Vault Dweller said:<b>Warren Spector</b>, the champion of morons, has done it again! You may remember him from such games as <b>Deus Ex II</b> and <b>Thief III</b>, adapted and produced for mentally challenged. Anyway, according to <a href=http://pc.ign.com/articles/502/502382p1.html>this article</a>, Spector gave a speech at <a href=http://www.gdconf.com>Game Developers Conference</a> about stories, open-endness, and choices. Since choices are the trademark of RPGs, I decided to post it here:
<blockquote>For Spector, open-endedness is not the be-all, end-all. As a story design widens out to a free-form system, he argues, the "emergent narrative" (story that's partially created by the player, rather than completely designed by the developer) ends up with a relative lack of direction and emotional resonance. There are fewer exciting, "holy crap" moments, since the narrative can't be designed as easily to flow towards those moments as effectively. <u>Meanwhile, the "tyranny of choice," as he puts it, can threaten to make the player freeze up because they're simply given too many options for things to do and places to go.The player doesn't know the particular rules are of the game--what he or she can get away with, what the long-term repercussions are of "bad" behavior, and the rewards of "good" behavior.</u></blockquote>
Uh, how about the good ol' trial-and-error method? You do something, and see what happens. No? Too much mental work? Yeah, we understand, Warren. The tyranny of choices and the tyranny of fun gameplay have to be stopped.
Dull and tedious for YOU.psorcerer said:Yeah, i know that. Although playing Fallout in such a way is incredibly dull and tedious.Vault Dweller said:In Fallout you can play the entire game without killing anybody. Did you know that?
LlamaGod said:The thing about Fallout, was the story wasnt handed to you (like you're probably used to), you made it yourself. If you even bothered to finish the game, you'd know this from the ending slides..
Need to get water chip->Do whatever you want, with your prize eye on the chip, do different things in the towns, etc. etc -> Get chip and return it, hear about the mutants. Destroy the mutant base and the master-> same as before, do whatever. Lots of stuff you dont even have to do, but you can like the Brotherhood->Blown up the base and the Master is destroyed-> Ending and outcome of all that you have done so far.
I can clearly say, psocerer, that you are probably the stupidest person i've met on this board so far. Volourn, I apologize for all my previous comments, this guy takes the cake
Why not? What exactly is it missing to be called "story"?psorcerer said:What you made can not be called "story" (although if you like that kind of "stories" it maybe was good enough for you).LlamaGod said:The thing about Fallout, was the story wasnt handed to you (like you're probably used to), you made it yourself. If you even bothered to finish the game, you'd know this from the ending slides..
That's a summary of it, actually. Summarise any game to its few key moments and it makes them all sound rather dull. The story is the why you have to get a new water chip, why you have to destroy the Master and so on.psorcerer said:Yep, very good. So the story consists of: get the chip, destroy mutants, destroy Brotherhood, end game. Dull isn't it?Need to get water chip->Do whatever you want, with your prize eye on the chip, do different things in the towns, etc. etc -> Get chip and return it, hear about the mutants. Destroy the mutant base and the master-> same as before, do whatever. Lots of stuff you dont even have to do, but you can like the Brotherhood->Blown up the base and the Master is destroyed-> Ending and outcome of all that you have done so far.
It really boggles my mind what you would call "story". Care to enlighten us?What you made can not be called "story" (although if you like that kind of "stories" it maybe was good enough for you).
Vault Dweller said:No, but I enjoy figuring them out. Unfortunately, as games get less and less complex, it takes no time at all. Honestly, being given hints ruin the immersion, at least for me.
Depends. If such a clue is a dialogue line that leads you somewhere and make you want to continue talking instead of attacking, then, yes. If it takes any equivalent of moron indicators (visual aid) that it's always a bad design.
Ok, let's play that game, define the RPG genre or concept or whatever and let's take it from there. Do you feel confident enough to go first?
Alright, while you're taking your sweet time, the mutant army doesn't wait for you, and sooner then later they invade Necropolis killing everyone.
Story, history? I'm afraid to ask for your definition of story, so I'll ask for an actual example. Tell me if you can what is the story in KOTOR?
These are not restrictions, any game that specializes in one area, would do it better, ie. shooters would have better combat, adventure games better story, etc. If an RPG would try to match that, it would become more of an adventure game, and less of an RPG (BG2, KOTOR, etc), or more of an action game like Diablo 2 and Sacred.
A genre is merely a definition of already existing things. So, I guess that means you don't like RPGs since you sure are crazy about adventure games
Yeah, let's compare apples and oranges. Let's compare a game like Diablo 2 that focuses on one thing only: combat, to Fallout 2 that deals with combat, story, dialogues, role-playing, etc. Oh, wait, it's been already done. Was it a friend of yours?
DarkUnderlord said:That's a summary of it, actually. Summarise any game to its few key moments and it makes them all sound rather dull. The story is the why you have to get a new water chip, why you have to destroy the Master and so on.
OK, lets look at what you said about story shalll we?I've already told you what's my definition of story is, look in previous messages.
So anything not affected by the Player is story, right? But wouldn't this mean, given a linear game, that this game would equal story? Afterall in a linear game you have no choice and thus cannot affect anything.Since when story = history?
I call "story" to anything in the world not affected by PC actions. Any event either happening in front of the PC eyes or which happened long before that and not because of PC actions is indeed a part of the "story".
Now all of a sudden the PC is able to affect the story?Err...I assume that PC by interacting with the game world changes it's story.
So kinda like the background story, right?I call "story" to things that happen or already happened to the game world when PC is not present there.
Now you're talking about the presentation about your mysterious story.If the game world "lives" which mean developes this so called "story" while player is not present - it's a good story. If the world consists of talking heads and pillars and nothing happens if it's not chosen by player - it's a bad story.
This part doesnt make any sense at all. Because there are coices you get immersed.See, the storytelling of a game can be seriously hampered by variety of choices just because you start to think that your avatar = you when a lot of choices are present, and your avatar failures become your failures, so instead of "it's sad" it gets to "it's frustrating", instead of compassion it becomes dullness and so on.
Balthus said:So anything not affected by the Player is story, right? But wouldn't this mean, given a linear game, that this game would equal story? Afterall in a linear game you have no choice and thus cannot affect anything.
Now all of a sudden the PC is able to affect the story?
So kinda like the background story, right?
This part doesnt make any sense at all. Because there are coices you get immersed.
Immersion => PC's failure = your failure => Frustration. So immersion is a bad thing after all.I've got to say I don't understand you or your "definition" of story, so I must ask you again to explain what story means to you.
Actually what I wanted to demonstrate was that your definition of story was faulty because you said what story isn't or rather said anything not affected by PC is story. But there are a lot of things in a game that is neither story nor affect-able by the PC.For some extent yes, totally linear adventure game = pure story.
I fail to see the relevancy as an orange is a clearly defined object while your concept of story still eludes me.I'll give you an example: ornge is orange, but if you "affect" it, for example smashing it on the floor, can it be still called orange?
But there's more to story than this, for example the temporal sequence of the "things that happen/ed". Then there's also the fact that story can very well take its course even if the PC is present, so that this cannot be the whole mysterie of "story".Nope, it's kinda like everything that's happening while PC is/was not here.
This would be okay if we'ld be talking about a book or movie, but this is about a computer game or interactive movie for others. There is no interactivity in following a sigular set path. I can enjoy and immerse in this while watching a movie or reading a book, but it takes me out of my immersion if I am unable to refuse a quest my character(the role in rpg) simply wouldn't do or if I can't kill an npc because the designer doesnt want me to do it. All of this happens in a truely linear game and is the true Immersion-killer.Immersion is a good thing. When it's immersing in someone else's story.
It really does. It literally boggles. Now I know what it feels like to communicate with an alien life form that doesn't use the same concepts as we do.Balthus said:It really boggles my mind what you would call "story".
Balthus said:You play your own role, your own character and you should also write your own story. That's what an rpg is all about.
Vault Dweller said:It really does. It literally boggles. Now I know what it feels like to communicate with an alien life form that doesn't use the same concepts as we do.
And this assumption is based on what? On personal experience? Then a more appropriate way of putting it would be "I can't play complex games without hints".psorcerer said:I thik nobody can play a game that has more actions than just "shoot" and "use" without hints.
I don't want hints at all. There are hint books and walkthroughs for those who need help.But as far as I can see you don't like hints to be too obvious, nobody likes that.
Didn't play it, so can't comment.But the problem is that even in such a plain and straightforward game like Far Cry (recent example) there were places where hints were obvious to me and very confusing to other players and vice versa.
And you know that because...? What's with all the empty statements and assumptions, btw?You know what, I personally think that if somebody made a game exactly as you want even you won't play it.
Personalized? That sounds too vague, don't you think? By that definition, RTS, FPS, chess, and even pinball would fit in the RPG genre as well. Wanna try to narrow it down a bit?No problem. RPG aspect of a computer game is an aspect that makes a player experience as personalized as possible.
So what? Does it really matter how that achieved? We were talking about examples of events taking place without PC actions. As you probably realize by now, all actions in games are programmed, so what's your point?Time trigger. So?Alright, while you're taking your sweet time, the mutant army doesn't wait for you, and sooner then later they invade Necropolis killing everyone.
Only because Fallout did so many things right, and is a shiny example of what RPGs should be like. Technically I don't want Fallout-based gameplay, I want gameplay that is based on the same principles that were used in Fallout so elegantly.These are not restrictions, any game that specializes in one area, would do it better, ie. shooters would have better combat, adventure games better story, etc. If an RPG would try to match that, it would become more of an adventure game, and less of an RPG (BG2, KOTOR, etc), or more of an action game like Diablo 2 and Sacred.
But "your" RPGs are not trying to match that, judging from your words you want Fallout-based gameplay.
What I'm saying is: genres define already existing things (design elemens, gameplay mechanics, etc), if somebody makes a game that doesn't fit the standards of the genre, then it either belongs to a different genre or to a completely new genre. So if somebody wants to make a great adventure game with an awesome story and throw in some stats for fun, that doesn't automatically make it an RPG.Yep, exactly, genre is a definition of existing. So if you say: "RPG games won't do that because it's not in the genre", you merely say: "genres are existing and RPGs should stick to genre" while it's exactly the opposite.A genre is merely a definition of already existing things. So, I guess that means you don't like RPGs since you sure are crazy about adventure games
Both, it's my character and and it's his story, thus it is -in a way- my story. If it would not be my story, it could impossibly be my character.Here comes the question: your story or your character story?
I would like to know how you came to that conclusion but anyhow, I disagree.Mutitude of choices makes you believe that the story is yours and not of your character.
Actually, the original Fallout story is expressed through:psorcerer said:Sorry, but these "why-s" are expressed through talking pillars, and I can't imagine talking pillar doing something besides standing and talking, so I can't immerse in this "story".DarkUnderlord said:That's a summary of it, actually. Summarise any game to its few key moments and it makes them all sound rather dull. The story is the why you have to get a new water chip, why you have to destroy the Master and so on.
Balthus said:I fail to see the relevancy as an orange is a clearly defined object while your concept of story still eludes me.I'll give you an example: ornge is orange, but if you "affect" it, for example smashing it on the floor, can it be still called orange?
Mutitude of choices makes you believe that the story is yours and not of your character
Voss said:He apparently thinks that doing something to an object changes its fundamental nature, hence his confusion as to whether an orange smashed on the floor is still an orange. {for the record, it is. Its just smashed and spread about, but it remains an orange, and doesn't spontaneous become an apple or some other fruit, or even non-fruit}
That's good, so it does remain orange. Good. Then why don't you eat it?
Are the book fanfics equally satisfying reading as the original book is?
(and for the jury: I've never told that smashed orange is not orange, I've just asked if it is)
Same thing with stories. He sees altering a story as making it something other than a story, rather than (as is obvious to everyone else) simply taking the story in a different direction.
It depends on the point of view. If we go by my definition of a story - by your actions you transform the story. It doesn't become something else but it can become "unedible" if you smash it too hard. That was a purpose of "orange comparison".
And then theres is the question of if the good story is inside a good game...