple. Or you can change the entire encounter design, as I pointed out earlier. Or the tone of the game.
Such lapses in coherence and absence of SOME kind of in-setting believability cannot be tolerated or hand-waved anymore when the entire presentation is aspiring to be as realistic as possible, as mentioned by Spoony's own reference to Sabin vs Phantom Train and the famous Supplex scene which would look absolutely ridiculous if done in FF13's graphics.
I don't think realism is the right word. It's fantasy we are dealing with now... Let's stick to consistency. FFVI is from the very start larger than life. There is some true to the claim that the art style reinforces this approach, whereas the style in FFXIII, with maintained proportions and down-to-earth presentation of humans does not fit the overall theme they were shooting for.
It's also what happens when you put your game designers and writers into separate rooms and don't let them talk to each other during the development - wasted cutscene air time and resorting to cue cards to explain all the relevant information.
I just feel like I beat that poor horse real good.
The problem I see is that developers cannot transcribe story into gameplay - they do not have any idea how to do it.