DOS
Novice
- Joined
- Dec 20, 2019
- Messages
- 10
It's not the separation of narrative and mechanics that's even the problem anymore. It's how time is used in the game world that hampers the experience over all.
Twitch-based gameplay has taken over the industry, which was borne from the arcade systems of yore. I call it the Coin-Op Paradigm, where everything needs to be effectively designed around clearly-defined solutions (and failures) in order to affect the player to put another coin in the slot. Games of today have refined that feedback system into a more elaborate and abstract experience that dumbs down anything even remotely narrative-driven.
Ludonarrative dissonance is merely collateral and symptomatic of a much larger issue here.
The industry of today, where we have a lot of producers and investors whom having prior expertise in pushing high volumes of toy products through retail vendors are now in charge of what is "successful" design. It's the difference between a real novelist and a career-novelist. The difference between 1960s-70s old cigar-chomping music execs versus the new-age hippie execs predicting musical trends and risk-averse ventures (to paraphrase Zappa). The video game industry is no different. Those producers want extremely minimal barrier-to-entry games so that players can "digest" the experience immediately.
It's no wonder that narrative and plot are separated from interactivity, it's because the way we generally define gameplay is twitch-based and how mechanics are predicated on that definition. So therefor we have gameplay arenas that contradict the linear expositions of cinematic storytelling; a mutation of two distinct mediums merging into a bastardized form as "game" or even worse, "rpg game".
DnD took the likes of any epic story by Vance/Tolkien (among other influences) and transmuted it into mechanical form. It's like what Jack Mamais (designer of Heavy Gear II, FarCry, Crysis and Starfighter Inc.) said recently on a podcast with another friend, "I learned game design by playing and mastering DnD". His friend would go on to say that making the original DnD book WORKABLE (seeing as it was broken) was crucial to his ability to design games. And both of these guys have never even made an RPG!
I think that speaks volumes over how lost most modern game designers are today.
The DnD rulebook should be the bible on how to "narrate" a video game. The mechanics are centered on narrative-structuring and players are the agents of plotting within. You can't do this when reducing the complexities of such mechanics to continuous real-time events.
Returning to games that are more "turn-based" is a start in the right direction, but with a demographic of players and designers that have attention spans of flies clinging to shit, you can pretty much rule out any possibility of that ever happening (re: Cyberpunk 2077).
Which means that the 90s was merely a time of pure chance and discovery where the ceiling of risk was virtually unknown.
Twitch-based gameplay has taken over the industry, which was borne from the arcade systems of yore. I call it the Coin-Op Paradigm, where everything needs to be effectively designed around clearly-defined solutions (and failures) in order to affect the player to put another coin in the slot. Games of today have refined that feedback system into a more elaborate and abstract experience that dumbs down anything even remotely narrative-driven.
Ludonarrative dissonance is merely collateral and symptomatic of a much larger issue here.
The industry of today, where we have a lot of producers and investors whom having prior expertise in pushing high volumes of toy products through retail vendors are now in charge of what is "successful" design. It's the difference between a real novelist and a career-novelist. The difference between 1960s-70s old cigar-chomping music execs versus the new-age hippie execs predicting musical trends and risk-averse ventures (to paraphrase Zappa). The video game industry is no different. Those producers want extremely minimal barrier-to-entry games so that players can "digest" the experience immediately.
It's no wonder that narrative and plot are separated from interactivity, it's because the way we generally define gameplay is twitch-based and how mechanics are predicated on that definition. So therefor we have gameplay arenas that contradict the linear expositions of cinematic storytelling; a mutation of two distinct mediums merging into a bastardized form as "game" or even worse, "rpg game".
DnD took the likes of any epic story by Vance/Tolkien (among other influences) and transmuted it into mechanical form. It's like what Jack Mamais (designer of Heavy Gear II, FarCry, Crysis and Starfighter Inc.) said recently on a podcast with another friend, "I learned game design by playing and mastering DnD". His friend would go on to say that making the original DnD book WORKABLE (seeing as it was broken) was crucial to his ability to design games. And both of these guys have never even made an RPG!
I think that speaks volumes over how lost most modern game designers are today.
The DnD rulebook should be the bible on how to "narrate" a video game. The mechanics are centered on narrative-structuring and players are the agents of plotting within. You can't do this when reducing the complexities of such mechanics to continuous real-time events.
Returning to games that are more "turn-based" is a start in the right direction, but with a demographic of players and designers that have attention spans of flies clinging to shit, you can pretty much rule out any possibility of that ever happening (re: Cyberpunk 2077).
Which means that the 90s was merely a time of pure chance and discovery where the ceiling of risk was virtually unknown.